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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 48
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 168
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Level: 1 (x1.0)", {' Line Number: 148
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var counterText = new LK.Text("Sparkles: 0", {' Line Number: 140
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make label text black
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move all objects to the top right of the screen
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make the game play itself until a player clicks a start button
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 34
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 119
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Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var counterText = new LK.Text("Sparkles: 0", {' Line Number: 102
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change all label text colors to white
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remove unused objects
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apply images to all image obects
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Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var laserGraphics = new Graphics();' Line Number: 273
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8. **Game Initialization**: During `Initialize Game`, only set `backgroundColor`. All other variables should be set in `Game Code`. 9. **Game Elements Centering**: Ensure game play elements that should be centered are properly centered, accounting for asset size. 10. **Dynamic Resizing and Orientation**: Do not handle dynamic resizing and orientation changes, as the LK engine will handle this automatically. 11. **Sound and Music**: Refrain from adding sound, music, or pause functions unless specifically directed. 12. **Background**: Never add a background to the game unless specifically asked. 13. **Tweening**: There is no `LK.Tween` library, so any animations should be written manually or use existing plugins. 14. **Asset Creation**: You do not need to create new assets in the `Assets` section as the engine will do this automatically. 15. **Import Statements**: Do not add any import or require statements to the code, even if it's commented out or a placeholder.
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8. **Game Initialization**: During `Initialize Game`, only set `backgroundColor`. All other variables should be set in `Game Code`. 9. **Game Elements Centering**: Ensure game play elements that should be centered are properly centered, accounting for asset size. 10. **Dynamic Resizing and Orientation**: Do not handle dynamic resizing and orientation changes, as the LK engine will handle this automatically. 11. **Sound and Music**: Refrain from adding sound, music, or pause functions unless specifically directed. 12. **Background**: Never add a background to the game unless specifically asked. 13. **Tweening**: There is no `LK.Tween` library, so any animations should be written manually or use existing plugins. 14. **Asset Creation**: You do not need to create new assets in the `Assets` section as the engine will do this automatically. 15. **Import Statements**: Do not add any import or require statements to the code, even if it's commented out or a placeholder.
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1. **Global Scope Initialization**: Ensure that all important variables, instances, arrays, and variables are initialized in the global scope of `gamecode.js`. This includes arrays for game objects like `cats`, `kittens`, `birds`, `ufos`, `clouds`, `powerUps`, and `sparkles`.
2. **Asset Classes**: Differentiate between asset classes for different behaviors, such as 'HeroBullets' and 'EnemyBullets', and ensure distinct assets are assigned to these classes.
3. **Event Listeners**: Ensure event listeners are correctly using the `obj.event` for the event object, and not assuming any standard libraries are included.
4. **Touchscreen Compatibility**: Ensure the game is touchscreen-compatible and does not rely on keyboard inputs or controls.
5. **Asset Retrieval**: Use `LK.getAsset('
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continue developing hte app
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ensure the game is initialized correctly
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continue
/**** * Classes ****/ // Cat class with enhanced features var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 0.5, scale: 0.8 }); self.level = 1; self.productionRate = 0.5; self.lastProductionTime = 0; // Level indicator var levelCircle = new Container(); var levelCircleGraphics = levelCircle.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 0.5 }); levelCircleGraphics.tint = 0x000000; levelCircle.x = 0; levelCircle.y = -catGraphics.height / 2 - 10; levelCircle.alpha = 0.7; self.addChild(levelCircle); var levelText = new LK.Text("Lvl " + self.level, { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.y = -50; self.addChild(levelText); self.upgrade = function () { self.level++; self.productionRate *= 1.2; levelText.text = "Lvl " + self.level; // Update level indicator levelText.text = "Lvl " + self.level; levelCircleGraphics.tint = 0x000000; // Show level up effect var levelUpEffect = new Container(); var levelUpGraphics = levelUpEffect.attachAsset('sparkle', { anchorX: 0.5, anchorY: 0.5, scale: 1.5 }); levelUpGraphics.tint = 0xFFFFFF; levelUpEffect.x = 0; levelUpEffect.y = -catGraphics.height / 2 - 10; levelUpEffect.alpha = 1; self.addChild(levelUpEffect); // Animate level up effect var startTime = LK.ticks; levelUpEffect.update = function () { var elapsed = (LK.ticks - startTime) / 60; levelUpEffect.scale.set(1.5 - elapsed * 0.5); levelUpEffect.alpha = 1 - elapsed; if (elapsed >= 1) { self.removeChild(levelUpEffect); } }; }; self.update = function () { var currentTime = LK.ticks / 60; if (currentTime - self.lastProductionTime > 1) { sparkles += self.productionRate * self.level; self.lastProductionTime = currentTime; // Create sparkle effect if (Math.random() < 0.3) { createSparkleEffect(self.x, self.y); } } // Idle animation self.rotation = Math.sin(LK.ticks / 120) * 0.03; }; return self; }); // Garden background var Garden = Container.expand(function () { var self = Container.call(this); var gardenGraphics = self.attachAsset('grass-back', { anchorX: 0.5, anchorY: 1, scale: 1.2 }); self.update = function () { // Subtle movement self.x += Math.sin(LK.ticks / 200) * 0.1; }; return self; }); // Main garden area (clickable) var MainGarden = Container.expand(function () { var self = Container.call(this); var gardenGraphics = self.attachAsset('grass-front', { anchorX: 0.5, anchorY: 0.5, scale: 1.5 }); self.interactive = true; self.buttonMode = true; self.on('pointerdown', function (event) { sparkles += clickMultiplier; createSparkleEffect(event.data.global.x, event.data.global.y); // Play random sound on click if (Math.random() < 0.2) { var soundIndex = Math.floor(Math.random() * sounds.length); LK.getSound(sounds[soundIndex]).play(); } }); return self; }); // Add a cat to the game // Sparkle counter display var SparkleCounter = Container.expand(function () { var self = Container.call(this); var counterText = new Text2("Sparkles: 0", { fontFamily: "Arial", fontSize: 24, fill: 0xFFFFFF }); counterText.anchor.set(0, 0); self.addChild(counterText); // Add level display var levelText = new Text2("Level: 1 (x1.0)", { fontFamily: "Arial", fontSize: 18, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.y = 30; self.addChild(levelText); self.update = function () { counterText.text = "Sparkles: " + Math.floor(sparkles); levelText.text = "Level: " + playerLevel + " (x" + levelMultiplier.toFixed(1) + ")"; }; return self; }); // Enhanced sparkle effect with color options // Upgrade Button class var UpgradeButton = Container.expand(function (type, text, x, y) { var self = Container.call(this); var buttonGraphics = self.attachAsset('upgrade-button', {}); self.type = type; var buttonText = new Text2(text, { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.x = x; self.y = y; self.update = function () { // Update button text based on type if (self.type === "clickPower") { buttonText.text = "Click Power\nCost: " + Math.floor(upgrades.clickPower.cost); } else if (self.type === "autoCollect") { buttonText.text = "Auto Collect\nCost: " + Math.floor(upgrades.autoCollect.cost); } else if (self.type === "buyCat") { buttonText.text = "Buy Cat\nCost: " + Math.floor(upgrades.catCost); } // Disable button if not enough sparkles if (self.type === "clickPower" && sparkles >= upgrades.clickPower.cost) { buttonGraphics.alpha = 1; } else if (self.type === "autoCollect" && sparkles >= upgrades.autoCollect.cost) { buttonGraphics.alpha = 1; } else if (self.type === "buyCat" && sparkles >= upgrades.catCost) { buttonGraphics.alpha = 1; } else { buttonGraphics.alpha = 0.5; } }; self.interactive = true; self.buttonMode = true; self.on('pointerdown', function () { if (self.type === "clickPower" && sparkles >= upgrades.clickPower.cost) { sparkles -= upgrades.clickPower.cost; upgrades.clickPower.level++; clickMultiplier *= 1.2; upgrades.clickPower.cost *= upgrades.clickPower.multiplier; LK.getSound('songbird1').play(); } else if (self.type === "autoCollect" && sparkles >= upgrades.autoCollect.cost) { sparkles -= upgrades.autoCollect.cost; upgrades.autoCollect.level++; autoSparkleRate += 0.5; upgrades.autoCollect.cost *= upgrades.autoCollect.multiplier; LK.getSound('songbird1').play(); } else if (self.type === "buyCat" && sparkles >= upgrades.catCost) { sparkles -= upgrades.catCost; addCat(); upgrades.catCost *= upgrades.catMultiplier; LK.getSound('wings1').play(); } }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue }); /**** * Game Code ****/ // Cosmic Cat Garden - An Idle/Hypercasual Game // Game state variables var sparkles = 0; var totalSparklesEarned = 0; var sparkleRate = 1; var autoSparkleRate = 0; var clickMultiplier = 1; var cats = []; var playerLevel = 1; var levelMultiplier = 1; var lastSaveTime = Date.now(); var lastPlayTime = Date.now(); var achievements = { sparklesCollected: [{ threshold: 100, achieved: false, reward: 10 }, { threshold: 1000, achieved: false, reward: 50 }, { threshold: 10000, achieved: false, reward: 200 }], catsOwned: [{ threshold: 5, achieved: false, reward: 20 }, { threshold: 10, achieved: false, reward: 100 }, { threshold: 20, achieved: false, reward: 500 }], upgradesPurchased: [{ threshold: 5, achieved: false, reward: 30 }, { threshold: 15, achieved: false, reward: 150 }, { threshold: 30, achieved: false, reward: 600 }] }; var totalUpgradesPurchased = 0; var tutorialStep = 0; var tutorialComplete = false; var upgrades = { clickPower: { level: 1, cost: 10, multiplier: 1.5 }, autoCollect: { level: 0, cost: 50, multiplier: 2 }, catCost: 100, catMultiplier: 1.8 }; // Object pool for sparkle effects var sparklePool = []; var maxSparkles = 50; // Save game state function saveGame() { var gameState = { sparkles: sparkles, totalSparklesEarned: totalSparklesEarned, sparkleRate: sparkleRate, autoSparkleRate: autoSparkleRate, clickMultiplier: clickMultiplier, cats: cats.map(function (cat) { return { level: cat.level, productionRate: cat.productionRate, x: cat.x, y: cat.y }; }), playerLevel: playerLevel, levelMultiplier: levelMultiplier, lastSaveTime: Date.now(), achievements: achievements, totalUpgradesPurchased: totalUpgradesPurchased, tutorialComplete: tutorialComplete, upgrades: upgrades }; try { localStorage.setItem('cosmicCatGarden', JSON.stringify(gameState)); console.log('Game saved successfully'); } catch (e) { console.error('Failed to save game:', e); } } // Load game state function loadGame() { try { var savedState = localStorage.getItem('cosmicCatGarden'); if (savedState) { var gameState = JSON.parse(savedState); // Restore basic variables sparkles = gameState.sparkles || 0; totalSparklesEarned = gameState.totalSparklesEarned || 0; sparkleRate = gameState.sparkleRate || 1; autoSparkleRate = gameState.autoSparkleRate || 0; clickMultiplier = gameState.clickMultiplier || 1; playerLevel = gameState.playerLevel || 1; levelMultiplier = gameState.levelMultiplier || 1; achievements = gameState.achievements || achievements; totalUpgradesPurchased = gameState.totalUpgradesPurchased || 0; tutorialComplete = gameState.tutorialComplete || false; upgrades = gameState.upgrades || upgrades; // Calculate offline progress var currentTime = Date.now(); var offlineTime = (currentTime - gameState.lastSaveTime) / 1000; // in seconds var offlineSparkles = 0; if (offlineTime > 0 && gameState.cats && gameState.cats.length > 0) { // Calculate sparkles earned while away var totalCatProduction = gameState.cats.reduce(function (total, cat) { return total + cat.productionRate * cat.level; }, 0); offlineSparkles = totalCatProduction * offlineTime; offlineSparkles += gameState.autoSparkleRate * offlineTime; // Apply level multiplier offlineSparkles *= gameState.levelMultiplier; // Add offline sparkles sparkles += offlineSparkles; totalSparklesEarned += offlineSparkles; // Show offline earnings notification showOfflineEarnings(offlineSparkles, offlineTime); } // Restore cats if (gameState.cats && gameState.cats.length > 0) { // Remove initial cat if (cats.length > 0) { game.removeChild(cats[0]); cats = []; } // Restore saved cats gameState.cats.forEach(function (catData) { var cat = new Cat(); cat.level = catData.level; cat.productionRate = catData.productionRate; cat.x = catData.x; cat.y = catData.y; game.addChild(cat); cats.push(cat); }); } console.log('Game loaded successfully'); } } catch (e) { console.error('Failed to load game:', e); } } // Show offline earnings notification function showOfflineEarnings(amount, time) { var notification = new Container(); var bg = notification.attachAsset('achievement-notification', {}); var titleText = new LK.Text("Welcome Back!", { fontFamily: "Arial", fontSize: 20, fill: 0xFFFFFF, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = 10; var messageText = new LK.Text("You earned " + Math.floor(amount) + " sparkles\nwhile away for " + Math.floor(time / 60) + " minutes", { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF, align: 'center' }); messageText.anchor.set(0.5, 0); messageText.y = 35; notification.addChild(titleText); notification.addChild(messageText); notification.x = 1024 / 2; notification.y = 100; notification.alpha = 0; game.addChild(notification); // Animate in var startTime = LK.ticks; notification.update = function () { var elapsed = (LK.ticks - startTime) / 60; if (elapsed < 1) { notification.alpha = elapsed; } else if (elapsed < 5) { notification.alpha = 1; } else if (elapsed < 6) { notification.alpha = 6 - elapsed; } else { game.removeChild(notification); } }; } // Show achievement notification function showAchievement(title, description, reward) { var notification = new Container(); var bg = notification.attachAsset('achievement-notification', {}); var titleText = new LK.Text("Achievement: " + title, { fontFamily: "Arial", fontSize: 20, fill: 0xFFFFFF, fontWeight: 'bold' }); titleText.anchor.set(0.5, 0); titleText.y = 10; var messageText = new LK.Text(description + "\nReward: " + reward + " sparkles", { fontFamily: "Arial", fontSize: 16, fill: 0xFFFFFF, align: 'center' }); messageText.anchor.set(0.5, 0); messageText.y = 35; notification.addChild(titleText); notification.addChild(messageText); notification.x = 1024 / 2; notification.y = 100; notification.alpha = 0; game.addChild(notification); // Animate in var startTime = LK.ticks; notification.update = function () { var elapsed = (LK.ticks - startTime) / 60; if (elapsed < 1) { notification.alpha = elapsed; } else if (elapsed < 5) { notification.alpha = 1; } else if (elapsed < 6) { notification.alpha = 6 - elapsed; } else { game.removeChild(notification); } }; } // Check achievements function checkAchievements() { // Check sparkles collected achievements achievements.sparklesCollected.forEach(function (achievement) { if (!achievement.achieved && totalSparklesEarned >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Sparkle Collector", "Collected " + achievement.threshold + " sparkles", achievement.reward); } }); // Check cats owned achievements achievements.catsOwned.forEach(function (achievement) { if (!achievement.achieved && cats.length >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Cat Collector", "Owned " + achievement.threshold + " cats", achievement.reward); } }); // Check upgrades purchased achievements achievements.upgradesPurchased.forEach(function (achievement) { if (!achievement.achieved && totalUpgradesPurchased >= achievement.threshold) { achievement.achieved = true; sparkles += achievement.reward; totalSparklesEarned += achievement.reward; showAchievement("Upgrade Master", "Purchased " + achievement.threshold + " upgrades", achievement.reward); } }); } // Check for level up function checkLevelUp() { var newLevel = Math.floor(Math.log(totalSparklesEarned / 100 + 1) / Math.log(1.5)) + 1; if (newLevel > playerLevel) { var oldLevel = playerLevel; playerLevel = newLevel; levelMultiplier = 1 + (playerLevel - 1) * 0.1; // Show level up notification showAchievement("Level Up!", "You reached level " + playerLevel, 0); // Random chance to upgrade a cat if (cats.length > 0 && Math.random() < 0.5) { var randomCat = cats[Math.floor(Math.random() * cats.length)]; randomCat.upgrade(); createSparkleEffect(randomCat.x, randomCat.y, 0xFFFFFF, 20); } } } // Tutorial system function showTutorial() { if (tutorialComplete) { return; } var tutorial = new Container(); var highlight = tutorial.attachAsset('tutorial-highlight', {}); var messageText = new LK.Text("", { fontFamily: "Arial", fontSize: 20, fill: 0xFFFFFF, align: 'center', stroke: 0x000000, strokeThickness: 4 }); messageText.anchor.set(0.5, 0.5); tutorial.addChild(messageText); // Position based on tutorial step switch (tutorialStep) { case 0: // Click garden messageText.text = "Click on the garden\nto collect sparkles!"; tutorial.x = mainGarden.x; tutorial.y = mainGarden.y - 100; break; case 1: // Upgrade click power messageText.text = "Upgrade your click power\nto get more sparkles!"; tutorial.x = clickUpgrade.x; tutorial.y = clickUpgrade.y; break; case 2: // Buy a cat messageText.text = "Buy a cat to automatically\ngenerate sparkles!"; tutorial.x = catUpgrade.x; tutorial.y = catUpgrade.y; break; case 3: // Tutorial complete messageText.text = "Great job! Now keep\ncollecting sparkles!"; tutorial.x = 1024 / 2; tutorial.y = 300; tutorialComplete = true; break; } game.addChild(tutorial); // Animate var startTime = LK.ticks; tutorial.update = function () { var elapsed = (LK.ticks - startTime) / 60; highlight.scale.x = 1 + Math.sin(elapsed * 2) * 0.1; highlight.scale.y = 1 + Math.sin(elapsed * 2) * 0.1; if (elapsed > 10 || tutorialStep === 3 && elapsed > 5) { game.removeChild(tutorial); if (tutorialStep === 3) { saveGame(); } } }; } // Enhanced sparkle effect with color options function createSparkleEffect(x, y, color, count) { color = color || 0xFFD700; count = count || 1; for (var i = 0; i < count; i++) { var sparkle; // Use object pool if available if (sparklePool.length > 0) { sparkle = sparklePool.pop(); sparkle.x = x + (Math.random() * 60 - 30); sparkle.y = y + (Math.random() * 60 - 30); sparkle.alpha = 0.8; sparkle.scale.set(0.5 + Math.random() * 0.5); game.addChild(sparkle); } else { sparkle = new Container(); var sparkleGraphics = sparkle.attachAsset('sparkle', {}); sparkleGraphics.tint = color; sparkle.x = x + (Math.random() * 60 - 30); sparkle.y = y + (Math.random() * 60 - 30); sparkle.alpha = 0.8; sparkle.scale.set(0.5 + Math.random() * 0.5); game.addChild(sparkle); } // Animate and remove var startTime = LK.ticks; sparkle.update = function () { var elapsed = (LK.ticks - startTime) / 60; sparkle.y -= 0.5; sparkle.alpha = Math.max(0, 0.8 - elapsed); if (sparkle.alpha <= 0) { game.removeChild(sparkle); // Return to pool if not full if (sparklePool.length < maxSparkles) { sparklePool.push(sparkle); } } }; } } // Add a cat to the game function addCat() { var cat = new Cat(); cat.x = 400 + Math.random() * 800; cat.y = 1800 + Math.random() * 500; game.addChild(cat); cats.push(cat); } // Initialize game elements var garden = game.addChild(new Garden()); garden.x = 1024; garden.y = 2732; var mainGarden = game.addChild(new MainGarden()); mainGarden.x = 1024; mainGarden.y = 2200; var sparkleCounter = game.addChild(new SparkleCounter()); sparkleCounter.x = 50; sparkleCounter.y = 50; // Add upgrade buttons var clickUpgrade = game.addChild(new UpgradeButton("clickPower", "Click Power\nCost: 10", 150, 150)); var autoUpgrade = game.addChild(new UpgradeButton("autoCollect", "Auto Collect\nCost: 50", 150, 220)); var catUpgrade = game.addChild(new UpgradeButton("buyCat", "Buy Cat\nCost: 100", 150, 290)); // Add initial cat addCat(); // Background sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; var currentAmbientSound = null; // Initialize random timers for ambient sounds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { if (currentAmbientSound) { currentAmbientSound.stop(); } sound.play(); currentAmbientSound = sound; LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000); }, Math.random() * 20000 + 10000); }); // Main game update loop game.update = function () { // Update all cats cats.forEach(function (cat) { cat.update(); }); // Update UI elements sparkleCounter.update(); clickUpgrade.update(); autoUpgrade.update(); catUpgrade.update(); // Auto-collect sparkles if (autoSparkleRate > 0) { sparkles += autoSparkleRate / 60; // Per frame rate } // Random sparkle effects if (Math.random() < 0.01 && cats.length > 0) { var randomCat = cats[Math.floor(Math.random() * cats.length)]; createSparkleEffect(randomCat.x, randomCat.y); } }; // Play background music LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 0.02, duration: 4000 } });
===================================================================
--- original.js
+++ change.js
@@ -143,9 +143,9 @@
var UpgradeButton = Container.expand(function (type, text, x, y) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('upgrade-button', {});
self.type = type;
- var buttonText = new LK.Text(text, {
+ var buttonText = new Text2(text, {
fontFamily: "Arial",
fontSize: 16,
fill: 0xFFFFFF
});
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows