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debug the game
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apply the sun image to the sun object
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debug the game
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Assign bird1 image to Bird1 object
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assign bird1 image to bird1 object, do the same fo bird2, ufo, cloud, and tree.
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Please fix the bug: 'ReferenceError: birds is not defined' in or related to this line: 'birds.forEach(function (bird) {' Line Number: 496
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Please fix the bug: 'spawnBird2 is not defined' in or related to this line: 'spawnBird2();' Line Number: 462
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Please fix the bug: 'Cannot read properties of undefined (reading 'Game')' in or related to this line: 'var game = new LK.Game({' Line Number: 339
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Please fix the bug: 'Cannot read properties of undefined (reading 'Game')' in or related to this line: 'var game = new LK.Game({' Line Number: 339
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Please fix the bug: 'Cannot read properties of undefined (reading 'import')' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'import')' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 37 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'import')' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 37 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'import')' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 37 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'import')' in or related to this line: 'var tween = LK.import("@upit/tween.v1");' Line Number: 34 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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find bugs in the code
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'self.lastX = self.x;' Line Number: 184 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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assign bird images to bird objects, ufo image to ufo object, etc.
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'gameInstance = new LK.Game({' Line Number: 1075 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': The document is sandboxed and lacks the 'allow-same-origin' flag.' in or related to this line: 'var gameInstance = new LK.Game({' Line Number: 956 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Branch asset // Bird1 class to represent the first kind of bird var Bird1 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird1-right', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.lastX = self.x; // Initialize lastX for tracking changes on X self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = -self.height; self.x = Math.random() < 0.33 ? Math.random() * 2048 : Math.random() < 0.5 ? 0 : 2048; } if (self.lastX <= 2048 / 2 && self.x > 2048 / 2) { birdGraphics.texture = LK.getAsset('bird1-right', {}).texture; } else if (self.lastX > 2048 / 2 && self.x <= 2048 / 2) { birdGraphics.texture = LK.getAsset('bird1-left', {}).texture; } self.lastY = self.y; // Update lastY after movement self.lastX = self.x; // Update lastX after movement }; }); // Bird2 class to represent the second kind of bird var Bird2 = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird2-right', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 1.6 + 1; self.lastY = self.y; // Initialize lastY for tracking changes on Y self.lastX = self.x; // Initialize lastX for tracking changes on X self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 6.5; // Increase the swooping motion of the bird's movement by 30% if (self.lastX <= 2048 / 2 && self.x > 2048 / 2) { birdGraphics.texture = LK.getAsset('bird2-right', {}).texture; } else if (self.lastX > 2048 / 2 && self.x <= 2048 / 2) { birdGraphics.texture = LK.getAsset('bird2-left', {}).texture; } self.lastX = self.x; // Update lastX after movement // Check if the bird has moved off-screen if (self.lastY <= 2732 && self.y > 2732) { self.y = Math.random() * 2732; // Random initial y position within the screen height self.x = Math.random() < 0.5 ? 0 : 2048; // Start from either the left or right side } self.lastY = self.y; // Update lastY after movement }; }); // Cat class to manage cat behavior var Cat = Container.expand(function () { var self = Container.call(this); self.lastX = self.x; // Initialize lastX for tracking changes on X var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the cat here }; }); // Cloud class to represent cloud behavior var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 self.hasAccelerated = false; // Track if the cloud has already accelerated self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections self.update = function () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { self.speed *= 1.5; // Increase speed by 50% self.hasAccelerated = true; // Mark as accelerated } break; } else if (self.hasAccelerated && !self.intersects(clouds[i])) { self.speed /= 1.5; // Reset speed to original self.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 2; // Double the speed when touching the sun tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 2; // Reset speed to original when not touching the sun tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // CloudMovement class to handle cloud movement and fade effects var CloudMovement = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 // Set default opacity to 80% }); self.speed = Math.random() * 0.55 + 0.25; // Adjust speed to range between 0.25 and 0.8 self.hasAccelerated = false; // Track if the cloud has already accelerated self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.lastIntersecting = false; // Initialize lastIntersecting for tracking changes on intersections self.update = function () { self.x += self.speed * self.direction; // If the cloud moves off-screen, reposition it to the opposite side if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2) { self.x = -self.width / 2; } else if (self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.x = 2048 + self.width / 2; } // Check for overlap with other clouds for (var i = 0; i < clouds.length; i++) { if (clouds[i] !== self && self.intersects(clouds[i])) { if (!self.hasAccelerated) { self.speed *= 1.5; // Increase speed by 50% self.hasAccelerated = true; // Mark as accelerated } break; } else if (self.hasAccelerated && !self.intersects(clouds[i])) { self.speed /= 1.5; // Reset speed to original self.hasAccelerated = false; // Reset acceleration state } } // Check if the cloud intersects with the sun if (!self.lastIntersecting && self.intersects(sun)) { self.speed *= 2; // Double the speed when touching the sun tween(cloudGraphics, { alpha: 0.5 }, { duration: 3000, easing: tween.linear }); } else if (self.lastIntersecting && !self.intersects(sun)) { self.speed /= 2; // Reset speed to original when not touching the sun tween(cloudGraphics, { alpha: 1.0 }, { duration: 3000, easing: tween.linear }); } self.lastIntersecting = self.intersects(sun); self.lastX = self.x; // Update lastX after movement }; }); // Grass class to represent the grass image var Grass = Container.expand(function () { var self = Container.call(this); var grassGraphics = self.attachAsset('grass', { anchorX: 0.5, anchorY: 1 }); self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin((LK.ticks + 100) / 90) * 0.15; // Swaying effect, increased speed }; }); // Grass2 class to represent the second grass image var Grass2 = Container.expand(function () { var self = Container.call(this); var grass2Graphics = self.attachAsset('grass2', { anchorX: 0.5, anchorY: 1 }); self.lastX = self.x; // Initialize lastX for tracking changes on X self.update = function () { // Add any specific update logic for the grass here // Example: Slightly move the grass to simulate wind effect self.x += Math.sin((LK.ticks + 50) / 100) * 0.125; // Swaying effect, reduced by 50% self.lastX = self.x; // Update lastX after movement }; }); // Laser class to represent a laser shot from the cat var Laser = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var laserGraphics = self.attachAsset('laser2', { anchorX: 0.5, anchorY: 0.5, brightness: 2.0 // Increase brightness by 200% }); // Play the laser1 sound when the laser is created LK.getSound('laser1').play(); // Calculate direction and speed var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 60; // Speed of the laser increased by 200% self.vx = dx / distance * speed; self.vy = dy / distance * speed; // Set initial position self.x = startX; self.y = startY; // Update function to move the laser self.update = function () { self.x += self.vx; self.y += self.vy; // Remove laser if it goes off-screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Reticle class to manage reticle behavior var Reticle = Container.expand(function () { var self = Container.call(this); var reticleGraphics = self.attachAsset('reticle1', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Add any specific update logic for the reticle here }; }); // ScoreDisplay class to manage score display var ScoreDisplay = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('scoreImage', { anchorX: 0.5, anchorY: 0.5 }); var scoreText = new Text2('0', { size: 175, fill: 0x00FF00, font: "Courier New, Courier, monospace", // Segmented clock style font stroke: 0x000000, strokeThickness: 5, dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 5, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.y = -100; // Move score text up by 10px scoreText.x = -155; // Move score text right by 10px x = 100; y = 100; self.addChild(scoreText); self.updateScore = function (newScore) { scoreText.setText(newScore); }; }); // ScoreManager class to manage score logic // ScoreManager class to manage score logic // Sun class to represent a sun in the top right corner var Sun = Container.expand(function () { var self = Container.call(this); var sunGraphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); startPulsating(self); // Start the pulsating effect }); // Function to create a pulsating effect // Tree class to represent a tree with a 9:16 aspect ratio var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, antialias: true // Apply antialias effect }); self.update = function () { // Add any specific update logic for the tree here }; }); // UFO class to represent a UFO flying across the screen var UFO = Container.expand(function () { var self = Container.call(this); var ufoGraphics = self.attachAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3.2; // Decrease speed by 20% self.direction = Math.random() < 0.5 ? 1 : -1; // Random direction: 1 for right, -1 for left self.lastX = self.x; // Track last X position for future checks self.update = function () { self.x += self.speed * self.direction; self.y = 100 + Math.sin(self.x / 70) * 165; // Increase the wave pattern depth by 10% // If the UFO moves off-screen, destroy it and set to null if (self.lastX <= 2048 + self.width / 2 && self.x > 2048 + self.width / 2 || self.lastX >= -self.width / 2 && self.x < -self.width / 2) { self.destroy(); ufo = null; } self.lastX = self.x; // Update lastX after movement }; }); /**** * Initialize Game ****/ /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var game = new LK.Game({ // No title, no description backgroundColor: 0x000000 // Black }); /**** * Game Code ****/ // Initialize UFO variable /**** * Assets LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'}) ****/ // Initialize clouds array var clouds = []; var ufo = null; // Bird2Effects class to handle effects and animations for Bird2 var Bird2Effects = function Bird2Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird2 here }; }; // Bird1Effects class to handle effects and animations for Bird1 var Bird1Effects = function Bird1Effects(bird) { this.bird = bird; this.applyEffects = function () { // Add any specific effects or animations for Bird1 here }; }; function startPulsating(target) { function pulsate() { tween(target, { scaleX: 1.1, scaleY: 1.1 }, { duration: 444, easing: tween.easeInOut, onFinish: function onFinish() { tween(target, { scaleX: 1.0, scaleY: 1.0 }, { duration: 444, easing: tween.easeInOut, onFinish: pulsate }); } }); } pulsate(); } // Define layers and layer management var LAYER_BACKGROUND = 0; var LAYER_CLOUDS = 1; var LAYER_BIRDS = 2; var LAYER_UFO = 3; var LAYER_GRASS = 4; var LAYER_CAT = 5; var LAYER_RETICLE = 6; var LAYER_LASER = 7; var LAYER_SCORE = 8; // Layer management functions function setLayerIndex(object, layer) { game.setChildIndex(object, layer); } // Cleanup methods for each layer function cleanupLayer(layer) { var children = game.children.slice(); for (var i = children.length - 1; i >= 0; i--) { var child = children[i]; if (game.getChildIndex(child) === layer) { if (child.destroy) { child.destroy(); } else { game.removeChild(child); } } } } function cleanupBackground() { cleanupLayer(LAYER_BACKGROUND); } function cleanupClouds() { cleanupLayer(LAYER_CLOUDS); clouds = []; } function cleanupBirds() { cleanupLayer(LAYER_BIRDS); birds = []; } function cleanupUFO() { cleanupLayer(LAYER_UFO); ufo = null; } function cleanupGrass() { cleanupLayer(LAYER_GRASS); } function cleanupCat() { cleanupLayer(LAYER_CAT); } function cleanupReticle() { cleanupLayer(LAYER_RETICLE); } function cleanupLaser() { cleanupLayer(LAYER_LASER); } function cleanupScore() { cleanupLayer(LAYER_SCORE); } // Function to cleanup all layers function cleanupAllLayers() { for (var i = 0; i <= LAYER_SCORE; i++) { cleanupLayer(i); } clouds = []; birds = []; ufo = null; } // Initialize game objects with layers var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2 - 200; game.addChild(background); setLayerIndex(background, LAYER_BACKGROUND); // Add a sun to the game in the top left corner var sun = game.addChild(new Sun()); sun.x = 480; sun.y = 590; setLayerIndex(sun, LAYER_CLOUDS); // Initialize clouds array var clouds = []; for (var i = 0; i < 4; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = Math.random() * (2732 / 2); clouds.push(cloud); game.addChild(cloud); setLayerIndex(cloud, LAYER_CLOUDS); } // Initialize birds array var birds = []; // Initialize birds spawnBird1(); spawnBird2(); // Function to spawn a Bird2 and set its layer function spawnBird2() { var bird = new Bird2(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird2'; bird.color = 0x746130; LK.setTimeout(function () { game.addChild(bird); setLayerIndex(bird, LAYER_BIRDS); birds.push(bird); }, 2000); } // Function to spawn a bird and set its layer function spawnBird1() { var bird = new Bird1(); bird.x = Math.random() * 2048; bird.y = -bird.height; bird.speed = 1 + Math.random() * 0.6; bird.lastIntersecting = false; bird.type = 'Bird1'; bird.color = 0x746130; LK.setTimeout(function () { game.addChild(bird); setLayerIndex(bird, LAYER_BIRDS); birds.push(bird); }, 2000); } // Ensure there are always 3 birds on screen game.update = function () { // Update each bird birds.forEach(function (bird) { bird.update(); // Check if the bird has moved off-screen if (bird.lastY <= 2732 && bird.y > 2732) { bird.y = -bird.height; // Respawn the bird at the top bird.x = Math.random() * 2048; // Randomize the x position bird.speed = 1 + Math.random() * 0.6; // Reset speed for new bird } }); }; // Add a tree to the game var tree = game.addChild(new Tree()); tree.x = 2048 / 2 + 500; // Move the tree 500px to the right tree.y = 2765; // Position the tree on the grass var treeChildIndex = Math.min(7, game.children.length - 1); game.setChildIndex(tree, treeChildIndex); // Set tree to be rendered after Bird1 var score = 0; // Add the grass floor to the game var grass = new Grass(); grass.x = 1020; grass.y = 2735; game.addChild(grass); setLayerIndex(grass, LAYER_GRASS); var grass2 = new Grass2(); grass2.x = 1020; grass2.y = 2735; // Position grass2 at the bottom game.addChild(grass2); var grass2ChildIndex = game.getChildIndex(tree) + 1; game.setChildIndex(grass2, grass2ChildIndex); // Set grass2 to be rendered after the tree var scoreDisplay = new ScoreDisplay(); scoreDisplay.x = 2048 / 2 + 520; scoreDisplay.y = 2732 - 185; game.addChild(scoreDisplay); setLayerIndex(scoreDisplay, LAYER_SCORE); // Function to handle bgm1 end event function onBgm1End() { // Set a timer to replay bgm1 after 50-80 seconds var bgmTimer = LK.setTimeout(function () { LK.playMusic('bgm1', { loop: true, fade: { start: 0, end: 1, duration: 4000 }, onEnd: onBgm1End }); }, Math.random() * 30000 + 50000); } ; // Add the cat to the game var cat = game.addChild(new Cat()); cat.x = 200; // Position the cat to the far left cat.y = 2732; // Position the cat at the bottom of the screen var catChildIndex = Math.min(10, game.children.length - 1); game.setChildIndex(cat, catChildIndex); // Set cat to be rendered after the grass // Play bgm1 once on load and set a timer to replay it every 20-50 seconds LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.02, // Set to the lowest volume duration: 4000 }, onEnd: function onEnd() { // Set a timer to replay bgm1 every 20-50 seconds LK.setTimeout(function () { LK.playMusic('bgm1', { loop: false, // Play once fade: { start: 0, end: 0.5, // Set to the lowest volume duration: 4000 }, onEnd: onEnd // Set the onEnd function to replay bgm1 }); }, Math.random() * 30000 + 20000); // Random time between 20-50 seconds } }); // Initialize a timer to play the wings1 sound at a random time between 10 and 30 seconds var wingsTimer = LK.setTimeout(function () { LK.getSound('wings1').play(); wingsTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 10000); }, Math.random() * 20000 + 10000); // Create an array for all sounds except ufo1, including all birdsong sounds var sounds = ['cricket1', 'frog1', 'wings1', 'songbird1']; var currentAmbientSound = null; // Initialize random timers for each sound to play between 30-50 seconds sounds.forEach(function (soundId) { var sound = LK.getSound(soundId); var ambientSoundTimer = LK.setTimeout(function () { if (currentAmbientSound) { currentAmbientSound.stop(); // Stop the currently playing ambient sound } sound.play(); currentAmbientSound = sound; // Set the current ambient sound // Set a timeout to reset the current ambient sound after it finishes playing LK.setTimeout(function () { currentAmbientSound = null; }, sound.duration * 1000); // Convert duration from seconds to milliseconds // Reset the timer to play the sound again between 30-50 seconds, plus an additional 5 seconds ambientSoundTimer = LK.setTimeout(arguments.callee, Math.random() * 20000 + 30000 + 5000); }, Math.random() * 20000 + 30000); });
===================================================================
--- original.js
+++ change.js
@@ -344,14 +344,14 @@
/****
* Game Code
****/
-// Initialize clouds array
+// Initialize UFO variable
/****
* Assets
LK.init.shape('branch', {width:50, height:10, color:0x8b4513, shape:'box'})
****/
-// Initialize UFO variable
+// Initialize clouds array
var clouds = [];
var ufo = null;
// Bird2Effects class to handle effects and animations for Bird2
var Bird2Effects = function Bird2Effects(bird) {
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