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give me the ability to turn enemies on and off with a button on the upper right, for testing purposes
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Please fix the bug: 'ReferenceError: swordGraphics is not defined' in or related to this line: 'swordGraphics.visible = true;' Line Number: 86
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Please fix the bug: 'Uncaught ReferenceError: swordGraphics is not defined' in or related to this line: 'swordGraphics.visible = hero.weaponType === 1;' Line Number: 237
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When the weapon switch button is pressed, make the hero equip the bow and make it a asset.
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Next Feature: Implement Bow Attack Mechanic Now that the player can switch to the bow, let’s define the basic functionality for the bow attack, allowing the hero to fire arrows when the bow is selected. Steps to Add Bow Attack Define Arrow Behavior: Create an Arrow class that defines an arrow’s properties, such as speed, direction, and damage.
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Merge the game.down Functions: We’ll unify the game.down function so that both the weapon toggle and attack behavior are managed within one function. This will prevent any conflicts. Refine the Toggle and Attack Logic: We’ll check if the tap is in the toggle zone for weapon switching. Otherwise, it will execute the appropriate attack based on the selected weapon. Here’s the refined code: // Unified game.down function for weapon toggle and attack game.down = function (x, y, obj) { // Check if the touch/click is within the switch weapon zone if ( x >= switchWeaponZone.x - switchWeaponZone.width / 2 && x <= switchWeaponZone.x + switchWeaponZone.width / 2 && y >= switchWeaponZone.y - switchWeaponZone.height / 2 && y <= switchWeaponZone.y + switchWeaponZone.height / 2 ) { // Toggle weapon between sword (1) and bow (2) hero.weaponType = hero.weaponType === 1 ? 2 : 1; console.log("Switched to weapon type:", hero.weaponType); } else { // Only attack if not on cooldown if (hero.attackCooldown <= 0) { hero.isAttacking = true; hero.attackCooldown = 30; // Set cooldown frames // Determine attack direction based on tap position var dx = x - hero.x; var dy = y - hero.y; hero.rotation = Math.atan2(dy, dx); if (hero.weaponType === 1) { // Sword attack logic console.log("Sword attack initiated"); // Create attack hitbox in front of hero var hitbox = { x: hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2), y: hero.y + Math.sin(hero.rotation) * (hero.attackRange / 2), radius: hero.attackRange / 2 }; // TODO: Check for enemies in hitbox and damage them } else if (hero.weaponType === 2) { // Bow attack logic (to be expanded later) console.log("Bow attack initiated"); // Future implementation for bow mechanics } } } };
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In the hero’s attack code, check hero.weaponType. If it’s 1, perform the sword attack as usual. If it’s 2, perform an alternate action (to be defined as a bow attack later).
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When the player taps the toggle zone, change the hero’s weapon type by setting a hero.weaponType value to cycle between 1 (sword) and 2 (bow).
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Make the button small and visible
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Ask: “Create an invisible button or zone at the bottom-left corner of the screen for the hero to switch weapons.”
Code edit (1 edits merged)
Please save this source code
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Create a small button or zone at the bottom-left corner of the screen for the hero to switch weapons.
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Use an Existing Variable for Weapon State: Instead of creating a new variable, we might try reusing the hero’s attackCooldown or another already-defined property to check the weapon state. For instance: Set attackCooldown to a unique value when the sword is active and a different value for the bow. Adjust Attack Based on Cooldown: Set sword attack logic to run only if attackCooldown is set to the sword-specific value. Similarly, add logic to conditionally run bow-related attack code when attackCooldown is set to the bow-specific value. Switch Weapon with Existing Functions: See if an existing movement or attack-related function could double as a weapon switch by setting it to modify attackCooldown between two predefined values for sword and bow.
Code edit (1 edits merged)
Please save this source code
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Reset Speed on Respawn: Modify the enemy.speed value when respawning to ensure it starts at the original speed instead of the last one it had. In the if (enemies[i].health <= 0) block, update the speed of the enemy before re-adding it to the array. Here’s an example modification: if (enemies[i].health <= 0) { var enemy = enemies.splice(i, 1)[0]; enemy.destroy(); LK.setTimeout(function () { enemy.x = Math.random() * 2048; // Respawn position enemy.y = Math.random() * 2732; enemy.health = 10; enemy.speed = 5; // Reset speed to initial value enemies.push(enemy); game.addChild(enemy); }, 2000); // 2-second delay before respawning }
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'enemies[i].velocity.x += dx / dist * enemies[i].speed * (1 / 60);' Line Number: 111
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'enemies[i].velocity.x += dx / dist * enemies[i].speed * (1 / 60);' Line Number: 111
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Ah, I see - that's an interesting issue with the enemy behavior. There are a couple potential problems that could be causing the enemies to become too fast upon respawning: Accumulated velocity: When the enemy is respawned, the code is not properly resetting the velocity variables. So any leftover momentum from the previous movement is carried over, leading to accelerating speed. Framerate-dependent movement: The enemy's movement is likely tied to the game's update loop, which means the speed is affected by fluctuations in the game's framerate. If the framerate dips, the enemies will move faster relative to the player. To fix this, we need to ensure the enemy's speed and movement are calculated in a framerate-independent way, and that the velocity is properly reset when the enemy respawns. Here's an updated version of the enemy code that should address these issues: // Create an enemy var enemy = { x: 200, y: 200, speed: 2, health: 20, radius: 15, velocity: { x: 0, y: 0 } }; // Update enemy behavior game.update = function(dt) { // Previous hero and attack code remains... // Move enemy toward hero if not too close var dx = hero.x - enemy.x; var dy = hero.y - enemy.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30) { // Keep some distance enemy.velocity.x += (dx / dist) * enemy.speed * dt; enemy.velocity.y += (dy / dist) * enemy.speed * dt; // Clamp velocity to prevent runaway speed var speed = Math.sqrt(enemy.velocity.x * enemy.velocity.x + enemy.velocity.y * enemy.velocity.y); if (speed > enemy.speed) { enemy.velocity.x *= enemy.speed / speed; enemy.velocity.y *= enemy.speed / speed; } enemy.x += enemy.velocity.x; enemy.y += enemy.velocity.y; } // Check if enemy is hit by sword if (isAttacking && attackCooldown > 25) { // Only check during attack frames var hitDx = enemy.x - (hero.x + Math.cos(hero.rotation) * (attackRange/2)); var hitDy = enemy.y - (hero.y + Math.sin(hero.rotation) * (attackRange/2)); var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < attackRange/2 + enemy.radius) { enemy.health -= attackDamage; if (enemy.health <= 0) { // TODO: Enemy death effect enemy.x = Math.random() * game.width; enemy.y = Math.random() * game.height; enemy.health = 20; enemy.velocity.x = 0; // Reset velocity enemy.velocity.y = 0; } } } };
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Ah, I see - that's an interesting issue with the enemy behavior. There are a couple potential problems that could be causing the enemies to become too fast upon respawning: Accumulated velocity: When the enemy is respawned, the code is not properly resetting the velocity variables. So any leftover momentum from the previous movement is carried over, leading to accelerating speed. Framerate-dependent movement: The enemy's movement is likely tied to the game's update loop, which means the speed is affected by fluctuations in the game's framerate. If the framerate dips, the enemies will move faster relative to the player. To fix this, we need to ensure the enemy's speed and movement are calculated in a framerate-independent way, and that the velocity is properly reset when the enemy respawns.
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It seems like the speed of the enemy is doubling each death
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Enemies are moving fast after each subsequent death/respawn.
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It seems to be a problem only occurring after killing multiple enemies and getting worse as more are killed.
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Some enemies are still exponentially increasing after death and respawn
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Game Logic Bug:** There might be a bug in the game logic where the speed of respawned enemies is inadvertently increased due to incorrect calculations or logic errors.
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State Carryover:** If the enemy's state, including speed, is not fully reset upon respawn, it might carry over any changes made during its previous life cycle. This could include speed increases due to game events or power-ups. Make sure that the state is reset.
/**** * Classes ****/ // Enemy class representing the enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.speed = 5; self.update = function () { // Update logic for enemy }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add a sword asset to the hero var swordGraphics = self.attachAsset('sword', { anchorX: 0.5, anchorY: 0.5 }); // Position the sword slightly in front of the character swordGraphics.x = heroGraphics.width / 2; // Initialize sword attack variables self.attackCooldown = 0; self.isAttacking = false; self.attackDuration = 20; // frames self.attackRange = 40; self.attackDamage = 10; self.speed = 10; self.update = function () { // Update attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Handle attack animation if (self.isAttacking) { // Show the sword swordGraphics.visible = true; if (self.attackCooldown <= 25) { // Attack animation finished self.isAttacking = false; // Hide the sword swordGraphics.visible = false; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize game variables var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; var enemies = []; // Initialize hero movement variables var moveTarget = { x: hero.x, y: hero.y }; var moveSpeed = 5; // Function to handle game updates game.update = function () { // Update hero hero.update(); // Calculate direction to target var dx = moveTarget.x - hero.x; var dy = moveTarget.y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); // Move hero if not at target if (dist > 1) { var speed = Math.min(moveSpeed, dist); hero.x += dx / dist * speed; hero.y += dy / dist * speed; // Update hero rotation to face movement direction hero.rotation = Math.atan2(dy, dx); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Move enemy toward hero if not too close var dx = hero.x - enemies[i].x; var dy = hero.y - enemies[i].y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30) { // Keep some distance enemies[i].x += dx / dist * enemies[i].speed; enemies[i].y += dy / dist * enemies[i].speed; } // Check if enemy is hit by sword if (hero.isAttacking && hero.attackCooldown > 25) { // Only check during attack frames var hitDx = enemies[i].x - (hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2)); var hitDy = enemies[i].y - (hero.y + Math.sin(hero.rotation) * (hero.attackRange / 2)); var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < hero.attackRange / 2 + 60) { // Assuming enemy radius is 60 enemies[i].health -= hero.attackDamage; if (enemies[i].health <= 0) { // TODO: Enemy death effect var enemy = enemies.splice(i, 1)[0]; enemy.destroy(); LK.setTimeout(function () { enemy.x = Math.random() * 2048; // Respawn for testing enemy.y = Math.random() * 2732; enemy.health = 10; enemy.speed = 5; // Reset speed to initial value enemies.push(enemy); game.addChild(enemy); }, 2000); // 2-second delay before respawning } } } if (enemies[i] && enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); } } }; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } // Set interval to spawn enemies LK.setInterval(spawnEnemy, 2000); // Set interval to fire enemy bullets // Removed interval to prevent enemies from shooting // LK.setInterval(function () { // for (var i = 0; i < enemies.length; i++) { // fireEnemyBullet(enemies[i]); // } // }, 1000); // Handle touch/click for movement game.move = function (x, y, obj) { moveTarget.x = x; moveTarget.y = y; }; // Add sword attack on tap/click game.down = function (x, y, obj) { // Only attack if not on cooldown if (hero.attackCooldown <= 0) { hero.isAttacking = true; hero.attackCooldown = 30; // Set cooldown frames // Calculate attack direction based on tap position var dx = x - hero.x; var dy = y - hero.y; hero.rotation = Math.atan2(dy, dx); // Create attack hitbox in front of hero var hitbox = { x: hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2), y: hero.y + Math.sin(hero.rotation) * (hero.attackRange / 2), radius: hero.attackRange / 2 }; // TODO: Check for enemies in hitbox and damage them } };
===================================================================
--- original.js
+++ change.js
A round button with icons of a sword and bow crossed over a shield, hinting at weapon switching.. Game interface icon. Medieval theme with crossed weapons on a shield. High contrast and intuitive design.
A rugged medieval bow with a wooden frame and slightly frayed string, perfect for a fantasy setting.. Game asset. Rustic and worn. Medieval fantasy style. High detail with visible wood grain.
Remove the joystick stick
A dark, stone-walled dungeon chamber viewed directly from above. The floor is uneven with scattered bones and chains. Each wall has an entrance centered in the middle, like arched doorways, positioned on the top, bottom, left, and right sides. The room fills the entire frame, with torch-lit ambiance.. Full-frame, top-down view of a stone-walled dungeon chamber. Uneven floor, bones, chains, torch lighting. Open, arched entrances centered on each wall: top, bottom, left, and right. No 3D perspective, even lighting.
A high-tech command center with a glowing grid floor and sleek metallic walls. The room is viewed from directly above and has open entrances centered in the middle of each wall (top, bottom, left, and right) for easy transitions. Neon lights and holographic screens line the walls, casting a blue glow.. Full-frame, top-down view of a futuristic command center. Glowing grid floor, metallic walls, neon lights. Open entrances centered on each wall: top, bottom, left, and right. Blue glow, no perspective distortion.
A top-down view of jungle ruins with moss-covered stone walls and floors. The floor is scattered with vines and broken pillars. Each wall has an entrance centered in the middle, resembling natural archways positioned on the top, bottom, left, and right. Sunlight filters through, illuminating the room softly.. Full-frame, top-down view of jungle ruins. Moss-covered stone walls and floors, vines, broken pillars. Open natural archways centered on each wall: top, bottom, left, and right. Soft sunlight, no perspective distortion.
A pixelated skull with green digital "code streams" dripping down, symbolizing a destructive digital attack. Neon green and dark gray.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A circular emblem with a tree at its center, its branches intertwining with a glowing red lineage symbol.. Colors: Deep red, gold, and subtle white highlights.
Elemental Gear Icon: A gear made of multiple materials (fire, ice, lightning, and shadow) fused together, symbolizing crafting hybrid powers.. Colors: Vibrant orange, blue, yellow, and dark purple.
Shattered Prism Icon: A cracked prism emitting chaotic light beams, symbolizing untapped magical potential.. Colors: Neon purple and silver with multicolored light fragments.
Fractured Sphere Icon: A glowing orb breaking apart into jagged, floating shards, with chaotic energy swirling around it.. Colors: Neon purple, black, and electric green.
Phantom Mask Icon: A mysterious, floating mask with glowing eyes and tendrils of shadow curling around it, symbolizing illusions and deception.. Colors: White mask with glowing blue accents and black shadows.
Backdrop: An ancient, mystical forest with glowing runes etched into massive tree trunks. Colors: Earthy greens and browns with soft golden accents. Details: Misty ambiance with faint ethereal figures in the background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A grand forge surrounded by molten lava and glowing hammers mid-swing. Colors: Fiery reds and oranges with metallic silver and gray. Details: Sparks flying and glowing weapon fragments scattered around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A crystal cavern with refracted light beams splitting into vibrant colors. Colors: Radiant rainbow hues with a soft, dark background. Details: Floating crystals and magical glowing particles.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A warped reality scene with twisting, fragmented terrain and a swirling vortex in the background. Colors: Deep purples, neon pinks, and electric greens. Details: Fractured floating rocks and glitch-like patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A dark, shadowy realm with faint glowing outlines of jagged structures and flowing mist. Colors: Black, deep purples, and faint blue highlights. Details: Shadows shifting and subtle glowing runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Weapon switch icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Start game button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Big red kill button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Top-down view of a floating mechanical robot with a circular body. Thin, robotic arms extend outward, metallic and glowing. The head is small with glowing eyes. Strictly top-down view, no perspective or angle. Clean and detailed for 2D gameplay. Single Game Texture. In-Game asset. Top-down view. No shadows. 2D style. High contrast. Blank background.
A futuristic, top-down 2D game room featuring a minimalist industrial design. The room should have four distinct doorways at cardinal directions (up, down, left, and right). Each doorway should blend seamlessly into the room's aesthetic, with metallic frames and subtle glowing edges to indicate navigability. The room maintains its clean, tiled walls and floor, accented with industrial details like exposed pipes, vents, and panels. Lighting is ambient, with a mix of warm tones near the top and cooler tones along the walls. The overall theme is a high-tech but slightly weathered environment, ready for player navigation. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A Dagger Icon with 1's and 0's dripping off of it like blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized, sleek cybernetic boot or leg silhouette with clear motion lines trailing behind it (like speed lines). Alternatively, three chevrons (>>>) pointing forward, glowing with blue energy, suggesting rapid advancement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two stylized head silhouettes (one representing the hero, one the enemy) connected by arcing lines of digital energy or circuit patterns. Color could be a mix of blue (control) and maybe red/purple (target).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape formed from a 1's and 0's matrix pattern (like circuitry). Some lines of the grid could be missing or 'glitching' out, suggesting attacks passing through harmlessly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Concentric circles or energy waves expanding outwards from a central point. The waves could be depicted as sharp lines of light blue or white energy. Could also incorporate small lightning-like sparks within the surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A more intense version of Power Surge. A fractured or exploding core shape at the center, emitting powerful, jagged energy waves (possibly in yellow or orange on top of blue). Could incorporate classic explosion symbol elements but rendered in the cybernetic style. Should look significantly more powerful than Power Surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a cracked stone tablet or ancient scroll depicting elemental symbols with a subtle glow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A hand silhouette centrally placed, with symbolic representations of different elements (fire, ice/water, lightning/wind) swirling around it or emanating from the fingertips. Could also be intersecting elemental runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A primal stone axe or spearhead with stylized speed lines or a spectral blue aura indicating swift movement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing paw print (wolf, bear, or cat-like) leaving a faint spectral trail.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A bundle of glowing green herbs tied together, or a single stylized leaf with potent green light radiating from its veins.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a translucent, ghostly shield or a faint outline of a guardian spirit figure.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imposing, ornate tribal mask or helmet, perhaps with glowing eyes or runic carvings.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized hammer striking an anvil, creating fiery sparks or engulfing the hammer head in flames.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A potion bottle or flask swirling with multiple distinct colors (red, blue, green).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A arrow and sword splitting into a double arrow and double sword signifying a extra shot/sword.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a stylized recycling symbol combined with an upward arrow or a plus sign.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A symbol merging a sword and an arrow/bow, perhaps crossing each other with energy flowing between them.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized metallic bracer or weapon hilt showing empty sockets being filled by small, glowing runes or gems.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing, ornate hammer imbued with power, or a weapon silhouette undergoing a visible transformation with radiating light and complex runic patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, faceted red crystal or gem shard glowing hotly.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An angular, crystalline shield shimmering with blue light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a green crystal pulsing with soft light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, angular gust of wind symbol in bright yellow, or a stylized yellow feather.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharply focused eye symbol in deep indigo color. Could also be a fractured mirror shard reflecting light, or an indigo crystal with internal sparks/light flashes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two different colored streams of energy (e.g., red and blue) flowing and swirling together in the center. Could also be a crystal icon split into two distinct colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A classic prism shape refracting a beam of white light into a rainbow spectrum. Could also be a figure surrounded by a swirling aura containing all the skill colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A crackling spark of energy rapidly shifting between multiple colors (purple, green, orange). Could also be a die symbol with elemental icons instead of pips, or a weapon impact with a question mark.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape that looks warped, dissolving at the edges, or made of static/glitches. Could show an arrow bouncing off at a weird angle or fizzling into nothing.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A jagged tear or swirling vortex in space, leaking multi-colored, chaotic energy. Could incorporate shifting, abstract symbols or question marks within the rift.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of the hero glitching or flickering between different colors or slightly different forms. Could also be an upward arrow surrounded by swirling question marks or dice symbols.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A branching pattern like lightning or cracks, but made of chaotic, multi-colored energy. Could also be a visual of one chaotic explosion triggering others nearby.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A clock face or hourglass that is visibly cracked or shattering. Could also be a die symbol mid-roll or showing multiple faces at once.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imploding geometric shape or structure crumbling inwards into a chaotic void/vortex. Could be an intense version of the Unstable Rift, looking more menacing and powerful.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A boot icon dissolving into smoke or shadow at the heel. Sound wave symbol with a line striking through it, indicating silence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized cloak hood casting a deep shadow, with only faint eyes or nothing visible within. Could also be a figure splitting into a solid version and a shadowy decoy.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, wicked-looking dagger or blade edge dripping with black, shadowy substance.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of a small, mischievous shadow creature (imp, tendril beast, raven?). Could also be a pair of glowing eyes peering out from darkness.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A dagger or fist icon striking, but with sound waves around it being cancelled or muffled (e.g., crossed out or dissolving).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A central figure with several fading, translucent shadow copies trailing behind or positioned nearby. Could also be a weapon swing that leaves dark afterimages.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows