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The joystick consists of a background and a handle for drag control. The hero should be positioned at the center of the screen initially and respond to joystick input for movement. 2. Joystick Setup: The joystick should have a background asset (joystickBackground) and a handle asset (joystickHandle). Both should be anchored at the center. The joystick’s movement should be restricted to a circular area, allowing the handle to move within a maximum radius. As the joystick handle is dragged, the hero should move in the corresponding direction.
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Go up a little bit
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Move it down just a little bit
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Move the joystick up slightly, leaving the joystick background in place
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Put the joystick up a little bit
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A little further
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A little further
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Move the joystick and joystick background from the bottom and left edges of the screen slightly
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Now create another asset called Joystick background and put it in the same spot as joystick, but layered behind it.
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Make it a different icon then button
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Make a joystick asset icon in the lower left of screen
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Move the weapon switch to the right side of the screen and up a little
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Please fix the bug: 'TypeError: game.setBackground is not a function' in or related to this line: 'game.setBackground(roomBackgroundImages[bgImageIndex]);' Line Number: 197
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create assets for the background image array
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Step 1: Define Backgrounds First, define an array of background image IDs to use as backgrounds. Here’s an example using images: // Array of background images for different rooms var roomBackgroundImages = [ 'backgroundImage1', // Replace with actual image asset IDs 'backgroundImage2', 'backgroundImage3', 'backgroundImage4', 'backgroundImage5' ]; Step 2: Update Background in transitionToNextRoom In the transitionToNextRoom function, update the background based on the current room number. Use a modulo operation to cycle through the backgrounds if there are fewer backgrounds than rooms. function transitionToNextRoom() { // Remove existing room entities for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); // Remove enemy from the array } currentRoom.enemies = []; // Create a new room with increased difficulty currentRoom = new Room(currentRoom.number + 1); // Change the background color (using colors) var bgColorIndex = (currentRoom.number - 1) % roomBackgrounds.length; game.backgroundColor = roomBackgrounds[bgColorIndex]; // If using image backgrounds, update as follows: // var bgImageIndex = (currentRoom.number - 1) % roomBackgroundImages.length; // game.setBackground(roomBackgroundImages[bgImageIndex]); currentRoom.enemies.forEach(function (enemy) { enemy.active = true; // Reset active state enemy.health = 10; // Reset health enemy.x = Math.random() * 2048; // Reset position enemy.y = Math.random() * 2732; game.addChild(enemy); // Ensure enemy is added to the game }); hero.canExitRoom = false; // Reset exit permission for the new room currentRoom.isCleared = false; // Reset room cleared status updateRoomDisplay(); // Update the room display text }
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Please fix the bug: 'TypeError: retroSynthWaveSound.play is not a function' in or related to this line: 'retroSynthWaveSound.play();' Line Number: 215
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updateRoomDisplay Call Consistency: updateRoomDisplay() is called when an enemy dies, but there are multiple places where enemies are removed, which may be leading to missing updates.
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Enemy Removal in game.update: The enemy count might not update correctly because the currentRoom.enemiesKilled++ line is called only in certain places. Specifically, it’s in the arrow hit detection and check for zero health, but inconsistencies in where enemiesKilled increments could lead to the display not showing an accurate count.
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Step 1: Modify the Enemy Defeat Check Let’s simplify the code to ensure that each time an enemy dies, it’s counted and removed properly, and the display is updated. game.update = function () { hero.update(); // Update and remove defeated enemies for (let i = currentRoom.enemies.length - 1; i >= 0; i--) { let enemy = currentRoom.enemies[i]; enemy.update(); // Check if the enemy is defeated if (enemy.health <= 0) { currentRoom.enemiesKilled++; // Increment the killed count currentRoom.enemies.splice(i, 1); // Remove enemy from the array enemy.destroy(); // Destroy the enemy console.log("Enemy defeated. Total killed: " + currentRoom.enemiesKilled); // Debug log updateRoomDisplay(); // Update display after each kill } } // Check if the room is cleared after enemies are updated checkRoomCleared(); }; Step 2: Verify updateRoomDisplay for Accuracy In updateRoomDisplay, make sure it displays the correct number by calculating Enemies Left as spawnLimit - enemiesKilled. function updateRoomDisplay() { const enemiesLeft = currentRoom.spawnLimit - currentRoom.enemiesKilled; roomDisplay.setText( 'Room: ' + currentRoom.number + ' | Enemies Left: ' + enemiesLeft ); healthText.setText('Health: ' + hero.health); // Also update health display console.log("Updating room display: Room " + currentRoom.number + ", Enemies Left: " + enemiesLeft); // Debug log }
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function updateRoomDisplay() { roomDisplay.setText( 'Room: ' + currentRoom.number + ' | Enemies Left: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled) ); healthText.setText('Health: ' + hero.health); // Also update health display }
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Make sure that each time an enemy is defeated, currentRoom.enemiesKilled is incremented. Then, call updateRoomDisplay() to refresh the on-screen count. Update the Countdown in Real-Time: Every time an enemy’s health reaches zero and it’s removed from the game, update the enemy count on the display.
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Ensure roomDisplay and healthText are correctly initialized and added to the main game display, not a GUI layer that might not be rendering properly. // Room and enemy count display var roomDisplay = new Text2('Room: ' + currentRoom.number + ' | Enemies Left: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled), { size: 50, fill: "#ffffff" }); roomDisplay.x = 1828; // Position near the top-right corner roomDisplay.y = 20; game.addChild(roomDisplay); // Add directly to the game layer // Health display var healthText = new Text2('Health: ' + hero.health, { size: 50, fill: "#ffffff" }); healthText.x = 1024; healthText.y = 20; game.addChild(healthText); // Add directly to the game layer
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The transitionToNextRoom() function might not be triggering correctly due to an inconsistency in checking the kill count or in the hero.canExitRoom flag reset.
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The sound asset may not be initialized or referenced correctly, especially given that RetroSynth-Wave is initialized as a shape asset instead of a true sound.
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The display for roomDisplay and healthText may not be updating correctly or added to the correct GUI layer.
/**** * Classes ****/ // Arrow class representing the arrows fired by the hero var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 5; self.update = function () { // Move the arrow in its current direction self.x += Math.cos(self.rotation) * self.speed; self.y += Math.sin(self.rotation) * self.speed; // Destroy arrow if it goes off screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // 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 () { if (!self.active) { return; } // Check if enemy is active // Move enemy toward hero if not too close if (typeof hero !== 'undefined') { var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30 && dist < 500) { // Activate if within 500 units // Keep some distance self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } } }; }); // 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 self.swordGraphics = heroGraphics.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 0.5 })); // Position the sword further in front of the hero using fixed offsets self.swordGraphics.x = heroGraphics.width / 2 + 20; // Adjusted x position self.swordGraphics.y = 0; // Add a bow asset to the hero self.bowGraphics = self.attachAsset('bow', { anchorX: 0.5, anchorY: 0.5 }); // Position the bow slightly in front of the character self.bowGraphics.x = heroGraphics.width / 2; // Hide the bow initially self.bowGraphics.visible = false; // Initialize sword attack variables self.attackCooldown = 0; self.isAttacking = false; self.health = 100; // Starting health self.attackDuration = 20; // frames self.weaponType = 1; // Initialize weapon type to sword self.attackRange = 40; self.attackDamage = 10; self.speed = 10; self.update = function () { // Update attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Ensure sword follows hero's rotation self.swordGraphics.rotation = 0; // Handle attack animation if (self.isAttacking) { // Show the sword self.swordGraphics.visible = true; if (self.attackCooldown <= 25) { // Attack animation finished self.isAttacking = false; // Hide the sword self.swordGraphics.visible = false; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Room class representing individual rooms // Display room number var Room = function Room(number) { this.number = number; this.enemies = []; this.isCleared = false; this.spawnLimit = Math.min(10 + this.number * 2, 30); // Cap enemy count this.killGoal = Math.floor(this.spawnLimit * 0.8); // Set kill goal to 80% of spawn limit this.enemiesSpawned = 0; this.enemiesKilled = 0; // Configure room based on its number for difficulty scaling this.init = function () { for (var i = 0; i < this.spawnLimit; i++) { this.spawnEnemy(); } }; this.spawnEnemy = function () { if (this.enemiesSpawned < this.spawnLimit) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemy.active = true; // Ensure enemy is active enemy.health = 10; // Initialize enemy health enemy.health = 10; // Initialize enemy health this.enemies.push(enemy); game.addChild(enemy); // Ensure enemy is added to the game this.enemiesSpawned++; } }; this.init(); }; // Initialize the current room only once var currentRoom = new Room(1); // Room display setup var roomDisplay = new Text2('Room: ' + currentRoom.number + ' | Enemies Left: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled), { size: 50, fill: "#ffffff" }); roomDisplay.x = 1828; // Position near the top-right corner roomDisplay.y = 20; game.addChild(roomDisplay); // Add directly to the game layer // Update display text function updateRoomDisplay() { var enemiesLeft = currentRoom.spawnLimit - currentRoom.enemiesKilled; roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies Left: ' + enemiesLeft); healthText.setText('Health: ' + hero.health); // Also update health display console.log("Updating room display: Room " + currentRoom.number + ", Enemies Left: " + enemiesLeft); // Debug log } // Update room display when transitioning to the next room function transitionToNextRoom() { // Remove existing room entities for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); // Remove enemy from the array } currentRoom.enemies = []; // Create a new room with increased difficulty currentRoom = new Room(currentRoom.number + 1); currentRoom.enemies.forEach(function (enemy) { enemy.active = true; // Reset active state enemy.health = 10; // Reset health enemy.x = Math.random() * 2048; // Reset position enemy.y = Math.random() * 2732; game.addChild(enemy); // Ensure enemy is added to the game }); hero.canExitRoom = false; // Reset exit permission for the new room currentRoom.isCleared = false; // Reset room cleared status updateRoomDisplay(); // Update the room display text } // Initialize arrows array to keep track of arrows var arrows = []; // Track whether enemies are active game.enemyActive = true; // Toggle function for enemy activity function toggleEnemies() { game.enemyActive = !game.enemyActive; console.log("Enemies are now " + (game.enemyActive ? "ON" : "OFF")); currentRoom.enemies.forEach(function (enemy) { enemy.active = game.enemyActive; }); } // Function to check if the room is cleared function checkRoomCleared() { if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) { currentRoom.isCleared = true; console.log("Room Cleared! Entering Room " + (currentRoom.number + 1)); // Play RetroSynth-Wave sound var retroSynthWaveSound = LK.getSound('RetroSynth-Wave'); retroSynthWaveSound.play(); // Enable room transition by allowing exits hero.canExitRoom = true; // Allow hero to exit the room updateRoomDisplay(); // Update the room display text } } function transitionToNewRoom(entrySide) { // Reset hero position based on entry side if (entrySide === 'top') { hero.y = 2732 - 10; } else if (entrySide === 'bottom') { hero.y = 10; } else if (entrySide === 'left') { hero.x = 2048 - 10; } else if (entrySide === 'right') { hero.x = 10; } // Clear current enemies and set up the new room transitionToNextRoom(); hero.canExitRoom = false; // Disable exit until next room is cleared } // Function to transition to the next room // Initialize game variables var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Health display var healthText = new Text2('Health: ' + hero.health, { size: 50, fill: "#ffffff" }); healthText.x = 1024; healthText.y = 20; game.addChild(healthText); // Add directly to the game layer // 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(); // Check if hero can exit and is near an exit edge if (hero.canExitRoom) { if (hero.y < 10 || hero.y > 2732 - 10 || hero.x < 10 || hero.x > 2048 - 10) { var entrySide = hero.y < 10 ? 'bottom' : hero.y > 2732 - 10 ? 'top' : hero.x < 10 ? 'right' : 'left'; transitionToNewRoom(entrySide); } } // 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; // Rotate hero to face the direction of the mouse cursor hero.rotation = Math.atan2(moveTarget.y - hero.y, moveTarget.x - hero.x); } // Update arrows for (var j = arrows.length - 1; j >= 0; j--) { arrows[j].update(); // Check if arrow hits any enemy for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var hitDx = currentRoom.enemies[i].x - arrows[j].x; var hitDy = currentRoom.enemies[i].y - arrows[j].y; var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < 60) { // Assuming enemy radius is 60 currentRoom.enemies[i].health -= arrows[j].damage; if (currentRoom.enemies[i].health <= 0) { currentRoom.enemiesKilled++; currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); console.log("Enemy defeated. Total killed: " + currentRoom.enemiesKilled); updateRoomDisplay(); } arrows[j].destroy(); arrows.splice(j, 1); break; } } } // Update enemies only if they are active if (game.enemyActive) { for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { if (currentRoom.enemies[i].active) { currentRoom.enemies[i].update(); } // Move enemy toward hero if not too close var dx = hero.x - currentRoom.enemies[i].x; var dy = hero.y - currentRoom.enemies[i].y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30 && dist < 500) { // Activate if within 500 units // Keep some distance currentRoom.enemies[i].x += dx / dist * currentRoom.enemies[i].speed; currentRoom.enemies[i].y += dy / dist * currentRoom.enemies[i].speed; } // Check if enemy is close enough to damage the hero if (dist < 50) { // Assuming proximity threshold is 50 hero.health -= 1; // Reduce hero's health healthText.setText('Health: ' + hero.health); // Update health display // Check if hero's health reaches zero if (hero.health <= 0) { LK.showGameOver(); // Trigger game over } } // Check if enemy is hit by sword if (hero.isAttacking && hero.attackCooldown > 25) { // Only check during attack frames var hitDx = currentRoom.enemies[i].x - (hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2)); var hitDy = currentRoom.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 currentRoom.enemies[i].health -= hero.attackDamage; if (currentRoom.enemies[i].health <= 0) { currentRoom.enemiesKilled++; currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); // Remove enemy from the array updateRoomDisplay(); } } } if (currentRoom.enemies[i] && currentRoom.enemies[i].y > 2732) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); } } } // Check if the room is cleared after enemies are updated checkRoomCleared(); }; // Function to spawn enemies function spawnEnemy() { if (currentRoom.enemiesSpawned < currentRoom.spawnLimit) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; currentRoom.enemies.push(enemy); game.addChild(enemy); currentRoom.enemiesSpawned++; } } // Removed interval to spawn enemies to prevent continuous spawning // 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; }; // Create an invisible button at the bottom-left corner for weapon switching var switchWeaponZone = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); switchWeaponZone.x = 100; switchWeaponZone.y = 2732 - 100; game.addChild(switchWeaponZone); // Add event listener for weapon switch zone game.down = function (x, y, obj) { // Check if the 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); // Show the correct weapon asset hero.swordGraphics.visible = hero.weaponType === 1; hero.bowGraphics.visible = hero.weaponType === 2; return; // Exit the function to avoid triggering an attack } // If the click is not on any button, perform an attack 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 console.log("Bow attack initiated"); // Create a new arrow var arrow = new Arrow(); arrow.x = hero.x; arrow.y = hero.y; arrow.rotation = hero.rotation; game.addChild(arrow); // Add arrow to update list arrows.push(arrow); } } }; // Add sword attack on tap/click
===================================================================
--- original.js
+++ change.js
@@ -198,9 +198,9 @@
if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) {
currentRoom.isCleared = true;
console.log("Room Cleared! Entering Room " + (currentRoom.number + 1));
// Play RetroSynth-Wave sound
- var retroSynthWaveSound = LK.getAsset('RetroSynth-Wave', {});
+ var retroSynthWaveSound = LK.getSound('RetroSynth-Wave');
retroSynthWaveSound.play();
// Enable room transition by allowing exits
hero.canExitRoom = true; // Allow hero to exit the room
updateRoomDisplay(); // Update the room display text
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