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Made with Nano Banana 2 Lite ยท CC0 ยท 7 Oct 2026
Generated from: a scene from a small video game about: <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>System Shockwave - Final Engine</title> <style> body { margin: 0; padding: 0; background-color: #050014; overflow: hidden; display: flex; flex-direction: column; align-items: center; font-family: 'Courier New', monospace; } #game-container { position: relative; width: 100vw; height: 100vh; max-width: 600px; } canvas { display: block; width: 100%; height: 70%; background: linear-gradient(to bottom, #1a0033 0%, #00e5ff 100%); } #ui-layer { position: absolute; bottom: 0; width: 100%; height: 30%; background: rgba(10, 15, 30, 0.95); border-top: 2px solid #00e5ff; display: flex; justify-content: space-between; align-items: center; padding: 0 20px; box-sizing: border-box; touch-action: none; } .d-pad { position: relative; width: 120px; height: 120px; } .d-btn { position: absolute; background: rgba(255, 255, 255, 0.2); border: 1px solid #00e5ff; border-radius: 5px; } .d-up { top: 0; left: 40px; width: 40px; height: 40px; } .d-down { bottom: 0; left: 40px; width: 40px; height: 40px; } .d-left { top: 40px; left: 0; width: 40px; height: 40px; } .d-right { top: 40px; right: 0; width: 40px; height: 40px; } .action-cluster { display: flex; gap: 15px; } .action-btn { width: 60px; height: 60px; background: rgba(255, 255, 255, 0.2); border: 2px solid #00e5ff; border-radius: 10px; color: #00e5ff; font-size: 10px; font-weight: bold; display: flex; flex-direction: column; justify-content: center; align-items: center; } </style> </head> <body> <div id="game-container"> <canvas id="gameCanvas" width="800" height="600"></canvas> <div id="ui-layer"> <div class="d-pad" id="dpad"> <div class="d-btn d-up" id="btn-up"></div> <div class="d-btn d-down" id="btn-down"></div> <div class="d-btn d-left" id="btn-left"></div> <div class="d-btn d-right" id="btn-right"></div> </div> <div class="action-cluster"> <div class="action-btn" id="btn-jump"><span>Jump</span><span>(A)</span></div> <div class="action-btn" id="btn-attack"><span>Attack</span><span>(B)</span></div> </div> </div> </div> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); // 1. Asset Management & Chroma Key (Green Screen Removal) const assets = { spritesheet: new Image(), processedPlayerImg: null }; // Master Sprite Sheet containing idle, run, jump, and Power Glove punch assets.spritesheet.src = '1791346614662.jpg'; function processSpriteSheet(img) { const tempCanvas = document.createElement('canvas'); const tCtx = tempCanvas.getContext('2d'); tempCanvas.width = img.width; tempCanvas.height = img.height; tCtx.drawImage(img, 0, 0); const imgData = tCtx.getImageData(0, 0, tempCanvas.width, tempCanvas.height); const data = imgData.data; for (let i = 0; i < data.length; i += 4) { // Target the lime green background to make transparent if (data[i+1] > 170 && data[i] < 160 && data[i+2] < 110) { data[i+3] = 0; } } tCtx.putImageData(imgData, 0, 0); const processedImg = new Image(); processedImg.src = tempCanvas.toDataURL(); return processedImg; } assets.spritesheet.onload = () => { assets.processedPlayerImg = processSpriteSheet(assets.spritesheet); }; // 2. Game Physics & State Variables let cameraX = 0; const gravity = 0.5; const friction = 0.85; const player = { x: 100, y: 300, width: 35, height: 45, velX: 0, velY: 0, speed: 5, jumpPower: -12, grounded: false, facingRight: true, state: 'idle', isAttacking: false, frameIndex: 0, tickCount:, as an in-game screenshot in chunky low-poly 3D with flat shaded materials. Palette: dusk violet #2b2d42, stone #8d99ae, player coral #ef8354, threat teal #2a9d8f, accent gold #f4d35e. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Haden Rice
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