# Where this art came from Every PNG in this directory is from **Kenney's Space Shooter (Remastered)**, released into the public domain under [Creative Commons Zero](http://creativecommons.org/publicdomain/zero/1.0/). `License.txt` is the pack's own licence file, copied here unedited. * Source: * Downloaded: 2026-08-04, `kenney_space-shooter-remastered.zip` * Author: Kenney () * Licence: CC0 1.0. Crediting is not required; it is here because it should be. The files are the pack's `PNG/` versions, byte for byte — nothing is resized, recoloured or re-encoded, so the checksum of any of them still matches the distributed archive. `playerShip1_blue.png` sits at the top of `PNG/`; the enemies are from `PNG/Enemies/` and the lasers from `PNG/Lasers/`. | File | Size | Used for | |---|---|---| | `playerShip1_blue.png` | 99x75 | the player's ship | | `enemyBlue1.png` | 93x84 | the bee | | `enemyRed2.png` | 104x84 | the butterfly | | `enemyGreen3.png` | 103x84 | the boss, at full health | | `enemyBlack3.png` | 103x84 | the boss at one hit point — same silhouette, drained colour | | `laserBlue01.png` | 9x54 | the player's shot | | `laserRed01.png` | 9x54 | an enemy's shot | | `laserBlue08.png` | 48x46 | the explosion burst | The sprites are used at their distributed size: libakgl draws a sprite at the sprite's own dimensions (`akgl_Actor.scale` is overwritten every frame — libakgl docs/12-actors.md), so there is no way to draw these smaller, and the game's 1280x960 view is sized to fit a ten-column formation of them instead. The boss's damage state is the same shape in a different colour deliberately: the swap has to read at a glance from the top of the screen. Everything else on screen — the starfield and the HUD — is drawn by the program with `akgl_draw_point()` and the UI layer. See `../../README.md` for the run instructions and the two tutorial chapters (docs/20, docs/21) for why only the things that move are artwork.