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Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.topPlayers[storage.playerName] = {' Line Number: 680 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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The keyboard cannot open for type my name.
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We cannot type the name
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Also Do add in leaderboard that total played with name. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Add leaderboard in game real record all data and tell high score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Do ai hard in 4 wave.
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Do normal AI mode.
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Pls fix the ai enemy for your according.
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Pls fix ai take long time. Do when player do attack. No same attack. Take time but do early
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Do add total wave 3 . The last wave 4.
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Add background music according to the game
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Ai is preparing to attack to long time. Do fix it.
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Fix the game
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Do not take all time to attack
Code edit (1 edits merged)
Please save this source code
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Hand Slap Duel
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Yes! You're describing a classic and fun 2D game idea often called "Hand Slap" — also known in real life as Red Hands or Slaps. Here's how we can break it down and polish the 2D game idea: --- 🎮 Game Name: Hand Slap Duel --- 🧠 Core Game Concept: Two hands are placed on a tabletop background (1 player and 1 bot or another player). Players take turns between attacking (slapping) and defending (pulling the hand back). --- 🕹️ Gameplay Loop: Player Turn: Choose to Attack (try to slap the opponent’s hand). Opponent has a chance to Dodge (pull their hand back). If slap is successful: damage + points. If slap misses: turn changes. Opponent Turn (Bot or Player 2): Same logic applies. Defense Phase: During opponent’s attack, the player must tap quickly or swipe back to dodge. Timing matters! Dodge too early or too late = FAIL. --- ⚔️ Mechanics: Action Input Result Slap Tap & Hold → Release Fast slap → hits if opponent slow to dodge Dodge Tap or Swipe back quickly Avoid slap → turn continues Taunt (fun) Emoji or Voice taunt Distract the opponent (cosmetic) --- 🎨 Visuals: Top-down view of a wooden table. Two hands facing each other (left and right side of screen). Hands animate: slap forward or pull back. Cool FX for slap impact, dodge whoosh, and taunts. Optional: Add face cam bubbles (like fun reactions). --- 🧑🤝🧑 Modes: 1v1 vs Bot – AI with increasing difficulty. 2 Player (Local) – Play on same device. Online Multiplayer (Future) – Slap friends worldwide! Tournament Mode – Win rounds, reach finals. --- ⭐ Power-ups (Optional): Slow Time – opponent reaction time slows for 1 turn. Iron Hand – slap deals double damage. Mirror Dodge – guaranteed dodge once. --- 🔊 Sound Design: Slap sounds (light/heavy) Reaction sounds: “Ouch!”, “Missed me!” Background music: Light fun beat Option to record custom taunts! --- 📲 Ideal for: Android/iOS touch screen 2D engine like Unity2D / Godot Offline or local play first --- 🧠 Unique Twist Ideas: Different hand skins or celebrity hands. Challenge Modes: Slap in rhythm (music mode). Add reaction minigames – fakeouts, double slaps. --- Would you like me to make a visual mockup, or a simple code structure for Godot or Unity2D?
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ActionButton = Container.expand(function (text, callback) { var self = Container.call(this); var buttonBg = self.attachAsset('actionButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(text, { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.setText = function (newText) { buttonText.setText(newText); }; self.setEnabled = function (enabled) { buttonBg.alpha = enabled ? 1 : 0.5; self.interactive = enabled; }; self.down = function (x, y, obj) { if (callback) callback(); }; return self; }); var Hand = Container.expand(function (isPlayer) { var self = Container.call(this); self.isPlayer = isPlayer; self.health = 100; self.maxHealth = 100; self.isCharging = false; self.chargeAmount = 0; self.isDodging = false; self.isAttacking = false; var handGraphics = self.attachAsset(isPlayer ? 'playerHand' : 'aiHand', { anchorX: 0.5, anchorY: 0.5 }); self.resetPosition = function () { if (self.isPlayer) { self.x = 1024; self.y = 1800; } else { self.x = 1024; self.y = 932; } self.isDodging = false; self.isAttacking = false; handGraphics.alpha = 1; handGraphics.rotation = 0; }; self.startCharge = function () { self.isCharging = true; self.chargeAmount = 0; }; self.stopCharge = function () { self.isCharging = false; return self.chargeAmount; }; self.attack = function (power) { self.isAttacking = true; var targetY = self.isPlayer ? 1200 : 1532; tween(self, { y: targetY }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { y: self.isPlayer ? 1800 : 932 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.isAttacking = false; } }); } }); return power; }; self.dodge = function () { self.isDodging = true; var dodgeX = self.x + (Math.random() > 0.5 ? 200 : -200); handGraphics.alpha = 0.7; tween(self, { x: dodgeX }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { x: 1024 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.isDodging = false; handGraphics.alpha = 1; } }); } }); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) self.health = 0; LK.effects.flashObject(self, 0xFF0000, 500); tween(handGraphics, { rotation: 0.3 }, { duration: 100, onFinish: function onFinish() { tween(handGraphics, { rotation: 0 }, { duration: 100 }); } }); }; self.update = function () { if (self.isCharging && self.chargeAmount < 100) { self.chargeAmount += 2; if (self.chargeAmount > 100) self.chargeAmount = 100; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2E7D32 }); /**** * Game Code ****/ var playerHand = new Hand(true); var aiHand = new Hand(false); var gameState = 'waiting'; // waiting, playerTurn, aiTurn, gameOver var currentTurn = 'player'; // player or ai var isPlayerAttacker = true; var aiDifficulty = 0.5; var aiReactionTime = 200; var currentWave = 1; var totalWaves = 4; // UI Elements var table = LK.getAsset('table', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(table); var chargeBarBg = LK.getAsset('chargeBar', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2500 }); game.addChild(chargeBarBg); var chargeFill = LK.getAsset('chargeFill', { anchorX: 0, anchorY: 0.5, x: 824, y: 2500 }); game.addChild(chargeFill); var actionButton = new ActionButton('Start Turn', function () { if (gameState === 'waiting') { startPlayerTurn(); } else if (gameState === 'playerTurn' && isPlayerAttacker) { if (playerHand.isCharging) { executePlayerAttack(); } else { startPlayerCharge(); } } else if (gameState === 'playerTurn' && !isPlayerAttacker) { executePlayerDodge(); } }); actionButton.x = 1024; actionButton.y = 2600; game.addChild(actionButton); // Health bars var playerHealthBg = LK.getAsset('chargeBar', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2100, width: 400, height: 20, color: 0x333333 }); game.addChild(playerHealthBg); var playerHealthFill = LK.getAsset('chargeFill', { anchorX: 0, anchorY: 0.5, x: 824, y: 2100, width: 400, height: 16, color: 0x4CAF50 }); game.addChild(playerHealthFill); var aiHealthBg = LK.getAsset('chargeBar', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 632, width: 400, height: 20, color: 0x333333 }); game.addChild(aiHealthBg); var aiHealthFill = LK.getAsset('chargeFill', { anchorX: 0, anchorY: 0.5, x: 824, y: 632, width: 400, height: 16, color: 0x4CAF50 }); game.addChild(aiHealthFill); // Status text var statusText = new Text2('Tap "Start Turn" to begin!', { size: 50, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); statusText.x = 1024; statusText.y = 300; game.addChild(statusText); // Turn indicator var turnText = new Text2('Your Turn - Attack', { size: 40, fill: 0xFFFF00 }); turnText.anchor.set(0.5, 0.5); turnText.x = 1024; turnText.y = 400; game.addChild(turnText); // Wave indicator var waveText = new Text2('Wave 1 of 4', { size: 35, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0.5); waveText.x = 1024; waveText.y = 200; game.addChild(waveText); // Add hands to game game.addChild(playerHand); game.addChild(aiHand); // Initialize positions playerHand.resetPosition(); aiHand.resetPosition(); // Start background music LK.playMusic('bgmusic'); // AI variables var aiActionTimer = 0; var aiDecisionMade = false; var aiWillDodge = false; function startPlayerTurn() { gameState = 'playerTurn'; actionButton.setEnabled(true); if (isPlayerAttacker) { statusText.setText('Hold to charge, release to attack!'); turnText.setText('Your Turn - Attack'); actionButton.setText('Charge Attack'); // Reset AI decision for this turn aiDecisionMade = false; // Wave 4 has more aggressive AI dodge behavior if (currentWave === 4) { aiWillDodge = Math.random() < 0.7; // 70% dodge chance in wave 4 } else { aiWillDodge = Math.random() < 0.4 + aiDifficulty * 0.15; } } else { statusText.setText('Get ready to dodge!'); turnText.setText('Your Turn - Defend'); actionButton.setText('Ready'); } } function startPlayerCharge() { if (!playerHand.isCharging) { playerHand.startCharge(); actionButton.setText('Release to Attack'); statusText.setText('Charging... Release to attack!'); } } function executePlayerAttack() { var power = playerHand.stopCharge(); var damage = Math.floor(power * 0.5) + 10; playerHand.attack(power); // AI dodge decision was made at turn start if (aiWillDodge) { aiHand.dodge(); statusText.setText('AI dodged your attack!'); LK.getSound('dodge').play(); } else { aiHand.takeDamage(damage); statusText.setText('Hit! Dealt ' + damage + ' damage!'); LK.getSound('hit').play(); } LK.setTimeout(function () { if (aiHand.health <= 0) { endGame(true); } else { switchTurns(); } }, 100); } function executePlayerDodge() { playerHand.dodge(); statusText.setText('You dodged!'); actionButton.setEnabled(false); LK.getSound('dodge').play(); LK.setTimeout(function () { switchTurns(); }, 100); } function executeAIAttack() { // Wave 4 has much stronger AI attacks var aiPower, damage, dodgeChance; if (currentWave === 4) { aiPower = 60 + Math.random() * 60; // Much higher base power damage = Math.floor(aiPower * 0.6) + 15; // Higher damage multiplier dodgeChance = 0.1; // Very low dodge chance (10%) } else { aiPower = 30 + Math.random() * 40 * aiDifficulty; damage = Math.floor(aiPower * 0.4) + 8; dodgeChance = Math.max(0.2, 0.5 - aiDifficulty * 0.1); } aiHand.attack(aiPower); // Player has a chance to dodge if they're quick enough if (Math.random() < dodgeChance) { playerHand.dodge(); statusText.setText('You dodged the AI attack!'); LK.getSound('dodge').play(); } else { playerHand.takeDamage(damage); statusText.setText('AI hit you for ' + damage + ' damage!'); LK.getSound('hit').play(); } LK.setTimeout(function () { if (playerHand.health <= 0) { endGame(false); } else { switchTurns(); } }, 100); } function switchTurns() { isPlayerAttacker = !isPlayerAttacker; currentTurn = currentTurn === 'player' ? 'ai' : 'player'; if (currentTurn === 'player') { startPlayerTurn(); } else { startAITurn(); } } function startAITurn() { gameState = 'aiTurn'; actionButton.setEnabled(false); if (!isPlayerAttacker) { // AI is attacking statusText.setText('AI attacks!'); turnText.setText('AI Turn - Attack'); // AI attacks with slight delay for normal mode LK.setTimeout(function () { executeAIAttack(); }, aiReactionTime); } else { // AI is defending, player should attack statusText.setText('Attack the AI!'); turnText.setText('Your Turn - Attack'); actionButton.setText('Charge Attack'); actionButton.setEnabled(true); gameState = 'playerTurn'; } } function endGame(playerWon) { gameState = 'gameOver'; actionButton.setEnabled(false); if (playerWon) { if (currentWave < totalWaves) { // Advance to next wave currentWave++; // Special hard mode for wave 4 if (currentWave === 4) { aiDifficulty = 0.95; // Very high difficulty for final wave aiReactionTime = 50; // Very fast reaction time } else { aiDifficulty = 0.5 + (currentWave - 1) * 0.3; aiReactionTime = Math.max(100, 200 - currentWave * 20); } // Reset health for next wave playerHand.health = playerHand.maxHealth; aiHand.health = aiHand.maxHealth; playerHand.resetPosition(); aiHand.resetPosition(); // Update wave text waveText.setText('Wave ' + currentWave + ' of ' + totalWaves); // Start next wave statusText.setText('Wave ' + currentWave + ' - Get ready!'); gameState = 'waiting'; isPlayerAttacker = true; currentTurn = 'player'; actionButton.setText('Start Turn'); actionButton.setEnabled(true); } else { statusText.setText('You Win All Waves!'); LK.showYouWin(); } } else { statusText.setText('AI Wins!'); LK.showGameOver(); } } function updateUI() { // Update charge bar var chargePercent = playerHand.chargeAmount / 100; chargeFill.width = 400 * chargePercent; // Update health bars var playerHealthPercent = playerHand.health / playerHand.maxHealth; var aiHealthPercent = aiHand.health / aiHand.maxHealth; playerHealthFill.width = 400 * playerHealthPercent; aiHealthFill.width = 400 * aiHealthPercent; // Update score based on waves completed and current progress var baseScore = (currentWave - 1) * 100; var currentWaveScore = Math.max(0, 100 - aiHand.health); LK.setScore(baseScore + currentWaveScore); } game.update = function () { updateUI(); };
===================================================================
--- original.js
+++ change.js
@@ -280,9 +280,14 @@
turnText.setText('Your Turn - Attack');
actionButton.setText('Charge Attack');
// Reset AI decision for this turn
aiDecisionMade = false;
- aiWillDodge = Math.random() < 0.4 + aiDifficulty * 0.15;
+ // Wave 4 has more aggressive AI dodge behavior
+ if (currentWave === 4) {
+ aiWillDodge = Math.random() < 0.7; // 70% dodge chance in wave 4
+ } else {
+ aiWillDodge = Math.random() < 0.4 + aiDifficulty * 0.15;
+ }
} else {
statusText.setText('Get ready to dodge!');
turnText.setText('Your Turn - Defend');
actionButton.setText('Ready');
@@ -326,13 +331,21 @@
switchTurns();
}, 100);
}
function executeAIAttack() {
- var aiPower = 30 + Math.random() * 40 * aiDifficulty;
- var damage = Math.floor(aiPower * 0.4) + 8;
+ // Wave 4 has much stronger AI attacks
+ var aiPower, damage, dodgeChance;
+ if (currentWave === 4) {
+ aiPower = 60 + Math.random() * 60; // Much higher base power
+ damage = Math.floor(aiPower * 0.6) + 15; // Higher damage multiplier
+ dodgeChance = 0.1; // Very low dodge chance (10%)
+ } else {
+ aiPower = 30 + Math.random() * 40 * aiDifficulty;
+ damage = Math.floor(aiPower * 0.4) + 8;
+ dodgeChance = Math.max(0.2, 0.5 - aiDifficulty * 0.1);
+ }
aiHand.attack(aiPower);
// Player has a chance to dodge if they're quick enough
- var dodgeChance = Math.max(0.2, 0.5 - aiDifficulty * 0.1);
if (Math.random() < dodgeChance) {
playerHand.dodge();
statusText.setText('You dodged the AI attack!');
LK.getSound('dodge').play();
@@ -384,10 +397,16 @@
if (playerWon) {
if (currentWave < totalWaves) {
// Advance to next wave
currentWave++;
- aiDifficulty = 0.5 + (currentWave - 1) * 0.3;
- aiReactionTime = Math.max(100, 200 - currentWave * 20);
+ // Special hard mode for wave 4
+ if (currentWave === 4) {
+ aiDifficulty = 0.95; // Very high difficulty for final wave
+ aiReactionTime = 50; // Very fast reaction time
+ } else {
+ aiDifficulty = 0.5 + (currentWave - 1) * 0.3;
+ aiReactionTime = Math.max(100, 200 - currentWave * 20);
+ }
// Reset health for next wave
playerHand.health = playerHand.maxHealth;
aiHand.health = aiHand.maxHealth;
playerHand.resetPosition();