User prompt
Play hey Macklemore sound when start button is pressed
User prompt
Play hey Macklemore sound when title screen loads
User prompt
Spread tags around the screen more
User prompt
Play instrumental music when start button is pressed
User prompt
Change name of grandad's coat to grandma's coat
User prompt
Change text that says Welcome to poppin' tags: A Thrift Shop Adventure to say " Welcome to Poppin' Tags: A Thrift Shop Tribute."
User prompt
Move start button up 50
User prompt
Move start button right 50
User prompt
Move start button up 200 and right 50
User prompt
Move start button to bottom of title screen
User prompt
Increase shopping list text size
User prompt
Make tags move slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Slow down tags movement ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Spread tags out so they don't bunch up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the tags move slower ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make all tags randomly move around the game scene ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove Macklemores name from dialogue text
User prompt
Make all small text near price tags and discounts invisible
User prompt
When it says game over add some text to say You can't afford anything else
User prompt
Add cash sound when you buy an item
User prompt
Make small text near price tags invisible
User prompt
Why isn't heymacklemore sound playing
User prompt
Move tags around in random places on screen
User prompt
Make small text near price tags invisible
User prompt
Trigger heymacklemore sound when player presses start button
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Discount class to handle discounted item prices var Discount = Container.expand(function () { var self = Container.call(this); // Set the discount tag asset self.setDiscountTag = function (assetId, options) { if (self.discountTagAsset) { self.removeChild(self.discountTagAsset); } options = options || {}; if (options.anchorX === undefined) options.anchorX = 0.5; if (options.anchorY === undefined) options.anchorY = 0.5; if (options.x === undefined) options.x = 0; if (options.y === undefined) options.y = 0; self.discountTagAsset = self.attachAsset(assetId, {}); }; // Set the discounted price text self.setDiscountPrice = function (discountPrice, options) { if (self.discountPriceText) { self.removeChild(self.discountPriceText); } options = options || {}; var size = options.size || 40; var fill = options.fill || "#ff0"; self.discountPriceText = new Text2('$' + discountPrice.toFixed(2), { size: size, fill: fill }); self.discountPriceText.anchor.set(0.5, 0.5); self.discountPriceText.x = options.x !== undefined ? options.x : 0; self.discountPriceText.y = options.y !== undefined ? options.y : 0; self.addChild(self.discountPriceText); }; return self; }); // Pricetag class to organize pricetag assets var Pricetag = Container.expand(function () { var self = Container.call(this); // Add a pricetag asset (default is the generic 'pricetag' shape, can be replaced with a specific asset) self.setTag = function (assetId, options) { // Remove previous tag if any if (self.tagAsset) { self.removeChild(self.tagAsset); } // Default options options = options || {}; if (options.anchorX === undefined) options.anchorX = 0.5; if (options.anchorY === undefined) options.anchorY = 0.5; if (options.x === undefined) options.x = 0; if (options.y === undefined) options.y = 0; self.tagAsset = self.attachAsset(assetId, {}); }; // Optionally, add price text self.setPrice = function (price, options) { if (self.priceText) { self.removeChild(self.priceText); } options = options || {}; var size = options.size || 40; var fill = options.fill || "#fff"; self.priceText = new Text2('$' + price.toFixed(2), { size: size, fill: fill }); self.priceText.anchor.set(0.5, 0.5); self.priceText.x = options.x !== undefined ? options.x : 0; self.priceText.y = options.y !== undefined ? options.y : 0; self.addChild(self.priceText); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Begin floating price tag and click-to-buy system --- // List of items and their price tag asset/image IDs and prices var titlePage = game.addChild(new Container()); titlePage.addChild(LK.getAsset('titlescreen', { anchorX: 0.5, anchorY: 0.5, x: 1124, y: 1366 })); // Create a start button using the Startbutton asset var startButton = titlePage.addChild(LK.getAsset('Startbutton', { anchorX: 0.5, anchorY: 0.5, x: 1024 + 300 + 300 - 100 - 25, y: 1666 + 150 + 100 })); startButton.interactive = true; startButton.on('down', function () { // Remove the title page when the start button is clicked titlePage.destroy(); // Add the thrift background when the start button is clicked game.addChild(LK.getAsset('thriftBackground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); // Initialize inventory bar without background var inventoryBar = new Container(); inventoryBar.y += 300; // Extend inventory bar on top screen by 300 pixels game.addChild(inventoryBar); // Initialize bottom inventory bar without background var bottomInventoryBar = new Container(); game.addChild(bottomInventoryBar); // Add shopkeeper to the game screen var shopkeeper = game.addChild(LK.getAsset('shopkeeper', { anchorX: 0.5, anchorY: 0.5, x: 1224, y: 1430 })); // --- Shopkeeper dialogue logic --- var shopkeeperDialogue = null; shopkeeper.interactive = true; shopkeeper.on('down', function () { // If dialogue is already showing, do nothing if (shopkeeperDialogue) return; // Create dialogue container shopkeeperDialogue = game.addChild(new Container()); shopkeeperDialogue.x = 1024; shopkeeperDialogue.y = 900; // Add background for dialogue (bigger and transparent) var dialogueBg = shopkeeperDialogue.addChild(LK.getAsset('instructionBox', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.0, alpha: 0.7 // semi-transparent })); // Add dialogue text var dialogueText = shopkeeperDialogue.addChild(new Text2("Welcome to the Thrift Shop!\n\nCan I help you with anything?", { size: 90, fill: 0xFFFFFF, align: "center", wordWrap: true, wordWrapWidth: 1500 })); dialogueText.anchor.set(0.5, 0.5); dialogueText.x = 0; dialogueText.y = -120; // Add Yes and No buttons var buttonWidth = 350; var buttonHeight = 120; var buttonSpacing = 80; var buttonY = 180; // Yes button var yesButtonBg = shopkeeperDialogue.addChild(LK.getAsset('categoryButton', { anchorX: 0.5, anchorY: 0.5, x: -buttonWidth / 2 - buttonSpacing / 2, y: buttonY, scaleX: buttonWidth / 200, scaleY: buttonHeight / 80, alpha: 0.85 })); var yesButtonText = shopkeeperDialogue.addChild(new Text2("Yes", { size: 70, fill: "#fff" })); yesButtonText.anchor.set(0.5, 0.5); yesButtonText.x = yesButtonBg.x; yesButtonText.y = yesButtonBg.y; yesButtonBg.interactive = true; yesButtonBg.on('down', function () { // Dismiss dialogue on Yes if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } // Show instructions about shopping list and price matching shopkeeperDialogue = game.addChild(new Container()); shopkeeperDialogue.x = 1024; shopkeeperDialogue.y = 900; // Add background for dialogue (bigger and transparent) var dialogueBg = shopkeeperDialogue.addChild(LK.getAsset('instructionBox', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.0, alpha: 0.7 // semi-transparent })); // Add instruction text var dialogueText = shopkeeperDialogue.addChild(new Text2("Check the shopping list to see what yo need to buy then match a price with an item to check it off the list. Pop all them tags for the ultimate come up.", { size: 90, fill: 0xFFFFFF, align: "center", wordWrap: true, wordWrapWidth: 1500 })); dialogueText.anchor.set(0.5, 0.5); dialogueText.x = 0; dialogueText.y = 0; // Make the instruction message dismissible on tap shopkeeperDialogue.interactive = true; shopkeeperDialogue.on('down', function () { if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } }); }); // No button var noButtonBg = shopkeeperDialogue.addChild(LK.getAsset('categoryButton', { anchorX: 0.5, anchorY: 0.5, x: buttonWidth / 2 + buttonSpacing / 2, y: buttonY, scaleX: buttonWidth / 200, scaleY: buttonHeight / 80, alpha: 0.85 })); var noButtonText = shopkeeperDialogue.addChild(new Text2("No", { size: 70, fill: "#fff" })); noButtonText.anchor.set(0.5, 0.5); noButtonText.x = noButtonBg.x; noButtonText.y = noButtonBg.y; noButtonBg.interactive = true; noButtonBg.on('down', function () { // Dismiss dialogue on No if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } // Show follow-up message shopkeeperDialogue = game.addChild(new Container()); shopkeeperDialogue.x = 1024; shopkeeperDialogue.y = 900; // Add background for dialogue (bigger and transparent) var dialogueBg = shopkeeperDialogue.addChild(LK.getAsset('instructionBox', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.0, alpha: 0.7 // semi-transparent })); // Add follow-up text var dialogueText = shopkeeperDialogue.addChild(new Text2("One man's trash is another man's come up!", { size: 90, fill: 0xFFFFFF, align: "center", wordWrap: true, wordWrapWidth: 1500 })); dialogueText.anchor.set(0.5, 0.5); dialogueText.x = 0; dialogueText.y = 0; // Make the follow-up message dismissible on tap shopkeeperDialogue.interactive = true; shopkeeperDialogue.on('down', function () { if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } }); }); // Remove old tap-to-dismiss logic (dialogue is now dismissed by Yes/No buttons only) }); // --- Begin floating price tag and click-to-buy system --- // List of items and their price tag asset/image IDs and prices var itemData = [{ name: 'Big Ass Coat', asset: 'bigAssCoat', price: 4.00, pricetagAsset: 'Pricetagbigasscoat', x: 1524, y: 2040 }, { name: 'Dookie Brown Leather Jacket', asset: 'dookieBrownLeatherJacket', price: 3.50, pricetagAsset: 'pricetagdookiebrownjacket', x: 2004, y: 2040 }, { name: 'Grandad\'s Coat', asset: 'granddadsClothes', price: 2.50, pricetagAsset: 'pricetaggrandadscoat', x: 1769, y: 2020 }, { name: 'Pink Leopard Mink', asset: 'pinkLeopardMink', price: 5.00, pricetagAsset: 'pricetagpinkleaperdmink', x: 300, y: 2100 }, { name: 'Plaid Button-Up Shirt', asset: 'plaidButtonUpShirt', price: 2.00, pricetagAsset: 'pricetagpladbuttonupshirt', x: 550, y: 1620 }, { name: 'Velour Jumpsuit', asset: 'velourJumpsuit', price: 3.00, pricetagAsset: 'Pricetagvelourjumpsuit', x: 100, y: 2120 }, { name: 'Built-In Onesie With Socks', asset: 'builtInOnesieWithSocks', price: 2.00, pricetagAsset: 'Pricetagbuiltinonesiewithsocks', discountTagAsset: 'Discountbuiltinonesiewithsocks', x: 820, y: 1600 }, { name: 'Zebra Pajamas', asset: 'flannelZebraPyjamas', price: 2.50, pricetagAsset: 'Pricetagzebrapyjamas', x: 750, y: 2020 }, { name: 'Fox Skin', asset: 'furFoxSkin', price: 4.50, pricetagAsset: 'pricetagfoxskin', x: 970, y: 2000 }, { name: 'Skeet Blanket', asset: 'skeetBlanket', price: 2.00, pricetagAsset: 'Pricetagskeetblanket', x: 1200, y: 2000 }, { name: 'House Slippers', asset: 'houseSlippers', price: 1.50, pricetagAsset: 'pricetaghouseslippers', x: 1700, y: 1320 }, { name: 'Wolf Skin Hat', asset: 'wolfSkinHat', price: 2.00, pricetagAsset: 'pricetagwolfskinhat', x: 520, y: 1290 }, { name: 'Gator Shoes', asset: 'gatorShoes', price: 3.00, pricetagAsset: 'Pricetaggatorshoes', x: 1800, y: 1430 }, { name: 'Velcro Sneakers', asset: 'velcroSneakers', price: 2.00, pricetagAsset: 'Pricetagvelcrosneakers', x: 1900, y: 1310 }, { name: 'Telescope', asset: 'telescope', price: 3.00, pricetagAsset: 'Pricetagtelescope', x: 900, y: 1030 }, { name: 'Kneeboard', asset: 'kneeBoard', price: 4.00, pricetagAsset: 'Pricetagkneeboard', x: 1500, y: 2200 }, { name: 'Broken Keyboard', asset: 'brokenKeyboard', price: 2.00, pricetagAsset: 'pricetagbrokenkeybord', x: 1770, y: 970 }]; // Store references to item containers and price tags var itemObjects = []; var priceTagObjects = []; // Import tween plugin for animating price tags // Helper to get a random position within the game area (not overlapping items) function getRandomTagPosition() { var margin = 120; var x = Math.random() * (2048 - 2 * margin) + margin; var y = Math.random() * (2732 - 2 * margin) + margin; return { x: x, y: y }; } // Create items (static, not interactive for buying) for (var i = 0; i < itemData.length; ++i) { var data = itemData[i]; var item = game.addChild(LK.getAsset(data.asset, { anchorX: 0.5, anchorY: 0.5, x: data.x, y: data.y })); item.itemName = data.name; item.itemPrice = data.price; item.pricetagAsset = data.pricetagAsset; itemObjects.push(item); } // Create floating price tags for (var i = 0; i < itemData.length; ++i) { var data = itemData[i]; var tag = new Pricetag(); tag.setTag(data.pricetagAsset, { anchorX: 0.5, anchorY: 0.5 }); tag.setPrice(data.price, { size: 36, fill: "#fff", x: 0, y: 60 }); if (tag.priceText) tag.priceText.alpha = 0; // Make small text invisible var pos = getRandomTagPosition(); tag.x = pos.x; tag.y = pos.y; tag.anchorX = 0.5; tag.anchorY = 0.5; tag.itemName = data.name; tag.itemPrice = data.price; tag.pricetagAsset = data.pricetagAsset; tag.interactive = true; priceTagObjects.push(tag); game.addChild(tag); } // Animate price tags to randomly move around the game scene using tweens function moveTagRandomly(tag) { var margin = 120; var tagWidth = tag.width || 100; var tagHeight = tag.height || 100; // Calculate random position within bounds var minX = margin + tagWidth / 2; var maxX = 2048 - margin - tagWidth / 2; var minY = margin + tagHeight / 2; var maxY = 2732 - margin - tagHeight / 2; var newX = Math.random() * (maxX - minX) + minX; var newY = Math.random() * (maxY - minY) + minY; var duration = 1500 + Math.random() * 2000; // 1.5s to 3.5s tween(tag, { x: newX, y: newY }, { duration: duration, easing: tween.easeInOut, onFinish: function onFinish() { // After reaching the new position, move again moveTagRandomly(tag); } }); } // Start random movement for all price tags for (var i = 0; i < priceTagObjects.length; ++i) { moveTagRandomly(priceTagObjects[i]); } // No need for per-frame update for tag movement anymore game.update = function () {}; // --- Discount price tag swap logic --- // Map of itemName to discount assetId (if available) var discountTagMap = { "Big Ass Coat": "discountbigasscoat", "Dookie Brown Leather Jacket": "discountleatherjacket", "Grandad's Coat": "discountgrandadscoat", "Pink Leopard Mink": "discountpinkleoperdmink", "Plaid Button-Up Shirt": "discountplaidbuttonupshirt", "Velour Jumpsuit": "discountvelourjumpsuit", "Built-In Onesie With Socks": "Discountbuiltinonesiewithsocks", "Zebra Pajamas": "discountzebrapajamas", "Fox Skin": "discountfoxskin", "Skeet Blanket": "discountskeetblanket", "House Slippers": "discounthouseslippers", "Wolf Skin Hat": "discountwolfskinhat", "Gator Shoes": "Discountgatorshoes", "Velcro Sneakers": "Discountvelcrosneakers", "Telescope": "Discounttelescope", "Kneeboard": "Discountkneeboard", "Broken Keyboard": "Discountbrokenkeyboard" }; // Track which tags are currently discounted var discountedTagIndices = []; // Helper to swap a price tag to its discount version function swapToDiscount(tag, itemName) { var discountAsset = discountTagMap[itemName]; if (discountAsset) { tag.setTag(discountAsset, { anchorX: 0.5, anchorY: 0.5 }); // Find the discounted price from the original itemData array var discountPrice = null; for (var i = 0; i < itemData.length; ++i) { if (itemData[i].name === itemName) { // Special discount price for Fox Skin if (itemName === "Fox Skin") { discountPrice = 2.00; } else if (itemName === "Pink Leopard Mink") { discountPrice = 0.99; } else if (itemName === "Skeet Blanket") { discountPrice = 0.50; } else if (itemName === "Broken Keyboard") { discountPrice = 1.00; } else if (typeof itemData[i].price === "number" && itemData[i].price < tag.itemPrice) { discountPrice = itemData[i].price; } else { discountPrice = tag.itemPrice * 0.7; // Default: 30% off if not specified } break; } } // Always force Fox Skin discount price to $2.00 if (itemName === "Fox Skin") { discountPrice = 2.00; } // Always force Pink Leopard Mink discount price to $0.99 if (itemName === "Pink Leopard Mink") { discountPrice = 0.99; } // Always force Skeet Blanket discount price to $0.50 if (itemName === "Skeet Blanket") { discountPrice = 0.50; } // Always force Broken Keyboard discount price to $1.00 if (itemName === "Broken Keyboard") { discountPrice = 1.00; } if (discountPrice === null) discountPrice = tag.itemPrice * 0.7; tag.setPrice(discountPrice, { size: 36, fill: "#ff0", x: 0, y: 60 }); if (tag.priceText) tag.priceText.alpha = 0; // Make discount price text invisible tag.itemPrice = discountPrice; tag.isDiscounted = true; } } // Helper to swap a price tag back to its original version function swapToOriginal(tag, itemName) { // Find the original asset and price from itemData for (var i = 0; i < itemData.length; ++i) { if (itemData[i].name === itemName) { tag.setTag(itemData[i].pricetagAsset, { anchorX: 0.5, anchorY: 0.5 }); tag.setPrice(itemData[i].price, { size: 36, fill: "#fff", x: 0, y: 60 }); if (tag.priceText) tag.priceText.alpha = 0; // Make original price text invisible tag.itemPrice = itemData[i].price; tag.isDiscounted = false; break; } } } // Timer to randomly swap price tags with discount assets every 10 seconds LK.setInterval(function () { // First, revert any currently discounted tags to original for (var i = 0; i < discountedTagIndices.length; ++i) { var idx = discountedTagIndices[i]; if (priceTagObjects[idx]) { swapToOriginal(priceTagObjects[idx], priceTagObjects[idx].itemName); } } discountedTagIndices = []; // Pick a random number of tags to discount (at least 1, up to 1/3 of tags) var numToDiscount = 1 + Math.floor(Math.random() * Math.max(1, Math.floor(priceTagObjects.length / 3))); var availableIndices = []; for (var i = 0; i < priceTagObjects.length; ++i) { // Only allow discount if a discount asset exists for this item if (discountTagMap[priceTagObjects[i].itemName]) { availableIndices.push(i); } } // Shuffle availableIndices for (var i = availableIndices.length - 1; i > 0; --i) { var j = Math.floor(Math.random() * (i + 1)); var temp = availableIndices[i]; availableIndices[i] = availableIndices[j]; availableIndices[j] = temp; } // Apply discount to the first numToDiscount tags for (var i = 0; i < numToDiscount && i < availableIndices.length; ++i) { var idx = availableIndices[i]; swapToDiscount(priceTagObjects[idx], priceTagObjects[idx].itemName); discountedTagIndices.push(idx); } }, 10000); // --- Click-to-buy logic --- // Track selection state var selectedTag = null; var selectedItem = null; // Track purchased items globally var purchasedItems = []; // Track which checklist we're on (1 or 2) and purchased count for current list var currentChecklistNumber = 1; var currentChecklistPurchaseCount = 0; // Store shopping list items globally so they persist var shoppingListItems = []; // Helper function to generate new shopping list function generateNewShoppingList() { var usedIndices = []; // Get remaining unpurchased items var availableItems = []; for (var i = 0; i < itemData.length; i++) { if (purchasedItems.indexOf(itemData[i].name) === -1) { availableItems.push(i); } } // If we have enough unpurchased items for a full list, use them if (availableItems.length >= 5) { // Shuffle available items for (var i = availableItems.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = availableItems[i]; availableItems[i] = availableItems[j]; availableItems[j] = temp; } // Add first 5 items from shuffled available pool for (var i = 0; i < 5; i++) { shoppingListItems.push(itemData[availableItems[i]]); } } else if (availableItems.length > 0) { // Add all remaining unpurchased items for (var i = 0; i < availableItems.length; i++) { shoppingListItems.push(itemData[availableItems[i]]); } // Fill remaining slots with random items from full pool while (shoppingListItems.length < 5 && usedIndices.length < itemData.length) { var randomIndex = Math.floor(Math.random() * itemData.length); if (usedIndices.indexOf(randomIndex) === -1) { var alreadyInList = false; for (var j = 0; j < shoppingListItems.length; j++) { if (shoppingListItems[j].name === itemData[randomIndex].name) { alreadyInList = true; break; } } if (!alreadyInList) { shoppingListItems.push(itemData[randomIndex]); usedIndices.push(randomIndex); } } } } else { // All items purchased - create random list from all items while (shoppingListItems.length < 5 && usedIndices.length < itemData.length) { var randomIndex = Math.floor(Math.random() * itemData.length); if (usedIndices.indexOf(randomIndex) === -1) { shoppingListItems.push(itemData[randomIndex]); usedIndices.push(randomIndex); } } } } // Helper: highlight a tag or item function highlight(obj, on) { if (!obj) return; if (on) { obj.alpha = 0.7; } else { obj.alpha = 1.0; } } // Price tag click handler function onTagDown(tag) { return function () { // If already selected, deselect if (selectedTag === tag) { highlight(selectedTag, false); selectedTag = null; return; } // If an item is already selected, try to buy if (selectedItem && selectedItem.itemName === tag.itemName) { // Calculate price - apply 20% discount if tag is discounted var finalPrice = tag.itemPrice; if (tag.isDiscounted) { // Special case: Pink Leopard Mink discount price is always $0.99, do not apply 20% off logic if (tag.itemName === "Pink Leopard Mink") { finalPrice = 0.99; } else if (tag.itemName === "Fox Skin") { finalPrice = 2.00; } else if (tag.itemName === "Skeet Blanket") { finalPrice = 0.50; } else if (tag.itemName === "Broken Keyboard") { finalPrice = 1.00; } else { // Find original price from itemData var originalPrice = null; for (var i = 0; i < itemData.length; ++i) { if (itemData[i].name === tag.itemName) { originalPrice = itemData[i].price; break; } } if (originalPrice) { finalPrice = originalPrice * 0.8; // 20% off original price } } } // Check if player can afford the item, show game over if not if (shoppingCart.getBudget() < finalPrice) { LK.showGameOver(); return; } // Attempt to buy if (shoppingCart.addItem(tag.itemName, finalPrice)) { budgetText.setText('$' + shoppingCart.getBudget()); // Track purchased item if (purchasedItems.indexOf(tag.itemName) === -1) { purchasedItems.push(tag.itemName); // Check if this item is on the current shopping list var isOnCurrentList = false; for (var j = 0; j < shoppingListItems.length; j++) { if (shoppingListItems[j].name === tag.itemName) { isOnCurrentList = true; break; } } if (isOnCurrentList) { currentChecklistPurchaseCount++; // Check if we've purchased 5 items from current list if (currentChecklistPurchaseCount >= 5) { // Calculate voucher amount based on checklist number var voucherAmount = currentChecklistNumber === 1 ? 3.00 : currentChecklistNumber === 2 ? 5.00 : 5.00; shoppingCart.budget = Math.round((shoppingCart.budget + voucherAmount) * 100) / 100; budgetText.setText('$' + shoppingCart.getBudget()); // Show shopkeeper dialogue about voucher if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } shopkeeperDialogue = game.addChild(new Container()); shopkeeperDialogue.x = 1024; shopkeeperDialogue.y = 900; // Add background for dialogue var dialogueBg = shopkeeperDialogue.addChild(LK.getAsset('instructionBox', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.0, alpha: 0.7 })); // Add voucher dialogue text var dialogueText = shopkeeperDialogue.addChild(new Text2("Congratulations!\n\nYou completed your shopping list!\nHere's a $" + voucherAmount.toFixed(2) + " voucher for your next purchase.", { size: 80, fill: 0xFFFFFF, align: "center", wordWrap: true, wordWrapWidth: 1500 })); dialogueText.anchor.set(0.5, 0.5); dialogueText.x = 0; dialogueText.y = 0; // Make dialogue dismissible on tap shopkeeperDialogue.interactive = true; shopkeeperDialogue.on('down', function () { if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } }); // Generate new checklist currentChecklistNumber++; currentChecklistPurchaseCount = 0; // Clear current shopping list and generate new one shoppingListItems = []; generateNewShoppingList(); } } } // Remove both tag and item from scene tag.destroy(); selectedItem.destroy(); // Add to inventory bar var targetBar = inventoryBar.children.length < 10 ? inventoryBar : bottomInventoryBar; var itemSlot = targetBar.addChild(LK.getAsset('itemSlot', { anchorX: 0.5, anchorY: 0.5, x: targetBar.children.length * 180 + 90, y: 125 })); itemSlot.addChild(LK.getAsset(selectedItem.assetId || tag.assetId || tag.itemName, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.5, scaleY: 0.5 })); } highlight(selectedTag, false); highlight(selectedItem, false); selectedTag = null; selectedItem = null; return; } // Otherwise, select this tag if (selectedTag) highlight(selectedTag, false); selectedTag = tag; highlight(selectedTag, true); }; } // Item click handler function onItemDown(item) { return function () { // If already selected, deselect if (selectedItem === item) { highlight(selectedItem, false); selectedItem = null; return; } // If a tag is already selected, try to buy if (selectedTag && selectedTag.itemName === item.itemName) { // Calculate price - apply 20% discount if tag is discounted var finalPrice = selectedTag.itemPrice; if (selectedTag.isDiscounted) { // Special case: Pink Leopard Mink discount price is always $0.99, do not apply 20% off logic if (selectedTag.itemName === "Pink Leopard Mink") { finalPrice = 0.99; } else if (selectedTag.itemName === "Fox Skin") { finalPrice = 2.00; } else if (selectedTag.itemName === "Skeet Blanket") { finalPrice = 0.50; } else if (selectedTag.itemName === "Broken Keyboard") { finalPrice = 1.00; } else { // Find original price from itemData var originalPrice = null; for (var i = 0; i < itemData.length; ++i) { if (itemData[i].name === selectedTag.itemName) { originalPrice = itemData[i].price; break; } } if (originalPrice) { finalPrice = originalPrice * 0.8; // 20% off original price } } } // Check if player can afford the item, show game over if not if (shoppingCart.getBudget() < finalPrice) { LK.showGameOver(); return; } // Attempt to buy if (shoppingCart.addItem(item.itemName, finalPrice)) { budgetText.setText('$' + shoppingCart.getBudget()); // Track purchased item if (purchasedItems.indexOf(item.itemName) === -1) { purchasedItems.push(item.itemName); // Check if this item is on the current shopping list var isOnCurrentList = false; for (var j = 0; j < shoppingListItems.length; j++) { if (shoppingListItems[j].name === item.itemName) { isOnCurrentList = true; break; } } if (isOnCurrentList) { currentChecklistPurchaseCount++; // Check if we've purchased 5 items from current list if (currentChecklistPurchaseCount >= 5) { // Calculate voucher amount based on checklist number var voucherAmount = currentChecklistNumber === 1 ? 3.00 : currentChecklistNumber === 2 ? 5.00 : 5.00; shoppingCart.budget = Math.round((shoppingCart.budget + voucherAmount) * 100) / 100; budgetText.setText('$' + shoppingCart.getBudget()); // Show shopkeeper dialogue about voucher if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } shopkeeperDialogue = game.addChild(new Container()); shopkeeperDialogue.x = 1024; shopkeeperDialogue.y = 900; // Add background for dialogue var dialogueBg = shopkeeperDialogue.addChild(LK.getAsset('instructionBox', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.0, alpha: 0.7 })); // Add voucher dialogue text var dialogueText = shopkeeperDialogue.addChild(new Text2("Congratulations!\n\nYou completed your shopping list!\nHere's a $" + voucherAmount.toFixed(2) + " voucher for your next purchase.", { size: 80, fill: 0xFFFFFF, align: "center", wordWrap: true, wordWrapWidth: 1500 })); dialogueText.anchor.set(0.5, 0.5); dialogueText.x = 0; dialogueText.y = 0; // Make dialogue dismissible on tap shopkeeperDialogue.interactive = true; shopkeeperDialogue.on('down', function () { if (shopkeeperDialogue) { shopkeeperDialogue.destroy(); shopkeeperDialogue = null; } }); // Generate new checklist currentChecklistNumber++; currentChecklistPurchaseCount = 0; // Clear current shopping list and generate new one shoppingListItems = []; generateNewShoppingList(); } } } // Remove both tag and item from scene selectedTag.destroy(); item.destroy(); // Add to inventory bar var targetBar = inventoryBar.children.length < 10 ? inventoryBar : bottomInventoryBar; var itemSlot = targetBar.addChild(LK.getAsset('itemSlot', { anchorX: 0.5, anchorY: 0.5, x: targetBar.children.length * 180 + 90, y: 125 })); itemSlot.addChild(LK.getAsset(item.assetId || selectedTag.assetId || item.itemName, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.5, scaleY: 0.5 })); } highlight(selectedTag, false); highlight(selectedItem, false); selectedTag = null; selectedItem = null; return; } // Otherwise, select this item if (selectedItem) highlight(selectedItem, false); selectedItem = item; highlight(selectedItem, true); }; } // Attach click handlers for (var i = 0; i < priceTagObjects.length; ++i) { var tag = priceTagObjects[i]; tag.on('down', onTagDown(tag)); } for (var i = 0; i < itemObjects.length; ++i) { var item = itemObjects[i]; item.interactive = true; item.assetId = itemData[i].asset; item.on('down', onItemDown(item)); } // --- End floating price tag and click-to-buy system --- // Add instruction box with black background to the middle of the screen var instructionBox = game.addChild(LK.getAsset('instructionBox', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleX: 1.5, scaleY: 1.5 })); var shoppingCart = new ShoppingCart(20); // Initialize shoppingCart with $20 in budget var budgetText = new Text2('$' + shoppingCart.getBudget(), { size: 50, fill: 0xFFFFFF }); budgetText.anchor.set(0.5, 0.5); budgetText.zIndex = 2; // Increase zIndex to place text in front of shopping cart var instructionText = new Text2('Welcome to Poppin\' Tags: A Thrift Shop Adventure.', { size: 50, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.zIndex = 2; // Increase zIndex to place text in front of instruction box instructionBox.addChild(instructionText); instructionBox.interactive = true; var clickCount = 0; instructionBox.on('down', function () { clickCount++; if (clickCount === 1) { instructionText.setText('You have $20 in your pocket and are huntin\' for a come-up.'); } else if (clickCount === 2) { instructionText.setText('Try and buy all items on your shopping list \n as cheap as you can. This is gonna be AWESOME!!!'); } else if (clickCount === 3) { instructionBox.destroy(); shoppingCart = new ShoppingCart(20); // Create a shopping cart with $20 in budget var shoppingCartDisplay = game.addChild(LK.getAsset('moneyContainer', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 300, scaleX: 1.5, scaleY: 1.5 })); budgetText = new Text2('$' + shoppingCart.getBudget(), { size: 50, fill: 0xFFFFFF }); budgetText.anchor.set(0.5, 0.5); budgetText.zIndex = 2; // Increase zIndex to place text in front of shopping cart shoppingCartDisplay.addChild(budgetText); // Add shopping list to top left corner (avoiding the menu icon area) var shoppingListDisplay = game.addChild(LK.getAsset('Shoppinglist', { anchorX: 0, anchorY: 0, x: 0, // Position away from top-left menu icon y: 370, scaleX: 0.6, scaleY: 0.6 })); // Make shopping list interactive shoppingListDisplay.interactive = true; // Create enlarged shopping list (initially hidden) var enlargedShoppingList = null; shoppingListDisplay.on('down', function () { if (enlargedShoppingList) { // If already showing, hide it enlargedShoppingList.destroy(); enlargedShoppingList = null; } else { // Create enlarged shopping list container enlargedShoppingList = game.addChild(new Container()); enlargedShoppingList.x = 1024; enlargedShoppingList.y = 1366; // Add background for enlarged list var listBackground = enlargedShoppingList.addChild(LK.getAsset('listBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 2.5 })); // Initialize shopping list items if not already done if (shoppingListItems.length === 0) { generateNewShoppingList(); } // Add title text var titleText = enlargedShoppingList.addChild(new Text2('Shopping List #' + currentChecklistNumber, { size: 60, fill: 0x000000 })); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -200; // Add items to the list with checkmarks for purchased items for (var i = 0; i < shoppingListItems.length; i++) { // Check purchase status using indexOf to determine if item exists in purchasedItems array var isPurchased = purchasedItems.indexOf(shoppingListItems[i].name) !== -1; // Add checkbox background (empty slot for all items) var checkbox = enlargedShoppingList.addChild(LK.getAsset('itemSlot', { anchorX: 0.5, anchorY: 0.5, x: -400, y: -100 + i * 80, scaleX: 0.3, scaleY: 0.3 })); // Add visible checkmark if item is purchased (purchase status check result) if (isPurchased) { var checkmark = enlargedShoppingList.addChild(LK.getAsset('checkmark', { anchorX: 0.5, anchorY: 0.5, x: -400, y: -100 + i * 80, scaleX: 0.3, scaleY: 0.3 })); } // Style item text differently for purchased items (green with strikethrough effect) vs unpurchased (black) var itemText = enlargedShoppingList.addChild(new Text2(isPurchased ? "✓ " + shoppingListItems[i].name : shoppingListItems[i].name, { size: 45, fill: isPurchased ? 0x32cd32 : 0x000000 })); itemText.anchor.set(0.5, 0.5); itemText.x = 0; itemText.y = -100 + i * 80; } // Make enlarged list clickable to close enlargedShoppingList.interactive = true; enlargedShoppingList.on('down', function () { enlargedShoppingList.destroy(); enlargedShoppingList = null; }); } }); } }); }); var ShoppingCart = /*#__PURE__*/function () { function ShoppingCart(initialBudget) { _classCallCheck(this, ShoppingCart); this.budget = Math.round(initialBudget * 100) / 100; // Round to 2 decimal places this.items = []; } return _createClass(ShoppingCart, [{ key: "addItem", value: function addItem(item, price) { var roundedPrice = Math.round(price * 100) / 100; // Round price to 2 decimal places if (this.budget >= roundedPrice) { this.items.push(item); this.budget = Math.round((this.budget - roundedPrice) * 100) / 100; // Prevent floating-point errors if (this.items.length === 17) { LK.showYouWin(); // Trigger win condition when all 17 items are collected } return true; } return false; } }, { key: "removeItem", value: function removeItem(item, price) { var index = this.items.indexOf(item); if (index > -1) { this.items.splice(index, 1); var roundedPrice = Math.round(price * 100) / 100; // Round price to 2 decimal places this.budget = Math.round((this.budget + roundedPrice) * 100) / 100; // Prevent floating-point errors } } }, { key: "getBudget", value: function getBudget() { return Math.round(this.budget * 100) / 100; // Always return properly rounded budget } }, { key: "getItems", value: function getItems() { return this.items; } }]); }(); function _createClass(Constructor, protoProps, staticProps) { if (protoProps) { protoProps.forEach(function (prop) { Object.defineProperty(Constructor.prototype, prop.key, prop); }); } if (staticProps) { staticProps.forEach(function (prop) { Object.defineProperty(Constructor, prop.key, prop); }); } return Constructor; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
===================================================================
--- original.js
+++ change.js
@@ -1,5 +1,10 @@
/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
* Classes
****/
// Discount class to handle discounted item prices
var Discount = Container.expand(function () {
@@ -81,10 +86,10 @@
/****
* Game Code
****/
-// List of items and their price tag asset/image IDs and prices
// --- Begin floating price tag and click-to-buy system ---
+// List of items and their price tag asset/image IDs and prices
var titlePage = game.addChild(new Container());
titlePage.addChild(LK.getAsset('titlescreen', {
anchorX: 0.5,
anchorY: 0.5,
@@ -402,8 +407,9 @@
}];
// Store references to item containers and price tags
var itemObjects = [];
var priceTagObjects = [];
+ // Import tween plugin for animating price tags
// Helper to get a random position within the game area (not overlapping items)
function getRandomTagPosition() {
var margin = 120;
var x = Math.random() * (2048 - 2 * margin) + margin;
@@ -453,31 +459,39 @@
tag.interactive = true;
priceTagObjects.push(tag);
game.addChild(tag);
}
- // Animate price tags to float around randomly
- game.update = function () {
- for (var i = 0; i < priceTagObjects.length; ++i) {
- var tag = priceTagObjects[i];
- if (!tag.floatAngle) tag.floatAngle = Math.random() * Math.PI * 2;
- if (!tag.floatSpeed) tag.floatSpeed = 0.5 + Math.random() * 0.5;
- if (!tag.floatRadius) tag.floatRadius = 30 + Math.random() * 40;
- if (!tag.baseX) tag.baseX = tag.x;
- if (!tag.baseY) tag.baseY = tag.y;
- tag.floatAngle += 0.01 * tag.floatSpeed;
- tag.x = tag.baseX + Math.cos(tag.floatAngle) * tag.floatRadius;
- tag.y = tag.baseY + Math.sin(tag.floatAngle) * tag.floatRadius;
- // Clamp tag.x and tag.y to stay within the visible game area (with margin)
- var margin = 60;
- var tagWidth = tag.width || 100;
- var tagHeight = tag.height || 100;
- // Clamp so the entire tag is visible (not just center)
- if (tag.x - tagWidth / 2 < margin) tag.x = margin + tagWidth / 2;
- if (tag.x + tagWidth / 2 > 2048 - margin) tag.x = 2048 - margin - tagWidth / 2;
- if (tag.y - tagHeight / 2 < margin) tag.y = margin + tagHeight / 2;
- if (tag.y + tagHeight / 2 > 2732 - margin) tag.y = 2732 - margin - tagHeight / 2;
- }
- };
+ // Animate price tags to randomly move around the game scene using tweens
+ function moveTagRandomly(tag) {
+ var margin = 120;
+ var tagWidth = tag.width || 100;
+ var tagHeight = tag.height || 100;
+ // Calculate random position within bounds
+ var minX = margin + tagWidth / 2;
+ var maxX = 2048 - margin - tagWidth / 2;
+ var minY = margin + tagHeight / 2;
+ var maxY = 2732 - margin - tagHeight / 2;
+ var newX = Math.random() * (maxX - minX) + minX;
+ var newY = Math.random() * (maxY - minY) + minY;
+ var duration = 1500 + Math.random() * 2000; // 1.5s to 3.5s
+ tween(tag, {
+ x: newX,
+ y: newY
+ }, {
+ duration: duration,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // After reaching the new position, move again
+ moveTagRandomly(tag);
+ }
+ });
+ }
+ // Start random movement for all price tags
+ for (var i = 0; i < priceTagObjects.length; ++i) {
+ moveTagRandomly(priceTagObjects[i]);
+ }
+ // No need for per-frame update for tag movement anymore
+ game.update = function () {};
// --- Discount price tag swap logic ---
// Map of itemName to discount assetId (if available)
var discountTagMap = {
"Big Ass Coat": "discountbigasscoat",
onesie with socks. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
big coat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brown leather jacket. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
flannel zebra pyjamas. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fur fox skin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Pink leopard mink coat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Wolf skin hat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Velour jumpsuit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Telescope. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Dirty blanket. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Velcro sneakers. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Plaid button up shirt. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
music keyboard. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Shopping list that says Big ass coat, Broken keyboard, skeet blanket, pink leopard mink, built-in onesie with the socks. In-Game asset. 2d. High contrast. No shadows
Price tag that says big ass coat $4.00. In-Game asset. 2d. High contrast. No shadows
Price tag that says Kneeboard $4.00. In-Game asset. 2d. High contrast. No shadows
police tag that says Broken Keyboard for $2. In-Game asset. 2d. High contrast. No shadows
Price tag that says Telescope $3.00. In-Game asset. 2d. High contrast. No shadows
price tag that's says Dookie Brown Leather Jacket $3.50. In-Game asset. 2d. High contrast. No shadows
price tag that says pink leopard mink $5. In-Game asset. 2d. High contrast. No shadows
price tag that says plaid button up shirt $2. In-Game asset. 2d. High contrast. No shadows
Price tag that says Gator shoes $3.00. In-Game asset. 2d. High contrast. No shadows
price tag that says fox skin $4.50. In-Game asset. 2d. High contrast. No shadows
Price tag that says Velcro sneakers $2.00. In-Game asset. 2d. High contrast. No shadows
price tag that says house slippers $1.50. In-Game asset. 2d. High contrast. No shadows
Price tag that says velour jumpsuit $3.00. In-Game asset. 2d. High contrast. No shadows
price tag that says wolf skin hat $2. In-Game asset. 2d. High contrast. No shadows
Price tag that says skeet blanket $2.00. In-Game asset. 2d. High contrast. No shadows
Price tag that says Zebra Pyjamas $2.50. In-Game asset. 2d. High contrast. No shadows
Green Discount price tag that says Big ass coat $2.40. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount Dookie Brown Leather Jacket $2.80. In-Game asset. 2d. High contrast. No shadows
Green price tag that says discount kneeboard $3.20. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount plaid button up shirt $1.60. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount zebra pajamas $2. In-Game asset. 2d. High contrast. No shadows
Green pricetag that says discount Telescope $2.40. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount velour jumpsuit $2.40. In-Game asset. 2d. High contrast. No shadows
Green pricetag that says discount Velcro sneakers $1.60. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount house slippers $1.20. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount wolf skin hat $1.60. In-Game asset. 2d. High contrast. No shadows
Green pricetag that says discount gator shoes $2.40. In-Game asset. 2d. High contrast. No shadows
Green pricetag that says discount built in onesie with socks $1.60. In-Game asset. 2d. High contrast. No shadows
Price tag that says built-in onesie with socks $2.00. In-Game asset. 2d. High contrast. No shadows
green price tag that says discount pink leopard mink 99 cents! In-Game asset. 2d. High contrast. No shadows
green price tag that says discount fox skin $2 In-Game asset. 2d. High contrast. No shadows
green price tag that says discount skeet blanket $0.50 In-Game asset. 2d. High contrast. No shadows
Green price tag that says discount broken keyboard $1 In-Game asset. 2d. High contrast. No shadows
Make picture transparent
Make picture transparent
Make picture transparent
Make picture transparent
Make picture transparent
Add number 5 to painted area
Sign that says play the notes in right order to start the game. In-Game asset. 2d. High contrast. No shadows
portrait banner, high definition, for a game titled "Poppin' Tags: A Thrift Shop Trubute"
How to play button. In-Game asset. 2d. High contrast. No shadows
1
Sound effect
2
Sound effect
3
Sound effect
4
Sound effect
5
Sound effect
6
Sound effect
7
Sound effect
8
Sound effect
Item1
Sound effect
Instrumental
Music
instrumentalMusic
Music
Heymacklemore
Sound effect
Cash
Sound effect
Leopardmink
Sound effect
Gatorshoes
Sound effect
Houseslippers
Sound effect
Dookiebrown
Sound effect
Velcros
Sound effect
Grandmascoat
Sound effect
Bigasscoat
Sound effect
Kneeboard
Sound effect
Brokenkeyboard
Sound effect
Skeetblanket
Sound effect
Foxfur
Sound effect
Builtinonesie
Sound effect
Plaidshirt
Sound effect
Telescope
Sound effect
Velourjumpsuit
Sound effect
Wolfhat
Sound effect
Zebrajamies
Sound effect
Poptags
Sound effect
Probsshoulda
Sound effect