Top-down alien shooter · aion-2.0
Using the pre-provided phaser.min.js (global Phaser), build a top-down alien shooter: move with WASD, aim and fire at waves of advancing aliens, with health, score, and increasing difficulty. Use ONLY procedurally generated graphics, no external image or audio assets.
transcript · 6 messages
Using the pre-provided phaser.min.js (global Phaser), build a top-down alien shooter: move with WASD, aim and fire at waves of advancing aliens, with health, score, and increasing difficulty. Use ONLY procedurally generated graphics, no external image or audio assets.
thinking
I must not use external resources or network requests. I must use the pre-provided phaser.min.js file via a <script src="phaser.min.js"></script> tag. I need to build a top-down alien shooter game in a single self-contained index.html file. Let me first check what's in the current directory and examine the phaser.min.js to understand the Phaser version and API style.
{"command":"ls -la /tmp/ws/"}total 1156 drwxr-sr-x. 2 node node 27 Aug 1 19:38 . drwxrwsrwx. 3 root node 16 Aug 1 19:38 .. -rw-r--r--. 1 node node 1181917 Aug 1 19:38 phaser.min.js
thinking
The final response outside the thinking tags will be the tool calls, if any. The user wants a single-page HTML file with Phaser 3 game - top-down alien shooter. WASD movement, aim/fire, waves of aliens, health, score, increasing difficulty. Procedural graphics only. Load phaser.min.js via script tag. Let me build this step by step. I'll write the full index.html file. Key features: - Player ship (triangle/polygon) controlled by WASD - Mouse aim + click to fire (or auto-fire? "aim and fire" - I'll do mouse aim + click to fire) - Waves of advancing aliens (circles/squares that move toward player) - Health bar, score display - Increasing difficulty (more aliens, faster, stronger over waves) - Procedural graphics using Phaser Graphics objects Let me think about the structure: 1. Phaser config - simple canvas, no physics needed (or arcade physics for collisions) 2. Boot/Preload scene - just create textures procedurally 3. Game scene - main gameplay Actually, I can generate textures using Phaser's generateTexture or Graphics objects. Let me write the complete file. I'll use: - Arcade physics for collision detection - WASD for movement with velocity - Mouse pointer for aiming direction - Click to fire bullets - Enemy waves that spawn and move toward player - Score and health tracking Let me code this up carefully.
/tmp/ws/index.html (10175 bytes)Successfully wrote 10175 bytes to /tmp/ws/index.html
thinking
I always produce a
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
Top-down alien shooter renders with player ship and enemies, but player dies almost instantly leading to Game Over, blocking real play.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.