Top-down alien shooter · aion-2.0
Output generated Cost / run $0.0111 Runtime 59.7s
Prompt for this run
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.
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
METRICS
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