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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.

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user

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.

assistant
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.

bash {"command":"ls -la /tmp/ws/"}
toolResult

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

assistant
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.

write /tmp/ws/index.html (10175 bytes)
toolResult

Successfully wrote 10175 bytes to /tmp/ws/index.html

assistant
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

modelaion-2.0
vendorAion Labs
harnesspi-agent
generated2026-08-01

EVALUATION

2/5 partial

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.

idle motion3.8%
on click3.0%
on drag3.2%
on wheel0.2%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread15.4 / 255
console errors0
js errors none

METRICS

runtime59.7s
tokens in5.0k
tokens out4.0k
cached3.8k
cost / run$0.0111