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Top-down alien shooter · deepseek-v3.2-exp

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'll start by checking the current directory to see what files are present, especially phaser.min.js. Then I'll create a single-page web app in index.html with embedded CSS and JS, using Phaser. Let's first list files.
bash {"command":"ls -la"}
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
Great, phaser.min.js is present. I'll need to create index.html with a Phaser game. Let's design a top-down alien shooter: player is a spaceship or a character that can move with WASD, aim with mouse, fire with mouse click. Aliens spawn in waves, move towards player. Health, score, increasing difficulty (more aliens, faster, etc.). Use procedural graphics: draw circles, rectangles, maybe simple shapes for player and aliens using Phaser's graphics API. We'll need to implement game states: preload, create, update. We'll generate textures at runtime.

Let's write the index.html file. First, I'll create a basic structure with style and script. I'll include phaser.min.js via script tag. Then write the game code.

Let's start by writing the file. I'll make it a single file with everything
assistant
thinking
Great, phaser.min.js is there. Now I'll create index.html with a full Phaser game. I'll design a top-down alien shooter: player is a spaceship (or a simple shape) that can move with WASD, aim with mouse, fire with mouse click. Aliens spawn in waves, move toward player. Health, score, increasing difficulty (wave number, spawn rate, alien speed). Use Phaser's graphics API to draw everything: circles, rectangles, lines, etc. No external assets.

I'll structure the game with preload, create, update functions. Use Phaser 3.

Let's write the index.html. First, I'll create a basic skeleton with HTML5, include phaser.min.js, then our own script. Use a canvas fullscreen. Add CSS for fullscreen.

I'll write the file now.
write index.html (15665 bytes)
toolResult

Successfully wrote 15665 bytes to index.html

assistant
thinking
Now I should verify that the file is created and maybe test it quickly with a simple HTTP server? But we just need to ensure it works. However, there might be some issues: I used graphics objects but also physics bodies; we need to ensure the graphics move with the physics bodies. I attached graphics as separate objects, but they need to be updated each frame. Also, I used `alien.graphics` property but didn't update its position. Let's fix that.

Also, we need to ensure that the alien graphics are destroyed when alien is destroyed. I'll update the code accordingly.

I'll edit the index.html to improve the alien graphics handling, and also ensure player rotation works correctly (the triangle should point towards mouse). Currently the triangle points up; we need to rotate it accordingly. The drawPlayer function draws a triangle pointing up (0 radians). When we set player.rotation = angle, the triangle will rotate correctly. That's fine.

Now, I'll edit the file to add updates for alien graphics positions and rotations (maybe they should face player). Also, we need to clean up graphics when alien destroyed. Let's read the file first to see the exact content.
read {"path":"index.html"}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Alien Shooter - Top Down</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #0a0a1a; color: #fff; font-family: 'Courier New', monospace; overflow: hidden; display: flex; flex-direction: column; align-items: center; justify-content: center; min-height: 100vh; } #gameContainer { width: 100%; max-width: 1200px; margin: 20px auto; position: relative; } canvas { display: block; margin: 0 auto; border: 2px solid #33ff33; border-radius: 8px; box-shadow: 0 0 20px #33ff33; } #ui { position: absolute; top: 20px; left: 20px; right: 20px; display: flex; justify-content: space-between; pointer-events: none; z-index: 10; } .ui-box { background: rgba(0, 20, 40, 0.8); border: 2px solid #33ff33; border-radius: 8px; padding: 12px 20px; font-size: 1.2rem; text-shadow: 0 0 5px #33ff33; min-width: 180px; } #waveInfo { position: absolute; bottom: 20px; left: 50%; transform: translateX(-50%); background: rgba(0, 20, 40, 0.8); border: 2px solid #ffaa00; border-radius: 8px; padding: 12px 30px; font-size: 1.3rem; text-align: center; } #gameOver { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background: rgba(0, 0, 0, 0.9); border: 4px solid #ff3333; border-radius: 12px; padding: 40px; text-align: center; display: none; z-index: 100; } #gameOver h2 { color: #ff3333; font-size: 3rem; margin-bottom: 20px; } #gameOver p { font-size: 1.5rem; margin-bottom: 30px; } button { background: #33ff33; color: #000; border: none; padding: 15px 30px; font-size: 1.2rem; border-radius: 8px; cursor: pointer; font-weight: bold; transition: all 0.2s; } button:hover { background: #00cc00; transform: scale(1.05); } .instructions { margin-top: 20px; text-align: center; color: #aaa; max-width: 800px; line-height: 1.5; } </style> </head> <body> <div id="gameContainer"> <div id="ui"> <div class="ui-box"> Health: <span id="health">100</span> </div> <div class="ui-box"> Score: <span id="score">0</span> </div> <div class="ui-box"> Wave: <span id="wave">1</span> </div> </div> <div id="waveInfo"> Aliens remaining: <span id="aliensRemaining">0</span> </div> <div id="gameOver"> <h2>GAME OVER</h2> <p>You survived <span id="finalWave">0</span> waves with a score of <span id="finalScore">0</span>.</p> <button id="restart">PLAY AGAIN</button> </div> </div> <div class="instructions"> <p>Move: WASD | Aim: Mouse | Fire: Left Click | Survive waves of aliens. Each wave increases difficulty.</p> </div> <script src="phaser.min.js"></script> <script> // Phaser game configuration const config = { type: Phaser.AUTO, width: 1000, height: 700, parent: 'gameContainer', backgroundColor: '#000011', physics: { default: 'arcade', arcade: { gravity: { x: 0, y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; // Game variables let player; let cursors; let mouse; let bullets; let aliens; let score = 0; let health = 100; let wave = 1; let aliensRemaining = 0; let gameOver = false; let lastFired = 0; let fireRate = 200; // ms between shots let waveInProgress = false; let spawnTimer = null; let alienSpeed = 80; let alienSpawnRate = 1000; // ms between spawns let maxAliensPerWave = 5; let aliensKilledThisWave = 0; // UI elements let healthText, scoreText, waveText, aliensRemainingText; let waveInfoBox; let gameOverScreen; // Phaser game instance const game = new Phaser.Game(config); function preload() { // No external assets, all procedural } function create() { // Create player (a triangle ship) player = this.add.graphics(); drawPlayer(player, 0x33ff33); player.x = config.width / 2; player.y = config.height / 2; this.physics.add.existing(player); player.body.setCollideWorldBounds(true); // Bullets group bullets = this.physics.add.group({ defaultKey: null, createCallback: function (bullet) { bullet.setCircle(4); } }); // Aliens group aliens = this.physics.add.group(); // Input cursors = this.input.keyboard.createCursorKeys(); mouse = this.input.activePointer; // Collisions this.physics.add.overlap(bullets, aliens, bulletHitAlien, null, this); this.physics.add.overlap(player, aliens, playerHitAlien, null, this); // UI text healthText = document.getElementById('health'); scoreText = document.getElementById('score'); waveText = document.getElementById('wave'); aliensRemainingText = document.getElementById('aliensRemaining'); waveInfoBox = document.getElementById('waveInfo'); gameOverScreen = document.getElementById('gameOver'); // Start first wave startWave(this); // Restart button document.getElementById('restart').addEventListener('click', () => { restartGame(this); }); } function update(time, delta) { if (gameOver) return; // Player movement with WASD const speed = 300; const velocity = { x: 0, y: 0 }; if (cursors.left.isDown || this.input.keyboard.addKey('A').isDown) velocity.x = -speed; if (cursors.right.isDown || this.input.keyboard.addKey('D').isDown) velocity.x = speed; if (cursors.up.isDown || this.input.keyboard.addKey('W').isDown) velocity.y = -speed; if (cursors.down.isDown || this.input.keyboard.addKey('S').isDown) velocity.y = speed; // Normalize diagonal speed if (velocity.x !== 0 && velocity.y !== 0) { const factor = speed / Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x *= factor; velocity.y *= factor; } player.body.setVelocity(velocity.x, velocity.y); // Rotate player to face mouse const angle = Phaser.Math.Angle.Between(player.x, player.y, mouse.x + this.cameras.main.scrollX, mouse.y + this.cameras.main.scrollY); player.rotation = angle; // Shooting with mouse click if (mouse.isDown && time > lastFired) { fireBullet(this, angle); lastFired = time + fireRate; } // Update UI healthText.textContent = Math.max(0, health); scoreText.textContent = score; waveText.textContent = wave; aliensRemainingText.textContent = aliensRemaining; // Wave completion check if (waveInProgress && aliensRemaining <= 0) { waveInProgress = false; this.time.delayedCall(2000, () => { nextWave(this); }); } } function drawPlayer(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffffff, 1); // Draw a triangle ship pointing up graphics.beginPath(); graphics.moveTo(0, -20); graphics.lineTo(-15, 15); graphics.lineTo(15, 15); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Draw a cockpit graphics.fillStyle(0x00aaff, 1); graphics.fillCircle(0, 0, 6); } function drawAlien(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffaa00, 1); // Draw a hexagonal alien shape graphics.beginPath(); for (let i = 0; i < 6; i++) { const angle = (i * Math.PI) / 3; const x = Math.cos(angle) * 15; const y = Math.sin(angle) * 15; if (i === 0) graphics.moveTo(x, y); else graphics.lineTo(x, y); } graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Eyes graphics.fillStyle(0xff0000, 1); graphics.fillCircle(-8, -5, 4); graphics.fillCircle(8, -5, 4); } function fireBullet(scene, angle) { const bullet = bullets.create(player.x, player.y); if (!bullet) return; bullet.setCircle(4); bullet.setFillStyle(0xffff00); bullet.setStrokeStyle(2, 0xffaa00); bullet.setVelocity(Math.cos(angle) * 600, Math.sin(angle) * 600); bullet.life = 2000; // milliseconds scene.time.delayedCall(bullet.life, () => { if (bullet.active) bullet.destroy(); }); } function bulletHitAlien(bullet, alien) { bullet.destroy(); alien.destroy(); score += 10; aliensKilledThisWave++; aliensRemaining--; // Spawn explosion effect const explosion = alien.scene.add.graphics(); explosion.x = alien.x; explosion.y = alien.y; explosion.fillStyle(0xff6600, 1); explosion.fillCircle(0, 0, 10); explosion.scene.time.delayedCall(200, () => { explosion.destroy(); }); } function playerHitAlien(playerObj, alien) { alien.destroy(); health -= 10; aliensKilledThisWave++; aliensRemaining--; if (health <= 0) { health = 0; gameOver = true; showGameOver(); } // Visual feedback player.clear(); drawPlayer(player, 0xff3333); player.scene.time.delayedCall(300, () => { if (!gameOver) drawPlayer(player, 0x33ff33); }); } function spawnAlien(scene) { if (!waveInProgress) return; // Choose a random edge const side = Phaser.Math.Between(0, 3); let x, y; switch (side) { case 0: // top x = Phaser.Math.Between(0, config.width); y = -30; break; case 1: // right x = config.width + 30; y = Phaser.Math.Between(0, config.height); break; case 2: // bottom x = Phaser.Math.Between(0, config.width); y = config.height + 30; break; case 3: // left x = -30; y = Phaser.Math.Between(0, config.height); break; } const alien = aliens.create(x, y); if (!alien) return; alien.setCircle(15); const alienGraphics = scene.add.graphics(); drawAlien(alienGraphics, 0x00ff00); alienGraphics.x = alien.x; alienGraphics.y = alien.y; alien.graphics = alienGraphics; alien.setVelocity(0, 0); // Move towards player scene.physics.moveToObject(alien, player, alienSpeed); aliensRemaining++; } function startWave(scene) { waveInProgress = true; aliensKilledThisWave = 0; maxAliensPerWave = 5 + (wave - 1) * 3; alienSpeed = 80 + (wave - 1) * 10; alienSpawnRate = Math.max(300, 1000 - (wave - 1) * 100); // Clear any existing aliens aliens.clear(true, true); // Start spawning spawnTimer = scene.time.addEvent({ delay: alienSpawnRate, callback: () => { if (aliensKilledThisWave + aliensRemaining < maxAliensPerWave) { spawnAlien(scene); } }, callbackScope: scene, loop: true }); // Update wave info waveInfoBox.style.borderColor = '#ffaa00'; waveInfoBox.style.boxShadow = '0 0 15px #ffaa00'; } function nextWave(scene) { wave++; waveInfoBox.style.borderColor = '#33ff33'; waveInfoBox.style.boxShadow = '0 0 20px #33ff33'; scene.time.delayedCall(1500, () => { startWave(scene); }); } function showGameOver() { document.getElementById('finalWave').textContent = wave; document.getElementById('finalScore').textContent = score; gameOverScreen.style.display = 'block'; } function restartGame(scene) { // Reset variables score = 0; health = 100; wave = 1; aliensRemaining = 0; gameOver = false; waveInProgress = false; // Clear groups bullets.clear(true, true); aliens.clear(true, true); // Reset player player.x = config.width / 2; player.y = config.height / 2; player.body.setVelocity(0, 0); player.clear(); drawPlayer(player, 0x33ff33); // Remove spawn timer if (spawnTimer) spawnTimer.remove(); // Hide game over screen gameOverScreen.style.display = 'none'; // Start new wave startWave(scene); } </script> </body> </html>

assistant
thinking
Now I need to update the alien graphics positions each frame, and also rotate them to face player. Also need to clean up graphics when alien destroyed. Let's modify the update function to iterate over aliens and update their graphics positions and rotation. Also need to store the graphics reference properly.

I'll edit the script section. I'll make several changes:

1. In spawnAlien, attach graphics as a property and also store the scene reference.
2. In update, after player movement, loop through aliens.getChildren() and update graphics position and rotation.
3. In bulletHitAlien and playerHitAlien, destroy the graphics as well.

Also, we need to ensure that the alien graphics are added to the scene as a separate object, not as a child of the physics body. That's fine.

Let's write the edits. I'll replace the relevant parts. First, let's find the exact lines for spawnAlien function. I'll replace the whole function with an improved version. Also need to add a new function updateAlienGraphics.

I'll do multiple edits in one call. Let's prepare the changes.

First, add a new function after drawAlien: updateAlienGraphics(scene). But we'll just inline in update.

Better to add a loop in update. Let's edit the update function.

I'll locate the update function lines. I'll replace from "function update(time, delta) {" to the end of that function (up to the closing brace). I'll also need to adjust the wave completion check.

Let's first get the exact text of the update function. I'll read the file again but I can approximate. Let's do a search: but easier to just edit with a multi-edit.

I'll write the new update function and also modify spawnAlien and hit functions.

Let's do stepwise: first, edit spawnAlien. Let's find the exact lines of spawnAlien. I'll search with bash: but we can just edit with a unique oldText.

Let's open the file in editor? I'll use edit with multiple entries.

First, find the spawnAlien function definition. I'll copy a snippet: "function spawnAlien(scene) {". Let's replace that function with a new one that also adds graphics to a list for updating.

I'll also add a variable alienGraphicsList maybe, but we can just iterate over aliens.children. Each alien will have a graphics property.

Now, edit bulletHitAlien and playerHitAlien to destroy graphics.

Let's start with spawnAlien. I'll write new text:
edit {"edits":[{"newText":" function spawnAlien(scene) {\n if (!waveInProgress) return;\n // Choose a random edge\n
toolResult

Successfully replaced 1 block(s) in index.html.

assistant
thinking
Now we need to update the graphics positions each frame. Let's edit the update function. We'll add a loop after shooting. Let's find the exact update function lines. I'll replace the whole function. Let's copy the current update function from the file to be safe. Let's read a segment. Let's do a quick bash to get line numbers? But easier: I'll replace using a unique oldText that includes the whole function from "function update(time, delta) {" to the next "}" that matches the end of the function. I'll need to be careful about nested braces. Let's count lines: but we can approximate.

I'll write a new update function that includes the alien graphics update. Let's first create a new update function text. I'll write it here and then replace.

We'll need to also update the alien graphics rotation to face player (optional). We'll just set rotation based on velocity direction.

Let's do edit now. First, find the exact oldText. I'll use a snippet of the first few lines of the function as a marker, but we need the entire function. Let's search using bash:
bash {"command":"grep -n \"function update\" index.html"}
toolResult

240: function update(time, delta) {

assistant
thinking
Now find the line number of the closing brace after the function. Let's look at lines 240-300. Let's output those lines:
bash {"command":"sed -n '240,320p' index.html"}
toolResult

function update(time, delta) { if (gameOver) return; // Player movement with WASD const speed = 300; const velocity = { x: 0, y: 0 }; if (cursors.left.isDown || this.input.keyboard.addKey('A').isDown) velocity.x = -speed; if (cursors.right.isDown || this.input.keyboard.addKey('D').isDown) velocity.x = speed; if (cursors.up.isDown || this.input.keyboard.addKey('W').isDown) velocity.y = -speed; if (cursors.down.isDown || this.input.keyboard.addKey('S').isDown) velocity.y = speed; // Normalize diagonal speed if (velocity.x !== 0 && velocity.y !== 0) { const factor = speed / Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x *= factor; velocity.y *= factor; } player.body.setVelocity(velocity.x, velocity.y); // Rotate player to face mouse const angle = Phaser.Math.Angle.Between(player.x, player.y, mouse.x + this.cameras.main.scrollX, mouse.y + this.cameras.main.scrollY); player.rotation = angle; // Shooting with mouse click if (mouse.isDown && time > lastFired) { fireBullet(this, angle); lastFired = time + fireRate; } // Update UI healthText.textContent = Math.max(0, health); scoreText.textContent = score; waveText.textContent = wave; aliensRemainingText.textContent = aliensRemaining; // Wave completion check if (waveInProgress && aliensRemaining <= 0) { waveInProgress = false; this.time.delayedCall(2000, () => { nextWave(this); }); } } function drawPlayer(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffffff, 1); // Draw a triangle ship pointing up graphics.beginPath(); graphics.moveTo(0, -20); graphics.lineTo(-15, 15); graphics.lineTo(15, 15); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Draw a cockpit graphics.fillStyle(0x00aaff, 1); graphics.fillCircle(0, 0, 6); } function drawAlien(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffaa00, 1); // Draw a hexagonal alien shape graphics.beginPath(); for (let i = 0; i < 6; i++) { const angle = (i * Math.PI) / 3; const x = Math.cos(angle) * 15; const y = Math.sin(angle) * 15; if (i === 0) graphics.moveTo(x, y); else graphics.lineTo(x, y); } graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Eyes graphics.fillStyle(0xff0000, 1); graphics.fillCircle(-8, -5, 4);

assistant
thinking
Great, we have the exact function lines 240 to maybe 280? Let's find the line where the function ends (the line before "function drawPlayer"). That's line 279? Let's count. But we can replace from line 240 to the line before "function drawPlayer". Let's capture the exact oldText from "function update(time, delta) {" up to the next "}" that is at column 0? Actually the closing brace is on its own line. Let's get the exact block using a regex but we'll do manual.

I'll write new update function with added alien graphics update. Let's create new text:
edit {"edits":[{"newText":" function update(time, delta) {\n if (gameOver) return;\n\n // Player movement with WASD\
toolResult

Successfully replaced 1 block(s) in index.html.

assistant

read {"path":"index.html","offset":300,"limit":50}
toolResult

graphics.lineStyle(2, 0xffffff, 1); // Draw a triangle ship pointing up graphics.beginPath(); graphics.moveTo(0, -20); graphics.lineTo(-15, 15); graphics.lineTo(15, 15); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Draw a cockpit graphics.fillStyle(0x00aaff, 1); graphics.fillCircle(0, 0, 6); } function drawAlien(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffaa00, 1); // Draw a hexagonal alien shape graphics.beginPath(); for (let i = 0; i < 6; i++) { const angle = (i * Math.PI) / 3; const x = Math.cos(angle) * 15; const y = Math.sin(angle) * 15; if (i === 0) graphics.moveTo(x, y); else graphics.lineTo(x, y); } graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Eyes graphics.fillStyle(0xff0000, 1); graphics.fillCircle(-8, -5, 4); graphics.fillCircle(8, -5, 4); } function fireBullet(scene, angle) { const bullet = bullets.create(player.x, player.y); if (!bullet) return; bullet.setCircle(4); bullet.setFillStyle(0xffff00); bullet.setStrokeStyle(2, 0xffaa00); bullet.setVelocity(Math.cos(angle) * 600, Math.sin(angle) * 600); bullet.life = 2000; // milliseconds scene.time.delayedCall(bullet.life, () => { if (bullet.active) bullet.destroy(); }); } function bulletHitAlien(bullet, alien) { [135 more lines in file. Use offset=350 to continue.]

assistant
thinking
Now we need to update bulletHitAlien and playerHitAlien to destroy alien.graphics. Let's find those functions. Let's read from line 350 onward.
read {"path":"index.html"}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Alien Shooter - Top Down</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #0a0a1a; color: #fff; font-family: 'Courier New', monospace; overflow: hidden; display: flex; flex-direction: column; align-items: center; justify-content: center; min-height: 100vh; } #gameContainer { width: 100%; max-width: 1200px; margin: 20px auto; position: relative; } canvas { display: block; margin: 0 auto; border: 2px solid #33ff33; border-radius: 8px; box-shadow: 0 0 20px #33ff33; } #ui { position: absolute; top: 20px; left: 20px; right: 20px; display: flex; justify-content: space-between; pointer-events: none; z-index: 10; } .ui-box { background: rgba(0, 20, 40, 0.8); border: 2px solid #33ff33; border-radius: 8px; padding: 12px 20px; font-size: 1.2rem; text-shadow: 0 0 5px #33ff33; min-width: 180px; } #waveInfo { position: absolute; bottom: 20px; left: 50%; transform: translateX(-50%); background: rgba(0, 20, 40, 0.8); border: 2px solid #ffaa00; border-radius: 8px; padding: 12px 30px; font-size: 1.3rem; text-align: center; } #gameOver { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background: rgba(0, 0, 0, 0.9); border: 4px solid #ff3333; border-radius: 12px; padding: 40px; text-align: center; display: none; z-index: 100; } #gameOver h2 { color: #ff3333; font-size: 3rem; margin-bottom: 20px; } #gameOver p { font-size: 1.5rem; margin-bottom: 30px; } button { background: #33ff33; color: #000; border: none; padding: 15px 30px; font-size: 1.2rem; border-radius: 8px; cursor: pointer; font-weight: bold; transition: all 0.2s; } button:hover { background: #00cc00; transform: scale(1.05); } .instructions { margin-top: 20px; text-align: center; color: #aaa; max-width: 800px; line-height: 1.5; } </style> </head> <body> <div id="gameContainer"> <div id="ui"> <div class="ui-box"> Health: <span id="health">100</span> </div> <div class="ui-box"> Score: <span id="score">0</span> </div> <div class="ui-box"> Wave: <span id="wave">1</span> </div> </div> <div id="waveInfo"> Aliens remaining: <span id="aliensRemaining">0</span> </div> <div id="gameOver"> <h2>GAME OVER</h2> <p>You survived <span id="finalWave">0</span> waves with a score of <span id="finalScore">0</span>.</p> <button id="restart">PLAY AGAIN</button> </div> </div> <div class="instructions"> <p>Move: WASD | Aim: Mouse | Fire: Left Click | Survive waves of aliens. Each wave increases difficulty.</p> </div> <script src="phaser.min.js"></script> <script> // Phaser game configuration const config = { type: Phaser.AUTO, width: 1000, height: 700, parent: 'gameContainer', backgroundColor: '#000011', physics: { default: 'arcade', arcade: { gravity: { x: 0, y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; // Game variables let player; let cursors; let mouse; let bullets; let aliens; let score = 0; let health = 100; let wave = 1; let aliensRemaining = 0; let gameOver = false; let lastFired = 0; let fireRate = 200; // ms between shots let waveInProgress = false; let spawnTimer = null; let alienSpeed = 80; let alienSpawnRate = 1000; // ms between spawns let maxAliensPerWave = 5; let aliensKilledThisWave = 0; // UI elements let healthText, scoreText, waveText, aliensRemainingText; let waveInfoBox; let gameOverScreen; // Phaser game instance const game = new Phaser.Game(config); function preload() { // No external assets, all procedural } function create() { // Create player (a triangle ship) player = this.add.graphics(); drawPlayer(player, 0x33ff33); player.x = config.width / 2; player.y = config.height / 2; this.physics.add.existing(player); player.body.setCollideWorldBounds(true); // Bullets group bullets = this.physics.add.group({ defaultKey: null, createCallback: function (bullet) { bullet.setCircle(4); } }); // Aliens group aliens = this.physics.add.group(); // Input cursors = this.input.keyboard.createCursorKeys(); mouse = this.input.activePointer; // Collisions this.physics.add.overlap(bullets, aliens, bulletHitAlien, null, this); this.physics.add.overlap(player, aliens, playerHitAlien, null, this); // UI text healthText = document.getElementById('health'); scoreText = document.getElementById('score'); waveText = document.getElementById('wave'); aliensRemainingText = document.getElementById('aliensRemaining'); waveInfoBox = document.getElementById('waveInfo'); gameOverScreen = document.getElementById('gameOver'); // Start first wave startWave(this); // Restart button document.getElementById('restart').addEventListener('click', () => { restartGame(this); }); } function update(time, delta) { if (gameOver) return; // Player movement with WASD const speed = 300; const velocity = { x: 0, y: 0 }; if (cursors.left.isDown || this.input.keyboard.addKey('A').isDown) velocity.x = -speed; if (cursors.right.isDown || this.input.keyboard.addKey('D').isDown) velocity.x = speed; if (cursors.up.isDown || this.input.keyboard.addKey('W').isDown) velocity.y = -speed; if (cursors.down.isDown || this.input.keyboard.addKey('S').isDown) velocity.y = speed; // Normalize diagonal speed if (velocity.x !== 0 && velocity.y !== 0) { const factor = speed / Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x *= factor; velocity.y *= factor; } player.body.setVelocity(velocity.x, velocity.y); // Rotate player to face mouse const angle = Phaser.Math.Angle.Between(player.x, player.y, mouse.x + this.cameras.main.scrollX, mouse.y + this.cameras.main.scrollY); player.rotation = angle; // Shooting with mouse click if (mouse.isDown && time > lastFired) { fireBullet(this, angle); lastFired = time + fireRate; } // Update alien graphics positions and rotations aliens.getChildren().forEach(alien => { if (alien.graphics) { alien.graphics.x = alien.x; alien.graphics.y = alien.y; // Rotate alien to face its velocity direction if (alien.body.velocity.x !== 0 || alien.body.velocity.y !== 0) { alien.graphics.rotation = Phaser.Math.Angle.Between(0, 0, alien.body.velocity.x, alien.body.velocity.y); } } }); // Update UI healthText.textContent = Math.max(0, health); scoreText.textContent = score; waveText.textContent = wave; aliensRemainingText.textContent = aliensRemaining; // Wave completion check if (waveInProgress && aliensRemaining <= 0) { waveInProgress = false; this.time.delayedCall(2000, () => { nextWave(this); }); } } function drawPlayer(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffffff, 1); // Draw a triangle ship pointing up graphics.beginPath(); graphics.moveTo(0, -20); graphics.lineTo(-15, 15); graphics.lineTo(15, 15); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Draw a cockpit graphics.fillStyle(0x00aaff, 1); graphics.fillCircle(0, 0, 6); } function drawAlien(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffaa00, 1); // Draw a hexagonal alien shape graphics.beginPath(); for (let i = 0; i < 6; i++) { const angle = (i * Math.PI) / 3; const x = Math.cos(angle) * 15; const y = Math.sin(angle) * 15; if (i === 0) graphics.moveTo(x, y); else graphics.lineTo(x, y); } graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Eyes graphics.fillStyle(0xff0000, 1); graphics.fillCircle(-8, -5, 4); graphics.fillCircle(8, -5, 4); } function fireBullet(scene, angle) { const bullet = bullets.create(player.x, player.y); if (!bullet) return; bullet.setCircle(4); bullet.setFillStyle(0xffff00); bullet.setStrokeStyle(2, 0xffaa00); bullet.setVelocity(Math.cos(angle) * 600, Math.sin(angle) * 600); bullet.life = 2000; // milliseconds scene.time.delayedCall(bullet.life, () => { if (bullet.active) bullet.destroy(); }); } function bulletHitAlien(bullet, alien) { bullet.destroy(); alien.destroy(); score += 10; aliensKilledThisWave++; aliensRemaining--; // Spawn explosion effect const explosion = alien.scene.add.graphics(); explosion.x = alien.x; explosion.y = alien.y; explosion.fillStyle(0xff6600, 1); explosion.fillCircle(0, 0, 10); explosion.scene.time.delayedCall(200, () => { explosion.destroy(); }); } function playerHitAlien(playerObj, alien) { alien.destroy(); health -= 10; aliensKilledThisWave++; aliensRemaining--; if (health <= 0) { health = 0; gameOver = true; showGameOver(); } // Visual feedback player.clear(); drawPlayer(player, 0xff3333); player.scene.time.delayedCall(300, () => { if (!gameOver) drawPlayer(player, 0x33ff33); }); } function spawnAlien(scene) { if (!waveInProgress) return; // Choose a random edge const side = Phaser.Math.Between(0, 3); let x, y; switch (side) { case 0: // top x = Phaser.Math.Between(0, config.width); y = -30; break; case 1: // right x = config.width + 30; y = Phaser.Math.Between(0, config.height); break; case 2: // bottom x = Phaser.Math.Between(0, config.width); y = config.height + 30; break; case 3: // left x = -30; y = Phaser.Math.Between(0, config.height); break; } const alien = aliens.create(x, y); if (!alien) return; alien.setCircle(15); const alienGraphics = scene.add.graphics(); drawAlien(alienGraphics, 0x00ff00); alien.graphics = alienGraphics; alien.setVelocity(0, 0); // Move towards player scene.physics.moveToObject(alien, player, alienSpeed); aliensRemaining++; } function startWave(scene) { waveInProgress = true; aliensKilledThisWave = 0; maxAliensPerWave = 5 + (wave - 1) * 3; alienSpeed = 80 + (wave - 1) * 10; alienSpawnRate = Math.max(300, 1000 - (wave - 1) * 100); // Clear any existing aliens aliens.clear(true, true); // Start spawning spawnTimer = scene.time.addEvent({ delay: alienSpawnRate, callback: () => { if (aliensKilledThisWave + aliensRemaining < maxAliensPerWave) { spawnAlien(scene); } }, callbackScope: scene, loop: true }); // Update wave info waveInfoBox.style.borderColor = '#ffaa00'; waveInfoBox.style.boxShadow = '0 0 15px #ffaa00'; } function nextWave(scene) { wave++; waveInfoBox.style.borderColor = '#33ff33'; waveInfoBox.style.boxShadow = '0 0 20px #33ff33'; scene.time.delayedCall(1500, () => { startWave(scene); }); } function showGameOver() { document.getElementById('finalWave').textContent = wave; document.getElementById('finalScore').textContent = score; gameOverScreen.style.display = 'block'; } function restartGame(scene) { // Reset variables score = 0; health = 100; wave = 1; aliensRemaining = 0; gameOver = false; waveInProgress = false; // Clear groups bullets.clear(true, true); aliens.clear(true, true); // Reset player player.x = config.width / 2; player.y = config.height / 2; player.body.setVelocity(0, 0); player.clear(); drawPlayer(player, 0x33ff33); // Remove spawn timer if (spawnTimer) spawnTimer.remove(); // Hide game over screen gameOverScreen.style.display = 'none'; // Start new wave startWave(scene); } </script> </body> </html>

assistant
thinking
Now we need to modify bulletHitAlien and playerHitAlien to destroy alien.graphics. Let's find those functions and replace them. We'll also need to ensure that when aliens.clear is called, graphics are also destroyed. But we can just let them be orphaned; but better to clean up. We'll also modify aliens.clear to destroy graphics. However, we can just iterate over aliens before clearing. Let's adjust the startWave function where we call aliens.clear(true, true). That will destroy the alien objects, but the graphics objects are separate and will remain. We need to destroy them as well. Let's add a helper function destroyAlien(alien) that destroys graphics.

But for simplicity, we can loop through aliens before clearing and destroy graphics. Let's edit startWave to do that.

Now, let's edit bulletHitAlien first. We'll replace the function with a new one that also destroys graphics. Let's locate the exact lines. We'll search for "function bulletHitAlien". Let's get line numbers again. Let's do bash:
bash {"command":"grep -n \"function bulletHitAlien\" index.html"}
toolResult

349: function bulletHitAlien(bullet, alien) {

assistant
thinking
Now we need to replace from line 349 to the end of that function (until the next function). Let's see the next function is playerHitAlien. We'll replace both functions. Let's write new versions.

First, bulletHitAlien: we need to destroy alien.graphics if exists. Also, we should note that alien.destroy() will remove the physics body but not the graphics. We'll destroy graphics before alien.destroy().

Let's edit with two separate edits. We'll do them in one call.

Let's get the exact oldText for bulletHitAlien. Look at lines 349-360. Let's read that segment:
read {"path":"index.html"}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Alien Shooter - Top Down</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #0a0a1a; color: #fff; font-family: 'Courier New', monospace; overflow: hidden; display: flex; flex-direction: column; align-items: center; justify-content: center; min-height: 100vh; } #gameContainer { width: 100%; max-width: 1200px; margin: 20px auto; position: relative; } canvas { display: block; margin: 0 auto; border: 2px solid #33ff33; border-radius: 8px; box-shadow: 0 0 20px #33ff33; } #ui { position: absolute; top: 20px; left: 20px; right: 20px; display: flex; justify-content: space-between; pointer-events: none; z-index: 10; } .ui-box { background: rgba(0, 20, 40, 0.8); border: 2px solid #33ff33; border-radius: 8px; padding: 12px 20px; font-size: 1.2rem; text-shadow: 0 0 5px #33ff33; min-width: 180px; } #waveInfo { position: absolute; bottom: 20px; left: 50%; transform: translateX(-50%); background: rgba(0, 20, 40, 0.8); border: 2px solid #ffaa00; border-radius: 8px; padding: 12px 30px; font-size: 1.3rem; text-align: center; } #gameOver { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background: rgba(0, 0, 0, 0.9); border: 4px solid #ff3333; border-radius: 12px; padding: 40px; text-align: center; display: none; z-index: 100; } #gameOver h2 { color: #ff3333; font-size: 3rem; margin-bottom: 20px; } #gameOver p { font-size: 1.5rem; margin-bottom: 30px; } button { background: #33ff33; color: #000; border: none; padding: 15px 30px; font-size: 1.2rem; border-radius: 8px; cursor: pointer; font-weight: bold; transition: all 0.2s; } button:hover { background: #00cc00; transform: scale(1.05); } .instructions { margin-top: 20px; text-align: center; color: #aaa; max-width: 800px; line-height: 1.5; } </style> </head> <body> <div id="gameContainer"> <div id="ui"> <div class="ui-box"> Health: <span id="health">100</span> </div> <div class="ui-box"> Score: <span id="score">0</span> </div> <div class="ui-box"> Wave: <span id="wave">1</span> </div> </div> <div id="waveInfo"> Aliens remaining: <span id="aliensRemaining">0</span> </div> <div id="gameOver"> <h2>GAME OVER</h2> <p>You survived <span id="finalWave">0</span> waves with a score of <span id="finalScore">0</span>.</p> <button id="restart">PLAY AGAIN</button> </div> </div> <div class="instructions"> <p>Move: WASD | Aim: Mouse | Fire: Left Click | Survive waves of aliens. Each wave increases difficulty.</p> </div> <script src="phaser.min.js"></script> <script> // Phaser game configuration const config = { type: Phaser.AUTO, width: 1000, height: 700, parent: 'gameContainer', backgroundColor: '#000011', physics: { default: 'arcade', arcade: { gravity: { x: 0, y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; // Game variables let player; let cursors; let mouse; let bullets; let aliens; let score = 0; let health = 100; let wave = 1; let aliensRemaining = 0; let gameOver = false; let lastFired = 0; let fireRate = 200; // ms between shots let waveInProgress = false; let spawnTimer = null; let alienSpeed = 80; let alienSpawnRate = 1000; // ms between spawns let maxAliensPerWave = 5; let aliensKilledThisWave = 0; // UI elements let healthText, scoreText, waveText, aliensRemainingText; let waveInfoBox; let gameOverScreen; // Phaser game instance const game = new Phaser.Game(config); function preload() { // No external assets, all procedural } function create() { // Create player (a triangle ship) player = this.add.graphics(); drawPlayer(player, 0x33ff33); player.x = config.width / 2; player.y = config.height / 2; this.physics.add.existing(player); player.body.setCollideWorldBounds(true); // Bullets group bullets = this.physics.add.group({ defaultKey: null, createCallback: function (bullet) { bullet.setCircle(4); } }); // Aliens group aliens = this.physics.add.group(); // Input cursors = this.input.keyboard.createCursorKeys(); mouse = this.input.activePointer; // Collisions this.physics.add.overlap(bullets, aliens, bulletHitAlien, null, this); this.physics.add.overlap(player, aliens, playerHitAlien, null, this); // UI text healthText = document.getElementById('health'); scoreText = document.getElementById('score'); waveText = document.getElementById('wave'); aliensRemainingText = document.getElementById('aliensRemaining'); waveInfoBox = document.getElementById('waveInfo'); gameOverScreen = document.getElementById('gameOver'); // Start first wave startWave(this); // Restart button document.getElementById('restart').addEventListener('click', () => { restartGame(this); }); } function update(time, delta) { if (gameOver) return; // Player movement with WASD const speed = 300; const velocity = { x: 0, y: 0 }; if (cursors.left.isDown || this.input.keyboard.addKey('A').isDown) velocity.x = -speed; if (cursors.right.isDown || this.input.keyboard.addKey('D').isDown) velocity.x = speed; if (cursors.up.isDown || this.input.keyboard.addKey('W').isDown) velocity.y = -speed; if (cursors.down.isDown || this.input.keyboard.addKey('S').isDown) velocity.y = speed; // Normalize diagonal speed if (velocity.x !== 0 && velocity.y !== 0) { const factor = speed / Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x *= factor; velocity.y *= factor; } player.body.setVelocity(velocity.x, velocity.y); // Rotate player to face mouse const angle = Phaser.Math.Angle.Between(player.x, player.y, mouse.x + this.cameras.main.scrollX, mouse.y + this.cameras.main.scrollY); player.rotation = angle; // Shooting with mouse click if (mouse.isDown && time > lastFired) { fireBullet(this, angle); lastFired = time + fireRate; } // Update alien graphics positions and rotations aliens.getChildren().forEach(alien => { if (alien.graphics) { alien.graphics.x = alien.x; alien.graphics.y = alien.y; // Rotate alien to face its velocity direction if (alien.body.velocity.x !== 0 || alien.body.velocity.y !== 0) { alien.graphics.rotation = Phaser.Math.Angle.Between(0, 0, alien.body.velocity.x, alien.body.velocity.y); } } }); // Update UI healthText.textContent = Math.max(0, health); scoreText.textContent = score; waveText.textContent = wave; aliensRemainingText.textContent = aliensRemaining; // Wave completion check if (waveInProgress && aliensRemaining <= 0) { waveInProgress = false; this.time.delayedCall(2000, () => { nextWave(this); }); } } function drawPlayer(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffffff, 1); // Draw a triangle ship pointing up graphics.beginPath(); graphics.moveTo(0, -20); graphics.lineTo(-15, 15); graphics.lineTo(15, 15); graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Draw a cockpit graphics.fillStyle(0x00aaff, 1); graphics.fillCircle(0, 0, 6); } function drawAlien(graphics, color) { graphics.clear(); graphics.fillStyle(color, 1); graphics.lineStyle(2, 0xffaa00, 1); // Draw a hexagonal alien shape graphics.beginPath(); for (let i = 0; i < 6; i++) { const angle = (i * Math.PI) / 3; const x = Math.cos(angle) * 15; const y = Math.sin(angle) * 15; if (i === 0) graphics.moveTo(x, y); else graphics.lineTo(x, y); } graphics.closePath(); graphics.fillPath(); graphics.strokePath(); // Eyes graphics.fillStyle(0xff0000, 1); graphics.fillCircle(-8, -5, 4); graphics.fillCircle(8, -5, 4); } function fireBullet(scene, angle) { const bullet = bullets.create(player.x, player.y); if (!bullet) return; bullet.setCircle(4); bullet.setFillStyle(0xffff00); bullet.setStrokeStyle(2, 0xffaa00); bullet.setVelocity(Math.cos(angle) * 600, Math.sin(angle) * 600); bullet.life = 2000; // milliseconds scene.time.delayedCall(bullet.life, () => { if (bullet.active) bullet.destroy(); }); } function bulletHitAlien(bullet, alien) { bullet.destroy(); alien.destroy(); score += 10; aliensKilledThisWave++; aliensRemaining--; // Spawn explosion effect const explosion = alien.scene.add.graphics(); explosion.x = alien.x; explosion.y = alien.y; explosion.fillStyle(0xff6600, 1); explosion.fillCircle(0, 0, 10); explosion.scene.time.delayedCall(200, () => { explosion.destroy(); }); } function playerHitAlien(playerObj, alien) { alien.destroy(); health -= 10; aliensKilledThisWave++; aliensRemaining--; if (health <= 0) { health = 0; gameOver = true; showGameOver(); } // Visual feedback player.clear(); drawPlayer(player, 0xff3333); player.scene.time.delayedCall(300, () => { if (!gameOver) drawPlayer(player, 0x33ff33); }); } function spawnAlien(scene) { if (!waveInProgress) return; // Choose a random edge const side = Phaser.Math.Between(0, 3); let x, y; switch (side) { case 0: // top x = Phaser.Math.Between(0, config.width); y = -30; break; case 1: // right x = config.width + 30; y = Phaser.Math.Between(0, config.height); break; case 2: // bottom x = Phaser.Math.Between(0, config.width); y = config.height + 30; break; case 3: // left x = -30; y = Phaser.Math.Between(0, config.height); break; } const alien = aliens.create(x, y); if (!alien) return; alien.setCircle(15); const alienGraphics = scene.add.graphics(); drawAlien(alienGraphics, 0x00ff00); alien.graphics = alienGraphics; alien.setVelocity(0, 0); // Move towards player scene.physics.moveToObject(alien, player, alienSpeed); aliensRemaining++; } function startWave(scene) { waveInProgress = true; aliensKilledThisWave = 0; maxAliensPerWave = 5 + (wave - 1) * 3; alienSpeed = 80 + (wave - 1) * 10; alienSpawnRate = Math.max(300, 1000 - (wave - 1) * 100); // Clear any existing aliens aliens.clear(true, true); // Start spawning spawnTimer = scene.time.addEvent({ delay: alienSpawnRate, callback: () => { if (aliensKilledThisWave + aliensRemaining < maxAliensPerWave) { spawnAlien(scene); } }, callbackScope: scene, loop: true }); // Update wave info waveInfoBox.style.borderColor = '#ffaa00'; waveInfoBox.style.boxShadow = '0 0 15px #ffaa00'; } function nextWave(scene) { wave++; waveInfoBox.style.borderColor = '#33ff33'; waveInfoBox.style.boxShadow = '0 0 20px #33ff33'; scene.time.delayedCall(1500, () => { startWave(scene); }); } function showGameOver() { document.getElementById('finalWave').textContent = wave; document.getElementById('finalScore').textContent = score; gameOverScreen.style.display = 'block'; } function restartGame(scene) { // Reset variables score = 0; health = 100; wave = 1; aliensRemaining = 0; gameOver = false; waveInProgress = false; // Clear groups bullets.clear(true, true); aliens.clear(true, true); // Reset player player.x = config.width / 2; player.y = config.height / 2; player.body.setVelocity(0, 0); player.clear(); drawPlayer(player, 0x33ff33); // Remove spawn timer if (spawnTimer) spawnTimer.remove(); // Hide game over screen gameOverScreen.style.display = 'none'; // Start new wave startWave(scene); } </script> </body> </html>

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

modeldeepseek-v3.2-exp
vendorDeepSeek
harnesspi-agent
generated2026-08-01

EVALUATION

1/5 broken

No aliens ever spawn (always 0 remaining); a JS error breaks bullet firing, leaving only a static player triangle.

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 motion0.0%
on click0.1%
on drag0.1%
on wheel0.0%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread18.6 / 255
console errors0
js errors
  • bullet.setFillStyle is not a function

METRICS

runtime600.1s
tokens in113k
tokens out8.0k
cached0
cost / run$0.0338