oneshotlm
Compare all models on this prompt →

Top-down alien shooter · deepseek-v4-pro

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.

⛨ sandboxed Open in new tab ↗
transcript · 14 messages
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
The user wants me to build a top-down alien shooter game using Phaser (phaser.min.js is already present). Let me create a comprehensive single-page HTML file with all the game logic, procedurally generated graphics, and features:

1. Player movement with WASD
2. Aim and fire at aliens
3. Waves of advancing aliens
4. Health system
5. Score tracking
6. Increasing difficulty

Let me first check if phaser.min.js exists in the current directory.
bash {"command":"ls -la /workspace/phaser.min.js 2>/dev/null && wc -c /workspace/phaser.min.js"}
toolResult

-rw-r--r-- 1 node node 1181917 Jul 10 00:59 /workspace/phaser.min.js 1181917 /workspace/phaser.min.js

assistant
thinking
Good, phaser.min.js is present. Now let me build a comprehensive top-down alien shooter. I'll use Phaser's built-in graphics capabilities to create all assets procedurally (no external images or audio).

Let me plan the game:

1. **Player**: Triangle/ship shape, WASD movement, rotates to face mouse cursor
2. **Shooting**: Click to fire bullets toward mouse cursor
3. **Aliens**: Various shapes (circles, polygons), advance toward player
4. **Waves**: Increasing number and speed of aliens each wave
5. **Health**: Player has health bar, takes damage on contact
6. **Score**: Points for killing aliens
7. **Difficulty**: Aliens get faster, more numerous, tougher each wave

I'll generate all textures procedurally using Phaser's Graphics object and `generateTexture()`.

Let me build this out fully.
write /workspace/index.html (20873 bytes)
toolResult

Successfully wrote 20873 bytes to /workspace/index.html

assistant
thinking
The file is written. Let me verify it exists and review for any issues.
bash {"command":"ls -la /workspace/index.html"}
toolResult

-rw-r--r-- 1 node node 20911 Jul 10 01:01 /workspace/index.html

assistant
thinking
The file is written. Let me think about potential issues:

1. The `generateTexture` dimensions might need to match properly - let me check the player texture generation more carefully. The player sprite is drawn with points from (20,0) to (-14,-10) to (-8,0) to (-14,10), which means it spans from -14 to 20 in x (width 34) and -10 to 10 in y (height 20). The texture is generated as 44x24, which should contain it. But the origin might be off. In Phaser, `generateTexture` generates from the top-left of the graphics context. Since I'm drawing at negative coordinates, those will be clipped. Let me fix this.

Actually, wait - `generateTexture` takes a snapshot of the graphics canvas. If I draw at negative coordinates, those parts will be outside the canvas and get clipped. Let me fix the player texture.

2. For the alien textures, I'm using fillCircle and fillRect which should be within the positive coordinates of the texture. Let me check alien1: fillCircle(12,12,12) - this would be centered at 12,12 with radius 12, so it extends from 0 to 24 in both axes. The texture is 24x24, so that's fine. The eyes at (8,9) and (16,9) with radius 3, pixels at (11,13) etc are within bounds. Mouth at y=16 is within bounds. Good.

3. Alien2: hexagon centered at (14,14) with radius 14, extends from 0-28. Texture is 28x28. Good.

4. Alien3: octagon centered at (18,18) with radius 18, extends from 0-36. Texture is 36x36. Good.

5. Player: The issue is that I'm drawing from -14 to 20 in x and -10 to 10 in y. With generateTexture('player', 44, 24), the canvas is 44x24. The drawn shape has negative x coords (-14) and negative y coords (-10), which will be clipped. I need to translate the drawing so it's all in positive coordinates.

Let me fix the player texture. The shape spans x: -14 to 20 (width 34) and y: -10 to 10 (height 20). To center it in a 44x24 texture, I should add an offset. Actually, let me just shift everything to positive coordinates.

The current points are:
- (20, 0)
- (-14, -10)
- (-8, 0)
- (-14, 10)

If I add (14, 12) to everything:
- (34, 12)
- (0, 2)
- (6, 12)
- (0, 22)

And the cockpit at (6, 0) → (20, 12)

But that changes the shape. The intended shape is a triangle pointing right (for the ship facing right). Actually in Phaser, the default orientation has the ship pointing up. The rotation is set via setRotation. The key thing is that the ship texture should point "up" (toward negative Y in local space) since that's the default "forward" direction.

Actually, looking at my code: the player starts at (W/2, H-80) and I set rotation with `angle + Math.PI/2`. In Phaser, rotation 0 means the sprite faces right (positive X). By adding π/2, I make the "up" direction face the mouse. So the ship texture should be drawn pointing right (toward +X in its local coordinate system).

The current shape points: (20,0) is the tip pointing right, (-14,-10) is top-left, (-8,0) is the indent, (-14,10) is bottom-left. This is a ship pointing right. Good.

But the negative coordinates issue remains. Let me rewrite the texture generation with proper offsets. I'll add (16, 12) offset to all coordinates.

Actually, let me just rewrite the whole thing more carefully. Let me rethink the texture generation to avoid negative coordinates.

Let me fix the player texture:
- Original: tip(20,0), top(-14,-10), indent(-8,0), bottom(-14,10)
- Offset by (16, 12): tip(36,12), top(2,2), indent(8,12), bottom(2,22)
- Cockpit: (6,0) → (22,12)
- Texture size: 44x24 (but the shape fits in ~38x20)

Wait, that's still large. Let me recalculate. The shape spans from x=-14 to x=20, which is 34 wide. With offset 16, it goes from x=2 to x=36. That fits in 44. The shape spans from y=-10 to y=10, which is 20 tall. With offset 12, it goes from y=2 to y=22. That fits in 24. 

Let me update the code.

Let me fix the player texture to avoid negative coordinates being clipped:

edit {"path":"/workspace/index.html","edits":[{"oldText":" // Player ship — sleek triangle\n g.clear();\n g.fillStyle(0x00ccff);\n g.
toolResult

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

assistant
thinking
Now I also need to update the player collision circle to match the new texture. The original collision was `this.player.setCircle(12, 4, 2)`. The texture is 44x26. The sprite origin defaults to (0.5, 0.5), so the origin is at (22, 13). The ship's "center of mass" should be around (22, 12) in texture space. 

`setCircle(radius, offsetX, offsetY)` - offset is relative to the top-left of the sprite. The ship extends from roughly (2,2) to (36,22) in the texture. The center of mass is around (15, 12) or so. Let me set the circle radius to 12 with offset (22-12, 13-12) = (10, 1)... Actually let me think more carefully.

The ship's visual center is at roughly the cockpit at (22, 12) in texture coords. The origin is at (22, 13). Let me use setCircle with radius 14 centered near the cockpit area. The offset from top-left would be around (22-14, 12-14) = (8, -2). But setCircle expects the offset from top-left of the sprite frame.

Actually, for simplicity, let me just set a reasonable collision circle. The texture is 44x26. Let me use radius 12 with offset roughly at the center of mass. offsetX = 22-12 = 10, offsetY = 13-12 = 1. Let me use setCircle(12, 10, 1).

Actually, the simpler approach: the origin is at center (22, 13). If I want the circle centered at the cockpit (22, 12), the offset from top-left is (22-12, 12-12) = (10, 0). Let me just use setCircle(11, 11, 2). This puts the center at (11+11, 2+11) = (22, 13), which is the origin. Not quite right.

Let me just adjust it reasonably. A radius 11 circle with offset (10, 1) from top-left puts center at (21, 12), which is close to the cockpit.
edit {"edits":[{"oldText":" this.player.setCircle(12, 4, 2);","newText":" this.player.setCircle(11, 10, 1);"}],"path":"/workspace/index
toolResult

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

assistant
thinking
Now let me verify the final file looks good and do a quick syntax check.
bash {"command":"node -c /workspace/index.html 2>&1 || node -e \"\nconst fs = require('fs');\nconst html = fs.readFileSync('/workspace/index.html
toolResult

node:internal/modules/esm/get_format:236 throw new ERR_UNKNOWN_FILE_EXTENSION(ext, filepath); ^ TypeError [ERR_UNKNOWN_FILE_EXTENSION]: Unknown file extension ".html" for /workspace/index.html at Object.getFileProtocolModuleFormat [as file:] (node:internal/modules/esm/get_format:236:9) at defaultGetFormat (node:internal/modules/esm/get_format:262:36) at checkSyntax (node:internal/main/check_syntax:67:20) { code: 'ERR_UNKNOWN_FILE_EXTENSION' } Node.js v24.18.0 JS syntax OK

assistant
thinking
JS syntax is OK. The game is complete. Let me provide a summary of what was built.

JavaScript syntax is clean. Here's what was built in `/workspace/index.html`: **Top-Down Alien Shooter** — all procedural, zero external assets: - **Player ship** — cyan triangle with cockpit glow, drawn via Phaser Graphics `generateTexture` - **WASD movement** — normalized diagonal movement at 280px/s; ship rotates to face the mouse cursor - **Aim & fire** — hold left mouse button to shoot plasma bolts toward the pointer (140ms cooldown) - **3 alien types** — green grunts (1 HP), blue hexagonals (3 HP), red octagonal heavies (5 HP); each drawn procedurally with eyes, mouths, and distinct colors - **Wave system** — `5 + wave × 3` aliens per wave; higher waves introduce tougher types and faster spawns - **Alien AI** — drift downward, periodically steer toward the player; aliens that fall off-screen wrap back to the top - **Alien return fire** — random aliens shoot red bolts at the player; fire rate increases with waves - **Health system** — 100 HP bar with color shifts (green → orange → red); player flashes and camera shakes on hit; knockback on alien contact - **Pickups** — 12% chance to drop a green health cross on kill (restores 20 HP) - **Score & HUD** — persistent top bar: score, wave number, HP bar, kill count; floating "+points" text and particle bursts on kills - **Game over** — player explosion, final stats overlay, click to restart - **Difficulty scaling** — aliens get faster, tougher, more numerous, and shoot more often with each wave Open `index.html` in a browser to play (requires the adjacent `phaser.min.js`).

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-v4-pro
vendorDeepSeek
harnesspi-agent
generated2026-07-10

EVALUATION

3/5 working

Top-down alien shooter with ship, aliens, HP/score/kills HUD, and functioning game-over/restart screen.

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 motion1.3%
on click3.0%
on drag2.8%
on wheel1.6%
on enter + space1.3%
on arrow keys1.2%
on w/a/s/d2.6%
frame spread12.7 / 255
console errors0
js errors none

METRICS

runtime196.2s
tokens in20k
tokens out9.6k
cached33k
cost / run$0.0170