oneshotlm
Compare all models on this prompt →

Top-down alien shooter · gemma-4-26b-a4b-it

Output saved · Stopped by an API error Cost / run $0.0009 Runtime 105.9s

A model request failed and its retries ran out. The output is the HTML saved before that.

Prompt for this run

Build a playable top-down alien shooter using the provided Phaser library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Move the player with WASD, aim toward the mouse pointer, and fire with the left mouse button. Display the controls on screen. - Start with a playable arena, a living player, and a first wave of aliens that advance toward the player. Player shots damage aliens; contact with aliens damages the player. - Display health, score, and wave number. Award points for kills. After a wave is cleared, start a harder wave by increasing enemy count or speed. - At zero health, stop gameplay and show a game-over state with Restart. Restart restores health, score, and the first wave. - Generate all graphics procedurally with Phaser Graphics or generated textures. Do not use external image or audio assets. Verify: Test movement, aiming, and firing in the opening encounter. Check that shots travel toward the pointer, aliens advance toward the player, and a projectile hit produces visible feedback. Reload and check the initial health, score, and wave.

⛨ sandboxed Open in new tab ↗

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

modelgemma-4-26b-a4b-it
vendorGoogle
harnesspi 0.87.1 · browser iteration
generated2026-10-09

METRICS

runtime105.9s
tokens in4.3k
tokens out3.2k
cached0
cost / run$0.0009
Transcript · 7 messages
system

user

Build a playable top-down alien shooter using the provided Phaser library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Move the player with WASD, aim toward the mouse pointer, and fire with the left mouse button. Display the controls on screen. - Start with a playable arena, a living player, and a first wave of aliens that advance toward the player. Player shots damage aliens; contact with aliens damages the player. - Display health, score, and wave number. Award points for kills. After a wave is cleared, start a harder wave by increasing enemy count or speed. - At zero health, stop gameplay and show a game-over state with Restart. Restart restores health, score, and the first wave. - Generate all graphics procedurally with Phaser Graphics or generated textures. Do not use external image or audio assets. Verify: Test movement, aiming, and firing in the opening encounter. Check that shots travel toward the pointer, aliens advance toward the player, and a projectile hit produces visible feedback. Reload and check the initial health, score, and wave.

assistant
thinking
The user wants to build a top-down alien shooter using Phaser.
The game should be contained in a single `index.html` file.
No external assets, CDNs, or network requests.
Use `phaser.min.js` which is already in the current directory.

Requirements:
- WASD movement.
- Aim toward mouse pointer.
- Fire with left mouse button.
- Display controls on screen.
- Playable arena, player, and alien waves.
- Aliens advance toward the player.
- Player shots damage aliens.
- Contact with aliens damages player.
- Display health, score, and wave number.
- Award points for kills.
- Wave progression: harder waves.
- Game-over state with Restart.
- Procedural graphics (Phaser Graphics).
- Verify: movement, aiming, firing, alien advancement, projectile hits, UI updates.

Plan:
1.  Check if `phaser.min.js` exists.
2.  Create `index.html` with the Phaser game logic.
    -   Include `phaser.min.js` via `<script src="phaser.min.js"></script>`.
    -   Implement the game using Phaser.
    -   Procedural graphics for player, aliens, and projectiles.
    -   Game logic: movement, rotation, shooting, collision detection, wave management, UI.
3.  Test the game using `browser` tool.

Let's start by checking for `phaser.min.js`.
→ bash {"command":"ls phaser.min.js"}
toolResult

phaser.min.js

assistant
thinking
Okay, `phaser.min.js` is there.

Now I will write the `index.html`.

I'll structure the code:
- HTML boilerplate.
- CSS for the game container/UI.
- Script tag for `phaser.min.js`.
- Script tag for the game logic.

Game logic details:
- `Phaser.Scene` for the main game.
- `preload`: generate textures using `graphics.generateTexture`.
- `create`:
    - player (sprite)
    - cursors/keyboard input
    - groups for bullets and aliens
    - UI (health, score, wave)
    - mouse pointer for aiming
- `update`:
    - move player
    - rotate player to mouse
    - move bullets
    - move aliens towards player
    - check collisions
- `wave system`:
    - spawning aliens
    - checking if wave is cleared

Let's start writing the code.
→ write index.html (9661 bytes)
toolResult

Successfully wrote to index.html

assistant
thinking
I've written the code. It's a single-file `index.html` containing the game logic.
I noticed a small issue in my logic: `enemiesToSpawn` is not reset correctly or used in a way that makes the next wave start properly. Also, the `setSpeed` and `setHealth` additions to `Phaser.Sprite.prototype` might be problematic if not handled correctly. I should probably handle the properties directly on the sprite objects.

Let's refine the code to be more robust.
- Instead of extending `Phaser.Sprite.prototype`, I'll just assign properties directly to the object.
- I'll fix the wave logic.
- I'll ensure bullets are destroyed when they leave the screen.

Wait, I used `Phaser.Sprite.prototype` which is not ideal for a single-file script where I should be careful. Let's just use `alien.setData('speed', speed)` or just assign properties to the object.

Let's rewrite the `index.html` with a cleaner implementation.

Improvements:
1.  Use `setData` for alien properties.
2.  Fix the wave logic.
3.  Ensure the player rotation is correct.
4.  Add a "game over" button that works.
5.  Ensure procedural graphics are properly centered.
6.  Fix the bullet cleanup (using `worldbounds` or similar).

Let's review the code.
```javascript
        function startWave() {
            waveActive = true;
            enemiesToSpawn = 5 + wave * 3;
            spawnAlienWave.call(this);
        }

        function spawnAlienWave() {
            let spawned = 0;
            const interval = setInterval(() => {
                if (spawned >= enemiesToSpawn) {
                    clearInterval(interval);
                    return;
                }
                
                const x = Math.random() < 0.5? 0 : 800;
                const y = Math.random() * 600;
                const alien = aliens.create(x, y, 'alien');
                alien.setData('speed', 100 + (wave * 10));
                
                spawned++;
            }, 1500 / (1 + wave * 0.5));
        }
```

Wait, I noticed that in `update`, I am using `alien.speed`. I should use `alien.getData('speed')`.

Let's redo the file. I'll make sure it's robust.