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Top-down alien shooter · muse-spark-1.2

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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transcript · 6 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
bash {"command":"ls -lh /tmp/ws; head -c 200 phaser.min.js 2>&1 | head"}
toolResult

total 1.2M -rw-r--r--. 1 node node 1.2M Aug 13 01:23 phaser.min.js !function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define("Phaser",[],e):"object"==typeof exports?exports.Phaser=e():t.Phaser=e()

assistant
write index.html (33478 bytes)
toolResult

Successfully wrote 33478 bytes to index.html

assistant

Built **NEON XENO** — top-down alien shooter in single `index.html`: - **Phaser 3** (via local `phaser.min.js`) with `Arcade` physics, procedurally generated textures (player, 3 xeno types, bullet, pickup, particles) drawn with `Graphics.generateTexture()` — no external assets. - **WASD** to move (acceleration/drag, world-bounded), **mouse aim + click/space to fire** (720px/s pulse rounds, 155ms cooldown, muzzle flash, knockback), enemy steering & separation via arcade collider. - **Waves**: 12 kills to clear Wave 1, +4.5 per wave; spawn interval 850ms → 280ms; enemy HP/speed scale 18%/6% per wave. 3 types: *Grunt* (balanced), *Runner* (148 speed, fragile), *Tank* (high HP, drops cyan HP orb +26). - **Health/score/difficulty HUD**: integrity bar (color shifts), score with ×1.0→3.0 combo (2s window), wave/remaining counter, best score `localStorage`, weapon status, neon grid/nebulous background with twinkling stars. - **Procedural VFX**: impact particles, floating score/“WAVE X”, camera shake/flash, invuln flicker, pickup bob/pulse. - Overlays: Start (how-to-play toggle), Pause (`P`), Game Over with wave/kills/score and restart. No CDNs, fully sandboxed.

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

modelmuse-spark-1.2
vendorMeta
harnesspi-agent
generated2026-08-13

EVALUATION

3/5 working

Menu loads, click starts game, player died fast reaching game-over 'Signal Lost' screen with score/wave tracking working.

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 click0.3%
on drag4.4%
on wheel0.0%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread19.4 / 255
console errors0
js errors none

METRICS

runtime58.6s
tokens in16k
tokens out12k
cached3.9k
cost / run$0.0675