Top-down alien shooter · muse-wonder
Output generated Cost / run $0.6477 Runtime 136.0s
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.
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
METRICS
Transcript · 27 messages
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.
thinking
{"command":"ls -la; du -h phaser.min.js 2>&1 | head"}total 1168 drwx------ 3 node node 4096 Oct 15 04:00 . drwxrwxrwt 6 root root 4096 Oct 15 04:00 .. drwxr-xr-x 3 node node 4096 Oct 15 04:00 .home -rw-r--r-- 1 node node 1181917 Oct 15 04:00 phaser.min.js 1.2M phaser.min.js
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{"command":"head -c 500 phaser.min.js; echo; grep -o '\"3\\.[0-9.]*\"' phaser.min.js | head -5"}!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()}(this,(()=>(()=>{var t={50792:t=>{"use strict";var e=Object.prototype.hasOwnProperty,i="~";function s(){}function n(t,e,i){this.fn=t,this.context=e,this.once=i||!1}function r(t,e,s,r,o){if("function"!=typeof s)throw new TypeError("The listener must be a function");var a=new n(s,r||t,o),h=i?i+e:e;re "3.80.1"
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Designing Phaser Arcade physics mechanics for player movement, aiming, firing, alien spawning, and hit feedback with testable parameters.Defining contact damage, wave scaling, HUD, and procedural texture generation.
index.html (21239 bytes)Successfully wrote to index.html
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{"path":"index.html","edits":[{"oldText":" alien.setScale(alien.scaleX*0.2);\n this.tweens.add({targets:alien,scaleX:alien.getData('baSuccessfully replaced 1 block(s) in index.html.
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{"action":"reload"}Frame 1, +0ms
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{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n100 / 100\nSCORE\n0\nWAVE\n1\nALIENS\n7\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"action":"key","text":"d"}Frame 1, +0ms
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{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n100 / 100\nSCORE\n0\nWAVE\n1\nALIENS\n7\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"action":"click","x":1130,"y":250}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n100 / 100\nSCORE\n0\nWAVE\n1\nALIENS\n7\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"action":"drag","x":605,"y":395,"toX":1110,"toY":250}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3c9c00184400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n76 / 100\nSCORE\n200\nWAVE\n1\nALIENS\n5\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n100 / 100\nSCORE\n0\nWAVE\n1\nALIENS\n7\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"action":"screenshot"}Frame 1, +0ms
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{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n100 / 100\nSCORE\n0\nWAVE\n1\nALIENS\n7\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"action":"motion"}Frame 1, +0ms
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Frame 2, +1158ms
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Frame 3, +2421ms
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Frame 4, +3654ms
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{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xe940017e000]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"★ STARFALL\nALIEN SHOOTER\n♥ HEALTH\n100 / 100\nSCORE\n0\nWAVE\n1\nALIENS\n7\nWAVE 1\n7 ALIENS INCOMING\nW A S D Move • MOUSE Aim • LEFT CLICK Fire • Survive the waves!","images":"attached"}
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{"command":"ls -lh index.html phaser.min.js && grep -n \"phaser.min.js\\|http\" index.html || true"}-rw-r--r-- 1 node node 21K Oct 15 04:02 index.html -rw-r--r-- 1 node node 1.2M Oct 15 04:00 phaser.min.js 41:<script src="phaser.min.js"></script>
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Built playable top-down alien shooter in `index.html` using the local `phaser.min.js` (Phaser 3.80.1), with all graphics generated procedurally via Phaser Graphics. **Implemented** - WASD movement, mouse aiming (player rotates toward pointer + custom crosshair), hold left-click to fire - Bounded arena with starfield, living player, and Wave 1 with 7 aliens spawning at edges and chasing the player - Bullets damage aliens (white flash, knockback, spark particles, “HIT” popup, alien HP bar); kills award 100 pts (250 for brutes), explosion particles and score popups - Contact with aliens damages the player (red flash/vignette, camera shake, knockback, 0.5s invulnerability window) - HUD: health bar + numeric health, score, wave, remaining aliens; on-screen controls banner - Clearing a wave awards a bonus and starts a harder wave (more aliens, faster, tougher; pink brutes from Wave 3) - Game over at 0 health stops gameplay and shows a Game Over overlay with final stats and Restart (button or Enter), resetting health/score/wave **Verified in browser** - Reload shows initial state: Health 100/100, Score 0, Wave 1, 7 aliens, player alive in arena - Clicking rotated the player toward the pointer and showed the crosshair at the target - Drag-fire produced kills: score rose to 200 and alien count dropped 7 → 5, with visible hit/explosion feedback - Aliens visibly advanced toward the player across motion frames, and contact reduced health to 76/100 - No console errors (only harmless WebGL performance warnings) **Not fully verified in the browser pass** - Sustained WASD travel over a long hold, later-wave escalation in live play, and the full game-over → Restart cycle (all implemented; the game-over path was not played to completion within the time budget).