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Top-down alien shooter · ministral-8b-2512

Output saved · Stopped by an API error Cost / run $0.0196 Runtime 331.2s

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

modelministral-8b-2512
vendorMistral AI
harnesspi 0.87.1 · browser iteration
generated2026-10-07

METRICS

runtime331.2s
tokens in939k
tokens out20k
cached921k
cost / run$0.0196
Transcript · 99 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
→ write index.html (9923 bytes)
toolResult

Successfully wrote to index.html

assistant
→ browser {"action":"reload"}
toolResult

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","error: Cannot read properties of undefined (reading 'circle')","warning: [.WebGL-0x1d4400180200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

The error `Cannot read properties of undefined (reading 'circle')` indicates that the `this` context is not correctly bound to the Phaser scene methods. Let's fix this by ensuring the correct `this` context is used and updating the code to properly handle the Phaser scene lifecycle. I'll make the necessary edits.

→ edit {"path":"index.html","edits":[{"oldText":"function create() {\n // Create a simple arena\n this.cameras.main.setBackgr
toolResult

Could not find edits[7] in index.html. The oldText must match exactly including all whitespace and newlines.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update aliens\n aliens.children.iterate(function(alien) {\n
toolResult

Could not find edits[1] in index.html. The oldText must match exactly including all whitespace and newlines.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" function update() {\n if (gameOver) return;\n\n // Player movement\n
toolResult

Could not find edits[0] in index.html. The oldText must match exactly including all whitespace and newlines.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update aliens\n aliens.children.iterate(function(alien) {\n
toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant
→ read {"path":"index.html","offset":100,"limit":50}
toolResult

let fireButton; let bullets; let aliens; let score = 0; let health = 100; let wave = 1; let alienSpeed = 100; let alienCount = 5; let gameOver = false; function preload() { // No external assets, all graphics are procedural } function create() { // Create a simple arena this.cameras.main.setBackgroundColor(0x111111); // Create player const playerRadius = 15; player = this.add.circle(this.game.config.width / 2, this.game.config.height / 2, playerRadius, 0x00ff00).setOrigin(0.5, 0.5); player.setInteractive(); // Controls cursors = this.input.keyboard.createCursorKeys(); fireButton = this.input.mousePointer; // Create bullets group bullets = this.add.group(); // Create aliens aliens = this.add.group(); spawnAliens(); // UI Elements this.scoreText = this.add.text(200, 20, 'Score: 0', { fontSize: '24px', fill: '#fff' }).setScrollFactor(0); this.healthText = this.add.text(200, 50, 'Health: 100', { fontSize: '24px', fill: '#fff' }).setScrollFactor(0); this.waveText = this.add.text(200, 80, 'Wave: 1', { fontSize: '24px', fill: '#fff' }).setScrollFactor(0); // Event listeners this.input.on('pointermove', onPointerMove, this); this.input.on('pointerdown', onPointerDown, this); this.input.on('pointerup', onPointerUp, this); this.input.on('gameover', () => { gameOver = true; this.gameOverScreen.setVisible(true); }); // Restart button this.restartBtn = this.add.text(400, 300, 'Restart', { fontSize: '24px', fill: '#fff' }).setInteractive().setScrollFactor(0); [149 more lines in file. Use offset=150 to continue.]

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update aliens\n aliens.children.iterate(function(alien) {\n
toolResult

Could not find edits[0] in index.html. The oldText must match exactly including all whitespace and newlines.

assistant
→ read {"path":"index.html","offset":150,"limit":50}
toolResult

this.restartBtn.on('pointerdown', restartGame, this); this.gameOverScreen = this.add.text(0, 0, 'GAME OVER', { fontSize: '48px', fill: '#fff' }).setScrollFactor(0).setVisible(false); } function update() { if (gameOver) return; // Player movement if (cursors.left.isDown) { player.x -= 5; } else if (cursors.right.isDown) { player.x += 5; } if (cursors.up.isDown) { player.y -= 5; } else if (cursors.down.isDown) { player.y += 5; } // Keep player within bounds player.x = Phaser.Math.Clamp(player.x, playerRadius, this.game.config.width - playerRadius); player.y = Phaser.Math.Clamp(player.y, playerRadius, this.game.config.height - playerRadius); // Update aliens aliens.children.iterate(function(alien) { if (alien) { alien.x += alien.body.velocity.x; alien.y += alien.body.velocity.y; // Check collision with player if (Phaser.Geom.Intersects.CircleToCircle(player, alien)) { health -= 10; alien.destroy(); this.healthText.setText('Health: ' + health); if (health <= 0) { this.events.emit('gameover'); } } } }, this); // Update bullets bullets.children.iterate(function(bullet) { if (bullet) { bullet.x += bullet.body.velocity.x; bullet.y += bullet.body.velocity.y; // Check collision with aliens aliens.children.iterate(function(alien) { [99 more lines in file. Use offset=200 to continue.]

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update aliens\n aliens.children.iterate(function(alien) {\n
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" this.restartBtn.on('pointerdown', restartGame, this);","newText":" this.res
toolResult

Successfully replaced 3 block(s) in index.html.

assistant
→ browser {"action":"reload"}
toolResult

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","error: Cannot read properties of undefined (reading 'circle')","warning: [.WebGL-0x1c6400180200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

The error `Cannot read properties of undefined (reading 'circle')` persists because the `bullets` group is not properly initialized with physics properties. Let's fix this by ensuring the `bullets` and `aliens` groups are properly configured with physics properties and that the `this` context is correctly used for all Phaser methods. I'll update the code to ensure proper initialization and context usage.

→ edit {"path":"index.html","edits":[{"oldText":" // Create bullets group\n bullets = this.add.group();","newText":"
toolResult

Successfully replaced 3 block(s) in index.html.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update bullets\n bullets.children.iterate(function(bullet) {\n
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update aliens\n aliens.children.each(function(alien) {\n
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":"function spawnAliens() {\n aliens.clear(true, true);\n\n for (let i = 0; i <
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Keep player within bounds\n player.x = Phaser.Math.Clamp(player.x, playe
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Player movement\n if (cursors.left.isDown)\n player.x -=
toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Player movement\n if (cursors.left.isDown)\n player.x -=
toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Player movement\n if (cursors.left.isDown) {\n player.x -
toolResult

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

assistant
→ browser {"action":"reload"}
toolResult

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","error: Cannot read properties of undefined (reading 'add')","warning: [.WebGL-0x3c1c00180200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

The error `Cannot read properties of undefined (reading 'add')` indicates that the `this` context is not properly bound to the Phaser scene methods. Let's simplify the setup and ensure the physics system is correctly initialized and used. I'll make the necessary adjustments to ensure the player and aliens are properly added to the physics world.

→ edit {"path":"index.html","edits":[{"oldText":"function create() {\n // Create a simple arena\n this.cameras.main.setBackgr
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Fire bullet\n const bullet = bullets.get();\n if (bullet) {\n
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Player movement\n const moveSpeed = 5;\n if (cursors.left.isD
toolResult

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

assistant
→ browser {"action":"reload"}
toolResult

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","error: Cannot read properties of undefined (reading 'world')","warning: [.WebGL-0x3db40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

Let's simplify the code and ensure all physics-related elements are correctly initialized. I'll make sure the `this` context is properly used and all physics objects are correctly set up. Here's what I'll do: 1. Ensure the physics system is initialized. 2. Make sure the player and bullets are part of the physics world. 3. Fix the collision detection and bullet firing logic.

→ edit {"path":"index.html","edits":[{"oldText":" function create() {\n // Create a simple arena\n this.cameras.main.s
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Create bullets group with physics\n bullets = this.physics.add.group();\
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Fire bullet\n const bullet = bullets.get();\n if (bullet) {\n
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update bullets\n this.physics.world.collide(bullets, aliens, (bullet, al
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Update aliens\n this.physics.world.collide(player, aliens, (playerSprite
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" // Player movement\n player.setVelocity(0);\n if (cursors.left.i
toolResult

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

assistant
→ browser {"action":"reload"}
toolResult

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","error: Cannot read properties of undefined (reading 'world')","warning: [.WebGL-0xc2400164200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

Let's simplify the setup further and ensure the physics system is correctly initialized and used. I'll make sure the `this` context is properly bound and all necessary physics properties are set correctly. Here's the final fix:

→ write index.html (8295 bytes)
toolResult

Successfully wrote to index.html

assistant
→ browser {"action":"reload"}
toolResult

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.","error: game.scene.on is not a function","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","error: Cannot read properties of undefined (reading 'world')","warning: [.WebGL-0x1e2400170200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

The errors indicate some misconfigurations in the event handling and physics setup. Let's simplify the code further and ensure all event listeners and physics are correctly set up within the Phaser scene. Here's the corrected version: 1. Fix the event listener for game over. 2. Ensure the `this` context is correctly used for all methods. Let's make these changes:

→ edit {"path":"index.html","edits":[{"oldText":" function create() {\n this.cameras.main.setBackgroundColor(0x111111);\n
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" this.input.on('pointerdown', onPointerDown);\n\n game.scene.on('gameover', () => {\
toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" this.input.on('pointerdown', onPointerDown);","newText":" this.input.on('pointerdow
toolResult

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

assistant
→ browser {"action":"reload"}
toolResult

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.","error: game.scene.on is not a function","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","error: Cannot read properties of undefined (reading 'world')","warning: [.WebGL-0x2f7c00180200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

The errors persist due to incorrect event handling and physics setup. Let's simplify the entire setup and ensure everything is correctly initialized within the Phaser scene context. I'll rewrite the relevant parts to ensure proper functionality. Here's the final fix:

→ write index.html (8315 bytes)
toolResult

Successfully wrote to index.html

assistant
→ browser {"action":"reload"}
toolResult

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.","error: Cannot read properties of undefined (reading 'on')","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","error: Cannot read properties of undefined (reading 'world')","warning: [.WebGL-0x37040017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant

The errors indicate that the `this` context is not correctly bound in the event listeners and some parts of the code. Let's fix these issues by ensuring all event listeners and function calls are properly scoped within the Phaser scene. Here's the final fix: I'll make sure the event listeners and game logic are correctly scoped and that all references to `this` are accurate.

→ edit {"path":"index.html","edits":[{"oldText":" this.events.on('gameover', () => {\n gameOver = true;\n this.gameOve
toolResult

Successfully replaced 2 block(s) in index.html.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" function hitPlayer(playerSprite, alien) {\n health -= 10;\n alien.di
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" this.physics.add.collider(player, aliens, hitPlayer, null, this);","newText":"
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.

assistant
→ edit {"path":"index.html","edits":[{"oldText":" this.physics.add.collider(player, aliens, hitPlayer, null, this);","newText":"
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" this.physics.add.overlap(bullets, aliens, hitAlien, null, this);","newText":"
toolResult

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

assistant
→ edit {"path":"index.html","edits":[{"oldText":" function hitAlien(bullet, alien) {\n bullet.disableBody(true, true);\n
toolResult

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

assistant
→ browser {"action":"reload"}
toolResult

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.","error: Unexpected token '}'"],"dom":"Health: 100\nScore: 0\nWave: 1\nControls: WASD to move, Mouse to aim, Left Click to shoot","images":"attached"}

assistant
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