Top-down alien shooter · gpt-6.1-terra
Output generated Cost / run $0.0890 Runtime 96.6s
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 · 29 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 && pwd","timeout":10}total 1168 drwx------ 3 node node 4096 Oct 26 23:45 . drwxrwxrwt 8 root root 4096 Oct 26 23:45 .. drwxr-xr-x 3 node node 4096 Oct 26 23:45 .home -rw-r--r-- 1 node node 1181917 Oct 26 23:45 phaser.min.js /tmp/job-ptqQWh
thinking
index.html (18663 bytes)Successfully wrote to index.html
thinking
**Considering technical dependencies** I’m thinking about whether I need to remove the empty import in my code. It seems like it could be a potential issue, and I'm curious if it’s affecting network performance in the browser. It might not be necessary to have that @import statement if it doesn't lead to anything useful. So, I'll consider just removing it to see if that improves things. It's worth checking out!
{"path":"index.html","edits":[{"oldText":"@import url('');\n","newText":""}]}Successfully replaced 1 block(s) in index.html.
{"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +1ms
[Browser image supplied to model]
{"console":["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-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
thinking
**Testing movement and firing** I need to test the movement and firing mechanics, particularly focusing on the aiming aspect. I wonder if I should use the browser tool for this. Maybe I'll need to check the key syntax to see if everything aligns correctly. Once I get that set up, I should inspect the results afterward to ensure everything is working as expected. Pretty straightforward, but I want to make sure I cover all my bases!
{"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"w","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
thinking
**Testing movement and firing** I'm checking how movement works with just a 2-pixel key press. It seems like a simple test, but I'm curious about how it will impact gameplay. I also want to ensure that firing at a target enemy works as expected. I wonder if the game's sensitivity affects aiming or movement. Let's see how this plays out in the test phase. I hope everything functions smoothly without any hiccups!
{"action":"click","x":369,"y":355,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xc3c00184a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
thinking
**Improving click response** I think the issue with missed clicks is that the isDown update only happens between frames, which might affect quick clicks. A real user click could be short, but it usually takes place across frames. It seems like the tool click isn't generating a bullet? I should implement a firing action immediately on pointerdown to ensure quick clicks register. I also need to refactor the shoot method to handle pointerdown while avoiding double-triggering due to cooldown. Testing this will be essential. Oh, and the screenshot of the full page gets slightly clipped at 800, but it should be fine. I’ll go ahead and change that!
{"path":"index.html","edits":[{"oldText":" this.input.mouse.disableContextMenu(); this.resetGame();","newText":" this.input.mouse.disableCSuccessfully replaced 3 block(s) in index.html.
thinking
{"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
{"action":"click","x":345,"y":291,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
thinking
{"action":"motion","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +757ms
[Browser image supplied to model]
Frame 3, +1498ms
[Browser image supplied to model]
Frame 4, +2259ms
[Browser image supplied to model]
{"console":["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-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n76 / 100\nSTABLE\nSUIT INTEGRITY\n76%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
thinking
**Testing game mechanics** I've got the health bar visible, which is a good sign! Now, I need to test the game by restarting after a few motions. I'll check if everything resets properly when the game is over. This way, I can make sure it works smoothly and that there are no issues during the motion sequences. It's all about ensuring a fun and functional user experience!
{"action":"motion","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +769ms
[Browser image supplied to model]
Frame 3, +1528ms
[Browser image supplied to model]
Frame 4, +2271ms
[Browser image supplied to model]
{"console":["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-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\n// SIGNAL LOST\nGame over.\n\nYou scored 0 points and reached wave 1.\n\nRESTART MISSION ↗\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: SIGNAL LOST\nVITALS\n01 / 04\n0 / 100\nCRITICAL\nSUIT INTEGRITY\n0%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
{"action":"click","x":461,"y":583,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xa640017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
thinking
{"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x3d3c00126600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3d3c00126600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3d3c00126600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x3d3c00126600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✳\nLAST LIGHT\nSURVIVAL PROTOCOL\nFIELD OPERATIONS / 01\nSYSTEM ONLINE\n// LIVE SIMULATION\nHold the line.\n\nThey keep coming. Make every shot count.\n\nTHREAT LEVEL ELEVATED\n⌖\nTHE OUTPOST\nSECTOR 07 / RESTRICTED ZONE\nLIVE FEED\nCAM 01 / OVERWATCH\nOUTPOST PERIMETER\n✳ SURVIVE THE SWARM\n● SIGNAL ACTIVE\nMISSION: ELIMINATE ALL HOSTILES\nSTATUS: IN PROGRESS\nVITALS\n01 / 04\n100 / 100\nSTABLE\nSUIT INTEGRITY\n100%\nSCORE\n↗\n0\nPOINTS EARNED\nWAVE\n◈\n01\nINCOMING\nFIELD CONTROLS\n02 / 04\nMove\nW\nA\nS\nD\nAim\nMOUSE\nFire\nLEFT CLICK\nTIP / Keep moving. Don't let them surround you.\n✳\nYOUR OBJECTIVE\n\nClear each wave of hostiles. Stay alive as long as you can.\n\nLAST LIGHT / DEFEND THE OUTPOST\nBUILT FOR SURVIVAL ✳","images":"attached"}
Created `index.html` with the playable shooter. Checked aiming and firing, visible hit feedback, advancing aliens, contact damage, game over, restart, and the initial HUD after reload. Movement was briefly exercised; wave progression remains unverified.