Top-down alien shooter · qwen3-235b-a22b-2507
Output saved · Stopped by an API error Cost / run $0.0059 Runtime 281.0s
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.
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 · 28 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.
{"command":"ls -la"}total 1168 drwx------ 3 node node 4096 Oct 9 07:37 . drwxrwxrwt 6 root root 4096 Oct 9 07:37 .. drwxr-xr-x 3 node node 4096 Oct 9 07:37 .home -rw-r--r-- 1 node node 1181917 Oct 9 07:37 phaser.min.js
index.html (8225 bytes)Successfully wrote to index.html
{"action":"screenshot"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","error: Unexpected token 'if'"],"dom":"WASD to move\nAim with mouse\nClick to shoot","images":"model does not support images"}
{"path":"index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Alien Shooter</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #000; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: Arial, sans-serif; color: white; } #game-container { position: relative; } .control-info { position: absolute; top: 10px; left: 10px; background: rgba(0,0,0,0.7); padding: 10px; border-radius: 5px; font-size: 14px; pointer-events: none; z-index: 10; } .game-over { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background: rgba(0,0,0,0.9); padding: 20px; border-radius: 10px; text-align: center; z-index: 20; display: none; } .restart-button { margin-top: 15px; padding: 10px 20px; background: #0f0; color: black; border: none; border-radius: 5px; font-size: 16px; cursor: pointer; } </style> </head> <body> <div id="game-container"> <div class="control-info"> WASD to move<br> Aim with mouse<br> Click to shoot </div> <div class="game-over" id="gameOver"> <h2>Game Over</h2> <p>Score: <span id="finalScore">0</span></p> <button class="restart-button" onclick="restartGame()">Restart</button> </div> </div> <script src="phaser.min.js"></script> <script> let game; let player; let cursors; let bullets; let aliens; let score = 0; let wave = 1; let health = 100; let isGameOver = false; let scoreText; let healthText; let waveText; let bulletTime = 0; const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; function preload() { // No external assets } function create() { // Create player player = this.add.circle(400, 300, 15, 0x00ff00).setOrigin(0.5); this.physics.add.existing(player); player.body.setCollideWorldBounds(true); // Create bullet group bullets = this.add.group(); // Create alien group aliens = this.add.group(); // Input cursors = this.input.keyboard.createCursorKeys(); this.input.on('pointerdown', fireBullet, this); // UI Texts scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '24px', fill: '#fff' }); healthText = this.add.text(16, 50, 'Health: 100', { fontSize: '24px', fill: '#fff' }); waveText = this.add.text(16, 84, 'Wave: 1', { fontSize: '24px', fill: '#fff' }); // Spawn first wave spawnWave.call(this); // Collision detection this.physics.add.overlap(bullets, aliens, bulletHitAlien, null, this); this.physics.add.overlap(player, aliens, playerHitAlien, null, this); } function update() { if (isGameOver) return; // Player movement const speed = 200; player.body.setVelocity(0); if (cursors.w.isDown || this.input.keyboard.checkKey(Phaser.Input.Keyboard.KeyCodes.A)) { player.body.setVelocityY(-speed); } else if (cursors.s.isDown || this.input.keyboard.checkKey(Phaser.Input.Keyboard.KeyCodes.S)) { player.body.setVelocityY(speed); } if (cursors.a.isDown || this.input.keyboard.checkKey(Phaser.Input.Keyboard.KeyCodes.A)) { player.body.setVelocityX(-speed); } else if (cursors.d.isDown || this.input.keyboard.checkKey(Phaser.Input.Keyboard.KeyCodes.D)) { player.body.setVelocityX(speed); } // Rotate player towards mouse const pointer = this.input.activePointer; const angle = Phaser.Math.Angle.Between( player.x, player.y, pointer.worldX, pointer.worldY ); player.rotation = angle; // Auto-fire cooldown n if (this.input.activePointer.isDown && this.time.now > bulletTime) { fireBullet.call(this); bulletTime = this.time.now + 150; // Fire rate } } function fireBullet() { if (isGameOver) return; const bullet = this.add.circle(player.x, player.y, 3, 0xffff00).setOrigin(0.5); this.physics.add.existing(bullet); bullets.add(bullet); const angle = player.rotation; const speed = 500; bullet.body.setVelocityX(Math.cos(angle) * speed); bullet.body.setVelocityY(Math.sin(angle) * speed); // Remove bullet after 1 second this.time.delayedCall(1000, () => { if (bullet && bullet.body) { bullet.destroy(); } }, [], this); } function bulletHitAlien(bullet, alien) { // Damage effect alien.setFillStyle(0xff0000); this.time.delayedCall(50, () => { alien.setFillStyle(0xff4500); }, [], this); // Destroy bullet bullet.destroy(); // Award points score += 10; scoreText.setText('Score: ' + score); // Kill alien this.time.delayedCall(100, () => { alien.destroy(); if (aliens.getChildren().length === 0) { wave++; waveText.setText('Wave: ' + wave); spawnWave.call(this); } }, [], this); } function playerHitAlien(playerObj, alien) { if (isGameOver) return; // Visual hit feedback player.setFillStyle(0xff0000); this.time.delayedCall(100, () => { player.setFillStyle(0x00ff00); }, [], this); // Take damage health -= 20; healthText.setText('Health: ' + health); alien.destroy(); // Check game over if (health <= 0) { gameOver.call(this); } } function spawnWave() { const count = 3 + wave * 2; const velocityBase = 50 + wave * 20; for (let i = 0; i < count; i++) { // Random position around the edges let x, y; if (Math.random() < 0.5) { x = Math.random() < 0.5 ? -30 : 830; y = Math.random() * 600; } else { x = Math.random() * 800; y = Math.random() < 0.5 ? -30 : 630; } const alien = this.add.circle(x, y, 12, 0xff4500).setOrigin(0.5); this.physics.add.existing(alien); aliens.add(alien); // Random velocity toward player const angle = Phaser.Math.Angle.Between(x, y, player.x, player.y); const velocity = velocityBase + Math.random() * 30; alien.body.setVelocity( Math.cos(angle) * velocity, Math.sin(angle) * velocity ); } } function gameOver() { isGameOver = true; this.physics.pause(); document.getElementById('finalScore').textContent = score; document.getElementById('gameOver').style.display = 'block'; } function restartGame() { document.getElementById('gameOver').style.display = 'none'; // Reset game state score = 0; wave = 1; health = 100; isGameOver = false; // Update UI scoreText.setText('Score: ' + score); healthText.setText('Health: ' + health); waveText.setText('Wave: ' + wave); // Clear bullets and aliens bullets.clear(true, true); aliens.clear(true, true); // Reset player player.x = 400; player.y = 300; player.setFillStyle(0x00ff00); // Restart physics this.physics.resume(); // Start first wave spawnWave.call(this); } // Initialize game window.onload = function() { game = new Phaser.Game(config); }; // Expose restartGame to global scope window.restartGame = function() { if (game && game.scene) { const scene = game.scene.getScene('default'); if (scene && scene.restartGame) { scene.restartGame(); } } }; </script> </body> </html>
{"path":"index.html","edits":[{"oldText":"n if (this.input.activePointer.isDown && this.time.now > bulletTime) {\n fireBullet.caSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}{"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-0x368400173c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","error: Cannot read properties of undefined (reading 'isDown')"],"dom":"WASD to move\nAim with mouse\nClick to shoot","images":"model does not support images"}
{"path":"index.html","edits":[{"oldText":" window.restartGame = function() {\n if (game && game.scene) {\n const scene = gameSuccessfully replaced 1 block(s) in index.html.
{"path":"index.html","edits":[{"oldText":" // Player movement\n const speed = 200;\n player.body.setVelocity(0);\n \n Successfully replaced 1 block(s) in index.html.
{"action":"reload"}{"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-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"WASD to move\nAim with mouse\nClick to shoot","images":"model does not support images"}
{"action":"screenshot"}{"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-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"WASD to move\nAim with mouse\nClick to shoot","images":"model does not support images"}
{"action":"click","x":600,"y":400}{"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-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x240400183c00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"WASD to move\nAim with mouse\nClick to shoot","images":"model does not support images"}