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Top-down alien shooter · glm-4.7

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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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
thinking
The user wants me to build a top-down alien shooter game using Phaser. Let me plan this out:

1. **Game mechanics:**
   - Player moves with WASD
   - Player aims with mouse and fires with left click
   - Waves of aliens advance toward the player
   - Health system
   - Score system
   - Increasing difficulty (more aliens, faster, etc.)

2. **Procedurally generated graphics:**
   - Player ship (drawn with Phaser graphics)
   - Aliens (drawn with Phaser graphics)
   - Bullets (simple shapes)
   - Background (maybe some stars or grid)
   - Explosions/effects

3. **Structure:**
   - Single HTML file with CSS and JS
   - Load phaser.min.js from local file
   - Game configuration and scene setup

Let me create a complete game with all these features.

I'll create a top-down alien shooter game using Phaser with procedurally generated graphics. Let me build this complete game in a single HTML file.

write index.html (24281 bytes)
toolResult

Successfully wrote 24281 bytes to index.html

assistant
thinking
I've created a complete top-down alien shooter game. Let me summarize what I built:

1. **Game features:**
   - WASD movement for the player
   - Mouse aiming and click-to-fire
   - Waves of aliens that spawn and advance toward the player
   - Health system (starts at 100, decreases when hit by aliens)
   - Score system (points for killing aliens)
   - Wave system with increasing difficulty
   - Three alien types (small, medium, large) with different health, speed, and points

2. **Procedurally generated graphics:**
   - Player ship (triangle with cockpit and engine)
   - Three alien types (bug-like, humanoid, spider-like)
   - Bullets (yellow projectiles)
   - Starfield background with grid
   - Particle effects for explosions, muzzle flash, engine trails

3. **UI elements:**
   - Health display (changes color based on health)
   - Score display
   - Wave number
   - Remaining aliens count
   - Start screen with instructions
   - Game over screen with final score

4. **Game mechanics:**
   - Aliens spawn from edges and move toward player
   - Collision detection between bullets and aliens
   - Collision detection between aliens and player
   - Screen shake on damage
   - Increasing difficulty (more aliens per wave, faster enemies, faster fire rate)
   - Health regeneration between waves

The game is fully self-contained in a single HTML file with inline CSS and JavaScript, uses the provided phaser.min.js, and has no external dependencies.

I've created a complete top-down alien shooter game in a single HTML file. Here's what's included: **Gameplay Features:** - **Movement**: WASD keys to move your ship - **Aim & Fire**: Mouse to aim, left-click to shoot - **Wave System**: Aliens attack in waves with increasing difficulty - **Health System**: Start with 100 health, lose 10 per alien collision, heal 20 between waves - **Score System**: 10 pts (small aliens), 25 pts (medium), 50 pts (large) **Three Alien Types:** 1. **Small** (green bugs): Fast, 1 HP, worth 10 points 2. **Medium** (purple humanoids): Medium speed, 3 HP, worth 25 points (wave 3+) 3. **Large** (orange spiders): Slow, 5 HP, worth 50 points (wave 5+) **Procedural Graphics:** - Cyan triangular player ship with cockpit and engine glow - Detailed alien designs for each type with eyes and distinguishing features - Yellow energy bullets - Starfield background with subtle grid - Particle effects for explosions, muzzle flash, and engine trails **Difficulty Scaling:** - More aliens spawn each wave - Aliens get faster over time - Your fire rate increases (from 200ms minimum) - Tougher alien types appear in later waves **UI Elements:** - Health counter (color changes: green → yellow → red) - Score display - Wave number and remaining aliens - Start screen with controls - Game over screen with final score Click anywhere to start playing!

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

modelglm-4.7
vendorZ.ai · GLM
harnesspi-agent
generated2026-07-22

EVALUATION

3/5 working

Menu, click starts game, aliens spawn and player takes damage quickly leading to game over; health drained too fast to test WASD/keys post-death.

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 click2.0%
on drag0.7%
on wheel2.6%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread11.7 / 255
console errors0
js errors none

METRICS

runtime199.3s
tokens in6.7k
tokens out5.8k
cached1.6k
cost / run$0.0129