Asteroids · mercury-3
Output generated Cost / run $0.0160 Runtime 65.1s
Prompt for this run
Build a playable Asteroids-style game on a canvas using procedural vector graphics. 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. No third-party libraries are provided. Required behavior: - Use Left/Right to rotate the ship, Up to thrust, and Space to fire. Show the controls. The ship retains momentum and wraps around every screen edge; asteroids also wrap. - Spawn moving large asteroids. A bullet hit splits a large asteroid into smaller pieces; hitting a smallest piece removes it. Hits increase the score. - Start with three lives. A ship-asteroid collision removes one life, respawns the ship, and briefly protects it from immediate repeated damage. - Clearing all asteroids starts another wave. Losing all lives shows Game Over and a Restart control that resets score, lives, and the arena. - Keep projectile lifetime bounded and prevent gameplay keys from scrolling the page. Verify: Test rotation, thrust, and firing near the initial spawn. Check that the ship changes heading, gains momentum, and emits moving projectiles. Sample the scene to inspect screen wrapping when an object crosses an edge.
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 Asteroids-style game on a canvas using procedural vector graphics. 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. No third-party libraries are provided. Required behavior: - Use Left/Right to rotate the ship, Up to thrust, and Space to fire. Show the controls. The ship retains momentum and wraps around every screen edge; asteroids also wrap. - Spawn moving large asteroids. A bullet hit splits a large asteroid into smaller pieces; hitting a smallest piece removes it. Hits increase the score. - Start with three lives. A ship-asteroid collision removes one life, respawns the ship, and briefly protects it from immediate repeated damage. - Clearing all asteroids starts another wave. Losing all lives shows Game Over and a Restart control that resets score, lives, and the arena. - Keep projectile lifetime bounded and prevent gameplay keys from scrolling the page. Verify: Test rotation, thrust, and firing near the initial spawn. Check that the ship changes heading, gains momentum, and emits moving projectiles. Sample the scene to inspect screen wrapping when an object crosses an edge.
{"command":"pwd && ls -la"}/tmp/job-U0OiCG total 12 drwx------ 3 node node 4096 Oct 23 09:51 . drwxrwxrwt 8 root root 4096 Oct 23 09:51 .. drwxr-xr-x 3 node node 4096 Oct 23 09:51 .home
index.html (19152 bytes)Successfully wrote to index.html
{"action":"reload"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nPress ` (backquote) to run self-test.","images":"model does not support images"}
{"action":"key","text":"`"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nSELF-TEST\nPASS rotation: Left changes heading (CCW) [-0.700 rad]\nPASS rotation: Right reverses heading [0.000 rad]\nPASS thrust: ship gains momentum [vx=82.5]\nPASS fire: emits projectile near spawn [bullets=1]\nPASS fire: projectile travels [51.7 px]\nPASS projectile lifetime bounded (expires)\nPASS wrap: ship crosses right edge -> left side [x=-16.0]\nPASS wrap: asteroid crosses left edge -> right side [x=1214.0]\nPASS hit: large asteroid splits into pieces [pieces=2]\nPASS hit: score increases [score=20]\nPASS hit: smallest piece is removed [remaining=0]\nPASS collision: loses a life [lives=2]\nPASS collision: respawn protects ship [invincible=2.98]\nPASS collision: ship respawned at center\nPASS zero lives -> game over [over=true]\nFAIL clearing asteroids starts next wave [wave=2, asteroids=0]\nPASS restart resets score/lives/arena [score=0 lives=3 wave=1]","images":"model does not support images"}
Found a real bug: `spawnWave` spawned asteroids but never pushed them into `state.asteroids` (so the arena was always empty). Fixing:
{"path":"index.html","edits":[{"oldText":" const count = Math.min(3 + state.wave, 10);\n for (let i = 0; i < count; i++) spawnAsteroidSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nPress ` (backquote) to run self-test.","images":"model does not support images"}
{"action":"key","text":"`"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nSELF-TEST\nPASS rotation: Left changes heading (CCW) [-0.700 rad]\nPASS rotation: Right reverses heading [0.000 rad]\nPASS thrust: ship gains momentum [vx=82.5]\nPASS fire: emits projectile near spawn [bullets=1]\nPASS fire: projectile travels [51.7 px]\nPASS projectile lifetime bounded (expires)\nPASS wrap: ship crosses right edge -> left side [x=-16.0]\nPASS wrap: asteroid crosses left edge -> right side [x=1214.0]\nPASS hit: large asteroid splits into pieces [pieces=2]\nPASS hit: score increases [score=20]\nFAIL hit: smallest piece is removed [remaining=5]\nPASS collision: loses a life [lives=2]\nPASS collision: respawn protects ship [invincible=2.98]\nPASS collision: ship respawned at center\nPASS zero lives -> game over [over=true]\nPASS clearing asteroids starts next wave [wave=2, asteroids=5]\nPASS restart resets score/lives/arena [score=0 lives=3 wave=1]","images":"model does not support images"}
{"path":"index.html","edits":[{"oldText":" sv = snap();\n state.over = false;\n state.asteroids = [spawnAsteroid('small', 400, 400,Successfully replaced 1 block(s) in index.html.
{"action":"reload"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nPress ` (backquote) to run self-test.","images":"model does not support images"}
{"action":"key","text":"`"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nSELF-TEST\nPASS rotation: Left changes heading (CCW) [-0.700 rad]\nPASS rotation: Right reverses heading [0.000 rad]\nPASS thrust: ship gains momentum [vx=82.5]\nPASS fire: emits projectile near spawn [bullets=1]\nPASS fire: projectile travels [51.7 px]\nPASS projectile lifetime bounded (expires)\nPASS wrap: ship crosses right edge -> left side [x=-16.0]\nPASS wrap: asteroid crosses left edge -> right side [x=1214.0]\nPASS hit: large asteroid splits into pieces [pieces=2]\nPASS hit: score increases [score=20]\nPASS hit: smallest piece is removed [gone=true score=100]\nPASS collision: loses a life [lives=2]\nPASS collision: respawn protects ship [invincible=2.98]\nPASS collision: ship respawned at center\nPASS zero lives -> game over [over=true]\nPASS clearing asteroids starts next wave [wave=2, asteroids=5]\nPASS restart resets score/lives/arena [score=0 lives=3 wave=1]","images":"model does not support images"}
{"action":"key","text":"ArrowLeft"}{"action":"key","text":"ArrowUp"}{"action":"key","text":"Space"}{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nSELF-TEST\nPASS rotation: Left changes heading (CCW) [-0.700 rad]\nPASS rotation: Right reverses heading [0.000 rad]\nPASS thrust: ship gains momentum [vx=82.5]\nPASS fire: emits projectile near spawn [bullets=1]\nPASS fire: projectile travels [51.7 px]\nPASS projectile lifetime bounded (expires)\nPASS wrap: ship crosses right edge -> left side [x=-16.0]\nPASS wrap: asteroid crosses left edge -> right side [x=1214.0]\nPASS hit: large asteroid splits into pieces [pieces=2]\nPASS hit: score increases [score=20]\nPASS hit: smallest piece is removed [gone=true score=100]\nPASS collision: loses a life [lives=2]\nPASS collision: respawn protects ship [invincible=2.98]\nPASS collision: ship respawned at center\nPASS zero lives -> game over [over=true]\nPASS clearing asteroids starts next wave [wave=2, asteroids=5]\nPASS restart resets score/lives/arena [score=0 lives=3 wave=1]","images":"model does not support images"}
{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nSELF-TEST\nPASS rotation: Left changes heading (CCW) [-0.700 rad]\nPASS rotation: Right reverses heading [0.000 rad]\nPASS thrust: ship gains momentum [vx=82.5]\nPASS fire: emits projectile near spawn [bullets=1]\nPASS fire: projectile travels [51.7 px]\nPASS projectile lifetime bounded (expires)\nPASS wrap: ship crosses right edge -> left side [x=-16.0]\nPASS wrap: asteroid crosses left edge -> right side [x=1214.0]\nPASS hit: large asteroid splits into pieces [pieces=2]\nPASS hit: score increases [score=20]\nPASS hit: smallest piece is removed [gone=true score=100]\nPASS collision: loses a life [lives=2]\nPASS collision: respawn protects ship [invincible=2.98]\nPASS collision: ship respawned at center\nPASS zero lives -> game over [over=true]\nPASS clearing asteroids starts next wave [wave=2, asteroids=5]\nPASS restart resets score/lives/arena [score=0 lives=3 wave=1]","images":"model does not support images"}
{"console":[],"dom":"← / → rotate · ↑ thrust · Space fire\nSELF-TEST\nPASS rotation: Left changes heading (CCW) [-0.700 rad]\nPASS rotation: Right reverses heading [0.000 rad]\nPASS thrust: ship gains momentum [vx=82.5]\nPASS fire: emits projectile near spawn [bullets=1]\nPASS fire: projectile travels [51.7 px]\nPASS projectile lifetime bounded (expires)\nPASS wrap: ship crosses right edge -> left side [x=-16.0]\nPASS wrap: asteroid crosses left edge -> right side [x=1214.0]\nPASS hit: large asteroid splits into pieces [pieces=2]\nPASS hit: score increases [score=20]\nPASS hit: smallest piece is removed [gone=true score=100]\nPASS collision: loses a life [lives=2]\nPASS collision: respawn protects ship [invincible=2.98]\nPASS collision: ship respawned at center\nPASS zero lives -> game over [over=true]\nPASS clearing asteroids starts next wave [wave=2, asteroids=5]\nPASS restart resets score/lives/arena [score=0 lives=3 wave=1]","images":"model does not support images"}
{"command":"cd /tmp/job-U0OiCG && ls -la index.html && echo '--- external refs (should be none):' && (grep -nE 'src=\"http|href=\"http|url\\-rw-r--r-- 1 node node 19281 Oct 23 09:52 index.html --- external refs (should be none): NONE --- size: 19281 index.html
Done. The game is a single self-contained `index.html` (no external assets/CDNs; verified no network refs). **What I built** - Canvas-based Asteroids with procedural vector graphics: ship polygon, jagged asteroid polygons (random per-asteroid vertices), laser bullets, particle bursts, starfield, HUD (score/wave/lives), controls hint line. - Controls: ←/→ rotate, ↑ thrust (momentum retained, no friction), Space fire; all scroll-prevented (`preventDefault` + `overflow:hidden`). - Everything wraps across edges (ship, bullets, asteroids). - Large asteroids split into two smaller ones on bullet hit; smallest are removed; score: 20/50/100 by size. - 3 lives; ship-asteroid collision costs a life, respawns at center with 3s blinking protection; zero lives → Game Over overlay with Restart button that resets score/lives/arena. - Waves auto-advance when the arena is cleared; projectile lifetime capped at 1.25s (max 12 bullets). **How I verified (browser tool)** - Loaded page: console clean, DOM shows controls and test-log. - Ran a built-in self-test (Backquote key) — 17/17 PASS, including: rotation changes/reverses heading (-0.700 rad → 0.000 rad), thrust adds momentum (vx=82.5), fire emits a projectile that travels (~52px) and expires via bounded lifetime, ship wraps right edge → left (x=-16), asteroid wraps left edge → right (x=1214), large asteroid splits into 2 pieces with score +20, smallest piece removed (+100), collision costs a life + respawn protection (invincible=2.98) at center, zero lives → game over, cleared arena auto-starts next wave (5 asteroids), restart resets to score 0 / 3 lives / wave 1. - Dispatched ArrowLeft/ArrowUp/Space: no console errors, no page scrolling. **Found & fixed during verification** - Initial `spawnWave()` didn't push spawned asteroids into the arena (game would start empty; the wave-clear test caught it). Fixed; wave test now passes with 5 asteroids. **Unverified** - Visual rendering/animations (the browser tool in this environment doesn't return image attachments, so I couldn't eyeball frames; render code runs without errors). - Long real-time sessions (multi-minute play, many waves) and pointer-clicking the Restart button (its handler is the same `resetGame` verified via test).