Asteroids · muse-ember
Output generated Cost / run $0.0109 Runtime 33.7s
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.
METRICS
Transcript · 19 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.
thinking
index.html (13023 bytes)Successfully wrote to index.html
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{"action":"inspect"}Frame 1, +1ms
[Browser image supplied to model]
{"console":[],"dom":"ASTEROIDS\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\nBEST 0\nWAVE 1\n←→ rotate ↑ thrust Space fire P pause\nShip & asteroids wrap at every edge\nPAUSE","images":"attached"}
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{"action":"key","text":"ArrowRight"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"ASTEROIDS\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\nBEST 0\nWAVE 1\n←→ rotate ↑ thrust Space fire P pause\nShip & asteroids wrap at every edge\nPAUSE","images":"attached"}
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{"action":"key","text":"ArrowUp"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"ASTEROIDS\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\nBEST 0\nWAVE 1\n←→ rotate ↑ thrust Space fire P pause\nShip & asteroids wrap at every edge\nPAUSE","images":"attached"}
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{"action":"key","text":" "}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"ASTEROIDS\nSCORE 20\nLIVES ♥♥♥\nWAVE 1\nBEST 20\nWAVE 1\n←→ rotate ↑ thrust Space fire P pause\nShip & asteroids wrap at every edge\nPAUSE","images":"attached"}
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{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"ASTEROIDS\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\nBEST 0\nWAVE 1\n←→ rotate ↑ thrust Space fire P pause\nShip & asteroids wrap at every edge\nPAUSE","images":"attached"}
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{"action":"motion"}Frame 1, +0ms
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Frame 2, +582ms
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Frame 3, +1135ms
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Frame 4, +1704ms
[Browser image supplied to model]
{"console":[],"dom":"ASTEROIDS\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\nBEST 0\nWAVE 1\n←→ rotate ↑ thrust Space fire P pause\nShip & asteroids wrap at every edge\nPAUSE","images":"attached"}
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{"command":"ls -lh index.html && grep -c \"http\" index.html || true"}-rw-r--r-- 1 node node 13K Nov 10 01:04 index.html 0
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Built `index.html` (single self-contained file, no external assets/CDNs) with a canvas Asteroids game: - Procedural vector ship (triangle + thrust flame), irregular-polygon asteroids, particles, starfield - `←/→` rotate, `↑` thrust with inertia/momentum, `Space` fire (0.9s bounded bullet life, 0.16s cooldown); controls shown on page; gameplay keys `preventDefault` + `overflow:hidden` to stop scrolling - Ship and asteroids wrap on all screen edges (radius-aware) - Large→medium→small asteroid splitting, scores 20/50/100, 3 lives, collision explosion + centre respawn with 3s blinking shield, wave progression, Game Over overlay with Restart button/`R`, pause (`P`), HUD for score/lives/wave/best **Verified in browser:** - Initial render: HUD, controls, ship with shield at centre, 4 large asteroids, no console errors - Motion frames: asteroids move continuously; objects at top/bottom edges wrap (partially clipped at edge before reappearing opposite side); spawn shield expires after ~3s - Pressed ArrowRight/ArrowUp (momentary presses via tool, so only small heading/momentum change visible) and Space: bullet fired upward from spawn, hit a large asteroid, split it into smaller pieces, and score increased 0→20 — confirming firing, splitting and scoring **Remains unverified via browser tool:** sustained held-key rotation/thrust momentum (tool sends momentary key press/release, though code uses persistent `keys` state for held keys), full ship-collision → lives → Game Over → Restart flow, and clearing a full wave — logic is implemented as described but was not driven to completion in the available time.