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Asteroids · gpt-oss-safeguard-20b

Output saved · Stopped by an API error Cost / run $0.0011 Runtime 76.8s

A model request failed and its retries ran out. The output is the HTML saved before that.

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.

⛨ sandboxed Open in new tab ↗

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

modelgpt-oss-safeguard-20b
vendorOpenAI
harnesspi 0.87.1 · browser iteration
generated2026-10-09

METRICS

runtime76.8s
tokens in5.7k
tokens out2.6k
cached1.8k
cost / run$0.0011
Transcript · 9 messages
system

user

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.

assistant
thinking
We need to create an Asteroids game in a single index.html file. We'll write code implementing canvas rendering, controls, physics, collision detection, spawning asteroids, splitting, score, lives, game over, restart.

Also need to test with browser tool: open index.html, check behaviors: rotation, thrust, firing, screen wrap.

We will write the HTML file with canvas, style for center maybe. We'll include inline CSS and JS in script tag.

Time 15 min.

We'll produce final index.html. Then run browser to inspect.

Let's draft.

Game logic: spaceship at center, angle, velocity vector. Controls: keydown for left/right/up/space. Keep key states.

Asteroid class: size (large, medium, small). Position, velocity, radius. On hit, split: large-> two medium, medium-> two small, small-> removed.

Projectile: position, velocity, lifetime (e.g., 60 frames).

Game state: score, lives, array of asteroids, projectiles, ship object.

Wrap: if x<0 => +canvas.width; if >width => -width; same for y.

Collision: circle collision.

Game loop: update positions, handle collisions, draw.

Restart: after game over, show button.

UI: display score and lives.

Also show controls text.

We'll need to prevent default for key events to avoid scrolling.

Testing: use browser to inspect. We'll do actions.

Let's write code.

We'll generate index.html content.
→ write index.html (6168 bytes)
toolResult

Successfully wrote to index.html

assistant
assistant
assistant
thinking
We wrote a basic Asteroids game. Need to test functionality? Use browser tool to inspect? We'll run index.html using browser tool. We'll simulate initial load, check controls etc.

But the instruction: "Verify: Test rotation, thrust, and firing near the initial spawn. Sample the scene to inspect screen wrapping when an object crosses an edge."

We need to open with browser and perform actions. We'll use browser tool. We'll open initial page and maybe use key events? Not possible to simulate key events in tool? The tool can type? Use "key" action. Let's load.
→ browser {"action":"reload"}
toolResult

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Score:\n0\nLives:\n3\nControls: Left/Right rotate, Up thrust, Space fire","images":"model does not support images"}

assistant
thinking
We need to test behavior. Let's inspect console logs? none. Need to check that rotation, thrust, firing works. We didn't include any visual check. But maybe there are bugs: projectile removal logic uses 'remove' variable not defined; also projectiles life. Also ship firing cooldown: uses ship.firing but not defined. We need to check.

Also projectile update uses if(this.life<=0)remove=true; but remove not used.

Also collision detection uses dist < a.r + 10. For ship radius approx 10, good.

Also key handling for Space: we set ship.firing flag but not defined. Let's add property in Ship to avoid. Also the ship.fire should push to projectiles.

Also wrap for projectile uses if(this.x<0) this.x+=width; but not resetting for negative beyond? good.

Also the ship.firing variable will be added.

Also we used speed for asteroids but small logic fine.

Let's edit index.html to define ship.firing = false; and remove 'remove' variable.

Also need to ensure projectile lifetime 120 frames. Works.

Also check that we prevented default for space. Already e.preventDefault() only when Space keydown.

Also we need to stop page scrolling. For other keys? maybe not.

Also we didn't set requestAnimationFrame for resize? okay.

Let's patch.