Brick breaker · seed-2.0-code
Using the pre-provided phaser.min.js (global Phaser), build a playable brick-breaker game with a paddle (arrow keys or mouse), a bouncing ball, and a wall of breakable bricks with a score. Use ONLY procedurally generated graphics via the Phaser Graphics API or generated textures — no external image or audio assets whatsoever.
transcript · 12 messages
Using the pre-provided phaser.min.js (global Phaser), build a playable brick-breaker game with a paddle (arrow keys or mouse), a bouncing ball, and a wall of breakable bricks with a score. Use ONLY procedurally generated graphics via the Phaser Graphics API or generated textures — no external image or audio assets whatsoever.
thinking
I need to build a brick-breaker game using Phaser 3 with procedurally generated graphics only. Let me first check what's in the current directory to understand the setup.
{"command":"ls -la"}total 1156 drwxr-sr-x. 2 node node 27 Aug 13 01:24 . drwxrwsrwx. 3 root node 16 Aug 13 01:24 .. -rw-r--r--. 1 node node 1181917 Aug 13 01:24 phaser.min.js
thinking
Great, I have phaser.min.js in the current directory. Now I need to create an index.html file that uses this library to build a brick-breaker game. Let me think about the components I need: 1. Paddle controlled by arrow keys or mouse 2. Bouncing ball that collides with walls, paddle, and bricks 3. Grid of breakable bricks (maybe different colors for visual appeal) 4. Score tracking 5. Game states (start, playing, game over, win) 6. Procedurally generated graphics using Phaser's Graphics API Let me start coding this.
/tmp/ws/index.html (15723 bytes)Successfully wrote 15723 bytes to /tmp/ws/index.html
thinking
Now let me verify the file was created correctly and check if we have all we need.
{"command":"ls -la"}total 1172 drwxr-sr-x. 2 node node 45 Aug 13 01:25 . drwxrwsrwx. 3 root node 16 Aug 13 01:24 .. -rw-r--r--. 1 node node 15723 Aug 13 01:25 index.html -rw-r--r--. 1 node node 1181917 Aug 13 01:24 phaser.min.js
thinking
Perfect! I've created a complete brick-breaker game in index.html that uses Phaser 3 with only procedurally generated graphics. Let me verify the contents are correct by reading the file.
{"path":"/tmp/ws/index.html","limit":100}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Phaser Brick Breaker</title> <style> body { margin: 0; padding: 0; background-color: #1a1a2e; display: flex; justify-content: center; align-items: center; min-height: 100vh; font-family: 'Arial', sans-serif; } #game-container { box-shadow: 0 0 30px rgba(0, 255, 255, 0.3); } </style> </head> <body> <div id="game-container"></div> <script src="phaser.min.js"></script> <script> class BrickBreaker extends Phaser.Scene { constructor() { super('BrickBreaker'); this.score = 0; this.lives = 3; this.gameStarted = false; this.gameOver = false; this.gameWon = false; } preload() { // No assets to load - using procedural graphics } create() { // Generate textures procedurally this.generateTextures(); // Create game objects this.createWalls(); this.createPaddle(); this.createBall(); this.createBricks(); this.createUI(); // Input handling this.cursors = this.input.keyboard.createCursorKeys(); this.input.on('pointermove', this.handleMouseMove, this); this.input.on('pointerdown', this.startGame, this); this.input.keyboard.on('keydown-SPACE', this.startGame, this); } generateTextures() { // Paddle texture const paddleGraphics = this.add.graphics(); paddleGraphics.fillStyle(0x00ffff, 1); paddleGraphics.fillRoundedRect(0, 0, 100, 20, 10); paddleGraphics.fillStyle(0x0088aa, 1); paddleGraphics.fillRoundedRect(5, 3, 90, 14, 7); paddleGraphics.generateTexture('paddle', 100, 20); paddleGraphics.destroy(); // Ball texture const ballGraphics = this.add.graphics(); ballGraphics.fillStyle(0xffffff, 1); ballGraphics.fillCircle(10, 10, 10); ballGraphics.fillStyle(0xffff00, 1); ballGraphics.fillCircle(10, 10, 7); ballGraphics.fillStyle(0xffffff, 0.6); ballGraphics.fillCircle(7, 7, 3); ballGraphics.generateTexture('ball', 20, 20); ballGraphics.destroy(); // Brick textures (different colors) this.brickColors = [0xff6b6b, 0x4ecdc4, 0xffe66d, 0x95e1d3, 0xf38181, 0xaa96da]; this.brickTextures = []; for (let i = 0; i < this.brickColors.length; i++) { const brickGraphics = this.add.graphics(); brickGraphics.fillStyle(this.brickColors[i], 1); brickGraphics.fillRoundedRect(0, 0, 60, 25, 4); brickGraphics.fillStyle(0xffffff, 0.3); brickGraphics.fillRoundedRect(3, 3, 54, 10, 2); brickGraphics.generateTexture(`brick_${i}`, 60, 25); brickGraphics.destroy(); this.brickTextures.push(`brick_${i}`); } } createWalls() { // Walls are just the screen boundaries for collision const width = this.scale.width; const height = this.scale.height; [337 more lines in file. Use offset=101 to continue.]
thinking
The file looks great! I've successfully created a complete brick-breaker game with: 1. Procedurally generated graphics using Phaser's Graphics API (paddle, ball, bricks) 2. Paddle control with both arrow keys and mouse 3. Bouncing ball with realistic physics 4. Grid of breakable bricks with different colors 5. Score tracking and lives system 6. Game states (start, playing, game over, win) 7. Particle effects when bricks are destroyed Let me just read a bit more to confirm the game logic is complete.
{"path":"/tmp/ws/index.html","offset":300}this.resetBall(); } } resetBall() { this.gameStarted = false; this.ball.setVelocity(0, 0); this.ball.setPosition( this.paddle.x, this.scale.height - 80 ); this.instructions.setText('Click or Press SPACE to Launch'); this.instructions.setVisible(true); } endGame() { this.gameOver = true; this.ball.setVelocity(0, 0); this.add.text( this.scale.width / 2, this.scale.height / 2 - 50, 'GAME OVER', { fontSize: '64px', fill: '#ff6b6b', fontWeight: 'bold' } ).setOrigin(0.5); this.instructions.setText('Click or Press SPACE to Restart'); this.instructions.setVisible(true); } winGame() { this.gameWon = true; this.ball.setVelocity(0, 0); this.add.text( this.scale.width / 2, this.scale.height / 2 - 50, 'YOU WIN!', { fontSize: '64px', fill: '#4ecdc4', fontWeight: 'bold' } ).setOrigin(0.5); this.add.text( this.scale.width / 2, this.scale.height / 2 + 20, `Final Score: ${this.score}`, { fontSize: '32px', fill: '#ffd700', fontWeight: 'bold' } ).setOrigin(0.5); this.instructions.setText('Click or Press SPACE to Restart'); this.instructions.setVisible(true); } restartGame() { this.score = 0; this.lives = 3; this.gameStarted = false; this.gameOver = false; this.gameWon = false; this.scene.restart(); } handleMouseMove(pointer) { // Keep paddle within bounds const halfWidth = this.paddle.width / 2; const minX = 10 + halfWidth; const maxX = this.scale.width - 10 - halfWidth; this.paddle.x = Phaser.Math.Clamp(pointer.x, minX, maxX); // Ball follows paddle when not launched if (!this.gameStarted) { this.ball.x = this.paddle.x; } } update() { // Keyboard controls for paddle const speed = 8; if (this.cursors.left.isDown) { this.paddle.x -= speed; if (!this.gameStarted) { this.ball.x = this.paddle.x; } } else if (this.cursors.right.isDown) { this.paddle.x += speed; if (!this.gameStarted) { this.ball.x = this.paddle.x; } } // Keep paddle within bounds const halfWidth = this.paddle.width / 2; this.paddle.x = Phaser.Math.Clamp(this.paddle.x, 10 + halfWidth, this.scale.width - 10 - halfWidth); // Also keep ball within bounds when not launched if (!this.gameStarted) { this.ball.x = Phaser.Math.Clamp(this.ball.x, 10 + 10, this.scale.width - 10 - 10); } } } // Game configuration const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'game-container', physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: BrickBreaker }; // Create the game const game = new Phaser.Game(config); </script> </body> </html>
thinking
Perfect! The game is complete. Let me summarize what we have: 1. A complete brick-breaker game with Phaser 3 2. Procedurally generated graphics using Phaser's Graphics API: - Paddle with rounded corners and gradient effect - Ball with highlight for shiny look - Multi-colored bricks with gradient tops 3. Controls: - Mouse movement to control paddle - Arrow keys (left/right) to control paddle - Click or SPACE to start/launch ball 4. Game features: - 8x5 grid of breakable bricks - Score tracking (higher rows give more points) - 3 lives system - Ball angle adjustment based on paddle hit position - Particle effects when bricks break - Game over and win screens - Restart functionality All graphics are generated at runtime using Phaser's Graphics API, with no external assets used. The game uses the local phaser.min.js file as requested. Let me just verify everything is in place.
The brick-breaker game has been successfully created! Here's a summary of the implementation: **Features:** - **Procedurally generated graphics:** All game objects (paddle, ball, bricks) are created using Phaser's Graphics API with rounded rectangles, gradients, and highlights - **Dual control system:** Mouse movement or arrow keys (left/right) - **Game mechanics:** - 8x5 grid of breakable bricks (40 total) - Ball physics with realistic bounces - Paddle hit detection that adjusts ball angle based on impact position - 3 lives system - Score tracking (higher rows give more points) - **Visual effects:** Particle explosions when bricks break - **Game states:** Start screen, playing, game over, win screen - **Restart functionality** **Files:** - `index.html`: Complete game with HTML structure, CSS, and Phaser game code - `phaser.min.js`: Phaser 3 game engine library (already present) To play the game, simply open `index.html` in a web browser. Click or press SPACE to launch the ball, and use the mouse or arrow keys to move the paddle.
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
EVALUATION
Fully playable brick-breaker with paddle, ball physics, breakable bricks, and score tracking responding correctly to all inputs.
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.