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Brick breaker · deepseek-v3.2

Output generated Cost / run $0.0062 Runtime 73.7s

Prompt for this run

Build a playable brick-breaker game using the provided Phaser library. 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. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Show a paddle, a ball, and a wall of breakable bricks. Move the paddle with Left/Right or the mouse, keeping it inside the playfield. - Initially rest the ball on the paddle; Space or a visible Launch control starts it. Bounce off the paddle and playfield walls. Hitting a brick removes it and increases the score once. - Start with three lives. A ball falling below the paddle costs one life and returns to the launch state if lives remain. - Clearing all bricks shows a win state; losing all lives shows Game Over. Restart restores all bricks, score, and lives. - Show the controls and generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Launch the ball, move the paddle, and inspect the opening bounces. Check that contact changes the ball direction and that a brick hit removes the brick and increases the score. Confirm the paddle stays inside the playfield.

⛨ 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

modeldeepseek-v3.2
vendorDeepSeek
harnesspi 0.87.1 · browser iteration
generated2026-10-09

METRICS

runtime73.7s
tokens in28k
tokens out2.8k
cached16k
cost / run$0.0062
Transcript · 15 messages
system

user

Build a playable brick-breaker game using the provided Phaser library. 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. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Show a paddle, a ball, and a wall of breakable bricks. Move the paddle with Left/Right or the mouse, keeping it inside the playfield. - Initially rest the ball on the paddle; Space or a visible Launch control starts it. Bounce off the paddle and playfield walls. Hitting a brick removes it and increases the score once. - Start with three lives. A ball falling below the paddle costs one life and returns to the launch state if lives remain. - Clearing all bricks shows a win state; losing all lives shows Game Over. Restart restores all bricks, score, and lives. - Show the controls and generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Launch the ball, move the paddle, and inspect the opening bounces. Check that contact changes the ball direction and that a brick hit removes the brick and increases the score. Confirm the paddle stays inside the playfield.

assistant
thinking
I'll start by exploring the current directory to see what's available and check for phaser.min.js. Then I'll create the brick-breaker game in index.html with inline CSS and JS, using Phaser 3. Let's first examine the directory.
→ bash {"command":"ls -la"}
toolResult

total 1168 drwx------ 3 node node 4096 Oct 9 11:11 . drwxrwxrwt 6 root root 4096 Oct 9 11:11 .. drwxr-xr-x 3 node node 4096 Oct 9 11:11 .home -rw-r--r-- 1 node node 1181917 Oct 9 11:11 phaser.min.js

assistant
thinking
Great, phaser.min.js is present. I'll need to create index.html with Phaser game. Let's first check the Phaser version to know API. Let's read a snippet of the file to see version.
→ read {"path":"phaser.min.js","limit":5}
toolResult

[Line 1 is 1.1MB, exceeds 50.0KB limit. Use bash: sed -n '1p' phaser.min.js | head -c 51200]

assistant
thinking

Let's get the first line with bash:
→ bash {"command":"head -c 200 phaser.min.js"}
toolResult

!function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define("Phaser",[],e):"object"==typeof exports?exports.Phaser=e():t.Phaser=e()

assistant
thinking
Not helpful. Let's assume Phaser 3. I'll create a simple brick-breaker with graphics primitives.

I'll write index.html now. First, let's design:

- Game config with width 800, height 600.
- Scene: Preload (nothing), Create, Update.
- Paddle: a rectangle drawn with graphics.
- Ball: circle.
- Bricks: array of rectangles.
- Lives: 3.
- Score: 0.
- Launch state: ball resting on paddle, space or mouse click to launch.
- Controls: left/right arrows, mouse movement (pointer).
- Collision: ball with walls (bounce), with paddle (bounce with angle based on hit position), with bricks (destroy brick, increase score).
- Game over and win states.

Let's create the file. I'll write full index.html.
→ write index.html (7745 bytes)
toolResult

Successfully wrote to index.html

assistant
thinking

Now I need to fix several issues in the code. I see some typos and incorrect variable names (BRICK_ROWS =转入;). Also, using graphics with physics bodies may not work as expected: we need to add physics bodies separately. In Phaser 3, graphics objects don't automatically get physics bodies; we added them via physics.add.existing, but paddle is a static body, ball is dynamic. However, the collision between ball and paddle graphics may not work because the graphics shape doesn't match the body. Better to use rectangle physics bodies and draw graphics on top. Simpler: use arcade physics bodies and render them with fillRect.

Let's rewrite using Phaser's physics.add.rectangle and physics.add.circle, and we can set them as visible via setFillStyle. Actually, we can create game objects via this.add.rectangle and this.add.circle, which have physics bodies automatically when physics enabled. Let's read a bit about Phaser 3 API: but we can approximate.

I'll create new index.html with proper approach. Let's first test the current file in browser to see errors. Use browser inspect.
→ 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.","error: 转入 is not defined","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","error: 建100 is not defined","warning: [.WebGL-0xb4c0017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Move: ← → or Mouse | Launch: Space or Click | Restart: R","images":"model does not support images"}

assistant
thinking


We have syntax errors due to stray characters. Let's fix. Also need to ensure the game runs. Let's edit the file to correct those lines and improve physics. I'll rewrite the script section entirely. First, let's read the current file to see the exact content.
→ read {"path":"index.html"}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Brick Breaker - Phaser</title> <script src="phaser.min.js"></script> <style> body { margin:194px; padding: 0; display: flex; justify-content: center; align-items: center; min-height: 100vh; background: #111; color: #eee; font-family: monospace; } #gameContainer { border: 2px solid #444; box-shadow: 0 0-PX 0-px #000; display: block; } .controls { text-align: center; margin-top: 1em; font-size: 14px; color: #aaa; } </style> </head> <body> <div id="gameContainer"></div> <div class="controls"> <p>Move: ← → or Mouse | Launch: Space or Click | Restart: R</p> </div> <script> // Phaser 3 Brick Breaker const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'gameContainer', physics: { default: 'arcade', arcade: { gravity: { x: 0, y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; let game = new Phaser.Game(config); // Game variables let paddle; let ball; let bricks; let cursors; let spaceKey; let rKey; let scoreText; let livesText; let gameStateText; let launchState = true; let score = 0; let lives = 3; const BRICK_ROWS =转入; const BRICK_COLUMNS = 10; const BRICK_WIDTH = 64; const BRICK_HEIGHT = 32; const BRICK_GAP = 4; const BRICK_OFFSET_TOP = 50; const BRICK_OFFSET_LEFT = 64; function preload() { // No external assets } function create() { // Create paddle paddle = this.add.graphics(); paddle.fillStyle(0x00ff88, 1); paddle.fillRect(0, 0,建100, 20); paddle.x = config.width / 2 - 50; paddle.y = config.height - 40; this.physics.add.existing(paddle, true); // static body // Create ball ball = this.add.graphics(); ball.fillStyle(0xffaa00, 1); ball.fillCircle(0, 0, 12); ball.x = paddle.x + 50; ball.y = paddle.y - 12; this.physics.add.existing(ball); ball.body.setCircle(12); ball.body.setBounce(1); ball.body.setCollideWorldBounds(true); ball.body.onWorldBounds = true; // Create bricks group bricks = this.physics.add.staticGroup(); createBricks.call(this); // Physics colliders this.physics.add.collider(ball, bricks, hitBrick, null, this); this.physics.add.collider(ball, paddle, hitPaddle, null, this); // Input cursors = this.input.keyboard.createCursorKeys(); spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE); rKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.R); this.input.on('pointermove', (pointer) => { paddle.x = Phaser.Math.Clamp(pointer.x - 50, 0, config.width - 100); if (launchState) { ball.x = paddle.x + 50; } }); // UI text scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '20px', fill: '#fff' }); livesText = this.add.text(config.width - 150, 16, 'Lives: 3', { fontSize: '20px', fill: '#fff' }); gameStateText = this.add.text(config.width / 2, config.height / 2, 'Press SPACE to launch', { fontSize: '32px', fill: '#ff0', align: 'center' }).setOrigin(0.5).setVisible(launchState); } function update() { // Keyboard paddle movement if (cursors.left.isDown) { paddle.x = Phaser.Math.Clamp(paddle.x - 10, 0, config.width - 100); } if (cursors.right.isDown) { paddle.x = Phaser.Math.Clamp(paddle.x + 10, 0, config.width - 100); } // Launch ball if (launchState) { ball.x = paddle.x + 50; if (spaceKey.isDown || this.input.activePointer.primaryDown) { launchBall.call(this); } } // Restart game if (rKey.isDown) { restartGame.call(this); } // Check ball out of bounds if (ball.y > config.height + 50) { loseLife.call(this); } } function createBricks() { bricks.clear(true, true); for (let row = 0; row < 5; row++) { for (let col = 0; col < BRICK_COLUMNS; col++) { let brick = this.add.graphics(); brick.fillStyle(Phaser.Display.Color.HSVToRGB(row * 0.2, 1, 1).color, 1); brick.fillRect(0, 0, BRICK_WIDTH - BRICK_GAP, BRICK_HEIGHT - BRICK_GAP); let x = BRICK_OFFSET_LEFT + col * BRICK_WIDTH; let y = BRICK_OFFSET_TOP + row * BRICK_HEIGHT; brick.x = x; brick.y = y; bricks.add(brick); } } } function hitBrick(ball, brick) { brick.destroy(); score += 10; scoreText.setText('Score: ' + score); // Check win if (bricks.countActive() === 0) { winGame.call(this); } } function hitPaddle(ball, paddle) { // Adjust ball angle based on where it hits the paddle let diff = ball.x - (paddle.x + 50); ball.body.setVelocityX(diff * 5); } function launchBall() { launchState = false; gameStateText.setVisible(false); ball.body.setVelocity(Phaser.Math.Between(-200, 200), -300); } function loseLife() { lives--; livesText.setText('Lives: ' + lives); if (lives <= 0) { gameOver.call(this); } else { resetBall.call(this); } } function resetBall() { ball.body.setVelocity(0, 0); ball.x = paddle.x + 50; ball.y = paddle.y - 12; launchState = true; gameStateText.setText('Press SPACE to launch').setVisible(true); } function winGame() { gameStateText.setText('YOU WIN! Press R to restart').setVisible(true); ball.body.setVelocity(0, 0); launchState = true; } function gameOver() { gameStateText.setText('GAME OVER! Press R to restart').setVisible(true); ball.body.setVelocity(0, 0); launchState = true; } function restartGame() { score = 0; lives = 3; scoreText.setText('Score: 0'); livesText.setText('Lives: 3'); gameStateText.setVisible(false); createBricks.call(this); resetBall.call(this); } </script> </body> </html>

assistant
thinking