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Brick breaker · deepseek-v4-flash

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.

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user

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.

assistant
thinking
The user wants me to build a brick-breaker game using Phaser 3 (from phaser.min.js). Let me first check if the file exists, then create a complete index.html with everything inline.

Let me first check what's in the workspace.
bash {"command":"ls -la /workspace/phaser.min.js 2>/dev/null && ls -la /workspace/"}
toolResult

-rw-r--r-- 1 node node 1181917 Jul 8 00:39 /workspace/phaser.min.js total 2116 drwxrwxrwx 3 node node 96 Jul 8 00:39 . drwxr-xr-x 1 root root 4096 Jul 8 00:39 .. -rw-r--r-- 1 node node 1181917 Jul 8 00:39 phaser.min.js

assistant

write /workspace/index.html (12726 bytes)
toolResult

Successfully wrote 12726 bytes to /workspace/index.html

assistant
thinking
Let me verify the file was written correctly and test it by checking the file size.
bash {"command":"wc -l /workspace/index.html && head -5 /workspace/index.html"}
toolResult

390 /workspace/index.html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0">

assistant
thinking
The file looks good. Let me also verify the script tag loading phaser.min.js is correct.
bash {"command":"grep -n 'phaser\\|script src' /workspace/index.html"}
toolResult

15:<script src="phaser.min.js"></script>

assistant

The file is ready. Here's a summary of the brick-breaker game built into `index.html`: **Features:** - **Paddle** — controlled via arrow keys (left/right) or mouse/touch (pointer move) - **Ball** — launches upward from the paddle on click/tap or SPACE, bounces off walls and paddle - **Bricks** — 6 rows × 10 columns, each row a different color, with a glossy 3D effect (highlight/shadow) generated procedurally - **Score** — +10 per brick destroyed, displayed top-left - **Lives** — 3 hearts displayed top-right; lose one when the ball falls off the bottom - **Particles** — colorful burst effect when a brick is destroyed - **Win / Game Over** — screens with restart via click or SPACE - **Smart paddle bounce** — ball angle changes based on where it hits the paddle (center = straight up, edges = sharp angle) - **Zero external assets** — all graphics (paddle, ball, bricks, hearts, particles) are generated procedurally using `Phaser.GameObjects.Graphics` + `generateTexture`

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-v4-flash
vendorDeepSeek
harnesspi-agent
generated2026-07-08

EVALUATION

4/5 working

Fully functional brick-breaker with paddle, ball physics, score tracking, and bricks breaking progressively across 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.

idle motion0.0%
on click0.6%
on drag1.9%
on wheel1.9%
on enter + space1.4%
on arrow keys1.1%
on w/a/s/d1.4%
frame spread41.5 / 255
console errors0
js errors none

METRICS

runtime586.1s
tokens in15k
tokens out4.0k
cached5.1k
cost / run$0.0022