Brick breaker · llama-3.1-8b-instruct
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.
This one-shot run produced no runnable artifact.
agent produced no index.html
The transcript below shows what the model did — read it to see why the one shot fell short.
transcript · 2 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.
<write>{"path": "/tmp/ws/index.html", "content": "<html><head><script src='phaser.min.js'></script><style>body { margin: 0; } canvas { display: block; }</style></head><body><canvas id='game' width='800' height='600'></canvas><script>var config = { type: Phaser.AUTO, width: 800, height: 600, scene: { preload: preload, create: create, update: update } };var game = new Phaser.Game(config);</script><script>function preload () {}</script><script>function create () {this.graphics = this.add.graphics();this.paddle = this.physics.add.image(400, 580, 'paddle');this.paddle.body.immovable = true;this.ball = this.physics.add.image(400, 290, 'ball');this.ball.setAngularVelocity(200);this.bricks = this.physics.add/staticGroup();for (var x = 0; x < 8; x++) {var row = this.add.graphics();row.fillStyle(0xffffff);row.fillRect(x * 100, 40, 90, 20);this.bricks.create(x * 100, 40, 'brick', (x * 10) % 4);this.bricks.create(0, 40 + 20 * y, 'brick', j);}} function update (time, delta) {}var scoreText = 'score: 0';var score = 0;</script><script>function update (time, delta) {if (Phaser.Input.Keyboard.isDown(Phaser.Input.Keyboard.A.KEY.getCode())) {this.paddle.body.setVelocityX(-200);} else if (Phaser.Input.Keyboard.isDown(Phaser.Input.Keyboard.D.KEY.getCode())) {this.paddle.body.setVelocityX(200);} else if (this.input.activePointer.leftButtonDown() && this.input.activePointer.x > 0 && this.input.activePointer.x < 800) {this.paddle.body.x = this.input.activePointer.x;} var hit = this.physics.overlap(this.ball, this.bricks);if (hit) {this.bricks.remove(hit.index); score++; scoreText = 'score: ' + score; this.cameras.main.flash();}if (this.ball.body.x < 0 || this.ball.body.x > 800) {this.ball.body.setVelocityX(-this.ball.body.velocityX);this.ball.body.y = this.input.activePointer.y || 290;} if (this.ball.body.y < 0) {this.ball.body.setVelocityY(-this.ball.body.velocityY);this.ball.body.y = 290;}}var scoreStyle = { fontSize: '32px', fill: '#000000' };this.add.text(16, 16, scoreText, scoreStyle);}</script></body></html>"}</function>
TAKE IT TO CODE
This run produced no artifact — reuse the prompt with a different model or your own pi-agent run.