Brick breaker · minimax-m2.7
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 · 10 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
The user wants me to build a brick-breaker game using Phaser with procedurally generated graphics. Let me first check the current directory to see what files are available, and then create the game. Key requirements: 1. Single HTML file with embedded CSS and JS 2. Use phaser.min.js which is already present 3. Paddle controlled by arrow keys or mouse 4. Bouncing ball 5. Wall of breakable bricks 6. Score system 7. All graphics must be procedurally generated (no external assets) Let me start by checking the directory and then creating the game.
{"command":"ls -la /workspace"}total 2116 drwxrwxrwx 3 node node 96 Jul 8 00:40 . drwxr-xr-x 1 root root 4096 Jul 8 00:40 .. -rw-r--r-- 1 node node 1181917 Jul 8 00:40 phaser.min.js
thinking
Good, phaser.min.js is present. Now let me create the brick-breaker game in a single index.html file with all procedurally generated graphics. The game will include: 1. Paddle - procedurally drawn rectangle 2. Ball - procedurally drawn circle 3. Bricks - procedurally drawn rectangles in different colors 4. Score display 5. Lives display 6. Ball physics with bouncing 7. Collision detection 8. Game over/win states Let me write this comprehensive game.
/workspace/index.html (19599 bytes)Successfully wrote 19599 bytes to /workspace/index.html
thinking
I've created the brick breaker game. Let me verify it was created correctly by checking the file exists.
{"command":"ls -la /workspace/index.html && head -50 /workspace/index.html"}-rw-r--r-- 1 node node 19599 Jul 8 00:41 /workspace/index.html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Brick Breaker</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #1a1a2e; display: flex; justify-content: center; align-items: center; min-height: 100vh; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; overflow: hidden; } #game-container { border-radius: 12px; overflow: hidden; box-shadow: 0 0 40px rgba(0, 255, 255, 0.3), 0 0 80px rgba(128, 0, 255, 0.2); } </style> </head> <body> <div id="game-container"></div> <script src="phaser.min.js"></script> <script> const GAME_WIDTH = 800; const GAME_HEIGHT = 600; const BRICK_ROWS = 6; const BRICK_COLS = 10; const BRICK_PADDING = 8; const BRICK_OFFSET_TOP = 80; const BRICK_OFFSET_LEFT = 35; const BRICK_WIDTH = 70; const BRICK_HEIGHT = 25; const PADDLE_WIDTH = 120; const PADDLE_HEIGHT = 18; const PADDLE_Y = GAME_HEIGHT - 50; const BALL_RADIUS = 12; const COLORS = [
thinking
The file was created successfully. Let me also validate the HTML by checking the closing tags and structure.
{"command":"tail -30 /workspace/index.html"}if (speed < 100 && !this.ballOnPaddle) { const boost = 400 / speed; this.ball.setVelocity( this.ball.body.velocity.x * boost, this.ball.body.velocity.y * boost ); } } } const config = { type: Phaser.AUTO, width: GAME_WIDTH, height: GAME_HEIGHT, parent: 'game-container', backgroundColor: '#1a1a2e', physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: MainScene }; const game = new Phaser.Game(config); </script> </body> </html>
thinking
The game is complete with proper HTML structure. Let me summarize what I've built.
I've created a complete brick-breaker game in `/workspace/index.html`. Here's what's included: **Gameplay:** - 6 rows × 10 columns of colorful breakable bricks (60 total) - Paddle controlled by **mouse movement** or **arrow keys** (←/→) - Ball launches on **click** and bounces with realistic physics - 3 lives system with ball reset after each loss - Score increases by 10 for each brick destroyed - Win condition when all bricks are cleared - Game over when all lives are lost - Click to restart after game ends **Procedural Graphics (all via Phaser Graphics API):** - Rounded paddle with gradient effect and glow - Ball with shine highlight - Bricks with 3D-style shading for each color row - Grid background pattern - Particle effects for brick destruction and paddle hits - Ball trail effect - Camera shake on brick hits - Pulsing animations on UI elements **Visual Polish:** - Neon-styled color palette (pink, purple, cyan, gold) - Dark grid background with decorative orbs - Score display (top-left, cyan) - Lives display (top-right, pink) - Animated title - Game over/win overlay screens with pulsing text The game is fully self-contained with no external assets.
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
Functional brick breaker with paddle, ball physics, breakable bricks, score tracking, and responsive controls to all inputs tested.
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.