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Brick breaker · kimi-k2.5

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 a brick-breaker game using Phaser. Let me check what's in the workspace first.
bash {"command":"ls -la /workspace"}
toolResult

total 2116 drwxrwxrwx 3 node node 96 Jul 22 17:08 . drwxr-xr-x 1 root root 4096 Jul 22 17:08 .. -rw-r--r-- 1 node node 1181917 Jul 22 17:08 phaser.min.js

assistant
thinking
Good, phaser.min.js is there. Now I'll create a complete brick-breaker game with:
1. Procedurally generated graphics (using Phaser Graphics API or generated textures)
2. Paddle controlled by arrow keys or mouse
3. Bouncing ball
4. Wall of breakable bricks
5. Score system
6. No external assets - everything generated in code

Let me write a complete index.html file.
write /workspace/index.html (15225 bytes)
toolResult

Successfully wrote 15225 bytes to /workspace/index.html

assistant
thinking
The brick-breaker game has been created. Let me verify the file was created correctly and that it uses only procedurally generated graphics (via Phaser Graphics API and generated textures).
bash {"command":"ls -la /workspace/index.html && head -100 /workspace/index.html"}
toolResult

-rw-r--r-- 1 node node 15225 Jul 22 17:09 /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; } #game-container { box-shadow: 0 0 50px rgba(0, 150, 255, 0.5); border-radius: 8px; overflow: hidden; } .instructions { position: absolute; bottom: 20px; color: #fff; text-align: center; opacity: 0.7; font-size: 14px; } </style> </head> <body> <div id="game-container"></div> <div class="instructions">Use Arrow Keys or Mouse to move paddle</div> <script src="phaser.min.js"></script> <script> class BrickBreaker extends Phaser.Scene { constructor() { super({ key: 'BrickBreaker' }); } preload() { // Generate paddle texture const paddleGraphics = this.make.graphics({ x: 0, y: 0, add: false }); paddleGraphics.fillStyle(0x00ff88, 1); paddleGraphics.fillRoundedRect(0, 0, 100, 20, 10); paddleGraphics.generateTexture('paddle', 100, 20); // Generate ball texture const ballGraphics = this.make.graphics({ x: 0, y: 0, add: false }); ballGraphics.fillStyle(0xffffff, 1); ballGraphics.fillCircle(8, 8, 8); ballGraphics.generateTexture('ball', 16, 16); // Generate brick textures (different colors) const brickColors = [ { color: 0xff3366, name: 'brick1' }, { color: 0xff6633, name: 'brick2' }, { color: 0xffcc33, name: 'brick3' }, { color: 0x33ff66, name: 'brick4' }, { color: 0x3366ff, name: 'brick5' } ]; brickColors.forEach(brick => { const brickGraphics = this.make.graphics({ x: 0, y: 0, add: false }); // Gradient effect brickGraphics.fillStyle(brick.color, 1); brickGraphics.fillRoundedRect(0, 0, 75, 30, 4); // Highlight brickGraphics.fillStyle(0xffffff, 0.3); brickGraphics.fillRoundedRect(4, 4, 67, 8, 2); // Border brickGraphics.lineStyle(2, 0xffffff, 0.5); brickGraphics.strokeRoundedRect(0, 0, 75, 30, 4); brickGraphics.generateTexture(brick.name, 75, 30); }); // Generate particle texture const particleGraphics = this.make.graphics({ x: 0, y: 0, add: false }); particleGraphics.fillStyle(0xffffff, 1); particleGraphics.fillCircle(4, 4, 4); particleGraphics.generateTexture('particle', 8, 8); } create() { // Game state this.score = 0; this.lives = 3; this.gameOver = false; this.ballLaunched = false; // Create background this.createBackground(); // Create game objects this.createPaddle();

assistant
thinking
The file looks good. The game is complete with:

1. **Procedurally generated graphics** - All textures are created using Phaser's Graphics API in the `preload()` function
2. **Paddle** - Controlled by arrow keys or mouse
3. **Bouncing ball** - Physics-based collision
4. **Breakable bricks** - 5 rows of colorful bricks with different point values
5. **Score system** - Tracks points and displays on screen
6. **Lives system** - 3 lives before game over
7. **Particle effects** - When bricks are hit
8. **Win/lose conditions** - Game over screen with restart option

The game uses no external assets - everything is generated procedurally.

The brick-breaker game is complete at `/workspace/index.html`. It features: **Game Elements:** - **Paddle** (green rounded rectangle) - Move with arrow keys or mouse - **Ball** (white circle) - Bounces with realistic physics - **Bricks** (5 rows, 5 colors) - Red, orange, yellow, green, blue with gradient effects - **Score** - Points based on brick row (10-50 points) - **Lives** - 3 lives system **Features:** - Procedurally generated textures using `Phaser.Graphics` - no external images - Particle explosion effects when bricks break - Paddle "squash" animation on ball hit - Screen shake on brick destruction - Gradient background with grid pattern - Win/Game Over screens with restart button - Launch ball with click, spacebar, or just start moving **Controls:** - Arrow keys or mouse to move paddle - Click or Space to launch ball - Restart button after game ends

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

modelkimi-k2.5
vendorMoonshot · Kimi
harnesspi-agent
generated2026-07-22

EVALUATION

4/5 working

Fully functional brick breaker with paddle, ball, colorful bricks, score/lives, and a win screen after clearing bricks.

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 click2.1%
on drag3.9%
on wheel1.9%
on enter + space4.7%
on arrow keys5.1%
on w/a/s/d49.0%
frame spread40.8 / 255
console errors0
js errors none

METRICS

runtime100.9s
tokens in5.4k
tokens out4.2k
cached8.7k
cost / run$0.0116