Brick breaker · kimi-k2.7-code
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 · 22 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
We need build Brick Breaker game using Phaser global, single index.html self-contained, no external resources other than local phaser.min.js. Need proc-gen graphics only. Provide paddle controlled arrow keys/mouse, bouncing ball, wall of bricks, score. Need implement game with Phaser 3 probably minified. Need inspect current directory for phaser.min.js and maybe examples. Need create index.html. We should ensure it runs sandboxed. Use Phaser.Scale.FIT. Generate texture for ball/paddle/bricks via graphics or Phaser.GameObjects.Graphics. No external images. Need handle mouse movement: maybe set paddle x = pointer.worldX within bounds. Arrow key controls via cursors. Ball velocity. Bricks grid. Score text. Game over / restart maybe. Ensure code robust. Could also generate textures using scene.add.graphics and generateTexture. Need include phaser.min.js as <script src="phaser.min.js"></script>. Need check if file exists. Use bash ls.
{"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
Now create index.html. Need decide on Phaser API. Use Arcade physics. Create GameScene extends Phaser.Scene. Preload generate textures via graphics. create paddle, ball, bricks, score, controls, physics groups. Set world bounds. Ball collides world bounds except bottom? brick breaker usually bottom is lose. Use collider with world bounds and check if ball y > height -> game over or reset. Use collide with paddle; deflect based on hit position. Bricks immovable. Destroy brick on collide increment score. Paddle can be controlled by mouse: pointermove => set paddle.x to pointer.x within bounds; arrow keys left/right adjust x. Could also both.
Textures: paddle with rounded rect gradient perhaps. Ball circle gradient. Bricks gradient.
Slope reflection formula? We'll manually set velocity. On paddle collision: relative hit = (ball.x - paddle.x)/(paddle.width/2), angle = maxBounceAngle*relative, speed = Math.sqrt(vx^2+vy^2) * speedup, set velocity vx = speed*sin(angle), vy = -speed*cos(angle). Good.
Score text top centered or top left.
Game Over overlay with restart on click/space.
Ensure mouse input works: scene.input.on('pointermove'). Should constrain within world bounds. Could use paddle width.
World bounds set background. If ball leaves bottom, trigger game over. Use check ball.body.blocked.down or ball y.
Maybe ball should start stuck on paddle until clicked/space. That improves UX. Press space or click to launch. Use this.ballLaunched flag.
Need handle resize? Just fixed size 800x600 scaled via parent.
Let's write html. Ensure phaser.min.js loaded before script.
Procedural graphics: in create, use add.graphics.
Texture generation:
- paddle: fillGradientStyle, fillRoundedRect 0,0,100,16,8, generateTexture('paddle',100,16).
- ball: fillStyle white, fillCircle(10,10,10), generateTexture('ball',20,20). Maybe gradient.
- brick: gradient per color. generateTexture('brickRed', 64, 24) etc.
Make brick grid: rows 5, cols 10, width 64, height 24, padding 6, offset 80 top.
Colors array. Use for each x,y create brick sprite. Physics: staticGroup. Set immovable true. If using static group, sprites static physics. On collide, disableGameObject and destroy. Need overlap or collider? Use collider and in callback function, kill brick.
Let's produce final file.
/workspace/index.html (10742 bytes)Successfully wrote 10742 bytes to /workspace/index.html
thinking
Need verify file runs? We can't open browser but can use node maybe syntax and phaser load. We can check HTML parses and JS no syntax errors maybe by running headless? Not necessary. But I should inspect if phaser expected global `Phaser` from phaser.min.js; yes.
Potential issues:
- `this.physics.add.staticGroup()` with sprites. We create bricks and call brick.refreshBody(). Then disableBody(true,true) hides. countActive true works.
- In createProceduralTextures, we call `fillGradientStyle(0x80deea, 0x80deea, 0x0288d1, 0x0288d1, 1)` for paddle. That's valid? Phaser.GameObjects.Graphics.fillGradientStyle(topLeft, topRight, bottomLeft, bottomRight, alpha?) It accepts 5 args: topLeft, topRight, bottomLeft, bottomRight, alpha? Actually method fillGradientStyle(color1, color2, color3, color4, alpha=1). Yes.
- generateTexture's key key okay.
- `this.ball.setCircle(10)` after texture. fine.
- `this.paddle.setData('width',100)` unused.
- `this.ball.body.velocity.normalize().scale(speed)` - normalize returns vector, scale mutates? Phaser.Math.Vector2.normalize returns same vec? Should work. But setting `this.ball.setVelocity(...)` expects x,y. We call `this.ball.setVelocity(this.ball.body.velocity.normalize().scale(speed));` If setVelocity called with Vector2 it's allowed? Phaser Arcade Body setVelocity actually accepts (x,y) or vec? GameObject physics setVelocity I think accepts (x: number, y?: number) not vector. Need ensure by passing x,y. Let's modify to use `const v = this.ball.body.velocity.clone().normalize().scale(speed); this.ball.setVelocity(v.x, v.y);` But we also adjust y. Actually logic: if |vy|<120, signY, and then normalize and scale. We can do simpler:
```
if (Math.abs(this.ball.body.velocity.y) < 120) {
let speed = this.ball.body.velocity.length();
let vx = this.ball.body.velocity.x;
let vy = Math.sign(this.ball.body.velocity.y || -1) * 120;
// renormalize to original speed
const curLen = Math.hypot(vx, vy);
if (curLen > 0) {
vx = (vx / curLen) * speed;
vy = (vy / curLen) * speed;
}
this.ball.setVelocity(vx, vy);
}
```
This is better and avoids vector API mismatch. Need edit.
Also check `this.input.keyboard.on('keydown-SPACE')` works. Phaser uses `this.input.keyboard.on('keydown-SPACE', callback)`. Fine.
Potential issue: `this.ball.body.blocked.down` not used.
Mouse control: pointer.x is in canvas coordinates relative to canvas? For FIT scale, pointer.x is transformed. Setting paddle.x = pointer.x works within world coordinates because input manager maps to game coords. Good.
Potential issue: When moving paddle via keyboard during mouse pointer stationary, each pointermove updates only when mouse moves. Fine.
Potential issue: Game over overlay uses same keydown and pointerdown to restart. Works because launchBall restarts. But message says click or space. Good.
Potential issue: Score and lives text uses fill '#ffffff'. Good.
Potential issue: There are no assets; all proc-gen.
Potential issue: phaser.min.js maybe built for Phaser 3.80. Global `Phaser` exists.
Need test syntax maybe run `node -e \"require('fs')\"` no. Could copy into lint? We can run `python -m http.server`? Not needed. But we can run `node -c` on extracted script? Simpler: use chrome headless? Not available maybe. We can at least check JS syntax by using `node` with extracted code? Phaser not in node. Use `node --check` on temp file containing only script. Let's do to check syntax.
{"command":"awk '/<script src=\"phaser.min.js\">/{flag=1; next} /<\\/script>/{if(flag) exit} flag' /workspace/index.html > /workspace/temp.j/workspace/temp.js:1 <script> ^ SyntaxError: Unexpected token '<' at wrapSafe (node:internal/modules/cjs/loader:1804:18) at checkSyntax (node:internal/main/check_syntax:76:3) Node.js v24.18.0 Command exited with code 1
thinking
My awk included first script tag line? Actually we want JS inside script tags excluding phaser src and first script tag. We can adjust to extract text between second `<script>` and `</script>` ignoring first line. But easier can move script to separate file? Not needed. Or use grep. But syntax error because starting `<script>`. Could use sed to extract between the two tags. Let's use Python to extract JS from last `<script>` tag.
{"command":"python3 -c \"\nimport re\nhtml=open('/workspace/index.html').read()\n# find script tags without src\nm = re.findall(r'<script>(./bin/bash: line 1: python3: command not found /workspace/temp.js:1 <script> ^ SyntaxError: Unexpected token '<' at wrapSafe (node:internal/modules/cjs/loader:1804:18) at checkSyntax (node:internal/main/check_syntax:76:3) Node.js v24.18.0 Command exited with code 1
thinking
Python3 not found. Use node itself to extract via regex.
{"command":"node -e \"const fs=require('fs'); const html=fs.readFileSync('/workspace/index.html','utf8'); const m=html.match(/<script>([\\s\/workspace/temp.js:314 </script> ^ SyntaxError: Unexpected token '<' at wrapSafe (node:internal/modules/cjs/loader:1804:18) at checkSyntax (node:internal/main/check_syntax:76:3) Node.js v24.18.0 Command exited with code 1
thinking
It picked first `<script>` block which is </script>? It matched `<script>` from empty? Actually first script tag with src ends `>` then content includes nothing and closing tag. So our regex with global returned only one? Wait there are two `<script>` blocks: one with src has `</script>` directly. `<script>([\s\S]*?)<\/script>` pattern would match starting at `<script>` of the src one? First find one with content empty. Then we wrote empty? But file contains `</script>`? Hmm maybe our replacement only removed `<script>` opening but the closing? We replaced `<script\/?>` only opening with optional slash; not closing. So content includes `</script>`. Need regex to capture content between start and end tags: `<script[^>]*>([\s\S]*?)<\/script>`. Then for each pick block with content. Use node.
{"command":"node -e \"const fs=require('fs'); const html=fs.readFileSync('/workspace/index.html','utf8'); const blocks=[]; html.replace(/<scJS syntax OK
thinking
JS syntax okay. Now fix shallow velocity code to avoid vector issue and improve. Also maybe ensure ball collision with world bounds except bottom: `setCollideWorldBounds(true)` means collides with all sides. In brick breaker bottom should be open. In our update we check if ball.y > HEIGHT + 20. That's okay. But ball bounces off bottom if within bounds? It will collide with world bottom boundary once below height but velocity may bounce before reaching > HEIGHT+20. Actually setCollideWorldBounds uses bounds exactly 0..HEIGHT. When ball bottom edge hits HEIGHT, it will collide and bounce up, never reaching > HEIGHT+20. World bounds collision with bottom will happen. We should set bounds bottom larger or disable bottom collision. To allow ball fall through, set `this.physics.world.setBounds(0,0, WIDTH, HEIGHT-1)`? Hmm. Arcade Body has `onWorldBounds`? The body's `blocked.down` when hitting world bounds. If setCollideWorldBounds true, it bounces with setBounce. To allow falling through bottom, we could set world bounds bottom to HEIGHT+100 and check when y > HEIGHT. Or we can use collider with world bounds and check. Simpler: set world bounds top/left/right but not bottom by setting `this.physics.world.setBoundsCollision(true, true, true, false);` and keep world.setBounds(0,0,WIDTH,HEIGHT+200). Actually `setBoundsCollision` controls which sides collide. Need: `this.physics.world.setBoundsCollision(true, true, true, false);`. Not to be confused with `setBounds`. Default world bounds default to game size. With setBoundsCollision left,right,up true, down false. Then ball falls through bottom. Good. Let's add that. Also `setCollideWorldBounds(true, 0, 1, 1, 1)`? The signature for setCollideWorldBounds(boolean) maybe. Better use world.setBoundsCollision(false, false, true, true); Wait order maybe `(left, right, top, bottom)`. Need exactly. In Phaser docs: `this.physics.world.setBoundsCollision(left, right, top, bottom)` or `setBoundsCollision(boolean)` for all. Order probably left, right, top, bottom. We'll use true,true,true,false. Update resetBall to position. Also adjust shallow velocity logic. Let's edit file.
{"path":"/workspace/index.html","edits":[{"oldText":" this.physics.world.setBounds(0, 0, WIDTH, HEIGHT);\n\n // Background gloSuccessfully replaced 2 block(s) in /workspace/index.html.
thinking
Need verify syntax again, and maybe check if ball keydown SPACE restart uses `this.input.keyboard.on('keydown-SPACE', ...)` inside create; when scene restart it will create new listener. Good.
Potential issue: `this.gameOver = false` set at end of create. Good.
Potential issue: In update on game over, we don't process keyboard paddle; fine.
Potential issue: When game over, message set. User clicks or space. `this.ballLaunched` is true because launched already. In launchBall, `if (this.gameOver)` restarts. Good.
Potential issue: Spark effect event uses `this.time.addEvent` with callback and loop true. It removes itself and destroys graphics. Could cause issue if update called every 16ms? delay 16 (ms), good.
Potential issue: The message initial: `this.message` is created. showMessage uses. Good.
Potential issue: `this.paddle.setCollideWorldBounds(true)`. It will collide left/right walls, not bottom because body not collide? It's fine.
Potential issue: Physics world bounds cover full width and HEIGHT; with bottom collision false, ball can go below, but body might still collide with bottom? setBoundsCollision true,true,true,false disables. Good.
Potential issue: `this.ball.setCollideWorldBounds(true)` sets collide each side according to world bounds collision, so bottom false. Good.
Potential issue: ball passed below `HEIGHT + 20`; but if it falls through and accelerates due to no gravity, vy constant. It will reach > HEIGHT+20 soon. Good.
Run syntax check.
{"command":"node -e \"const fs=require('fs'); const html=fs.readFileSync('/workspace/index.html','utf8'); const blocks=[]; html.replace(/<scJS syntax OK
thinking
Could optionally spin up a local HTTP server and use headless browser if available? There's likely no browser. We can use `python` not available. Node http-server? Need npm not. But we can programmatically load Phaser in canvas-less environment? Not needed. But we can attempt run `node -r /workspace/phaser.min.js`? Phaser probably requires browser. Not needed. Need final response concise, mention created index.html. No need to show full code. But user asked to build the artifact. We should confirm and briefly list features and controls. Also ensure that we didn't violate no external resources: only phaser.min.js loaded locally. Good. But let's inspect final file to ensure correctness.
{"path":"/workspace/index.html","limit":200}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Procedural Brick Breaker</title> <style> html, body { margin: 0; padding: 0; width: 100%; height: 100%; background: #111; overflow: hidden; display: flex; justify-content: center; align-items: center; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; } #game-container { box-shadow: 0 0 20px rgba(0, 0, 0, 0.6); border: 2px solid #333; border-radius: 4px; } canvas { display: block; } </style> </head> <body> <div id="game-container"></div> <script src="phaser.min.js"></script> <script> const WIDTH = 800; const HEIGHT = 600; class BrickBreaker extends Phaser.Scene { constructor() { super('BrickBreaker'); } create() { this.createProceduralTextures(); this.physics.world.setBounds(0, 0, WIDTH, HEIGHT); this.physics.world.setBoundsCollision(true, true, true, false); // Background glow grid (procedural) const bg = this.add.graphics(); bg.fillStyle(0x0b0c15, 1); bg.fillRect(0, 0, WIDTH, HEIGHT); bg.lineStyle(1, 0x202435, 0.5); for (let x = 0; x <= WIDTH; x += 40) { bg.moveTo(x, 0); bg.lineTo(x, HEIGHT); } for (let y = 0; y <= HEIGHT; y += 40) { bg.moveTo(0, y); bg.lineTo(WIDTH, y); } bg.strokePath(); // Paddle this.paddle = this.physics.add.image(WIDTH / 2, HEIGHT - 40, 'paddle') .setImmovable(true) .setCollideWorldBounds(true); this.paddle.body.allowGravity = false; this.paddle.setData('width', 100); // Ball this.ball = this.physics.add.image(WIDTH / 2, HEIGHT - 60, 'ball') .setCollideWorldBounds(true) .setBounce(1, 1); this.ball.setCircle(10); this.ball.body.allowGravity = false; this.resetBall(); // Bricks this.bricks = this.physics.add.staticGroup(); this.createBricks(); // Colliders this.physics.add.collider(this.ball, this.paddle, this.hitPaddle, null, this); this.physics.add.collider(this.ball, this.bricks, this.hitBrick, null, this); // Input this.cursors = this.input.keyboard.createCursorKeys(); this.input.on('pointermove', (pointer) => { this.paddle.x = Phaser.Math.Clamp(pointer.x, this.paddle.width / 2, WIDTH - this.paddle.width / 2); if (!this.ballLaunched) { this.ball.x = this.paddle.x; } }); this.input.on('pointerdown', () => this.launchBall()); this.input.keyboard.on('keydown-SPACE', () => this.launchBall()); // Score this.score = 0; this.scoreText = this.add.text(16, 16, 'SCORE: 0', { fontSize: '24px', fill: '#ffffff', fontStyle: 'bold', fontFamily: 'monospace' }).setOrigin(0, 0); // Lives (optional polish) this.lives = 3; this.livesText = this.add.text(WIDTH - 16, 16, 'LIVES: 3', { fontSize: '24px', fill: '#ffffff', fontStyle: 'bold', fontFamily: 'monospace' }).setOrigin(1, 0); // Message for launch / restart this.message = this.add.text(WIDTH / 2, HEIGHT / 2 + 120, 'CLICK or SPACE to launch', { fontSize: '22px', fill: '#cddc39', fontFamily: 'monospace' }).setOrigin(0.5); this.gameOver = false; } createProceduralTextures() { // Paddle texture const paddleGfx = this.add.graphics(); paddleGfx.fillGradientStyle(0x80deea, 0x80deea, 0x0288d1, 0x0288d1, 1); paddleGfx.fillRoundedRect(0, 0, 100, 16, 8); paddleGfx.lineStyle(2, 0xb4ffff, 1); paddleGfx.strokeRoundedRect(0, 0, 100, 16, 8); paddleGfx.generateTexture('paddle', 100, 16); paddleGfx.destroy(); // Ball texture const ballGfx = this.add.graphics(); ballGfx.fillStyle(0xffffff, 1); ballGfx.fillCircle(10, 10, 10); ballGfx.fillStyle(0xe1f5fe, 0.6); ballGfx.fillCircle(7, 7, 4); ballGfx.generateTexture('ball', 20, 20); ballGfx.destroy(); // Brick textures const brickColors = [ { key: 'brick-red', top: 0xff5252, bottom: 0xb71c1c }, { key: 'brick-orange', top: 0xffb74d, bottom: 0xe65100 }, { key: 'brick-yellow', top: 0xfff176, bottom: 0xf57f17 }, { key: 'brick-green', top: 0x69f0ae, bottom: 0x1b5e20 }, { key: 'brick-blue', top: 0x82b1ff, bottom: 0x0d47a1 } ]; for (const c of brickColors) { const g = this.add.graphics(); g.fillGradientStyle(c.top, c.top, c.bottom, c.bottom, 1); g.fillRoundedRect(0, 0, 64, 24, 4); g.lineStyle(1, 0xffffff, 0.3); g.strokeRoundedRect(0, 0, 64, 24, 4); g.generateTexture(c.key, 64, 24); g.destroy(); } } createBricks() { const cols = 10; const rows = 5; const brickW = 64; const brickH = 24; const gapX = 8; const gapY = 8; const offsetX = (WIDTH - (cols * brickW + (cols - 1) * gapX)) / 2 + brickW / 2; const offsetY = 80; const keys = ['brick-red', 'brick-orange', 'brick-yellow', 'brick-green', 'brick-blue']; for (let r = 0; r < rows; r++) { for (let c = 0; c < cols; c++) { const x = offsetX + c * (brickW + gapX); const y = offsetY + r * (brickH + gapY); const brick = this.bricks.create(x, y, keys[r]); brick.refreshBody(); } } } resetBall() { this.ball.setVelocity(0, 0); this.ball.x = this.paddle ? this.paddle.x : WIDTH / 2; this.ball.y = HEIGHT - 60; this.ballLaunched = false; this.showMessage('CLICK or SPACE to launch'); } launchBall() { if (this.gameOver) { this.scene.restart(); return; } if (this.ballLaunched) return; this.ballLaunched = true; this.hideMessage(); [153 more lines in file. Use offset=201 to continue.]
thinking
Looks good. Need maybe verify nothing missing. Read rest.
{"path":"/workspace/index.html","offset":201,"limit":160}const speed = 420; const angle = Phaser.Math.DegToRad(Phaser.Math.Between(-60, 60)); this.ball.setVelocity(speed * Math.sin(angle), -speed); } update() { if (this.gameOver) return; // Keyboard paddle control if (this.cursors.left.isDown) { this.paddle.setVelocityX(-520); } else if (this.cursors.right.isDown) { this.paddle.setVelocityX(520); } else { this.paddle.setVelocityX(0); } if (!this.ballLaunched) { this.ball.x = this.paddle.x; this.ball.y = this.paddle.y - 22; } else { // Prevent too-shallow vertical movement if (Math.abs(this.ball.body.velocity.y) < 120) { const speed = this.ball.body.velocity.length(); const vx = this.ball.body.velocity.x; const signY = Math.sign(this.ball.body.velocity.y) || -1; const vy = signY * 120; const curLen = Math.hypot(vx, vy) || 1; this.ball.setVelocity((vx / curLen) * speed, (vy / curLen) * speed); } // Ball lost if (this.ball.y > HEIGHT + 20) { this.lives--; this.livesText.setText('LIVES: ' + this.lives); if (this.lives <= 0) { this.setGameOver(false); } else { this.resetBall(); } } } } hitPaddle(ball, paddle) { const half = paddle.width / 2; const diff = ball.x - paddle.x; const normalized = Math.max(-1, Math.min(1, diff / half)); const maxBounce = Math.PI / 3; const angle = normalized * maxBounce; const speed = ball.body.velocity.length() * 1.02; ball.setVelocity(Math.sin(angle) * speed, -Math.cos(angle) * speed); } hitBrick(ball, brick) { brick.disableBody(true, true); this.score += 10; this.scoreText.setText('SCORE: ' + this.score); // Spark effect (procedural) this.createSpark(brick.x, brick.y, brick.texture.key); if (this.bricks.countActive(true) === 0) { this.setGameOver(true); } } createSpark(x, y, textureKey) { const colorMap = { 'brick-red': 0xff5252, 'brick-orange': 0xffb74d, 'brick-yellow': 0xfff176, 'brick-green': 0x69f0ae, 'brick-blue': 0x82b1ff }; const color = colorMap[textureKey] || 0xffffff; const particles = this.add.graphics({ x, y }); const dirs = Array.from({ length: 8 }, (_, i) => (Math.PI * 2 * i) / 8); const sparks = dirs.map(angle => ({ angle, speed: Phaser.Math.Between(60, 140), life: 1.0 })); let elapsed = 0; const event = this.time.addEvent({ delay: 16, callback: () => { elapsed += 16; particles.clear(); particles.fillStyle(color, 1); let alive = false; for (const s of sparks) { if (s.life <= 0) continue; alive = true; const r = (1 - s.life) * s.speed; const px = Math.cos(s.angle) * r; const py = Math.sin(s.angle) * r; const size = Math.max(1, 5 * s.life); particles.fillCircle(px, py, size); s.life -= 0.08; } if (!alive) { event.remove(); particles.destroy(); } }, loop: true }); } setGameOver(win) { this.gameOver = true; this.ball.setVelocity(0, 0); this.showMessage(win ? 'YOU WIN! CLICK or SPACE to restart' : 'GAME OVER! CLICK or SPACE to retry'); } showMessage(text) { if (this.message) { this.message.setText(text).setVisible(true); } } hideMessage() { if (this.message) this.message.setVisible(false); } } const config = { type: Phaser.AUTO, width: WIDTH, height: HEIGHT, parent: 'game-container', backgroundColor: '#0b0c15', scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH }, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: BrickBreaker }; new Phaser.Game(config); </script> </body> </html>
thinking
Perfect. The game meets requirements. Provide final answer. Since user requested building, we say done. Mention controls, features. Also note that launch ball with click/space required. Keep concise.
Created `/workspace/index.html` — a fully self-contained brick-breaker game. **Features** - Procedural graphics only: paddle, ball, bricks, background grid, and brick-break sparks are all drawn with the Phaser `Graphics` API and baked into textures via `generateTexture`. - Loads only the local `phaser.min.js` file — no external images, audio, or CDNs. - Arcade physics using `Phaser.Physics.Arcade`. - Paddle movement with **arrow keys** or **mouse**. - Ball starts on the paddle; **click or press Space** to launch. - 5 rows × 10 columns of colored breakable bricks. - Score and lives UI. - Game over / win + restart on click/Space. Open `index.html` in a browser to play.
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, bricks, score, lives, and game over/retry state working correctly.
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.