Brick breaker · nemotron-3-ultra-550b-a55b
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 · 12 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.js with only procedurally generated graphics. I need to create a single index.html file that includes everything - HTML, CSS, and JavaScript. The phaser.min.js is already in the current directory, so I'll load it with a script tag. Let me create a complete brick-breaker game with: 1. Paddle controlled by arrow keys or mouse 2. Bouncing ball 3. Wall of breakable bricks 4. Score tracking 5. All graphics generated via Phaser Graphics API or generated textures 6. No external assets I'll write the entire game in one index.html file.
{"command":"ls -la phaser.min.js"}-rw-r--r-- 1 node node 1181917 Jul 22 17:06 phaser.min.js
thinking
Good, phaser.min.js is present. Now I'll create the index.html file with the complete brick-breaker game.
/workspace/index.html (27006 bytes)Successfully wrote 27006 bytes to /workspace/index.html
thinking
The file has been created. Let me verify it exists and check if there are any issues.
{"command":"ls -la /workspace/index.html"}-rw-r--r-- 1 node node 27010 Jul 22 17:06 /workspace/index.html
thinking
The file is created successfully. The game is a complete brick-breaker with: - Procedurally generated graphics using Phaser Graphics API - Paddle controlled by arrow keys or mouse - Bouncing ball with physics - Breakable bricks in multiple colors/rows - Score, lives, level tracking - Particle effects - Procedural audio via Web Audio API - Start screen, game over screen, pause functionality - All in a single self-contained index.html file Let me verify the file is complete and well-formed by checking its content.
{"path":"/workspace/index.html","limit":50}<!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: 'Courier New', monospace; } #game-container { border: 4px solid #e94560; border-radius: 8px; box-shadow: 0 0 30px rgba(233, 69, 96, 0.4), inset 0 0 30px rgba(0, 0, 0, 0.5); background: #0f0f23; } canvas { display: block; } #ui-overlay { position: absolute; top: 20px; left: 20px; right: 20px; display: flex; justify-content: space-between; pointer-events: none; color: #e94560; font-size: 24px; font-weight: bold; text-shadow: 0 0 10px rgba(233, 69, 96, 0.8); z-index: 10; } #ui-overlay > div { pointer-events: auto; } #start-screen, #game-over-screen { position: absolute; top: 0; left: 0; [738 more lines in file. Use offset=51 to continue.]
thinking
The file looks good. It's a complete, self-contained HTML file with all the game code. Let me verify it ends properly.
{"path":"/workspace/index.html","offset":500}} playBrickSound(); } function createPaddleHitEffect(x, y) { particles.emitParticleAt(x, y, 8, { tint: COLORS.paddleGlow, lifespan: 200, speed: { min: 30, max: 100 }, scale: { start: 0.4, end: 0 } }); // Screen shake game.scene.scenes[0].cameras.main.shake(50, 0.005); } function createBrickBreakEffect(x, y, colorIndex) { const color = COLORS.brick[colorIndex]; const glowColor = COLORS.brickGlow[colorIndex]; particles.emitParticleAt(x, y, 15, { tint: [color, glowColor, 0xffffff], lifespan: 400, speed: { min: 50, max: 250 }, scale: { start: 0.6, end: 0 }, gravityY: 200 }); game.scene.scenes[0].cameras.main.shake(80, 0.01); } function launchBall(scene) { ball.setData('onPaddle', false); ballLaunched = true; // Initial velocity with slight randomness const angle = -Math.PI / 2 + (Math.random() - 0.5) * 0.5; const speed = 400 + level * 20; ball.body.velocity.x = Math.sin(angle) * speed; ball.body.velocity.y = Math.cos(angle) * speed; // Stop idle animation scene.tweens.killTweensOf(ball); ball.setScale(1); // Start trail trailParticles.startFollow(ball, 0, 0, false); trailParticles.setEmitZone({ type: 'edge', source: new Phaser.Geom.Circle(0, 0, BALL_RADIUS), quantity: 2 }); playLaunchSound(); } function resetBall(scene) { ballLaunched = false; ball.setData('onPaddle', true); ball.setPosition(paddle.x, paddle.y - PADDLE_HEIGHT / 2 - BALL_RADIUS); ball.setVelocity(0, 0); trailParticles.stopFollow(); // Restart idle animation scene.tweens.add({ targets: ball, scale: { from: 1, to: 1.1 }, duration: 500, yoyo: true, repeat: -1, ease: 'Sine.easeInOut' }); } function loseLife(scene) { lives--; updateLives(); // Death effect createDeathEffect(); if (lives <= 0) { gameOver(); } else { scene.time.delayedCall(1000, () => resetBall(scene)); } } function createDeathEffect() { particles.emitParticleAt(ball.x, ball.y, 30, { tint: [COLORS.ball, COLORS.ballGlow, 0xffffff], lifespan: 600, speed: { min: 100, max: 400 }, scale: { start: 1, end: 0 }, gravityY: 100 }); game.scene.scenes[0].cameras.main.shake(300, 0.02); game.scene.scenes[0].cameras.main.flash(200, 255, 0, 0, true); } function nextLevel(scene) { level++; updateLevel(); // Level complete effect particles.emitParticleAt(GAME_WIDTH / 2, GAME_HEIGHT / 2, 50, { tint: [0xffd700, 0xffaa00, 0xffffff], lifespan: 1000, speed: { min: 50, max: 300 }, scale: { start: 1, end: 0 }, gravityY: -50 }); scene.time.delayedCall(1500, () => { createBricks(scene); resetBall(scene); }); } function gameOver() { gameStarted = false; ballLaunched = false; trailParticles.stopFollow(); finalScoreText.textContent = `Final Score: ${score.toLocaleString()}`; gameOverScreen.classList.remove('hidden'); } function startGame(scene) { if (gameStarted) return; gameStarted = true; score = 0; lives = 3; level = 1; bricksDestroyed = 0; updateScore(); updateLives(); updateLevel(); startScreen.classList.add('hidden'); gameOverScreen.classList.add('hidden'); createBricks(scene); resetBall(scene); paddle.x = GAME_WIDTH / 2; } function restartGame(scene) { startGame(scene); } function togglePause(scene) { if (!gameStarted || isPaused) return; isPaused = true; scene.physics.pause(); ball.setData('wasMoving', !ball.getData('onPaddle')); // Show pause overlay const pauseText = scene.add.text(GAME_WIDTH / 2, GAME_HEIGHT / 2, 'PAUSED', { fontSize: '48px', fontFamily: 'Courier New', color: '#e94560', fontStyle: 'bold' }).setOrigin(0.5).setDepth(100); scene.tweens.add({ targets: pauseText, alpha: { from: 1, to: 0.3 }, duration: 800, yoyo: true, repeat: -1 }); scene.input.once('pointerdown', resumeGame); spaceKey.once('down', resumeGame); pauseKey.once('down', resumeGame); function resumeGame() { isPaused = false; scene.physics.resume(); pauseText.destroy(); } } function updateScore() { scoreText.textContent = score.toLocaleString(); } function updateLives() { livesText.textContent = lives; } function updateLevel() { levelText.textContent = level; } function update() { if (!gameStarted || isPaused) return; // Paddle keyboard control if (cursors.left.isDown) { paddle.setVelocityX(-600); } else if (cursors.right.isDown) { paddle.setVelocityX(600); } else { paddle.setVelocityX(0); } // Keep ball on paddle if not launched if (ball.getData('onPaddle')) { ball.x = paddle.x; ball.y = paddle.y - PADDLE_HEIGHT / 2 - BALL_RADIUS; } // Ball out of bounds (bottom) if (ball.y > GAME_HEIGHT + BALL_RADIUS) { loseLife(this); } // Cap ball speed const maxSpeed = 600 + level * 30; const currentSpeed = Math.sqrt(ball.body.velocity.x ** 2 + ball.body.velocity.y ** 2); if (currentSpeed > maxSpeed) { const scale = maxSpeed / currentSpeed; ball.body.velocity.x *= scale; ball.body.velocity.y *= scale; } // Prevent vertical stalling if (Math.abs(ball.body.velocity.y) < 50 && ball.body.velocity.y !== 0) { ball.body.velocity.y = ball.body.velocity.y > 0 ? 50 : -50; } } // Audio using Web Audio API (procedural) let audioCtx = null; function getAudioContext() { if (!audioCtx) { audioCtx = new (window.AudioContext || window.webkitAudioContext)(); } return audioCtx; } function playTone(frequency, duration, type = 'square', volume = 0.1) { const ctx = getAudioContext(); const oscillator = ctx.createOscillator(); const gainNode = ctx.createGain(); oscillator.connect(gainNode); gainNode.connect(ctx.destination); oscillator.type = type; oscillator.frequency.value = frequency; gainNode.gain.setValueAtTime(volume, ctx.currentTime); gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + duration); oscillator.start(ctx.currentTime); oscillator.stop(ctx.currentTime + duration); } function playPaddleSound() { playTone(300, 0.05, 'square', 0.08); playTone(400, 0.05, 'square', 0.05); } function playBrickSound() { const notes = [523, 659, 784, 1047]; // C5, E5, G5, C6 const note = notes[Math.floor(Math.random() * notes.length)]; playTone(note, 0.1, 'triangle', 0.06); } function playLaunchSound() { playTone(200, 0.1, 'sawtooth', 0.08); playTone(400, 0.15, 'sawtooth', 0.05); } // Initialize audio on first interaction document.addEventListener('click', () => { getAudioContext(); }, { once: true }); </script> </body> </html>
thinking
The file is complete and well-formed. It contains: 1. HTML structure with game container, UI overlay, start screen, game over screen 2. CSS styling for the game 3. Phaser game configuration 4. Procedural texture generation using Phaser Graphics API (paddle, ball, bricks, particles, grid background) 5. Complete game logic including: - Paddle movement (keyboard arrows + mouse) - Ball physics with angle-based paddle bounce - Brick collision with scoring - Multiple levels with increasing difficulty - Lives system - Particle effects for paddle hits, brick breaks, death, level completion - Screen shake and flash effects - Pause functionality (P or Esc) - Procedural audio via Web Audio API - Start/restart screens All graphics are generated procedurally - no external assets. The game is fully self-contained in index.html.
The brick-breaker game is complete at `/workspace/index.html`. It includes: **Gameplay Features:** - Paddle controlled by ←/→ arrow keys or mouse - Ball launches with Space/Click, bounces with angle-based physics off paddle - 6 rows × 10 columns of breakable bricks with 6 color tiers - Score, lives (3), and level progression - Increasing ball speed per level - Pause with P or Esc **Procedural Graphics (Phaser Graphics API):** - Paddle with rounded corners, highlight, and glow border - Ball with glow aura and specular highlight - Bricks per row color with top highlight, bottom shadow, and colored borders - Particle system for impacts, brick breaks, death, level completion - Subtle animated background grid **Procedural Audio (Web Audio API):** - Paddle hit: dual-tone square wave - Brick break: random melodic triangle wave notes - Launch: rising sawtooth sweep **UI:** - Start screen with controls legend - Game over screen with final score - Live HUD (score, lives, level) - Screen shake/flash on impacts
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
Colorful brick breaker with paddle, ball, and brick wall; click starts game, drag moves paddle 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.