Brick breaker · gpt-5.6-luna
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 · 6 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
**Creating an index** I need to create an index, which sounds pretty straightforward. I might want to inspect things first to ensure everything is set up correctly. I’m considering using the 'ls' command to check the contents of the directory. That should help me confirm that I have all the necessary files at hand before proceeding. It’s always good to double-check things as I go along!
{"command":"pwd && ls -la && printf '\\nPI env:\\n' && env | grep '^PI_' || true"}/tmp/ws total 1156 drwxr-sr-x. 2 node node 27 Aug 1 17:38 . drwxrwsrwx. 3 root node 16 Aug 1 17:38 .. -rw-r--r--. 1 node node 1181917 Aug 1 17:38 phaser.min.js PI env: PI_CODING_AGENT=true PI_REASONING_LEVEL=medium PI_SESSION_FILE=/home/node/.pi/agent/sessions/--tmp-ws--/2026-08-01T17-38-32-654Z_019fbe67-f84e-771a-af0f-d5d44119d634.jsonl PI_PROVIDER=openrouter PI_MODEL=openai/gpt-5.6-luna PI_SESSION_ID=019fbe67-f84e-771a-af0f-d5d44119d634 PI_TIMEOUT_MS=600000
thinking
**Planning a game with Phaser** I’m thinking about creating an index, probably using Phaser version 3. I need to implement a polished look within a single file and might need to test the syntax while keeping physics in mind. I could use Phaser Arcade for collisions, generating textures for elements like bricks, paddles, and balls. The setup should be responsive at a fixed 900x650 scale. I also want to ensure user input works well with both arrows and mouse, while also considering features like scoring, state management, and visual effects.**Designing brick game elements** I'm planning for the bricks to be arranged in rows of 6 and columns of 10. I need to think about the collision behavior when a brick is destroyed, treating the static group children properly. I want to add a ball trail graphic for each update. For the textures, I’ll create ones for the ball, paddle, and bricks, possibly coloring the bricks per row. I could use rounded rectangles for graphics and ensure the background is drawn properly. Let’s write this all in a self-contained Phaser index script.
/tmp/ws/index.html (7357 bytes)Successfully wrote 7357 bytes to /tmp/ws/index.html
Created `/tmp/ws/index.html` with a self-contained Phaser brick-breaker game. Features: - Paddle controlled by arrow keys or mouse - Bouncing ball with paddle-angle control - Six-row breakable brick wall - Score and lives display - Win/game-over states with restart controls - Procedurally generated paddle, ball, brick, and neon background graphics - Uses only the local `phaser.min.js` file with no external assets or network requests
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
Brick-breaker with paddle, ball, and colorful brick wall; bricks break over time, paddle moves via drag but arrow/wasd effect unclear.
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.