Brick breaker · qwen3.6-plus
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, all in a single index.html file. Let me first check what's in the current directory to confirm phaser.min.js is there.
{"command":"ls /tmp/ws/"}phaser.min.js
thinking
The user wants me to build a brick-breaker game using Phaser. Let me first check the Phaser version to know what API is available, then build the game. Key requirements: 1. Single file: index.html 2. CSS in `<style>`, JS in `<script>` 3. Load phaser.min.js from current directory 4. No external resources 5. Procedurally generated graphics only 6. Playable brick-breaker with: - Paddle (arrow keys or mouse) - Bouncing ball - Wall of breakable bricks - Score display Let me check the Phaser version first.
{"command":"head -c 500 /tmp/ws/phaser.min.js | grep -o '\"3\\.[0-9]*\\.[0-9]*\"' | head -1"}(no output)
thinking
Let me build the brick-breaker game. I'll create a complete, self-contained index.html file that uses the phaser.min.js library already present in the directory.
/tmp/ws/index.html (11223 bytes)Successfully wrote 11223 bytes to /tmp/ws/index.html
thinking
Let me review the code for any issues. I see a potential issue in the `hitBrick` method where there's an odd `row` calculation that references `this.ROW_COLORS` which doesn't exist. Let me also verify the file is complete and correct.
Let me fix a small bug in the hitBrick method — there's a dead code reference that could cause issues:
{"path":"/tmp/ws/index.html","edits":[{"oldText":" const row = Math.round(\n Phaser.Math.Clamp(ROW_COLORS.length - 1, 0,\n thSuccessfully replaced 1 block(s) in /tmp/ws/index.html.
thinking
Let me also make the ball launch work with Space key properly - I should call launchBall from within the update loop or ensure the key handler fires correctly. Also, the restart logic should work properly. Actually, let me review the code once more for issues: 1. The ball physics - when it collides with bricks, arcade physics handles the bounce, but the ball might sometimes get stuck or behave oddly. The collision callback destroys the brick, so the ball should pass through. 2. The launch mechanism - using 'pointerdown' and 'keydown' events should work fine. 3. The game over restart - clicking/space restarts the scene. Let me also make the ball start properly by setting its collision circle. Actually, `this.ball.body.setCircle(BALL_RADIUS)` should work. One issue: the ball body's circle might not be set correctly because the image size might differ from the texture size. Let me check - the ball texture is `(BALL_RADIUS + 2) * 2 = 20` pixels wide. And we set the collision circle to radius 8. That should be fine. Actually, let me also ensure the paddle width is correct. The paddle texture is PADDLE_WIDTH (120) wide, and we use that for collision calculations. Good. Let me verify the file is correct and complete.
Now let me verify the final file is clean:
{"command":"wc -l /tmp/ws/index.html && ls -la /tmp/ws/index.html"}359 /tmp/ws/index.html -rw-r--r--. 1 node node 11093 Aug 1 17:40 /tmp/ws/index.html
thinking
The user has successfully created the index.html file. I confirmed it exists and is the right size. The game is complete with: - Procedurally generated ball, paddle, brick, particle, and star-background textures - Arrow keys + mouse paddle control - Click/space to launch - Ball physics with arcade physics - Brick wall with 6 rows × 10 columns - Score system with row-based multipliers - Lives system (3 lives) - Particle burst effects on brick destruction - Game over / win states with restart Everything is in one self-contained HTML file with no external assets. The phaser.min.js is loaded locally. Let me provide a summary response.
Done. `index.html` is at `/tmp/ws/index.html` — a fully self-contained Phaser brick-breaker with: - **Procedural graphics** — star-field background, ball, paddle, 6 colored brick rows, and particle burst textures all generated at runtime via the Phaser Graphics API - **Paddle** — controlled by **arrow keys** or **mouse movement** - **Ball** — sticks to the paddle until you click or press **SPACE** to launch; bounce angle varies based on where it hits the paddle - **6×10 brick wall** — each row has a distinct color and point value (higher rows = more points) - **3 lives** with ball reset on each loss - **Score** display in the HUD - **Win/Lose** screens with restart option
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, colorful brick wall, and lives counter that responds to clicks and keys.
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.