oneshotlm
Compare all models on this prompt →

Brick breaker · qwen3.7-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.

⛨ sandboxed Open in new tab ↗
transcript · 12 messages
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, all in a single index.html file. I need to:

1. Use Phaser from the already-provided phaser.min.js
2. Generate all graphics procedurally (no external assets)
3. Include paddle, bouncing ball, breakable bricks, score
4. Support arrow keys and mouse control for the paddle

Let me create a complete, self-contained brick-breaker game. I'll use Phaser's Graphics API to create textures for the ball, paddle, and bricks.

Let me plan the game:
- Canvas size: 800x600
- Paddle at the bottom, controlled by arrow keys or mouse
- Ball bounces off walls, paddle, and bricks
- Grid of colored bricks at the top
- Score display
- Lives system
- Game over / win states

I'll generate textures using Phaser's Graphics objects and then convert them to textures using `generateTexture()`.
write index.html (11733 bytes)
toolResult

Successfully wrote 11733 bytes to index.html

assistant
thinking
Let me verify the file is in place and check if phaser.min.js exists in the current directory.
bash {"command":"ls -la /workspace/index.html /workspace/phaser.min.js"}
toolResult

-rw-r--r-- 1 node node 12001 Jul 22 17:09 /workspace/index.html -rw-r--r-- 1 node node 1181917 Jul 22 17:07 /workspace/phaser.min.js

assistant
thinking
Good, both files are in place. Let me verify the game logic is correct by reviewing the code once more. Let me also check if there are any issues with the space key reference - I'm adding a key mid-update which could be problematic. Let me fix that.

Actually, looking at my code, in the `update` method I have:
```
if (Phaser.Input.Keyboard.JustDown(this.spaceKey) || Phaser.Input.Keyboard.JustDown(this.input.keyboard.addKey("ENTER")))
```

The `this.input.keyboard.addKey("ENTER")` is being called every frame within `JustDown`, which is bad practice. I should cache it in `create`. Also, my `restart` method references `this.spaceKey` which is fine since it was set in `create`.

Let me fix that issue and also make the game a bit more polished.
edit {"path":"index.html","edits":[{"oldText":"this.cursors = this.input.keyboard.createCursorKeys();\nthis.spaceKey = this.input.keyboard.addKey
toolResult

Successfully replaced 2 block(s) in index.html.

assistant
thinking
Good, the fix is in place. Let me also verify the final file looks correct.
bash {"command":"wc -l /workspace/index.html"}
toolResult

434 /workspace/index.html

assistant
thinking
The file is complete. Let me quickly verify there are no obvious JS issues by doing a quick syntax check.
bash {"command":"node -c /workspace/index.html 2>&1 || node -e \"\nconst fs = require('fs');\nconst html = fs.readFileSync('/workspace/index.html
toolResult

node:internal/modules/esm/get_format:236 throw new ERR_UNKNOWN_FILE_EXTENSION(ext, filepath); ^ TypeError [ERR_UNKNOWN_FILE_EXTENSION]: Unknown file extension ".html" for /workspace/index.html at Object.getFileProtocolModuleFormat [as file:] (node:internal/modules/esm/get_format:236:9) at defaultGetFormat (node:internal/modules/esm/get_format:262:36) at checkSyntax (node:internal/main/check_syntax:67:20) { code: 'ERR_UNKNOWN_FILE_EXTENSION' } Node.js v24.18.0 Script block 0: OK

assistant
thinking
The JavaScript syntax check passed (Script block 0: OK), confirming the JS within the HTML is valid. The first error is just Node not being able to parse .html as a module, which is expected.

The game is complete. Let me summarize what was built.

The game is built and ready. Here's what `index.html` includes: **Brick Breaker Game Features:** - **Procedural graphics** — All textures (paddle, ball, bricks, background stars, particles) are generated at runtime using Phaser's Graphics API via `generateTexture()`. Zero external assets. - **Paddle** — Controlled with **arrow keys** or **mouse movement**. Smooth movement with visual flash on ball contact. - **Bouncing ball** — Sticks to the paddle before launch. Angle changes based on where it hits the paddle. Launch with **click** or **SPACE**. - **7 rows × 12 columns of breakable bricks** — Each row a different color (red → pink), with higher rows worth more points. Rounded corners, highlights, and shadows for a polished look. - **Scoring system** — Points per brick scale with row position. **Combo multiplier** builds when you don't hit the paddle (shown as "COMBO x5!"). - **3 lives** — Ball resets after falling off the bottom. Game over when lives reach zero. - **Particle effects** — Burst of colored particles when bricks break, plus floating score text. - **Win/Lose states** — Shows "You Win!" or "Game Over!" with restart prompt. - **Background** — Procedurally generated starfield.

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

modelqwen3.7-plus
vendorQwen
harnesspi-agent
generated2026-07-22

EVALUATION

3/5 working

Brick-breaker renders with bricks, paddle, ball; click launches ball but bricks never break and paddle doesn't visibly move with arrows/drag.

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 motion7.0%
on click0.6%
on drag0.0%
on wheel0.0%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread44.4 / 255
console errors0
js errors
  • createEmitter removed. See ParticleEmitter docs for info

METRICS

runtime107.7s
tokens in13k
tokens out5.4k
cached21k
cost / run$0.0125