Brick breaker · qwen3.8-max
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
Let's build a Phaser 3 Breakout game in a single index.html that loads phaser.min.js. Procedural textures via Graphics generateTexture. Paddle controlled with arrow keys + mouse. Ball, blocks, score, lives, and if needed levels and restart too. Check if phaser.min.js exists.
{"command":"ls -la /tmp/ws && ls -la /tmp/ws/phaser.min.js | head -2"}total 1156 drwxr-sr-x. 2 node node 27 Aug 3 23:53 . drwxrwsrwx. 3 root node 16 Aug 3 23:53 .. -rw-r--r--. 1 node node 1181917 Aug 3 23:53 phaser.min.js -rw-r--r--. 1 node node 1181917 Aug 3 23:53 /tmp/ws/phaser.min.js
thinking
Write index.html containing a complete Phaser Breakout game. Features: - Procedural textures: paddle, ball, blocks (color-coded per row), all generated with Graphics. - Arcade physics: collide ball with blocks, paddle, and walls. - Controls: left/right arrow keys + mouse movement. - Score, lives, win/lose states, restart. - Ball speed increases slightly on block hit; angle changes depending on where it hits the paddle. Write the file.
Now I'll build the complete brick-breaker game in a single self-contained `index.html`:
/tmp/ws/index.html (11513 bytes)Successfully wrote 11513 bytes to /tmp/ws/index.html
thinking
I left some leftover junk in the code. It's the "walls as zones" part that overlaps with the later rectangle walls. I created a static zone body via `this.physics.add.existing(this.add.zone(...), true)` and then also made rectangle walls — this creates duplicate collider bodies. Let me clean it up: delete the first zone block and the meaningless noop line. I'll fix it.
Let me clean up a redundant/leftover block (duplicate wall bodies and noop lines):
{"path":"/tmp/ws/index.html","edits":[{"oldText":" // --- Walls (invisible static bodies on left / right / top) ---\n this.physicsSuccessfully replaced 2 block(s) in /tmp/ws/index.html.
thinking
Alright, let's verify: does the script parse? I can run a simple JS syntax check by extracting the inline script and running node --check. Also verify that no external requests are made (no http URLs other than script src="phaser.min.js").
Now verify the JS syntax and confirm no external resources are referenced:
{"command":"cd /tmp/ws && node -e \"\nconst html = require('fs').readFileSync('index.html','utf8');\nconst m = html.match(/<script>([\\s\\S]SYNTAX OK NO EXTERNAL URLS
thinking
If headless Phaser is available I'd like to test it, but — since the network and browser aren't available, I'll skip that. But there's one thing I should double-check: `this.physics.add.collider(this.ball, [this.wallTop, this.wallLeft, this.wallRight])` — passing an array of static game objects works fine in Phaser. Also, `hitPaddle` uses the `ball.body.velocity.length()` signature (ball, paddle). No problem. One concern: in `endGame`, the lives text remains — no problem. Also, on victory the ball is hidden; the paddle remains. The `spark` particle texture and tint are also fine. Also, `setCircle(10)` on the 20x20 ball texture — OK. The score text is placed at y=10, and bricks start at 80 — no problem. Also, check whether Phaser is loaded before the inline script: script src comes first. Good. Verify that the final file exists. Done.
Syntax is valid and there are zero external URLs. Final check of the file structure:
{"command":"cd /tmp/ws && ls -la && grep -nE '<script|<style|</html>' index.html"}total 1168 drwxr-sr-x. 2 node node 45 Aug 3 23:54 . drwxrwsrwx. 3 root node 32 Aug 3 23:54 .. -rw-r--r--. 1 node node 10978 Aug 3 23:54 index.html -rw-r--r--. 1 node node 1181917 Aug 3 23:53 phaser.min.js 7:<style> 31:<script src="phaser.min.js"></script> 32:<script> 318:</html>
thinking
Wait, according to grep, index.html ends at line 318, but the file is 10,978 bytes. Earlier it was 11,513 bytes before the edits (about 535 bytes were deleted) → correct. Done. Let me summarize.
Done! `index.html` is a fully self-contained brick-breaker game in `/tmp/ws/index.html`. **Structure:** - `<style>` — dark theme, centered canvas with glow - `<script src="phaser.min.js">` — loads the local Phaser build - `<script>` — the entire game, no separate files, no network requests **Game features:** - 🧱 **60 bricks** (6 rows × 10) in distinct procedural colors — higher rows are worth more points (10–60) - 🏓 **Paddle control** via ← → arrow keys **and** mouse movement - ⚪ **Ball physics** — bounce angle depends on where it hits the paddle (max 60°), speed ramps up with each brick hit (capped), anti-loop guard against horizontal trajectories - ❤️ **3 lives** — ball lost below the screen resets it onto the paddle; click/Space to launch - 🏆 **Score HUD, win/lose screens** with Space to restart - ✨ **Juice** — particle burst in the brick's color on destruction, gradient starfield background, ball stuck to paddle until launch **All graphics are 100% procedural** — generated in a `Boot` scene using the Phaser Graphics API (`generateTexture`): layered rounded rects for beveled bricks, circles with highlight for the ball, a seeded PRNG starfield background. No image or audio assets anywhere. Verified: JS passes `node --check` syntax validation and a grep confirms no `http://`, CDN, or `url()` references — it runs fully sandboxed.
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 Breakout/Arkanoid clone with paddle movement, ball physics, and brick destruction responding to all inputs.
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.