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Brick breaker · qwen3-vl-30b-a3b-instruct

Output generated Cost / run $0.0138 Runtime 286.0s

Prompt for this run

Build a playable brick-breaker game using the provided Phaser library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Show a paddle, a ball, and a wall of breakable bricks. Move the paddle with Left/Right or the mouse, keeping it inside the playfield. - Initially rest the ball on the paddle; Space or a visible Launch control starts it. Bounce off the paddle and playfield walls. Hitting a brick removes it and increases the score once. - Start with three lives. A ball falling below the paddle costs one life and returns to the launch state if lives remain. - Clearing all bricks shows a win state; losing all lives shows Game Over. Restart restores all bricks, score, and lives. - Show the controls and generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Launch the ball, move the paddle, and inspect the opening bounces. Check that contact changes the ball direction and that a brick hit removes the brick and increases the score. Confirm the paddle stays inside the playfield.

⛨ sandboxed Open in new tab ↗

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-vl-30b-a3b-instruct
vendorQwen
harnesspi 0.87.1 · browser iteration
generated2026-10-16

METRICS

runtime286.0s
tokens in70k
tokens out5.5k
cached0
cost / run$0.0138
Transcript · 19 messages
system

user

Build a playable brick-breaker game using the provided Phaser library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Show a paddle, a ball, and a wall of breakable bricks. Move the paddle with Left/Right or the mouse, keeping it inside the playfield. - Initially rest the ball on the paddle; Space or a visible Launch control starts it. Bounce off the paddle and playfield walls. Hitting a brick removes it and increases the score once. - Start with three lives. A ball falling below the paddle costs one life and returns to the launch state if lives remain. - Clearing all bricks shows a win state; losing all lives shows Game Over. Restart restores all bricks, score, and lives. - Show the controls and generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Launch the ball, move the paddle, and inspect the opening bounces. Check that contact changes the ball direction and that a brick hit removes the brick and increases the score. Confirm the paddle stays inside the playfield.

assistant

I'll create a brick-breaker game using Phaser in a single HTML file. Let me analyze the requirements and build the game step by step. The game needs: - A paddle, ball, and wall of bricks - Controls for moving the paddle (Left/Right or mouse) - Ball launch with Space or a visible control - Ball physics (bouncing off walls, paddle, and bricks) - Score tracking and lives system - Win/lose conditions - Restart functionality - All graphics generated using Phaser Graphics Let me start by creating the index.html file with the required structure:

→ write index.html (8917 bytes)
toolResult

Successfully wrote to index.html

assistant

Now I'll check the game functionality to verify it meets all requirements: 1. The game loads with a paddle, ball, and bricks 2. Controls work (Left/Right arrows and mouse) 3. Ball can be launched with Space 4. Ball bounces off walls, paddle, and bricks 5. Bricks are removed when hit 6. Score increases when bricks are hit 7. Lives decrease when ball falls 8. Game over and win conditions work 9. Restart button works Let me run the game to check these behaviors:

→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","error: Cannot read properties of undefined (reading 'add')","warning: [.WebGL-0x150c00120200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Use LEFT/RIGHT arrows or mouse to move paddle. Press SPACE to launch.\nScore: 0\nLives: 3","images":"attached"}

assistant

I see the game is loading but there's an error in the console: "Cannot read properties of undefined (reading 'add')". This suggests there's an issue with the game initialization. Let me fix the code to ensure the game properly initializes: The issue appears to be with the game initialization. Let me fix the code to ensure the game properly initializes and all objects are created correctly:

→ edit {"path":"index.html","edits":[{"oldText":" // Create game objects\n function create() {\n // Create the paddle\n
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.

assistant

Let me try a different approach to fix the issue. The problem might be with the game initialization. Let me check the code and make sure the game is properly initialized. I'll also ensure the game state is properly set up:

→ edit {"path":"index.html","edits":[{"oldText":" // Initialize game\n game = new Phaser.Game(config);\n </script>\n</body>\n</htm
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.

assistant

Let me try a different approach. I'll check the entire file content and make sure the code is correct. I'll also fix the issue with the game

→ read {"path":"index.html"}
toolResult

<!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> <script src="phaser.min.js"></script> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #000; } #game-container { width: 100%; height: 100%; display: flex; justify-content: center; align-items: center; } #instructions { position: absolute; bottom: 20px; color: white; font-family: Arial, sans-serif; font-size: 16px; text-align: center; } #score { position: absolute; top: 10px; left: 10px; color: white; font-family: Arial, sans-serif; font-size: 20px; } #lives { position: absolute; top: 10px; right: 10px; color: white; font-family: Arial, sans-serif; font-size: 20px; } #restart-button { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); padding: 10px 20px; background-color: rgba(255, 255, 255, 0.8); border: none; border-radius: 5px; font-size: 20px; cursor: pointer; display: none; } </style> </head> <body> <div id="game-container"> <canvas id="game"></canvas> </div> <div id="instructions">Use LEFT/RIGHT arrows or mouse to move paddle. Press SPACE to launch.</div> <div id="score">Score: 0</div> <div id="lives">Lives: 3</div> <button id="restart-button">Restart</button> <script> // Game configuration const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000', physics: { default: ' ArcadePhysics', arcade: { gravity: { y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; // Game variables let game; let paddle; let ball; let bricks = []; let score = 0; let lives = 3; let gameStarted = false; let gameOver = false; let gameWon = false; let brickWidth = 60; let brickHeight = 20; let brickPadding = 10; let brickOffsetTop = 50; let brickOffsetLeft = 50; let restartButton; // Preload assets function preload() { // No assets to preload, all graphics are generated } // Create game objects function create() { // Create the paddle paddle = this.add.graphics(); paddle.fillStyle(0xffffff, 1); paddle.fillRect(370, 550, 60, 15); paddle.x = 370; paddle.y = 550; this.physics.add.existing(paddle); paddle.body.setImmovable(true); paddle.body.setAllowGravity(false); // Create the ball ball = this.add.graphics(); ball.fillStyle(0xffffff, 1); ball.fillCircle(390, 540, 10); ball.x = 390; ball.y = 540; this.physics.add.existing(ball); ball.body.setBounce(1); ball.body.setCollideWorldBounds(true); ball.body.setVelocity(0, 0); // Create bricks createBricks(); // Create text for score and lives this.add.text(10, 10, 'Score: 0', { fontSize: '20px', fill: '#fff' }); this.add.text(770, 10, 'Lives: 3', { fontSize: '20px', fill: '#fff' }); // Add keyboard input this.input.keyboard.on('keydown-SPACE', launchBall, this); // Add mouse input this.input.on('pointermove', function (pointer) { if (pointer.y > 500) { paddle.x = Math.max(0, Math.min(740, pointer.x - 30)); } }); // Add restart button restartButton = this.add.text(400, 300, 'Restart', { fontSize: '24px', fill: '#fff' }); restartButton.setInteractive(); restartButton.on('pointerdown', restartGame, this); restartButton.setVisible(false); // Add keyboard controls this.input.keyboard.on('keydown-LEFT', function () { if (paddle.x > 0) { paddle.x -= 10; } }); this.input.keyboard.on('keydown-RIGHT', function () { if (paddle.x < 740) { paddle.x += 10; } }); } // Create bricks function createBricks() { for (let i = 0; i < 5; i++) { for (let j = 0; j < 10; j++) { let x = brickOffsetLeft + j * (brickWidth + brickPadding); let y = brickOffsetTop + i * (brickHeight + brickPadding); let brick = this.add.graphics(); brick.fillStyle(0xff0000, 1); brick.fillRect(x, y, brickWidth, brickHeight); brick.x = x; brick.y = y; this.physics.add.existing(brick); brick.body.setImmovable(true); brick.body.setAllowGravity(false); bricks.push(brick); } } } // Launch the ball function launchBall() { if (!gameStarted && !gameOver && !gameWon) { gameStarted = true; ball.body.setVelocity(160, -200); } } // Update game state function update() { // Check if ball is out of bounds if (ball.y > 600) { if (lives > 0) { lives--; document.getElementById('lives').innerText = 'Lives: ' + lives; resetBall(); } else { gameOver = true; showGameOver(); } } // Check for collisions with bricks this.physics.overlap(ball, bricks, function (ball, brick) { // Remove the brick brick.destroy(); // Remove from array bricks = bricks.filter(b => b !== brick); // Increase score score++; document.getElementById('score').innerText = 'Score: ' + score; // Check for win condition if (bricks.length === 0) { gameWon = true; showWin(); } }); // Check for collision with paddle this.physics.overlap(ball, paddle, function (ball, paddle) { // Bounce the ball ball.body.setVelocityY(-200); }); } // Reset ball to paddle position function resetBall() { ball.x = paddle.x + 30; ball.y = paddle.y - 10; ball.body.setVelocity(0, 0); gameStarted = false; } // Show game over function showGameOver() { restartButton.setVisible(true); document.getElementById('instructions').style.display = 'none'; } // Show win function showWin() { restartButton.setVisible(true); document.getElementById('instructions').style.display = 'none'; } // Restart game function restartGame() { // Reset score and lives score = 0; lives = 3; document.getElementById('score').innerText = 'Score: 0'; document.getElementById('lives').innerText = 'Lives: 3'; // Reset ball resetBall(); // Remove all bricks bricks.forEach(brick => brick.destroy()); bricks = []; // Create new bricks createBricks(); // Reset game state gameStarted = false; gameOver = false; gameWon = false; // Hide restart button restartButton.setVisible(false); // Show instructions document.getElementById('instructions').style.display = 'block'; } // Initialize game game = new Phaser.Game(config); </script> </body> </html>

assistant

I see the issue. The problem is with the physics configuration. There's a space in ' ArcadePhysics' which is causing the error. Let me fix that and also ensure the game is properly initialized:

→ edit {"path":"index.html","edits":[{"oldText":" physics: {\n default: ' ArcadePhysics',\n arcade: {\n
toolResult

Successfully replaced 1 block(s) in index.html.

assistant

Now let me reload the game to see if the issue is resolved:

→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","error: Cannot read properties of undefined (reading 'graphics')","warning: [.WebGL-0x2fcc00174200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Use LEFT/RIGHT arrows or mouse to move paddle. Press SPACE to launch.\nScore: 0\nLives: 3","images":"attached"}

assistant

I see the issue. The error "Cannot read properties of undefined (reading 'graphics')" suggests that the 'add' method is not available. This is likely because the game isn't properly initialized. Let me fix the code to ensure the game is properly initialized and all objects are created correctly:

→ edit {"path":"index.html","edits":[{"oldText":" // Create game objects\n function create() {\n // Create the paddle\n
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.

assistant

Let me try a different approach. I'll check the entire file again and make sure the code is correct. I'll also fix the issue with the game initialization. Let me try to fix the code by ensuring the game is properly initialized and all objects are created correctly: