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Brick breaker · grok-build-0.1

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.

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transcript · 14 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 task is to build a single-page web app in one self-contained file named index.html. It must use the pre-provided phaser.min.js, loaded with <script src="phaser.min.js"></script>. No external resou...
bash {"command":"ls -la"}
toolResult

total 1156 drwxr-sr-x. 2 node node 27 Aug 1 19:50 . drwxrwsrwx. 3 root node 16 Aug 1 19:50 .. -rw-r--r--. 1 node node 1181917 Aug 1 19:50 phaser.min.js

assistant
thinking
The task is to build a single-page web app for a playable brick-breaker game in one self-contained file named index.html. It must use the pre-provided phaser.min.js (global Phaser). CSS in <style>, JS...First, the user wants a single-page web app in index.html using phaser.min.js.

Key constraints: ONLY procedurally generated graphics via Phaser Graphics API or generated textures. No external images or audio.

Game: Brick-breaker with paddle (arrow keys or mouse), bouncing ball, wall of breakable bricks, score.

 - Paddle: Arrow keys left/right or mouse position.
  - Ball: Bounces on paddle, walls, bricks.
  - Bricks: Grid of breakable ones, disappear on hit, add to score.
  - Score: Displayed.
  - Simple: One level, restart on lose or win.

Structure index.html with inline <style>, <script src="phaser.min.js"></script>, <script> game code.

Use Phaser 3 config.
bash {"command":"node -e \"\nconst fs = require('fs');\nconst content = fs.readFileSync('phaser.min.js', 'utf8').substring(0, 500);\nconsole.log(
toolResult

!function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define("Phaser",[],e):"object"==typeof exports?exports.Phaser=e():t.Phaser=e()}(this,(()=>(()=>{var t={50792:t=>{"use strict";var e=Object.prototype.hasOwnProperty,i="~";function

assistant
thinking
The Phaser library is present as phaser.min.js. I need to create a single self-contained index.html that:
The task is to build a playable brick-breaker game using only Phaser.min.js, with all graphics procedurally generated via Phaser Graphics API or generated textures. No external images or audio. It has to be a single self-contained index.html with script tags for phaser.min.js and the game code in a script tag, CSS in style.

I need to write the code for that index.html.

Key requirements:

- Use Phaser v3 (assuming phaser.min.js is v3)

- Procedurally generated graphics only

- Paddle controllable by arrow keys or mouse

- Bouncing ball

- Wall of breakable bricks

- Score

- 800x600 game size probably

- Arcade physics

- Generate paddle, ball, bricks as textures from Graphics

- Bricks in a grid, different colors maybe

- Score display with text

- Simple game over or win

I'll go with 3 lives, lose life on miss, game over when 0 3.

Start with click to launch ball.

Paddle at bottom, mouse to position x, arrows to move.

But to simplify, use mouse to set paddle x, and keys for direction if needed, but since no velocity for paddle, just position.

Paddle is usually moved with velocity, but for simplicity, set position based on input.

Let's plan the code.

First, the HTML structure:

<!DOCTYPE html>

<html lang="en">

<head>

<meta charset="UTF-8">

<title>Brick Breaker</title>

<style>

body { margin: 0; }

#game { width: 800px; height: 600 0px; margin: auto; display: block; }

</style>

</head>

<body>

<script src="phaser.min.js"></script>

<script>

// game code here

var config = {

  type: Phaser.AUTO,

  width: 800,

  height: 600,

  parent: 'game',

 physics: {

    default: 'arcade',

    arcade: {

      debug: false

    }

  },

  scene: {

    preload: preload,

    create: create,

    update: update

  }

};

var game = new Phaser.Game(config);

function preload() {

  // generate textures

  generate textures();

}

function generateTextures() {

  var g = this.add.graphics(); // wait, this is not in scope, need to use scene.add

  Actually, since in preload, this is the scene.

  Yes, preload has this.

  // paddle

  var g = this.add.graphics();

  g fillStyle(0x3498db);

  g.fillRect(0,0,120,18);

  g.fillStyle(0x2980b9,0.4);

  g.fillRect(0,0,120,6);

  g.generateTexture('paddle',120,18);

  g destroy();

  // ball

  g = this.add.graphics();

  g.fillStyle(0xf1c40f);

  g.fillCircle(10,10,10);

  g.fillStyle(0xffffff,0.3);

  g.fillCircle(7,7,3);

  g.generateTexture(' ball',20,20);

  g.destroy();

  // bricks

  var brickColors = [0xe74c3c,0xe67e22,0xf1c40f,0x2ecc71,0x3498db];

  for(var i=0;i<brickColors.length;i ) {

    g = this.add.graphics();

    g.fillStyle(brickColors[i]);

    g.fillRect(0,0,64,24);

    g.fillStyle(0xffffff,0.2);

    g.fillRect(0,0,64,4);

    g.fillStyle(0x000 000,0.2);

    g.fillRect(0,20,64,4);

    g.generateTexture('brick' +i,64,24);

    g.destroy();

  }

}

function create() {

  this.score = 0;

  this.lives = 3;

  this.bricks = this.physics.add.staticGroup();

  this.createBricks();

  this.paddle = this.physics.add.image(400,560,'paddle');

  this.paddle.setOrigin(0.5);

  this.paddle.body.setAllowGravity(false);

  this.paddle.body.setImmovable(true);

  this.ball = this .physics.add.image(400,540,'ball');

  this.ball.setOrigin(0.5);

  this.ball.body.setCircle(10);

  this.ball.setBounce(1);

  this.ball.setCollideWorldBounds(true);

  this.ball.setData('launched',false);

  this.scoreText = this.add.text(20,20,'SCORE: 0',{fontSize:'20px',fill:'#fff'});

  this.livesText = this.add.text(680,20,'LIVES: 3',{fontSize:'20px',fill:'#fff'});

  this.cursors = this.input.keyboard.create CursorKeys();

  this.input.on('pointermove', this.updatePaddleFromMouse, this);

  this.input.on('pointerdown', this.launchBall, this);

  this.input.keyboard.on('keydown-SPACE', this.launchBall, this);

  this.startText = this.add.text(400,300,'Click or SPACE to launch',{fontSize:'24px',fill:'#fff'}).setOrigin(0.5);

  this.physics.add.collider(this.ball,this.paddle,this.hitPaddle,this);

  this.physics.add.collider(this.ball,this.bricks,this.hitBrick,this);

  this.physics.world.
write index.html (13389 bytes)
toolResult

Successfully wrote 13389 bytes to index.html

assistant
thinking
The file has been created. I should verify that it runs properly. Let's check if there are any issues by running it or at least confirming the file structure.
bash {"command":"ls -la index.html && head -n 30 index.html"}
toolResult

-rw-r--r--. 1 node node 13391 Aug 1 19:51 index.html <!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> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #0f0f1e; color: #fff; font-family: Arial, Helvetica, sans-serif; display: flex; justify-content: center; align-items: center; min-height: 100vh; overflow: hidden; } #game-container { border: 4px solid #2a2a4a; border-radius: 8px; box-shadow: 0 0 40px rgba(0, 0, 0, 0.6); } canvas { display: block; } .info { position: absolute; top: 12px; left: 50%; transform: translateX(-50%); font-size: 13px;

assistant
thinking
The file is created. I should verify that it runs correctly by checking if there are any obvious issues.
bash {"command":"wc -l index.html && tail -n 20 index.html"}
toolResult

464 index.html scene.livesText.setText('LIVES ' + scene.lives); if (scene.lives <= 0) { scene.showGameOver(); } else { scene.resetBall(); // Show launch hint again if (!scene.launchPrompt) { scene.launchPrompt = scene.add.text(GAME_WIDTH / 2, 300, 'CLICK or SPACE to launch', { fontFamily: 'Arial', fontSize: '18px', color: '#aaaaaa' }).setOrigin(0.5); } } } } </script> </body> </html>

assistant
thinking
The file is complete. Let me verify that everything is self-contained and that the Phaser script is correctly referenced. The user specified to load it with `<script src="phaser.min.js">` exactly as p...
bash {"command":"grep -E \"(phaser|canvas|Phaser\\.|generateTexture|Graphics)\" index.html | head -8"}
toolResult

canvas { display: block; } <script src="phaser.min.js"></script> type: Phaser.AUTO, let game = new Phaser.Game(config); paddleG.generateTexture('paddle', 120, 18); ballG.generateTexture('ball', 20, 20); g.generateTexture(name, 64, 24); const vx = Phaser.Math.Between(-180, 180);

assistant
thinking
The file is ready. It uses only Phaser.Graphics to generate all textures (paddle, ball, 5 brick variants) and renders everything procedurally. No external assets besides the provided phaser.min.js. It...

The self-contained single-file brick-breaker game is ready at `index.html`. It uses only Phaser.Graphics + generateTexture calls for all visuals (paddle, ball, colored bricks) with no external assets or network requests. Arrow keys + mouse control the paddle, SPACE or click launches the ball. Score and lives are tracked. The game resets cleanly on win or loss.

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

modelgrok-build-0.1
vendorxAI · Grok
harnesspi-agent
generated2026-08-01

EVALUATION

4/5 working

Fully functional brick-breaker with paddle, ball physics, score tracking, and bricks breaking on all tested 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.

idle motion0.0%
on click1.2%
on drag0.9%
on wheel1.4%
on enter + space1.9%
on arrow keys0.4%
on w/a/s/d1.5%
frame spread33.2 / 255
console errors0
js errors none

METRICS

runtime89.7s
tokens in4.8k
tokens out11k
cached24k
cost / run$0.0326