Brick breaker · mimo-v2.5-pro
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 · 6 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 me build a brick-breaker game using Phaser.js. I need to: 1. Load phaser.min.js from the current directory 2. Create a complete brick-breaker game with: - Paddle controlled by arrow keys or mouse - Bouncing ball - Wall of breakable bricks - Score display - All graphics procedurally generated (no external assets) Let me create the index.html file.
/workspace/index.html (8055 bytes)Successfully wrote 8055 bytes to /workspace/index.html
thinking
Let me verify the file was created and check that phaser.min.js exists.
{"command":"ls -lh /workspace/index.html /workspace/phaser.min.js"}-rw-r--r-- 1 node node 8.0K Jul 22 17:07 /workspace/index.html -rw-r--r-- 1 node node 1.2M Jul 22 17:06 /workspace/phaser.min.js
thinking
Good, both files exist. Let me also verify the HTML is valid by checking a few things. The game should work well. Let me review the code once more to make sure everything is correct.
Actually, let me double-check the worldbounds event - in Phaser 3, the `worldbounds` event needs the body to have `onWorldBounds` set to true. Let me verify my code handles this correctly.
Looking at the code:
- `ball.body.onWorldBounds = true;` ✓
- `this.physics.world.on('worldbounds', ...)` ✓
One issue - I'm using arrow function in the `worldbounds` callback but also passing `this` as scope. Let me check if this is correct in Phaser 3...Actually, looking more carefully, I'm using `function (body, up, down)` with `.bind(this)` (via the 3rd argument). But the check `if (down)` - the parameters for worldbounds are `(body, up, down, left, right)`, so `down` is the 4th parameter... wait no, it's `(body, up, down)` - actually let me check.
In Phaser 3, the worldbounds event sends: `body, up, down, left, right` where each is a boolean. So `up` means hit top bound, `down` means hit bottom bound, etc.
So my code `function (body, up, down)` - `up` is the 2nd parameter (top world bound hit?), `down` is3rd (bottom world bound hit?). Actually I think the naming might be confusing. Let me verify...
Actually the Phaser docs say: `worldbounds` event emits `(body, up, down, left, right)` where each boolean indicates if that world bound was hit. So:
- `up` = hit the top of the world (y=0)
- `down` = hit the bottom of the world (y=height)
So `if (down)` means the ball hit the bottom, which is what we want for losing a life. This is correct!
The code looks good. Let me also verify I'm handling the game-over scene reference correctly. In the `worldbounds` callback, `this` is the scene because of the 3rd argument to `.on()`. Good.
The game looks complete with:
- Paddle with keyboard (arrow keys) and mouse control
- Ball that bounces
- 6×10 brick wall with different colors and point values
- Score display
- Lives system (3 lives)
- Particle effects on brick destruction
- Win condition (all bricks destroyed)
- Game over when lives run out
- Launch mechanism (space or click)
- Paddle angle influence on ball direction
This should work!Both files are in place. Here's what the game includes: **Gameplay** - **Paddle** – controlled via **arrow keys** or **mouse pointer** - **Ball** – bounces off walls, paddle, and bricks; falls off the bottom costs a life (3 lives total) - **Bricks** – 6 rows × 10 columns, color-coded with different point values (top rows = more points) - **Launch** – click or press **SPACE** to serve the ball; it sits on the paddle until launched **Scoring & Progression** - Points per brick scale by row (60 → 10) - Particle burst on brick destroy (Phaser particle emitter, `ADD` blend) - **YOU WIN** screen when all 60 bricks are cleared → auto-restart - **GAME OVER** screen when lives hit 0 → auto-restart **Technical details** - 100 % procedurally-generated textures via `Graphics.generateTexture()` — zero external assets - Paddle–ball collision uses hit-position to angle the bounce, giving real control over direction - World-bounds event detects when the ball exits the bottom edge
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
Brick-breaker with paddle, ball, colorful brick wall, and score; click launches ball, bricks break, arrows move paddle.
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.