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Brick breaker · mimo-v2.5

Output saved · Timed out Cost / run $0.0051 Runtime 900.1s

The 15-minute session limit cut this run off. The output is the HTML saved at that point.

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

modelmimo-v2.5
vendorXiaomi · MiMo
harnesspi 0.87.1 · browser iteration
generated2026-10-09

METRICS

runtime900.1s
tokens in152k
tokens out12k
cached138k
cost / run$0.0051
Transcript · 31 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
thinking
Let me check the directory first.
→ bash {"command":"ls -la /tmp/job-qm5E3y && ls -la /tmp/job-qm5E3y/*.js 2>/dev/null | head"}
toolResult

total 1168 drwx------ 3 node node 4096 Oct 9 01:00 . drwxrwxrwt 6 root root 4096 Oct 9 01:00 .. drwxr-xr-x 3 node node 4096 Oct 9 01:00 .home -rw-r--r-- 1 node node 1181917 Oct 9 01:00 phaser.min.js -rw-r--r-- 1 node node 1181917 Oct 9 01:00 /tmp/job-qm5E3y/phaser.min.js

assistant
thinking
Build a brick-breaker game. Let me write index.html.

Design: 960x640 canvas. Phaser 3 with arcade physics.

Key elements:
- Playfield bounds
- Paddle (rectangle, keyboard left/right + pointer)
- Ball (circle texture generated)
- Bricks grid
- Score, lives, state (READY, PLAYING, WIN, GAMEOVER)
- Launch control (visible button in DOM overlay or Phaser text/button)
- Restart button

Use DOM overlay for controls description and Launch/Restart buttons. Simpler: use Phaser text objects that are interactive, plus DOM buttons. I'll do DOM buttons positioned over the canvas — easier to click and verify.

Actually to keep it robust, do a DOM overlay with buttons plus keyboard support (Space launches, R restarts).

Generated textures: use Phaser Graphics generateTexture for paddle, ball, brick (with different colors — generate per color), plus background.

Physics: circle body with bounce1, collide with bricks and walls. Ball-brick: on collide, destroy brick, score+1. Paddle bounce: angle based on hit offset.

Use manual velocity rather than gravity. Arcade physics, body.setBounce(1,1), setCollideWorldBounds(true) with onWorldBounds to bounce off walls. Ball must pass below paddle — so ball should NOT collide with bottom world bound. So setCollideWorldBounds(false) and handle wall collisions manually via checking x/y, or use world bounds callback with specific sides.

Simplest: check ball position each update:
- if x < radius: x = radius, vx = abs(vx)
- if x > W - radius: x = W-radius, vx = -abs(vx)
- if y < radius: y = radius, vy = abs(vy)
- if y > H + radius: lose life

That avoids needing physics collisions for walls. For bricks and paddle, use overlap checks manually too? Could use arcade physics with manual velocity. Since I'm manually controlling velocity, physics bodies still work for overlap detection. But overlapping with bricks — I could just do manual AABB check each frame, which is more deterministic. But physics collider handles brick destruction cleanly.

I'll do manual checks for everything — simpler and fully deterministic, no physics needed except body positions. Actually I could use no physics at all and just do game logic in update(). But Phaser is required — using it as framework is fine. Let me use arcade physics with manual velocity setting, and colliders for bricks (onCollider destroys and reflects). Hmm, reflection with manual velocity: collider callback sets ball velocity manually after bounce, fine.

Let me go manual for full control:

```js
update(time, delta) {
  // paddle movement
  // ball resting on paddle in READY  // ball move: x += vx*dt, y += vy*dt
  // wall checks
  // paddle AABB collision: if ball moving down and overlap -> bounce with angle
  // brick loop: AABB overlap -> destroy, reflect based on minimal penetration axis
}
```

This is robust. Use Phaser for rendering, input, scene management, textures from Graphics.

Brick collision reflection: compute overlap in x and y; reflect on axis of least penetration and push out.

Paddle: paddle is a rounded rect drawn with graphics texture. Use rectangle-ish. Ball speed constant magnitude: keep speed fixed at e.g. 380 px/s, adjust components.

Life lost when ball.y - radius > H (fully below). Actually below paddle: ball falls below playfield. Lose when ball.y > H + ballRadius.

Score display: DOM or Phaser text. Use Phaser text.

Launch control: DOM button overlaying canvas area. Position absolute over container.

Let me also handle mouse move paddle, and prevent mouse controlling paddle during... fine always.

Restart: from WIN or GAMEOVER states, show restart button; also R key.

Win: all bricks destroyed -> state WIN, ball hidden/stopped, show overlay.

Let me write it.

Structure:
- #game container with canvas
- #ui overlay: top bar with Score/Lives/Message, bottom controls text, Launch button, Restart button.

Better: put HUD as DOM elements too, styled. Phaser scene renders game field + bricks. Simplest and looks decent.

Canvas size: 800x600. Bricks: 10 cols x 6 rows. Brick width: (800 - 2*40 - 9*6)/10 = (800-80-54)/10 = 66.6 → let me compute: margin 30, gap 5, cols 10: brickW = (800 - 60 - 9*5)/10 = (800-60-45)/10 = 69.5 → use 69. brickH = 24. Rows start y=70.

Paddle: width 120, height 18, y = H - 40.

Ball radius 9.

Speed increases slightly per brick? Keep constant 360, maybe increase slightly to max. Keep constant for predictability, plus add slight increase capped.

Let me write the file.

Textures: create with Graphics:
- paddle: rounded rect white- ball: circle white
- brick: per color rounded rect

Use tint for bricks from a color array: one brick texture white, then sprite.setTint(color). Simpler.

Edge glow on bricks: graphics can draw fill + lineStyle. Generate one texture "brick" white with rounded fill and lighter top highlight; tint works ok.

Manual AABB ball vs brick: ball treated as circle vs rect — use expanded rect check with circle center distance.

Collision code:

```js
const cx = clamp(ball.x, rect.x, rect.x+w);
const dy = ball.y - cy...
```
Standard circle-rect: nearest point on rect to circle center, dist < r → collision. Reflect: compute penetration axis.

For reflection direction: compare overlap amounts:
```js
const overlapX = (bw/2 + r) - Math.abs(ball.x - bcx);
const overlapY = (bh/2 + r) - Math.abs(ball.y - bcy);
if (overlapX < overlapY) vx = sign * Math.abs(vx) ... 
```
Push out as well.

Paddle bounce: when ball.vy > 0 and ball bottom >= paddle top and ball center within x range (with radius) and ball.y < paddle.y + paddle.h:

```js
const hit = (ball.x - paddle.cx) / (paddle.w/2); // -1..1
let angle = hit * (Math.PI/3); // max 60deg
vx = speed*sin(angle); vy = -speed*cos(angle);
```

Ensure minimum |vy| so ball doesn't go horizontal: angle max 60° gives vy = -speed*0.5, fine.

Keyboard: cursors + A/D, Space to launch, R to restart. Also pointer.

State machine: 'ready', 'playing', 'won', 'over'. On 'won'/'over' show overlay panel with Restart.

Lives display: hearts via text '♥♥♥' — use simple text 'Lives: 3'. Avoid emoji issues; use unicode hearts may render as emoji. Use '● ● ●' or just number. I'll use circles drawn as DOM dots... simpler: text "Lives: 3". Fine but let me add small colored dots via DOM spans. Keep text.

Message when ready: "Press SPACE or click LAUNCH". Show in DOM overlay center.

Write it now.
→ write /tmp/job-qm5E3y/index.html (20092 bytes)
toolResult

Successfully wrote to /tmp/job-qm5E3y/index.html

assistant
thinking
Now run in browser and check. Let's reload and screenshot.
→ bash {"command":"cd /tmp/job-qm5E3y && ls && node -e \"console.log('node ok')\""}
toolResult

index.html phaser.min.js node ok

assistant
thinking
phaser.min.js seems missing from ls? Actually ls shows index.html and phaser.min.js — wait, output shows "index.html\nphaser.min.js". Yes both there. Good.

Now open in browser. The browser tool works with index.html — probably a runner. Let's reload/screenshot.
→ bash {"command":"cd /tmp/job-qm5E3y && (python3 -m http.server 8901 >/dev/null 2>&1 &) ; sleep 1; curl -s -o /dev/null -w \"%{http_code}\\n\" htt
toolResult

/bin/bash: line 1: curl: command not found Command exited with code 127

assistant
thinking
The browser tool probably runs on index.html directly via file://. Let's just reload/screenshot.
→ bash {"command":"cd /tmp/job-qm5E3y && python3 -m http.server 8901 >/dev/null 2>&1 & sleep 1; python3 - <<'EOF'\nimport urllib.request\nprint(url
toolResult

/bin/bash: line 1: python3: command not found Command exited with code 127

assistant
thinking
No python. Just use the browser tool which likely loads index.html directly.
→ bash {"command":"which python python3 node npx busybox 2>/dev/null; ls /usr/local/bin 2>/dev/null | head -20"}
toolResult

/usr/local/bin/node /usr/local/bin/npx corepack docker-entrypoint.sh node nodejs npm npx yarn yarnpkg

assistant
thinking
No python. The browser tool probably loads index.html directly. Let me just use the browser tool.
→ bash {"command":"cd /tmp/job-qm5E3y && cat > /tmp/serve.js <<'EOF'\nconst http=require('http'),fs=require('fs'),path=require('path');\nhttp.creat
toolResult

up

assistant
thinking
Now use the browser tool. Does it support specifying a URL? The tool signature has no URL param — probably it opens the index.html in cwd. Let's just reload/screenshot.
→ bash {"command":"sleep 1; node -e \"require('http').get('http://localhost:8901/index.html',r=>{console.log(r.statusCode)}).on('error',e=>console.
toolResult

200

assistant
thinking
Now use the browser tool to load the file. The browser tool likely loads index.html directly. Let me try reload and screenshot.
→ bash {"command":"node -e \"require('http').get('http://localhost:8901/phaser.min.js',r=>{console.log(r.statusCode,r.headers['content-length'])}).
toolResult

200 undefined

assistant
thinking
Now let's use the browser tool. The browser tool likely opens index.html in the cwd. Let me try reload/screenshot.
→ bash {"command":"node -e \"\nconst fs=require('fs');const html=fs.readFileSync('/tmp/job-qm5E3y/index.html','utf8');\n// crude sanity checks\ncon
toolResult

phaser tag: true has CDN: false

assistant
thinking
Now let me check whether the environment provides a browser tool. The instructions mention browser tools — but I don't see a `browser` tool in my available functions. Only bash, edit, read, write. So I should verify with a headless approach using node — maybe there's playwright/puppeteer available? Let me check.
→ bash {"command":"ls /app 2>/dev/null; ls node_modules 2>/dev/null | head; npm ls -g --depth=0 2>/dev/null | head -20; find / -maxdepth 4 -name \"
toolResult

pipeline runner shared /usr/local/lib +-- corepack@0.35.0 `-- npm@11.16.0 /opt/playwright /app/pipeline/node_modules/playwright-core /app/pipeline/node_modules/playwright

assistant
thinking
Playwright available. Let me write a test script to load the page and drive it.
→ bash {"command":"cd /tmp && cat > /tmp/test.js <<'EOF'\nconst { chromium } = require('/app/pipeline/node_modules/playwright');\n(async () => {\n
toolResult

INITIAL {"ok":true,"state":"ready","score":0,"lives":3,"aliveBricks":60,"paddleX":400,"ballX":400,"ballY":553,"canvasW":800} LAUNCHED {"state":"playing","vx":-18.23116377138306,"vy":-359.53807123521847} TRACK {"brickHits":2,"paddleBounces":0,"wallBounces":0,"firstBrickScore":1,"offscreen":false,"vyFlip":[{"y":240,"vy":360},{"y":545,"vy":-302},{"y":249,"vy":302}],"wallOrBrickX":null} AFTER PLAY {"state":"ready","score":2,"lives":2,"aliveBricks":58} ERRORS []

assistant
thinking
The game works: launched, bricks destroyed (60→58, score 2), a paddle bounce happened at y=545 (vy flipped from +360 to -302 — that's the paddle bounce). Then a life was lost (lives 3→2, state back to ready). Hmm wait, vyFlip shows y:249 vy:302 — that means the ball went up to y=249 then came back down at 302? Wait vy=302 means going down at y=249? That seems odd — after bouncing off paddle at y=545 with vy=-302 (going up), it reached y=249 and vy became +302? That's a full stop and reverse... Actually vy=302 at y=249 means it flipped to downward at y=249. That would be a brick collision on the underside of a brick (bottom of brick row). Bricks bottom at BRICK_TOP + 6*(24+5) - 5 = 62 + 174 - 5 = 231. Hmm the bottom edge of the lowest brick row is at cy of last row + h/2 = 62 + 5*29 + 12 + 12 = wait let me compute: cy for r=5 = 62 + 5*29 + 12 = 62+145+12 = 219. Bottom = 219+12 = 231. So at y=249 the ball (r=9) top edge at 240 < 231... hmm ball center 249, top at 240, which is 9px below brick bottom 231 — no overlap. Actually vy flip recorded at the moment vy changed; the ball's position is sampled every 8ms so the y recorded may be after the bounce. Ball moving up at302px/s = 5px per frame, so it could have hit the brick bottom around y=231+... hmm. Whatever — it bounced off a brick underside, which is correct behavior.

Then the ball eventually fell below the paddle → lost a life, state back to "ready". Good.

Now let me test: paddle movement with keyboard/mouse, paddle staying inside playfield, win state, restart, game over. Let me also test paddle bounds by moving mouse far right/left.

Also I want to check the screenshot for visuals.
→ read {"path":"/tmp/shot1.png"}
toolResult

Read image file [image/png]

[Browser image supplied to model]

assistant
thinking
The game looks good. Initial state:60 bricks, score 0, 3 lives, ball on paddle, overlay with Launch.

The TRACK shows: vyFlip at y=240 (top wall), y=545 (paddle bounce — vy from360 to -302, correct paddle bounce since it slows slightly... actually speed should be constant 360; -302 suggests the angle redirect reduced vy due to bounce angle. Fine.), y=249 (brick hit). brickHits=2, offscreen=false, and after play lives=2 state=ready — so a life was lost. Score=2, aliveBricks=58.

Wait, vyFlip at y=249 with vy going from -302 to302? That means the ball bounced off the bottom of a brick (vy sign flip) — a brick hit reflected downward, which then made the ball miss the paddle and lose a life. That's plausible. Score went to 2, so 2 bricks were destroyed, each scoring once. Good — score increments once per brick.

Let me verify more explicitly:
1. Brick hit removes brick and score increases once — confirmed (aliveBricks 58, score 2).
2. Paddle stays inside playfield — need to test with keyboard/mouse at extremes.
3. Ball direction changes on paddle/wall contact — confirmed (vy flips).
4. Win state and game over + restart.

Let me test paddle clamping and a forced win/lose scenario. Also test space launch and mouse paddle control.

One thing to check: the `pointerX` handling — pointermove updates pointerX, but the paddle follows mouse even at ready state. That's fine.

Potential issue: after keyboard move, `this.pointerX = null`, so mouse control resumes on next pointermove. Fine.

Another issue: mouse move event on Phaser input only fires when pointer is over the canvas. Good.

Let me test:
- Paddle clamping: press ArrowRight held long, check paddle.x max = 800 - 58 = 742.
- Mouse to far right: mouse move to x beyond canvas.
- Space launch works.
- Force win: destroy all bricks via evaluate calling destroyBrick.
- Force lose: set lives=1, drop ball.

Also, one edge: in loseLife when lives>0, goReady() then overlaySub updated. But goReady also shows the overlay — good, ball rests on paddle.

But wait: goReady shows overlay with 'Launch' button, and it resets state to READY. The pointerdown handler launches when clicking on canvas during ready state. Overlay covers the canvas so clicking is on overlay, which does nothing (overlay div isn't a button). Fine — there's the Launch button.

Hmm, one issue: overlay covers canvas during READY; pointermove won't reach canvas during ready so paddle can't be moved by mouse in ready state. That's a minor UX issue. Could set overlay pointer-events: none except buttons. Let me make the overlay background click-through: set `pointer-events: none` on overlay and `pointer-events: auto` on the button. Then clicks on canvas during ready will launch (already handled) and mouse paddle movement works while ready. That's better.

Let me also verify the game over when lives run out and restart restores.

Let me make the overlay change and run more tests.

The game runs correctly. Let me improve mouse control during the ready overlay and run deeper verification.

→ edit {"path":"/tmp/job-qm5E3y/index.html","edits":[{"oldText":" border-radius: 10px;\n text-align: center;\n padding: 20px;\n }","newTe
toolResult

Successfully replaced 1 block(s) in /tmp/job-qm5E3y/index.html.

assistant
thinking
Wait — if overlay is pointer-events none, clicking on canvas during ready triggers pointerdown → launch. That's fine (click launches). Good.

Now deeper verification test: paddle clamping, space launch, win state, restart, game over.
→ bash {"command":"cd /tmp && cat > /tmp/test2.js <<'EOF'\nconst { chromium } = require('/app/pipeline/node_modules/playwright');\n(async () => {\n