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Mario-style platformer · claude-opus-5

Using the pre-provided phaser.min.js (global Phaser), build a playable side-scrolling platformer in the classic Mario style: run and jump across scrolling platforms, stomp enemies, collect coins, and reach a goal flag. Use ONLY procedurally generated graphics, no external image or audio assets.

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user

Using the pre-provided phaser.min.js (global Phaser), build a playable side-scrolling platformer in the classic Mario style: run and jump across scrolling platforms, stomp enemies, collect coins, and reach a goal flag. Use ONLY procedurally generated graphics, no external image or audio assets.

assistant
thinking
I'm going to create a single HTML file using Phaser and check which version to use.
bash {"command":"ls -la /tmp/ws; grep -o 'VERSION[^,]\\{0,30\\}' phaser.min.js | head -5"}
toolResult

total 1156 drwxr-sr-x. 2 node node 27 Aug 3 00:23 . drwxrwsrwx. 3 root node 16 Aug 3 00:23 .. -rw-r--r--. 1 node node 1181917 Aug 3 00:23 phaser.min.js VERSION:"3.80.1" VERSION+" / https://phaser.io");else{ VERSION+" ("+i+" | "+n+")"))

assistant
thinking
I'm building a Phaser 3 game with procedurally generated levels, arcade physics, and no external assets—everything from textures to audio will be created on the fly. The level will feature ground segments with gaps, floating platforms, coins, enemies styled like goombas, and a goal flag, with the player as a simple rectangle and a camera that follows them.

For visuals, I'm generating sprite textures procedurally: ground and grass tiles, brick blocks, coins with a shine effect, player animations for idle and running states plus jumping, enemy sprites, a flag with pole, and background decorative elements like clouds and hills. Player movement uses arrow keys or WASD with spacebar to jump, implementing variable jump height and coyote time for better feel. Combat works via stomp mechanics—if the player lands on an enemy from above with downward velocity, the enemy dies and the player bounces; otherwise the player takes damage and respawns. Enemies patrol the level, turning at edges by detecting collisions with platforms or checking for ground ahead.

The HUD displays score, coins, lives, and a timer using Phaser text objects with a fixed camera position. I'm generating levels procedurally with a seeded random system, creating a column-based structure about 200 tiles wide where each column has a ground height determining how many solid tiles stack from the bottom. The flag sits at the end on a raised platform. The camera follows the player within the level bounds, and falling below the world triggers a respawn or life loss. Now I'm setting up the texture generation using Phaser's graphics system.

For the player, I'm drawing a simple Mario-style character with a red cap, skin face, blue overalls, and brown shoes in a 24x32 texture with a collision body slightly smaller. Enemies are brown mushroom-shaped sprites. I'm also adding question blocks that release coins when the player hits them from below by checking if the player's body is blocked upward and positioned below the block. For animations, I'm creating a spritesheet-like canvas texture with multiple frames.

Setting up sprite sheet frames... Defining the pixel art character... I'll define a function to generate player frames with different leg positions, then create a few animation variants including a jump state. For the enemy goomba, I'm scaling up the 14x12 art. The coin will spin by drawing circles with varying ellipse widths. Now I'm setting up the game constants—keeping the tile size at 32 pixels with a canvas of 832x448 to fit 14 rows.

For the level, the ground sits at rows 12-13 with mostly 2-tile heights and occasional 3-4 tile stairs. I'm generating gaps procedurally between 2-3 columns wide to keep them jumpable given the player's jump physics. Floating platforms will float around rows 8-9 with coins and brick blocks scattered above them, and enemies will patrol both ground and platform levels. I'm tracking solid tiles in a Set for collision detection so enemies can properly sense ledges.

At the end of the level, I'm placing a flag pole at column W-6 on the ground that triggers a win state with "LEVEL COMPLETE" text and an animated flag slide. Players can restart with R. The HUD displays score, coins, lives, and time, and I'm using a WebAudio helper to play sound effects throughout.
write /tmp/ws/index.html (30676 bytes)
toolResult

Successfully wrote 30676 bytes to /tmp/ws/index.html

assistant

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

modelclaude-opus-5
vendorAnthropic · Claude
harnesspi-agent
generated2026-08-03

EVALUATION

1/5 broken

JS error prevented rendering; only a control legend shows, no game content or interactivity.

off-prompt

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 click0.0%
on drag0.0%
on wheel0.0%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread2.1 / 255
console errors0
js errors
  • Invalid or unexpected token

METRICS

runtime213.6s
tokens in5.1k
tokens out19k
cached4.7k
cost / run$0.4814