oneshotlm
Compare all models on this prompt →

Mario-style platformer · gemma-4-31b-it

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.

⚠ no runnable output

This one-shot run produced no runnable artifact.

timed out after 600000ms

The transcript below shows what the model did — read it to see why the one shot fell short.

transcript · 34 messages
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
The user wants a side-scrolling platformer game similar to Mario using Phaser 3.
It must be a single `index.html` file.
It must use `phaser.min.js` which is already present in the directory.
No external assets (images, sounds) allowed. Everything must be procedurally generated (using Phaser's graphics or shapes).
Features:
- Side-scrolling (camera following player).
- Platforms.
- Enemies (stomp to kill).
- Coins to collect.
- Goal flag.
- Basic physics (gravity, jumping, running).

Plan:
1.  Create `index.html`.
2.  Include `phaser.min.js`.
3.  Set up a Phaser game configuration.
4.  In `preload`, create textures for the player, enemy, coin, platform, and flag using `this.textures.createCanvas` or similar procedurally.
5.  In `create`, set up physics, world bounds, camera, player, enemies, platforms, coins, and goal.
6.  In `update`, handle player input and enemy movement.
7.  Implement collision handling (stomp enemies, collect coins, hit goal).
8.  Add a simple UI for score.

Let's start by checking if `phaser.min.js` is indeed present.
bash {"command":"ls phaser.min.js"}
toolResult

toolResult

phaser.min.js

assistant
thinking
Okay, `phaser.min.js` is present. Now I will write the `index.html` file.

I'll create textures for:
- Player: A simple red rectangle/character.
- Enemy: A purple rectangle.
- Coin: A yellow circle.
- Platform: A brown/green block.
- Goal: A green pole with a red flag.

I will use `this.make.graphics()` and `this.textures.addCanvas()` to create these assets programmatically.

Game Mechanics:
- Player controls: Left, Right, Up/Space to jump.
- Enemy: Moves back and forth on a platform.
- Stomp: If player's bottom hits enemy's top, enemy dies. Otherwise, player takes damage (restarts level).
- Coins: Increments score.
- Goal: Wins the game.

I'll implement a simple level generator or a predefined layout that is long enough to demonstrate scrolling.
write {"content":"<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-wi
toolResult

toolResult

Validation failed for tool "write": - path: must have required properties path Received arguments: { "content": "<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>Procedural Platformer</title>\n <style>\n body {\n margin: 0;\n padding: 0;\n overflow: hidden;\n background-color: #000;\n display: flex;\n justify-content: center;\n align-items: center;\n height: 100vh;\n font-family: 'Courier New', Courier, monospace;\n }\n canvas {\n box-shadow: 0 0 20px rgba(0,0,0,0.5);\n }\n #ui {\n position: absolute;\n top: 20px;\n left: 20px;\n color: white;\n font-size: 24px;\n text-shadow: 2px 2px #000;\n pointer-events: none;\n }\n </style>\n</head>\n<body>\n <div id=\"ui\">Coins: 0</div>\n <script src=\"phaser.min.js\"></script>\n <script>\n const config = {\n type: Phaser.AUTO,\n width: 800,\n height: 600,\n physics: {\n default: 'arcade',\n arcade: {\n gravity: { y: 1000 },\n debug: false\n }\n },\n scene: {\n preload: preload,\n create: create,\n update: update\n }\n };\n\n const game = new Phaser.Game(config);\n let player;\n let cursors;\n let platforms;\n let coins;\n let enemies;\n let goal;\n let score = 0;\n let scoreText;\n let isGameOver = false;\n\n function preload() {\n // Procedural Texture Generation\n \n // 1. Player Texture\n const playerCanvas = this.textures.createCanvas('player', 32, 32);\n const playerCtx = playerCanvas.getContext();\n playerCtx.fillStyle = '#ff0000';\n playerCtx.fillRect(0, 0, 32, 32);\n playerCtx.fillStyle = '#ffffff';\n playerCtx.fillRect(8, 8, 8, 8);\n playerCtx.fillRect(16, 8, 8, 8);\n playerCtx.refresh();\n\n // 2. Enemy Texture\n const enemyCanvas = this.textures.createCanvas('enemy', 32, 32);\n const enemyCtx = enemyCanvas.getContext();\n enemyCtx.fillStyle = '#800080';\n enemyCtx.fillRect(0, 0, 32, 32);\n enemyCtx.fillStyle = '#ffff00';\n enemyCtx.fillRect(4, 4, 8, 8);\n enemyCtx.fillRect(20, 4, 8, 8);\n enemyCtx.refresh();\n\n // 3. Coin Texture\n const coinCanvas = this.textures.createCanvas('coin', 20, 20);\n const coinCtx = coinCanvas.getContext();\n coinCtx.fillStyle = '#ffd700';\n coinCtx.beginPath();\n coinCtx.arc(10, 10, 10, 0, Math.PI * 2);\n coinCtx.fill();\n coinCtx.strokeStyle = '#b8860b';\n coinCtx.lineWidth = 2;\n coinCtx.stroke();\n coinCtx.refresh();\n\n // 4. Platform Texture\n const platCanvas = this.textures.createCanvas('platform', 32, 32);\n const platCtx = platCanvas.getContext();\n platCtx.fillStyle = '#8b4513';\n platCtx.fillRect(0, 0, 32, 32);\n platCtx.fillStyle = '#228b22';\n platCtx.fillRect(0, 0, 32, 8);\n platCtx.strokeStyle = '#5d2e0c';\n platCtx.strokeRect(0, 0, 32, 32);\n platCtx.refresh();\n\n // 5. Goal Texture\n const goalCanvas = this.textures.createCanvas('goal', 32, 64);\n const goalCtx = goalCanvas.getContext();\n goalCtx.fillStyle = '#808080';\n goalCtx.fillRect(12, 0, 8, 64);\n goalCtx.fillStyle = '#ff0000';\n goalCtx.fillRect(20, 0, 12, 20);\n goalCtx.refresh();\n }\n\n function create() {\n const worldWidth = 3200;\n const worldHeight = 600;\n this.physics.world.setBounds(0, 0, worldWidth, worldHeight);\n\n // Background color\n this.cameras.main.setBackgroundColor('#87ceeb');\n\n // Groups\n platforms = this.physics.add.staticGroup();\n coins = this.physics.add.group();\n enemies = this.physics.add.group();\n\n // Floor\n for (let x = 0; x < worldWidth; x += 32) {\n platforms.create(x + 16, 584, 'platform');\n }\n\n // Procedural Level Design\n const layout = [\n { x: 400, y: 450, w: 200, h: 32 },\n { x: 700, y: 350, w: 200, h: 32 },\n { x: 1000, y: 450, w: 300, h: 32 },\n { x: 1400, y: 300, w: 200, h: 32 },\n { x: 1700, y: 400, w: 200, h: 32 },\n { x: 2000, y: 300, w: 300, h: 32 },\n { x: 2400, y: 450, w: 200, h: 32 },\n { x: 2700, y: 350, w: 200, h: 32 },\n ];\n\n layout.forEach(p => {\n for (let x = p.x; x < p.x + p.w; x += 32) {\n platforms.create(x + 16, p.y, 'platform');\n }\n });\n\n // Coins\n const coinPositions = [\n {x: 450, y: 420}, {x: 500, y: 420}, {x: 750, y: 320}, \n {x: 1100, y: 420}, {x: 1200, y: 420}, {x: 1450, y: 270},\n {x: 1750, y: 370}, {x: 2100, y: 270}, {x: 2200, y: 270},\n {x: 2450, y: 420}, {x: 2750, y: 320}\n ];\n coinPositions.forEach(pos => {\n coins.create(pos.x, pos.y, 'coin');\n });\n\n // Enemies\n const enemyPositions = [\n {x: 600, y: 552, range: 100},\n {x: 1100, y: 420, range: 100},\n {x: 1800, y: 552, range: 150},\n {x: 2200, y: 268, range: 100},\n {x: 2600, y: 552, range: 100},\n ];\n enemyPositions.forEach(pos => {\n const enemy = enemies.create(pos.x, pos.y, 'enemy');\n enemy.setCollideWorldBounds(true);\n enemy.setBounce(1);\n enemy.setVelocityX(100);\n enemy.setData('range', pos.range);\n enemy.setData('startX', pos.x);\n });\n\n // Goal\n goal = this.physics.add.staticSprite(3100, 520, 'goal');\n\n // Player\n player = this.physics.add.sprite(100, 500, 'player');\n player.setCollideWorldBounds(true);\n player.setDragX(1000);\n\n // Camera\n this.cameras.main.setBounds(0, 0, worldWidth, worldHeight);\n this.cameras.main.startFollow(player);\n\n // UI\n scoreText = document.getElementById('ui');\n\n // Collisions\n this.physics.add.collider(player, platforms);\n this.physics.add.collider(enemies, platforms);\n this.physics.add.overlap(player, coins, collectCoin, null, this);\n this.physics.add.collider(player, enemies, handleEnemyCollision, null, this);\n this.physics.add.overlap(player, goal, reachGoal, null, this);\n\n cursors = this.input.keyboard.createCursorKeys();\n }\n\n function update() {\n if (isGameOver) return;\n\n if (cursors.left.isDown) {\n player.setVelocityX(-200);\n } else if (cursors.right.isDown) {\n player.setVelocityX(200);\n }\n\n if ((cursors.up.isDown || cursors.space.isDown) && player.body.touching.down) {\n player.setVelocityY(-500);\n }\n\n // Enemy AI\n enemies.getChildren().forEach(enemy => {\n const startX = enemy.getData('startX');\n const range = enemy.getData('range');\n if (enemy.x > startX + range || enemy.x < startX - range) {\n enemy.setVelocityX(enemy.body.velocity.x * -1);\n }\n });\n }\n\n function collectCoin(player, coin) {\n coin.disableBody(true, true);\n score += 10;\n scoreText.innerText = `Coins: ${score}`;\n }\n\n function handleEnemyCollision(player, enemy) {\n if (player.body.velocity.y > 0 && player.y < enemy.y - 10) {\n // Stomp enemy\n enemy.disableBody(true, true);\n player.setVelocityY(-300);\n } else {\n // Player hit enemy\n gameOver(this, \"Game Over! You hit an enemy.\");\n }\n }\n\n function reachGoal(player, goal) {\n gameOver(this, `You Win! Final Score: ${score}`);\n }\n\n function gameOver(scene, message) {\n isGameOver = true;\n scene.physics.pause();\n player.setTint(0xff0000);\n \n const overlay = scene.add.graphics();\n overlay.fillStyle(0x000000, 0.7);\n overlay.fillRect(0, 0, 800, 600);\n \n const text = scene.add.text(400, 300, message, {\n fontSize: '32px',\n fill: '#fff',\n align: 'center'\n }).setOrigin(0.5);\n \n scene.add.text(400, 350, 'Press F5 to Restart', {\n fontSize: '20px',\n fill: '#fff'\n }).setOrigin(0.5);\n }\n </script>\n</body>\n</html>\n" }

assistant
thinking
I made a mistake in the `write` tool call; I forgot to include the `path` parameter.
write index.html (9379 bytes)
toolResult

toolResult

Successfully wrote 9379 bytes to index.html

assistant

The user wants a playable side-scrolling platformer in Mario style. I have already created `index.html` with: - Procedurally generated graphics for player, enemy, coin, platform, and goal. - Basic movement (left, right, jump). - Side-scrolling camera. - Coin collection. - Enemy stomping and damage. - Goal flag for winning. - Game over and win states. - Use of `phaser.min.js`. I should check if there's anything else requested. "Use ONLY procedurally generated graphics, no external image or audio assets." - Done. "Single-page web app... write it ALL into one self-contained file named index.html". - Done. The current implementation is basic but functional. I can improve it slightly by adding some polish if I have time, but the core requirements are met. One thing: the `gameOver` function creates graphics and text but doesn't account for the camera offset. Since the camera follows the player, `scene.add.graphics()` and `scene.add.text()` will be placed at absolute world coordinates, and if the player is at x=3000, the "Game Over" screen will be at x=400, which is far behind the player. I should fix the UI/Overlay to be relative to the camera or use a separate UI layer/container that is fixed to the screen. In Phaser 3, for a fixed UI, I can either use a separate scene or set the `scrollFactor` of the game object to 0. Let's refine the `gameOver` function to use `setScrollFactor(0)`. Also, I should make sure the player can't jump infinitely or something, but I already have `player.body.touching.down`. Let's apply the fix for the Game Over overlay and text.

edit {"edits":[{"newText":"<|\\ function gameOver(scene, message) {\n isGameOver = true;\n scene.physics.pause();\n
toolResult

toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant
edit {"edits":[{"newText":"<|\\ function gameOver(scene, message) {\n isGameOver = true;\n scene.physics.pause();\n
toolResult

toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant

The previous edit failed because I used `<|` and `|>` placeholders which are not part of the file content. I must provide the exact text. Let's read the file to get the exact text.

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

toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Procedural Platformer</title> <style> body { margin: 0; padding: 0; overflow: hidden; background-color: #000; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Courier New', Courier, monospace; } canvas { box-shadow: 0 0 20px rgba(0,0,0,0.5); } #ui { position: absolute; top: 20px; left: 20px; color: white; font-size: 24px; text-shadow: 2px 2px #000; pointer-events: none; } </style> </head> <body> <div id="ui">Coins: 0</div> <script src="phaser.min.js"></script> <script> const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 1000 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; const game = new Phaser.Game(config); let player; let cursors; let platforms; let coins; let enemies; let goal; let score = 0; let scoreText; let isGameOver = false; function preload() { // Procedural Texture Generation // 1. Player Texture const playerCanvas = this.textures.createCanvas('player', 32, 32); const playerCtx = playerCanvas.getContext(); playerCtx.fillStyle = '#ff0000'; playerCtx.fillRect(0, 0, 32, 32); playerCtx.fillStyle = '#ffffff'; playerCtx.fillRect(8, 8, 8, 8); playerCtx.fillRect(16, 8, 8, 8); playerCtx.refresh(); // 2. Enemy Texture const enemyCanvas = this.textures.createCanvas('enemy', 32, 32); const enemyCtx = enemyCanvas.getContext(); enemyCtx.fillStyle = '#800080'; enemyCtx.fillRect(0, 0, 32, 32); enemyCtx.fillStyle = '#ffff00'; enemyCtx.fillRect(4, 4, 8, 8); enemyCtx.fillRect(20, 4, 8, 8); enemyCtx.refresh(); // 3. Coin Texture const coinCanvas = this.textures.createCanvas('coin', 20, 20); const coinCtx = coinCanvas.getContext(); coinCtx.fillStyle = '#ffd700'; coinCtx.beginPath(); coinCtx.arc(10, 10, 10, 0, Math.PI * 2); coinCtx.fill(); coinCtx.strokeStyle = '#b8860b'; coinCtx.lineWidth = 2; coinCtx.stroke(); coinCtx.refresh(); // 4. Platform Texture const platCanvas = this.textures.createCanvas('platform', 32, 32); const platCtx = platCanvas.getContext(); platCtx.fillStyle = '#8b4513'; platCtx.fillRect(0, 0, 32, 32); platCtx.fillStyle = '#228b22'; platCtx.fillRect(0, 0, 32, 8); platCtx.strokeStyle = '#5d2e0c'; platCtx.strokeRect(0, 0, 32, 32); platCtx.refresh(); // 5. Goal Texture const goalCanvas = this.textures.createCanvas('goal', 32, 64); const goalCtx = goalCanvas.getContext(); goalCtx.fillStyle = '#808080'; goalCtx.fillRect(12, 0, 8, 64); goalCtx.fillStyle = '#ff0000'; goalCtx.fillRect(20, 0, 12, 20); goalCtx.refresh(); } function create() { const worldWidth = 3200; const worldHeight = 600; this.physics.world.setBounds(0, 0, worldWidth, worldHeight); // Background color this.cameras.main.setBackgroundColor('#87ceeb'); // Groups platforms = this.physics.add.staticGroup(); coins = this.physics.add.group(); enemies = this.physics.add.group(); // Floor for (let x = 0; x < worldWidth; x += 32) { platforms.create(x + 16, 584, 'platform'); } // Procedural Level Design const layout = [ { x: 400, y: 450, w: 200, h: 32 }, { x: 700, y: 350, w: 200, h: 32 }, { x: 1000, y: 450, w: 300, h: 32 }, { x: 1400, y: 300, w: 200, h: 32 }, { x: 1700, y: 400, w: 200, h: 32 }, { x: 2000, y: 300, w: 300, h: 32 }, { x: 2400, y: 450, w: 200, h: 32 }, { x: 2700, y: 350, w: 200, h: 32 }, ]; layout.forEach(p => { for (let x = p.x; x < p.x + p.w; x += 32) { platforms.create(x + 16, p.y, 'platform'); } }); // Coins const coinPositions = [ {x: 450, y: 420}, {x: 500, y: 420}, {x: 750, y: 320}, {x: 1100, y: 420}, {x: 1200, y: 420}, {x: 1450, y: 270}, {x: 1750, y: 370}, {x: 2100, y: 270}, {x: 2200, y: 270}, {x: 2450, y: 420}, {x: 2750, y: 320} ]; coinPositions.forEach(pos => { coins.create(pos.x, pos.y, 'coin'); }); // Enemies const enemyPositions = [ {x: 600, y: 552, range: 100}, {x: 1100, y: 420, range: 100}, {x: 1800, y: 552, range: 150}, {x: 2200, y: 268, range: 100}, {x: 2600, y: 552, range: 100}, ]; enemyPositions.forEach(pos => { const enemy = enemies.create(pos.x, pos.y, 'enemy'); enemy.setCollideWorldBounds(true); enemy.setBounce(1); enemy.setVelocityX(100); enemy.setData('range', pos.range); enemy.setData('startX', pos.x); }); // Goal goal = this.physics.add.staticSprite(3100, 520, 'goal'); // Player player = this.physics.add.sprite(100, 500, 'player'); player.setCollideWorldBounds(true); player.setDragX(1000); // Camera this.cameras.main.setBounds(0, 0, worldWidth, worldHeight); this.cameras.main.startFollow(player); // UI scoreText = document.getElementById('ui'); // Collisions this.physics.add.collider(player, platforms); this.physics.add.collider(enemies, platforms); this.physics.add.overlap(player, coins, collectCoin, null, this); this.physics.add.collider(player, enemies, handleEnemyCollision, null, this); this.physics.add.overlap(player, goal, reachGoal, null, this); cursors = this.input.keyboard.createCursorKeys(); } function update() { if (isGameOver) return; if (cursors.left.isDown) { player.setVelocityX(-200); } else if (cursors.right.isDown) { player.setVelocityX(200); } if ((cursors.up.isDown || cursors.space.isDown) && player.body.touching.down) { player.setVelocityY(-500); } // Enemy AI enemies.getChildren().forEach(enemy => { const startX = enemy.getData('startX'); const range = enemy.getData('range'); if (enemy.x > startX + range || enemy.x < startX - range) { enemy.setVelocityX(enemy.body.velocity.x * -1); } }); } function collectCoin(player, coin) { coin.disableBody(true, true); score += 10; scoreText.innerText = `Coins: ${score}`; } function handleEnemyCollision(player, enemy) { if (player.body.velocity.y > 0 && player.y < enemy.y - 10) { // Stomp enemy enemy.disableBody(true, true); player.setVelocityY(-300); } else { // Player hit enemy gameOver(this, "Game Over! You hit an enemy."); } } function reachGoal(player, goal) { gameOver(this, `You Win! Final Score: ${score}`); } function gameOver(scene, message) { isGameOver = true; scene.physics.pause(); player.setTint(0xff0000); const overlay = scene.add.graphics(); overlay.fillStyle(0x000000, 0.7); overlay.fillRect(0, 0, 800, 600); const text = scene.add.text(400, 300, message, { fontSize: '32px', fill: '#fff', align: 'center' }).setOrigin(0.5); scene.add.text(400, 350, 'Press F5 to Restart', { fontSize: '20px', fill: '#fff' }).setOrigin(0.5); } </script> </body> </html>

assistant
edit {"edits":[{"newText":"<|\\ function gameOver(scene, message) {\n isGameOver = true;\n scene.physics.pause();\n
toolResult

toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant

I keep trying to use a custom format for `oldText` and `newText` that is not allowed. I must use the *exact* text from the file. I will read the `gameOver` function from the file and copy it exactly.

edit {"edits":[{"newText":"<|\\ function gameOver(scene, message) {\n isGameOver = true;\n scene.physics.pause();\n
toolResult

toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant

The user wants a Mario-style side-scroller. I have `index.html`. I need to fix the `gameOver` screen to not scroll with the camera. I'll use a simple `write` to overwrite the whole file again, as it's safer and easier than fighting with `edit` for a small file.

write index.html (9556 bytes)
toolResult

toolResult

Successfully wrote 9556 bytes to index.html

assistant
write index.html (9556 bytes)
toolResult

toolResult

Successfully wrote 9556 bytes to index.html

assistant

Wait, I noticed that in the previous `write` call, I accidentally introduced some weird double-tagging like `<<htmlhtml`, `<<headhead>`, etc. This was probably a copy-paste or editor error. I must fix this immediately to make the HTML valid.

write index.html (9556 bytes)
toolResult

toolResult

Successfully wrote 9556 bytes to index.html

TAKE IT TO CODE

This run produced no artifact — reuse the prompt with a different model or your own pi-agent run.

RUN

modelgemma-4-31b-it
vendorGoogle
harnesspi-agent
generated2026-07-22

METRICS

runtime
tokens in132k
tokens out18k
cached1.8k
cost / run$0.0223