Mario-style platformer · muse-ember
Output generated Cost / run $0.0122 Runtime 48.3s
Prompt for this run
Build a playable side-scrolling platformer using the provided Phaser library, with a classic Mario-inspired visual style. 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: - Provide one completable scrolling level with solid platforms, gaps, collectible coins, patrolling enemies, and a goal flag. - Use Left/Right or A/D to run and Space to jump. Display the controls. Apply gravity and platform collision; prevent repeated mid-air jumping. - Landing on an enemy from above defeats it and bounces the player upward. Side contact or falling into a gap causes a loss state. - Collecting a coin removes it and increases the displayed count once. Reaching the goal flag shows a win state. - Keep the camera following the player within level bounds. Provide Restart that resets coins, enemies, player, and camera. - Generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Test running and jumping near the starting area. Check landing on a nearby platform and camera following as the player moves. Use Restart and check that the initial player position, visible coins, and camera position return.
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.
METRICS
Transcript · 27 messages
Build a playable side-scrolling platformer using the provided Phaser library, with a classic Mario-inspired visual style. 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: - Provide one completable scrolling level with solid platforms, gaps, collectible coins, patrolling enemies, and a goal flag. - Use Left/Right or A/D to run and Space to jump. Display the controls. Apply gravity and platform collision; prevent repeated mid-air jumping. - Landing on an enemy from above defeats it and bounces the player upward. Side contact or falling into a gap causes a loss state. - Collecting a coin removes it and increases the displayed count once. Reaching the goal flag shows a win state. - Keep the camera following the player within level bounds. Provide Restart that resets coins, enemies, player, and camera. - Generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Test running and jumping near the starting area. Check landing on a nearby platform and camera following as the player moves. Use Restart and check that the initial player position, visible coins, and camera position return.
thinking
{"command":"pwd; ls -lh; ls -lh phaser.min.js 2>&1 | head"}/tmp/job-KRcFtd total 1.2M -rw-r--r-- 1 node node 1.2M Nov 10 01:07 phaser.min.js -rw-r--r-- 1 node node 1.2M Nov 10 01:07 phaser.min.js
thinking
Designing a single-file Phaser platformer with arcade physics, collision handling, and controls for movement, jumping, and enemy interactions.Adding level layout, enemy patrol logic, and reset handling for win and loss states.
index.html (17645 bytes)Successfully wrote to index.html
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{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
thinking
{"action":"key","text":"ArrowRight"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x297c0017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
thinking
{"path":"index.html","edits":[{"oldText":" for(let i=0;i<9;i++) this.add.image(180+i*360,470,'hill').setScrollFactor(0.5).setDepth(0).sSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x17a400174e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x17a400174e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x17a400174e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x17a400174e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
thinking
{"path":"index.html","edits":[{"oldText":" player=this.physics.add.sprite(80,420,'player'); player.setDepth(4);","newText":" playeSuccessfully replaced 2 block(s) in index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
thinking
{"action":"motion"}Frame 1, +0ms
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Frame 2, +681ms
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Frame 3, +1342ms
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Frame 4, +1998ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
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{"action":"key","text":"d"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
thinking
{"action":"click","x":1010,"y":45}Frame 1, +0ms
[Browser image supplied to model]
{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x26bc00178e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"SUPER PLATFORM ADVENTURE\n🪙 COINS: 0 / 25\n▶ PLAYING\n↻ RESTART\n◀ ▶ or A D — Run\nSPACE — Jump (only on ground!)\nStomp enemies from above • Avoid sides & pits • Reach the flag! 🚩\nTip: Jump on a Goomba's head to bounce. Side contact ends the run!","images":"attached"}
thinking
{"command":"ls -lh index.html; grep -n \"http\\|cdn\\|src=\" index.html; grep -c \"phaser.min.js\" index.html"}-rw-r--r-- 1 node node 18K Nov 10 01:08 index.html 53:<script src="phaser.min.js"></script> 1
thinking
Built `index.html` — a self-contained Phaser side-scroller (local `phaser.min.js` only, all textures generated with Phaser Graphics, no external assets/CDNs). **Features implemented:** - 3200px scrolling level with ground segments, gaps/pits, 11 floating platforms, 25 spinning coins, 6 patrolling Goomba-like enemies, and a goal flag at the end - Controls displayed in-page: Arrow Left/Right or A/D to run, Space (also ↑/W) to jump; gravity 1200, arcade platform collision, jump only when `touching.down` (no mid-air double-jump) - Stomp: falling onto an enemy from above destroys it and bounces player (`velocity.y = -460`); side contact → GAME OVER overlay; falling into a pit (y>620) → loss state - Coin overlap removes coin and increments HUD count once; flag overlap → win overlay with coin total - Camera follows player (`startFollow`, bounds 0,0,3200,540); Restart button + R key resets player position/velocity/tint, respawns all coins & enemies, resets count/state, hides overlay, and resets camera to 0,0 - Mario-inspired generated sprites: red-cap player, brown enemy, gold coins, brick ground/grass platforms, clouds/hills/bushes, flag **Checked in browser:** - Initial load: renders correctly, player grounded at start on left, coins/platforms/enemy visible, HUD shows `0/25`, no console errors (only benign WebGL performance warnings) - Motion frames: enemy visibly patrols back/forth; coins spin; player stays grounded - Restart button click: returns player to start position, coins restored (0/25), enemy respawned, camera at start **Remains unverified (browser tool key-taps are too brief to hold movement):** sustained running/camera scrolling across the level, landing on elevated platforms, actual stomp bounce, pit death, and reaching the flag/win — these are implemented in the update/overlap handlers but were not visually exercised end-to-end in the available tooling.