Mario-style platformer · mistral-nemo
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.
This one-shot run produced no runnable artifact.
agent produced no index.html
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transcript · 5 messages
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.
{"command":"ls -la /workspace"}total 2116 drwxrwxrwx 3 node node 96 Jul 22 18:10 . drwxr-xr-x 1 root root 4096 Jul 22 18:10 .. -rw-r--r-- 1 node node 1181917 Jul 22 18:10 phaser.min.js
Phaser is present in the current directory. Here's the plan to create the side-scrolling platformer: 1. Set up the basic structure of the HTML file with CSS and JavaScript sections. 2. Set up the Phaser scene with a basic configuration. 3. Create procedurally generated platforms, enemies, and collectibles using built-in Phaser shapes and sprites. 4. Implement player movement (running and jumping) and collision detection. 5. Make enemies disappear when the player stomps on them. 6. Increment a score when the player collects coins. 7. Display the player's score and create a goal flag. 8. End the game when the player reaches the flag. Let's start by setting up the basic HTML structure and including the Phaser library. ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Mario Style Platformer</title> <style> canvas { display: block; background-color: #ddd; } </style> </head> <body> <script src="phaser.min.js"></script> <script> const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 200 } } }, scene: { preload: function () { }, create: function () { }, update: function (time, delta) { } } }; const game = new Phaser.Game(config); </script> </body> </html> ``` I've set up the basic HTML structure with Phaser included. Next, we'll start adding the game elements like platforms, enemies, and collectibles in the `preload()` and `create()` functions.
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