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Mario-style platformer · kimi-k2.5

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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transcript · 4 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 now wants a side-scrolling platformer game similar to Super Mario, using only procedurally generated graphics with no external resources. I need to first analyze the core requirements: run, jump, platforms, enemies, coins, and a goal flag. These are all basic elements of the Mario series.  

First, I need to plan the structure of the entire game. There should be a main game scene containing all the logic. The game requires a physics engine, and Phaser comes with an Arcade Physics system, which should be suitable. I need to consider how to achieve the side-scrolling effect—by moving the camera along with the player or by making the background move.  

In terms of game mechanics, the player should be able to move left and right and jump. Collision detection needs to be handled: collisions between the player and platforms, and between enemies and platforms. Enemies should move back and forth on platforms, and the player can defeat them by jumping on their heads. Coin collection should have feedback, such as a sound effect and a score increase. The goal flag should trigger a victory condition.  

For procedural graphics, I need to dynamically generate all visual elements using Phaser's graphics object. The player could be a simple rectangle, enemies could be different shapes, and coins could be yellow circles. The background could have some cloud decorations to make the scene less monotonous.  

The game flow should be: start screen -> gameplay -> victory/death screen -> restart. Physics constants like gravity and speed need to be set appropriately.  

Audio can be simulated using the Web Audio API to generate simple sound effects, such as jump sounds, coin collection sounds, and enemy stomping sounds.  

The interface layout should include a score display and possibly some UI elements like a start button. Responsive design should ensure the game adapts to different screen sizes.  

In terms of AI algorithms, enemy behavior is simple: move in one direction, reverse direction upon hitting a wall. This can be achieved using the `collideWorldBounds` property and velocity inversion.  

I’m thinking about how to design the level layout. A long scrolling scene could be created with platforms arranged at different heights and distances. Enemies and coins should be placed at appropriate positions—not too difficult but not too easy either.  

Procedural graphics might be challenging, requiring the use of Phaser's Graphics API to draw all elements. For example, the player could be a red rectangle, enemies green triangles, and coins golden circles. Different colors and shapes could help distinguish different objects.  

Performance also needs to be considered to avoid memory leaks, especially when generating graphics. Proper cleanup and resource management are necessary.  

Now, I feel that I’ve considered the main aspects of the game and can start writing the code to implement it.

I'll create a complete side-scrolling platformer game using Phaser with procedurally generated graphics. Let me build this as a single HTML file.

write index.html (29237 bytes)
toolResult

Successfully wrote 29237 bytes to index.html

assistant
thinking
The file has been created successfully. Let me verify that it works by checking the file structure and ensuring all components are in place. The game includes:

1. **Procedural Graphics**: All textures (player, enemy, coin, platform, flag, particles, clouds) are generated using Phaser's Graphics API
2. **Gameplay**: Side-scrolling platformer with:
   - Player character that can run and jump
   - Procedurally generated level with platforms
   - Enemies that patrol back and forth (can be stomped)
   - Coins to collect
   - Goal flag at the end
3. **Audio**: Procedural sound effects using Web Audio API (jump, coin collection, stomp, win, die)
4. **Physics**: Arcade physics with gravity, collisions, and world bounds
5. **Camera**: Follows the player smoothly
6. **UI**: Score display, victory/game over screens, restart functionality

The game is fully self-contained in index.html with no external dependencies except the pre-provided phaser.min.js file.

I've created a complete side-scrolling platformer game in `index.html`. Here's what's included: ## 🎮 Game Features **Graphics (All Procedural):** - Player character with hat and animated movement - Green shell enemies with patrol behavior - Spinning golden coins with $ symbol - Textured platforms with grass and dirt - Animated clouds in the background - Flag goal with waving banner - Particle effects for collectibles **Gameplay:** - Run and jump across a 3200px scrolling level - 14 floating platforms to navigate - 12 enemies to stomp (50 points each) - 19 coins to collect (10 points each) - Reach the flag to win **Audio (Procedural Web Audio):** - Jump sound effect - Coin collection jingle - Enemy stomp sound - Victory fanfare - Death sound **Controls:** - Arrow keys or WASD to move - Space/Up/W to jump - Click "Play Again" or press Space to restart The game uses only the pre-provided `phaser.min.js` file and generates all graphics and audio procedurally - no external assets required!

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

modelkimi-k2.5
vendorMoonshot · Kimi
harnesspi-agent
generated2026-07-22

EVALUATION

3/5 working

A side-scrolling platformer with player, coins, platforms, flag, and enemies; player responds to arrow/enter/space by jumping.

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 motion0.4%
on click0.5%
on drag0.8%
on wheel0.6%
on enter + space0.6%
on arrow keys0.6%
on w/a/s/d0.7%
frame spread71.7 / 255
console errors0
js errors none

METRICS

runtime186.6s
tokens in8.6k
tokens out8.6k
cached2.0k
cost / run$0.0213