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Mario-style platformer · gpt-oss-safeguard-20b

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
We need to create index.html with Phaser game code. We'll use Phaser 3? phaser.min.js presumably is version 3. We'll write a simple platformer: create a scene, load no assets. Use simple graphics: rectangles, circles. We'll define player as a sprite using graphics, but we can use a simple square.

In Phaser, to use a sprite without image, we can create a texture from graphics or use a simple shape in a sprite. But easier: use a physics-enabled rectangle via createGraphics? Actually Phaser's physics requires a texture. We can generate a texture programmatically with graphics and then use it. We'll create a function to create a texture called 'player' using a Graphics object, then generate texture. Similarly for platform, coin, enemy, flag.

Procedural generation: we create platforms as a series of static bodies placed along the world, maybe randomly spaced.

Game world: scroll horizontally, camera following player, with world bounds larger than viewport.

Goal: a flag at end.

Player: ability to move left/right, jump.

Jump logic: using cursors.

Enemies: simple moving back and forth on platforms. If player collides from top, enemy is killed; otherwise player loses? For simplicity, maybe just remove enemy when collision.

Coins: static collectible.

All assets via generated graphics: use simple shapes.

We'll need to set up physics world with Arcade physics.

Let's craft HTML. We'll write CSS to set body margin etc.

Implementation steps:

- On DOM load, create Phaser.Game config with width 800, height 600, physics arcade.

- Define MainScene.

- In preload: nothing.

- In create: generate textures: player, platform, coin, enemy, flag.

- Create groups: platforms (static), enemies, coins, flag.

- Generate world: create ground platform covering entire width; then create series of floating platforms using random positions and lengths.

- Set player sprite.

- Input cursors.

- Set camera to follow player.

- Add colliders.

- Add overlap for coins to collect; enemy collisions: check if player body.touching.down on enemy. If so, kill enemy; else maybe reset or reduce life; but we'll keep simple: reduce player health? We'll just restart.

- Flag: when player touches flag, show win message.

- Keep score.

We'll produce all in one file.

Edge cases: Need to generate textures:

For player: create a rectangle with color. Use this.game.add.graphics().fillStyle(0x00ff00).fillRect(0,0,30,50) and generate.

For platform: maybe a rectangle with color 0x654321.

For coin: circle.

For enemy: red square.

For flag: maybe a tall rectangle and small flag pole.

Let's code.

We'll need to generate textures in create before creating sprites.

We'll write code.

Let's produce index.html using write.
write index.html (6133 bytes)
toolResult

Successfully wrote 6133 bytes to index.html

assistant
thinking
We wrote an index.html file with a simple platformer. Need to ensure it loads phaser.min.js from same directory. That's fine. The code uses generateTexture but we used 200x32 for platform but scaled width. That should be okay.

But we need to ensure ground platform scaling uses setScale(50,1) which makes it huge. But we used setScale(50,1). But the platform texture is 200x32. That scaling will create 10000x32. Might be okay.

However need to add gravity to world: we set gravity y=0 in config. Then we set player gravity 800. Should be fine.

But we may need to set physics world bounds to 5000x600 which is done.

Potential issues: flag uses texture generated but width 30, height 100. Flag sprite created at x=4800, y=400 but flag texture is 30x100; the pole drawn from 0-10, flag from 10-30, but not vertical? Maybe fine.

Also we should maybe adjust camera and text for win. But it's okay.

Should we also add sound? No external assets.

Test if all functions work. Might need to ensure collision of coins: we used physics.add.overlap player coins. Should set allowGravity false but bounce? The coins bounce Y.

Also enemies set bounce horizontally and velocity.

But we didn't set world gravity for enemies? They will have default gravity from world? world gravity is 0 but we set player gravity 800. But enemies need gravity. We didn't set enemy gravity. We didn't set setGravityY for enemies. But physics.add.group allowGravity true. But world gravity is 0, so they won't fall. We need to set gravityY for world or each enemy. Let's modify: set world gravity y 800 and remove player gravity setting.

Also ground platform may not be at y 590? world height 600. Let's set ground y 590.

Also need to adjust flag collision? It's fine.

Let's edit file to adjust gravity.

Use edit: replace config gravity y:0 to 800. And remove player.setGravityY(800); to not double.

Also maybe set physics for coins and enemies to allowGravity true but we didn't set gravity. world gravity will do.

Let's make edits.

edit {"edits":[{"newText":"physics: {\n default: 'arcade',\n arcade: { gravity: { y: 800 }, debug: false }\n },","oldText":"phys
toolResult

Successfully replaced 2 block(s) in index.html.

assistant
thinking
We need to ensure final index.html contains the playable side-scrolling platformer with procedural graphics. Let's double-check code. The physics world set gravity 800? We changed global gravity to 800, but also set player.setGravityY? we removed that. Good. But we might need to set world bounds and physics. We set physics world bounds earlier. Need to ensure camera follow works. Also we set platform ground scale 50? That's too big width 200*50=10000. Maybe ok. But maybe need to set scale and refresh body. Let's keep.

Check generatePlatforms: uses this.platforms.create which uses 'platform' texture width 200; scaling to width/200.

But we set this.platforms.create(0,590, 'platform').setScale(50,1).refreshBody(); This sets huge platform width 200*50=10000 so ground. Good.

We may need to add bounce for enemies? setBounce(1,0) but set velocityX random. OK.

We set physics world bounds earlier to 5000 width 600 height. Good.

Need to ensure player size 30x50. setSize(30,50). good.

Coin bounce y random.

HitEnemy: check if player.body.velocity.y>0 and player.y<enemy.y. Might need to use y coordinate difference? Good.

reachGoal sets winText once. Good.

Potential missing: player collides with flag; we set flag immovable true. Overlap will trigger. Good.

Need to add controls: up to jump when touching down. Good.

Need to set world gravity to 800. Already done.

But we might have duplicate gravity. We removed player.setGravityY. Good.

Edge: player can go out of world? world bounds set to 0,0,5000,600 and player.setCollideWorldBounds true. Good.

Now ensure that the canvas is inside div gameContainer; but config parent 'gameContainer' will find container. OK.

Let's check file content for any syntax errors. The edit changed physics config but did not adjust indentation? It replaced physics block correctly? In original, physics block had default, arcade etc. We replaced with new text same lines but with gravity: { y: 800 }. That is okay. Ensure comma after block? After closing } of config, there's comma. We replaced physics block but not closing. original had physics block then , then scene: MainScene. So fine.

Also we removed player.setGravityY; but still have earlier in create where we set this.player.setGravityY? We replaced that line with comment // this.player.setGravityY(800); So removed? Wait we replaced line but kept comment? In edit oldText was that line, newText comment. So comment added. Fine.

Thus final index.html should work.

But we also earlier had this.physics.world.setBounds(0, 0, 5000, 600); good.

Let's run check. However, we need to ensure the player jump ability: velocity.y set to -400. Good.

Consider scaling of flag? generate flag width 30 height 100. good.

All assets procedural.

Thus final answer is index.html file content already created. We might want to ensure that there is no trailing whitespace or missing closing tags. It's okay.

Let's produce final message: indicate index.html created.

The `index.html` file has been created in the current directory. It contains a fully‑self‑contained Phaser 3 side‑scroller with procedural graphics (no external assets). You can open this file in a browser to play the game.

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

modelgpt-oss-safeguard-20b
vendorOpenAI
harnesspi-agent
generated2026-08-01

EVALUATION

2/5 partial

Minimal platformer with green player, red enemy, coins, and platforms; scene scrolls slightly but level looks very sparse and basic.

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 motion0.1%
on click2.3%
on drag0.3%
on wheel2.3%
on enter + space0.1%
on arrow keys0.3%
on w/a/s/d2.5%
frame spread124.3 / 255
console errors0
js errors none

METRICS

runtime7.3s
tokens in8.0k
tokens out3.8k
cached4.9k
cost / run$0.0016