Mario-style platformer · qwen3-coder-flash
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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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.
```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Classic Platformer</title> <script src="phaser.min.js"></script> <style> body { margin: 0; padding: 0; background: #87CEEB; display: flex; justify-content: center; align-items: center; height: 100vh; font-family: 'Arial', sans-serif; } #game-container { box-shadow: 0 0 20px rgba(0, 0, 0, 0.5); border-radius: 8px; overflow: hidden; } #instructions { position: absolute; top: 10px; left: 10px; color: white; background: rgba(0, 0, 0, 0.6); padding: 10px; border-radius: 5px; font-size: 14px; } </style> </head> <body> <div id="game-container"></div> <div id="instructions"> Arrow Keys: Move | Space: Jump | Collect coins | Stomp enemies </div> <script> // Game configuration const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'game-container', physics: { default: 'arcade', arcade: { gravity: { y: 500 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; // Game variables let player; let cursors; let platforms; let coins; let enemies; let goal; let score = 0; let scoreText; let gameOver = false; let gameWon = false; // Create the game instance const game = new Phaser.Game(config); function preload() { // Create simple procedural graphics createPlayerSprite(); createPlatformSprite(); createCoinSprite(); createEnemySprite(); createGoalSprite(); } function createPlayerSprite() { // Create a simple player sprite const playerCanvas = document.createElement('canvas'); playerCanvas.width = 32; playerCanvas.height = 32; const ctx = playerCanvas.getContext('2d'); // Player body (red) ctx.fillStyle = '#FF5555'; ctx.fillRect(0, 0, 32, 32); // Player face (black) ctx.fillStyle = '#000000'; ctx.fillRect(8, 8, 8, 8); // Left eye ctx.fillRect(16, 8, 8, 8); // Right eye // Player hat (blue) ctx.fillStyle = '#5555FF'; ctx.fillRect(0, 0, 32, 8); this.load.image('player', playerCanvas.toDataURL()); } function createPlatformSprite() { // Create a simple platform sprite const platformCanvas = document.createElement('canvas'); platformCanvas.width = 64; platformCanvas.height = 16; const ctx = platformCanvas.getContext('2d'); // Platform (green) ctx.fillStyle = '#55AA55'; ctx.fillRect(0, 0, 64, 16); // Platform top (light green) ctx.fillStyle = '#77CC77'; ctx.fillRect(0, 0, 64, 4); this.load.image('platform', platformCanvas.toDataURL()); } function createCoinSprite() { // Create a simple coin sprite const coinCanvas = document.createElement('canvas'); coinCanvas.width = 16; coinCanvas.height = 16; const ctx = coinCanvas.getContext('2d'); // Coin (yellow) ctx.fillStyle = '#FFFF00'; ctx.beginPath(); ctx.arc(8, 8, 7, 0, Math.PI * 2); ctx.fill(); // Coin shine ctx.fillStyle = '#FFFFFF'; ctx.beginPath(); ctx.arc(5, 5, 2, 0, Math.PI * 2); ctx.fill(); this.load.image('coin', coinCanvas.toDataURL()); } function createEnemySprite() { // Create a simple enemy sprite const enemyCanvas = document.createElement('canvas'); enemyCanvas.width = 24; enemyCanvas.height = 24; const ctx = enemyCanvas.getContext('2d'); // Enemy body (brown) ctx.fillStyle = '#AA5500'; ctx.fillRect(0, 0, 24, 24); // Enemy eyes (white) ctx.fillStyle = '#FFFFFF'; ctx.fillRect(6, 6, 4, 4); // Left eye ctx.fillRect(14, 6, 4, 4); // Right eye // Enemy pupils (black) ctx.fillStyle = '#000000'; ctx.fillRect(7, 7, 2, 2); // Left pupil ctx.fillRect(15, 7, 2, 2); // Right pupil this.load.image('enemy', enemyCanvas.toDataURL()); } function createGoalSprite() { // Create a simple goal flag sprite const goalCanvas = document.createElement('canvas'); goalCanvas.width = 32; goalCanvas.height = 48; const ctx = goalCanvas.getContext('2d'); // Flag pole (gray) ctx.fillStyle = '#888888'; ctx.fillRect(14, 0, 4, 48); // Flag (red) ctx.fillStyle = '#FF0000'; ctx.beginPath(); ctx.moveTo(18, 0); ctx.lineTo(32, 8); ctx.lineTo(18, 16); ctx.closePath(); ctx.fill(); this.load.image('goal', goalCanvas.toDataURL()); } function create() { // Create platforms platforms = this.physics.add.staticGroup(); // Ground platforms.create(400, 580, 'platform').setScale(2).refreshBody(); // Platforms platforms.create(600, 400, 'platform'); platforms.create(50, 300, 'platform'); platforms.create(750, 200, 'platform'); platforms.create(400, 100, 'platform'); platforms.create(200, 250, 'platform'); platforms.create(600, 300, 'platform'); platforms.create(300, 400, 'platform'); // Create player player = this.physics.add.sprite(100, 450, 'player'); player.setBounce(0.2); player.setCollideWorldBounds(true); // Player animations would go here if we had spritesheets // Create coins coins = this.physics.add.group(); for (let i = 0; i < 15; i++) { const x = Phaser.Math.Between(50, 750); const y = Phaser.Math.Between(100, 500); coins.create(x, y, 'coin'); } // Create enemies enemies = this.physics.add.group(); enemies.create(300, 540, 'enemy'); enemies.create(500, 360, 'enemy'); enemies.create(700, 160, 'enemy'); enemies.create(200, 210, 'enemy'); enemies.create(600, 260, 'enemy'); // Create goal goal = this.physics.add.sprite(750, 100, 'goal'); goal.setImmovable(true); // Set up collisions this.physics.add.collider(player, platforms); this.physics.add.collider(coins, platforms); this.physics.add.collider(enemies, platforms); this.physics.add.collider(player, enemies, hitEnemy, null, this); this.physics.add.overlap(player, coins, collectCoin, null, this); this.physics.add.overlap(player, goal, winGame, null, this); // Set up camera this.cameras.main.startFollow(player); // Create score text scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '24px', fill: '#000000' }); // Setup controls cursors = this.input.keyboard.createCursorKeys(); } function update() { if (gameOver || gameWon) return; // Player movement if (cursors.left.isDown) { player.setVelocityX(-160); } else if (cursors.right.isDown) { player.setVelocityX(160); } else { player.setVelocityX(0); } // Player jumping if (cursors.up.isDown && player.body.touching.down) { player.setVelocityY(-330); } } function collectCoin(player, coin) { coin.disableBody(true, true); score += 10; scoreText.setText('Score: ' + score); // Check if all coins are collected if (coins.countActive(true) === 0) { // Spawn new coins for (let i = 0; i < 5; i++) { const x = Phaser.Math.Between(50, 750); const y = Phaser.Math.Between(100, 500); coins.create(x, y, 'coin'); } } } function hitEnemy(player, enemy) { // Check if player is falling onto enemy if (player.body.velocity.y > 0 && player.body.touching.down && enemy.body.touching.up) { // Stomp enemy enemy.disableBody(true, true); player.setVelocityY(-200); score += 20; scoreText.setText('Score: ' + score); } else { // Player hit by enemy gameOver = true; player.setTint(0xff0000); player.anims.play('turn'); this.time.delayedCall(1000, () => { this.scene.restart(); }); } } function winGame(player, goal) { gameWon = true; score += 100; scoreText.setText('Score: ' + score + ' - You Win!'); // Reset game after delay this.time.delayedCall(3000, () => { this.scene.restart(); }); } </script> </body> </html> ```
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