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Space Invaders · deepseek-v3.1-terminus

Build a playable Space Invaders game on a canvas: a player cannon that moves and shoots, a descending grid of aliens that advance and fire back, destructible bunkers, score, and lives. Procedural graphics only, no external assets.

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user

Build a playable Space Invaders game on a canvas: a player cannon that moves and shoots, a descending grid of aliens that advance and fire back, destructible bunkers, score, and lives. Procedural graphics only, no external assets.

assistant
thinking
I'll create a single-page web app with a playable Space Invaders game. I'll write it as a single index.html file with embedded CSS and JavaScript. Let's start by creating the file.
assistant
thinking
I'll create a self-contained Space Invaders game in index.html with canvas, CSS, and JavaScript. First, let me check the current directory and see what's there.
bash {"command":"ls -la"}
toolResult

total 0 drwxr-sr-x. 2 node node 6 Aug 1 17:59 . drwxrwsrwx. 3 root node 16 Aug 1 17:59 ..

assistant
thinking
Now I'll write the index.html file with everything inside. I'll design a canvas-based Space Invaders game with player cannon, alien grid, bunkers, scoring, and lives. I'll implement game mechanics: movement, shooting, collisions, and game loop. Use procedural graphics for all elements: draw rectangles, arcs, etc. Let's create it.
assistant
thinking
Good, empty. Now I'll create the index.html file with the full game. I'll write it in one go. Let me think about the structure: HTML with canvas, style for centering, JavaScript for game loop, entities (player, aliens, bullets, bunkers). Use requestAnimationFrame. Implement collision detection, scoring, lives, levels, etc.

I'll write it now.
write index.html (18003 bytes)
toolResult

Successfully wrote 18003 bytes to index.html

assistant
thinking
Now let's verify the file exists and maybe test it in a headless browser? But we can just open it with a browser locally, but we are in a headless environment. Let's at least check the file size and see if there are any obvious errors. Let's read a portion to ensure it's okay.
read {"path":"index.html","limit":30}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Space Invaders</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #000; color: #0f0; font-family: 'Courier New', monospace; overflow: hidden; display: flex; flex-direction: column; align-items: center; justify-content: center; min-height: 100vh; padding: 20px; } .game-header { width: 800px; display: flex; justify-content: space-between; margin-bottom: 10px; font-size: 20px; [476 more lines in file. Use offset=31 to continue.]

assistant
thinking
Looks good. Let's also check that the canvas size matches the header width. The header width is 800px, canvas width is 800, height 600. That's fine.

Now we need to ensure the game runs properly. I'll make a quick test by opening a headless browser? We can use node with jsdom but that's heavy. However, we can just check for any JavaScript syntax errors by running node -c index.html? That's not valid. Let's at least extract the script and run a syntax check with node -e? Might be overkill.

But we can run a quick check by using a headless browser like puppeteer? Not available. Let's just trust the code; it's fairly straightforward.

One potential issue: The game over screen is displayed as block but we still call gameLoop because we return early if !gameRunning. However we set gameRunning = false when gameOver is true. That's fine. However after game over we still call requestAnimationFrame(gameLoop) because we return before draw? Actually in draw we set gameOverEl.style.display = 'block' and gameRunning = false, but we already called draw from gameLoop. After that, gameLoop will be called again because we call requestAnimationFrame(gameLoop) at the end of gameLoop. But we have a guard at the start of gameLoop: if (!gameRunning) return; So next frame will exit early, no further updates. That's okay.

But we also have inputLoop running separately; that will still move player even after game over. We should stop inputLoop as well. Let's add a check in inputLoop: if (gameOver) return; Also we should prevent firing bullets after game over. In the keydown listener we have condition if (e.key === ' ' && !gameOver). That's good. But moving after game over should be disabled. We'll adjust handleInput to check gameOver.

Let's make those edits. Let's edit the index.html file. First, find the inputLoop function and add guard. We'll also update handleInput to check gameOver. Let's read the relevant lines to locate them.
read {"path":"index.html","offset":170,"limit":50}
toolResult

const bunker = { x: (i + 1) * (canvas.width / 5) - BUNKER_WIDTH / 2, y: canvas.height - 150, blocks: [] }; // Create a grid of blocks with some missing for shape for (let bx = 0; bx < BUNKER_BLOCKS; bx++) { for (let by = 0; by < BUNKER_BLOCKS; by++) { // Make a simple bunker shape (like a shield with a gap) if (by >= BUNKER_BLOCKS - 1 && bx > 0 && bx < BUNKER_BLOCKS - 1) continue; // top middle gap bunker.blocks.push({ x: bunker.x + bx * BUNKER_BLOCK_SIZE, y: bunker.y + by * BUNKER_BLOCK_SIZE, width: BUNKER_BLOCK_SIZE, height: BUNKER_BLOCK_SIZE, alive: true }); } } bunkers.push(bunker); } // Center player player.x = canvas.width / 2 - PLAYER_WIDTH / 2; player.y = canvas.height - 50; updateUI(); gameOverEl.style.display = 'none'; } // Update UI elements function updateUI() { scoreEl.textContent = score; livesEl.textContent = lives; levelEl.textContent = level; } // Draw player function drawPlayer() { ctx.fillStyle = '#0f0'; // Cannon body (triangle) ctx.beginPath(); ctx.moveTo(player.x + PLAYER_WIDTH / 2, player.y); ctx.lineTo(player.x, player.y + PLAYER_HEIGHT); ctx.lineTo(player.x + PLAYER_WIDTH, player.y + PLAYER_HEIGHT); ctx.closePath(); ctx.fill(); // Cannon base (rectangle) ctx.fillRect(player.x + PLAYER_WIDTH / 2 - 10, player.y + PLAYER_HEIGHT, 20, 10); } [287 more lines in file. Use offset=220 to continue.]

assistant
thinking
I need to find the inputLoop and handleInput. Let's search using bash. Let's grep for "inputLoop".
bash {"command":"grep -n \"inputLoop\" index.html"}
toolResult

488: function inputLoop() { 490: requestAnimationFrame(inputLoop); 502: inputLoop();

assistant
thinking
Look at lines around 488. Let's read from line 480 to 510.
read {"path":"index.html","offset":480,"limit":30}
toolResult

} if (keys['ArrowRight'] || keys['d']) { player.x += PLAYER_SPEED; if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH; } } // Input loop (separate from game loop for responsiveness) function inputLoop() { handleInput(); requestAnimationFrame(inputLoop); } // Restart game window.restartGame = function() { init(); gameRunning = true; gameLoop(); }; // Start everything init(); inputLoop(); gameLoop(); </script> </body> </html>

assistant
thinking
Now we need to find handleInput function. Let's grep for "function handleInput".
bash {"command":"grep -n \"function handleInput\" index.html"}
toolResult

476: function handleInput() {

assistant
thinking
Let's read lines 476-490.
read {"path":"index.html","offset":470,"limit":30}
toolResult

} }); window.addEventListener('keyup', e => { keys[e.key] = false; }); function handleInput() { if (keys['ArrowLeft'] || keys['a']) { player.x -= PLAYER_SPEED; if (player.x < 0) player.x = 0; } if (keys['ArrowRight'] || keys['d']) { player.x += PLAYER_SPEED; if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH; } } // Input loop (separate from game loop for responsiveness) function inputLoop() { handleInput(); requestAnimationFrame(inputLoop); } // Restart game window.restartGame = function() { init(); gameRunning = true; gameLoop(); }; [7 more lines in file. Use offset=500 to continue.]

assistant
thinking
Now we need to modify handleInput to check gameOver, and also inputLoop to stop when gameOver. However inputLoop runs forever; we can add a guard like if (gameOver) return; but we also need to restart it when restarting game. We'll just check gameOver in handleInput.

Let's edit the file. We'll make two separate edits: first, modify handleInput to start with if (gameOver) return; second, modify inputLoop to also guard (optional). We'll do both in one edit call.

We need to locate the exact old text for handleInput. Let's copy the whole function. The old text:

        function handleInput() {
            if (keys['ArrowLeft'] || keys['a']) {
                player.x -= PLAYER_SPEED;
                if (player.x < 0) player.x = 0;
            }
            if (keys['ArrowRight'] || keys['d']) {
                player.x += PLAYER_SPEED;
                if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH;
            }
        }

We'll replace with:

        function handleInput() {
            if (gameOver) return;
            if (keys['ArrowLeft'] || keys['a']) {
                player.x -= PLAYER_SPEED;
                if (player.x < 0) player.x = 0;
            }
            if (keys['ArrowRight'] || keys['d']) {
                player.x += PLAYER_SPEED;
                if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH;
            }
        }

Now also modify inputLoop to maybe stop when gameOver, but we can just keep calling handleInput which will early return. However inputLoop will still call requestAnimationFrame indefinitely; that's fine.

But we also need to ensure that after gameOver we don't keep moving player if keys are held before game over? Actually handleInput will return early, so movement stops. That's fine.

Now we also need to ensure that when we restart, inputLoop is still running (it never stopped). That's fine.

Now we also need to ensure that the bullet firing key listener already has !gameOver check, which it does.

Now we also need to ensure that after game over, we don't update aliens and bullets. That's already guarded by gameRunning. But note that we set gameRunning = false in draw when gameOver is true. However there is a subtle order: In gameLoop, we call updateAliens, updateBullets, checkLevel, draw. If gameOver becomes true during updateAliens (when alien reaches bottom), we still call updateBullets and draw before exiting. That's okay because we want the frame to finish. But we set gameRunning = false in draw, but the next gameLoop call will exit early. However we still call requestAnimationFrame(gameLoop) after draw? Wait, look at gameLoop function: we call updateAliens, updateBullets, checkLevel, draw, then requestAnimationFrame(gameLoop). That's after draw. So we need to ensure we don't schedule another frame if gameOver just became true. We can add a guard before requestAnimationFrame: if (gameOver) return; but we already have guard at start of gameLoop (if (!gameRunning) return). However gameRunning is set to false in draw, but after draw we still call requestAnimationFrame(gameLoop). That's okay because the next frame will see gameRunning false and exit. That's fine.

But we should also set gameRunning = false earlier, maybe after gameOver = true. Let's set gameRunning = false when gameOver becomes true. We'll do that in updateAliens when alien reaches bottom and in updateBullets when lives <= 0. Let's edit those sections.

First, find the line where gameOver = true in updateAliens. Let's search for "gameOver = true".
bash {"command":"grep -n \"gameOver = true\" index.html"}
toolResult

319: gameOver = true; 378: gameOver = true;

assistant
thinking
Let's examine line 319 and surrounding lines. Let's read from 310 to 330.
read {"path":"index.html"}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Space Invaders</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #000; color: #0f0; font-family: 'Courier New', monospace; overflow: hidden; display: flex; flex-direction: column; align-items: center; justify-content: center; min-height: 100vh; padding: 20px; } .game-header { width: 800px; display: flex; justify-content: space-between; margin-bottom: 10px; font-size: 20px; } #gameCanvas { border: 2px solid #0f0; background: #000; display: block; } .instructions { margin-top: 15px; width: 800px; text-align: center; font-size: 14px; line-height: 1.5; } .game-over { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background: rgba(0, 0, 0, 0.9); color: #f00; padding: 30px; border: 3px solid #f00; text-align: center; display: none; z-index: 10; } .game-over h2 { font-size: 36px; margin-bottom: 15px; } .game-over p { font-size: 20px; margin-bottom: 20px; } button { background: #000; color: #0f0; border: 2px solid #0f0; padding: 10px 20px; font-size: 18px; cursor: pointer; font-family: 'Courier New', monospace; transition: all 0.2s; } button:hover { background: #0f0; color: #000; } </style> </head> <body> <div class="game-header"> <div class="score">Score: <span id="score">0</span></div> <div class="lives">Lives: <span id="lives">3</span></div> <div class="level">Level: <span id="level">1</span></div> </div> <canvas id="gameCanvas" width="800" height="600"></canvas> <div class="instructions"> Use LEFT and RIGHT arrows to move, SPACE to shoot. Survive as long as possible! </div> <div id="gameOver" class="game-over"> <h2>GAME OVER</h2> <p>Final Score: <span id="finalScore">0</span></p> <button onclick="restartGame()">Play Again</button> </div> <script> // Canvas and context const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const scoreEl = document.getElementById('score'); const livesEl = document.getElementById('lives'); const levelEl = document.getElementById('level'); const gameOverEl = document.getElementById('gameOver'); const finalScoreEl = document.getElementById('finalScore'); // Game constants const PLAYER_WIDTH = 50; const PLAYER_HEIGHT = 30; const PLAYER_SPEED = 6; const BULLET_SPEED = 8; const ALIEN_ROWS = 5; const ALIEN_COLS = 10; const ALIEN_WIDTH = 40; const ALIEN_HEIGHT = 40; const ALIEN_GAP = 10; const ALIEN_SPEED_X = 1; const ALIEN_SPEED_Y = 20; const ALIEN_SHOOT_PROB = 0.005; // per frame const BUNKER_WIDTH = 80; const BUNKER_HEIGHT = 60; const BUNKER_BLOCKS = 4; // grid of blocks per bunker const BUNKER_BLOCK_SIZE = 20; // Game state let score = 0; let lives = 3; let level = 1; let gameOver = false; let gameRunning = true; let aliens = []; let player = { x: canvas.width / 2 - PLAYER_WIDTH / 2, y: canvas.height - 50 }; let bullets = []; let alienBullets = []; let bunkers = []; let alienDirection = 1; // 1 right, -1 left let alienMoveTimer = 0; const ALIEN_MOVE_INTERVAL = 30; // frames between horizontal moves // Initialize game function init() { score = 0; lives = 3; level = 1; gameOver = false; gameRunning = true; aliens = []; bullets = []; alienBullets = []; bunkers = []; alienDirection = 1; alienMoveTimer = 0; // Create aliens for (let row = 0; row < ALIEN_ROWS; row++) { for (let col = 0; col < ALIEN_COLS; col++) { aliens.push({ x: col * (ALIEN_WIDTH + ALIEN_GAP) + 50, y: row * (ALIEN_HEIGHT + ALIEN_GAP) + 50, width: ALIEN_WIDTH, height: ALIEN_HEIGHT, alive: true, type: row // 0-4 for different colors }); } } // Create bunkers (4 bunkers) for (let i = 0; i < 4; i++) { const bunker = { x: (i + 1) * (canvas.width / 5) - BUNKER_WIDTH / 2, y: canvas.height - 150, blocks: [] }; // Create a grid of blocks with some missing for shape for (let bx = 0; bx < BUNKER_BLOCKS; bx++) { for (let by = 0; by < BUNKER_BLOCKS; by++) { // Make a simple bunker shape (like a shield with a gap) if (by >= BUNKER_BLOCKS - 1 && bx > 0 && bx < BUNKER_BLOCKS - 1) continue; // top middle gap bunker.blocks.push({ x: bunker.x + bx * BUNKER_BLOCK_SIZE, y: bunker.y + by * BUNKER_BLOCK_SIZE, width: BUNKER_BLOCK_SIZE, height: BUNKER_BLOCK_SIZE, alive: true }); } } bunkers.push(bunker); } // Center player player.x = canvas.width / 2 - PLAYER_WIDTH / 2; player.y = canvas.height - 50; updateUI(); gameOverEl.style.display = 'none'; } // Update UI elements function updateUI() { scoreEl.textContent = score; livesEl.textContent = lives; levelEl.textContent = level; } // Draw player function drawPlayer() { ctx.fillStyle = '#0f0'; // Cannon body (triangle) ctx.beginPath(); ctx.moveTo(player.x + PLAYER_WIDTH / 2, player.y); ctx.lineTo(player.x, player.y + PLAYER_HEIGHT); ctx.lineTo(player.x + PLAYER_WIDTH, player.y + PLAYER_HEIGHT); ctx.closePath(); ctx.fill(); // Cannon base (rectangle) ctx.fillRect(player.x + PLAYER_WIDTH / 2 - 10, player.y + PLAYER_HEIGHT, 20, 10); } // Draw aliens function drawAliens() { aliens.forEach(alien => { if (!alien.alive) return; // Different color per row const colors = ['#ff5555', '#ffaa55', '#ffff55', '#55ff55', '#5555ff']; ctx.fillStyle = colors[alien.type % colors.length]; // Alien shape (simple) ctx.beginPath(); ctx.arc(alien.x + alien.width / 2, alien.y + alien.height / 2, alien.width / 2 - 2, 0, Math.PI * 2); ctx.fill(); // Eyes ctx.fillStyle = '#000'; ctx.beginPath(); ctx.arc(alien.x + alien.width / 2 - 8, alien.y + alien.height / 2 - 5, 4, 0, Math.PI * 2); ctx.arc(alien.x + alien.width / 2 + 8, alien.y + alien.height / 2 - 5, 4, 0, Math.PI * 2); ctx.fill(); // Mouth ctx.fillRect(alien.x + alien.width / 2 - 10, alien.y + alien.height / 2 + 10, 20, 3); }); } // Draw bullets function drawBullets() { ctx.fillStyle = '#0ff'; bullets.forEach(bullet => { ctx.fillRect(bullet.x - 2, bullet.y, 4, 10); }); ctx.fillStyle = '#f0f'; alienBullets.forEach(bullet => { ctx.beginPath(); ctx.arc(bullet.x, bullet.y, 4, 0, Math.PI * 2); ctx.fill(); }); } // Draw bunkers function drawBunkers() { ctx.fillStyle = '#0a0'; bunkers.forEach(bunker => { bunker.blocks.forEach(block => { if (block.alive) { ctx.fillRect(block.x, block.y, block.width, block.height); // Add some detail ctx.fillStyle = '#050'; ctx.fillRect(block.x + 2, block.y + 2, block.width - 4, block.height - 4); ctx.fillStyle = '#0a0'; } }); }); } // Update aliens movement function updateAliens() { alienMoveTimer++; if (alienMoveTimer >= ALIEN_MOVE_INTERVAL) { alienMoveTimer = 0; let moveDown = false; // Check if any alien hits edge for (let alien of aliens) { if (!alien.alive) continue; if (alien.x + alien.width >= canvas.width && alienDirection > 0) { moveDown = true; break; } if (alien.x <= 0 && alienDirection < 0) { moveDown = true; break; } } if (moveDown) { alienDirection *= -1; aliens.forEach(alien => { if (alien.alive) alien.y += ALIEN_SPEED_Y; }); } else { aliens.forEach(alien => { if (alien.alive) alien.x += ALIEN_SPEED_X * alienDirection; }); } } // Alien shooting aliens.forEach(alien => { if (!alien.alive) return; if (Math.random() < ALIEN_SHOOT_PROB) { alienBullets.push({ x: alien.x + alien.width / 2, y: alien.y + alien.height, speed: 4 + level * 0.5 }); } }); // Check if aliens reached bottom for (let alien of aliens) { if (!alien.alive) continue; if (alien.y + alien.height >= player.y) { gameOver = true; break; } } } // Update bullets function updateBullets() { // Player bullets (up) for (let i = bullets.length - 1; i >= 0; i--) { bullets[i].y -= BULLET_SPEED; if (bullets[i].y < 0) { bullets.splice(i, 1); continue; } // Check collision with aliens for (let j = aliens.length - 1; j >= 0; j--) { const alien = aliens[j]; if (!alien.alive) continue; if (bullets[i].x >= alien.x && bullets[i].x <= alien.x + alien.width && bullets[i].y >= alien.y && bullets[i].y <= alien.y + alien.height) { // Hit! alien.alive = false; bullets.splice(i, 1); score += 10 * (alien.type + 1); updateUI(); break; } } // Check collision with bunker blocks bunkers.forEach(bunker => { for (let k = bunker.blocks.length - 1; k >= 0; k--) { const block = bunker.blocks[k]; if (!block.alive) continue; if (bullets[i].x >= block.x && bullets[i].x <= block.x + block.width && bullets[i].y >= block.y && bullets[i].y <= block.y + block.height) { block.alive = false; bullets.splice(i, 1); break; } } }); } // Alien bullets (down) for (let i = alienBullets.length - 1; i >= 0; i--) { alienBullets[i].y += alienBullets[i].speed; if (alienBullets[i].y > canvas.height) { alienBullets.splice(i, 1); continue; } // Check collision with player if (alienBullets[i].x >= player.x && alienBullets[i].x <= player.x + PLAYER_WIDTH && alienBullets[i].y >= player.y && alienBullets[i].y <= player.y + PLAYER_HEIGHT) { // Hit player lives--; updateUI(); alienBullets.splice(i, 1); if (lives <= 0) { gameOver = true; } continue; } // Check collision with bunker blocks bunkers.forEach(bunker => { for (let k = bunker.blocks.length - 1; k >= 0; k--) { const block = bunker.blocks[k]; if (!block.alive) continue; if (alienBullets[i].x >= block.x && alienBullets[i].x <= block.x + block.width && alienBullets[i].y >= block.y && alienBullets[i].y <= block.y + block.height) { block.alive = false; alienBullets.splice(i, 1); break; } } }); } } // Check level completion function checkLevel() { const aliveCount = aliens.filter(a => a.alive).length; if (aliveCount === 0) { level++; // Next level: faster aliens, more shooting probability initAliensForLevel(); updateUI(); } } // Initialize aliens for new level (keep same positions but increase speed?) function initAliensForLevel() { // Reset aliens positions, maybe increase speed via global variable? // For simplicity, we'll just reset with same positions but increase ALIEN_SHOOT_PROB // Actually we'll just re-create aliens aliens = []; for (let row = 0; row < ALIEN_ROWS; row++) { for (let col = 0; col < ALIEN_COLS; col++) { aliens.push({ x: col * (ALIEN_WIDTH + ALIEN_GAP) + 50, y: row * (ALIEN_HEIGHT + ALIEN_GAP) + 50, width: ALIEN_WIDTH, height: ALIEN_HEIGHT, alive: true, type: row }); } } // Increase alien bullet speed and probability for next level // (global variable already used) } // Draw everything function draw() { // Clear canvas ctx.fillStyle = '#000'; ctx.fillRect(0, 0, canvas.width, canvas.height); drawBunkers(); drawPlayer(); drawAliens(); drawBullets(); // Draw game over if needed if (gameOver) { finalScoreEl.textContent = score; gameOverEl.style.display = 'block'; gameRunning = false; } } // Game loop function gameLoop() { if (!gameRunning) return; updateAliens(); updateBullets(); checkLevel(); draw(); requestAnimationFrame(gameLoop); } // Input handling const keys = {}; window.addEventListener('keydown', e => { keys[e.key] = true; if (e.key === ' ' && !gameOver) { // Fire bullet bullets.push({ x: player.x + PLAYER_WIDTH / 2, y: player.y }); } }); window.addEventListener('keyup', e => { keys[e.key] = false; }); function handleInput() { if (keys['ArrowLeft'] || keys['a']) { player.x -= PLAYER_SPEED; if (player.x < 0) player.x = 0; } if (keys['ArrowRight'] || keys['d']) { player.x += PLAYER_SPEED; if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH; } } // Input loop (separate from game loop for responsiveness) function inputLoop() { handleInput(); requestAnimationFrame(inputLoop); } // Restart game window.restartGame = function() { init(); gameRunning = true; gameLoop(); }; // Start everything init(); inputLoop(); gameLoop(); </script> </body> </html>

assistant
thinking
Now we need to edit the handleInput function. Let's find its exact line numbers again. Let's search for "function handleInput". We already have line 476. Let's get the exact text from line 476 to line 490. We'll do an edit with that old text and new text.

But also we need to add gameRunning = false when gameOver becomes true. Let's add that in updateAliens and updateBullets where we set gameOver = true. We'll also set gameRunning = false there.

Let's make three edits in one call: handleInput, updateAliens, updateBullets.

First, locate updateAliens function. Let's search for "function updateAliens". Let's use bash to find line number.
bash {"command":"grep -n \"function updateAliens\" index.html"}
toolResult

274: function updateAliens() {

assistant
thinking
Now locate the line where gameOver = true inside that function. We'll read lines 274-320 to see the context. Let's read from 274 to 330. We'll do it manually from the whole file we have already read. Actually we can extract the exact lines from the file content we have. We'll need to write the edit with exact old text.

Let's write a small script to output lines around that. But we can just use the existing read output. However we need to be precise. Let's just use bash to get the exact line with surrounding lines. Let's do:
bash {"command":"sed -n '274,330p' index.html"}
toolResult

function updateAliens() { alienMoveTimer++; if (alienMoveTimer >= ALIEN_MOVE_INTERVAL) { alienMoveTimer = 0; let moveDown = false; // Check if any alien hits edge for (let alien of aliens) { if (!alien.alive) continue; if (alien.x + alien.width >= canvas.width && alienDirection > 0) { moveDown = true; break; } if (alien.x <= 0 && alienDirection < 0) { moveDown = true; break; } } if (moveDown) { alienDirection *= -1; aliens.forEach(alien => { if (alien.alive) alien.y += ALIEN_SPEED_Y; }); } else { aliens.forEach(alien => { if (alien.alive) alien.x += ALIEN_SPEED_X * alienDirection; }); } } // Alien shooting aliens.forEach(alien => { if (!alien.alive) return; if (Math.random() < ALIEN_SHOOT_PROB) { alienBullets.push({ x: alien.x + alien.width / 2, y: alien.y + alien.height, speed: 4 + level * 0.5 }); } }); // Check if aliens reached bottom for (let alien of aliens) { if (!alien.alive) continue; if (alien.y + alien.height >= player.y) { gameOver = true; break; } } } // Update bullets function updateBullets() { // Player bullets (up) for (let i = bullets.length - 1; i >= 0; i--) { bullets[i].y -= BULLET_SPEED; if (bullets[i].y < 0) {

assistant
thinking
Now we need to replace the line "gameOver = true;" with "gameOver = true; gameRunning = false;". However we need to ensure we don't break the break statement. We'll add after gameOver = true; before break.

Let's capture the exact old line: "                    gameOver = true;". There may be spaces. Let's count spaces: line likely has 20 spaces? We'll match the exact line from the file. Let's use the exact line from the snippet above. The line appears as: "                    gameOver = true;". That's 20 spaces? Actually the snippet shows 20 spaces? Let's copy exactly: "                    gameOver = true;". We'll match that.

Now we need to replace with "                    gameOver = true; gameRunning = false;". Keep same indentation.

Now for updateBullets, there are two gameOver = true lines: one when lives <= 0. Let's find that line. We'll search for "gameOver = true" again and look at context. Let's get lines 378 maybe. Let's read from 370 to 390. Let's use bash again.
bash {"command":"sed -n '370,390p' index.html"}
toolResult

// Check collision with player if (alienBullets[i].x >= player.x && alienBullets[i].x <= player.x + PLAYER_WIDTH && alienBullets[i].y >= player.y && alienBullets[i].y <= player.y + PLAYER_HEIGHT) { // Hit player lives--; updateUI(); alienBullets.splice(i, 1); if (lives <= 0) { gameOver = true; } continue; } // Check collision with bunker blocks bunkers.forEach(bunker => { for (let k = bunker.blocks.length - 1; k >= 0; k--) { const block = bunker.blocks[k]; if (!block.alive) continue; if (alienBullets[i].x >= block.x && alienBullets[i].x <= block.x + block.width && alienBullets[i].y >= block.y && alienBullets[i].y <= block.y + block.height) { block.alive = false; alienBullets.splice(i, 1);

assistant
thinking
We need to replace that inner line "gameOver = true;" with "gameOver = true; gameRunning = false;". Let's capture exact indentation: there are 24 spaces? Actually the line is inside an if block with extra indentation. Let's match exactly: "                        gameOver = true;". We'll need to see the exact spaces: The snippet shows 24 spaces? Let's count: The line starts after "                    if (lives <= 0) {" which is 20 spaces? Let's just copy the exact line from the file using a more precise method. We'll write a small script but we can just edit using the exact line as seen in the snippet. We'll assume there are 24 spaces before "gameOver". We'll match that.

Now we also need to edit handleInput. Let's get exact lines for handleInput. Let's get lines 476-490.
bash {"command":"sed -n '476,490p' index.html"}
toolResult

function handleInput() { if (keys['ArrowLeft'] || keys['a']) { player.x -= PLAYER_SPEED; if (player.x < 0) player.x = 0; } if (keys['ArrowRight'] || keys['d']) { player.x += PLAYER_SPEED; if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH; } } // Input loop (separate from game loop for responsiveness) function inputLoop() { handleInput(); requestAnimationFrame(inputLoop);

assistant
thinking
Great. Now we have all three old texts.

Now we need to create the edit call with three edits. Let's write them.

First edit: handleInput oldText:

        function handleInput() {
            if (keys['ArrowLeft'] || keys['a']) {
                player.x -= PLAYER_SPEED;
                if (player.x < 0) player.x = 0;
            }
            if (keys['ArrowRight'] || keys['d']) {
                player.x += PLAYER_SPEED;
                if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH;
            }
        }

We'll add a line at the beginning: "if (gameOver) return;". Keep indentation. New text:

        function handleInput() {
            if (gameOver) return;
            if (keys['ArrowLeft'] || keys['a']) {
                player.x -= PLAYER_SPEED;
                if (player.x < 0) player.x = 0;
            }
            if (keys['ArrowRight'] || keys['d']) {
                player.x += PLAYER_SPEED;
                if (player.x + PLAYER_WIDTH > canvas.width) player.x = canvas.width - PLAYER_WIDTH;
            }
        }

Second edit: updateAliens gameOver line. We'll replace the line "                    gameOver = true;" with "                    gameOver = true; gameRunning = false;". Ensure we keep the break after. The old line is exactly as shown. We'll include the line break? Actually we replace the line only, not the next line break. We'll keep the line break after? The line is followed by a break statement on the next line. We'll just replace that single line.

Third edit: updateBullets gameOver line. Replace "                        gameOver = true;" with "                        gameOver = true; gameRunning = false;".

Now we also need to ensure that when gameOver is set in draw? Actually draw sets gameRunning = false but that's after gameOver already true. That's fine.

Now we also need to ensure that after restart, gameRunning is set to true (already). However we also need to reset gameOver to false (already in init). Good.

Now we need to also maybe set gameRunning = false when gameOver becomes true in updateAliens and updateBullets. That's what we added.

Now we should also maybe stop alien movement and bullets when gameOver is true? They will stop because gameLoop will not run (gameRunning false). However note that gameLoop guard is "if (!gameRunning) return;". Since we set gameRunning = false after gameOver = true, the next frame will exit early. However the current frame will still run updateAliens and updateBullets after setting gameOver = true? Wait, order: In updateAliens we set gameOver = true and gameRunning = false, then break out of loop. The function returns to gameLoop which then calls updateBullets, checkLevel, draw. We might want to stop further updates. We could add a guard at the start of updateAliens and updateBullets to check gameRunning? Actually they are called from gameLoop, and gameLoop already checks gameRunning. So if we set gameRunning = false inside updateAliens, the guard at start of gameLoop will not affect current call because we are already inside gameLoop. So we need to either exit early from updateAliens and updateBullets if gameOver is true, or we could set a flag and skip the rest of the loop. Simpler: after setting gameOver = true, we could set a global flag that stops further updates in the same frame. But maybe it's okay to let the frame finish; aliens already reached bottom, but player might still be alive for that frame. That's fine.

Alternatively we could change gameLoop to check gameOver after each update and break. But let's keep simple.

Now let's apply the edits. We'll use the edit tool. First, we need to ensure the oldText matches exactly including whitespace. We'll copy from the file using cat -A? but we can trust the snippets.

Let's write the edit call. We'll also include a fourth edit? Not needed.

Now proceed.
edit {"edits":[{"newText":" function handleInput() {\n if (gameOver) return;\n if (keys['ArrowLeft'] || keys['a']) {
toolResult

Found 2 occurrences of edits[1] in index.html. Each oldText must be unique. Please provide more context to make it unique.

assistant
thinking
We have duplicate lines. Indeed there are two occurrences of "                    gameOver = true;" (maybe more). We need to be more specific, include surrounding lines. Let's include the line before and after.

For updateAliens, the lines are:

            // Check if aliens reached bottom
            for (let alien of aliens) {
                if (!alien.alive) continue;
                if (alien.y + alien.height >= player.y) {
                    gameOver = true;
                    break;
                }
            }

We can replace the whole block from the for loop line to the closing brace. Let's capture from "            // Check if aliens reached bottom" to "            }". Actually we need to be unique but there is also another comment line elsewhere? Let's just replace the inner if block.

Let's take the exact old text:

                if (alien.y + alien.height >= player.y) {
                    gameOver = true;
                    break;
                }

Indentation: 16 spaces? Let's count: The snippet shows 16 spaces before "if". Let's match exactly. We'll replace that with:

                if (alien.y + alien.height >= player.y) {
                    gameOver = true; gameRunning = false;
                    break;
                }

Now for updateBullets, we have:

                    if (lives <= 0) {
                        gameOver = true;
                    }

We'll replace that block with:

                    if (lives <= 0) {
                        gameOver = true; gameRunning = false;
                    }

Now we need to ensure uniqueness. Let's write those.

First, let's get the exact old text for updateAliens block. We'll use bash to get a few lines with context. Let's do:

sed -n '/Check if aliens reached bottom/,+10p' index.html

But we can approximate. Let's do a more precise extraction using a small script, but we can do it manually. Let's read lines from 310 to 325. Let's do that with bash again.
bash {"command":"sed -n '310,325p' index.html"}
toolResult

speed: 4 + level * 0.5 }); } }); // Check if aliens reached bottom for (let alien of aliens) { if (!alien.alive) continue; if (alien.y + alien.height >= player.y) { gameOver = true; break; } } } // Update bullets

assistant
thinking
Great. So the block we need is lines 316-322? Let's capture exactly:

            // Check if aliens reached bottom
            for (let alien of aliens) {
                if (!alien.alive) continue;
                if (alien.y + alien.height >= player.y) {
                    gameOver = true;
                    break;
                }
            }

But we need to replace only the inner if block. Let's take the three lines:

                if (alien.y + alien.height >= player.y) {
                    gameOver = true;
                    break;
                }

Now we need to include the exact whitespace. Let's copy from the file with cat -v but we can trust the snippet. The indentation appears as 16 spaces? Actually each level is 4 spaces? Let's count: The line "            // Check if aliens reached bottom" has 12 spaces? Actually there are 12 spaces before comment? The file uses 12 spaces for top-level indentation? Let's look at the previous lines: "        function updateAliens() {" has 8 spaces? Actually the file uses 8 spaces for function body? Let's examine: In the earlier snippet, the line "            alienMoveTimer++;" has 12 spaces? Wait, the function body is indented with 12 spaces? Let's not overthink; we'll match the exact text as appears in the file. Let's extract using a more precise method: use grep with context and output with line numbers and show spaces? We'll do a small python script, but maybe we can just use the edit tool with a larger unique context.

Let's replace from the comment line "            // Check if aliens reached bottom" to the closing brace "            }". That should be unique. Let's capture that exact block:

            // Check if aliens reached bottom
            for (let alien of aliens) {
                if (!alien.alive) continue;
                if (alien.y + alien.height >= player.y) {
                    gameOver = true;
                    break;
                }
            }

Now we can replace with same block but with added gameRunning = false.

Now for updateBullets, let's get the surrounding lines. Let's find line numbers again. Let's search for "if (lives <= 0)". Let's use bash:
bash {"command":"grep -n \"if (lives <= 0)\" index.html"}
toolResult

377: if (lives <= 0) {

assistant
thinking
Now get lines 370-385.
bash {"command":"sed -n '370,385p' index.html"}
toolResult

// Check collision with player if (alienBullets[i].x >= player.x && alienBullets[i].x <= player.x + PLAYER_WIDTH && alienBullets[i].y >= player.y && alienBullets[i].y <= player.y + PLAYER_HEIGHT) { // Hit player lives--; updateUI(); alienBullets.splice(i, 1); if (lives <= 0) { gameOver = true; } continue; } // Check collision with bunker blocks bunkers.forEach(bunker => { for (let k = bunker.blocks.length - 1; k >= 0; k--) { const block = bunker.blocks[k];

assistant
thinking
Great. So the block is:

                    if (lives <= 0) {
                        gameOver = true;
                    }

Indentation: 20 spaces? Actually there are 20 spaces before "if". We'll replace with:

                    if (lives <= 0) {
                        gameOver = true; gameRunning = false;
                    }

Now we need to ensure uniqueness; there is only one "if (lives <= 0)" block. Good.

Now we also need to handle the case where gameOver is set via aliens reaching bottom but we also want to set gameRunning = false. That's covered.

Now we also need to ensure that when gameOver is true and gameRunning false, the inputLoop still runs but handleInput will early return. That's fine.

Now we need to also ensure that after restart, gameRunning is true (already). Also we need to restart inputLoop? It's already running; we just need to ensure that handleInput works again. Since gameOver is false, it will work.

Now we need to apply the edits. We'll do three edits again.

Let's write the edit call with proper oldText and newText.

We'll first get the exact oldText for the first block (comment line to closing brace). Let's copy from the file using a small script but we can write it as we see. Let's include the exact whitespace line by line. We'll write it as:

            // Check if aliens reached bottom
            for (let alien of aliens) {
                if (!alien.alive) continue;
                if (alien.y + alien.height >= player.y) {
                    gameOver = true;
                    break;
                }
            }

But we need to include the exact number of spaces at the start of each line. Let's assume each line begins with 12 spaces? Let's examine the line "            // Check if aliens reached bottom". That's 12 spaces? Let's count: each indent maybe 4 spaces, three indents => 12 spaces. Yes. The line "            for (let alien of aliens) {" also 12 spaces. The line "                if (!alien.alive) continue;" 16 spaces (four indents). The line "                if (alien.y + alien.height >= player.y) {" 16 spaces. The line "                    gameOver = true;" 20 spaces. The line "                    break;" 20 spaces. The line "                }" 16 spaces. The line "            }" 12 spaces.

Now we need to replace gameOver line with "                    gameOver = true; gameRunning = false;". Keep same indentation.

Now we also need to replace the whole block? Actually we can replace just the inner if block as earlier but we need uniqueness. Let's replace the whole block from the comment line to the closing brace (including the brace). That's unique.

Let's capture the exact oldText using cat with line numbers? Let's do a quick bash to output with visible spaces: use sed with pattern.

But we can just copy from the file we already read earlier (the whole file). We'll copy the exact block from the file content we have in memory? We have the entire file content earlier from read? Actually we read the whole file earlier (the first 30 lines). We need to read the entire file again? Let's just use the snippet we have and assume the spaces are consistent.

Let's write the edit now. We'll also include the handleInput edit as before.

Let's do it step by step. First, handleInput edit (already unique). We'll do that.

Second, updateAliens block. We'll replace the whole block.

Third, updateBullets block.

Now we need to be careful about line endings. We'll use the exact strings as they appear in the file. Let's write a small script to verify but we can rely on the edit tool's ability to match.

Let's proceed.
edit {"edits":[{"newText":" function handleInput() {\n if (gameOver) return;\n if (keys['ArrowLeft'] || keys['a']) {
toolResult

Successfully replaced 3 block(s) in index.html.

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

modeldeepseek-v3.1-terminus
vendorDeepSeek
harnesspi-agent
generated2026-08-01

EVALUATION

2/5 broken

Player loses all lives within ~1.3s and hits Game Over before any input registers; game restart via clicking Play Again untested.

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 motion3.7%
on click0.0%
on drag0.0%
on wheel0.0%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread32.2 / 255
console errors0
js errors none

METRICS

runtime600.0s
tokens in202k
tokens out11k
cached147k
cost / run$0.0455