Space Invaders · gpt-5.6-terra
Output generated Cost / run $0.0397 Runtime 47.5s
Prompt for this run
Build a playable Space Invaders-style game on a canvas using procedural graphics. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Use Left/Right or A/D to move a cannon along the bottom and Space to fire upward. Display the controls and keep the cannon within the playfield. - Start with a grid of aliens that moves horizontally, reverses and descends at the edges, and fires toward the player. Player shots remove hit aliens and increase score once. - Place destructible bunkers between the cannon and aliens. Hits from either side remove bunker material persistently; shots can subsequently pass through the resulting gaps. - Start with three lives. Enemy shots cost a life with brief protection from repeated damage. Aliens reaching the player zone or zero lives causes Game Over; clearing the aliens shows a win state. - Provide Restart to restore aliens, bunkers, score, lives, and player position. Bound projectile lifetime and fire rate. Verify: Test movement and firing during the opening formation. Check alien motion and inspect a shot hitting a bunker or alien for visible damage or score feedback. Use Restart and check the initial formation, bunkers, lives, and score.
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
METRICS
Transcript · 13 messages
Build a playable Space Invaders-style game on a canvas using procedural graphics. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Use Left/Right or A/D to move a cannon along the bottom and Space to fire upward. Display the controls and keep the cannon within the playfield. - Start with a grid of aliens that moves horizontally, reverses and descends at the edges, and fires toward the player. Player shots remove hit aliens and increase score once. - Place destructible bunkers between the cannon and aliens. Hits from either side remove bunker material persistently; shots can subsequently pass through the resulting gaps. - Start with three lives. Enemy shots cost a life with brief protection from repeated damage. Aliens reaching the player zone or zero lives causes Game Over; clearing the aliens shows a win state. - Provide Restart to restore aliens, bunkers, score, lives, and player position. Bound projectile lifetime and fire rate. Verify: Test movement and firing during the opening formation. Check alien motion and inspect a shot hitting a bunker or alien for visible damage or score feedback. Use Restart and check the initial formation, bunkers, lives, and score.
thinking
index.html (8344 bytes)Successfully wrote to index.html
thinking
{"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEON INVADERS\nSECTOR 07 // DEFEND THE LINE\nSCORE 00000\nFORMATION INBOUND\nLIVES ● ● ●\n← → / A D MOVE • SPACE FIRE\n↻ RESTART MISSION","images":"attached"}
thinking
{"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":" ","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEON INVADERS\nSECTOR 07 // DEFEND THE LINE\nSCORE 00000\nFORMATION INBOUND\nLIVES ● ● ●\n← → / A D MOVE • SPACE FIRE\n↻ RESTART MISSION","images":"attached"}
thinking
**Testing shot mechanics** I’m considering whether a shot can travel through the gap between bunkers. If a player is positioned at center 452 and the bunker width is 104 to 469, I wonder about the arch bottom gap around coordinates 405-429. It seems like a shot at x452 might hit the bunker, possibly indicating the top has been removed. I think I need to test movement, perhaps using key presses or releases, and then take a screenshot.
{"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"ArrowRight","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEON INVADERS\nSECTOR 07 // DEFEND THE LINE\nSCORE 00000\nFORMATION INBOUND\nLIVES ● ● ●\n← → / A D MOVE • SPACE FIRE\n↻ RESTART MISSION","images":"attached"}
thinking
**Evaluating browser performance** I’m noticing a slight movement from 603 to 608, which seems interesting! I think checking the console for errors is essential. If everything appears normal, I might need to restart and test the click function again. It's all about ensuring that everything is running smoothly, right? I just want to make sure I'm capturing everything accurately and not missing any details that might be important. Let's see how this plays out!
{"action":"click","x":983,"y":770,"toX":0,"toY":0,"text":"","delta":0}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEON INVADERS\nSECTOR 07 // DEFEND THE LINE\nSCORE 00000\nFORMATION INBOUND\nLIVES ● ● ●\n← → / A D MOVE • SPACE FIRE\n↻ RESTART MISSION","images":"attached"}
thinking
**Analyzing game mechanics** I need to address an issue with alien collisions in a game. It's tricky to verify scores since shots hit bunkers complicate things. The game geometry has players blocking shots with a central bunker, and they have to move or shoot through gaps. For optimal gameplay, players must be positioned correctly since only certain rows and columns allow for projectile hits. There’s a concern about fire rate with repeated key inputs as the browser may not interpret quick presses correctly. I should test functionality rather than wait for exact scenarios.**Improving shot scoring** I need to adjust the shot scoring system for better accessibility. The player, positioned at x=430, faces a central bunker but can move left or right. It’s important to ensure that the score reports are concise, but some checks remain unverified, especially for direct hits. While the user asks for a build, it’s not just about results; I need to confirm that the index file exists. Using the browser's inspect tool may help identify any errors, but it only shows warnings, which is good!
Built the self-contained playable game in [index.html](./index.html). Checked in browser: - Initial formation, 3 lives, score, cannon, and bunkers render correctly. - Space firing produces visible projectiles and bunker damage. - Alien formation marches and enemy shots appear. - Arrow movement responds while cannon remains in the field. - Restart restores the opening formation, bunkers, score, lives, and centered cannon. - Console showed no application errors (only the sandbox iframe warning). Not exhaustively verified manually: full win/game-over progression and a player projectile scoring a direct alien hit, though those mechanics are implemented.