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Space Invaders · qwen3.6-35b-a3b

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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transcript · 6 messages
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
The user wants a complete Space Invaders game in a single HTML file with inline CSS and JS, using canvas for rendering, with no external resources. Let me build a fully featured Space Invaders game with:

1. Player cannon (moves left/right, shoots)
2. Descending grid of aliens that advance horizontally and fire back
3. Destructible bunkers
4. Score tracking
5. Lives system
6. Procedural graphics (drawn on canvas)

Let me write a comprehensive implementation.
write /workspace/index.html (20086 bytes)
toolResult

Successfully wrote 20086 bytes to /workspace/index.html

assistant
thinking
The file has been written successfully. Let me verify it exists and is complete.
bash {"command":"ls -la /workspace/index.html && echo \"---\" && wc -l /workspace/index.html"}
toolResult

-rw-r--r-- 1 node node 20094 Jul 31 08:53 /workspace/index.html --- 718 /workspace/index.html

assistant
thinking
The file is created and complete. Let me summarize what was built.

The file `/workspace/index.html` is ready — a complete, self-contained Space Invaders game. Here's what's included: **Gameplay** - **Player cannon** — move with `← →` or `A D`, shoot with `Space` (up to 3 bullets on screen) - **5×11 alien grid** — 3 alien types (squid/crab/octopus) drawn from pixel-art patterns, each with 2 animation frames - **Aliens advance** — move side-to-side, drop down when hitting edges, speed up as fewer remain, faster in higher levels - **Aliens fire back** — bottom-most aliens shoot zigzag bullets with increasing frequency per level **Features** - **4 destructible bunkers** — made of small blocks; bullets chip them away with splash damage to nearby blocks - **Score system** — 30/20/10 points per alien type, high score saved to `localStorage` - **3 lives** — with invincibility frames after getting hit, screen shake on death - **Progressive levels** — clearing all aliens advances to the next level (faster aliens, quicker fire) - **Starfield background** with twinkling effect **Rendering** - All graphics are procedurally drawn on `<canvas>` — no images, no CDN, no network requests - Explosion particles, screen shake, pulsing title screen, animated start prompt

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

modelqwen3.6-35b-a3b
vendorQwen
harnesspi-agent
generated2026-07-31

EVALUATION

4/5 working

Fully functional Space Invaders with menu, aliens, bunkers, lives, shooting, and game-over state; pointer inputs correctly ignored.

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 motion0.5%
on click0.1%
on drag0.3%
on wheel0.6%
on enter + space9.1%
on arrow keys4.8%
on w/a/s/d7.4%
frame spread26.4 / 255
console errors0
js errors none

METRICS

runtime82.3s
tokens in21k
tokens out8.2k
cached12k
cost / run$0.0095