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Top-down alien shooter · deepseek-v4.1-flash

Output generated Cost / run $0.0060 Runtime 147.9s

Prompt for this run

Build a playable top-down alien shooter using the provided Phaser library. 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. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Move the player with WASD, aim toward the mouse pointer, and fire with the left mouse button. Display the controls on screen. - Start with a playable arena, a living player, and a first wave of aliens that advance toward the player. Player shots damage aliens; contact with aliens damages the player. - Display health, score, and wave number. Award points for kills. After a wave is cleared, start a harder wave by increasing enemy count or speed. - At zero health, stop gameplay and show a game-over state with Restart. Restart restores health, score, and the first wave. - Generate all graphics procedurally with Phaser Graphics or generated textures. Do not use external image or audio assets. Verify: Test movement, aiming, and firing in the opening encounter. Check that shots travel toward the pointer, aliens advance toward the player, and a projectile hit produces visible feedback. Reload and check the initial health, score, and wave.

⛨ sandboxed Open in new tab ↗

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-v4.1-flash
vendorDeepSeek
harnesspi 0.87.1 · browser iteration
generated2026-10-29

METRICS

runtime147.9s
tokens in135k
tokens out9.7k
cached110k
cost / run$0.0060
Transcript · 26 messages
system

user

Build a playable top-down alien shooter using the provided Phaser library. 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. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Move the player with WASD, aim toward the mouse pointer, and fire with the left mouse button. Display the controls on screen. - Start with a playable arena, a living player, and a first wave of aliens that advance toward the player. Player shots damage aliens; contact with aliens damages the player. - Display health, score, and wave number. Award points for kills. After a wave is cleared, start a harder wave by increasing enemy count or speed. - At zero health, stop gameplay and show a game-over state with Restart. Restart restores health, score, and the first wave. - Generate all graphics procedurally with Phaser Graphics or generated textures. Do not use external image or audio assets. Verify: Test movement, aiming, and firing in the opening encounter. Check that shots travel toward the pointer, aliens advance toward the player, and a projectile hit produces visible feedback. Reload and check the initial health, score, and wave.

assistant
thinking
Let me start by checking the environment and the provided phaser.min.js.
→ bash {"command":"cd /tmp/job-HGAlbg && ls -la && node -e \"const p=require('./phaser.min.js'); console.log(p.VERSION)\" 2>/dev/null; grep -o 'VER
toolResult

total 1168 drwx------ 3 node node 4096 Oct 29 01:26 . drwxrwxrwt 8 root root 4096 Oct 29 01:26 .. drwxr-xr-x 3 node node 4096 Oct 29 01:26 .home -rw-r--r-- 1 node node 1181917 Oct 29 01:26 phaser.min.js VERSION:"3.80.1"

assistant
thinking
Phaser 3.80.1. Let me look at how the browser tool works. Let me write the index.html.

Let me build a solid Phaser game. I'll use generated textures via Graphics.generateTexture.

Key things:
- Player movement WASD, aim toward mouse, fire left button.
- Controls on screen.
- Arena, player, first wave aliens advancing toward player.
- Shots damage aliens; contact damages player.
- HUD: health, score, wave.
- Wave cleared -> harder next wave (more enemies / speed).
- Zero health -> game over with Restart, restores health/score/wave.
- Procedural graphics.

Let me write it carefully. I'll make it a single scene.

Design:
- World size = 1200x800 maybe, or camera fixed. Use fixed arena matching game size. Let's use 960x640 scaled with Scale.FIT. Actually runner viewport 1200x800. Use 1200x800 directly maybe simpler. Let's use width 1200, height 800, Scale.FIT.

Arena with starfield background generated texture maybe. Keep simple: draw grid stars with Graphics.

Player: circle with direction indicator.
Bullets: physics group, speed 600.
Aliens: physics group, chase player, speed increases per wave.
Collisions: bullet-alien -> damage, feedback (particle/tween flash). alien-player -> damage with cooldown.
Health 100, contact damage 10 maybe with invuln.

Let me write.

Generating textures: I'll create a helper that makes textures with Graphics.

Player texture: 32x32 triangle/circle. Alien: 28x28 diamond. Bullet: 8x8 circle.

Use arcade physics.

Let me be careful with Phaser 3.80 APIs.

I'll write the whole file now.

For aiming, player rotation set to angle to pointer.

Firing on pointer down with automatic fire while held, with cooldown.

Enemy count: wave n -> 4 + n*2, speed 60 + n*10.

When all aliens dead and wave active -> start next wave after short delay, update wave counter.

Game over: pause physics, show text and restart button. Use a DOM-less Phaser text button or a rectangle interactive.

Restart: reset state, clear groups, restart wave 1.

Let me implement wave management with a flag.

Let me write the code.

I'll add stars background using a generated texture tiled maybe, or just draw once with graphics.

Let me produce final code.

Health bar drawn as graphics updated each frame.

Score text etc.

Let me write.

For bullet visual feedback, on hit spawn a quick particle burst (using small circles group) or tween scale flash. Simpler: create a "hit" sprite with tween alpha/scale and destroy. Also camera shake small.

Let me write the file.
→ write /tmp/job-HGAlbg/index.html (17038 bytes)
toolResult

Successfully wrote to /tmp/job-HGAlbg/index.html

assistant
thinking
There's a bug: I used `Phaser.Scene.prototype.boom` and called `this.boom(...)` inside killAlien which is called from a bound context. Let me reconsider. In onBulletHit, `this` is the scene (as context passed). I call `killAlien(this, alien)`. Inside killAlien I call `this.boom(scene, ...)` — `this` is not defined there (strict mode: this is undefined) -> error. Let me just make boom a normal function `boom(scene, x, y, color)`.

Also in restartGame, I reference `this.scene` etc. awkward. It's called as restartGame() from create and from button handler. In create, `restartGame()` is called with `this` = scene? Actually inside create, `restartGame()` is a plain function call so `this` is undefined (strict). Line `var scene = this.scene ? ...` would throw. Let me simplify restartGame to use game.scene.scenes[0].

Also `this.boom` in onPlayerHit - `this` there is the scene context (overlap passes scene as context). Better to use boom(this,...).

Let me fix these.

Also player.setDamping(true) with setDrag(0.0001) — but I set velocity every frame so fine. Actually damping with setVelocity overrides. Remove damping to be safe? It's fine.

Let me fix boom and restartGame.
→ edit {"path":"/tmp/job-HGAlbg/index.html","edits":[{"oldText":" function restartGame() {\n var scene = this.scene ? this.scene.scene : game.s
toolResult

Successfully replaced 4 block(s) in /tmp/job-HGAlbg/index.html.

assistant
thinking
Also in killAlien, `this.boom` fixed. But `killAlien` is called inside a delayedCall callback with `.bind(this)` where `this` is scene. Good.

Now the `boom` function closing — it ended with `};` originally as function expression. Now it's a function declaration, the ending `};` will be a syntax issue: `function boom(...) { ... };` — a trailing semicolon after function declaration is fine actually. Let me check.

Let me check the boom function block ending. It was:
```
  Phaser.Scene.prototype.boom = function (scene, x, y, color) {
    ...
  };
```
Now becomes:
```
  function boom(scene, x, y, color) {
    ...
  };
```
Trailing `;` after function declaration is allowed (empty statement). Fine.

Now startWave is called from restartGame with argument 1, both are functions in scope. Fine.

Let me also verify the player setDrag/setDamping. Phaser Arcade Image has setDamping and setDrag. Fine.

`p.leftButtonDown()` exists on Pointer. Good.

`p.positionToCamera(camera)` returns Vector2. Good.

One issue: `bullets.get(bx, by, "bullet")` when group is full (maxSize) returns null. Fine.

Also Physics group `bullets` created with classType Phaser.Physics.Arcade.Image; get() creates one. Good.

Potential issue: after `b.body.reset(bx,by)` then setVelocity. Fine.

Now let's run in browser. Let me reload and inspect console.
→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

assistant
thinking
Initial output looks good: HP 100/100, SCORE 0, WAVE 1, player, controls. No console errors. Wave banner showing. Let me wait for aliens to spawn and take a screenshot, then test movement/firing.

Let me screenshot after a moment.
→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

assistant
thinking
Aliens spawned (5 for wave 1). Now let me test movement (key W/D), aiming (mouse move), and firing. Let me move mouse to a corner and hold left click via drag/click. The browser tool has click (single) and drag. Firing uses isDown while pointer down; a click is quick, one shot maybe. Better use drag from player toward a direction, holding. Let me test firing by clicking and checking bullets.

Actually to observe bullet travel, use motion frames or screenshot right after a click. Let's do: key press D for movement, then move pointer and click. Let me first check the key action. Actually the browser tool "key" needs a key name maybe. Let me do mouse move via click at a point? Click also fires. Let me test aim+fire: click at (950, 400) — right of player. But player is at center (600,400) in world. The viewport is 1200x800 and the canvas width appears full. So click at (950,400) should fire right.

Let me click and immediately screenshot to see bullet.

Actually a single click may be too brief. The pointerdown/up in same frame—Phaser still processes pointer down for that frame, and update checks p.isDown. With a synthetic click there may be a down and up between frames, so isDown false during update. Hmm. Drag holds the button down longer, better. Use drag from player to target.

Let me drag from (600,400) to (900,400). That holds... Actually drag likely does pointerdown, move, pointerup. During move, isDown true, so bullets fire. Good.

Let me do that and take motion frames.
→ browser {"action":"drag","x":600,"y":400,"toX":950,"toY":400}
→ browser {"action":"key","text":"d"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

assistant
thinking
Firing works: bullets visible flying right (the three cyan dots). Score 10 (a kill happened). Health dropped from aliens contact (40 then 28), showing contact damage works. Player aim rotated. Movement via 'd' moved player? It seems player moved slightly right (from 600 to ~605). Actually the key press was a quick tap so minimal.

Score 10, wave 1. Good.

Now the player's health dropping fast—aliens do a lot of contact damage. CONTACT_DAMAGE 12 every 700ms. Player at 28 after a few seconds. Could be brutal but playable. Maybe reduce to 10 and cooldown 800. It's fine, but the player is surrounded quickly. Let me consider balancing: wave 1 has 5 aliens at speed 67, contact damage 12 each 700ms. With invulnerability global cooldown 700ms, taking 12 every 0.7s means 100hp lasts ~6s of constant contact. Acceptable.

Now I need to verify game over and restart. Let me let the player die. Health 28 already. Wait and screenshot.

Also verify wave progression would take too long manually. Let me just test game over. I could wait a few seconds.
→ bash {"command":"sleep 8 && echo waited"}
toolResult

waited

assistant

→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

assistant
thinking
Game over works, aliens stopped (physics paused). Now click RESTART and verify health/score/wave reset. RESTART button is at center + (0,90) => (600, 490). Click.
→ browser {"action":"click","x":600,"y":490}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x21d40017c800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

assistant
thinking
Restart works: HP 100/100, SCORE 0, WAVE 1, player visible, physics resumed.

Everything required verified: movement, aiming (player rotated toward pointer - visible in first screenshot the arrow rotated), firing with bullets traveling toward pointer, aliens advance toward player, hit produces spark/score, health/score/wave display, game over + restart.

One remaining unverified: wave progression to wave 2 (harder). I'm fairly confident the logic works. I could quickly test by making aliens die... but hard manually. The logic is straightforward. I could verify via console evaluation, but browser tool doesn't expose eval. I'll leave as unverified.

Let me double check the wave-cleared condition doesn't falsely trigger during betweenWaves. state.betweenWaves set true in startWave, set false after spawn delay. After spawn, aliens count > 0. When all killed, condition true, sets betweenWaves true and schedules next. Fine.

One concern: at restart, startWave(1) is called while old delayedCall from previous wave may still fire if game over happened during the 700ms spawn window. If game over then restart within that window, the old delayedCall would check state.gameOver (now false after restart) and spawn extra aliens into wave 1. Minor edge case. Also the "next wave" delayedCall could linger. Let me guard with a wave token/epoch to be safe. Actually simpler: track a `waveToken` incremented on restart, capture in delayedCall.

Let me add that guard quickly.

Also let me lower contact damage slightly to 10 for playability? Current 12 is okay. I'll keep but maybe set 10 and cooldown 800. Minor. I'll leave.

Let me add wave token guard.
→ edit {"edits":[{"newText":" var contactCooldown = 0;\n var CONTACT_DAMAGE = 12;\n var waveToken = 0;","oldText":" var contactCooldown = 0;\n
toolResult

Successfully replaced 4 block(s) in /tmp/job-HGAlbg/index.html.

assistant
thinking
Wait: startWave is called from restartGame after waveToken++ so token captured equals current. Good. But startWave is also called from the "next wave" delayedCall after token check; inside it captures token = waveToken current. Good.

But note: when startWave sets betweenWaves = true but the spawn delayedCall uses token; during betweenWaves the update loop won't trigger wave cleared because condition requires !betweenWaves. Good.

Reload and quickly verify no console errors and initial state.
→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x27e400170800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x27e400170800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x27e400170800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x27e400170800]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}

assistant
thinking
All good. No errors. Final file present. I'm done. Let me give a brief report.

`index.html` is complete and working. Reloaded the page and confirmed no console errors. ## What I verified in the browser - **Initial state:** health bar shows `HP 100 / 100`, `SCORE 0`, `WAVE 1`, player alive in center, controls shown ("WASD/Arrows - Move", "Mouse - Aim", "Left Click - Fire"), and the WAVE 1 banner appears. - **Firing / aiming:** Held the mouse toward the right — the player rotated to face the pointer and cyan bullets traveled in that direction (visible in flight). - **Hit feedback / scoring:** A projectile hit produced a bright spark burst and score increased (`SCORE 10`), confirming damage + kill rewards. - **Aliens advance & contact damage:** Aliens moved from the edges toward the player; on contact health dropped (`HP 28/100`) with camera shake and knockback, confirming contact damage. - **Game over:** At `HP 0/100`, gameplay halted (physics paused, player hidden) and a GAME OVER panel appeared with score, reached wave, and a RESTART button. - **Restart:** Clicked RESTART — health restored to `100/100`, score reset to `0`, wave back to `1`, player respawned, and the first wave banner replayed. ## Implementation notes - Built on the local `phaser.min.js` (Phaser 3.80.1) via a plain `<script src>` tag; no external assets/CDNs. - All sprites (ship, alien, bullet, spark, star) are generated procedurally with `Phaser.Graphics.generateTexture`; starfield and grid are drawn/generated at runtime. - Wave scaling: each wave adds `3 + n*2` aliens, increases chase speed (`55 + n*12`) and HP every other wave. Wave-clear detection advances to the next, harder wave. - Added a `waveToken` guard so pending spawn/next-wave timers can't leak across a restart. ## Remaining unverified - **Automatic wave 2 transition** was not fully cleared manually (would require surviving and killing all of wave 1 in one run), though the clear-detection → `startWave(next)` logic is in place. All other required behaviors were directly observed.