Top-down alien shooter · gemini-3.1-flash-lite-preview
Output generated Cost / run $0.0050 Runtime 12.2s
Prompt for this run
Using the pre-provided phaser.min.js (global Phaser), build a top-down alien shooter: move with WASD, aim and fire at waves of advancing aliens, with health, score, and increasing difficulty. Use ONLY procedurally generated graphics, no external image or audio assets.
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 · 6 messages
Using the pre-provided phaser.min.js (global Phaser), build a top-down alien shooter: move with WASD, aim and fire at waves of advancing aliens, with health, score, and increasing difficulty. Use ONLY procedurally generated graphics, no external image or audio assets.
thinking
**Defining Game Scope** I'm solidifying the scope: a single-file, top-down alien shooter using Phaser and internal assets. External resources are off-limits, which influences my asset strategy. I'll need to define game mechanics and core gameplay next to begin work on the index file.
{"command":"ls -l phaser.min.js"}-rw-r--r-- 1 node node 1181917 Jul 22 18:23 phaser.min.js
thinking
**Constructing the Game File** I've confirmed the file's existence and am now diving into `index.html` to instantiate the Phaser game. My plan crystallizes as: initial setup for the Phaser configuration. Then, the generation of assets within the `preload()` function. The intended method is to use `this.make.graphics()` for drawing, starting with the Player.
index.html (4121 bytes)Successfully wrote 4121 bytes to index.html
The top-down alien shooter has been successfully created. You can open `index.html` in your browser to play the game. ### Features included: * **Procedural Graphics**: All entities (player, enemies, bullets) are generated using Phaser's `Graphics` API at runtime. * **Controls**: WASD for movement, Mouse to aim and shoot. * **Mechanics**: * Player health system (decreases on contact). * Scoring system. * Dynamic difficulty: Spawn rate increases as you score points. * **Self-contained**: All code, styles, and logic are contained within the `index.html` file, which references the local `phaser.min.js` file.