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Top-down alien shooter · mercury-2

Output generated Cost / run $0.0148 Runtime 19.2s

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.

⛨ 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

modelmercury-2
vendorInception
harnesspi-agent
generated2026-08-01

METRICS

runtime19.2s
tokens in52k
tokens out7.0k
cached16k
cost / run$0.0148
Transcript · 18 messages
user

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.

assistant
→ write index.html (5138 bytes)
toolResult

Successfully wrote 5138 bytes to index.html

assistant
→ bash {"command":"ls -l"}
toolResult

total 1164 -rw-r--r--. 1 node node 5152 Aug 1 19:39 index.html -rw-r--r--. 1 node node 1181917 Aug 1 19:38 phaser.min.js

assistant
→ edit {"path":"index.html","edits":[{"oldText":"bullets = this.physics.add.group({ classType: Phaser.GameObjects.Image, runChildUpdate: true });\n
toolResult

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

assistant
→ read {"path":"index.html","offset":1,"limit":2000}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Top‑Down Alien Shooter</title> <style> body { margin:0; overflow:hidden; background:#000; } #game { width:100vw; height:100vh; } </style> </head> <body> <div id="game"></div> <script src="phaser.min.js"></script> <script> const config = { type: Phaser.AUTO, parent: 'game', width: 800, height: 600, physics: { default: 'arcade', arcade: { debug: false } }, scene: { preload, create, update } }; const game = new Phaser.Game(config); let player, cursors, bullets, aliens, lastFired = 0, fireRate = 200; let score = 0, health = 5, wave = 1; let scoreText, healthText, waveText; let alienTimer = 0, alienSpawnInterval = 2000; function preload() { // No external assets – everything is drawn with graphics. } function create() { // Player – a white triangle pointing up. const graphics = this.add.graphics({ fillStyle: { color: 0xffffff } }); const shape = new Phaser.Geom.Triangle.Build(0, 0, -15, 30, 15, 30); graphics.fillTriangleShape(shape); const tex = graphics.generateTexture('player', 30, 30); graphics.destroy(); player = this.physics.add.sprite(400, 500, 'player'); player.setCollideWorldBounds(true); // Bullet texture – small white rectangle. const bGraphics = this.add.graphics({ fillStyle: { color: 0xffffff } }); bGraphics.fillRect(0, 0, 4, 12); bGraphics.generateTexture('bullet', 4, 12); bGraphics.destroy(); bullets = this.physics.add.group({ classType: Phaser.GameObjects.Image, runChildUpdate: true }); // Alien texture – red circle. const aGraphics = this.add.graphics({ fillStyle: { color: 0xff0000 } }); aGraphics.fillCircle(15, 15, 15); aGraphics.generateTexture('alien', 30, 30); aGraphics.destroy(); aliens = this.physics.add.group({ classType: Phaser.GameObjects.Sprite, runChildUpdate: true }); // Input cursors = this.input.keyboard.addKeys({ up: Phaser.Input.Keyboard.KeyCodes.W, down: Phaser.Input.Keyboard.KeyCodes.S, left: Phaser.Input.Keyboard.KeyCodes.A, right: Phaser.Input.Keyboard.KeyCodes.D, fire: Phaser.Input.Keyboard.KeyCodes.SPACE }); // UI scoreText = this.add.text(10, 10, 'Score: 0', { font: '16px Arial', fill: '#fff' }); healthText = this.add.text(10, 30, 'Health: 5', { font: '16px Arial', fill: '#fff' }); waveText = this.add.text(10, 50, 'Wave: 1', { font: '16px Arial', fill: '#fff' }); // Collisions this.physics.add.overlap(bullets, aliens, bulletHitAlien, null, this); this.physics.add.overlap(player, aliens, alienHitPlayer, null, this); // World bounds – recycle bullets and destroy off‑screen aliens this.physics.world.setBoundsCollision(true, true, true, true); this.physics.world.on('worldbounds', function(body) { const gameObject = body.gameObject; if (gameObject && gameObject.texture && gameObject.texture.key === 'bullet') { gameObject.disableBody(true, true); } }); } function update(time, delta) { // Movement – WASD const speed = 200; player.setVelocity(0); if (cursors.left.isDown) player.setVelocityX(-speed); if (cursors.right.isDown) player.setVelocityX(speed); if (cursors.up.isDown) player.setVelocityY(-speed); if (cursors.down.isDown) player.setVelocityY(speed); // Aim with pointer – rotate player to face pointer const pointer = this.input.activePointer; const angle = Phaser.Math.Angle.Between(player.x, player.y, pointer.worldX, pointer.worldY); player.setRotation(angle + Math.PI/2); // Fire if ((cursors.fire.isDown || pointer.isDown) && time > lastFired + fireRate) { fireBullet.call(this, angle); lastFired = time; } // Spawn aliens over time if (time > alienTimer + alienSpawnInterval) { spawnWave.call(this); alienTimer = time; } } function fireBullet(angle) { const bullet = bullets.get(); if (!bullet) return; bullet.setTexture('bullet'); bullet.setActive(true); bullet.setVisible(true); bullet.setPosition(player.x, player.y); bullet.setRotation(angle + Math.PI/2); this.physics.velocityFromRotation(angle, 500, bullet.body.velocity); bullet.body.setSize(4, 12); bullet.body.setCollideWorldBounds(true); bullet.body.onWorldBounds = true; } function spawnWave() { const count = 5 + wave * 2; for (let i = 0; i < count; i++) { const x = Phaser.Math.Between(50, 750); const y = Phaser.Math.Between(-200, -50); const alien = aliens.get(); if (!alien) continue; alien.setTexture('alien'); alien.setActive(true); alien.setVisible(true); alien.setPosition(x, y); alien.setScale(1); alien.body.setVelocity(0, 50 + wave * 20); alien.body.setCollideWorldBounds(false); } // Increase difficulty wave++; alienSpawnInterval = Math.max(500, alienSpawnInterval - 100); waveText.setText('Wave: ' + wave); } // Clean up aliens that leave the screen function update(time, delta) { // existing update code will be inserted later } function bulletHitAlien(bullet, alien) { bullet.disableBody(true, true); alien.disableBody(true, true); score += 10; scoreText.setText('Score: ' + score); } function alienHitPlayer(player, alien) { alien.disableBody(true, true); health--; healthText.setText('Health: ' + health); if (health <= 0) { this.scene.restart(); score = 0; health = 5; wave = 1; alienSpawnInterval = 2000; scoreText.setText('Score: 0'); healthText.setText('Health: 5'); waveText.setText('Wave: 1'); } } </script> </body> </html>

assistant
→ edit {"path":"index.html","edits":[{"oldText":"// Clean up aliens that leave the screen\nfunction update(time, delta) {\n // existing update cod
toolResult

Successfully replaced 1 block(s) in index.html.

assistant
→ edit {"path":"index.html","edits":[{"oldText":"function update(time, delta) {\n // Movement – WASD\n const speed = 200;\n player.setVelocity(0
toolResult

Successfully replaced 1 block(s) in index.html.

assistant
→ read {"path":"index.html","offset":1,"limit":2000}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Top‑Down Alien Shooter</title> <style> body { margin:0; overflow:hidden; background:#000; } #game { width:100vw; height:100vh; } </style> </head> <body> <div id="game"></div> <script src="phaser.min.js"></script> <script> const config = { type: Phaser.AUTO, parent: 'game', width: 800, height: 600, physics: { default: 'arcade', arcade: { debug: false } }, scene: { preload, create, update } }; const game = new Phaser.Game(config); let player, cursors, bullets, aliens, lastFired = 0, fireRate = 200; let score = 0, health = 5, wave = 1; let scoreText, healthText, waveText; let alienTimer = 0, alienSpawnInterval = 2000; function preload() { // No external assets – everything is drawn with graphics. } function create() { // Player – a white triangle pointing up. const graphics = this.add.graphics({ fillStyle: { color: 0xffffff } }); const shape = new Phaser.Geom.Triangle.Build(0, 0, -15, 30, 15, 30); graphics.fillTriangleShape(shape); const tex = graphics.generateTexture('player', 30, 30); graphics.destroy(); player = this.physics.add.sprite(400, 500, 'player'); player.setCollideWorldBounds(true); // Bullet texture – small white rectangle. const bGraphics = this.add.graphics({ fillStyle: { color: 0xffffff } }); bGraphics.fillRect(0, 0, 4, 12); bGraphics.generateTexture('bullet', 4, 12); bGraphics.destroy(); bullets = this.physics.add.group({ classType: Phaser.GameObjects.Image, runChildUpdate: true }); // Alien texture – red circle. const aGraphics = this.add.graphics({ fillStyle: { color: 0xff0000 } }); aGraphics.fillCircle(15, 15, 15); aGraphics.generateTexture('alien', 30, 30); aGraphics.destroy(); aliens = this.physics.add.group({ classType: Phaser.GameObjects.Sprite, runChildUpdate: true }); // Input cursors = this.input.keyboard.addKeys({ up: Phaser.Input.Keyboard.KeyCodes.W, down: Phaser.Input.Keyboard.KeyCodes.S, left: Phaser.Input.Keyboard.KeyCodes.A, right: Phaser.Input.Keyboard.KeyCodes.D, fire: Phaser.Input.Keyboard.KeyCodes.SPACE }); // UI scoreText = this.add.text(10, 10, 'Score: 0', { font: '16px Arial', fill: '#fff' }); healthText = this.add.text(10, 30, 'Health: 5', { font: '16px Arial', fill: '#fff' }); waveText = this.add.text(10, 50, 'Wave: 1', { font: '16px Arial', fill: '#fff' }); // Collisions this.physics.add.overlap(bullets, aliens, bulletHitAlien, null, this); this.physics.add.overlap(player, aliens, alienHitPlayer, null, this); // World bounds – recycle bullets and destroy off‑screen aliens this.physics.world.setBoundsCollision(true, true, true, true); this.physics.world.on('worldbounds', function(body) { const gameObject = body.gameObject; if (gameObject && gameObject.texture && gameObject.texture.key === 'bullet') { gameObject.disableBody(true, true); } }); } function update(time, delta) { // Movement – WASD const speed = 200; player.setVelocity(0); if (cursors.left.isDown) player.setVelocityX(-speed); if (cursors.right.isDown) player.setVelocityX(speed); if (cursors.up.isDown) player.setVelocityY(-speed); if (cursors.down.isDown) player.setVelocityY(speed); // Aim with pointer – rotate player to face pointer const pointer = this.input.activePointer; const angle = Phaser.Math.Angle.Between(player.x, player.y, pointer.worldX, pointer.worldY); player.setRotation(angle + Math.PI/2); // Fire if ((cursors.fire.isDown || pointer.isDown) && time > lastFired + fireRate) { fireBullet.call(this, angle); lastFired = time; } // Spawn aliens over time if (time > alienTimer + alienSpawnInterval) { spawnWave.call(this); alienTimer = time; } // Clean up aliens that have moved off screen aliens.getChildren().forEach(function(alien) { if (alien.active && alien.y > 650) { alien.disableBody(true, true); } }); } function fireBullet(angle) { const bullet = bullets.get(); if (!bullet) return; bullet.setTexture('bullet'); bullet.setActive(true); bullet.setVisible(true); bullet.setPosition(player.x, player.y); bullet.setRotation(angle + Math.PI/2); this.physics.velocityFromRotation(angle, 500, bullet.body.velocity); bullet.body.setSize(4, 12); bullet.body.setCollideWorldBounds(true); bullet.body.onWorldBounds = true; } function spawnWave() { const count = 5 + wave * 2; for (let i = 0; i < count; i++) { const x = Phaser.Math.Between(50, 750); const y = Phaser.Math.Between(-200, -50); const alien = aliens.get(); if (!alien) continue; alien.setTexture('alien'); alien.setActive(true); alien.setVisible(true); alien.setPosition(x, y); alien.setScale(1); alien.body.setVelocity(0, 50 + wave * 20); alien.body.setCollideWorldBounds(false); } // Increase difficulty wave++; alienSpawnInterval = Math.max(500, alienSpawnInterval - 100); waveText.setText('Wave: ' + wave); } function bulletHitAlien(bullet, alien) { bullet.disableBody(true, true); alien.disableBody(true, true); score += 10; scoreText.setText('Score: ' + score); } function alienHitPlayer(player, alien) { alien.disableBody(true, true); health--; healthText.setText('Health: ' + health); if (health <= 0) { this.scene.restart(); score = 0; health = 5; wave = 1; alienSpawnInterval = 2000; scoreText.setText('Score: 0'); healthText.setText('Health: 5'); waveText.setText('Wave: 1'); } } </script> </body> </html>

assistant
→ edit {}
toolResult

Validation failed for tool "edit": - path: must have required properties path, edits Received arguments: {}

assistant

The **Top‑Down Alien Shooter** is ready. All code is contained in a single self‑contained `index.html` file that loads the provided `phaser.min.js` locally and uses only procedurally generated graphics. **Key features implemented** - **Movement** – WASD keys (player stays within world bounds) - **Aiming & firing** – mouse pointer (or Space) fires bullets toward the cursor - **Procedural graphics** – player triangle, bullet rectangle, alien circle generated at runtime - **Waves & difficulty** – aliens spawn in increasing numbers and speed; spawn interval shortens each wave - **Health & score UI** – displayed in the top‑left corner; health resets on death - **Collision handling** – bullets destroy aliens, aliens damage player, off‑screen bullets/aliens are recycled - **No external assets** – everything is drawn with Phaser’s graphics API Open `index.html` in a browser to play the game. Enjoy!