Top-down alien shooter · muse-spark-1.2
Output generated Cost / run $0.0675 Runtime 58.6s
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.
{"command":"ls -lh /tmp/ws; head -c 200 phaser.min.js 2>&1 | head"}total 1.2M -rw-r--r--. 1 node node 1.2M Aug 13 01:23 phaser.min.js !function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define("Phaser",[],e):"object"==typeof exports?exports.Phaser=e():t.Phaser=e()
index.html (33478 bytes)Successfully wrote 33478 bytes to index.html
Built **NEON XENO** — top-down alien shooter in single `index.html`: - **Phaser 3** (via local `phaser.min.js`) with `Arcade` physics, procedurally generated textures (player, 3 xeno types, bullet, pickup, particles) drawn with `Graphics.generateTexture()` — no external assets. - **WASD** to move (acceleration/drag, world-bounded), **mouse aim + click/space to fire** (720px/s pulse rounds, 155ms cooldown, muzzle flash, knockback), enemy steering & separation via arcade collider. - **Waves**: 12 kills to clear Wave 1, +4.5 per wave; spawn interval 850ms → 280ms; enemy HP/speed scale 18%/6% per wave. 3 types: *Grunt* (balanced), *Runner* (148 speed, fragile), *Tank* (high HP, drops cyan HP orb +26). - **Health/score/difficulty HUD**: integrity bar (color shifts), score with ×1.0→3.0 combo (2s window), wave/remaining counter, best score `localStorage`, weapon status, neon grid/nebulous background with twinkling stars. - **Procedural VFX**: impact particles, floating score/“WAVE X”, camera shake/flash, invuln flicker, pickup bob/pulse. - Overlays: Start (how-to-play toggle), Pause (`P`), Game Over with wave/kills/score and restart. No CDNs, fully sandboxed.