Top-down alien shooter · gpt-4o-mini-2024-07-18
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.
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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.
I'll create a self-contained HTML file for a top-down alien shooter game using Phaser, as per your specifications. The game will feature movement with WASD, aiming and shooting at waves of aliens, a health system, score tracking, and procedurally generated graphics. Here’s how the structure will be organized in the `index.html`: 1. Load `phaser.min.js`. 2. Create the game scene where we'll implement: - Player movement (WASD keys). - Alien spawning mechanics. - Health and score display. - Procedurally generated graphics for the player and aliens. Now, I will write the complete code into `index.html`. ```html <!DOCTYPE html> <html> <head> <title>Top-Down Alien Shooter</title> <style> body { margin: 0; overflow: hidden; background: #000; } canvas { display: block; } </style> <script src="phaser.min.js"></script> <script> const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: 0, debug: false } }, scene: { preload: preload, create: create, update: update } }; const game = new Phaser.Game(config); let player; let cursors; let bullets; let aliens; let score = 0; let scoreText; let health = 100; let healthText; let alienSpeed = 50; function preload() { this.load.image('bullet', generateBulletGraphics()); this.load.image('alien', generateAlienGraphics()); } function create() { player = this.physics.add.sprite(400, 300, 'bullet').setScale(0.5); player.setCollideWorldBounds(true); cursors = this.input.keyboard.createCursorKeys(); bullets = this.physics.add.group({ classType: Phaser.GameObjects.Image, defaultKey: 'bullet', maxSize: 10 }); aliens = this.physics.add.group(); scoreText = this.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#fff' }); healthText = this.add.text(16, 50, 'Health: 100', { fontSize: '32px', fill: '#fff' }); this.physics.add.overlap(bullets, aliens, hitAlien, null, this); spawnAliens(this); this.time.addEvent({ delay: 3000, // spawn aliens every 3 seconds callback: spawnAliens, callbackScope: this, loop: true }); } function update() { if (cursors.left.isDown) { player.body.setVelocityX(-160); } else if (cursors.right.isDown) { player.body.setVelocityX(160); } else { player.body.setVelocityX(0); } if (cursors.up.isDown) { player.body.setVelocityY(-160); } else if (cursors.down.isDown) { player.body.setVelocityY(160); } else { player.body.setVelocityY(0); } // Fire bullets if (this.input.activePointer.isDown) { fireBullet(this); } // Update health and score display healthText.setText('Health: ' + health); scoreText.setText('Score: ' + score); } function fireBullet(scene) { const bullet = bullets.get(); if (bullet) { bullet.setActive(true); bullet.setVisible(true); bullet.setPosition(player.x, player.y); scene.physics.velocityFromAngle(Phaser.Math.RND.angle() * 180, 400, bullet.body.velocity); bullet.body.setCollideWorldBounds(true); bullet.body.onWorldBounds = true; } } function hitAlien(bullet, alien) { bullet.setActive(false); bullet.setVisible(false); alien.setActive(false); alien.setVisible(false); score += 10; // Remove the alien and reset it alien.destroy(); } function spawnAliens(scene) { const x = Phaser.Math.Between(0, 800); const alien = aliens.create(x, 0, 'alien'); alien.setVelocityY(alienSpeed); if (alien.y > 600) { health -= 10; alien.destroy(); } } function generateBulletGraphics() { const canvas = document.createElement('canvas'); canvas.width = 10; canvas.height = 10; const context = canvas.getContext('2d'); context.fillStyle = 'yellow'; context.fillRect(0, 0, 10, 10); return canvas.toDataURL(); } function generateAlienGraphics() { const canvas = document.createElement('canvas'); canvas.width = 30; canvas.height = 30; const context = canvas.getContext('2d'); context.fillStyle = 'green'; context.fillRect(0, 0, 30, 30); return canvas.toDataURL(); } </script> </head> <body> </body> </html> ``` Now I'm writing this content to `index.html`.
index.html (4842 bytes)Successfully wrote 4842 bytes to index.html
The `index.html` file has been successfully created with the top-down alien shooter game. You can run it in a web browser to play the game. If you have any further modifications or tasks, let me know!
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
EVALUATION
Green squares (aliens?) drift down screen with overlapping text; no visible player ship, weapons, or WASD movement response.
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.