Top-down alien shooter · qwen3.8-2.4t-a95b
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.
thinking
Let's make a Phaser 3 game. Check the phaser.min.js file, check the version. Let me try writing a single index.html containing a Phaser scene: player in the center, WASD movement, mouse aiming, firing bullets, waves of aliens advancing toward the player, health bar, score, difficulty that increases per wave. Procedural graphics via Phaser's Graphics → generateTexture. Let's quickly check the phaser version.
{"command":"ls -la /tmp/ws && head -c 300 /tmp/ws/phaser.min.js"}total 1156 drwxr-sr-x. 2 node node 27 Aug 13 01:24 . drwxrwsrwx. 3 root node 16 Aug 13 01:24 .. -rw-r--r--. 1 node node 1181917 Aug 13 01:24 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()}(this,(()=>(()=>{var t={50792:t=>{"use strict";var e=Object.prototype.hasOwnProperty,i="~";function
thinking
Phaser 3 is available globally. Write index.html containing one scene. Features: - Procedural textures via Graphics.generateTexture: player (spaceship), aliens (a few types), bullets, alien bullets, particles, background stars. - WASD movement, aiming with mouse, firing by holding down mouse / space. - Waves: spawn from screen edges, count/speed/HP increase with wave number. - Player HP, game over + restart. - Score, wave banner, HUD text. - Camera shake, hit flash, particles (simple tweens or Phaser's particles). Write the file.
/tmp/ws/index.html (17521 bytes)Successfully wrote 17521 bytes to /tmp/ws/index.html
thinking
Doing a simple sanity check to see if there are any syntax errors — I could run node against the JS extracted from within the script, but phaser.min.js references window. I can extract the inline script and at least do a syntax check with node --check.
Let me syntax-check the inline script:
{"command":"cd /tmp/ws && python3 -c \"\nimport re\nhtml = open('index.html').read()\nm = re.search(r'<script>\\n(.*)</script>', html, re.S)/bin/bash: line 1: python3: command not found Command exited with code 127
thinking
Let me try extracting the script tag content using node.
{"command":"cd /tmp/ws && node -e \"\nconst html = require('fs').readFileSync('index.html','utf8');\nconst m = html.match(/<script>\\n([\\s\JS syntax OK
thinking
One thing I'm concerned about: `this.banner.setFontSize([42, 18])` — in Phaser 3, setFontSize accepts an array, and it sets the sizes for each line (lineHeight? Actually, setFontSize with an array sets a different size for each line of the text). Right, Phaser supports arrays in setFontSize, and index i is applied to the i-th line. Okay, good. Also, check whether phaser.min.js defines Phaser globally. Done. Also confirm that index.html exists. Done.
Done. **`/tmp/ws/index.html`** is a fully self-contained top-down alien shooter — JS syntax verified, no external resources besides the local `phaser.min.js`. **Features:** 🎮 **Controls** - **WASD** to move (diagonals normalized) - **Mouse** to aim, **click / SPACE** to fire (hold for auto-fire with slight recoil & muzzle flash) 👾 **Three procedurally drawn alien types** (all via `Graphics.generateTexture`, zero assets): - **Purple grunt** — basic chaser with a wobbly advance - **Cyan zip** — small, fast diamond (wave 2+) - **Red brute** — spiky tank, more HP, screen shake on kill (wave 3+) - Grunts/brutes also shoot pink projectiles at you from wave 2+, faster each wave 📈 **Waves & difficulty** - Aliens spawn from all four screen edges; each wave adds more aliens, more HP, higher speed, faster spawns, and quicker enemy fire - Wave-clear bonus points and banner announcements ❤️ **Health / Score / HUD** - 5-heart health display, camera flash + shake when hit, brief invulnerability window - Score with pop animation, floating "+points" text on kills - Game-over panel with final score/wave, restart via **R** key or click ✨ **Polish** — procedural starfield/nebula background, particle death bursts, pulsing alien animations, hit-flash tinting, and a scaling Phaser canvas.
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
Top-down shooter runs with ship, aliens, waves, health, and score, but player died quickly leading to game over screen.
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.