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Top-down alien shooter · qwen3-vl-235b-a22b-instruct

Output saved · Timed out Cost / run $0.0581 Runtime 900.1s

The 15-minute session limit cut this run off. The output is the HTML saved at that point.

Prompt for this run

Build a playable top-down alien shooter using the provided Phaser library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Move the player with WASD, aim toward the mouse pointer, and fire with the left mouse button. Display the controls on screen. - Start with a playable arena, a living player, and a first wave of aliens that advance toward the player. Player shots damage aliens; contact with aliens damages the player. - Display health, score, and wave number. Award points for kills. After a wave is cleared, start a harder wave by increasing enemy count or speed. - At zero health, stop gameplay and show a game-over state with Restart. Restart restores health, score, and the first wave. - Generate all graphics procedurally with Phaser Graphics or generated textures. Do not use external image or audio assets. Verify: Test movement, aiming, and firing in the opening encounter. Check that shots travel toward the pointer, aliens advance toward the player, and a projectile hit produces visible feedback. Reload and check the initial health, score, and wave.

⛨ 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

modelqwen3-vl-235b-a22b-instruct
vendorQwen
harnesspi 0.87.1 · browser iteration
generated2026-10-16

METRICS

runtime900.1s
tokens in219k
tokens out16k
cached0
cost / run$0.0581
Transcript · 37 messages
system

user

Build a playable top-down alien shooter using the provided Phaser library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Move the player with WASD, aim toward the mouse pointer, and fire with the left mouse button. Display the controls on screen. - Start with a playable arena, a living player, and a first wave of aliens that advance toward the player. Player shots damage aliens; contact with aliens damages the player. - Display health, score, and wave number. Award points for kills. After a wave is cleared, start a harder wave by increasing enemy count or speed. - At zero health, stop gameplay and show a game-over state with Restart. Restart restores health, score, and the first wave. - Generate all graphics procedurally with Phaser Graphics or generated textures. Do not use external image or audio assets. Verify: Test movement, aiming, and firing in the opening encounter. Check that shots travel toward the pointer, aliens advance toward the player, and a projectile hit produces visible feedback. Reload and check the initial health, score, and wave.

assistant

I'll build a top-down alien shooter game using Phaser. Let me create the index.html file with all the required functionality.

→ write index.html (14421 bytes)
toolResult

Successfully wrote to index.html

assistant
→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","error: alien.setFillStyle is not a function","warning: [.WebGL-0x12dc0017bc00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Controls:\nWASD - Move\nMouse - Aim\nLeft Click - Fire\n\nHealth: 100\nScore: 0\nWave: 1","images":"attached"}

assistant

I need to fix the error "alien.setFillStyle is not a function" and ensure the game renders properly. The issue is that I'm trying to use setFillStyle on a Phaser Graphics object, but I need to create the graphics properly. Let me fix this by properly creating the game objects.

→ edit {"path":"index.html","edits":[{"oldText":" // Create player\n player = this.add.circle(400, 300, 20, 0xffffff);\n
toolResult

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

assistant

I need to fix the issue with creating aliens and bullets. The problem is that I'm trying to use methods like setFillStyle on objects that don't have those methods. Let me revise the code to properly create the game objects using Phaser's graphics system.

→ edit {"path":"index.html","edits":[{"oldText":" function create() {\n // Create player\n player = this.add.circle(40
toolResult

Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.

assistant

I need to be more precise with the text replacement. Let me get the exact content of the create function and then replace it with the corrected version.

→ read {"path":"index.html"}
toolResult

<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Alien Shooter</title> <style> body { margin: 0; padding: 0; background-color: #000; color: #fff; font-family: Arial, sans-serif; overflow: hidden; } #game-container { position: relative; width: 100%; height: 100vh; } #controls { position: absolute; top: 10px; left: 10px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; border-radius: 5px; font-size: 14px; } #game-over { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background-color: rgba(0, 0, 0, 0.8); padding: 20px; border-radius: 10px; text-align: center; display: none; } #game-over h2 { color: #ff4444; margin-top: 0; } #restart-btn { background-color: #44ff44; color: #000; border: none; padding: 10px 20px; margin-top: 10px; border-radius: 5px; cursor: pointer; font-weight: bold; } #restart-btn:hover { background-color: #66ff66; } #hud { position: absolute; top: 10px; right: 10px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; border-radius: 5px; text-align: right; } </style> </head> <body> <div id="game-container"> <div id="controls"> <strong>Controls:</strong><br> WASD - Move<br> Mouse - Aim<br> Left Click - Fire<br> </div> <div id="hud"> <div id="health">Health: 100</div> <div id="score">Score: 0</div> <div id="wave">Wave: 1</div> </div> <div id="game-over"> <h2>GAME OVER</h2> <p>Score: <span id="final-score">0</span></p> <button id="restart-btn">Restart</button> </div> </div> <script src="phaser.min.js"></script> <script> // Game configuration const config = { type: Phaser.AUTO, width: window.innerWidth, height: window.innerHeight, parent: 'game-container', physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; // Game variables let game; let player; let cursors; let aliens; let bullets; let alienBullets; let score = 0; let wave = 1; let playerHealth = 100; let gameActive = true; let lastShotTime = 0; let shotCooldown = 200; // ms // Initialize game window.onload = function() { game = new Phaser.Game(config); }; function preload() { // No external assets needed - we'll create everything procedurally } function create() { // Create player player = this.add.circle(400, 300, 20, 0xffffff); player.setOrigin(0.5); // Create physics body for player this.physics.add.existing(player); player.body.setCollideWorldBounds(true); // Create bullet group bullets = this.add.group(); // Create alien group aliens = this.add.group(); // Create alien bullet group alienBullets = this.add.group(); // Create cursor keys cursors = this.input.keyboard.createCursorKeys(); // Set up mouse input for aiming this.input.on('pointerdown', function(pointer) { if (gameActive && pointer.button === 0) { shootBullet(pointer); } }); // Spawn first wave of aliens spawnWave(); // Set up collision detection this.physics.add.collider(bullets, aliens, bulletHitAlien); this.physics.add.collider(player, aliens, playerHitAlien); this.physics.add.collider(player, alienBullets, playerHitByAlienBullet); // Update HUD updateHUD(); // Add restart button functionality document.getElementById('restart-btn').addEventListener('click', function() { restartGame(); }); } function update() { if (!gameActive) return; // Player movement const speed = 200; let dx = 0, dy = 0; if (cursors.left.isDown || this.input.keyboard.checkDown('A')) { dx -= speed; } if (cursors.right.isDown || this.input.keyboard.checkDown('D')) { dx += speed; } if (cursors.up.isDown || this.input.keyboard.checkDown('W')) { dy -= speed; } if (cursors.down.isDown || this.input.keyboard.checkDown('S')) { dy += speed; } // Move player player.body.setVelocity(dx, dy); // Aim player towards mouse pointer const pointer = this.input.activePointer; if (pointer.isDown) { const angle = Phaser.Math.Angle.Between(player.x, player.y, pointer.x, pointer.y); player.rotation = angle; } // Update alien behavior aliens.children.each(function(alien) { // Make aliens move towards player const angle = Phaser.Math.Angle.Between(alien.x, alien.y, player.x, player.y); alien.body.setVelocity( Math.cos(angle) * alien.speed, Math.sin(angle) * alien.speed ); // Occasionally shoot at player if (Math.random() < 0.005) { const bullet = alienBullets.create(alien.x, alien.y, 'alien-bullet'); bullet.setOrigin(0.5); bullet.body.setVelocity( Math.cos(angle) * 300, Math.sin(angle) * 300 ); bullet.setCollideWorldBounds(true); bullet.body.setBounce(1); // Add a small delay before destroying the bullet this.time.delayedCall(3000, function() { bullet.destroy(); }, [], this); } }, this); // Update bullets bullets.children.each(function(bullet) { // Destroy bullets that go off screen if (bullet.x < 0 || bullet.x > this.game.config.width || bullet.y < 0 || bullet.y > this.game.config.height) { bullet.destroy(); } }, this); // Update alien bullets alienBullets.children.each(function(bullet) { // Destroy bullets that go off screen if (bullet.x < 0 || bullet.x > this.game.config.width || bullet.y < 0 || bullet.y > this.game.config.height) { bullet.destroy(); } }, this); // Check if all aliens are defeated if (aliens.children.size === 0) { wave++; spawnWave(); updateHUD(); } } function shootBullet(pointer) { const now = Date.now(); if (now - lastShotTime < shotCooldown) return; lastShotTime = now; // Create bullet const bullet = bullets.create(player.x, player.y, 'bullet'); bullet.setOrigin(0.5); bullet.setCircle(5); bullet.setFillStyle(0xffffff); // Set bullet velocity based on player rotation const angle = player.rotation; bullet.body.setVelocity( Math.cos(angle) * 500, Math.sin(angle) * 500 ); // Add a small delay before destroying the bullet game.time.delayedCall(2000, function() { bullet.destroy(); }, [], game); } function spawnWave() { // Clear existing aliens aliens.children.each(function(alien) { alien.destroy(); }); // Calculate number of aliens based on wave const alienCount = Math.min(5 + wave * 2, 20); // Create aliens for (let i = 0; i < alienCount; i++) { // Position aliens at random locations around the screen let x, y; // Ensure aliens don't spawn too close to player do { x = Math.random() * game.config.width; y = Math.random() * game.config.height; } while (Phaser.Math.Distance.Between(x, y, player.x, player.y) < 200); // Create alien const alien = aliens.create(x, y, 'alien'); alien.setOrigin(0.5); alien.setCircle(15); alien.setFillStyle(0xff00ff); // Set alien speed based on wave alien.speed = 50 + wave * 10; // Add health property alien.health = 1; } } function bulletHitAlien(bullet, alien) { // Reduce alien health alien.health -= 1; // Create explosion effect const explosion = game.add.circle(alien.x, alien.y, 10, 0xff0000); explosion.setOrigin(0.5); // Animate explosion game.tweens.add({ targets: explosion, scale: 3, alpha: 0, duration: 500, onComplete: function() { explosion.destroy(); } }); // Destroy bullet bullet.destroy(); // Check if alien is dead if (alien.health <= 0) { alien.destroy(); score += 10; updateHUD(); } } function playerHitAlien(player, alien) { // Reduce player health playerHealth -= 10; updateHUD(); // Create hit effect const hitEffect = game.add.circle(player.x, player.y, 15, 0xff0000); hitEffect.setOrigin(0.5); // Animate hit effect game.tweens.add({ targets: hitEffect, scale: 2, alpha: 0, duration: 300, onComplete: function() { hitEffect.destroy(); } }); // Check if player is dead if (playerHealth <= 0) { gameOver(); } } function playerHitByAlienBullet(player, bullet) { // Reduce player health playerHealth -= 5; updateHUD(); // Create hit effect const hitEffect = game.add.circle(player.x, player.y, 15, 0xff0000); hitEffect.setOrigin(0.5); // Animate hit effect game.tweens.add({ targets: hitEffect, scale: 2, alpha: 0, duration: 300, onComplete: function() { hitEffect.destroy(); } }); // Destroy bullet bullet.destroy(); // Check if player is dead if (playerHealth <= 0) { gameOver(); } } function updateHUD() { document.getElementById('health').textContent = `Health: ${playerHealth}`; document.getElementById('score').textContent = `Score: ${score}`; document.getElementById('wave').textContent = `Wave: ${wave}`; } function gameOver() { gameActive = false; document.getElementById('final-score').textContent = score; document.getElementById('game-over').style.display = 'block'; } function restartGame() { // Reset game state playerHealth = 100; score = 0; wave = 1; gameActive = true; // Clear all bullets and aliens bullets.children.each(function(bullet) { bullet.destroy(); }); aliens.children.each(function(alien) { alien.destroy(); }); alienBullets.children.each(function(bullet) { bullet.destroy(); }); // Reset player position player.setPosition(400, 300); player.rotation = 0; // Hide game over screen document.getElementById('game-over').style.display = 'none'; // Spawn first wave spawnWave(); // Update HUD updateHUD(); } </script> </body> </html>

assistant

I need to fix the issue with the alien and bullet creation. The problem is that I'm trying to use methods like setFillStyle on objects that don't have those methods. Let me revise the code to properly create the game objects using Phaser's graphics system and ensure physics is properly set up for all objects.

→ edit {"path":"index.html","edits":[{"oldText":" function create() {\n // Create player\n player = this.add.circle(40
toolResult

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

assistant

I need to fix the issue with creating aliens and bullets. The problem is that I'm trying to use methods like setFillStyle on objects that don't have those methods. Let me revise the code to properly create the game objects using Phaser's graphics system and ensure physics is properly set up for all objects.

→ edit {"path":"index.html","edits":[{"oldText":" function spawnWave() {\n // Clear existing aliens\n aliens.children.
toolResult

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

assistant

I need to fix the bullet creation in the shootBullet function and the alien bullet creation in the update function. Let me revise these functions to properly create the graphics objects with physics bodies.

→ edit {"path":"index.html","edits":[{"oldText":" function shootBullet(pointer) {\n const now = Date.now();\n if (now
toolResult

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

assistant

I need to fix the alien bullet creation in the update function. Let me revise this to properly create the alien bullets with physics bodies.

→ edit {"path":"index.html","edits":[{"oldText":" // Update alien behavior\n aliens.children.each(function(alien) {\n
toolResult

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

assistant

I need to fix the bulletHitAlien, playerHitAlien, and playerHitByAlienBullet functions to properly handle the collision events. Let me revise these functions to ensure they work correctly with the graphics objects.

→ edit {"path":"index.html","edits":[{"oldText":" function bulletHitAlien(bullet, alien) {\n // Reduce alien health\n
toolResult

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

assistant

I need to fix the playerHitAlien and playerHitByAlienBullet functions to properly handle the collision events. Let me revise these functions to ensure they work correctly with the graphics objects.

→ edit {"path":"index.html","edits":[{"oldText":" function playerHitAlien(player, alien) {\n // Reduce player health\n
toolResult

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

assistant

I need to fix the playerHitByAlienBullet function to properly handle the collision events. Let me revise this function to ensure it works correctly with the graphics objects.

→ edit {"path":"index.html","edits":[{"oldText":" function playerHitByAlienBullet(player, bullet) {\n // Reduce player health\n
toolResult

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

assistant

I need to fix the update function to properly handle the physics for the bullets and aliens. Let me revise the update function to ensure all objects have physics bodies and are properly updated.

→ edit {"path":"index.html","edits":[{"oldText":" function update() {\n if (!gameActive) return;\n \n // Pl
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.

assistant

I need to fix the issue with the update function. Let me try a different approach by ensuring all physics bodies are properly set up and that the game objects are correctly created with physics bodies.

→ edit {"path":"index.html","edits":[{"oldText":" function update() {\n if (!gameActive) return;\n \n // Pl
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.

assistant

I need to fix the issue with the game by ensuring all physics bodies are properly set up and that the game objects are correctly created with physics bodies. Let me revise the entire code to ensure proper physics setup for all objects.

→ write index.html (15391 bytes)
toolResult

Successfully wrote to index.html

user

10 minutes have elapsed. At most 5 minutes remain. Finalize the output as soon as possible: save index.html now, fix only essential issues, and finish.

assistant

I'll finalize the game by ensuring the essential functionality is working and save the file.

→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","error: Cannot read properties of undefined (reading 'circle')","warning: [.WebGL-0x26a40017fc00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Controls:\nWASD - Move\nMouse - Aim\nLeft Click - Fire\n\nHealth: 100\nScore: 0\nWave: 1","images":"attached"}

assistant

I need to fix the error "Cannot read properties of undefined (reading 'circle')". This suggests that the game context is not properly set up when trying to create graphics. Let me ensure that all graphics are created with the correct context and that the physics is properly set up for all objects.

→ edit {"path":"index.html","edits":[{"oldText":" function create() {\n // Create player\n player = this.add.circle(40
toolResult

No changes made to index.html. The replacement produced identical content. This might indicate an issue with special characters or the text not existing as expected.