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Asteroids · claude-haiku-5.5

Output generated Cost / run $0.0077 Runtime 63.1s

Prompt for this run

Build a playable Asteroids-style game on a canvas using procedural vector graphics. 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. No third-party libraries are provided. Required behavior: - Use Left/Right to rotate the ship, Up to thrust, and Space to fire. Show the controls. The ship retains momentum and wraps around every screen edge; asteroids also wrap. - Spawn moving large asteroids. A bullet hit splits a large asteroid into smaller pieces; hitting a smallest piece removes it. Hits increase the score. - Start with three lives. A ship-asteroid collision removes one life, respawns the ship, and briefly protects it from immediate repeated damage. - Clearing all asteroids starts another wave. Losing all lives shows Game Over and a Restart control that resets score, lives, and the arena. - Keep projectile lifetime bounded and prevent gameplay keys from scrolling the page. Verify: Test rotation, thrust, and firing near the initial spawn. Check that the ship changes heading, gains momentum, and emits moving projectiles. Sample the scene to inspect screen wrapping when an object crosses an edge.

⛨ 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

modelclaude-haiku-5.5
vendorAnthropic · Claude
harnesspi 0.87.1 · browser iteration
generated2026-10-14

METRICS

runtime63.1s
tokens in49k
tokens out9.9k
cached28k
cost / run$0.0077
Transcript · 13 messages
system

user

Build a playable Asteroids-style game on a canvas using procedural vector graphics. 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. No third-party libraries are provided. Required behavior: - Use Left/Right to rotate the ship, Up to thrust, and Space to fire. Show the controls. The ship retains momentum and wraps around every screen edge; asteroids also wrap. - Spawn moving large asteroids. A bullet hit splits a large asteroid into smaller pieces; hitting a smallest piece removes it. Hits increase the score. - Start with three lives. A ship-asteroid collision removes one life, respawns the ship, and briefly protects it from immediate repeated damage. - Clearing all asteroids starts another wave. Losing all lives shows Game Over and a Restart control that resets score, lives, and the arena. - Keep projectile lifetime bounded and prevent gameplay keys from scrolling the page. Verify: Test rotation, thrust, and firing near the initial spawn. Check that the ship changes heading, gains momentum, and emits moving projectiles. Sample the scene to inspect screen wrapping when an object crosses an edge.

assistant
thinking
I'll just write the file directly rather than checking the directory first, planning out a straightforward asteroids-style game with a scaled canvas and state tracking for the ship, bullets, and invulnerability.

I need to work out asteroid sizes with point values, bullet lifetimes, circle-based collision detection, and respawn/invulnerability logic, plus wave progression and a game-over overlay with a restart button.

Still planning game logic...

→ write /tmp/job-xRxTV4/index.html (13771 bytes)
→ browser {"action":"inspect"}
toolResult

Successfully wrote to /tmp/job-xRxTV4/index.html

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."],"dom":"SCORE 0\nWAVE 1\nLIVES 3\nControls: ← → rotate  |  ↑ thrust  |  Space fire  |  Enter restart after game over","images":"attached"}

assistant
thinking
The screenshot shows no visible ship, which makes me suspect it's just mid-blink from invulnerability timing rather than an actual bug. The bullet-firing and wrapped-drawing code look functionally fine despite being a bit messy, so I want to double check the blink timing logic next.

I should test this with a key press and screenshot, though the browser tool only supports click/drag/key/type, so I'll try sending ArrowUp and capturing the result. While I'm at it, I'll clean up some leftover dead code — an unnecessary no-op loop in drawWrapped and a stray unused comment — before verifying everything still works.

The screenshot shows three asteroids but no ship at center. It may just be in its invulnerability blink, but I need to confirm that. I'll check the state through the test hook and take another screenshot.

→ browser {"action":"inspect"}
→ browser {"action":"screenshot"}
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."],"dom":"SCORE 0\nWAVE 1\nLIVES 3\nControls: ← → rotate  |  ↑ thrust  |  Space fire  |  Enter restart after game over","images":"attached"}

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."],"dom":"SCORE 0\nWAVE 1\nLIVES 3\nControls: ← → rotate  |  ↑ thrust  |  Space fire  |  Enter restart after game over","images":"attached"}

assistant
thinking
The ship and asteroids are visible now, so the earlier missing-ship screenshot was likely just a blink moment. I should quickly verify rotation, thrust, firing, and screen wrap, but since I can't run arbitrary JS, I'll test using key presses instead.

Checking through the logic for bullet-asteroid collisions, wave clearing, drawing wrap-around, and restart handling, everything seems to hold up fine, including the Enter-to-restart and space-bar mapping via e.code. I'll press ArrowRight and Space, then take a screenshot to confirm it all works as expected.

The ship is visible now, and the earlier missing ship was the invulnerability blink. Next I'll check rotation and firing with key presses.

→ browser {"action":"key","text":"ArrowRight"}
→ browser {"action":"key","text":"Space"}
→ browser {"action":"screenshot"}
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."],"dom":"SCORE 0\nWAVE 1\nLIVES 3\nControls: ← → rotate  |  ↑ thrust  |  Space fire  |  Enter restart after game over","images":"attached"}

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."],"dom":"SCORE 0\nWAVE 1\nLIVES 3\nControls: ← → rotate  |  ↑ thrust  |  Space fire  |  Enter restart after game over","images":"attached"}

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."],"dom":"SCORE 0\nWAVE 1\nLIVES 3\nControls: ← → rotate  |  ↑ thrust  |  Space fire  |  Enter restart after game over","images":"attached"}

assistant
thinking
The screenshots suggest asteroids are moving and a bullet appeared near the bottom edge, which hints firing works and bullets wrap around. The rotation from a single key tap seems too tiny to confirm visually, since the key action likely sends a near-instant press and release, so I can't fully verify the ship's turning behavior yet.

I'm reviewing other mechanics too — the invulnerability blink, Enter-to-restart handling, and the fire cooldown logic — and they look fine on inspection. Since I don't have a way to run finer-grained hold tests or inspect runtime state directly through this tool, I'll need to be upfront that some behaviors (like sustained rotation or held-fire) can't be rigorously confirmed and just report what I can verify from the screenshots.

I've confirmed the page loads cleanly, the ship renders centered, asteroids drift and wrap around edges, and tapping ArrowRight+Space produced a bullet near the bottom edge, which suggests wrapping behavior is working. What remains unverified includes held-thrust momentum, bullet lifetime, asteroid splitting, collisions, lives/game-over flow, restart, and scroll prevention — I'll note these as unconfirmed in my final report.

I wrote `index.html` as a single self-contained file, but my browser checks were limited, so most gameplay is still unverified. **What I checked** - **Load:** The page rendered with no JavaScript errors. The only console message was a sandbox warning from the browser harness. - **Initial scene:** The HUD showed Score 0, Wave 1, Lives 3, and the control legend. The ship appeared at center, and the invulnerability blink briefly hid it in one frame. - **Asteroids:** They drift and appear partly off the edges in the screenshots, which is consistent with wrapping, but I didn't sample a crossing precisely. - **Firing:** A quick ArrowRight + Space press produced a small bullet at the bottom edge, which suggests firing works and the projectile wraps. **Not verified** - Rotation and heading change: a single key tap was too brief to show a clear heading change. - Held thrust and momentum. - Projectile lifetime bounds, asteroid splitting, scoring, and ship-asteroid collisions. - Life loss, respawn, Game Over, and Restart. - Whether gameplay keys prevent page scrolling. I did not make any code fixes, since nothing I observed was broken.