Brick breaker · nova-2-lite-v1
Using the pre-provided phaser.min.js (global Phaser), build a playable brick-breaker game with a paddle (arrow keys or mouse), a bouncing ball, and a wall of breakable bricks with a score. Use ONLY procedurally generated graphics via the Phaser Graphics API or generated textures — no external image or audio assets whatsoever.
This one-shot run produced no runnable artifact.
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transcript · 2 messages
Using the pre-provided phaser.min.js (global Phaser), build a playable brick-breaker game with a paddle (arrow keys or mouse), a bouncing ball, and a wall of breakable bricks with a score. Use ONLY procedurally generated graphics via the Phaser Graphics API or generated textures — no external image or audio assets whatsoever.
thinking
[REDACTED].
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Brick Breaker</title> <meta name="viewport" content="width=device-width, initial-scale=1"> <style> body { margin: 0; overflow: hidden; background: black; } canvas { display: block; } </style> </head> <body> <script src="phaser.min.js"></script> <script> class GameScene extends Phaser.Scene { constructor() { super({ key: 'GameScene' }); } preload() { // No assets to load } create() { // Background color this.cameras.main.setBackgroundColor('#000'); // Score text this.score = 0; this.scoreText = this.add.text(10, 10, 'Score: 0', { fontSize: '20px', fill: '#fff' }); // Paddle this.paddle = this.add.rectangle( this.scale.width / 2, this.scale.height - 50, 100, 10, 0xffffff ); this.physics.add.existing(this.paddle, true); this.paddle.body.allowGravity = false; this.paddle.body.immovable = true; // Ball this.ball = this.add.circle( this.scale.width / 2, this.scale.height - 100, 10, 0xff0000 ); this.physics.add.existing(this.ball); this.ball.body.allowGravity = false; this.ball.setBounce(1); this.ball.setCollideWorldBounds(true); this.ball.setVelocity(0, -200); // Bricks this.bricks = this.physics.add.staticGroup(); const rows = 5; const cols = 10; const brickWidth = 70; const brickHeight = 20; const spacing = 2; const offsetX = (this.scale.width - (cols * (brickWidth + spacing))) / 2; const offsetTop = 50; for (let row = 0; row < rows; row++) { for (let col = 0; col < cols; col++) { const x = col * (brickWidth + spacing) + offsetX; const y = row * (brickHeight + spacing) + offsetTop; const brick = this.bricks.create(x, y, null); brick.setDisplayOrigin(0, 0); brick.setSize(brickWidth, brickHeight); const color = Phaser.Math.IntegerColor((row * 0x555555) % 0xFFFFFF); brick.setFillStyle(color); } } // Collisions this.physics.add.collider(this.ball, this.paddle); this.physics.add.collider(this.ball, this.bricks, this.hitBrick, this); // Input this.keyLeft = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT); this.keyRight = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT); this.input.on('pointermove', (pointer) => { const newX = Phaser.Math.Clamp( pointer.x, this.paddle.width / 2, this.scale.width - this.paddle.width / 2 ); this.paddle.setPosition(newX, this.paddle.y); }); } update() { // Keyboard movement if (this.keyLeft.isDown) { this.paddle.x -= 10; } if (this.keyRight.isDown) { this.paddle.x += 10; } // Clamp paddle horizontally this.paddle.x = Phaser.Math.Clamp( this.paddle.x, this.paddle.width / 2, this.scale.width - this.paddle.width / 2 ); // Reset ball if it falls off the bottom if (this.ball.y > this.scale.height + 50) { this.resetBall(); } } hitBrick(ball, brick) { brick.destroy(); this.score += 10; this.scoreText.setText(`Score: ${this.score}`); } resetBall() { this.ball.setVelocity(0, 0); this.ball.setPosition(this.scale.width / 2, this.scale.height - 100); this.ball.setVelocity(0, -200); } } // Game configuration const config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: GameScene }; // Start the game const game = new Phaser.Game(config); </script> </body> </html>
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This run produced no artifact — reuse the prompt with a different model or your own pi-agent run.