Brick breaker · muse-spark-1.3
Output generated Cost / run $0.1079 Runtime 97.2s
Prompt for this run
Build a playable brick-breaker game 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: - Show a paddle, a ball, and a wall of breakable bricks. Move the paddle with Left/Right or the mouse, keeping it inside the playfield. - Initially rest the ball on the paddle; Space or a visible Launch control starts it. Bounce off the paddle and playfield walls. Hitting a brick removes it and increases the score once. - Start with three lives. A ball falling below the paddle costs one life and returns to the launch state if lives remain. - Clearing all bricks shows a win state; losing all lives shows Game Over. Restart restores all bricks, score, and lives. - Show the controls and generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Launch the ball, move the paddle, and inspect the opening bounces. Check that contact changes the ball direction and that a brick hit removes the brick and increases the score. Confirm the paddle stays inside the playfield.
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
METRICS
Transcript · 19 messages
Build a playable brick-breaker game 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: - Show a paddle, a ball, and a wall of breakable bricks. Move the paddle with Left/Right or the mouse, keeping it inside the playfield. - Initially rest the ball on the paddle; Space or a visible Launch control starts it. Bounce off the paddle and playfield walls. Hitting a brick removes it and increases the score once. - Start with three lives. A ball falling below the paddle costs one life and returns to the launch state if lives remain. - Clearing all bricks shows a win state; losing all lives shows Game Over. Restart restores all bricks, score, and lives. - Show the controls and generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Launch the ball, move the paddle, and inspect the opening bounces. Check that contact changes the ball direction and that a brick hit removes the brick and increases the score. Confirm the paddle stays inside the playfield.
thinking
Bouncing up your brick-breaker — paddle, bricks, and three lives.
{"command":"ls -la; ls -lh phaser.min.js 2>&1 | head"}total 1168 drwx------ 3 node node 4096 Oct 9 06:40 . drwxrwxrwt 6 root root 4096 Oct 9 06:40 .. drwxr-xr-x 3 node node 4096 Oct 9 06:40 .home -rw-r--r-- 1 node node 1181917 Oct 9 06:40 phaser.min.js -rw-r--r-- 1 node node 1.2M Oct 9 06:40 phaser.min.js
thinking
Implementing Breakout mechanics with paddle movement, ball launch, collision handling, scoring, lives, win and loss states, and generated graphics only.Mapping Phaser 3 arcade physics to paddle, ball, bricks, HUD, and HTML overlay controls.
Building your playable breakout — paddle physics, scoring, and lives.
index.html (15015 bytes)Successfully wrote to index.html
thinking
{"action":"reload"}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","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"🧱 Brick Breaker\n\nPhaser 3 · no external assets — all graphics generated in code\n\nHUD & Controls\nSCORE\n0\nLIVES\n3\nBRICKS\n40\n◀ ▶ or A/D to move paddle\nMouse / touch to move paddle\nSpace or Launch button to launch ball\nR or Restart button to restart\n🚀 Launch (Space)\n↻ Restart (R)\nBall is ready — press Launch!","images":"attached"}
thinking
Verifying Breakout mechanics by launching with key input and using motion screenshots to check bounces, paddle bounds, and brick removal.
Opening screen is solid — now verifying launch, bounces, and scoring.
{"action":"key","text":" "}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","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"🧱 Brick Breaker\n\nPhaser 3 · no external assets — all graphics generated in code\n\nHUD & Controls\nSCORE\n0\nLIVES\n3\nBRICKS\n40\n◀ ▶ or A/D to move paddle\nMouse / touch to move paddle\nSpace or Launch button to launch ball\nR or Restart button to restart\n🚀 Launch (Space)\n↻ Restart (R)\nBall in play — break all bricks!","images":"attached"}
thinking
{"action":"motion"}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +626ms
[Browser image supplied to model]
Frame 3, +1236ms
[Browser image supplied to model]
Frame 4, +1848ms
[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","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"🧱 Brick Breaker\n\nPhaser 3 · no external assets — all graphics generated in code\n\nHUD & Controls\nSCORE\n20\nLIVES\n2\nBRICKS\n38\n◀ ▶ or A/D to move paddle\nMouse / touch to move paddle\nSpace or Launch button to launch ball\nR or Restart button to restart\n🚀 Launch (Space)\n↻ Restart (R)\nLife lost! 2 left — press Launch.","images":"attached"}
thinking
Verifying paddle movement and edge clamping after confirming launch, brick collision, scoring, and life loss mechanics.
Launch, brick hits, and life loss all check out — now confirming the paddle clamp.
{"action":"drag","toX":120,"toY":610,"x":470,"y":610}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","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"🧱 Brick Breaker\n\nPhaser 3 · no external assets — all graphics generated in code\n\nHUD & Controls\nSCORE\n20\nLIVES\n2\nBRICKS\n38\n◀ ▶ or A/D to move paddle\nMouse / touch to move paddle\nSpace or Launch button to launch ball\nR or Restart button to restart\n🚀 Launch (Space)\n↻ Restart (R)\nBall in play — break all bricks!","images":"attached"}
thinking
Verifying drag launch logic, paddle clamping, and ball movement after pointerdown.
{"action":"click","x":1029,"y":338}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","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0xcf40017ce00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"🧱 Brick Breaker\n\nPhaser 3 · no external assets — all graphics generated in code\n\nHUD & Controls\nSCORE\n0\nLIVES\n3\nBRICKS\n40\n◀ ▶ or A/D to move paddle\nMouse / touch to move paddle\nSpace or Launch button to launch ball\nR or Restart button to restart\n🚀 Launch (Space)\n↻ Restart (R)\nBall is ready — press Launch!","images":"attached"}
thinking
Restart restores everything cleanly — doing a final asset check.
{"command":"ls -lh index.html && grep -o 'src=\"[^\"]*\"' index.html; echo \"---\"; grep -ciE 'http://|https://|cdn|load.(image|audio)|new A-rw-r--r-- 1 node node 15K Oct 9 06:41 index.html src="phaser.min.js" --- 0
thinking
Done — `index.html` is saved and verified in-browser. **What I checked:** - **Initial state:** paddle + ball (resting on paddle) + 40-brick wall, Score 0 / Lives 3, controls shown, graphics all Phaser-generated textures. - **Launch:** pressed `Space` → status changed to "Ball in play", Launch button disabled, ball left the paddle upward. - **Bounces + brick hits:** motion frames showed the ball traveling up, 2 blue bricks removed, Score 0→20 (+10 each), Bricks 40→38 — confirming contact changes direction and brick hits score once and remove the brick. - **Life loss:** ball missed the paddle, Lives 3→2, ball returned to rest on paddle with "press Launch" prompt. - **Paddle clamp:** dragged mouse to far left — paddle stopped fully inside the playfield border, then relaunched correctly. - **Restart:** clicked Restart → Score 0, Lives 3, Bricks 40, ball back on paddle. - No external assets: only `src="phaser.min.js"`, zero http/CDN/audio/image loads. **Remains unverified (time budget):** full win clear (all 40 bricks) and game-over (0 lives) screens exist in code (`YOU WIN!` / `GAME OVER` + `R`/Restart) but were not played through to completion; extended keyboard-only edge-clamp and right-wall clamp inferred from shared clamp code, only left-edge visually confirmed.