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Brick breaker · minimax-m2

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.

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transcript · 10 messages
user

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.

assistant
thinking
The user wants me to build a brick-breaker game using Phaser. I need to:
1. First check what's in the current directory to see the phaser.min.js file
2. Create a single self-contained index.html file with the game

Let me start by checking what files are in the current directory.
bash {"command":"ls -la /tmp/ws"}
toolResult

total 1156 drwxr-sr-x. 2 node node 27 Aug 1 19:51 . drwxrwsrwx. 3 root node 16 Aug 1 19:51 .. -rw-r--r--. 1 node node 1181917 Aug 1 19:51 phaser.min.js

assistant
thinking
Good, I found phaser.min.js in the directory. Now I'll create a complete brick-breaker game in a single index.html file. The game will use:
- Procedurally generated graphics via Phaser's Graphics API
- A paddle controlled by arrow keys or mouse
- A bouncing ball
- A wall of breakable bricks
- A score system

Let me create the game now.

Now I'll create a complete brick-breaker game using Phaser with procedurally generated graphics:

write /tmp/ws/index.html (16975 bytes)
toolResult

Successfully wrote 16975 bytes to /tmp/ws/index.html

assistant
thinking
I've created the brick-breaker game. Let me verify the file exists and is complete.
bash {"command":"ls -la /tmp/ws/"}
toolResult

total 1176 drwxr-sr-x. 2 node node 45 Aug 1 19:51 . drwxrwsrwx. 3 root node 16 Aug 1 19:51 .. -rw-r--r--. 1 node node 16975 Aug 1 19:51 index.html -rw-r--r--. 1 node node 1181917 Aug 1 19:51 phaser.min.js

assistant
thinking
The index.html file has been created. Let me verify the HTML is valid by checking if it has proper opening and closing tags, and the Phaser script is properly loaded.
bash {"command":"head -20 /tmp/ws/index.html && echo \"...\" && tail -20 /tmp/ws/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>Brick Breaker</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: #0a0a0f; display: flex; justify-content: center; align-items: center; min-height: 100vh; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; overflow: hidden; ... const config = { type: Phaser.AUTO, width: GAME_WIDTH, height: GAME_HEIGHT, parent: 'game-container', backgroundColor: COLORS.background, physics: { default: 'arcade', arcade: { gravity: { y: 0 }, debug: false } }, scene: BrickBreakerScene }; const game = new Phaser.Game(config); </script> </body> </html>

assistant
thinking
The file looks complete and well-structured. The game is a fully self-contained brick breaker game with:

1. **Procedurally generated graphics** - Using Phaser's Graphics API to create textures for:
   - Paddle (rounded rectangle)
   - Ball (circle)
   - Bricks (colored rounded rectangles with borders)
   - Particle effects
   - Background pattern

2. **Controls**:
   - Arrow keys for paddle movement
   - Mouse/touch for paddle movement
   - Click or Space to launch ball
   - Click or Space to restart after game over

3. **Game features**:
   - 8 rows × 10 columns of colored bricks
   - Score system (higher rows worth more points)
   - Lives system (3 lives)
   - Ball physics with angle adjustment based on paddle hit position
   - Particle trail behind the ball
   - Brick explosion effects
   - Win/lose conditions
   - Neon-style visual aesthetic

4. **No external resources** - Everything is self-contained in the single HTML file, loading only phaser.min.js from the local directory.

The game is complete and ready to play!

Done! I've created a complete, playable brick-breaker game in `/tmp/ws/index.html`. **Features:** - **Procedurally generated graphics** - All textures (paddle, ball, bricks, particles, background) created via Phaser's Graphics API - **Controls** - Arrow keys OR mouse movement for paddle, Click or Space to launch ball/restart - **Game mechanics:** - 8 rows × 10 columns of colored bricks (higher rows = more points) - 3 lives system - Ball angle changes based on where it hits the paddle - Ball speed increases slightly with each paddle hit (capped at max speed) - Particle trail behind the ball - Brick explosion effects on hit - **Visual style:** Neon/cyberpunk aesthetic with glowing effects, colorful gradient bricks, and smooth animations - **Win/lose conditions:** Destroy all bricks to win, lose all 3 lives = game over The game runs entirely locally with no network requests - it only loads `phaser.min.js` from the current directory.

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

modelminimax-m2
vendorMiniMax
harnesspi-agent
generated2026-08-01

EVALUATION

4/5 working

Fully functional brick-breaker with paddle, ball physics, breakable bricks, and live score/lives tracking.

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.

idle motion0.0%
on click1.5%
on drag3.5%
on wheel1.5%
on enter + space0.1%
on arrow keys0.8%
on w/a/s/d0.1%
frame spread41.3 / 255
console errors0
js errors none

METRICS

runtime39.5s
tokens in21k
tokens out4.5k
cached0
cost / run$0.0100