Brick breaker · kimi-k3.1-pro
Output generated Cost / run $0.1524 Runtime 165.9s
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 · 25 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
I need build. Should inspect files.
{"command":"ls -la && du -h phaser.min.js","timeout":20}total 1168 drwx------ 3 node node 4096 Oct 24 02:13 . drwxrwxrwt 8 root root 4096 Oct 24 02:13 .. drwxr-xr-x 3 node node 4096 Oct 24 02:13 .home -rw-r--r-- 1 node node 1181917 Oct 24 02:13 phaser.min.js 1.2M phaser.min.js
thinking
I'll implement polished. Phaser version check quickly grep banner.
{"command":"head -c 500 phaser.min.js","timeout":20}!function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define("Phaser",[],e):"object"==typeof exports?exports.Phaser=e():t.Phaser=e()}(this,(()=>(()=>{var t={50792:t=>{"use strict";var e=Object.prototype.hasOwnProperty,i="~";function s(){}function n(t,e,i){this.fn=t,this.context=e,this.once=i||!1}function r(t,e,s,r,o){if("function"!=typeof s)throw new TypeError("The listener must be a function");var a=new n(s,r||t,o),h=i?i+e:e;re
thinking
Likely 3.90. I'll create index. I can design 960x720? Browser 1200x800 viewport. Make sure full game visible. Header 60, canvas 900x600 plus info. Single page dark cosmic. Phaser generated texture for ball/paddle/bricks/particles. Arcade physics collision custom velocity. Wall boundaries, paddle clamp. Ball rest launch. Bricks 10x6 60. Could use Phaser groups static. On collision disable and increment once. Game states ready, playing, win over. UI in Phaser: title "NEON BREAKER", score lives level status. HTML launch visible below or overlay. Better all controls HTML: launch button and restart, instructions. Canvas 960x600 scale FIT with max. At 1200x800 960x600 plus header ~100 button ~50 fits. Use 900x600. Bricks 10 columns x6 with x=55 and widths 74 gap 8, total 812; good. y=118. Paddle y=555. HUD at top 26-70. Game border x=16 to 884. Should arcade physics. ball body circle; setCollideWorldBounds true, onWorldBounds; bounce 1. But floor need custom disable bottom via world bounds check? world bounds all sides bounce incl bottom unless update detect y > H+20 before bounce impossible. Set body collide world bounds false and manually walls, ceiling. Arcade collider paddle and bricks. Manual wall if x radius <= LEFT etc. Set position corrected and vx signs. Paddle physics immovable; custom collider callback with direction based offset. Prevent multiple collision sticky: only if vy>0 and ball.y < paddle.y etc. Arcade collider executes and bounce default; set bounce perhaps. Easier manual collision update for paddle, bricks? Use overlap physics for bricks then manually bounce based previous position and disable once. Arcade collider handles. Ball has bounce(1), paddle collider. Should have stable custom. Use this.physics.add.collider(ball,paddle,hitPaddle); world manual. hitPaddle: if ball.body.velocity.y <0 return (but collision already alters) so could use overlap to manually. Use overlap for paddle and bricks with process callback conditions. For bricks overlap with callback calculate previous position to bounce. Phaser body.prev available. Determine overlap sides from prev. Score once via brick.active check and disable. Paddle can be static body and update resets? Use image physics immovable, no gravity, body.moves false? Direct x and body.updateFromGameObject? Arcade Image with static body and refreshBody after move expensive fine. Simpler paddle=this.physics.add.image... body.setAllowGravity(false).setImmovable(true); body.moves=false; when x set body.updateFromGameObject. Overlap works. Mouse pointer move convert worldX. Keyboard. Clamp x LEFT+halfW etc. Launch state reset. Buttons. Launch via space key. Restart R. State overlays text. Bricks generated texture per colors using Graphics. Rounded rectangles? generateTexture. Ball radial glow with graphics circles. Background draw Phaser Graphics with grid/stars generated deterministic. CSS polish. Potential browser screenshot with canvas scale. Should game accessible window for tests maybe window.__game. Implement. Should have no external network. Font system monospace. Canvas text. Could include decorative HTML. I'll write.
index.html (11957 bytes)Successfully wrote to index.html
thinking
Should run browser inspect.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nLAUNCH\nRESTART","images":"attached"}
thinking
Looks good though bricks touching right border? start50 + 9*84+38 =844; right=882 so okay image shows perhaps canvas scaling. Should test launch etc. browser key Space perhaps.
{"action":"key","text":"Space"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nIN PLAY\nRESTART","images":"attached"}
thinking
Perhaps wait inspect snapshots, tool no eval. Can use browser screenshot after some delay? action screenshot perhaps snapshot current time slight.
{"action":"screenshot"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nLAUNCH\nRESTART","images":"attached"}
thinking
Ball hit bricks, lost life, score400. Good. Should paddle mouse. Click launch then mouse positions and screenshot. Potential bug world scale input pointer worldX due canvas scale yes. Should test win/game over restart possibly can automate via browser only no eval. Could use devtools? Tools limited. Could keyboard etc. Gameplay enough required. I can inspect paddle stays inside using mouse click at edges? pointer move browser drag? browser drag from coords. Canvas displayed x150-1050, y93-687 corresponds game scale 1. pointer at x150 should clamp left. Browser click at 160,400 perhaps pointerdown also launch if ready. I'll launch then click far left.
{"action":"click","x":930,"y":725}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nIN PLAY\nRESTART","images":"attached"}
thinking
Use drag to x160 y600.
{"action":"drag","x":600,"y":640,"toX":160,"toY":640}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nGAME OVER\nRESTART","images":"attached"}
thinking
Game over works, paddle at left inside. Restart click.
{"action":"click","x":1008,"y":725}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x25640017da00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nLAUNCH\nRESTART","images":"attached"}
thinking
Perhaps verify win not manual. Could potentially use browser inspect gives DOM only no JS. I can create test harness in page query parameters? Not necessary. But requirements says confirm direction, visually ball bounce. I have enough. Potential issue initial bricks overlap right wall? last brick center 844 width76 right882 exactly. left center88 left50 not symmetrical with left18 (32 gap), right flush. Image indeed last bricks flush wall and first gap. Should center wall symmetrical: total width 10*76+9*8=832. available 864; start=34 gives centered (18+16). Current start50 right flush. Visual not bad but better centered. start=(W-(10*bw+9*gap))/2=34. Then right866 gap16. Could change. Current wall of bricks at right border can lead side collisions but fine. Better center. More critical manual ball wall bounce body position update? setting b.x but body sync automatic next preUpdate. Fine. Paddle physics overlap brick collision body velocity manual: group immovable overlap no physics collision so okay. Hit multiple bricks in same tick could direction multiple, normal breakout. Win state triggered. Overlay shade in container size with coords: shade at 0,0 and container at450,310 -> centered at450,310 so covers y10-610 (not top 10) okay. Interactive shade catches pointer. Fine. No network. Good. Could add touch controls pointerdown launches and pointermove only while moving? pointermove on touch should work drag. Fine. Should test keyboard paddle left right perhaps browser key only press not hold. Can key ArrowRight then no continuous. Mouse confirmed. Potential game area on smaller screens height auto important CSS canvas height auto!important may conflict Phaser Scale FIT inline style width 900 height600? max-width 100 height auto works aspect. Main width 960 canvas 900. Good. Could adjust centering.
{"path":"index.html","edits":[{"oldText":"const gap=8,bw=76,start=50;","newText":"const gap=8,bw=76,start=(W-(10*bw+9*gap))/2;"}]}Successfully replaced 1 block(s) in index.html.
thinking
Perhaps final reload confirm.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["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-0x119400171a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x119400171a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x119400171a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x119400171a00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"NEON BREAKER\nARCADE PROTOCOL // 01\n← → or mouse to move · Space to launch · R to restart\nClear the wall. Keep the signal alive.\nLAUNCH\nRESTART","images":"attached"}
thinking
Respond concise report verified unverified win state? I observed game over, restart, bricks score, bounces. Say win state code implemented but not played through full clear. User asked build no explicit response format. Mention file.
Created `index.html` with a complete Phaser brick-breaker game. Verified in the browser: - Space and Launch button start the ball. - Ball bounces off walls, paddle, and bricks. - Brick hits remove bricks and increase score once. - Mouse movement keeps the paddle inside the playfield. - Missed balls consume lives and return to launch state. - Game Over and Restart correctly restore score, lives, and bricks. - No JavaScript errors appeared in the console. The win overlay is implemented, though a full wall-clearing playthrough was not manually completed.