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Brick breaker · qwen3.8-2.4t-a95b

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
Build a Phaser 3 brick breaker game in index.html. Use Graphics-generated textures for the paddle, ball, and blocks. Physics is Arcade. Score, lives, controls (arrow keys + mouse), win/lose states.

Let me check if phaser.min.js exists, then write index.html.
bash {"command":"ls -la /tmp/ws && head -c 200 /tmp/ws/phaser.min.js"}
toolResult

total 1156 drwxr-sr-x. 2 node node 27 Aug 13 01:24 . drwxrwsrwx. 3 root node 16 Aug 13 01:24 .. -rw-r--r--. 1 node node 1181917 Aug 13 01:24 phaser.min.js !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()

assistant
thinking
Phaser 3. Write index.html containing a complete game. Procedural textures via Graphics' generateTexture. Features:

- Paddle: arrow keys + mouse control, static body, immovable
- Ball: circular texture, bouncing, collision with paddle/bricks/world
- Bricks: rows of colored bricks, score
- Lives, game over, victory, restart
- Slight angle variation based on paddle hit position

Write it carefully.
write /tmp/ws/index.html (9303 bytes)
toolResult

Successfully wrote 9303 bytes to /tmp/ws/index.html

assistant
thinking
One bug: I reassigned `v = ball.body.velocity.setLength(newSpeed);`, but velocity is a read-only getter; setLength modifies the vector in place. Reassigning `v` to the result is fine (setLength returns the vector). But `v = ...` is declaring it with const... actually I declared it with `const v = ball.body.velocity;` and then did `v = ball.body.velocity.setLength(...)` — that's a reassignment to a const → TypeError at runtime. Fix: remove the reassignment.

Fixing one bug — I reassign a `const` variable in `hitBrick`:

edit {"path":"/tmp/ws/index.html","edits":[{"oldText":" const v = ball.body.velocity;\n const newSpeed = Math.min(640, v.length() + 3);\n
toolResult

Successfully replaced 1 block(s) in /tmp/ws/index.html.

assistant
thinking
Verify that the game can at least load without JS syntax errors. Can't easily run Phaser in a headless environment, but let's try a syntax check with node.
bash {"command":"cd /tmp/ws && node -e \"\nconst html = require('fs').readFileSync('index.html','utf8');\nconst m = html.match(/<script>([\\s\\S]
toolResult

Inline script syntax OK -rw-r--r--. 1 node node 9282 Aug 13 01:25 index.html

assistant
thinking
Also confirmed there are no external references: only script src is phaser.min.js. Good. If a headless browser is available, should I do a quick smoke test with Phaser? Probably not installed. This is enough. Done.

Done. `index.html` is in place at `/tmp/ws/index.html` — a fully self-contained brick-breaker built on the local `phaser.min.js` (loaded via plain `<script src="phaser.min.js">`), with zero external assets or network requests. **Features:** - 🎮 **Controls** — paddle follows the mouse, or use ←/→ arrow keys; click or press SPACE to launch the ball - 🧱 **60 bricks** — 6 rows × 10 columns, each row a different color; top rows are worth more points (10–60) - 🏓 **Angle-based bounce** — where the ball hits the paddle determines its rebound angle; ball gradually speeds up per brick (capped), and horizontal stalls are corrected - ❤️ **3 lives**, score/lives HUD, win & game-over screens with SPACE/click restart - ✨ **100% procedural graphics** — paddle, ball, bricks, and particle sparks are all drawn at runtime with the Phaser Graphics API via `generateTexture()` (rounded-rect bricks with highlights, circular ball with a specular dot, tinted burst particles on brick destruction) - Physics via Phaser's Arcade system, open bottom boundary for life-loss detection Syntax has been validated with Node; just open `index.html` in any browser to play.

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

modelqwen3.8-2.4t-a95b
vendorQwen
harnesspi-agent
generated2026-08-13

EVALUATION

4/5 working

Fully functional brick-breaker with paddle, ball, bricks, score, and lives, ending in a working game over screen.

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 motion0.1%
on click1.2%
on drag0.3%
on wheel0.1%
on enter + space3.4%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread42.9 / 255
console errors0
js errors none

METRICS

runtime64.6s
tokens in21k
tokens out4.2k
cached0
cost / run$0.0662