Mario-style platformer · lfm-2.5-24b-a2b
No runnable output Cost / run $0.0177 Runtime 113.0s
Prompt for this run
Build a playable side-scrolling platformer using the provided Phaser library, with a classic Mario-inspired visual style. 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: - Provide one completable scrolling level with solid platforms, gaps, collectible coins, patrolling enemies, and a goal flag. - Use Left/Right or A/D to run and Space to jump. Display the controls. Apply gravity and platform collision; prevent repeated mid-air jumping. - Landing on an enemy from above defeats it and bounces the player upward. Side contact or falling into a gap causes a loss state. - Collecting a coin removes it and increases the displayed count once. Reaching the goal flag shows a win state. - Keep the camera following the player within level bounds. Provide Restart that resets coins, enemies, player, and camera. - Generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Test running and jumping near the starting area. Check landing on a nearby platform and camera following as the player moves. Use Restart and check that the initial player position, visible coins, and camera position return.
This one-shot run produced no runnable artifact.
Error: agent produced no index.html
The transcript below shows what the model did — read it to see why the one shot fell short.
TAKE IT TO CODE
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RUN
METRICS
Transcript · 9 messages
Build a playable side-scrolling platformer using the provided Phaser library, with a classic Mario-inspired visual style. 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: - Provide one completable scrolling level with solid platforms, gaps, collectible coins, patrolling enemies, and a goal flag. - Use Left/Right or A/D to run and Space to jump. Display the controls. Apply gravity and platform collision; prevent repeated mid-air jumping. - Landing on an enemy from above defeats it and bounces the player upward. Side contact or falling into a gap causes a loss state. - Collecting a coin removes it and increases the displayed count once. Reaching the goal flag shows a win state. - Keep the camera following the player within level bounds. Provide Restart that resets coins, enemies, player, and camera. - Generate all graphics using Phaser Graphics or generated textures. Do not load image or audio assets. Verify: Test running and jumping near the starting area. Check landing on a nearby platform and camera following as the player moves. Use Restart and check that the initial player position, visible coins, and camera position return.
thinking
We need to build a playable side-scrolling platformer using Phaser. The task says to use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag, and the runner will inline it into the final artifact. Let me first check what's in the current directory to understand the environment.
{"command":"ls -la /tmp/job-Ehae7F"}total 1168 drwx------ 3 node node 4096 Oct 21 14:02 . drwxrwxrwt 7 root root 4096 Oct 21 14:02 .. drwxr-xr-x 3 node node 4096 Oct 21 14:02 .home -rw-r--r-- 1 node node 1181917 Oct 21 14:02 phaser.min.js
thinking
There's a `phaser.min.js` file in the directory. Let me check its contents to understand the version and API. Also, I need to create an `index.html` file with inline CSS and JS.
Let me first look at the phaser.min.js to see what version it is (for reference). Actually, I don't need to read the whole thing - I just need to use Phaser globally.
Let me plan the game:
1. **Level design**: A scrolling level with:
- Solid platforms
- Gaps
- Collectible coins
- Patrolling enemies
- Goal flag
2. **Controls**:
- Left/Right or A/D to move
- Space to jump
- Display controls on screen
- Gravity and platform collision
- Prevent double jumping (grounded check)
3. **Gameplay**:
- Landing on enemy from above defeats it and bounces player upward
- Side contact or falling into gap = death/loss state
- Coin collection: removes coin, increments count
- Goal flag: win state
- Camera follows player within level bounds
- Restart resets everything
4. **Graphics**: All generated using Phaser Graphics (no external assets)
Let me build this step by step. First, let me check if there are any existing files besides phaser.min.js.
The task says "Use the provided `phaser.min.js` (global `Phaser`) through a plain local script tag; the runner will inline it into the final artifact." So I should include `<script src="phaser.min.js"></script>` in my HTML.
Let me create the index.html file with all the code inline.
I'll structure it like this:
```html
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Mario-style Platformer</title>
<style>
/* CSS for controls display, etc. */
</style>
</head>
<body>
<script src="phaser.min.js"></script>
<script>
// Game code here
</script>
</body>
</html>
```
Now, let me design the game:
**Level layout:**
- Width: about 2000 pixels
- Height: 400 pixels
- Ground platform at y=350
- Some floating platforms
- Gaps between platforms
- Coins scattered around
- Enemies patrolling on platforms
- Goal flag at the end
**Player:**
- Simple rectangle sprite or graphics shape
- Position: starts at (100, 300)
- Jumping physics: gravity, velocity
**Enemies:**
- Simple rectangle that patrols back and forth on platforms
- If player lands on top of enemy → enemy dies, player bounces up
- Otherwise, touching enemy from side or from below → player loses
**Coins:**
- Small circles generated with Phaser Graphics
- On collection, remove and increment counter
**Goal flag:**
- A pole with a flag at the end of the level
- Touching it wins
**Camera:**
- Follows player, clamped to level bounds
**Restart:**
- Reset all objects, player position, camera
Let me write the code. I'll use Phaser's Graphics to draw all visual elements (platforms, coins, enemies, flag).
Let me think about the level layout more concretely:
Level width: 2400
Level height: 400
Platforms:
- Ground: x=0 to 2400, y=360 (a bit above bottom)
- Platform at (300, 320) - small
- Platform at (600, 280)
- Platform at (900, 320)
- Platform at (1200, 260)
- Platform at (1500, 320)
- Platform at (1800, 280)
- Platform at (2100, 320)
Gaps between some platforms.
Coins: 5-8 coins placed on or near platforms.
Enemies: 2 patrolling enemies on ground and mid-level platforms.
Goal flag: at x=2300, y=300.
Player start: x=100, y=300 (on ground).
Let me code this up. I'll use Phaser 3.x syntax since that's the common version for phaser.min.js.
Actually, let me check the phaser.min.js to confirm the version. It might be v3.x. Let me quickly check the header.
Actually, I can just write it in a generic way that works with Phaser 3. The standard API is:
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 }, debug: false }
},
scene: {
preload: preload,
create: create,
update: update
}
};
const game = new Phaser.Game(config);
```
Let me write the full game now. I'll make sure to generate all graphics with Phaser Graphics.
Here's my plan for the code structure:
```javascript
// Preload: nothing needed since we generate graphics
function preload() {}
function create() {
// Create level
// Create player
// Create platforms
// Create coins
// Create enemies
// Create goal flag
// Setup camera
// Setup controls
// Setup win/lose states
}
function update() {
// Handle input
}
```
Let me write it out fully. I'll use a tile-based approach or manual placement.
For the player, I'll use a simple rectangle drawn with Graphics, or use a Sprite with a generated texture. Since we're generating graphics, I can create a texture from a Graphics object.
Actually, for simplicity, I can use a Sprite with a color fill. Or I can use a Graphics object as the player sprite.
Let me use a simple approach: create a player sprite with a generated texture (a colored rectangle).
Here's the detailed implementation:
**Player:**
```javascript
const player = this.physics.add.sprite(100, 300, null);
player.setSize(24, 32);
player.setCollideWorldBounds(false);
```
Wait, but I need to handle gravity and collisions manually. With Arcade physics, I can set `player.body.gravity.y` and use `this.physics.add.collider`.
Actually, let me use the standard approach:
- Player has body with gravity
- Platforms have static bodies
- Colliders between player and platforms
- For enemies: if player overlaps enemy and player is moving downward, defeat enemy; otherwise player dies
Let me write the complete code now.
For the camera, I'll use `this.cameras.main` and set its position to follow the player, clamped to level bounds.
Level bounds: x from 0 to 2400, y from 0 to 400.
Let me define the level:
```javascript
const LEVEL_WIDTH = 2400;
const LEVEL_HEIGHT = 400;
// Ground
this.physics.add.staticBody(platforms, ...);
// Platforms array
const platforms = [
{ x: 0, y: 360, w: 800, h: 40 }, // ground
{ x: 300, y: 320, w: 200, h: 20 },
{ x: 550, y: 280, w: 150, h: 20 },
{ x: 750, y: 360, w: 300, h: 40 }, // gap after
{ x: 1100, y: 300, w: 200, h: 20 },
{ x: 1400, y: 360, w: 300, h: 40 },
{ x: 1700, y: 280, w: 200, h: 20 },
{ x: 2000, y: 360, w: 400, h: 40 }, // goal area
];
```
Hmm, let me simplify. I want a good playable level. Let me design it carefully.
Level layout (x from 0 to 2400):
1. Ground: x=0 to 700, y=360 (wide platform)
2. Gap: no platform from x=700 to 800
3. Floating platform: x=820 to 940, y=300
4. Ground continuation: x=950 to 1600, y=360
5. Small platform: x=1050 to 1080, y=260
6. Gap: no platform from x=1600 to 1750
7. Floating platform: x=1770 to 1890, y=300
8. Ground: x=1900 to 2400, y=360
9. Goal flag at x=2300
Coins: place 6 coins on various platforms.
Enemies: 2 enemies - one on the ground section, one on the mid platform.
Goal flag: at x=2350, y=340.
Player start: x=100, y=300 (standing on ground).
Jump height: with gravity 300 and jump velocity -400, the jump should feel right.
Let me calculate: if gravity is 300 per second² and jump velocity is -450, then time to peak = 450/300 = 1.5s, max height = 450*1.5 - 0.5*300*1.5² = 675 - 337.5 = 337.5 pixels. That's enough to clear gaps.
OK, let me write the full code now. I'll make it robust.
Actually, let me reconsider the approach. Since we need to generate all graphics with Phaser Graphics, I'll create textures for:
- Player (a colored rectangle, e.g., blue)
- Platforms (brown rectangles)
- Coins (gold circles)
- Enemies (red rectangles)
- Flag (white pole with red flag)
- UI text
I'll use `this.graphics.add...` to draw these and then use `this.textures.addImage()` or `createImageFromCanvas()`.
In Phaser 3, you can do:
```javascript
const tex = this.textures.createCanvas('player', 32, 48);
const g = tex.createGraphics();
g.fillStyle(0x00ff00, 1);
g.fillRect(0, 0, 32, 48);
g.generateTexture('player');
```
Or simpler: use `this.add.rectangle()` directly as a sprite with a color.
Actually, the simplest approach for a self-contained game: use `this.add.rectangle(x, y, w, h, color)` which creates a graphics-based sprite. This is built into Phaser.
Let me use that approach:
- Player: `this.add.rectangle(playerX, playerY, 24, 32, 0x00aaff)`
- Platforms: `this.add.rectangle(x, y, w, h, 0x888888)`
- Coins: `this.add.circle(cx, cy, 10, 0xffd700)`
- Enemies: `this.add.rectangle(eX, eY, 24, 28, 0xff0000)`
- Flag: `this.add.rectangle(flagX, flagY, 4, 40)` + `this.add.rectangle(flagX+4, flagY, 12, 10, 0xff0000)`
This is clean and uses Phaser's built-in drawing.
Now let me write the complete HTML file.
Let me think about the control display. I'll show "Arrow Keys / A,D to Move | Space to Jump" at the top of the screen.
Win/Lose states: Show a text overlay saying "You Win!" or "Game Over!".
Restart button: A button or key (R key) to restart.
Let me write the code:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Mario-Style Platformer</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background: #87CEEB;
font-family: Arial, sans-serif;
}
#ui {
position: absolute;
top: 10px;
left: 10px;
color: white;
font-size: 18px;
z-index: 10;
}
#restartBtn {
position: absolute;
bottom: 10px;
left: 50%;
transform: translateX(-50%);
padding: 8px 16px;
background: #ff4444;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
font-size: 14px;
}
#winText, #loseText {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 36px;
font-weight: bold;
color: white;
text-shadow: 2px 2px 4px black;
z-index: 10;
display: none;
}
</style>
</head>
<body>
<div id="ui">← → / A D : Move | Space : Jump</div>
<button id="restartBtn">Restart</button>
<div id="winText">🎉 You Win!</div>
<div id="loseText">💀 Game Over</div>
<script src="phaser.min.js"></script>
<script>
// Game code
</script>
</body>
</html>
```
Now the JavaScript. Let me write it carefully.
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
const game = new Phaser.Game(config);
let player;
let platforms;
let coins;
let enemies;
let goal;
let score = 0;
let showWin = false;
let showLose = false;
let gameOver = false;
function preload() {
// No external assets
}
function create() {
// Create level
const LEVEL_W = 2400;
const LEVEL_H = 400;
// Ground platform
platforms = this.physics.add.staticGroup();
platforms.create(0, LEVEL_H - 40, 'ground').setScale(1.5).setPosition(0, 0);
// Actually, let me create platforms manually
// Better: create all platforms as static bodies
platforms = [];
// Ground
const ground = this.physics.add.staticGroup();
ground.create(0, LEVEL_H - 40, 'ground');
ground.create(700, LEVEL_H - 40, 'ground');
// Floating platforms
const p1 = platforms.create(820, 300, 'platform');
const p2 = platforms.create(1050, 260, 'platform');
const p3 = platforms.create(1770, 300, 'platform');
// Goal platform
const goalPlat = platforms.create(2200, 360, 'goal');
// Actually, let me restructure. I'll use arrays.
}
```
Hmm, let me simplify. I'll use a single `platforms` array and add them via `this.physics.add.staticGroup()`.
Actually, in Phaser 3, `staticGroup()` returns a group of static bodies. Each call to `.create()` adds a body to that group.
Let me rewrite:
```javascript
function create() {
const LEVEL_W = 2400;
const LEVEL_H = 400;
// Ground
const ground = this.physics.add.staticGroup();
ground.create(0, LEVEL_H - 40, 'ground');
ground.create(700, LEVEL_H - 40, 'ground');
// Floating platforms
const plat1 = ground.create(820, 300, 'platform');
plat1.setSize(120, 20);
const plat2 = ground.create(1050, 260, 'platform');
plat2.setSize(150, 20);
const plat3 = ground.create(1770, 300, 'platform');
plat3.setSize(200, 20);
// Goal platform
const goalPlat = ground.create(2200, 360, 'goal');
goalPlat.setSize(80, 40);
platforms = [ground, plat1, plat2, plat3, goalPlat];
// Player
player = this.physics.add.sprite(100, 300, null);
player.setSize(24, 32);
player.setCollideWorldBounds(false);
// Enemies
enemies = [];
const enemy1 = this.physics.add.sprite(400, LEVEL_H - 80, null);
enemy1.setSize(28, 32);
enemy1.setImmovable(true);
enemies.push(enemy1);
const enemy2 = this.physics.add.sprite(1000, 220, null);
enemy2.setSize(28, 32);
enemy2.setImmovable(true);
enemies.push(enemy2);
// Coins
coins = [];
const coin1 = this.physics.add.sprite(350, 270, null);
coin1.setSize(16, 16);
coins.push(coin1);
// ... more coins
// Goal flag
goal = this.add.rectangle(2350, 320, 6, 40, 0x00ff00);
// Actually, let me make a proper flag
}
```
Hmm, this is getting complex. Let me write it all out properly.
Actually, for the goal flag, I'll draw a pole and a flag cloth using graphics:
```javascript
const flagGfx = this.graphics.createRectangle(2350, 300, 6, 50, 0x00ff00);
flagGfx.setOrigin(0, 0);
```
And for coins:
```javascript
const coinGfx = this.graphics.createCircle(350, 270, 8, 0xffd700);
coinGfx.setOrigin(0, 0);
```
Let me write the complete file now. I'll be careful with the physics.
Key mechanics:
- Player movement: left/right with arrow keys or A/D
- Jump: space bar, only when grounded
- Gravity: handled by arcade physics
- Collision: player vs platforms
- Enemy defeat: if player's bottom touches enemy's top, enemy dies and player bounces
- Enemy contact from side: player dies
- Falling into gap: player falls below screen or hits ground? Actually, if player falls below the level, it's a loss. Or I can have a "death zone" at the bottom.
For the lose condition: if player falls below y=LEVEL_H (or below a certain threshold), or if player collides with enemy from the side.
Let me implement:
- If player is not grounded and is colliding with an enemy → lose
- If player falls below the bottom of the level → lose
- Otherwise, continue
Win: touching the goal flag.
Let me also add a simple death/reset mechanism. When the player loses, show "Game Over" and wait for restart.
Now, let me write the complete code. I'll make it work well.
Here's my final plan for the level:
```
Level width: 2400, height: 400
Ground segments:
- (0, 360) to (700, 360) - wide ground
- (950, 360) to (2400, 360) - wide ground (with a gap from 700-950)
Floating platforms:
- (820, 300) size 120x20
- (1050, 260) size 150x20
- (1770, 300) size 200x20
Goal:
- (2200, 360) size 80x40
Coins (6):
- (370, 270) on ground
- (380, 290) on ground
- (1120, 230) on mid platform
- (1200, 250) on mid platform
- (1820, 270) on floating platform
- (2350, 320) near goal
Enemies (2):
- (420, 328) on ground (patrols between x=350-550)
- (1050, 228) on mid platform (patrols between x=1000-1150)
Player start: (100, 300)
Jump height: with gravity 300 and jump velocity -450, the player should jump about 337 pixels high. That clears the gaps (gap from 700 to 950 = 250 pixels wide, so the player needs to jump across it).
Let me verify: player at y=300, jumps with vy=-450. Time to peak = 450/300 = 1.5s. Max height = 450*1.5 - 0.5*300*1.5² = 675 - 337.5 = 337.5. So peak at y=637.5. But the ground is at y=360. Wait, that means the player would fly way above the ground. That's fine, but the platforms are at y=300, 260, 300. The player would easily land on them.
Actually, the ground is at y=360 (LEVEL_H - 40 = 400 - 40 = 360). The player starts at y=300, which is on the ground (y=360 is the ground surface, player at 300 with height 32 means bottom at 332, which is above 360... hmm, actually the player's bottom is at 300+32=332, and the ground is at 360. So the player is standing on the ground with a small gap? That's weird.
Let me adjust: ground at y=360 means the top surface of the ground is at y=360. The player should stand on it, so player.y should be 360 - 32 = 328. Let me set player.y = 328.
Similarly, platforms: plat1 at y=300, size 20 → top at 300. Player standing on it: player.y = 300 - 32 = 268.
Let me recalculate jump: starting at y=328, jumping with vy=-450. Peak at y = 328 + 337.5 = 665.5. That's way above the level. The player will fall back down. The gap is from x=700 to 950 at y=360. The player needs to cross it while falling. Since the player falls from the peak, they'll descend through y=360 around x=825 (the middle of plat1). They should land safely on plat2 at y=260.
This should work.
Now, let me write the complete code. I'll be thorough.
Actually, let me reconsider the camera. The level is 2400 wide, but the camera width is 800. So the camera will follow the player, showing a portion of the level. The camera bounds should be from 0 to LEVEL_W.
In Phaser, I can set `camera.x = Math.max(0, Math.min(LEVEL_W - game.width/2, player.x - game.width/2))` or use `this.cameras.main.startFollow(player)` and set the bounds.
Actually, `this.cameras.main.startFollow(player)` makes the camera follow the player. Then I can clamp the camera position:
```javascript
camera.x = Math.max(0, Math.min(LEVEL_W - game.width, player.x - game.width/2));
```
Let me use this approach.
Now, let me write the complete index.html file.
One more consideration: the task says "Generate all graphics using Phaser Graphics or generated textures." Using `this.physics.add.sprite()` with a null texture creates a default sprite. To make it look nice, I'll use `setTexture` with a generated texture from Graphics, or just use the built-in rectangle drawing.
Actually, the simplest and most reliable approach: use `this.add.rectangle()` and `this.add.circle()` which draw directly. These are part of Phaser's built-in rendering and don't require custom textures.
For the player, I can use `this.add.rectangle()` with a color.
Let me finalize the code:
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
const game = new Phaser.Game(config);
let player;
let platforms;
let coins;
let enemies;
let goal;
let score = 0;
let showWin = false;
let showLose = false;
let gameOver = false;
function preload() {
// No assets needed
}
function create() {
const LEVEL_W = 2400;
const LEVEL_H = 400;
// Ground
platforms = [];
const ground = this.physics.add.staticGroup();
ground.create(0, LEVEL_H - 40, 'ground');
ground.create(700, LEVEL_H - 40, 'ground');
platforms.push(ground);
// Floating platforms
const p1 = this.physics.add.staticGroup();
p1.create(820, 300, 'platform');
p1.setSize(120, 20);
platforms.push(p1);
const p2 = this.physics.add.staticGroup();
p2.create(1050, 260, 'platform');
p2.setSize(150, 20);
platforms.push(p2);
const p3 = this.physics.add.staticGroup();
p3.create(1770, 300, 'platform');
p3.setSize(200, 20);
platforms.push(p3);
// Goal platform
const goalPlat = this.physics.add.staticGroup();
goalPlat.create(2200, 360, 'goal');
goalPlat.setSize(80, 40);
platforms.push(goalPlat);
// Player
player = this.physics.add.sprite(100, 328, null);
player.setSize(24, 32);
player.setCollideWorldBounds(false);
// Enemies
enemies = [];
const enemy1 = this.physics.add.sprite(420, 328, null);
enemy1.setSize(28, 32);
enemy1.setImmovable(true);
enemies.push(enemy1);
const enemy2 = this.physics.add.sprite(1050, 228, null);
enemy2.setSize(28, 32);
enemy2.setImmovable(true);
enemies.push(enemy2);
// Coins
coins = [];
const coinPositions = [
{x: 370, y: 290},
{x: 390, y: 310},
{x: 1120, y: 230},
{x: 1180, y: 250},
{x: 1820, y: 270},
{x: 2370, y: 320}
];
coinPositions.forEach(pos => {
const c = this.physics.add.sprite(pos.x, pos.y, null);
c.setSize(16, 16);
coins.push(c);
});
// Goal flag
const flagX = 2350;
const flagY = 320;
const flagPole = this.add.rectangle(flagX, flagY, 6, 50, 0x00aa00);
flagPole.setOrigin(0, 0);
// Flag cloth
const flagCloth = this.add.rectangle(flagX + 6, flagY, 14, 30, 0xff6600);
flagCloth.setOrigin(0, 0);
// UI
// ...
}
```
Wait, I need to handle the win/lose states. Let me add text objects for the UI.
Also, I need to handle the controls and physics interactions.
For the player update:
```javascript
function update() {
if (gameOver) return;
const speed = 200;
if (this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A).isDown ||
this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D).isDown) {
player.setVelocityX(-speed);
} else {
player.setVelocityX(0);
}
if (Phaser.Input.Keyboard.JustDown(Phaser.Input.Keyboard.KeyCodes.SPACE)) {
if (isGrounded()) {
player.setVelocityY(-450);
}
}
}
```
For `isGrounded()`, I can check if the player is overlapping any platform and is not moving downward, or check the body's velocity.
Actually, in Phaser arcade, `body.blocked.down()` can check if the player is blocked from moving down (i.e., standing on something). Let me use that.
```javascript
function isGrounded() {
return this.physics.blocked.down();
}
```
But this might not work perfectly with static groups. Let me use a manual check: iterate over platforms and check if the player's bottom is near the top of a platform and the player is not moving downward.
Actually, `body.blocked.down()` should work with static bodies. Let me use it.
For enemy defeat:
```javascript
function checkEnemyCollisions() {
enemies.forEach(enemy => {
if (Phaser.Array.isArray(enemy)) {
// static group
}
});
}
```
Hmm, enemies are individual sprites. Let me check overlap:
```javascript
enemies.forEach(enemy => {
if (Phaser.Physics.Arcade.overlap(player, enemy)) {
// Check if player is coming from above
const playerBottom = player.y + player.height / 2;
const enemyTop = enemy.y;
if (playerBottom >= enemyTop && player.body.velocity.y >= 0) {
// Defeat enemy
enemy.destroy();
player.setVelocityY(-200); // bounce
} else {
// Player dies
gameOver = true;
showLose = true;
}
}
});
```
Wait, `player.y + player.height / 2` is the center. The player's bottom is `player.y + player.height`. Let me use `player.y + player.height >= enemy.y` to check if the player's bottom is at or below the enemy's top.
Actually, for "landing on enemy from above": the player's bottom should be at or below the enemy's top, and the player should be moving downward (or at least not moving upward). If the player hits the enemy from the side or from below, it's a loss.
```javascript
if (Phaser.Physics.Arcade.overlap(player, enemy)) {
// Check if player is landing on top
if (player.body.velocity.y >= 0 && player.y + player.height >= enemy.y) {
// Defeat
enemy.destroy();
player.setVelocityY(-180);
} else {
// Hit from side or below
gameOver = true;
showLose = true;
}
}
```
For falling into gaps: if the player falls below the level (y > LEVEL_H + some margin), or if the player is not grounded and is falling past a gap... Actually, the simplest is: if the player's y position exceeds LEVEL_H + 50, they've fallen off the bottom → lose.
For the win: if the player overlaps the goal flag:
```javascript
if (Phaser.Physics.Arcade.overlap(player, goal)) {
gameOver = true;
showWin = true;
}
```
Now, for the camera:
```javascript
this.cameras.main.startFollow(player);
this.cameras.main.setBounds(0, 0, LEVEL_W, LEVEL_H);
```
Actually, `startFollow` handles following. And `camera.setBounds` sets the visible area. But the camera will automatically clamp to the level bounds if I set them.
Let me test: `this.cameras.main.setBounds(0, 0, LEVEL_W, LEVEL_H)`.
For Restart:
```javascript
function restart() {
// Reset player
player.setPosition(100, 328);
player.setVelocity(0, 0);
// Reset enemies
enemies.forEach(e => e.destroy());
enemies.length = 0;
const e1 = this.physics.add.sprite(420, 328, null);
e1.setSize(28, 32);
e1.setImmovable(true);
enemies.push(e1);
// ... same for e2
// Reset coins
coins.forEach(c => c.destroy());
coins.length = 0;
coinPositions.forEach(pos => {
const c = this.physics.add.sprite(pos.x, pos.y, null);
c.setSize(16, 16);
coins.push(c);
});
// Reset camera
this.cameras.main.setBounds(0, 0, LEVEL_W, LEVEL_H);
this.cameras.main.reset();
score = 0;
showWin = false;
showLose = false;
gameOver = false;
}
```
For the UI, I'll use HTML divs overlaid on the canvas:
```html
<div id="controls">← → / A D : Move | Space : Jump</div>
<button id="restartBtn">Restart</button>
<div id="winText">🎉 You Win!</div>
<div id="loseText">💀 Game Over</div>
```
And show/hide them with CSS.
Now, let me put it all together in a single index.html file.
Let me also add a score display showing the coin count.
Let me write the complete file now.
One issue: when I use `this.physics.add.sprite(100, 328, null)`, the third parameter is a texture. Passing `null` might cause issues. In Phaser 3, `sprite(x, y, texture)` requires a texture. If I pass `null`, it might throw an error. Let me create a texture first.
Actually, in Phaser 3, you can do `this.physics.add.sprite(x, y, null)` — I think it works, creating a default empty sprite. But to be safe, I could create a texture from a graphics object.
Alternative: use `this.add.rectangle(x, y, 24, 32, 0x00aaff)` and store a reference. But then it's not a sprite with collision.
Actually, the simplest is: `this.physics.add.sprite(x, y, 'default')` or just pass a texture created from graphics.
Let me create a helper:
```javascript
function createPlayerTexture() {
const g = this.make.graphics({add: false});
g.fillStyle(0x00aaff, 1);
g.fillRect(0, 0, 24, 32);
g.generateTexture('playerTex');
return 'playerTex';
}
```
Then use `this.physics.add.sprite(x, y, 'playerTex')`.
Hmm, this is getting complicated. Let me just try passing `null` and see if it works. In Phaser 3, `sprite(x, y, textureName)` — if textureName is null, it might fail. Let me check: actually, in Phaser 3, `this.physics.add.sprite(x, y, texture)` requires a valid texture. If you pass null, it throws an error.
So I need to create a texture. Let me create a simple one:
```javascript
function createPlayerTexture() {
const g = this.make.graphics({add: false});
g.fillStyle(0x00aaff, 1);
g.fillRect(0, 0, 24, 32);
g.generateTexture('playerTex');
return 'playerTex';
}
```
Then in create():
```javascript
const playerTex = createPlayerTexture();
player = this.physics.add.sprite(100, 328, playerTex);
```
For platforms, coins, enemies, and the flag, I can similarly create textures or use built-in drawing methods.
Actually, for platforms and enemies, I can use `this.add.rectangle()` which draws directly without needing a texture. But for collision, I need them to be in the scene. Rectangles added with `this.add.rectangle()` are game objects that can collide.
Let me use a mix:
- Player: sprite with custom texture
- Platforms: `this.add.rectangle()` (built-in, no texture needed)
- Coins: `this.add.circle()` (built-in)
- Enemies: `this.add.rectangle()` (built-in)
- Goal flag: `this.add.rectangle()` and `this.add.rectangle()`
This avoids the complexity of texture creation for everything.
The output file index.html has not been written, or is empty. Write the complete app to index.html in the current directory now. Use the remaining time to verify it, then finish. The original 15-minute deadline still applies.
thinking
We need to build a playable side-scrolling platformer using Phaser. The task says: "Use the provided phaser.min.js (global Phaser) through a plain local script tag; the runner will inline it into the final artifact."
So we need to create index.html that includes phaser.min.js from the local file and our own code.
Let me first check what's in the directory and understand the environment. We have phaser.min.js at /tmp/job-Ehae7F/phaser.min.js.
We need to write index.html with inline CSS and JS, no external assets. All graphics must be generated via Phaser Graphics or generated textures.
Requirements:
- One completable scrolling level
- Solid platforms, gaps, collectible coins, patrolling enemies, goal flag
- Left/Right or A/D to run, Space to jump
- Display controls
- Gravity and platform collision, prevent repeated mid-air jumping (ground check)
- Landing on enemy from above defeats it and bounces player upward
- Side contact or falling into gap = loss state
- Coin collection removes it, increases displayed count
- Goal flag shows win state
- Camera follows player within level bounds
- Restart resets everything
- Generate all graphics using Phaser Graphics or generated textures (no image/audio assets)
Let me design the game:
Level layout:
- Width: maybe 2000 pixels
- Height: 400 pixels
- Platforms: ground segments, floating platforms
- Gaps between platforms
- Coins placed on platforms
- Enemies patrolling on platforms
- Goal flag at the end
Player: simple sprite drawn with Phaser Graphics (or use a built-in texture). Since we can't load images, we'll draw the player as a rectangle or use a simple shape. Actually, we could use Phaser's graphics to draw a character. Let's draw a simple blocky character.
Let me think about the structure:
```html
<!DOCTYPE html>
<html>
<head>
<style>...</style>
</head>
<body>
<div id="ui">...controls display...</div>
<script src="phaser.min.js"></script>
<script>
// Game code
</script>
</body>
</html>
```
Actually, the instructions say "Write it to index.html in the current directory" and "Inline your own CSS and JavaScript." So we put everything in one file.
Phaser is loaded globally as `Phaser`.
Let me design the game:
**Game constants:**
- TILE_SIZE = 32
- Level width: 2400
- Level height: 500
- Gravity: 1000
- Jump velocity: -400
- Player speed: 200
**Level layout (x, y) in pixels:**
- Ground: from x=0 to x=600, y=400 (bottom of screen)
- Platforms:
- Floating platform at y=300, x=700 to 900
- Another at y=250, x=1100 to 1300
- etc.
- Coins: small rectangles on platforms
- Enemies: rectangles that patrol back and forth on platforms
- Goal flag: at x=2200, y=350
**Player:**
- Start at x=50, y=300 (on ground)
- Drawn as a simple colored rectangle (red)
- Physics body with gravity
**Controls:**
- A/D or Left/Right for movement
- Space for jump
- Show controls on screen
**Win/Loss states:**
- Win: touch goal flag → show win message
- Loss: hit enemy from side or fall off screen → show game over, allow restart
**Camera:**
- Follow player, clamped to level bounds
**Restart:**
- Reset all objects, reset player position, reset camera
Let me write the code. I'll use Phaser's Graphics to draw the player, platforms, coins, enemies, and flag.
First, let me create the index.html file.
Let me plan the level more concretely:
Level dimensions: 2400 x 500
Ground segment: x=0-500, y=400 (solid ground)
Gap: x=500-650 (empty)
Platform: x=650-850, y=350
Gap: x=850-950
Platform: x=950-1150, y=300
Gap: x=1150-1200
Platform: x=1200-1400, y=350
Gap: x=1400-1500
Platform: x=1500-1800, y=300
Gap: x=1800-1900
Platform: x=1900-2200, y=350
Goal flag at x=2300, y=300
Coins: place 3-4 coins on each platform
Enemies: 2 patrolling enemies on the floating platforms
Let me define the player start: x=80, y=360 (standing on ground)
Now, the code structure:
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 500,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: { gravity: { y: 1000 }, debug: false }
},
scene: {
preload: preload,
create: create,
update: update
}
};
```
Wait, since we're drawing everything with Graphics, we don't need sprite sheets. But we still need collision detection. Arcade physics works fine.
Let me write the full code now.
For the player drawing, I'll create a Phaser Graphics object in create() and draw a simple character:
```javascript
function drawPlayer(g, x, y) {
g.fillStyle(0xee4444);
g.fillRect(x - 16, y - 24, 32, 48); // head
g.fillRect(x - 12, y - 48, 24, 32); // body
}
```
Actually, let me make it simpler: a single rectangle that looks like a blocky character.
For coins:
```javascript
g.fillStyle(0xffff00);
g.fillRect(x, y, 16, 16);
```
For platforms:
```javascript
g.fillStyle(0x888888);
g.fillRect(x, y, 40, 8);
```
For enemies:
```javascript
g.fillStyle(0xff0000);
g.fillRect(x, y, 30, 30);
```
For flag:
```javascript
g.fillStyle(0x00ff00);
g.fillRect(x, y - 20, 10, 40);
g.fillStyle(0xffffff);
g.fillRect(x + 5, y - 25, 10, 10);
```
Now, the game logic:
**Preload:** nothing needed (no assets).
**Create:**
1. Create camera: `this.cameras.main.startFollow(player, true, 0.05, 0.05)`
2. Create level objects:
- Ground: multiple segments
- Platforms
- Coins
- Enemies
- Goal flag
3. Create player
4. Setup input
5. Create UI text: coin count, control hints
**Update:**
- Handle input
- Apply gravity manually? Arcade physics handles gravity by default. But we need to prevent repeated mid-air jumps — we can track if the player is on the ground (`player.body.onFloor()`).
**Collision:**
- Platforms: use `this.physics.add.collider(player, platformsGroup, onPlatform, null, this)`
- Coins: `this.physics.add.overlap(player, coinsGroup, collectCoin, null, this)`
- Enemies: check if player is overlapping and came from above: `player.body.velocity.y >= 0 && overlap`
- Falling off: if player falls below a certain y, trigger loss
**Loss state:**
- When player falls below level bottom or touches enemy from side: set `this.state = 'loss'`, show game over text, stop updates.
- Restart: reset everything.
**Win state:**
- When player touches flag: set `this.state = 'win'`, show win text.
Let me write the complete code now.
Actually, for the camera following within level bounds, Phaser's startFollow already does that, but we need to clamp it. We can set `camera.setBounds({ x: 0, y: 0, width: levelWidth, height: levelHeight })`.
Let me write the HTML file:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Mario-style Platformer</title>
<style>
body { margin: 0; background: #222; display: flex; justify-content: center; align-items: center; height: 100vh; overflow: hidden; font-family: Arial, sans-serif; }
#ui { position: absolute; top: 10px; left: 10px; color: white; font-size: 18px; pointer-events: none; }
</style>
</head>
<body>
<div id="ui"></div>
<script src="phaser.min.js"></script>
<script>
// Game code here
</script>
</body>
</html>
```
Now the JavaScript. Let me write it carefully.
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 500,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: { gravity: { y: 1000 }, debug: false }
},
scene: {
preload: preload,
create: create,
update: update
}
};
let player;
let platforms = [];
let coins = [];
let enemies = [];
let goal;
let coinCount = 0;
let state = 'play'; // play, win, loss
let camera;
const uiEl = document.getElementById('ui');
function preload() {
// No assets needed
}
function create() {
// Create level
const levelW = 2400;
const levelH = 500;
// Camera
camera = this.cameras.main;
camera.setBounds({ x: 0, y: 0, width: levelW, height: levelH });
camera.startFollow(player, true, 0.05, 0.05);
// Ground
const groundY = levelH - 100;
const groundSegments = [
{ x: 0, w: 600 },
{ x: 900, w: 700 }
];
groundSegments.forEach(seg => {
platforms.push(this.physics.add.staticBody({
x: seg.x,
y: groundY,
width: seg.w,
height: 16
}));
});
// Floating platforms
const floatPlatforms = [
{ x: 700, y: 340, w: 120 },
{ x: 1050, y: 280, w: 100 },
{ x: 1350, y: 330, w: 120 },
{ x: 1600, y: 280, w: 200 },
{ x: 1950, y: 330, w: 150 }
];
floatPlatforms.forEach(p => {
platforms.push(this.physics.add.staticBody({
x: p.x,
y: p.y,
width: p.w,
height: 8
}));
});
// Coins
const coinPositions = [
{ x: 780, y: groundY - 20 },
{ x: 820, y: groundY - 20 },
{ x: 860, y: groundY - 20 },
{ x: 1130, y: 260 },
{ x: 1180, y: 260 },
{ x: 1250, y: 260 },
{ x: 1700, y: 260 },
{ x: 1780, y: 260 },
{ x: 1850, y: 260 },
{ x: 1980, y: 300 },
{ x: 2050, y: 300 },
{ x: 2120, y: 300 }
];
coinPositions.forEach(pos => {
coins.push(this.physics.add.image(pos.x, pos.y, null));
coins[coins.length - 1].setDisplaySize(16, 16);
coins[coins.length - 1].setOrigin(0.5, 0.5);
});
// Enemies
const enemyData = [
{ x: 750, y: groundY - 16, range: 100 },
{ x: 1150, y: 260, range: 80 },
{ x: 1750, y: 260, range: 100 }
];
enemyData.forEach(e => {
enemies.push(this.physics.add.image(e.x, e.y, null));
enemies[enemies.length - 1].setDisplaySize(28, 28);
enemies[enemies.length - 1].setOrigin(0.5, 0.5);
});
// Goal flag
goal = this.physics.add.image(levelW - 40, levelH - 120, null);
goal.setDisplaySize(20, 40);
goal.setOrigin(0.5, 0);
// Draw everything with graphics (as per requirement: generate graphics)
// Actually, we used images for coins/enemies/goal. Let me redraw using graphics instead.
// ...
}
```
Hmm, the requirement says "Generate all graphics using Phaser Graphics or generated textures." So I should use Phaser Graphics to draw everything rather than image assets. Let me draw platforms, coins, enemies, and flag using Graphics.
Let me restructure: create a Graphics object in create() and draw all elements onto it. Then use that graphics as a static display. But then collision needs physics bodies. I can add physics bodies separately and just draw them with graphics on top.
Actually, a cleaner approach: use physics bodies for collision, and draw them with graphics. The graphics are just visual representation.
Let me do this:
```javascript
function create() {
// ... setup physics bodies ...
// Draw platforms
const g = this.add.graphics();
platforms.forEach(p => {
g.fillStyle(0x555555);
g.fillRect(p.x, p.y, p.width, p.height);
});
// Draw coins
coins.forEach(c => {
g.fillStyle(0xffff00);
g.fillRect(c.x, c.y, 14, 14);
});
// Draw enemies
enemies.forEach(e => {
g.fillStyle(0xff4444);
g.fillRect(e.x, e.y, 24, 24);
});
// Draw goal flag
g.fillStyle(0x00aa00);
g.fillRect(goal.x, goal.y, 10, 40);
g.fillStyle(0xffffff);
g.fillRect(goal.x + 5, goal.y - 15, 10, 10);
// Draw player
drawPlayer(g, player.x, player.y);
// ...
}
```
But wait, if I draw the player with graphics too, I need to update its graphics in update when it moves. That's fine.
Let me simplify: the player is also drawn with graphics.
```javascript
function drawPlayer(g, x, y) {
g.fillStyle(0xff4444);
g.fillRect(x - 16, y - 24, 32, 48);
// eyes
g.fillStyle(0xffffff);
g.fillRect(x - 12, y - 22, 6, 6);
g.fillRect(x + 6, y - 22, 6, 6);
}
```
OK, let me write the complete file now. I'll be careful with the logic.
Let me think about the collision system:
1. Platforms: static bodies added to physics. Player collides with them.
2. Coins: overlap detection. On overlap, remove coin and increment count.
3. Enemies: overlap detection. Check if player is falling onto enemy (velocity.y > 0 and overlap). If so, bounce player up (set velocity.y = -200). Otherwise, lose.
4. Goal: overlap → win.
5. Death: if player falls below y > levelH + 50, or touches enemy from side → lose.
For the "prevent repeated mid-air jumping" — use `player.body.onFloor()`.
Let me write the full code now.
Actually, I realize I should keep the player as a physics body with `setSize` and `setOffset` for the bounding box. Let me use a simple rectangle body.
```javascript
player = this.physics.add.sprite(80, groundY - 48, null);
player.setSize(32, 48);
player.setOffset(16, 24);
```
And for collision, the static bodies work.
Now, let me write the complete index.html.
I'll structure the code with clear functions: preload, create, update.
For the UI, I'll update the DOM element `#ui` with the coin count and control hints.
Let me write it out:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Mario-Style Platformer</title>
<style>
body {
margin: 0;
background: #333;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
overflow: hidden;
font-family: Arial, sans-serif;
}
#ui {
position: absolute;
top: 10px;
left: 10px;
color: #fff;
font-size: 16px;
pointer-events: none;
text-shadow: 1px 1px 2px #000;
}
#game-container {
border: 2px solid #555;
}
</style>
</head>
<body>
<div id="ui">← → or A/D: Move | Space: Jump | Coins: <span id="coin-count">0</span></div>
<div id="game-container"></div>
<script src="phaser.min.js"></script>
<script>
// ... game code ...
</script>
</body>
</html>
```
Now the JavaScript. Let me write it carefully.
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 500,
parent: 'game-container',
physics: {
default: 'arcade',
arcade: { gravity: { y: 1000 }, debug: false }
},
scene: {
preload: preload,
create: create,
update: update
}
};
let player;
let platforms = [];
let coins = [];
let enemies = [];
let goal;
let coinCount = 0;
let state = 'play';
let groundY;
const LEVEL_W = 2400;
const LEVEL_H = 500;
function preload() {
// No external assets
}
function create() {
groundY = LEVEL_H - 100;
// Camera
const camera = this.cameras.main;
camera.setBounds({ x: 0, y: 0, width: LEVEL_W, height: LEVEL_H });
camera.startFollow(player, true, 0.05, 0.05);
// --- Platforms ---
platforms = [];
// Ground segments
const groundSegs = [
{ x: 0, w: 600 },
{ x: 900, w: 800 }
];
groundSegs.forEach(seg => {
platforms.push(this.physics.add.staticBody({
x: seg.x,
y: groundY,
width: seg.w,
height: 16
}));
});
// Floating platforms
const floatPlats = [
{ x: 720, y: 340, w: 120 },
{ x: 1080, y: 280, w: 100 },
{ x: 1380, y: 330, w: 120 },
{ x: 1620, y: 280, w: 200 },
{ x: 1960, y: 330, w: 140 }
];
floatPlats.forEach(p => {
platforms.push(this.physics.add.staticBody({
x: p.x,
y: p.y,
width: p.w,
height: 8
}));
});
// --- Player ---
player = this.physics.add.sprite(80, groundY - 48, null);
player.setSize(32, 48);
player.setOffset(16, 24);
player.setCollideWorldBounds(false);
// --- Coins ---
const coinData = [
{ x: 780, y: groundY - 20 },
{ x: 830, y: groundY - 20 },
{ x: 880, y: groundY - 20 },
{ x: 1160, y: 260 },
{ x: 1230, y: 260 },
{ x: 1290, y: 260 },
{ x: 1720, y: 260 },
{ x: 1790, y: 260 },
{ x: 1860, y: 260 },
{ x: 2000, y: 300 },
{ x: 2070, y: 300 },
{ x: 2140, y: 300 }
];
coins = coinData.map(pos => {
const img = this.physics.add.image(pos.x, pos.y, null);
img.setDisplaySize(14, 14);
img.setOrigin(0.5, 0.5);
return img;
});
// --- Enemies ---
const enemyData = [
{ x: 760, y: groundY - 16, range: 100 },
{ x: 1180, y: 260, range: 80 },
{ x: 1780, y: 260, range: 100 }
];
enemies = enemyData.map(e => {
const img = this.physics.add.image(e.x, e.y, null);
img.setDisplaySize(28, 28);
img.setOrigin(0.5, 0.5);
return img;
});
// --- Goal flag ---
goal = this.physics.add.image(LEVEL_W - 40, LEVEL_H - 120, null);
goal.setDisplaySize(20, 40);
goal.setOrigin(0.5, 0);
// --- Drawing with graphics ---
drawLevelGraphics();
// --- UI ---
updateUI();
// --- Input ---
this.input.keyboard.on('keydown-SPACE', function () {
if (state === 'play') jump();
});
this.input.keyboard.on('keydown-A', function () { move(-1); });
this.input.keyboard.on('keydown_D', function () { move(1); });
// Also support D key
});
```
Wait, there's an issue: I'm calling `jump()` and `move()` before they're defined. Let me define the helper functions before the event listeners.
Also, I need to handle the case where the player is on the ground. Let me add a check.
Let me restructure the create function to define the helpers first.
Actually, let me write the whole thing more carefully. Here's my plan for the complete file:
```javascript
function preload() {}
function create() {
groundY = LEVEL_H - 100;
// Camera
const camera = this.cameras.main;
camera.setBounds({ x: 0, y: 0, width: LEVEL_W, height: LEVEL_H });
camera.startFollow(player, true, 0.05, 0.05);
// Platforms
platforms = [];
// Ground
[[0, 600], [900, 800]].forEach(seg => {
platforms.push(this.physics.add.staticBody({ x: seg[0], y: groundY, width: seg[1], height: 16 }));
});
// Floating
[[720, 340, 120], [1080, 280, 100], [1380, 330, 120], [1620, 280, 200], [1960, 330, 140]].forEach(p => {
platforms.push(this.physics.add.staticBody({ x: p[0], y: p[1], width: p[2], height: 8 }));
});
// Player
player = this.physics.add.sprite(80, groundY - 48, null);
player.setSize(32, 48);
player.setOffset(16, 24);
player.setCollideWorldBounds(false);
// Coins
const coinData = [...];
coins = coinData.map(pos => {
const img = this.physics.add.image(pos.x, pos.y, null);
img.setDisplaySize(14, 14);
img.setOrigin(0.5, 0.5);
return img;
});
// Enemies
const enemyData = [...];
enemies = enemyData.map(e => {
const img = this.physics.add.image(e.x, e.y, null);
img.setDisplaySize(28, 28);
img.setOrigin(0.5, 0.5);
return img;
});
// Goal
goal = this.physics.add.image(LEVEL_W - 40, LEVEL_H - 120, null);
goal.setDisplaySize(20, 40);
goal.setOrigin(0.5, 0);
// Draw graphics
drawLevelGraphics();
// UI
updateUI();
// Controls
this.input.keyboard.on('keydown-SPACE', () => { if (state === 'play') jump(); });
this.input.keyboard.on('keydown-A', () => { moveLeft(); });
this.input.keyboard.on('keydown-D', () => { moveRight(); });
}
function drawLevelGraphics() {
const g = this.scenes[0].graphics;
// Platforms
platforms.forEach(p => {
g.fillStyle(0x666666);
g.fillRect(p.x, p.y, p.width, p.height);
});
// Coins
coins.forEach(c => {
g.fillStyle(0xffff00);
g.fillRect(c.x, c.y, 14, 14);
});
// Enemies
enemies.forEach(e => {
g.fillStyle(0xff4444);
g.fillRect(e.x, e.y, 28, 28);
});
// Goal flag
g.fillStyle(0x00aa00);
g.fillRect(goal.x, goal.y, 10, 40);
g.fillStyle(0xffffff);
g.fillRect(goal.x + 5, goal.y - 15, 10, 10);
// Player
g.fillStyle(0xff4444);
g.fillRect(player.x - 16, player.y - 24, 32, 48);
g.fillStyle(0xffffff);
g.fillRect(player.x - 12, player.y - 22, 6, 6);
g.fillRect(player.x + 6, player.y - 22, 6, 6);
}
```
Hmm, `this.scenes[0].graphics` — in Phaser 3, `this.graphics` inside a scene. Let me use `this.graphics`.
Actually, in the scene callback, `this` refers to the scene. So `this.graphics` should work.
But wait, `this.physics.add.image` returns an image object. When I map over coinData, I create images. Good.
Now, the update loop:
```javascript
function update() {
if (state !== 'play') return;
// Movement
const speed = 200;
if (this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A).isDown) {
player.setVelocityX(-speed);
} else if (this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D).isDown) {
player.setVelocityX(speed);
} else {
player.setVelocityX(0);
}
// Jump
if (this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE).isDown) {
if (player.body.onFloor()) {
player.setVelocityY(-400);
}
}
// Update UI
updateUI();
// Check collisions
checkCollisions();
}
```
Hmm, `this.input.keyboard.addKey` returns a boolean each frame, which is fine for checking. But it's better to store references:
```javascript
let leftPressed = false;
let rightPressed = false;
let spacePressed = false;
this.input.keyboard.on('keydown-A', () => { leftPressed = true; });
this.input.keyboard.on('keydown-D', () => { rightPressed = true; });
this.input.keyboard.on('keyup-A', () => { leftPressed = false; });
this.input.keyboard.on('keyup-D', () => { rightPressed = false; });
this.input.keyboard.on('keydown-SPACE', () => { spacePressed = true; });
this.input.keyboard.on('keyup-SPACE', () => { spacePressed = false; });
```
Then in update:
```javascript
if (leftPressed) player.setVelocityX(-speed);
else if (rightPressed) player.setVelocityX(speed);
else player.setVelocityX(0);
```
For collision checks, I need to detect:
- Coin collection: `this.physics.overlap(player, coins, collectCoin, null, this)`
- Enemy collision: check manually
- Goal: `this.physics.overlap(player, goal, winGame, null, this)`
Let me use the overlap callbacks:
```javascript
this.physics.add.overlap(player, coins, collectCoin, null, this);
this.physics.add.overlap(player, enemies, killEnemy, null, this);
this.physics.add.overlap(player, goal, winGame, null, this);
```
Where:
```javascript
function collectCoin(player, coin) {
coin.destroy();
coinCount++;
updateUI();
}
function killEnemy(player, enemy) {
// Check if landing from above
if (player.body.velocity.y >= 0) {
player.setVelocityY(-200);
} else {
// Hit from side or from below - lose
gameOver();
}
}
function winGame() {
state = 'win';
showWinMessage();
}
function gameOver() {
state = 'loss';
showLossMessage();
}
```
Wait, but `overlap` callback receives `(player, coin)` as arguments. Let me verify: in Phaser, the callback signature is `(player, other)`. Yes.
For the enemy, I need to check if the player is falling onto the enemy. The `player.body.velocity.y >= 0` check should work — if the player is moving downward when overlapping, it means they hit from above (or were falling onto it). Actually, if the player is moving downward and overlaps the enemy, that means they landed on it. If moving upward or stationary, it's a side hit.
But there's a subtlety: if the player is standing on the enemy and the enemy is on a platform, the player might overlap the enemy from below. In that case, velocity.y would be positive (moving down) or zero. Hmm, actually if the player is standing on top of the enemy, their y positions would be slightly overlapping. The velocity check should distinguish.
Let me keep it simple: if velocity.y >= 0 (falling or stationary), bounce. Otherwise, lose.
For the loss condition when falling into a gap: if player.y > LEVEL_H + 50, lose. Also, if the player touches the ground? No, the ground is fine.
Let me also add a check in update: if player.y > LEVEL_H + 50, trigger game over.
Now, the restart function:
```javascript
function restart() {
state = 'play';
// Reset player
player.setPosition(80, groundY - 48);
player.setVelocityX(0);
// Reset coins
coins.forEach(c => c.destroy());
coins.length = 0;
coins = coinData.map(pos => {
const img = this.physics.add.image(pos.x, pos.y, null);
img.setDisplaySize(14, 14);
img.setOrigin(0.5, 0.5);
return img;
});
// Reset enemies
enemies.forEach(e => e.destroy());
enemies.length = 0;
enemies = enemyData.map(e => {
const img = this.physics.add.image(e.x, e.y, null);
img.setDisplaySize(28, 28);
img.setOrigin(0.5, 0.5);
return img;
});
// Reset goal
goal.destroy();
goal = this.physics.add.image(LEVEL_W - 40, LEVEL_H - 120, null);
goal.setDisplaySize(20, 40);
goal.setOrigin(0.5, 0);
// Reset camera
camera.stopFollow();
camera.reset();
camera.setBounds({ x: 0, y: 0, width: LEVEL_W, height: LEVEL_H });
camera.startFollow(player, true, 0.05, 0.05);
updateUI();
}
```
Wait, `camera.startFollow(player, true, 0.05, 0.05)` — the second parameter is shouldTrackCenter. Actually, the signature is `startFollow(body, shouldTrackCenter, smooth, deltaTime)`. So `camera.startFollow(player, true, 0.05, 0.05)` is correct.
But after reset, I need to make sure the camera follows the player again. Calling `camera.startFollow(player, true, 0.05, 0.05)` after reset should work.
Now, the UI update:
```javascript
function updateUI() {
document.getElementById('coin-count').textContent = coinCount;
}
```
And win/loss messages. I can show a div overlay or just use alert-like messages. Let me create a simple overlay:
```html
<div id="message" style="position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);color:white;font-size:32px;text-shadow:2px 2px 4px black;display:none;">You Win!</div>
```
Or I can just use alert. Let me use a simple overlay div.
Actually, let me keep it simple: use `alert()` for win/loss. Or create a DOM element. Let me create a message div in the HTML.
HTML:
```html
<div id="ui">← → or A/D: Move | Space: Jump | Coins: <span id="coin-count">0</span></div>
<div id="message" style="position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);color:white;font-size:32px;text-shadow:2px 2px 4px black;display:none;">You Win!</div>
```
And in JS:
```javascript
function showWinMessage() {
document.getElementById('message').style.display = 'block';
state = 'win';
}
function showLossMessage() {
document.getElementById('message').style.display = 'block';
state = 'loss';
}
```
But I need to hide the message on restart. Let me add `message.style.display = 'none'` in restart.
Now, let me also think about the "landing on enemy from above bounces the player upward" — I've handled that in `killEnemy`.
One issue: the `overlap` callback for enemies — when the player lands on the enemy, the overlap triggers. But the player might also be overlapping the enemy while walking past it. The velocity check should handle it.
Another issue: the enemy's position. The enemy image is drawn at (x, y) with size 28x28. The enemy's y position should be on the platform. For example, enemy at x=760, y=groundY-16. The platform is at groundY=400, so enemy y=384. The enemy is 28px tall, so it occupies y=384 to 412. The player is 48px tall, standing on the platform at y=352 (groundY - 48 = 352). Wait, groundY = 500 - 100 = 400. Player starts at y = 400 - 48 = 352. The enemy at y=384 extends from 384 to 412. So the enemy is above the player's feet. The player's bottom is at 352 + 48 = 400, which is the platform surface. The enemy at 384-412 overlaps with the player's area (352-400The output file index.html has not been written, or is empty. Write the complete app to index.html in the current directory now. Use the remaining time to verify it, then finish. The original 15-minute deadline still applies.
thinking
We need to build a playable side-scrolling platformer using Phaser. The task says: "Use the provided phaser.min.js (global Phaser) through a plain local script tag; the runner will inline it into the final artifact."
So we need to create index.html with inline CSS and JS, no external assets. We'll use Phaser from the local file `phaser.min.js` which is in the same directory.
Let me design the game:
1. A scrolling level with solid platforms, gaps, collectible coins, patrolling enemies, and a goal flag.
2. Controls: Left/Right or A/D to run, Space to jump. Display controls.
3. Gravity and platform collision, no double jumping.
4. Landing on enemy from above defeats it and bounces player upward. Side contact or falling into gap = death.
5. Coin collection removes it and increments count. Goal flag shows win state.
6. Camera follows player within level bounds. Restart resets everything.
7. All graphics generated via Phaser Graphics (no image/audio assets).
Let me write this as a single HTML file with inline CSS and JS.
Game design:
- Level width: maybe 2000px, height 400px
- Platforms: ground and floating platforms
- Coins: several scattered
- Enemies: patrolling back and forth on platforms
- Goal flag at the end
- Player: simple sprite drawn with Phaser Graphics (or a colored rectangle/circle)
Since we can't load external assets, I'll draw everything with Phaser's Graphics API:
- Player: a colored rectangle or a simple drawn character
- Platforms: rectangles
- Coins: small circles
- Enemies: red rectangles
- Flag: a pole with a triangle
Let me structure the code:
```html
<!DOCTYPE html>
<html>
<head>
<style>
body { margin: 0; overflow: hidden; background: #000; }
#game { display: block; margin: 0 auto; }
</style>
</head>
<body>
<script src="phaser.min.js"></script>
<script>
// Game code here
</script>
</body>
</html>
```
Now the JavaScript:
```javascript
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 500 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
```
Actually, let me think about the level design. Let's make a level that's about 2400px wide.
Platforms:
- Ground from x=0 to x=300
- Floating platform at y=400, x=350-450
- Another platform at y=350, x=500-600
- Gap between 600-700
- Ground continues from 700 onwards
- etc.
Coins: placed on platforms
Enemies: patrolling on platforms
Goal flag: at the end of the level
Player: a small square/rectangle, drawn with graphics.
Controls: left/right arrows or A/D, space to jump.
Let me write the complete code.
First, let me plan the level layout:
Level width: 2400, height: 500
Platforms (y positions):
- Ground: y=440, x: 0-250
- Platform1: y=380, x: 280-380
- Platform2: y=320, x: 420-520
- Gap: 540-580
- Ground2: y=440, x: 600-900
- Platform3: y=360, x: 700-800
- Platform4: y=300, x: 850-950
- Gap: 1000-1050
- Ground3: y=440, x: 1100-1500
- Platform5: y=380, x: 1200-1300
- Platform6: y=320, x: 1350-1450
- Gap: 1500-1550
- Ground4: y=440, x: 1600-2200
- Platform7: y=360, x: 1700-1800
- Platform8: y=300, x: 1850-1950
- Goal: at x=2100, y=440
Coins: 5-6 coins on various platforms
Enemies: 2 patrolling enemies
- Enemy1 on platform2 (x ~440-480)
- Enemy2 on platform4 (x ~870-910)
Goal flag: at x=2300, y=440
Player start: x=50, y=350 (on the ground)
Camera: follow player, but clamp to level bounds.
Restart: reset all objects.
Win state: when player touches the goal flag, show a message.
Death state: when player falls below the screen or touches an enemy from the side/below.
Let me implement this step by step.
For drawing with Phaser Graphics:
- In preload, nothing needed.
- In create, use this.graphics to draw shapes.
Actually, for a cleaner approach, I can use a simple sprite for the player (a colored rectangle). But the requirement says "generate all graphics using Phaser Graphics or generated textures." So I should use Graphics to draw the player, platforms, coins, enemies, and flag.
Let me define colors:
- Player: blue rectangle
- Platforms: brown rectangles
- Coins: gold circles
- Enemies: red rectangles
- Flag: white pole with red triangle
Here's my plan for the code:
```javascript
let player;
let platforms = [];
let coins = [];
let enemies = [];
let goal;
let score = 0;
let gameState = 'play'; // 'play', 'win', 'dead'
let camera;
let keys;
function preload() {}
function create() {
// Draw platforms
const groundY = 440;
const groundH = 40;
// Ground segments
platforms.push(createRect(0, groundY, 300, 40, 0x654321));
platforms.push(createRect(600, groundY, 300, 40, 0x654321));
platforms.push(createRect(900, groundY, 400, 40, 0x654321));
platforms.push(createRect(1400, groundY, 600, 40, 0x654321));
platforms.push(createRect(2100, groundY, 200, 40, 0x654321));
// Floating platforms
platforms.push(createRect(350, 380, 100, 20, 0x8B4513));
platforms.push(createRect(550, 320, 100, 20, 0x8B4513));
platforms.push(createRect(720, 360, 80, 20, 0x8B4513));
platforms.push(createRect(900, 300, 100, 20, 0x8B4513));
platforms.push(createRect(1250, 380, 100, 20, 0x8B4513));
platforms.push(createRect(1750, 360, 80, 20, 0x8B4513));
platforms.push(createRect(1900, 300, 100, 20, 0x8B4513);
// Goal flag
goal = createFlag(2350, groundY);
// Coins
const coinPositions = [
[300, 400], [400, 400], [560, 340], [730, 330],
[880, 260], [1150, 400], [1280, 340], [1720, 330]
];
coinPositions.forEach(pos => {
coins.push(createCoin(pos[0], pos[1]));
});
// Enemies
enemies.push(createEnemy(460, 400));
enemies.push(createEnemy(880, 300));
// Player
player = createPlayer(50, 350);
// Camera
camera = this.cameras.main;
camera.setMinBounds({ x: 0, y: 0 });
camera.setMaxBounds({ x: 2400, y: 500 });
// Input
keys = this.input.keyboard;
// Controls hint
// ...
}
```
Hmm, let me think about the player drawing. I'll use a simple rectangle with eyes to look like Mario-ish.
Actually, let me keep it simple: a blue rectangle for the player, with a smaller white rectangle for the face.
For the physics, I'll use Arcade physics with gravity and collision detection.
Player movement:
- Left/Right or A/D: set velocity.x
- Space: if on ground, set velocity.y to a negative value (jump)
No double jump: track if grounded.
Collision: use this.physics.arcade collider between player and platforms.
Enemy collision: if player overlaps enemy and not coming from above, player dies.
Let me write the full code now.
Actually, let me reconsider the level layout to make it fun and testable:
Level width: 2400, height: 500
Ground segments:
- 0 to 250
- 650 to 950
- 1200 to 1700
- 2050 to 2400
Floating platforms:
- (320, 380) size 100x20
- (560, 320) size 100x20
- (720, 360) size 80x20
- (920, 300) size 100x20
- (1250, 380) size 100x20
- (1780, 360) size 80x20
- (1920, 300) size 100x20
Coins on platforms:
- (370, 360) - on first floating platform
- (610, 300) - on second floating platform
- (780, 340) - on third floating platform
- (970, 280) - on fourth floating platform
- (1280, 360) - on fifth floating platform
- (1380, 340) - on sixth floating platform
- (1820, 330) - on seventh floating platform
Enemies:
- Enemy 1: patrol on platform at (370, 380), moves between x=350 and x=450
- Enemy 2: patrol on platform at (970, 300), moves between x=950 and x=1050
Goal: at x=2250, y=400 (a flag pole)
Player start: (50, 350) - standing on the first ground segment.
Now, let me think about the camera. The camera should follow the player, but stay within level bounds. The level is 2400 wide. If the player reaches the end, the camera should stop at x=2400.
Win condition: player touches the goal flag → show win message and stop.
Death: player falls below y=500 or touches an enemy from the side/below.
Restart: reset all objects, reset player position, reset score, reset camera.
Let me write the complete HTML file now.
I'll structure the code with clear functions:
- createGraphics: helper to draw shapes
- createPlayer
- createPlatform
- createCoin
- createEnemy
- createFlag
- update
- checkCollisions
Let me write it out.
For the player drawing, I'll make a simple character:
- Body: blue rectangle (16x24)
- Eyes: two white small rectangles
- Maybe a little cap on top
For enemies: red rectangles with eyes.
For coins: golden circles.
For the flag: a vertical line and a triangular flag.
Let me code this up.
```javascript
function createRect(x, y, w, h, color) {
const g = this.graphics.add.rectangle(x, y, w, h, color);
return g;
}
function createCircle(x, y, r, color) {
const g = this.graphics.add.circle(x, y, r, color);
return g;
}
```
Wait, `this.graphics` is available in the scene. Yes, in Phaser 3, `this.graphics` is the scene's graphics context.
For the player, I'll draw a more detailed character:
```javascript
function createPlayer(x, y) {
const g = this.graphics.add.rectangle(x + 8, y + 10, 24, 32, 0x00aaff);
// Eyes
this.graphics.add.rectangle(x + 14, y + 16, 5, 6, 0xffffff);
this.graphics.add.rectangle(x + 18, y + 16, 5, 6, 0xffffff);
// Hat
this.graphics.add.rectangle(x + 4, y + 2, 28, 8, 0xff6600);
return g;
}
```
Hmm, let me keep it simpler. A blue square with eyes and a little hat.
OK, let me write the entire file now. I'll be careful with the code.
Let me also add a control display at the bottom: "Arrow Keys / A,D: Move | Space: Jump"
And a score counter.
Let me draft the complete index.html:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Mario-Style Platformer</title>
<style>
body { margin: 0; overflow: hidden; background: #1a1a2e; }
canvas { display: block; }
</style>
</head>
<body>
<script src="phaser.min.js"></script>
<script>
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 500 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
let player;
let platforms = [];
let coins = [];
let enemies = [];
let goal;
let score = 0;
let gameState = 'play';
let camera;
let keys;
let winText, deadText;
function preload() {
// No assets needed
}
function createRect(x, y, w, h, color) {
return this.graphics.add.rectangle(x, y, w, h, color);
}
function createCircle(x, y, r, color) {
return this.graphics.add.circle(x, y, r, color);
}
function createPlayer(x, y) {
const g = this.graphics.add.rectangle(x + 10, y + 8, 28, 36, 0x3498db);
// Eyes
this.graphics.add.rectangle(x + 15, y + 14, 5, 6, 0xffffff);
this.graphics.add.rectangle(x + 19, y + 14, 5, 6, 0xffffff);
// Hat
this.graphics.add.rectangle(x + 4, y + 2, 30, 8, 0xe74c3c);
return g;
}
function createPlatform(x, y, w, h, color) {
return this.graphics.add.rectangle(x, y, w, h, color);
}
function createCoin(x, y) {
return this.graphics.add.circle(x, y, 10, 0xf1c40f);
}
function createEnemy(x, y, range) {
const g = this.graphics.add.rectangle(x, y, 28, 32, 0xe74c3c);
// Eyes
this.graphics.add.rectangle(x + 6, y + 10, 6, 4, 0xffffff);
this.graphics.add.rectangle(x + 16, y + 10, 6, 4, 0xffffff);
g.body.setAlpha(0.8);
return g;
}
function createFlag(x, y) {
// Pole
const pole = this.graphics.add.rectangle(x, y - 60, 4, 80, 0x555555);
// Flag triangle
this.graphics.add.polygon(x + 2, y - 60, x + 22, y - 65, x + 2, y - 55, 0xff0000);
return pole;
}
function createLevel() {
// Clear old objects
platforms.forEach(p => p.destroy());
coins.forEach(c => c.destroy());
enemies.forEach(e => e.destroy());
if (goal) goal.destroy();
platforms = [];
coins = [];
enemies = [];
const groundY = 440;
// Ground segments
platforms.push(createPlatform(0, groundY, 260, 40, 0x5d4037));
platforms.push(createPlatform(650, groundY, 300, 40, 0x5d4037));
platforms.push(createPlatform(1100, groundY, 700, 40, 0x5d4037));
platforms.push(createPlatform(1900, groundY, 500, 40, 0x5d4037));
// Floating platforms
platforms.push(createPlatform(340, 380, 100, 16, 0x8d6e63));
platforms.push(createPlatform(560, 320, 100, 16, 0x8d6e63));
platforms.push(createPlatform(720, 360, 80, 16, 0x8d6e63));
platforms.push(createPlatform(920, 300, 100, 16, 0x8d6e63));
platforms.push(createPlatform(1250, 380, 100, 16, 0x8d6e63));
platforms.push(createPlatform(1780, 360, 80, 16, 0x8d6e63));
platforms.push(createPlatform(1920, 300, 100, 16, 0x8d6e63));
// Goal flag
goal = createFlag(2200, groundY);
// Coins
const coinData = [
{x: 370, y: 360}, {x: 610, y: 280},
{x: 780, y: 340}, {x: 960, y: 260},
{x: 1280, y: 360}, {x: 1380, y: 340},
{x: 1820, y: 330}
];
coinData.forEach(d => {
coins.push(createCoin(d.x, d.y));
});
// Enemies
enemies.push(createEnemy(400, groundY - 32, 100));
enemies.push(createEnemy(940, groundY - 32, 100));
// Player
player = createPlayer(50, groundY - 44);
// Camera
camera = this.cameras.main;
camera.setMinBounds({ x: 0, y: 0 });
camera.setMaxBounds({ x: 2400, y: 500 });
}
function update() {
if (gameState !== 'play') return;
// Movement
const speed = 200;
if (keys.left.isDown || keys.a.isDown) {
player.setVelocityX(-speed);
} else if (keys.right.isDown || keys.d.isDown) {
player.setVelocityX(speed);
} else {
player.setVelocityX(0);
}
// Jump
if (keys.space.isDown) {
if (isGrounded()) {
player.setVelocityY(-380);
}
}
// Gravity is handled by physics engine
// Update camera
camera.x = Phaser.Math.Clamp(player.x, camera.minX, camera.maxX);
// Keep camera y centered vertically
camera.y = Phaser.Math.Clamp(player.y - 100, camera.minY, camera.maxY);
}
function isGrounded() {
// Check if player is colliding with any platform from below
// Simple approach: raycast down or check overlap
// Use physics body overlap
return platforms.some(p =>
player.body.blocked.down &&
player.body.overlaps(p)
);
}
// Actually, with arcade physics, we can use this.physics.arcade.overlap
```
Hmm, the `isGrounded` function needs to work properly. With arcade physics, `player.body.blocked.down` tells us if the player is standing on something. And `player.body.overlaps(p)` checks overlap. But `overlaps` might return true even if just touching. Let me use a proper approach:
```javascript
function isGrounded() {
return platforms.some(p =>
player.body.blocked.down &&
player.body.overlaps(p)
);
}
```
This should work: `blocked.down` is true when the player is landing on a surface, and `overlaps` checks if they're overlapping.
For enemy collision:
```javascript
function checkEnemyCollision() {
enemies.forEach(enemy => {
if (player.body.blocked.right || player.body.blocked.left || player.body.blocked.up) {
// Touching enemy
// Check if player is above enemy (coming from above)
const playerBottom = player.y + player.height / 2;
const enemyTop = enemy.y;
if (playerBottom > enemyTop + 10) {
// Player is above enemy, defeat it
enemy.destroy();
player.setVelocityY(-200);
} else {
// Hit enemy from side or from below
die();
}
}
});
}
```
Hmm, this is getting complex. Let me simplify: if the player overlaps an enemy, check the relative position. If the player's bottom is greater than the enemy's top (player is falling onto enemy), bounce. Otherwise, die.
Actually, a simpler approach: if the player's bounding box overlaps an enemy, and the player is not moving downward fast enough... Let me just do:
```javascript
function checkEnemyCollision() {
enemies.forEach(enemy => {
if (player.body.overlaps(enemy)) {
// Determine if player is above enemy
const playerBottom = player.y + 20; // approximate
const enemyTop = enemy.y;
if (playerBottom > enemyTop + 5) {
// Defeated
enemy.destroy();
player.setVelocityY(-180);
} else {
die();
}
}
});
}
```
For death:
```javascript
function die() {
gameState = 'dead';
// Reset after a short delay
this.time.delayedCall(1000, () => {
restartGame();
});
}
```
For win:
```javascript
function checkWin() {
if (player.body.overlaps(goal)) {
gameState = 'win';
}
}
```
Restart function:
```javascript
function restartGame() {
createLevel();
gameState = 'play';
}
```
Now, let me also handle the UI:
- Score display
- Controls hint
- Win/dead messages
Let me add text objects for these.
Also, I need to make sure the camera follows the player within level bounds. The level is 2400 wide. The camera max X should be 2400 - 800 = 1600? Or the camera should just clamp to the level bounds. Let me set the camera min/max bounds to the level dimensions.
Actually, the camera should follow the player, but the level has a width of 2400. The canvas is 800x600. So the camera's maxX should be 2400 - 800 = 1600 (so the rightmost part of the level is visible when the player is at x=1600).
Wait, actually, the camera follows the player. When the player reaches x=1600, the camera's x is 1600, showing the player at the right edge of the screen. The level ends at x=2400. So the camera maxX = levelWidth - canvasWidth = 2400 - 800 = 1600.
Similarly, minX = 0.
For vertical: camera minY = 0, maxY = levelHeight - canvasHeight = 500 - 600 = -100. Hmm, that would clip. Let me set maxY to 0 so the camera doesn't move vertically much, or set it to a reasonable value. Actually, since the level is taller than the canvas, let me set maxY to 0 and minY to 0, so the camera stays mostly horizontal.
Or, I could make the level height match the canvas better. Let me keep the level at 500 height and canvas at 600. The camera will have a maxY of 0, meaning it won't zoom out vertically beyond the canvas. That's fine.
Let me adjust: level height 500, canvas height 600. Camera follows player horizontally, clamped to [0, 1600]. Vertically clamped to [0, 0] (no vertical movement) or a small range.
Actually, let me allow some vertical camera movement: maxY = 50 or so. But to keep it simple, I'll clamp both to the canvas bounds.
Now, let me write the complete file. I'll be careful with the code structure.
One issue: `player.body.overlaps()` — in Phaser 3, `body.overlaps()` takes a group or array of bodies. Passing an array of graphics bodies should work.
Also, `player.body.blocked.down` — this is a boolean that indicates whether the body is blocked from moving downward (i.e., standing on something).
Let me also add a respawn mechanism: when the player dies, reset position to start.
Let me write the complete file now.
Actually, I realize I should test the game in the browser. Let me write the file first, then open it with the browser tool.
Let me write the complete index.html:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Mario-Style Platformer</title>
<style>
body { margin: 0; overflow: hidden; background: #1a1a2e; }
canvas { display: block; }
</style>
</head>
<body>
<script src="phaser.min.js"></script>
<script>
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 500 },
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
let player;
let platforms = [];
let coins = [];
let enemies = [];
let goal;
let score = 0;
let gameState = 'play';
let camera;
let keys;
let winText, deadText;
let coinCount = 0;
function preload() {
// No assets needed
}
function createRect(x, y, w, h, color) {
return this.graphics.add.rectangle(x, y, w, h, color);
}
function createCoin(x, y) {
return this.graphics.add.circle(x, y, 10, 0xf1c40f);
}
function createEnemy(x, y, range) {
const g = this.graphics.add.rectangle(x, y, 28, 32, 0xe74c3c);
this.graphics.add.rectangle(x + 6, y + 10, 6, 4, 0xffffff);
this.graphics.add.rectangle(x + 16, y + 10, 6, 4, 0xffffff);
return g;
}
function createFlag(x, y) {
const pole = this.graphics.add.rectangle(x, y - 60, 4, 80, 0x555555);
this.graphics.add.polygon(x + 2, y - 60, x + 22, y - 65, x + 2, y - 55, 0xff0000);
return pole;
}
function createPlayer(x, y) {
const g = this.graphics.add.rectangle(x + 10, y + 8, 28, 36, 0x3498db);
this.graphics.add.rectangle(x + 15, y + 14, 5, 6, 0xffffff);
this.graphics.add.rectangle(x + 19, y + 14, 5, 6, 0xffffff);
this.graphics.add.rectangle(x + 12, y + 2, 6, 4, 0xe74c3c);
return g;
}
function createLevel() {
// Destroy old objects
platforms.forEach(p => p.destroy());
coins.forEach(c => c.destroy());
enemies.forEach(e => e.destroy());
if (goal) goal.destroy();
platforms = [];
coins = [];
enemies = [];
const groundY = 440;
// Ground segments
platforms.push(createPlatform(0, groundY, 260, 40, 0x5d4037));
platforms.push(createPlatform(650, groundY, 300, 40, 0x5d4037));
platforms.push(createPlatform(1100, groundY, 700, 40, 0x5d4037));
platforms.push(createPlatform(1900, groundY, 500, 40, 0x5d4037));
// Floating platforms
platforms.push(createPlatform(340, 380, 100, 16, 0x8d6e63));
platforms.push(createPlatform(560, 320, 100, 16, 0x8d6e63));
platforms.push(createPlatform(720, 360, 80, 16, 0x8d6e63));
platforms.push(createPlatform(920, 300, 100, 16, 0x8d6e63));
platforms.push(createPlatform(1250, 380, 100, 16, 0x8d6e63));
platforms.push(createPlatform(1780, 360, 80, 16, 0x8d6e63));
platforms.push(createPlatform(1920, 300, 100, 16, 0x8d6e63));
// Goal flag
goal = createFlag(2200, groundY);
// Coins
const coinData = [
{x: 370, y: 360}, {x: 610, y: 280},
{x: 780, y: 340}, {x: 960, y: 260},
{x: 1280, y: 360}, {x: 1380, y: 340},
{x: 1820, y: 330}
];
coinData.forEach(d => {
coins.push(createCoin(d.x, d.y));
});
// Enemies
enemies.push(createEnemy(400, groundY - 32, 100));
enemies.push(createEnemy(940, groundY - 32, 100));
// Player
player = createPlayer(50, groundY - 44);
// Camera
camera = this.cameras.main;
camera.setMinBounds({ x: 0, y: 0 });
camera.setMaxBounds({ x: 1600, y: 0 });
}
function isGrounded() {
return platforms.some(p =>
player.body.blocked.down && player.body.overlaps(p)
);
}
function update() {
if (gameState !== 'play') return;
const speed = 200;
if (keys.left.isDown || keys.a.isDown) {
player.setVelocityX(-speed);
} else if (keys.right.isDown || keys.d.isDown) {
player.setVelocityX(speed);
} else {
player.setVelocityX(0);
}
if (keys.space.isDown) {
if (isGrounded()) {
player.setVelocityY(-380);
}
}
// Win check
if (player.body.overlaps(goal)) {
gameState = 'win';
}
// Death check
if (player.y > 600) {
die();
}
// Camera follow
camera.x = Phaser.Math.Clamp(player.x, camera.minX, camera.maxX);
camera.y = Phaser.Math.Clamp(player.y - 50, camera.minY, camera.maxY);
}
function die() {
gameState = 'dead';
this.time.delayedCall(800, () => {
restartGame();
});
}
function restartGame() {
createLevel();
gameState = 'play';
}
function checkEnemyCollision() {
enemies.forEach(enemy => {
if (player.body.overlaps(enemy)) {
const playerBottom = player.y + 18;
const enemyTop = enemy.y;
if (playerBottom > enemyTop + 5) {
enemy.destroy();
player.setVelocityY(-180);
} else {
die();
}
}
});
}
// Add to update
```
Wait, I need to call `checkEnemyCollision()` in the update loop. Let me add that.
Also, I need to handle the win/dead states in the update loop — show text.
Let me also add UI elements:
- Score text at the top
- Controls hint at the bottom
- Win/dead overlay text
Let me add text objects:
```javascript
let scoreText, controlText, winText, deadText;
```
In createLevel:
```javascript
scoreText = this.add.text(10, 10, '', { fontSize: 20, fill: '#fff' });
controlText = this.add.text(10, 35, 'Arrow Keys / A,D: Move | Space: Jump', { fontSize: 16, fill: '#aaa' });
```
In update, update the score text:
```javascript
scoreText.setText('Coins: ' + coinCount + ' / ' + coins.length);
```
For win/dead:
```javascript
if (gameState === 'win') {
winText = this.add.text(300, 250, 'YOU WIN!', { fontSize: 48, fill: '#00ff00', stroke: '#000', strokeThickness: 4 });
this.time.delayedCall(1500, () => {
restartGame();
});
} else if (gameState === 'dead') {
deadText = this.add.text(300, 250, 'GAME OVER', { fontSize: 48, fill: '#ff0000', stroke: '#000', strokeThickness: 4 });
this.time.delayedCall(1500, () => {
restartGame();
});
}
```
Hmm, but `this.add.text` inside the scene's update — that's fine.
Let me also make sure the player can't walk off the edge of platforms. With arcade physics, if the player walks off a platform, they'll fall. That's fine.
Now, one concern: the `player.body.overlaps(enemy)` — the enemy is a graphics object without a body. In Phaser, graphics objects don't have a body by default. To use `overlaps`, the objects need to have bodies. I should add bodies to the enemy and coin graphics.
Actually, in Phaser 3, `body.overlaps()` requires the body to exist. For graphics objects, you can call `body.setActive(true)` and `body.enableBody()` or use `this.physics.add.existing()`. But for simplicity, let me add bodies to the enemy and coin objects.
Actually, a simpler approach: use `this.physics.arcade.overlap(player.body, [enemy.body])`. But the enemy is a graphics object. Let me give them bodies.
In createEnemy:
```javascript
function createEnemy(x, y) {
const g = this.graphics.add.rectangle(x, y, 28, 32, 0xe74c3c);
g.body = this.physics.add.body(g, x, y, 28, 32);
// ... eyes
return g;
}
```
Hmm, this is getting complicated. Let me use a different approach: use `this.physics.arcade.overlap(player, [enemy])` where enemy is a graphics object. In Phaser 3, `arcade.overlap` accepts objects with bodies or arrays of objects. If the object doesn't have a body, it might still work if it's in a group. Let me test this approach.
Actually, the simplest and most reliable way: give every graphic object a body. Let me do that.
```javascript
function createEnemy(x, y) {
const g = this.graphics.add.rectangle(x, y, 28, 32, 0xe74c3c);
g.body = this.physics.add.body(g, x, y, 28, 32);
this.graphics.add.rectangle(x + 6, y + 10, 6, 4, 0xffffff);
this.graphics.add.rect