Mario-style platformer · llama-4-scout
Using the pre-provided phaser.min.js (global Phaser), build a playable side-scrolling platformer in the classic Mario style: run and jump across scrolling platforms, stomp enemies, collect coins, and reach a goal flag. Use ONLY procedurally generated graphics, no external image or audio assets.
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Using the pre-provided phaser.min.js (global Phaser), build a playable side-scrolling platformer in the classic Mario style: run and jump across scrolling platforms, stomp enemies, collect coins, and reach a goal flag. Use ONLY procedurally generated graphics, no external image or audio assets.
a simple implementation of a side-scrolling platformer using Phaser. ```html <script src="phaser.min.js"></script> <style> /* Add some basic styling to our game */ canvas { border1px solid black; } </style> <script> let game = new Phaser.Game({ type: Phaser.CANVAS, parent: 'game', width: 800, height: 600, scene: { preload: preload create: create, update: update }, physics: { default: 'arcade', arcade: { gravity: { y: 1000 } } } }); let player; let platforms = []; let coins = []; let enemies = []; let score = 0; let goal; function preload() { // We don't need to load any assets here because we're generating everything procedurally function create() { // Create the player player = this.sprite(100, 100, 0); player.setBounce(0.2); player.setCollideWorldBounds(true); player.body.setAllowRotation(false); // Create the platforms for (let 0; i < 10; i++) { let platform = this.physics.add.sprite(Math.random() * 800, Math.random() *, 0); platform.setImmovable(); platform.bodyRotation(false); platforms.push(platform); } // Create the for (let i =; i < 10; i++) { let coin = this.physics.add.sprite(Math.random() * 800, Math.random() * 600, 0); coin.setImmovable(); coins.push(coin); } // Create the enemies for (let i = 0; i < 5; i++) { let enemy = this.physics.add.sprite(Math.random() * 800, Math.random() * 600, 0); enemy.setImmovable(); enemies.push(enemy); } // Create the goal flag goal = this.add.sprite(700, 50, 0); // Add some event listeners this.physics.add.collider(player, platforms); this.physics.add.collider(player, enemies, stompEnemy, null, this); this.physics.add.overlap(player, coins, collectCoin, null, this); // Create a camera to follow the player this.cameras.main.startFollow(player); this.cameras.main.setBounds(0, 0, 800, 600); } function update(time, delta) { // Move the player left and right if (this.input.keys.left.isDown) { player.body.setVelocityX(-200); } else if (this.input.keys.right.isDown) { player.body.setVelocityX(200); } else { player.body.setVelocityX(0); } // Make the player jump if (this.input.keys.space.isDown && player.body.onFloor()) { player.body.setVelocityY(-500); } // Move the enemies for (let enemy of enemies) { enemy.body.setVelocityX(Math.random() * 50 - 25); } } function stompEnemy(player, enemy) { enemy.body.set(-500); enemy.body.setAllowRotation(true); setTimeout(() => { enemy.body.setAllowRotation(false); }, 1000); } function collectCoin(player, coin) { coin.destroy(); score++; console.log(`Score: ${score}`); } </script> </html> ``` However, Phaser needs some shapes drawn for it to display. Let's use the `draw` function in canvas to draw shapes. ```html <script src="phaser.min.js"></script> <style> /* Add some basic styling to our canvas { border: 1px solid black; } </style> <script> let game = new Phaser.Game({ type: Phaser.CANVAS, parent: 'game', width: 800, height: 600, scene: { preload: preload, create: create, update: update }, physics: { default: 'arcade', arcade: { gravity: { y: 1000 } } }, canvas: document.getElementById('game') }); let player; let platforms = []; let coins = []; let enemies = []; let score = 0; let goal; function preload() { // We don't need to load any assets here because we're generating everything procedurally } function create() { // Create the player player = this.physics.add.sprite(100, 100, 0); player.setBounce(0.2); player.setCollideWorldBounds(true); player.body.setAllowRotation(false); // Create the platforms for (let i = 0; i < 10; i++) { let platform = this.physics.add.sprite(Math.random() * 800, Math.random() * 600, 0); platform.setImmovable(); platform.body.setAllowRotation(false); platforms.push(platform); } // Create the coins for (let i = 0; i < 10; i++) { let coin = this.physics.add.sprite(Math.random() * 800, Math.random() * 600, 0); coin.setImmovable(); coins.push(coin); } // Create the enemies for (let i = 0; i < 5; i++) { let enemy = this.physics.add.sprite(Math.random() * 800, Math.random() * 600, 0); enemy.setImmovable(); enemies.push(enemy); } // Create the goal flag goal = this.add.sprite(700, 50, 0); // Add some event listeners this.physics.add.collider(player, platforms); this.physics.add(player, enemies, stompEnemy, null, this); this.physics.add.over, coins, collectCoin, this); // Create a camera to follow the player this.cameras.main.startFollow(player); this.cameras.main.set0, 0, 800, 600); // Draw shapes for (let platform of platforms) { this.game.canvas.getContext('2d').fillStyle = 'rgb(128, 128, 128)'; this.game.canvas.getContext('2d').fillRect(platform.x, platform.y, 100, 20); } for (let coin of coins) { this.game.canvas.getContext('2d').fillStyle = 'rgb(255, 215, 0)'; this.game.canvas.getContext('2d').fillRect(coin.x, coin.y, 20, 20); } for (let enemy of enemies) { this.game.canvas.getContext('2d').fillStyle = 'rgb(255, 0, 0)'; this.game.canvas.getContext('2d').fillRect(enemy.x, enemy.y, 50, 50); } this.game.canvas.getContext('2d').fillStyle = 'rgb(0, 255, 0)'; this.game.canvas.getContext('2d').fillRect(goal.x, goal.y, 50, 100); this.game.canvas.getContext('2d').fillStyle = 'rgb(0, 0, 255)'; this.game.canvas.getContext('2d').fillRect(player.x, player.y, 50, 50); } function update(time, delta) { // Move the player left and right if (this.input.keys.left.isDown) { player.body.setVelocityX(-200); } else if (this.input.keys.right.isDown) { player.body.setVelocityX(200); } else { player.body.setVelocityX(0); } // Make the player jump if (this.input.keys.space.isDown && player.body.onFloor()) { player.body.setVelocityY(-500); } // Move the enemies for (let enemy of enemies) { enemy.body.setVelocityX(Math.random() * 50 - 25); } // Redraw shapes this.game.canvas.getContext('2d').clearRect(0, 0, 800, 600); for (let platform of platforms) { this.game.canvas.getContext('2d').fillStyle = 'rgb(128, 128, 128)'; this.game.canvas.getContext('2d').fillRect(platform.x, platform.y, 100, 20); } for (let coin of coins) { this.game.canvas.getContext('2d').fillStyle = 'rgb(255, 215, 0)'; this.game.canvas.getContext('2d').fillRect(coin.x, coin.y, 20, 20); } for (let enemy of enemies) { this.game.canvas.getContext('2d').fillStyle = 'rgb(255, 0, 0)'; this.game.canvas.getContext('2d').fillRect(enemy.x, enemy.y, 50, 50); } this.game.canvas.getContext('2d').fillStyle = 'rgb(0, 255, 0)'; this.game.canvas.getContext('2d').fillRect(goal.x, goal.y, 50, 100); this.game.canvas.getContext('2d').fillStyle = 'rgb(0, 0, 255)'; this.game.canvas.getContext('2d').fillRect(player.x, player.y, 50, 50); } function stompEnemy(player, enemy) { enemy.body.setVelocityY(-500); enemy.body.setAllowRotation(true); setTimeout(() => { enemy.body.setAllowRotation(false); }, 1000); } function collectCoin(player, coin) { coin.destroy(); score++; console.log(`Score: ${score}`); } </script> </html> ``` However, Phaser has built-in Graphics object which can be used to draw shapes. ```html <script src="phaser.min.js"></script> <style> /* Add some basic styling to our game */ canvas { border: 1px solid black; } </style> <script> let game = new Phaser.Game({ type: Phaser.CANVAS, parent: 'game', width: 800, height: 600, scene: { preload: preload, create: create, update: update }, physics: { default: 'arcade', arcade: { gravity: { y: 1000 } } }); let player; let platforms = []; = []; let enemies = []; let score = 0; let goal; function preload() { // We don't need to load any assets here because we're generating everything procedurally } function create() { // Create the player player = this.physics.add.sprite(100, 100, 0); player.setBounce(2); player.setCollideWorldBounds(true); player.body.setAllowRotation(false); // Create the platforms for (let i = 0; i < 10; i++) { let platform = this.add.graphics(); platform.fillStyle(0x808 1); platform.fillRect(Math.random() * 700, Math.random() * 500, 100, 20); platforms.push(platform); } // Create the coins for (let i = 0; i < 10; i++) { let coin = this.add.graphics(); coin.fillStyle(0xFFD700,); coin.fillRect(Math.random() * 700, Math.random() * 500, 20, coins.push(coin); } // Create the enemies for (let i = 0; i < 5; i++) { let enemy = this.add.graphics(); enemy.fillStyle(0xFF0000, 1); enemy.fillRect(Math.random() * 700, Math.random() * 500, 50, 50); enemies.push(enemy); } // Create the goal flag goal = this.add.graphics(); goal.fillStylex00FF00, 1); goal.fillRect(700, 50, 50, 100); // Add some event listeners this.physics.add.existing(player); for (let platform of platforms) { this.physics.add.existing(platform); platform.body.setImmovable(); } // Create a camera to follow the player this.cameras.main.startFollow(player); this.cameras.main.setBounds(0, 0800, 600 } function update(time, delta) { // Move left and right game.input.keys.left) { player.body.setVelocityX(-200); } else if (game.input.keysDown) { .setVelocityX(200 } else { player.body.setVelocityX(0); } // Make the if (game.input.keys.space.isDown && player.body.onFloor()) { player.body.setVelocityY(-500); } } </script> </html> ```
TAKE IT TO CODE
This run produced no artifact — reuse the prompt with a different model or your own pi-agent run.