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Mario-style platformer · minimax-m3

Output generated Cost / run $0.0185 Runtime 90.2s

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.

⛨ sandboxed Open in new tab ↗

TAKE IT TO CODE

A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.

RUN

modelminimax-m3
vendorMiniMax
harnesspi 0.87.1 · browser iteration
generated2026-10-14

METRICS

runtime90.2s
tokens in87k
tokens out9.7k
cached60k
cost / run$0.0185
Transcript · 19 messages
system

user

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.

assistant
thinking
Let me build a side-scrolling platformer with Phaser. I'll create a comprehensive game with all the required features.

Let me start by exploring the environment.
→ bash {"command":"ls -la /tmp/job-rs36Qv/"}
toolResult

total 1168 drwx------ 3 node node 4096 Oct 14 02:42 . drwxrwxrwt 6 root root 4096 Oct 14 02:42 .. drwxr-xr-x 3 node node 4096 Oct 14 02:42 .home -rw-r--r-- 1 node node 1181917 Oct 14 02:42 phaser.min.js

assistant
thinking
Good, phaser.min.js is already present. Let me plan out the platformer:

**Architecture:**
1. **Setup**: 1200x800 viewport, but the world will be larger (e.g., 3000px wide)
2. **Physics**: Arcade physics for gravity, collisions, etc.
3. **Graphics**: Generate textures via Phaser Graphics at boot
4. **Levels**: Define platforms, coins, enemies, flag as data

**Game States:**
- `boot` - generate textures
- `play` - main gameplay
- `win` - reached flag
- `lose` - fell in gap / hit enemy

**Controls:**
- A/D or Left/Right to move
- Space to jump (only when grounded)
- R to restart

**Player:**
- Mario-inspired: blue/red overalls look
- Use generated textures

**Enemies:**
- Patrolling goombas-like creatures
- Turn around at edges or walls

**Coins:**
- Yellow circles
- Spin animation (scale or rotation)

**Flag:**
- Tall pole with flag at top

**Platforms:**
- Brick-like brown blocks
- Ground (grass top)

Let me build the level data. I'll use a tile-like layout but with explicit positions for flexibility.

**Level design (3000px wide):**
- Ground: starting at x=0, with a gap
- Platforms: floating at various heights
- Coins: scattered
- 2-3 enemies
- Flag at the end

Let me write the code now.

Now I'll build the platformer. Let me design the level and write the full game.

→ write /tmp/job-rs36Qv/index.html (20416 bytes)
toolResult

Successfully wrote to /tmp/job-rs36Qv/index.html

assistant
thinking
I used a tileSprite with 'sky_proxy' that doesn't exist. Let me fix that. I'll just remove the sky_proxy line since the camera background is already sky blue.

I noticed I referenced a non-existent `'sky_proxy'` texture in the tileSprite call. Let me fix that.

→ edit {"path":"/tmp/job-rs36Qv/index.html","edits":[{"oldText":" // Decorative parallax (no physics)\n this.add.tileSprite(0, 80, WORLD_
toolResult

Successfully replaced 1 block(s) in /tmp/job-rs36Qv/index.html.

assistant
thinking
Let me also make sure the player falls through gaps properly - I set arcade gravity so the player should fall. But the physics world has setBounds(0,0,3200,600) and the player is collideWorldBounds true. If the player falls into a gap, they will hit the bottom of the world at y=600. Let me check my die logic.

Actually, I have `if (this.player.y > WORLD_H - 10)` which is `y > 590`. WORLD_H is 600. The player should be at y >= 520 (ground) when on ground. If they fall into a gap, they fall to y=600 (collideWorldBounds stops them there or they fall to that point). With collideWorldBounds(true) the player will stop at the bottom of the world bounds. So I should check that player is below the ground level AND not on a platform.

Wait - the player has collideWorldBounds(true), so they stop at y=600 - player.height = 600 - 40 = 560. Actually, with arcade physics setBounds, the world stops at 600. The player is 40 tall with origin at (0.5, 1), so the bottom is at y. So if y > 590, the player has fallen. But if the player is on the world floor they'd have y=600 (since origin is bottom-center). Hmm wait, collideWorldBounds means they bounce off the bottom.

Actually with arcade physics, collideWorldBounds makes the player bounce, not just stop. With default bounce=0 they'd just stop. But they also keep colliding.

The issue is: the world bounds ground is at y=600, but I want the player to die when they fall below GROUND_Y=520 into a gap. The collideWorldBounds prevents them from dying. So I need to remove collideWorldBounds or handle this differently.

Let me think again. With arcade physics, the static group platforms should let the player fall through gaps. The world bounds at y=600 will catch the player if they fall. I want them to die.

Solution: Turn off collideWorldBounds, and have the die-check trigger when y > some threshold like WORLD_H + 50. Or just keep collideWorldBounds but check if the player's y is below the bottom of the lowest platform.

Actually, the simplest approach: remove collideWorldBounds, so the player can fall past y=600. Then check `if (this.player.y > WORLD_H)` to trigger death. The player will keep falling offscreen.

But I also need the player to NOT fall below the visible area before dying. That's fine since the camera follows them and they'd be off-screen. Actually the player would still be visible if camera follows... wait, the camera has bounds, so once player x is at WORLD_W, camera stops. Player can still fall down past the camera's bottom.

Hmm, let me think. If the player falls into a gap:
- player y increases due to gravity
- player body moves down
- camera follows player
- camera has setBounds, but only X is bounded by WORLD_W (since WORLD_H is same as VIEW_H, there's no vertical scrolling)
- so as player falls below VIEW_H/2, they go off-screen at the bottom

Wait, actually with startFollow, the camera follows the player's position. The camera's center will be at player.x, player.y (roughly). If player falls below VIEW_H/2, camera scrolls down. But the camera has bounds at WORLD_H=600. So when player goes to y=600, camera is at y=300 (its bottom at y=600). Then player can't go further. So if player reaches y=560 (since they can fit if they have room), they'd be at the bottom of the screen.

This is messy. Let me just remove collideWorldBounds and check `if player.y > 600` (or even > 700) for death. The camera will scroll to keep player centered, but they'll fall off-screen anyway.

Actually, simpler: don't startFollow with Y. Just follow X. Let me set:
- this.cameras.main.startFollow(this.player, true, 0.12, 0.0); // 0 Y lerp

That way camera only follows horizontally. Then the player falling into a gap stays on screen as they fall. That's better UX.

Let me make this change. And also, I need to handle the platform collision. The platforms are static and placed via create(x, y, 'ground'). With arcade static bodies, refreshBody is needed. I called refreshBody so that's good.

For die detection: with collideWorldBounds(false), player.y will increase past 520 (when in gap). I should check `player.y > 560` (i.e., well below ground level) for death.

Actually, the simplest approach for death detection:
- Don't have collideWorldBounds
- Check `if (player.y > GROUND_Y + 30)` for death (player fell below ground level)
- But this would trigger if player goes below ground for any reason... actually they can't go below ground since platforms block them. So falling into gap is the only way to get below GROUND_Y.

Wait - what about the very bottom of the screen? If the camera follows but only horizontally, the player would fall below the camera's view. Let me make this work:
- Check `if (player.y > GROUND_Y + 20)` for falling into gap.

Let me update accordingly.

Let me improve the camera follow to only track horizontally, and fix gap-death detection.

→ edit {"path":"/tmp/job-rs36Qv/index.html","edits":[{"oldText":" this.cameras.main.startFollow(this.player, true, 0.12, 0.12);\n this.ca
toolResult

Successfully replaced 1 block(s) in /tmp/job-rs36Qv/index.html.

assistant
thinking
Now let me also fix:
- Remove collideWorldBounds so player can fall through gaps without hitting world floor
- Death check: player.y > GROUND_Y + 30 (well below the ground level)
- Need to handle the platform collision check correctly

Also, I realized I'm using `world.setBounds(0, 0, WORLD_W, WORLD_H)` and `cameras.main.setBounds(0, 0, WORLD_W, WORLD_H)`. With startFollow only X, the camera will scroll X up to WORLD_W - VIEW_W = 2000.

Let me adjust:
→ edit {"path":"/tmp/job-rs36Qv/index.html","edits":[{"oldText":" // -- Player --\n this.player = this.physics.add.sprite(80, GROUND_Y -
toolResult

Successfully replaced 1 block(s) in /tmp/job-rs36Qv/index.html.

assistant
thinking
Now also fix the gap death check:
→ edit {"path":"/tmp/job-rs36Qv/index.html","edits":[{"oldText":" // Fell into a gap?\n if (this.player.y > WORLD_H - 10) {\n this
toolResult

Successfully replaced 1 block(s) in /tmp/job-rs36Qv/index.html.

assistant
thinking
Now let me think about the player origin. I set `setOrigin(0.5, 1)` so the player's position is at their feet. Good. The player's body will have a position offset. With arcade physics and origin (0.5, 1), the body's y position is at the bottom. The body height includes the player sprite (32x40), so the body y is at sprite_y - 40.

Actually, arcade physics in Phaser creates the body based on the texture dimensions. The body center is at the sprite center (with origin (0.5, 1), the body.y = sprite.y - 40 + 20 = sprite.y - 20 = body center). 

For collision detection with platforms, this should work fine.

For the falling-into-gap check, `player.y` is the sprite position (origin bottom-center), so y = GROUND_Y (520) when standing on ground. If player falls into gap, they keep going down. y > 530 should reliably indicate a fall.

Now let me test this by running the page.

Now let me load and test the page in the browser.

→ browser {"action":"reload"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"Move: A/D or ←/→   Jump: Space   Restart: R","images":"attached"}

assistant
thinking
The game is running. I can see:
- The player sprite on the left (Mario-style character)
- Coins displayed with spinning animation (showing as small marks due to rotation)
- Brick platforms floating in the air
- Ground with grass on top
- An enemy (goomba) in the middle
- Hills and clouds in the background
- Coins: 0 / 30 counter

Let me test movement. First I'll click on the canvas to focus, then test the controls.

The game loaded successfully. I can see the player, platforms, coins, enemies, and decorative elements. Let me test movement and jumping.

→ browser {"action":"click","x":600,"y":400}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x6d40017c200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"Move: A/D or ←/→   Jump: Space   Restart: R","images":"attached"}

assistant
thinking
The player is visible at the bottom left. Now let me test movement by pressing D or Right arrow.

Now let me test moving right and jumping.