Mario-style platformer · kimi-k3
Output saved · Stopped by an API error Cost / run $0.2382 Runtime 306.5s
A model request failed and its retries ran out. The output is the HTML saved before that.
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.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
METRICS
Transcript · 37 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
Let me build the game. Single index.html, inline everything, load phaser.min.js locally. Plan: Phaser arcade physics, generated textures via graphics.generateTexture. Level: tilemap-like with platforms made of static groups. Coins, enemies (patrol between points, flip at edges/walls), goal flag. Overlap detection for stomp vs side contact. Restart resets scene. Let me write the file.
{"command":"ls -la /tmp/job-54sco1 && du -h /tmp/job-54sco1/phaser.min.js"}total 1168 drwx------ 3 node node 4096 Oct 14 08:04 . drwxrwxrwt 6 root root 4096 Oct 14 08:04 .. drwxr-xr-x 3 node node 4096 Oct 14 08:04 .home -rw-r--r-- 1 node node 1181917 Oct 14 08:04 phaser.min.js 1.2M /tmp/job-54sco1/phaser.min.js
{"command":"head -c 300 /tmp/job-54sco1/phaser.min.js; echo; grep -o '\"3\\.[0-9]*\\.[0-9]*\"' /tmp/job-54sco1/phaser.min.js | head -3"}!function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define("Phaser",[],e):"object"==typeof exports?exports.Phaser=e():t.Phaser=e()}(this,(()=>(()=>{var t={50792:t=>{"use strict";var e=Object.prototype.hasOwnProperty,i="~";function "3.80.1"
thinking
Phaser 3.80.1. Write the game. I'll use Phaser 3 API with arcade physics, generate textures via Graphics.generateTexture. Design: - World width ~4000px, height 600. - Ground segments with gaps, floating platforms. - Player: red plumber-ish rectangle with hat, generated texture. - Enemies: brown goomba-like, patrol. - Coins: gold circles, spin via scaleX tween maybe. - Flag: pole + green flag at end. - HUD: coin count, controls text, win/lose overlay + restart (R key and click button). - Camera follows, bounds set. Restart: scene.restart() handles resetting everything naturally. Camera resets since startFollow re-set in create. That satisfies "resets coins, enemies, player, camera". Stomp detection: overlap callback check player.body.velocity.y > 0 and player bottom above enemy top-ish. Lose: side contact with enemy, or y > world height (fell in gap). Prevent double jump: only jump when body.blocked.down or touching.down. Write index.html.
Phaser 3.80.1 confirmed. Now writing the game:
/tmp/job-54sco1/index.html (14582 bytes)Successfully wrote to /tmp/job-54sco1/index.html
{"action":"reload"}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-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Game renders. There's a strange dark band at the bottom of the ground — the tileSprite height 128 with texture 64 tiles twice, fine, but the bottom of the world at 600 shows the second tile row partially. Actually looks like the second ground row repeats. That's fine visually. Wait — the dark band at bottom: ground tiles at y=500, height 128 → extends to 628, world height 600. Fine. Now test: hold right key to run, jump, check camera follow, coin collection, stomp, restart. Browser key tool — I'll simulate. Let me press and hold Right. The key action likely presses a key. Let me try key "ArrowRight" — may be a single press. Let me check the DOM state via inspect after key presses. Let me do a series: key Right (hold?) — uncertain. Try key action with "ArrowRight" and then screenshot.
The game renders correctly. Now let me test movement and camera follow:
{"action":"key","text":"ArrowRight"}Frame 1, +1ms
[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-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
The player moved slightly right (from x=80 to a bit further — camera hasn't followed yet, player moved a bit, now standing on ground). A single key press moved it a small amount. I need to hold keys. The key tool may support holding via text? Let me try pressing repeatedly or check if there's a "hold" option. The browser tool schema only has action/text. Try sending "ArrowRight" with duration text? Unknown. Alternative: use inspect to run JS? The inspect action inspects DOM/console. Better approach: I can simulate key holds by dispatching events via the key tool multiple times... but each press is a tap. Movement of ~a few px per tap won't get far. Alternative: verify logic via evaluate — is there an evaluate? No. Hmm. The browser tool has click, drag, key, type, scroll, inspect, screenshot, motion, reload. "type" types text — could type into canvas? Phaser keyboard listens on window keydown; "type" sends key events per character. Holding 'd' via type would send repeated keydown events, which Phaser treats as isDown true while... actually repeated keydowns without keyup keep isDown true until keyup. So type "dddddd..." might simulate holding D! Each char sends keydown+keyup though, unclear. Alternatively I can temporarily expose the game for testing via window and use... no evaluate tool. Trick: use URL hash? No. Option: temporarily patch the game to auto-run for a test (e.g., add a query-param-based autopilot), but the artifact must be clean. I could add a small debug hook: if location.hash === '#test-right', force right input. That's hacky but I can test then remove. Actually simpler: keep a tiny hidden test API — window.__game exposing scene, and simulate keys via dispatching keyboard events using... still need JS execution. Wait — the "key" tool might support holding by specifying key with a duration in text? Let me check pi docs for the browser tool. It's a custom tool in this harness, not pi core. Let me just try pressing key repeatedly several times and see cumulative movement. Each tap moved player from 200→204? First screenshot player at x=200 screen (world ~80+120 offset). Second screenshot player at ~204. Barely moved. Hmm, actually first screenshot the player was in mid-air falling (y differed). Second screenshot player on ground at nearly same x. So the tap barely moved. Let me try the "type" action with many 'd' characters — if keydown events fire repeatedly and each keydown sets isDown until keyup, Phaser updates isDown on keydown and clears on keyup. With type, each character is keydown+keyup. Between frames, velocity set when isDown. Might move a little per char. Alternative approach: temporarily modify index.html to add a debug auto-walk (e.g., pressing key via synthetic: in create, if hash '#auto', simulate input by directly setting velocity in update for a duration). Then test with hash, then remove the code. That's reliable. But reload uses index.html URL; can I append hash? The reload action probably reloads the same URL. Hmm, no parameter. Simplest reliable: temporarily add an autopilot block in update driven by a global window flag set from... still needs JS execution. Actually — drag could be used? No. Let me just try typing many 'd's and ' ' (space) and observe.
Single taps barely move the player. Let me try the `type` action to simulate held keys:
{"action":"type","text":"dddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd"}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-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x1fec00181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Typing 'd' doesn't move the player (keydown+keyup too fast between frames, or type doesn't target canvas). The player hasn't moved. I need a better verification strategy. I'll add a temporary autopilot to the game for testing: e.g., expose a debug interface and drive it via synthetic key events... I still need JS execution, which I don't have except through the page itself. Best approach: temporarily modify index.html to include a scripted test mode activated by URL query (?test=run etc.). But the browser tool only reloads index.html — I can't control the URL. Alternative: the autopilot runs automatically on load in the temp version; I test by observing frames via motion/screenshot, then remove the autopilot for final. Plan: temporarily patch update() with an autopilot that: holds right for N seconds, jumps periodically. Then use motion to capture frames to verify: running, jumping, coin collection (coin count text changes), camera following, maybe stomping first enemy at x~500 patrol 420-620. Player starts at 80; enemy patrols near 420-620 — running right will collide with enemy possibly side-on → game over screen also verifies lose state. Then restart with R key (key action single tap works for JustDown R? gameOver branch checks JustDown(keyR) — a tap should trigger it since update loop runs; tap duration may be shorter than a frame, but keydown/keyup both fire; JustDown is set on keydown and consumed in next update — should work within the same tick. Let me test.) I'll add autopilot code gated by a variable AUTO = true, then remove before final. Let me add it.
{"path":"/tmp/job-54sco1/index.html","edits":[{"oldText":" var onGround = player.body.blocked.down || player.body.touching.down;\n Successfully replaced 2 block(s) in /tmp/job-54sco1/index.html.
thinking
Wait, I still need a way to set window.__autoRight from outside. I don't have JS eval. Hmm — but I could gate the autopilot on a held state... no. Better: just enable autopilot unconditionally in this temp version, with a timed script. E.g., in create: this.autoT = 0. In update: autoT += delta; if autoT between 0 and 2500ms hold right; jump at specific times. Then observe with motion. Then remove. Actually simpler: make autopilot always on in temp version: hold right constantly, and auto-jump whenever onGround and there's... just jump every 800ms. Player will run right, jump periodically, hit the first enemy maybe stomp or die. Either outcome verifies something. Then I press R (key tap) to test restart, screenshot, then revert. Let me restructure: replace the temp code with a simple timed script.
Actually I can't set those flags externally — let me make the temp autopilot self-running on a timer instead:
{"path":"/tmp/job-54sco1/index.html","edits":[{"oldText":" // TEMP-AUTOPILOT\n if (window.__autoRight) { player.setVelocityX(220);Successfully replaced 2 block(s) in /tmp/job-54sco1/index.html.
{"action":"reload"}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-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Reloaded; autopilot starts at t=500ms. Use motion to capture frames over a few seconds to watch run/jump/collect/camera.
{"action":"motion"}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +877ms
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Frame 3, +1619ms
[Browser image supplied to model]
Frame 4, +2467ms
[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-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Autopilot works: player runs right, jumps, and camera follows (frame 4: view scrolled, clouds parallax visible, camera moved). Player jumped over first platform area. Coin count still 0 though — jumps missed coins (coins at y=340, player passing above/below). Continue motion to see more — camera follow confirmed. Let me capture more frames to see further progress, possible stomp or death at enemy, or falling into gap at 640.
Running, jumping, and camera follow all work (frame 4 shows the camera scrolled). Let me continue watching:
{"action":"motion"}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +803ms
[Browser image supplied to model]
Frame 3, +1569ms
[Browser image supplied to model]
Frame 4, +2358ms
[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-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Lose-by-falling works ("YOU FELL! GAME OVER", player fell into first gap). Camera followed the player into the gap region. Now test Restart with R key — gameOver branch checks JustDown(keyR). Tap R and screenshot.Lose state and gap death confirmed. Now test Restart with R:
{"action":"key","text":"r"}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-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x13a40017d400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Restart works: player back at start, camera back at start, coins visible, coin count 0, enemies reset. Now I need to verify: coin collection and enemy stomp, and win state. The autopilot kept falling into the first gap. Let me tune the temp autopilot to: run right with well-timed jumps to cross the first gap, collect coins, and reach enemy for a stomp. Timing: player at 80, speed 220. Gap at 640-704. Needs to jump around x~560-600 → t = 500 + (560-80)/220*1000 ≈ 2680ms. Let me set jumps at ~2650, then another at ~3300 to land. Also to collect coins at (340-468, y340) — those are above the platform at y380; player running on ground passes below. Jump at x~280 (t≈1400) to grab coin at 340? Player jump apex: v=520, g=1000 → apex height ~135px. Ground top 500, player y ~468 (feet 500). Coins at 340 → 160px above feet; player body center... hard to hit. Instead, let autopilot run onto the first platform (300-492, y380)? Jump at t~1100 lands on platform, collecting coins on top. Simpler: lower some coin positions? No — don't change level for testing. Instead, make autopilot: run, jump at t=1400 (x≈280→ jump carries to ~400), passing through coin row at y340? During the jump, at x≈340-400 player is near apex 135px up → feet at ~365, body spans 335-365. Coin at 340 radius 8, player body height 30 → overlap plausible. OK. But also I want a deterministic full playthrough to test the win state and stomping. That's hard with blind timing. Alternative: temporarily reposition for a targeted test — e.g., spawn the player near a coin and near an enemy in a temp build? Too fiddly. Better: write a temp test build where autopilot does a full scripted run with generous jump windows (hold right always, jump whenever on ground). Jumping constantly at max height 135px — can it clear gaps? Gap 64-192px wide. Jump distance: airtime = 2*520/1000 ≈ 1.04s, at 220px/s ≈ 229px horizontal. Yes, clears 192px gap if jump starts near edge. But constant jumping may hit platform undersides or enemies side-on. The stomp-vs-side is timing luck. Pragmatic: two temp tests: 1. Stomp test: autopilot runs right and jumps when close to enemy x... blind timing again. Actually jumping constantly: player will likely land on the first enemy (patrolling 420-620) at some point — 50/50 stomp or death. Either way a state triggers; if death, R restart and try again — randomness of enemy position means eventually a stomp. But observing via screenshots is slow. 2. Win test: run right with constant jumping; gaps cleared; may die to enemies. Luck-based. Time budget: ~8 min left. Alternative deterministic approach: temporarily disable enemy lethality and move flag closer (e.g., FLAG_X=900) in a temp build to verify win triggers + coin count; then verify stomp by spawning player directly above an enemy in another temp build. These are quick, deterministic, and test the actual handlers. Then final build restores real values and I re-verify load. Test A (temp): change START_X to 430, START_Y 300 (above first enemy patrol zone, enemy at ~500 moving left) — player falls onto enemy → stomp & bounce. Also move one coin to (440, 460)? Don't move coins; instead START_Y drop path... just verify stomp and, separately, coin by setting START_X=340, START_Y=350 → falls through coin at (340,340)? Body overlap as it falls past → collects, coinCount 1. Then keep falling to ground... coin at 340 is above platform at 380 (300-492). Player lands on platform. Good — verifies coin collection + landing on platform. Do Test A1: START_X=340, START_Y=300 → coin collect + land on platform. Then Test A2: START_X=480, START_Y=200 → falls onto enemy near 500 patrol... enemy position at load = 500, moving left at 60. Player falls from 200 to 500 in ~0.77s, enemy moved ~46 left → ~454. Player at 480 body width 20 → 470-490; enemy 454±13 → 441-467. Overlap-ish marginal. Set START_X=460. Enemy moving left, use START_X=470. Eh, timing from reload is deterministic enough: I'll try. Actually simpler stomp test: place player above enemy's right patrol bound so enemy walks into falling player... falling takes 0.77s; enemy moves 46px. Set START_X = 490 → enemy at ~454 when player lands; player body 480-500, enemy 441-467: no overlap. Hmm. Set START_X=455: player 445-465 vs enemy 441-467 overlap ✓. But is it a stomp? Player velocity.y > 0 ✓, playerBottom - enemyTop < 14 → falling fast, at first overlap frame bottom penetration might exceed 14 in one frame? Fall speed at landing: ~sqrt(2*1000*260)... starts at y200, enemy top at ~478 (500-22). Distance ~250px → speed at impact ~700px/s → 11.6px/frame at 60fps. Within 14 ✓ stomp. Let me do these tests. First Test A1 (coin+platform landing): set START_X=340, START_Y=300 temporarily, disable autopilot run (keep autopilot but it starts at 500ms... player lands by then; autopilot would then run right and jump — fine, might also show more). Actually keep autopilot off for clean observation: set autoT window to never (e.g., >99999). Simpler: change condition to `false &&`. I'll just edit START values and neutralize autopilot run window (500..4200 → keep, it's fine—after landing it runs and jumps, also fine to observe). Actually with autopilot running after landing at ~t=900, player at x340 on platform; autopilot run starts t=500 already moving player... player falls 300→~350ish platform top? Platform top y=380, player falls from 300: ~0.4s = t400 lands? Falls onto platform at 380 (player y ~348 feet 380). At t=500 autopilot runs right at 220 with jump at 800-860 → runs along platform collecting coins at (404,340)? Coins on platform row at y340 — player on platform feet at 380, body top 350 → coin at 340±8 → 332-348 vs body 350-380: no overlap! Jump needed. Jump at t=800: x=340+ (800-500)*0.22=406 → at jump player passes through coin at 404,340 region on the way up ✓. OK run Test A1.
Restart verified — player, camera, coins, and count all reset. Now let me verify coin collection, platform landing, and stomping with targeted temp spawn positions:
{"command":"cd /tmp/job-54sco1 && cp index.html index.html.bak && sed -i 's/var START_X = 80;/var START_X = 340;/; s/var START_Y = 400;/var 223: var START_X = 340; 224: var START_Y = 300;
{"action":"reload"}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-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Player spawned at 340,300 and is falling. Coin at (340,340) is directly below — will be collected during fall. Screenshot after a moment to check count = 1 and landing on platform.
{"action":"screenshot"}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-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Excellent! COINS: 5 — coin collection works and increments. The autopilot carried the player across platforms, collecting coins, camera following far (second ground segment visible, two enemies patrolling on the right). The player is currently mid-jump over a gap near enemies. This frame also shows camera follow deep into the level. Player might stomp an enemy soon. Let me take another motion capture to see stomp or death.
{"action":"motion"}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +777ms
[Browser image supplied to model]
Frame 3, +1565ms
[Browser image supplied to model]
Frame 4, +2378ms
[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-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2c1400181400]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"","images":"attached"}
thinking
Fell in the second gap. Now targeted stomp test: spawn above first enemy. Enemy starts at x=500 moving left at 60. Player falls from y=250 to enemy top (~478): dist ~245 (player feet start 250+16=266... let's just try START_X=470, START_Y=250, and disable autopilot run so the player falls straight onto the enemy. Player fall time ~0.7s, autopilot run starts at 500ms and would push right before landing — land at ~700ms. Hmm autopilot jump window 800-860 could interfere after bounce. Bounce sets velocityY -350; if onGround when window hits... bouncing player isn't onGround. Fine, keep autopilot. Enemy at t=0.7s: x = 500-42 = 458. Player at 470 (body 460-480). Enemy body 458±13 → 445-471. Overlap ✓. Stomp check needs penetration <14: fall speed ~sqrt(2*1000*212)≈650 → ~11px/frame ✓.
Now the targeted stomp test — spawn directly above the first enemy:
{"command":"cd /tmp/job-54sco1 && sed -i 's/var START_X = 340;/var START_X = 470;/; s/var START_Y = 300;/var START_Y = 250;/' index.html"}(no output)