Mario-style platformer · gpt-5.1-codex-mini
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.
transcript · 10 messages
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.
thinking
**Building index.html with Phaser** I need to create an index.html file using Phaser, which is a fun framework for making games. I've confirmed that phaser.min.js is already available, which is great! Now I just need to take a look at the directory to ensure everything is in place before I start coding. Making sure I understand the structure will help everything go smoothly. Let's dive into that directory and see what we have!
{"command":"ls"}phaser.min.js
thinking
**Planning game mechanics** I need some cursor keys for movement: left, right, and jump. Also, I need an update to handle jumping when on the ground. I want to spawn coins and enemies near specific platforms, with a goal flag at the end. A simple text UI for coins would be nice too. The enemy behavior should involve moving back and forth and reversing when hitting world bounds or platform edges. The implementation steps start with structuring `index.html`, including styles and scripts.**Designing game background and mechanics** I need to add a background color through the main camera and consider whether to implement repeating backgrounds or a gradient. To keep things simple, I could use `this.add.rectangle` for basic fills instead of complicated shapes. For the platforms, I’m thinking of using a static group to create them with random widths and heights within set limits. I also want to introduce coins and enemies, adding collision detection for interactions like collecting coins and ensuring enemies behave correctly.**Implementing enemy collision and game mechanics** I need to set up enemy collision so that if the player hits an enemy from above, the enemy gets disabled, and the player jumps up. For this, I’ll use Phaser Arcade physics with a specific pseudo-code for the collision detection. I also need to track when the game is over if an enemy touches the player and prepare to restart the scene. Plus, I want to add a goal flag image at the end and ensure the camera follows the player correctly. I'll also consider implementing surface heights and add instructions for gameplay.**Creating textures and game objects** I want to create a gradient-fill effect for rectangles, but I need to stick with procedural graphics as I'm generating textures from Graphics. I also need to set up physics bodies for platforms, coins, and enemies, ensuring their sizes match the display. First, I’ll define a `createTexture` function to generate these shapes. Inside the scene, I'll implement this as a straightforward arrow function. Then I plan to create coins as circles and ensure they're accessible. Lastly, I’ll set up the player sprite and consider possible animations, even if it’s a simple setup.**Implementing game controls and enemy behavior** I need to set up keyboard controls for the player, like moving left and jumping when the up arrow is pressed. In the update function, if the player goes below the world boundary, they should reset, and I want to display a UI for the score and win messages. For the flag at the level's end, I’ll draw it using graphics. I also need to ensure the player can’t be stopped, set bounds for the world, and create enemy behavior that keeps them on platforms without falling. To manage enemy movement, I’ll adjust their velocity on detection of boundaries. Lastly, I want to ensure everything is generated with procedural graphics, adhering to the requirements.
index.html (5158 bytes)Successfully wrote 5158 bytes to index.html
thinking
**Planning game features** I’m outlining some game features. The player can run and jump using the left, right, and up keys, and it will be a platformer with scrolling. In the setup, I’ll preload nothing, then add a background and simpler texture generation in the create function. I’ll create static groups for platforms, and dynamic groups for coins and enemies, ensuring they are globally accessible for use. For level design, I’ll loop to create platforms and coins dynamically. I need to set up the coins group first before generating new coins.**Structuring game setup** I’m organizing the game setup by setting up the coins and enemies groups. Before creating platforms, I need to ensure gravity is turned off for both coins and enemies. The player will be created early on, and I might want to add some animations or at least a bit of tint to the static image. I'll handle collisions with appropriate physics settings. Also, implementing a goal flag for the finishing zone is essential, along with creating a score display, updating controls, and setting the camera to follow the player.**Revising script structure** I realize I need a ground setup, and it’s time to rethink the entire script for a self-contained TOT file. Instead of fixing coins and enemies groups, I want to organize everything better. After generating textures, I’ll declare the arrays for platforms, coins, enemies, flags, and goal zones. In the create function, I’ll set up the coins and enemies groups. However, I need to declare some global variables at the top for use in the update function and colliders. So, I'll include cursors, player, score, and maybe even a goalReached variable. I'll also keep an eye on font handling.**Implementing game features** I'm laying out implementation steps for the game. In the create function, I start by defining the scene and grabbing the width and height. I’ll create backgrounds and define textures. Next, I will set up platforms, coins, and enemies groups. I’ll also add a ground platform and a small walkway. For coin creation, I need to ensure they’re added correctly, setting properties like gravity, bounce, and collision. I’ll include a simple tween for coins for a smoother effect without needing constant updates. However, we want the coins to move with the platform, but setting the scroll factor may not be necessary.**Setting up enemies and player** I’m working on setting up enemies in the game. Each enemy can be created and configured with bounce and velocity attributes. After that, I need to create the player and handle its attributes like size and bounce. I’ll set up keyboard controls for the player’s movement and add instructional text for the score at the top left. I also want to add a goal flag near the end of the level and make sure the goal detection zone is implemented correctly. My plan involves defining groups for coins and enemies and ensuring they’re globally accessible. I’ll make sure to implement collisions, overlapping functions, and score management. Game over scenarios need planning too, along with an instructions text.**Implementing the update function** I need to create the update function. It should check if the level is finished and prevent further actions if that's the case. I’ll program player movements based on cursor inputs to set their velocity. For victory detection, I can use the goal zone to detect overlap and update the status text accordingly. Additionally, I need to ensure camera behavior aligns with the player, implement a goal flag structure, and create a goal zone while maintaining proper physics attributes. I'll also add instructions that update based on gameplay to enhance user experience. Finally, I’ll be rewriting the script for clarity and structure.
{"path":"index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Procedural Pixel Platformer</title> <style> * { margin: 0; padding: 0; } body { font-family: 'Segoe UI', system-ui, sans-serif; background: #111; color: #fff; display: flex; justify-content: center; align-items: center; height: 100vh; } #game-container { width: 100%; height: 100%; } </style> </head> <body> <div id="game-container"></div> <script src="phaser.min.js"></script> <script> const config = { type: Phaser.AUTO, width: 800, height: 600, parent: 'game-container', backgroundColor: '#87ceeb', physics: { default: 'arcade', arcade: { gravity: { y: 1000 }, debug: false, }, }, scene: { preload: preload, create: create, update: update, }, }; const game = new Phaser.Game(config); let cursors; let player; let coins; let enemies; let score = 0; let scoreText; let statusText; let finished = false; let levelWidth = 6000; function preload() { // No external assets. } function create() { const scene = this; const { width, height } = this.scale; this.cameras.main.setBackgroundColor('#87ceeb'); this.physics.world.setBounds(0, 0, levelWidth, height); // Procedurally generated textures const makeTexture = (key, drawFn) => { const g = this.add.graphics(); drawFn(g); g.generateTexture(key, g.width, g.height); g.destroy(); }; const rect = (color, w, h, radius) => { return (g) => { g.clear(); g.fillStyle(color, 1); if (radius) g.fillRoundedRect(0, 0, w, h, radius); else g.fillRect(0, 0, w, h); g.width = w; g.height = h; }; }; const circle = (color, r) => { return (g) => { g.clear(); g.fillStyle(color, 1); g.fillCircle(r, r, r); g.width = r * 2; g.height = r * 2; }; }; makeTexture('player', rect(0xffffff, 36, 48, 8)); makeTexture('platform', rect(0x6b4f02, 200, 32, 6)); makeTexture('coin', circle(0xffd700, 12)); makeTexture('enemy', rect(0xff4444, 32, 32, 6)); makeTexture('flag-pole', rect(0x222222, 10, 200)); makeTexture('flag-banner', rect(0x00aaff, 40, 30, 6)); // Parallax background const sky = this.add.rectangle(0, 0, width, height, 0x87ceeb).setOrigin(0).setScrollFactor(0); const hills = this.add.graphics(); hills.fillStyle(0x55a843, 1); hills.fillCircle(200, height, 300); hills.fillCircle(600, height - 20, 260); hills.fillCircle(1400, height + 30, 320); hills.generateTexture('hills', 2000, 350); hills.destroy(); this.add.image(0, height - 150, 'hills').setOrigin(0).setScrollFactor(0.5); // Platforms const platforms = this.physics.add.staticGroup(); let cursorX = 0; let lastY = height - 120; const minY = 260; const maxY = height - 80; while (cursorX < levelWidth) { const platformWidth = Phaser.Math.Between(180, 360); const gap = Phaser.Math.Between(80, 180); const nextY = Phaser.Math.Clamp(lastY + Phaser.Math.Between(-60, 60), minY, maxY); const platform = platforms.create(cursorX + platformWidth / 2, nextY, 'platform'); platform.displayWidth = platformWidth; platform.refreshBody(); platform.body.setOffset(-platformWidth / 2, -16); platform.body.updateFromGameObject(); if (Phaser.Math.Between(0, 100) < 70) { const coinCount = Phaser.Math.Between(1, 3); for (let i = 0; i < coinCount; i++) { const coinX = cursorX + 40 + (i * 40); const coinY = nextY - 40; const coin = this.physics.add.sprite(coinX, coinY, 'coin'); coin.body.setAllowGravity(false); coin.setCircle(12); coins?.add(coin); } } if (Phaser.Math.Between(0, 100) < 40 && cursorX > 600) { const enemy = this.physics.add.sprite(cursorX + platformWidth / 2, nextY - 30, 'enemy'); enemy.setVelocityX(Phaser.Math.Between(60, 110)); enemy.setBounce(1, 0); enemy.setCollideWorldBounds(true); enemy.setGravityY(400); enemies?.add(enemy); } cursorX += platformWidth + gap; lastY = nextY; } // Finish platform const finishPlatform = platforms.create(levelWidth - 220, height - 80, 'platform'); finishPlatform.displayWidth = 420; finishPlatform.refreshBody(); // Coins & Enemies groups initialization after creation to avoid undefined coins = this.physics.add.group(); enemies = this.physics.add.group(); // Because earlier coins/enemies added before groups, we need to refill? Instead regenerate maybe restructure. } function update() { } </script> </body> </html>
thinking
**Planning game development steps** I need to continue developing the game, implementing features like player creation, controls, collisions, coin collection, enemy stomping, and a finish flag. I realize I need to reorganize things to add coin and enemy groups before generating them. The UI also needs a scoreboard and success messages. I must ensure to use only procedurally generated textures and think about making levels dynamic, possibly by randomizing walkways. Additionally, I'll need to handle player movements and camera follow when reaching the end.**Structuring game development** I’m outlining a detailed plan for game creation. First, I won't need any preloaded assets. In the 'create' function, I’ll compute level width and set up necessary textures, including background and ground platform. I need to establish physics groups for platforms, coins, and enemies. Next, I’ll create the player sprite and ensure the setup for collision physics is in place. I’ll add camera follow and handle input with cursors. I’ll also implement coin collection and enemy interactions, ensuring the player can stomp on them correctly.**Implementing game features** I'm considering making the player unstoppable, but maybe I can add a respawn reset instead. I definitely need a scoreboard, which I can create with `this.add.text`. Also, I’ll include a status message for when the game finishes and a flag at the end for completion. In the 'create' function, I should set up level dimensions first, then organize the creation of coins and enemies before using them. After the platforms are built, I'll store their positions for enemy movement. Finally, I’ll create a flag setup to signal the game's end.**Handling collisions and gameplay mechanics** For collisions, I need to set up interactions between the player, platforms, coins, and enemies. I’ll add a collider for the player and platforms, and also manage overlaps for collecting coins. In the case of stomping, I’ll check if the player is falling when hitting an enemy to disable it, or else it results in failure. Next, I’ll set up the camera to follow the player and add a scoreboard that scrolls. I’ll also implement the update function to manage player movement and ensure a reset happens if the player falls below the world. I'll add logic for respawning the player too.**Finalizing game structure and functionality** I need to ensure the game is playable with mechanics for running, jumping, stomping, collecting coins, and reaching a goal. If a player collides with an enemy or falls, it should restart with a message. I’ll add a respawn function and create a final group of objects for the goal flag. I need to redefine the create function to integrate everything properly, making sure to set up coin and enemy groups before building platforms. I’ll create the platform base and ensure proper coin positioning while managing gravity settings. There’s also a need for UI components, a scoreboard, and detailed background features. Finally, I'll rewrite the entire script to ensure everything is cohesive and operational.**Developing the game create function** I'm creating a function that sets up the game environment. First, I’ll establish the world boundaries and set up physics groups for platforms, coins, and enemies. I want to start with a base platform and dynamically generate more platforms while populating them with coins and enemies. I’ll add a finish area with a flag and an invisible zone for the goal. I also plan to integrate score tracking and enemy movement mechanics. There should be checks for player collisions and resets when dying or reaching the goal. Finally, I'll ensure controls and visuals are user-friendly.**Structuring the game mechanics** I'm refining my game logic here. I need to create a function that ensures the game runs smoothly, allowing players to restart properly upon finishing or dying. To make sure the code captures the right context, I’ll pass `this` when defining event listeners. I also want to implement key controls for restarting and ensure the scoreboard resets at appropriate times. As I'm restructuring the entire script, I need to keep things organized by defining textures and adjusting graphics methods for consistency. Adding visuals like a gradient background and hills will complete the game's aesthetic.**Creating the game background and platforms** I'm working on generating textures for the game background, such as hills and clouds using graphics. I think the graphics' width and height need to be set to ensure everything looks right. As for the platforms, I've got to figure out how to create a mix of ground and floating platforms that allow for a classic platforming experience, like in Mario. There should be a solid base for players to start on, as well as floating platforms for jumping. I might need to add some random ground segments along the way without overcrowding things. I’ll keep iterating on that!**Implementing game mechanics and UI updates** I'm setting up the platform body properties, like size and offset, and calling `updateFromGameObject()` to ensure they reflect changes. I’ll create coins and enemies using defined groups, ensuring they’re properly positioned and set with the right properties like bounce and gravity. Now I need to allow interactable objects, ensuring collisions with platforms are set up correctly. I'm also adding player properties and controls, like score and status text. It’s essential to include instructions for the player as well. Lastly, I'm defining how to handle reaching the goal, player respawn, and restart functionality, ensuring everything resets properly after pressing 'R'. I’ve got a lot to keep organized, but it’s coming together!**Finalizing game mechanics and UI management** I need to handle `scoreText` and `statusText` properly after a restart. It seems `scoreText` should be globally accessible, especially for incrementing the score when collecting coins. Speaking of which, I'll ensure the `goalZone` is static and properly positioned, including a flag banner. For coin collection and enemy interactions, I've planned how scoring will work and what messages to display upon finishing or losing. I want to finalize how the player's status and finish conditions are managed, differentiating between winning and losing with distinct messages. This seems to be a solid plan!**Planning game reset and background graphics** I need to ensure `finished` is set to false at the beginning of the `create` function after a restart. It’s important that `scoreText` accurately reflects score increments from coins and enemy interactions. I’ll implement helper functions for handling game completion and reinstate the score. On the graphics side, I’m thinking about creating a dynamic background with hills, dunes, and clouds that add depth. It seems I should use shared textures for efficiency. I also plan to develop the HTML structure to accommodate all necessary scripts and styles for a seamless experience.**Handling game states and interactions** I need to ensure the game allows a restart after falling, which means setting `finished` to true and updating the status text. Even if physics is paused, the `update` function will still run, so I'll implement a structure to stop the player if the game is finished. I also want to manage how scores are displayed and incremented, while ensuring that the game's messaging is clear to the player, especially when they reach the flag or bump into enemies. The code modifications will streamline this flow!**Finalizing game level structure** I need to confirm the level width, aiming for around 6000, while ensuring access to `Phaser.Math` functions. Then I’ll integrate my final script by rewriting the file. The game should be fully functional, even if it has many lines, so I’ll keep it efficient. I’ll define platform elements and textures, using methods like `makeTexture` to create visual assets efficiently. Textures will be set up for different objects, including hills, clouds, and platforms, while careful management of positions ensures they fit the level correctly. Overall, the goal is to have everything dynamically generated yet easy to navigate!**Building game score and HTML** I’m adding the flag and goal zone components, placing the flag at the end of the level while ensuring the goal zone is accessible. I need to configure it for physics and visibility. Next, I should implement the scoreboard and background, making sure it visually displays on top without hindering gameplay. I'll update the scoring logic so the player can see score changes, and I'll define functions to handle game events while carefully managing input events to avoid duplicates. Time to craft the final HTML structure!**Finalizing game setup** I’m setting the game dimensions with a width of 900 and a height of 600. I need to ensure that these dimensions are properly referenced throughout the code. I’ll configure visual elements like the background and clouds, using Phaser methods for consistency. Next, I’ll create platform groups and manage their placement, ensuring they are set appropriately in relation to the player's position. I’ll also integrate coin and enemy generation patterns while avoiding unnecessary tween effects for every coin. This keeps the dynamics engaging!**Constructing game level** I need to ensure that I’m using `Phaser.Math.Between` correctly for random enemy direction. To get -1 or 1, I’ll use the formula `Phaser.Math.Between(0, 1) ? 1 : -1` for the enemy's velocity. After generating platforms, I’ll create the finish platform and a goal zone with appropriate physics settings. Adding text for scores and instructions is crucial for the player’s experience. I’ll make sure the scoreboard is visible against the background and adjust elements like `goalZone` for proper interactions. I want to avoid overlapping and redundant code as I finalize the layout.**Finalizing game level setup** I need to calculate the finish platform's position accurately, ideally around `levelWidth - 380`, which gives a better walkway for the player. Setting `const finishPlatform` should position it so players can reach the flag with a proper jump. I'll ensure `goalZone` is at `6050` for easy access. I also need to add necessary collision checks for physics elements while ensuring no redundancies. It's important to create clear textures for the player, coins, and platforms. I should make sure to fill shapes correctly and include detailing for visual appeal.**Creating visual elements and collision setups** I'm working on designing the flag components with `makeTexture` for both the flag pole and the banner, ensuring the banner is tangible in the game. I want to create background features like hills and clouds, using `this.add.graphics()` for efficiency and to avoid memory issues. The sky will have a rectangle that is sized based on the viewport width. I’ll also need to implement our score system and make sure to set collisions for coins and platforms correctly. It's essential to avoid duplicating logic and to keep the game visually engaging.**Setting up game logic and design** I'm working on the game update function, ensuring it responds appropriately based on player actions and state. Specifically, I'm using `JustDown` for jumps but realize I'll need to allow sustained jumping. Then, I've got to set the player's velocity correctly, accounting for gravity and on-ground checks. Additionally, I'm making textures for game elements like the player, focusing on the design details without overlap. Finally, I need to be careful about resetting the score and text on restarts to avoid referencing old data after player actions.**Creating game assets and environment** I'm implementing various game assets, including platforms, coins, enemies, and flags. For the platform, I’m using rounded rectangles in a brown color; the coin is a golden circle with a white strip; for the enemies, I'm making them a red rectangle with facial features. Next, I'll create the background, hills, and clouds, ensuring to manage how many are generated based on the level width. I'm careful to properly space platforms and coins to avoid overlap while ensuring textures are defined correctly and accessible for in-game physics and interactions. I also need to set up text overlays for scoring and status messages, ensuring they’re readable and properly positioned.**Implementing game mechanics** I need to add a restart hint, like "Press R to restart." I’m thinking of a small help text that won’t interfere with the scoreboard. It's important to set up various UI elements to instruct players clearly and keep track of the score. Next, I'm implementing helper functions for collecting coins, stomping enemies, and reaching the flag, ensuring they update the score properly. I also want to manage the game state, especially when restarting after finishing. Capturing keyboard events after pausing feels essential, so players can easily restart. I'll craft the final HTML and script to ensure everything works seamlessly.
index.html (11288 bytes)Successfully wrote 11288 bytes to index.html
Built a fully self-contained Phaser-based platformer in `index.html`, featuring procedural textures, platforms, coins, enemies, and a goal flag. Controls: arrow keys/space to move and jump, R to restart. No external assets used; only local `phaser.min.js` is loaded.
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
EVALUATION
Platformer scene renders with player, coins, platforms, and enemies, but player doesn't visibly move or respond to any input.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.