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Mario-style platformer · gpt-6.1-terra

Output generated Cost / run $0.0439 Runtime 150.2s

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

modelgpt-6.1-terra
vendorOpenAI
harnesspi 0.87.1 · browser iteration
generated2026-10-26

METRICS

runtime150.2s
tokens in194k
tokens out9.3k
cached168k
cost / run$0.0439
Transcript · 33 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
**Planning and inspecting files**

I recognize that I need to build something and also inspect the files. It's important to ensure everything is in order before proceeding. I might want to take a closer look to catch any errors or issues. So my next steps will focus on gathering what I need for the build process and checking those files carefully for any discrepancies. Maybe I should also think about how this fits into the larger project!
→ bash {"command":"ls -la","timeout":10}
toolResult

total 1168 drwx------ 3 node node 4096 Oct 26 23:47 . drwxrwxrwt 8 root root 4096 Oct 26 23:47 .. drwxr-xr-x 3 node node 4096 Oct 26 23:47 .home -rw-r--r-- 1 node node 1181917 Oct 26 23:47 phaser.min.js

assistant
thinking
**Planning UI and Game Setup**

I'm focusing on creating a polished UI with a screenshot size of 1200x800. The game canvas should be 1120x520, featuring a header, stats, and instructions. I'm set to use Phaser for responsive scaling and physics with arcade functionality. Players start at coordinates x 90 and y 350, with various ground segments, platforms, and enemies placed throughout the level. I also need to ensure jump mechanics, collision detection, and a well-designed camera system for optimal gameplay.**Designing Game Elements**

I'm considering how to manage the enemy's gravity and manual patrol based on world positions. I want to prevent gaps by defining ranges. For ground, I might use tile sprites to create static body rectangles visually textured as earth with grass on top. I’ll generate pixel textures for various assets. Additionally, I need to ensure that the background has visually appealing clouds and hills, with smooth camera scrolling that follows the player, supported by a UI overlay for win/lose conditions.**Setting Up the Game Viewport**

I'm working on displaying the game viewport at a resolution of 1096x548 while maintaining the correct aspect ratio. I want to ensure there's a header, and I’m considering using a beautiful cream background for the UI design, featuring branding and a game panel at the top. It's essential to test this layout in different browsers to ensure it looks good everywhere. I’ll plan to write some tests to verify everything works as intended.
→ write index.html (14678 bytes)
toolResult

Successfully wrote to index.html

assistant
thinking
→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["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-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✦\nA LITTLE PLATFORM ADVENTURE\nSunny Side Run\n●   WORLD 01\n↻   Restart\n☀\nSunny Meadows\nWORLD 01   /   LEVEL 01\n 0 / 29\n✦   LET'S GO!\nCONTROLS\n← → or A D   Move\nSPACE   Jump\n✦   Hop on enemies & collect coins!\nMADE FOR A LITTLE ADVENTURE\nGOOD LUCK OUT THERE!   ☀","images":"attached"}

assistant
thinking
**Testing jump actions**

I need to test running and jumping actions. I’m not entirely sure about browser key semantics, but it seems like the key action will involve pressing a key with a certain duration. I think I'll go ahead and use that approach to see if it works as expected. It feels a bit uncertain, but attempting it this way might give me useful results. Okay, let's see what happens next!
→ browser {"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"ArrowRight","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["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-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✦\nA LITTLE PLATFORM ADVENTURE\nSunny Side Run\n●   WORLD 01\n↻   Restart\n☀\nSunny Meadows\nWORLD 01   /   LEVEL 01\n 0 / 29\n✦   LET'S GO!\nCONTROLS\n← → or A D   Move\nSPACE   Jump\n✦   Hop on enemies & collect coins!\nMADE FOR A LITTLE ADVENTURE\nGOOD LUCK OUT THERE!   ☀","images":"attached"}

assistant
thinking
→ browser {"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"Space","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["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-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x69c0017f200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✦\nA LITTLE PLATFORM ADVENTURE\nSunny Side Run\n●   WORLD 01\n↻   Restart\n☀\nSunny Meadows\nWORLD 01   /   LEVEL 01\n 0 / 29\n✦   LET'S GO!\nCONTROLS\n← → or A D   Move\nSPACE   Jump\n✦   Hop on enemies & collect coins!\nMADE FOR A LITTLE ADVENTURE\nGOOD LUCK OUT THERE!   ☀","images":"attached"}

assistant
thinking
**Testing screenshot functionality**

I noticed that the jump function worked for the screenshot after quite a bit of time, which is interesting. I think I need to test it directly via Playwright to ensure everything is running smoothly. Maybe I should check if the necessary components are properly installed as well. It’s always good to validate these functionalities, just to be safe! Let’s see if that resolves any issues I may have encountered earlier.
→ bash {"command":"node -e \"try{console.log(require.resolve('playwright'))}catch(e){console.log('no playwright')}\"; which chromium || which googl
toolResult

no playwright playwright playwright-core

assistant
thinking
→ bash {"command":"node -e \"const {chromium}=require('/app/pipeline/node_modules/playwright');console.log(chromium.executablePath())\"; ls -la /ro
toolResult

/opt/playwright/chromium-1234/chrome-linux64/chrome Command exited with code 2

assistant
thinking
**Testing Playwright Integration**

Okay, I'm looking into how to run a script outside the artifact, checking if the file URL and keyboard hold work correctly. I need to restart the camera via a Playwright script and ensure the canvas is scalable and accessible. I might expose the Phaser game for easier screenshots. I'll check if `window.game = new Phaser.Game` is necessary for debugging. I’ll also implement keyboard actions to ensure everything works smoothly while avoiding overly fast scene startups. Let’s conduct the tests.
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');\n(async()=>{let browser=await chromium.launch(
toolResult

node:internal/process/promises:394 triggerUncaughtException(err, true /* fromPromise */); ^ page.evaluate: TypeError: Cannot read properties of undefined (reading '0') at eval (eval at evaluate (:311:30), <anonymous>:1:24) at UtilityScript.evaluate (<anonymous>:313:16) at UtilityScript.<anonymous> (<anonymous>:1:44) at state ([stdin]:2:308) at [stdin]:2:585 { log: [] } Node.js v24.18.0 Command exited with code 1

assistant
thinking
**Evaluating game setup**

I'm considering whether to expose the scene through the window for testing. While it seems harmless, it might be unnecessary. Instead, I think it's better to assign a global game variable, `window.game`, which is a more legitimate approach.

I also need to make sure dynamic textures survive any scene restart—I'll implement that with `makeTextures` if it exists. Plus, I should check if the physics plugin resets automatically upon a scene restart. So, maybe exposing it for testing is fine, and setting `window.game = new Phaser.Game`.
→ edit {"path":"index.html","edits":[{"oldText":" new Phaser.Game({type:Phaser.AUTO,parent:'game'","newText":" window.game = new Phaser.Game({typ
toolResult

Successfully replaced 1 block(s) in index.html.

assistant
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');\n(async()=>{let browser=await chromium.launch(
toolResult

start { x: 72, y: 379, vy: 0, down: true, camera: 0, coins: 0, enemy: 5, done: false } run { x: 90, y: 379, vy: 0, down: true, camera: 0, coins: 0, enemy: 5, done: false } jump/platform { x: 131, y: 306, vy: -347, down: false, camera: 0, coins: 0, enemy: 5, done: false } land { x: 131, y: 275, vy: -201, down: false, camera: 0, coins: 0, enemy: 5, done: false } camera { x: 175, y: 264, vy: 91, down: false, camera: 0, coins: 0, enemy: 5, done: false } restart { x: 72, y: 379, vy: 0, down: true, camera: 0, coins: 0, enemy: 5, done: false }

assistant
thinking
**Considering WebGL options**

I’m faced with some headless throttling issues due to WebGL software, mainly concerning real-time vs. game frames. Should I try using launch parameters like `--disable-webgl` to make the game run faster? Testing with lower GPU rendering seems like a good idea, especially using browser screenshots for functionality. I need to test how to allow headless mode for a longer duration or think about overriding `requestAnimationFrame` to improve performance. It’s definitely a process worth exploring!
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');\n(async()=>{let browser=await chromium.launch(
toolResult

start { x: 72, y: 379, vy: 0, down: true, camera: 0, coins: 0, enemy: 5, done: false } run { x: 178, y: 379, vy: 0, down: true, camera: 0, coins: 1, enemy: 5, done: false } jump/platform { x: 332, y: 379, vy: 0, down: true, camera: 0, coins: 1, enemy: 5, done: false } land { x: 336, y: 379, vy: 0, down: true, camera: 0, coins: 1, enemy: 5, done: false } camera { x: 530, y: 379, vy: 0, down: true, camera: 0, coins: 2, enemy: 5, done: true } restart { x: 72, y: 379, vy: 0, down: true, camera: 0, coins: 0, enemy: 5, done: false }

assistant
thinking
**Debugging platform jumps**

I'm trying to figure out why the player is failing to land on the platform despite reaching the right height. The jump starts at x178 and hits x220 in 0.19 seconds, but something isn't working right. Could the player’s head be hitting the platform's underside? The height calculations seem fine, but the coin count is just 1, which suggests that the jump might not have triggered. Maybe the keyboard press was too instantaneous? I need to run some more tests.
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright'); (async()=>{let b=await chromium.launch({headle
toolResult

before [ 178, 379, 0, true, 1, 0, false ] jump [ 204, 331, -430, false, 1, 0, false ] middle [ 252, 263, -97, false, 2, 0, false ] landing [ 347, 305, 0, true, 4, 0, false ]

assistant
thinking
**Testing camera movement**

I think the camera following can help bypass the enemy by jumping close to it. My plan is to move the player to about x 410, then jump above the enemy and move on to x > 530. I need to script that out and run a test, making sure to restart if necessary. It’s crucial to check that the player can fall through gaps by ensuring the physics world bounds bottom is at 600, with the player y > 525 being reachable. I need to note that the camera starts at 0 and begins following after x > 530. Let's test!
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright'); (async()=>{let b=await chromium.launch({headle
toolResult

platform { x: 336, y: 305, down: true, coins: 4, camera: 0, enemies: 5, done: false } follow/stomp { x: 571, y: 269, down: false, coins: 4, camera: 18, enemies: 5, done: false } restart { x: 72, y: 379, down: true, coins: 0, camera: 0, enemies: 5, done: false }

assistant
thinking
→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +1ms

[Browser image supplied to model]

{"console":["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-0x51c0011b200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x51c0011b200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x51c0011b200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x51c0011b200]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"✦\nA LITTLE PLATFORM ADVENTURE\nSunny Side Run\n●   WORLD 01\n↻   Restart\n☀\nSunny Meadows\nWORLD 01   /   LEVEL 01\n 0 / 29\n✦   LET'S GO!\nCONTROLS\n← → or A D   Move\nSPACE   Jump\n✦   Hop on enemies & collect coins!\nMADE FOR A LITTLE ADVENTURE\nGOOD LUCK OUT THERE!   ☀","images":"attached"}

assistant
thinking
**Testing game mechanics**

I’m considering ways to ensure that restart coins count as active and are covered correctly. I've tested side collisions but need to verify wins and think about the stomp and gap wins through isolated teleport testing. The user wants a completable scenario, and while programmatic teleport confirms logic, it doesn’t fully recreate play. I might evaluate the scene by checking player positions, velocities, and testing enemy collisions. I'll also need to set specific parameters for the players and enemies to track movements accurately.
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');(async()=>{let b=await chromium.launch({headles
toolResult

stomp { enemies: 4, velocityY: -94.16666666666671, done: false } gap Oops! goal Level complete!

assistant

Created `index.html` with the playable platformer. Checked running, jumping onto the nearby platform, coin collection, camera following, and Restart. Also checked enemy stomping, gap loss, and the goal state using test positioning. A full end-to-end playthrough remains unverified.