Space Invaders · muse-spark-1.3
Output generated Cost / run $0.2220 Runtime 132.4s
Prompt for this run
Build a playable Space Invaders-style game on a canvas using procedural graphics. 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. No third-party libraries are provided. Required behavior: - Use Left/Right or A/D to move a cannon along the bottom and Space to fire upward. Display the controls and keep the cannon within the playfield. - Start with a grid of aliens that moves horizontally, reverses and descends at the edges, and fires toward the player. Player shots remove hit aliens and increase score once. - Place destructible bunkers between the cannon and aliens. Hits from either side remove bunker material persistently; shots can subsequently pass through the resulting gaps. - Start with three lives. Enemy shots cost a life with brief protection from repeated damage. Aliens reaching the player zone or zero lives causes Game Over; clearing the aliens shows a win state. - Provide Restart to restore aliens, bunkers, score, lives, and player position. Bound projectile lifetime and fire rate. Verify: Test movement and firing during the opening formation. Check alien motion and inspect a shot hitting a bunker or alien for visible damage or score feedback. Use Restart and check the initial formation, bunkers, lives, and score.
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 · 25 messages
Build a playable Space Invaders-style game on a canvas using procedural graphics. 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. No third-party libraries are provided. Required behavior: - Use Left/Right or A/D to move a cannon along the bottom and Space to fire upward. Display the controls and keep the cannon within the playfield. - Start with a grid of aliens that moves horizontally, reverses and descends at the edges, and fires toward the player. Player shots remove hit aliens and increase score once. - Place destructible bunkers between the cannon and aliens. Hits from either side remove bunker material persistently; shots can subsequently pass through the resulting gaps. - Start with three lives. Enemy shots cost a life with brief protection from repeated damage. Aliens reaching the player zone or zero lives causes Game Over; clearing the aliens shows a win state. - Provide Restart to restore aliens, bunkers, score, lives, and player position. Bound projectile lifetime and fire rate. Verify: Test movement and firing during the opening formation. Check alien motion and inspect a shot hitting a bunker or alien for visible damage or score feedback. Use Restart and check the initial formation, bunkers, lives, and score.
thinking
Implementing single-file Space Invaders with controls, alien movement, destructible bunkers, lives, scoring, and restart while bounding projectiles and verifying in browser.Detailing canvas layout, sprite design, bunker damage mask, and projectile lifecycle constraints.
Building your Space Invaders game — canvas, bunkers, and all.
index.html (17198 bytes)Successfully wrote to index.html
thinking
Game file written — now verifying it plays correctly.
{"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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
Initial formation looks right — now testing movement, firing, and damage.
{"action":"key","text":"ArrowRight"}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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 0\nLIVES ♡♡♡\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
Debugging instant player death by checking invulnerability logic and enemy bullet loop break behavior.Adjusting enemy fire rate and bullet speed to reduce difficulty and extend survivability.
That round ended too fast — tuning the difficulty so the opening is testable, then rechecking.
{"edits":[{"newText":" alienDir=1; alienTimer=0; alienInterval=0.6; alienAnimT=0; animFrame=false;\n enemyFireTimer=2.2;","oldText":" aliSuccessfully replaced 6 block(s) in 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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
{"action":"key","text":" "}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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
Firing and alien drift confirmed — now checking for hits, scoring, and movement.
{"action":"motion"}Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +575ms
[Browser image supplied to model]
Frame 3, +1141ms
[Browser image supplied to model]
Frame 4, +1727ms
[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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 10\nLIVES ♥♥♡\nWAVE 1\nHIT! 2 LIVES LEFT — SHIELDS UP\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
Hits, scoring, bunker damage, and life loss all verified — now checking movement and Restart.
{"action":"key","text":"a"}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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 10\nLIVES ♥♥♡\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
Evaluating game state persistence and limited visible movement from single key taps versus sustained input.
{"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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
Restart restores everything — one last movement check.
{"action":"key","text":"ArrowLeft"}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."],"dom":"▲ SPACE INVADERS ▲\nSCORE 0\nLIVES ♥♥♥\nWAVE 1\n⟳ RESTART (R)\n⏸ PAUSE (P)\n◀▶ or AD move • Space fire • R restart • P pause\nDestroy all aliens before they reach your zone. Hide behind bunkers — they crumble!\nProcedural graphics only — no images. Player fire rate limited, bullets expire off-screen.","images":"attached"}
thinking
All core behaviors verified — doing a final file check.
{"command":"ls -la index.html && grep -c \"requestAnimationFrame\\|bunker\\|alienDir\\|invuln\" index.html"}-rw-r--r-- 1 node node 17185 Oct 9 06:49 index.html 22
thinking
Done — `index.html` is saved (self-contained, no network/CDN). **What I checked in the browser:** - Initial load: 8×5 alien grid, 4 intact bunkers, cannon centered, SCORE 0 / LIVES ♥♥♥, controls displayed, no console errors. - Space: yellow player bullet appears above cannon and travels upward; fire-rate limited (0.28s cooldown, max 3 alive) with off-screen/TTL expiry. - Alien motion: formation drifts horizontally between frames (timed steps, edge reverse + descend, 2-frame animation). - Alien hit: bottom-row alien disappeared, SCORE 0→10 with `+10` floater and explosion particles. - Bunker damage: circular chunks missing from bunker tops after player/enemy shots; gaps let later shots pass (hit-tested per-cell). - Enemy fire: orange bullets fall toward the player with slight aiming; one hit showed `HIT! 2 LIVES LEFT — SHIELDS UP`, LIVES 3→2 with blink protection. - Restart (R key): restored SCORE 0, LIVES 3, full 40-alien formation, intact bunkers, centered cannon. Game Over overlay also seen earlier. **Remains unverified:** sustained left/right travel to the exact walls (single key taps move only a few px per frame, so full-edge clamping was code-reviewed, not visually driven to the edge); full Win clear and invasion Game Over (long playthroughs); bullet-vs-bullet intercept and pause — all implemented but not exercised.