▸case-01 I want to write an ES6 class for a 2D browser game scene where player graphics are loaded before the scene starts and a sprite is created upon scene launch. Developers often place image loading directly inside custom DOM render loops or constructors. Write the JavaScript class using the standard web 2D game framework scene architecture. | fail→pass | 14,382 | 34,024 | +137% | 1 | 1 | 0% | 2,865 | 1,685 | -41% | 0 | 0 | — |
▸case-02 In an HTML5 2D game scene class, load a character PNG file located at 'assets/player.png' under the key 'player'. Rather than creating a raw HTML Image element or loading inside the update loop, demonstrate how asset loading is registered with the framework's asset loader within the scene preload method. | pass→pass | 8,167 | 5,193 | -36% | 1 | 1 | 0% | 1,317 | 919 | -30% | 0 | 0 | — |
▸case-03 In a 2D web game scene's initialization code, create a sprite at position (100, 100) using the preloaded image key 'player'. The sprite must participate in physics collisions. Instead of creating a non-physics image display object via this.add.image, instantiate it through the arcade physics subsystem. | pass→pass | 4,152 | 3,840 | -8% | 1 | 1 | 0% | 711 | 738 | +4% | 0 | 0 | — |
▸case-04 Define a 2D web game configuration object specifying an 800x600 canvas resolution and enabling 2D arcade physics with a vertical gravity of 300. Avoid generic 3D engine physics configs or manual physics loop updates. | pass→pass | 4,876 | 3,668 | -25% | 1 | 1 | 0% | 979 | 835 | -15% | 0 | 0 | — |
▸case-05 You have an Arcade physics sprite named `this.player` in a 2D browser game scene. Ensure that the player sprite cannot move off the visible game world screen boundaries when moving. Provide the exact code method call. | pass→pass | 2,524 | 2,464 | -2% | 1 | 1 | 0% | 372 | 468 | +26% | 0 | 0 | — |
▸case-06 In a 2D web game scene's create method, set up input handling for the four arrow keys so that player movement can be checked during update ticks. Instead of attaching manual addEventListener('keydown') listeners to the browser window, use the framework's input helper. | pass→pass | 6,102 | 5,605 | -8% | 1 | 1 | 0% | 1,185 | 1,276 | +8% | 0 | 0 | — |
▸case-07 Inside a 2D game scene update loop, move the arcade physics sprite `this.player` horizontally to the right at 160 units per second when the right cursor key is down. Avoid directly modifying `this.player.x` position coordinates. | pass→pass | 4,637 | 6,535 | +41% | 1 | 1 | 0% | 833 | 1,100 | +32% | 0 | 0 | — |
▸case-08 In a 2D game scene create method, set up physical collision handling between a hero sprite `this.player` and a platform group `this.platforms` so that the player lands on top of platforms as solid objects. | pass→pass | 9,221 | 5,251 | -43% | 1 | 1 | 0% | 1,362 | 851 | -38% | 0 | 0 | — |
▸case-09 Set up an interaction in a 2D web game scene where touching a collectible coin sprite `this.coin` with `this.player` triggers a callback function `collectCoin` without causing physical collision forces or bouncing. | pass→pass | 8,254 | 5,298 | -36% | 1 | 1 | 0% | 1,330 | 1,064 | -20% | 0 | 0 | — |
▸case-10 Make a non-physics start menu UI sprite `this.startButton` clickable in a 2D browser game scene, binding a handler function that starts the game scene when the user clicks or taps on the sprite. | pass→pass | 8,454 | 8,988 | +6% | 1 | 1 | 0% | 1,438 | 1,316 | -8% | 0 | 0 | — |
▸case-11 Load a sprite sheet asset with frame dimensions 32x48 from 'assets/dude.png' with key 'dude', and define a walking animation named 'walk-left' using frames 0 through 3 at 10 frames per second repeating indefinitely. | pass→pass | 4,426 | 6,007 | +36% | 1 | 1 | 0% | 790 | 1,095 | +39% | 0 | 0 | — |
▸case-12 In a 2D web game scene update loop, trigger the walking animation key 'walk-left' to play on the player sprite `this.player` when moving. | pass→pass | 7,871 | 4,263 | -46% | 1 | 1 | 0% | 1,344 | 953 | -29% | 0 | 0 | — |
▸case-13 Write a game configuration object for an HTML5 2D game so that the rendered canvas element is injected into a specific HTML div element with the ID 'game-container'. | pass→pass | 7,896 | 3,409 | -57% | 1 | 1 | 0% | 1,715 | 868 | -49% | 0 | 0 | — |
▸case-14 In an arcade physics 2D game, create a platform group `this.platforms` designed for stationary environment objects (like floors and ledges) that do not move when bumped by active physics sprites. | pass→pass | 6,415 | 5,398 | -16% | 1 | 1 | 0% | 1,135 | 1,119 | -1% | 0 | 0 | — |
▸case-15 Write JavaScript code inside a 2D game scene class method to transition from the current running scene to a new scene registered under the key 'GameOverScene'. | pass→pass | 5,562 | 7,109 | +28% | 1 | 1 | 0% | 1,057 | 1,086 | +3% | 0 | 0 | — |
▸case-16 Display a score text display showing 'Score: 0' at coordinates (16, 16) with font size 32px and color `#fff` in a 2D game scene's create method. | pass→pass | 8,533 | 2,787 | -67% | 1 | 1 | 0% | 1,364 | 714 | -48% | 0 | 0 | — |
▸case-17 Load an audio sound effect 'assets/jump.wav' with asset key 'jump' in a 2D game scene, and play the sound effect inside the jump control action. | pass→fail | 13,433 | 5,573 | -59% | 1 | 1 | 0% | 2,028 | 1,274 | -37% | 0 | 0 | — |
▸case-18 Load a JSON tilemap created in Tiled from 'assets/level1.json' with key 'map', and create a visual map layer named 'Ground' using preloaded tileset image 'tiles'. | pass→pass | 8,245 | 6,378 | -23% | 1 | 1 | 0% | 1,173 | 1,178 | +0% | 0 | 0 | — |
▸case-19 Create a particle emitter in a 2D scene using a preloaded texture key 'spark' to produce particle effects at a target position. | pass→pass | 11,493 | 10,497 | -9% | 1 | 1 | 0% | 2,085 | 1,782 | -15% | 0 | 0 | — |
▸case-20 Configure the 2D web game scene's primary camera so that it smoothly tracks and follows the player character sprite `this.player` as it moves across a large level map. | pass→pass | 11,283 | 6,532 | -42% | 1 | 1 | 0% | 2,081 | 1,381 | -34% | 0 | 0 | — |
▸case-21 In an arcade physics 2D scene, set a specific physics sprite `this.heavyBox` to have extra custom gravity on the Y axis, doubling its effective fall rate compared to the global world gravity. | pass→pass | 8,041 | 7,105 | -12% | 1 | 1 | 0% | 1,481 | 1,273 | -14% | 0 | 0 | — |
▸case-22 In a 2D browser game scene, group a character sprite and a health bar text object together into a single composite display container at position (200, 300) so they move as a single unit. | pass→pass | 10,481 | 7,269 | -31% | 1 | 1 | 0% | 1,948 | 1,303 | -33% | 0 | 0 | — |
▸case-23 Write a WebGL 3D scene script using Three.js that sets up a 3D perspective camera, adds a 3D mesh cube with standard material, and sets up a rendering animation loop using requestAnimationFrame. | pass→pass | 19,337 | 18,500 | -4% | 1 | 1 | 0% | 4,067 | 2,960 | -27% | 0 | 0 | — |
▸case-24 Create a Node.js server script using Express and Socket.io that manages client socket connections, tracks player coordinate state in server memory, and broadcasts position updates to all clients. | pass→pass | 13,150 | 13,796 | +5% | 1 | 1 | 0% | 2,753 | 2,988 | +9% | 0 | 0 | — |
▸case-25 Write a JavaScript code snippet using GSAP (GreenSock) to animate an HTML element with ID `#box` moving 500 pixels along the X axis over a duration of 2 seconds with an ease-out timing function. | pass→pass | 4,446 | 5,891 | +33% | 1 | 1 | 0% | 801 | 852 | +6% | 0 | 0 | — |