Build MVP: launcher, constructor, and AI game generation
A self-hosted, Roblox-flavored game platform: browse/play published browser games, build them by hand or by describing them to an LLM. Fully independent from top-tickets — separate repo, DB, port (8082). - Auth: email+password accounts (argon2, httpOnly session cookies), no admin/agent split — every account can create and play. - Three game templates (quiz, clicker, maze), each a zod schema paired with a Phaser 4 Scene that renders purely from a validated instance of that schema — manual and AI-generated games hit the same renderer, so a saved game is always guaranteed to load and run. The maze schema BFS-validates that the exit is reachable from the start. - Manual constructor: per-template builder forms, draft/publish/edit/ delete, a launcher grid of published games, a full-bleed play page. - AI generation: Anthropic API key configured under Settings → AI (encrypted at rest, validated with a live call before saving, same shape as top-tickets' mailbox/LDAP settings). Generation uses the SDK's zodOutputFormat/messages.parse to force schema-shaped JSON output, with one retry feeding back the validation error. Output always prefills the manual builder for review — never auto-published blind. Clean, distinct error message when no key is configured yet (no silent fallback exists here, so it doesn't pretend one does). - Docker Compose on port 8082 (bakes in the busy_timeout=30000 SQLite pragma from day one — top-tickets hit this build-time race twice). Deferred: more templates/genres, drag-and-drop level editor, likes/ leaderboards, AI-generated sprite assets, multiplayer, moderation. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QcXH24ky6zjk2UyK5oZUPH
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import Phaser from "phaser";
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import type { ClickerDefinition, ClickerUpgrade, GameResult } from "../types";
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const COLORS = {
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bg: 0x14162a,
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target: 0x4f46e5,
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row: 0x23264a,
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rowOwned: 0x0d3d38,
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rowDisabled: 0x1a1c33,
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};
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interface UpgradeRow {
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bg: Phaser.GameObjects.Rectangle;
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label: Phaser.GameObjects.Text;
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upgrade: ClickerUpgrade;
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index: number;
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}
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export class ClickerScene extends Phaser.Scene {
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private definition!: ClickerDefinition;
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private onFinish?: (result: GameResult) => void;
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private score = 0;
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private pointsPerClick = 1;
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private pointsPerSecond = 0;
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private ownedUpgrades = new Set<number>();
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private scoreText!: Phaser.GameObjects.Text;
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private upgradeRows: UpgradeRow[] = [];
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private finished = false;
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constructor() {
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super("ClickerScene");
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}
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create() {
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this.definition = this.registry.get("definition");
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this.onFinish = this.registry.get("onFinish");
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this.score = 0;
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this.pointsPerClick = this.definition.startingPointsPerClick;
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this.pointsPerSecond = 0;
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this.ownedUpgrades = new Set();
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this.upgradeRows = [];
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this.finished = false;
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this.cameras.main.setBackgroundColor(COLORS.bg);
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this.scoreText = this.add
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.text(480, 30, "", { fontFamily: "sans-serif", fontSize: "24px", color: "#eef0fb", align: "center" })
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.setOrigin(0.5, 0);
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const target = this.add.circle(480, 200, 90, COLORS.target).setInteractive({ useHandCursor: true });
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const targetLabel = this.add
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.text(480, 200, this.definition.targetLabel, { fontFamily: "sans-serif", fontSize: "20px", color: "#ffffff" })
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.setOrigin(0.5);
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target.on("pointerdown", () => {
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if (this.finished) return;
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this.score += this.pointsPerClick;
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this.tweens.add({ targets: [target, targetLabel], scale: 0.92, duration: 60, yoyo: true });
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this.refresh();
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});
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this.definition.upgrades.forEach((upgrade, index) => {
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const y = 340 + index * 54;
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const bg = this.add
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.rectangle(480, y, 700, 44, COLORS.row)
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.setStrokeStyle(1, 0x4f46e5)
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.setInteractive({ useHandCursor: true });
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const label = this.add
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.text(480, y, "", { fontFamily: "sans-serif", fontSize: "15px", color: "#eef0fb" })
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.setOrigin(0.5);
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bg.on("pointerdown", () => this.buyUpgrade(index));
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this.upgradeRows.push({ bg, label, upgrade, index });
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});
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this.time.addEvent({
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delay: 1000,
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loop: true,
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callback: () => {
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if (this.finished) return;
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this.score += this.pointsPerSecond;
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this.refresh();
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},
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});
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this.refresh();
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}
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private buyUpgrade(index: number) {
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if (this.finished || this.ownedUpgrades.has(index)) return;
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const upgrade = this.definition.upgrades[index];
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if (this.score < upgrade.cost) return;
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this.score -= upgrade.cost;
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this.pointsPerClick += upgrade.pointsPerClickBonus;
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this.pointsPerSecond += upgrade.pointsPerSecondBonus;
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this.ownedUpgrades.add(index);
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this.refresh();
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}
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private refresh() {
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this.scoreText.setText(
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`${Math.floor(this.score)} / ${this.definition.targetScore}\n+${this.pointsPerClick}/клик +${this.pointsPerSecond}/сек`,
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);
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this.upgradeRows.forEach(({ bg, label, upgrade, index }) => {
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const owned = this.ownedUpgrades.has(index);
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const affordable = this.score >= upgrade.cost;
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label.setText(owned ? `${upgrade.name} — куплено` : `${upgrade.name} — ${upgrade.cost}`);
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bg.setFillStyle(owned ? COLORS.rowOwned : affordable ? COLORS.row : COLORS.rowDisabled);
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bg.disableInteractive();
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if (!owned && affordable) bg.setInteractive({ useHandCursor: true });
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});
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if (!this.finished && this.score >= this.definition.targetScore) {
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this.finished = true;
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this.onFinish?.({ won: true, score: Math.floor(this.score) });
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}
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}
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}
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