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bullet-heaven.ahraz.me

bullet-heaven.ahraz.me

live Unverified (seed import) Media & Personal 20 tools imperative implementation

An agent-ready bullet hell maker built with Phaser and WebMCP.

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 4 · Act 15 · Transact 1 · Score: Not yet scored

Tool inspector

update_player

act imperative

Changes live player settings and returns { updated: 'player', player }. The result reflects the state after this call, so no follow-up read is needed. The result's 'evaluation' reports whether the project has been measured since it changed; on verified: false, run evaluate_encounter before calling the edit an improvement. This returns to the editor first, on its own. From a landing page or shared play link that needs a page load, it opens the editor and asks you to retry once WebMCP reconnects rather than editing during teardown. Call get_maker_state immediately before this: the person edits the same live state you do.

Page: /editor

Input schema

PropertyTypeRequiredDescription
moveSpeed number no Pixels per second.
focusSpeed number no Pixels per second in focus, the slow precise mode.
hitboxRadius number no The player's damage circle in pixels, deliberately smaller than renderRadius. The strongest difficulty dial here.
renderRadius number no Drawn size in pixels. Purely visual.
startX number no Spawn position, normalized 0-1 across the arena.
startY number no Spawn position, normalized 0-1 down the arena.
startAngle number no Starting aim in degrees: 0 points right and -90 points up.
fireRate number no Player shots fired per simulation second.
lives integer no Hits the player survives.
invulnerabilityDuration number no Seconds of immunity after a hit.
color string no Player color as a six-digit CSS hex value.
Raw JSON schema
{
  "type": "object",
  "properties": {
    "moveSpeed": {
      "type": "number",
      "minimum": 20,
      "maximum": 1200,
      "description": "Pixels per second."
    },
    "focusSpeed": {
      "type": "number",
      "minimum": 10,
      "maximum": 1200,
      "description": "Pixels per second in focus, the slow precise mode."
    },
    "hitboxRadius": {
      "type": "number",
      "minimum": 1,
      "maximum": 32,
      "description": "The player's damage circle in pixels, deliberately smaller than renderRadius. The strongest difficulty dial here."
    },
    "renderRadius": {
      "type": "number",
      "minimum": 4,
      "maximum": 48,
      "description": "Drawn size in pixels. Purely visual."
    },
    "startX": {
      "type": "number",
      "minimum": 0,
      "maximum": 1,
      "description": "Spawn position, normalized 0-1 across the arena."
    },
    "startY": {
      "type": "number",
      "minimum": 0,
      "maximum": 1,
      "description": "Spawn position, normalized 0-1 down the arena."
    },
    "startAngle": {
      "type": "number",
      "minimum": -180,
      "maximum": 180,
      "description": "Starting aim in degrees: 0 points right and -90 points up."
    },
    "fireRate": {
      "type": "number",
      "minimum": 1,
      "maximum": 30,
      "description": "Player shots fired per simulation second."
    },
    "lives": {
      "type": "integer",
      "minimum": 1,
      "maximum": 9,
      "description": "Hits the player survives."
    },
    "invulnerabilityDuration": {
      "type": "number",
      "minimum": 0,
      "maximum": 5,
      "description": "Seconds of immunity after a hit."
    },
    "color": {
      "type": "string",
      "pattern": "^#[0-9a-fA-F]{6}$",
      "description": "Player color as a six-digit CSS hex value."
    }
  },
  "additionalProperties": false
}

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