oneshotlm
Compare all models on this prompt →

Aquarium breach · mercury-2

Create a large glass aquarium whose side panel develops a visible crack and then bursts. The simulation must include: - Water escaping through the opening with flow strength based on water depth and decreasing as the tank drains - A curved water jet affected by gravity - A spreading puddle that collides with the room boundaries - Fish, rocks, plants, and a floating toy reacting differently according to density, buoyancy, drag, and current - Objects transitioning correctly from underwater motion to airborne motion and then to floor collisions - Fish attempting to swim against the current before being swept through the breach - Glass fragments with angular velocity, collisions, and water resistance - A visible waterline that lowers continuously rather than disappearing all at once Let the user drag the crack vertically before triggering the failure. A lower crack should initially produce a stronger jet than a higher crack. Give me 1 html file

⚠ no runnable output

This one-shot run produced no runnable artifact.

agent produced no index.html

The transcript below shows what the model did — read it to see why the one shot fell short.

transcript · 2 messages
user

Create a large glass aquarium whose side panel develops a visible crack and then bursts. The simulation must include: - Water escaping through the opening with flow strength based on water depth and decreasing as the tank drains - A curved water jet affected by gravity - A spreading puddle that collides with the room boundaries - Fish, rocks, plants, and a floating toy reacting differently according to density, buoyancy, drag, and current - Objects transitioning correctly from underwater motion to airborne motion and then to floor collisions - Fish attempting to swim against the current before being swept through the breach - Glass fragments with angular velocity, collisions, and water resistance - A visible waterline that lowers continuously rather than disappearing all at once Let the user drag the crack vertically before triggering the failure. A lower crack should initially produce a stronger jet than a higher crack. Give me 1 html file

assistant

**index.html** ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Aquarium Burst Simulation</title> <style> body,html{margin:0;padding:0;overflow:hidden;background:#222;} #ui{position:absolute;top:10px;left:10px;z-index:10;} button{padding:8px 12px;font-size:14px;} canvas{display:block;} </style> </head> <body> <div id="ui"><button id="burstBtn">Burst</button></div> <canvas id="c"></canvas> <script> (() => { const canvas = document.getElementById('c'); const ctx = canvas.getContext('2d'); const W = canvas.width = window.innerWidth; const H = canvas.height = window.innerHeight; // Aquarium geometry const AQUA_X = W*0.1, AQUA_Y = H*0.1; const AQUA_W = W*0.8, AQUA_H = H*0.8; const FLOOR_Y = AQUA_Y + AQUA_H; // Water let waterLevel = AQUA_Y + AQUA_H*0.9; // initial water surface y let waterVolume = AQUA_W * AQUA_H * 0.9; // arbitrary units const WATER_DENSITY = 1; // Crack (vertical line on right side) const CRACK_X = AQUA_X + AQUA_W - 5; let crackY = AQUA_Y + AQUA_H*0.5; let draggingCrack = false; // Burst state let burst = false; let flowStrength = 0; const particles = []; const puddle = {x:CRACK_X, y:FLOOR_Y, radius:0, maxRadius:200}; // Objects const fish = []; const rocks = []; const plants = []; const toy = {x: AQUA_X + AQUA_W*0.3, y: waterLevel - 30, r:12, vx:0, vy:0}; // Glass fragments const fragments = []; // Utility const rand = (a,b)=>Math.random()*(b-a)+a; // Init scene function init() { // fish for(let i=0;i=8;i++){ fish.push({ x: AQUA_X + rand(30, AQUA_W-30), y: waterLevel - rand(20, 120), r: 10, vx: rand(-20,20), vy: 0, dir: Math.random()<0.5?-1:1, speed: rand(30,60) }); } // rocks (static) for(let i=0;i<5;i++){ rocks.push({ x: AQUA_X + rand(50, AQUA_W-50), y: FLOOR_Y - rand(10,30), w: rand(30,60), h: rand(15,30) }); } // plants (static) for(let i=0;i<4;i++){ plants.push({ x: AQUA_X + rand(30, AQUA_W-30), y: FLOOR_Y, h: rand(60,120) }); } } // Mouse handling for crack drag canvas.addEventListener('mousedown', e=>{ const rect = canvas.getBoundingClientRect(); const mx = e.clientX-rect.left; const my = e.clientY-rect.top; if(Math.abs(mx-CRACK_X)<8 && my>crackY-10 && my<crackY+10){ draggingCrack = true; } }); canvas.addEventListener('mousemove', e=>{ if(!draggingCrack) return; const rect = canvas.getBoundingClientRect(); const my = e.clientY-rect.top; crackY = Math.max(AQUA_Y+10, Math.min(FLOOR_Y-10, my)); }); canvas.addEventListener('mouseup',()=>draggingCrack=false); canvas.addEventListener('mouseleave',()=>draggingCrack=false); // Burst button document.getElementById('burstBtn').addEventListener('click',()=>{ burst=true; }); // Main loop let last = performance.now(); function loop(t){ const dt = (t-last)/1000; last=t; update(dt); draw(); requestAnimationFrame(loop); } requestAnimationFrame(loop); // Update physics function update(dt){ if(burst){ // flow based on depth const depth = waterLevel - crackY; flowStrength = Math.max(0, depth * 0.5); // tweak factor // emit water particles const emitRate = flowStrength*5; // particles per second const count = emitRate*dt; for(let i=0;i<count;i++){ const angle = rand(-Math.PI/6, Math.PI/6); const speed = rand(150,250); particles.push({ x: CRACK_X, y: crackY, vx: Math.cos(angle)*speed, vy: Math.sin(angle)*speed, life: 3 }); } // decrease water volume / level const outflow = flowStrength*0.02*dt; waterVolume = Math.max(0, waterVolume - outflow); const newLevel = AQUA_Y + waterVolume/(AQUA_W); waterLevel = Math.max(AQUA_Y, newLevel); // puddle growth if(puddle.radius < puddle.maxRadius){ puddle.radius += flowStrength*0.1*dt; } } // update particles for(let i=particles.length-1;i>=0;i--){ const p=particles[i]; p.vy+=981*dt; // gravity p.x+=p.vx*dt; p.y+=p.vy*dt; p.life-=dt; if(p.y>=FLOOR_Y){ // hit floor, add to puddle spread p.life=0; } if(p.life<=0) particles.splice(i,1); } // update fish fish.forEach(f=>{ // simple swimming f.x += f.dir*f.speed*dt; // bounce off walls if(f.x<f.AQU_X+f.r || f.x> AQUA_X+AQUA_W-f.r) f.dir*=-1; // apply current if near opening if(burst){ const dx = f.x-CRACK_X; const dy = f.y-crackY; const dist = Math.hypot(dx,dy); if(dist<150){ const force = flowStrength* (1-dist/150); f.x -= force*dt; // push towards opening } } // keep fish above floor f.y = Math.min(f.y, FLOOR_Y-f.r); }); // update toy (buoyancy) if(burst){ const dx = toy.x-CRACK_X; const dy = toy.y-crackY; const dist = Math.hypot(dx,dy); if(dist<150){ const force = flowStrength* (1-dist/150); toy.x -= force*dt; } } // simple drag to settle toy.vx *= 0.98; toy.vy *= 0.98; toy.x += toy.vx*dt; toy.y += toy.vy*dt; toy.y = Math.min(toy.y, FLOOR_Y-toy.r); // generate glass fragments once if(burst && fragments.length===0){ for(let i=0;i<30;i++){ const angle = rand(0, Math.PI*2); const speed = rand(80,200); fragments.push({ x: CRACK_X, y: crackY, vx: Math.cos(angle)*speed, vy: Math.sin(angle)*speed, ang: rand(0, Math.PI*2), angV: rand(-5,5), size: rand(8,15), life: 5 }); } } // update fragments for(let i=fragments.length-1;i>=0;i--){ const f=fragments[i]; f.vy+=981*dt; f.x+=f.vx*dt; f.y+=f.vy*dt; f.ang+=f.angV*dt; // drag f.vx*=0.99; f.vy*=0.99; f.life-=dt; if(f.y>FLOOR_Y) f.life=0; if(f.life<=0) fragments.splice(i,1); } } // Draw everything function draw(){ ctx.clearRect(0,0,W,H); // aquarium glass ctx.strokeStyle = '#888'; ctx.lineWidth = 4; ctx.strokeRect(AQUA_X, AQUA_Y, AQUA_W, AQUA_H); // water ctx.fillStyle = '#2a6ea5'; ctx.fillRect(AQUA_X, waterLevel, AQUA_W, FLOOR_Y-waterLevel); // waterline ctx.strokeStyle = '#fff'; ctx.lineWidth = 2; ctx.beginPath(); ctx.moveTo(AQUA_X, waterLevel); ctx.lineTo(AQUA_X+AQUA_W, waterLevel); ctx.stroke(); // crack line ctx.strokeStyle = '#f00'; ctx.lineWidth = 4; ctx.beginPath(); ctx.moveTo(CRACK_X, AQUA_Y); ctx.lineTo(CRACK_X, FLOOR_Y); ctx.stroke(); // draw crack handle (draggable) ctx.fillStyle = '#f00'; ctx.fillRect(CRACK_X-6, crackY-6, 12,12); // puddle if(puddle.radius>0){ const grad = ctx.createRadialGradient(puddle.x, puddle.y, 0, puddle.x, puddle.y, puddle.radius); grad.addColorStop(0,'rgba(30,80,150,0.4)'); grad.addColorStop(1,'rgba(30,80,150,0)'); ctx.fillStyle = grad; ctx.beginPath(); ctx.arc(puddle.x, puddle.y, puddle.radius,0,Math.PI*2); ctx.fill(); } // rocks ctx.fillStyle = '#555'; rocks.forEach(r=>{ ctx.fillRect(r.x, r.y, r.w, r.h); }); // plants ctx.strokeStyle = '#0a0'; ctx.lineWidth = 3; plants.forEach(p=>{ ctx.beginPath(); ctx.moveTo(p.x, FLOOR_Y); ctx.quadraticCurveTo(p.x-20, FLOOR_Y-p.h/2, p.x, FLOOR_Y-p.h); ctx.stroke(); }); // fish fish.forEach(f=>{ ctx.fillStyle = '#ff8c00'; ctx.beginPath(); ctx.arc(f.x, f.y, f.r,0,Math.PI*2); ctx.fill(); // tail ctx.beginPath(); ctx.moveTo(f.x-f.r, f.y); ctx.lineTo(f.x-f.r-8, f.y-5); ctx.lineTo(f.x-f.r-8, f.y+5); ctx.closePath(); ctx.fill(); }); // toy ctx.fillStyle = '#ff0'; ctx.beginPath(); ctx.arc(toy.x, toy.y, toy.r,0,Math.PI*2); ctx.fill(); // fragments ctx.fillStyle = '#aaa'; fragments.forEach(f=>{ ctx.save(); ctx.translate(f.x, f.y); ctx.rotate(f.ang); ctx.fillRect(-f.size/2, -f.size/2, f.size, f.size); ctx.restore(); }); // particles ctx.fillStyle = '#4aa'; particles.forEach(p=>{ ctx.beginPath(); ctx.arc(p.x, p.y, 2,0,Math.PI*2); ctx.fill(); }); } init(); })(); </script> </body> </html> ```

TAKE IT TO CODE

This run produced no artifact — reuse the prompt with a different model or your own pi-agent run.

RUN

modelmercury-2
vendorInception
harnesspi-agent
generated2026-08-02

METRICS

runtime8.2s
tokens in844
tokens out3.5k
cached874
cost / run$0.0028