Aquarium breach · muse-spark-1.2
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
transcript · 4 messages
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
index.html (33764 bytes)Successfully wrote 33764 bytes to index.html
Single-file aquarium burst simulation written to `index.html`. **Physics model:** - **Draggable crack** on right panel (red ↕ handle) — lower position = larger hydrostatic head `h = crackY - waterTop`, so initial jet `v = √(2·g·h)` is stronger and arcs with gravity `y = y₀ + ½·G·t²`. - **Torricelli drain:** outflow `Q = Cd·A·v` reduces `waterHeight` each frame, lowering head continuously → visible waterline drops, jet weakens & trajectory flattens. - **Curved jet** rendered as tapered projectile polygon with core highlight + impact splash on a spreading semi-elliptical **puddle** that respects `room.left/right` walls and pools along boundaries. - **Objects:** Fish swim against current (`swim thrust` vs `flow ∝ 1/dist`) with rising panic then get swept through breach → airborne (gravity) → puddle flop (high drag, wall collisions). Duck buoyant (floating→ejection), rocks dense/high drag (barely move), all with distinct `density/buoyancy/drag`. - **Glass shards:** 18 fragments with initial spread velocity + `angular velocity`, gravity, wall collisions, water resistance damping when inside puddle. - **Two-stage failure:** First click spawns jagged crack + weeping dribble; second click bursts panel open (grow `crackOpenH` 16→86px with `1-(1-p)³` easing, black gap + shards). Keyboard: `Space` to burst, `R` to reset.
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
EVALUATION
Aquarium with fish, plants, rocks and drag crack handle renders but no burst/leak observed; button changes to Confirm Burst after enter+space.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.