Tetris · gemma-4-26b-a4b-it
Output saved · Stopped by an API error Cost / run $0.0014 Runtime 372.1s
A model request failed and its retries ran out. The output is the HTML saved before that.
Prompt for this run
Build a playable falling-block Tetris game on a canvas with a 10-column, 20-row visible board. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Include all seven tetrominoes with legal spawn positions. Use Left/Right to move, Up to rotate clockwise, Down to soft-drop, and Space to hard-drop. Show the controls. - Reject moves and rotations that overlap occupied cells or leave the board. Wall kicks are optional; if unsupported, reject the blocked rotation without changing the piece. - Lock landed pieces, clear complete rows, move rows above downward, and spawn the next piece. Display score, cleared-line count, level, and a next-piece preview. - Award 100, 300, 500, or 800 points for clearing one, two, three, or four rows with one piece, multiplied by the current level. Start at level 1 and increase gravity speed every ten cleared lines. - If a new piece cannot spawn, show Game Over. Provide Pause/Resume and Restart, with restart resetting the board, score, level, and piece sequence state. Hold and ghost pieces are optional. Verify: Move and rotate the first piece, then hard-drop it. Check that it locks into the board, a new piece spawns, and the next-piece preview advances. Pause and resume, then use Restart and check the cleared board, score, and level.
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.
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METRICS
Transcript · 7 messages
Build a playable falling-block Tetris game on a canvas with a 10-column, 20-row visible board. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Include all seven tetrominoes with legal spawn positions. Use Left/Right to move, Up to rotate clockwise, Down to soft-drop, and Space to hard-drop. Show the controls. - Reject moves and rotations that overlap occupied cells or leave the board. Wall kicks are optional; if unsupported, reject the blocked rotation without changing the piece. - Lock landed pieces, clear complete rows, move rows above downward, and spawn the next piece. Display score, cleared-line count, level, and a next-piece preview. - Award 100, 300, 500, or 800 points for clearing one, two, three, or four rows with one piece, multiplied by the current level. Start at level 1 and increase gravity speed every ten cleared lines. - If a new piece cannot spawn, show Game Over. Provide Pause/Resume and Restart, with restart resetting the board, score, level, and piece sequence state. Hold and ghost pieces are optional. Verify: Move and rotate the first piece, then hard-drop it. Check that it locks into the board, a new piece spawns, and the next-piece preview advances. Pause and resume, then use Restart and check the cleared board, score, and level.
thinking
The objective is to build a single-page Tetris game in `index.html` using HTML, CSS, and JS.
- 10 columns, 20 rows.
- Seven tetrominoes.
- Controls: Left/Right (move), Up (rotate), Down (soft-drop), Space (hard-drop).
- Rules: Collision detection, row clearing, score/level/lines/next-piece preview, game over.
- Scoring: 100, 300, 500, 800 * level.
- Leveling: Increase gravity every 10 lines.
- Features: Pause/Resume, Restart.
- Optional: Ghost piece, Hold piece.
- `<canvas>` for the game board.
- `<canvas>` for the next piece preview.
- UI elements: Score, Lines, Level, Controls info.
- Buttons: Pause, Resume, Restart.
- CSS for layout and styling.
- Tetromino shapes (I, J, L, O, S, T, Z).
- Game state (board, current piece, next piece, score, lines, level, game over, paused).
- Game loop (requestAnimationFrame).
- Gravity (tick-based).
- Collision detection.
- Row clearing.
- Rendering logic.
- `index.html` with everything inlined.
- Implement the logic.
- Verify requirements.
- 1. Move/rotate first piece.
- 2. Hard-drop it.
- 3. Check locking and new piece spawning.
- 4. Check next-piece preview.
- 5. Pause/Resume.
- 6. Restart and check state reset.
Let's start writing the code.thinking
The user wants a playable Tetris game in a single `index.html` file.
The game must include:
- 10x20 board (canvas).
- All seven tetrominoes.
- Controls: Left/Right (move), Up (rotate), Down (soft-drop), Space (hard-drop).
- Collision detection (reject invalid moves/rotations).
- Row clearing, line count, score, level, and next-piece preview.
- Scoring: 100, 300, 500, 800 * level.
- Leveling: Increase gravity every 10 lines.
- Game Over state.
- Pause/Resume and Restart functionality.
- No external dependencies.
Plan:
1. Write the `index.html` file containing HTML, CSS, and JS.
2. Implement the Tetris logic:
- Constants (tetrominoes, colors, board size).
- Game state (board, current piece, next piece, score, level, lines, game over, paused).
- Game loop (requestAnimationFrame).
- Input handling (keydown).
- Collision detection.
- Piece movement and rotation.
- Row clearing and scoring.
- Rendering (canvas for board and next piece).
3. Verify the implementation using the `browser` tool.
Let's start by writing the `index.html`.thinking
The user wants a playable Tetris game in a single `index.html` file.
The game should be built using HTML5 Canvas, CSS, and Vanilla JavaScript.
No external assets/CDNs are allowed.
Key features:
- 10x20 board.
- All 7 tetrominoes (I, J, L, O, S, T, Z).
- Controls: Left/Right (move), Up (rotate), Down (soft-drop), Space (hard-drop).
- Collision detection (reject invalid moves/rotations).
- Line clearing (1, 2, 3, 4 lines), row movement, score/lines/level display.
- Score: 100, 300, 500, 800 * level.
- Level increase every 10 lines cleared.
- Gravity increases with level.
- Next piece preview.
- Pause/Resume/Restart.
- Game Over state.
- Optional: Hold and Ghost pieces (I'll try to include them if possible, but prioritizing the core requirements).
Plan:
1. Create the `index.html` file with the structure.
2. Implement the game logic in JavaScript:
- Constants (Tetromino shapes, colors).
- Game state (grid, current piece, next piece, score, level, lines, etc.).
- Piece movement and rotation logic.
- Collision detection.
- Line clearing logic.
- Game loop (requestAnimationFrame).
- UI updates (score, next piece, level, lines).
- Event listeners (keyboard).
3. Styling with CSS.
4. Verify with the browser tool.
Let's start by writing the `index.html`.
Tetrominoes:
- I: `[[0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0], [0, 0, 0, 0]]`
- J: `[[0, 1, 0], [1, 1, 1], [0, 0, 0]]` (or similar)
- L: `[[0, 1, 0], [0, 1, 1], [0, 1, 0]]` (or similar)
- O: `[[1, 1], [1, 1]]`
- S: `[[0, 1, 1], [1, 1, 0], [0, 0, 0]]`
- T: `[[0, 1, 0], [1, 1, 1], [0, 0, 0]]`
- Z: `[[1, 1, 0], [0, 1, 1], [0, 0, 0]]`
Wait, I'll use standard 4x4 or 3x3 matrices for these.
Let's refine the scoring:
1 line: 100 * level
2 lines: 300 * level
3 lines: 500 * level
4 lines: 800 * level
Level increases every 10 lines.
I will implement the game.index.html (19056 bytes)Successfully wrote to index.html
thinking
The code is written. Now I need to verify the implementation.
The requirements:
- 10x20 board.
- 7 tetrominoes with legal spawn positions.
- Controls: Left/Right, Up (rotate), Down (soft-drop), Space (hard-drop).
- Collision rejection.
- Line clearing, score (100, 300, 500, 800), level (every 10 lines), gravity speed.
- Pause/Resume/Restart.
- Next piece preview.
- Game Over.
I'll use the `browser` tool to verify the functionality.
I need to check:
1. Move and rotate the first piece.
2. Hard-drop it.
3. Check if it locks, new piece spawns, and next piece updates.
4. Pause/Resume.
5. Restart.
Wait, I noticed I didn't implement the `Space` key for hard-drop correctly in the code (it's `''` instead of `' '` or `' '`). I'll fix that first. Also, I should make sure the `rotateMatrix` logic is correct.
Let's check the `playerRotate` implementation.
```javascript
function rotateMatrix(matrix, dir) {
const size = matrix.length;
const result = Array.from({ length: size }, () => Array(size).fill(0));
for (let r = 0; r < size; r++) {
for (let c = 0; c < size; c++) {
if (dir > 0) {
result[c][size - 1 - r] = matrix[r][c];
} else {
result[size - 1 - c][r] = matrix[r][c];
}
}
}
return result;
}
```
This looks correct for clockwise (dir > 0) and counter-clockwise (dir < 0).
Wait, I also need to check the `Space` key for hard-drop.
```javascript
} else if (event.key === '') {
playerHardDrop();
}
```
This is definitely wrong. It should be `event.code === 'Space'` or `event.key === '''`.
Let's fix `index.html`.