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Tetris · ring-2.6-1t

Build a playable Tetris on a canvas with all seven tetrominoes, rotation, line clears, increasing speed, a next-piece preview, and score.

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transcript · 8 messages
user

Build a playable Tetris on a canvas with all seven tetrominoes, rotation, line clears, increasing speed, a next-piece preview, and score.

assistant
thinking
The user wants a complete, self-contained Tetris game in a single HTML file. Let me build this with all the requested features:

1. Canvas-based rendering
2. All seven tetrominoes (I, O, T, S, Z, J, L)
3. Rotation (wall kicks)
4. Line clears
5. Increasing speed
6. Next-piece preview
7. Score display

Let me write this as a single HTML file with inline CSS and JS.
write /tmp/ws/index.html (9330 bytes)
toolResult

Successfully wrote 9330 bytes to /tmp/ws/index.html

assistant
thinking
Wait, I need to check my code more carefully. There are several bugs I can see:

1. The `collide` function has a bug - the logic is wrong. It should check bounds and collisions properly.
2. The `updateGhost` function has a bug - it uses a weird condition `collide(...)===false` in a while loop.
3. The `rotate` function has bugs in kick logic - `collide(current,nx,ny,newRot)` shouldn't pass `pieceX` and `pieceY`.
4. The hold function uses `holdType` which is never set.
5. The `drawBlock` uses `s-1` for block size but blocks might be 30px with 1px gap.
6. `pType` is referenced before `spawn()` is called the first time.

Let me rewrite this more carefully to make sure everything works correctly.

Let me review and fix several bugs I see in that initial version. Let me rewrite it properly.

write /tmp/ws/index.html (9881 bytes)
toolResult

Successfully wrote 9881 bytes to /tmp/ws/index.html

assistant
thinking
Let me verify the file was written correctly and test it by checking its contents. I should also verify there are no obvious bugs by reading it back.

Let me re-read the file to check for correctness, especially the shape rotation logic and the DIMS data structure.

Looking at the DIMS array:
```
const DIMS=[
[[1,4]],                    // I-piece: 1 row, 4 cols, cells: [1,1,1,1] — wait, that's only 4 cells
[[2,2]],                    // O-piece: 2x2, cells: missing!
```

The issue is my DIMS format. Each piece needs [width, height, cells...]. Let me check:

For I-piece: `[[1,4]]` — this gives h=1, w=4, but `cells=d.slice(1)[0]` would be undefined because there's no second element.

Actually, looking more carefully: `DIMS[t]` is an array. `d=DIMS[t].slice()` creates a copy. `h=d[0][0], w=d[0][1]` gets first sub-array's values. Then `cells=d.slice(1)[0]` gets the second sub-array.

I-piece: `[[1,4]]` — only has one sub-array, so `d.slice(1)[0]` would be undefined. This will crash.

O-piece: `[[2,2]]` — same problem.

I need to fix the data structure. Let me rewrite with a proper format.

Actually, let me rewrite the whole thing more carefully to make sure the tetromino data is correct.

Looking at the DIMS data more carefully, I see the tetromino definitions are incomplete — the cell data is missing. Let me fix this properly.

write /tmp/ws/index.html (10348 bytes)
toolResult

Successfully wrote 10348 bytes to /tmp/ws/index.html

assistant
thinking
The file has been written. Let me verify it exists and looks correct, and check if there are any obvious issues by reading it back. I should also verify the tetromino definitions are correct.

Let me trace through the piece definitions:
- I: [[1,1,1,1]] - 1 row, 4 cols ✓
- O: [[1,1],[1,1]] - 2x2 ✓
- T: [[0,1,0],[1,1,1]] - 2 rows, 3 cols ✓
- S: [[0,1,1],[1,1,0]] - 2 rows, 3 cols ✓
- Z: [[1,1,0],[0,1,1]] - 2 rows, 3 cols ✓
- J: [[1,0,0],[1,1,1]] - 2 rows, 3 cols ✓
- L: [[0,0,1],[1,1,1]] - 2 rows, 3 cols ✓

All seven tetrominoes are present. The rotation logic uses the rotShape function which rotates the 2D array. The kick system follows SRS (Super Rotation System). 

All features are present:
1. ✅ All seven tetrominoes
2. ✅ Rotation with wall kicks
3. ✅ Line clears
4. ✅ Increasing speed (every 10 lines)
5. ✅ Next-piece preview
6. ✅ Score display
7. ✅ Hold piece (bonus feature)
8. ✅ Ghost piece (shows where piece will land)
9. ✅ Hard drop, soft drop
10. ✅ Pause

The file is self-contained with no external resources. It should be fully functional.

The Tetris game is complete at `/tmp/ws/index.html`. Here's a summary of everything included: **Core gameplay:** - **All 7 tetrominoes**: I, O, T, S, Z, J, L - **Rotation** with Super Rotation System (SRS) wall kicks for all pieces - **Line clears** — full rows are removed and score is awarded - **Increasing speed** — level up every 10 lines, drop interval decreases from 1000ms down to 50ms - **7-bag randomizer** — fair piece distribution **UI features:** - **Next-piece preview** panel - **Hold piece** panel (press C) - **Score, lines cleared, and level** display - **Ghost piece** — translucent preview of landing position - **Hard drop** (Space), **soft drop** (↓), **pause** (P) - **Game over screen** with final stats **Controls:** `←` `→` move · `↓` soft drop · `↑`/`X` rotate CW · `Z` rotate CCW · `Space` hard drop · `C` hold · `P` pause Self-contained single file — no external dependencies, no network requests.

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

modelring-2.6-1t
vendorinclusionai
harnesspi-agent
generated2026-08-01

EVALUATION

4/5 working

Functional Tetris with score, next preview, piece movement/rotation via keys, and stacking blocks visible.

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.

idle motion0.8%
on click0.8%
on drag1.4%
on wheel1.1%
on enter + space0.9%
on arrow keys0.6%
on w/a/s/d0.6%
frame spread21.8 / 255
console errors0
js errors none

METRICS

runtime105.1s
tokens in31k
tokens out14k
cached20k
cost / run$0.0097