Tetris · minimax-m2.7
Build a playable Tetris on a canvas with all seven tetrominoes, rotation, line clears, increasing speed, a next-piece preview, and score.
transcript · 30 messages
Build a playable Tetris on a canvas with all seven tetrominoes, rotation, line clears, increasing speed, a next-piece preview, and score.
thinking
The user wants me to build a playable Tetris game. Let me first create a specification document, then implement the game. Key features needed: 1. All seven tetrominoes (I, O, T, S, Z, J, L) 2. Rotation 3. Line clears 4. Increasing speed 5. Next-piece preview 6. Score display Let me create the SPEC.md first, then build the game.
/workspace/SPEC.md (3648 bytes)Successfully wrote 3648 bytes to /workspace/SPEC.md
thinking
Now I'll implement the Tetris game according to the spec. I need to create a single HTML file with all the CSS and JavaScript inline.
/workspace/index.html (21100 bytes)Successfully wrote 21100 bytes to /workspace/index.html
thinking
Now I need to verify the implementation: 1. Check the file exists 2. Verify external resources (Google Fonts) 3. Use Playwright to test it in a browser Let me check the external resource and then test with Playwright.
{"command":"curl -sI \"https://fonts.googleapis.com/css2?family=JetBrains+Mono:wght@400;700&display=swap\" | head -1"}/bin/bash: line 1: curl: command not found
thinking
curl is not available. Let me try with wget or check if there's another way.
{"command":"wget -q --spider \"https://fonts.googleapis.com/css2?family=JetBrains+Mono:wght@400;700&display=swap\" && echo \"Font URL is val/bin/bash: line 1: wget: command not found Command exited with code 127
thinking
Neither curl nor wget is available. Let me try to test with Playwright directly to verify the page loads without errors.
{"command":"npx playwright install chromium 2>/dev/null || npm install -g playwright && npx playwright install chromium","timeout":120}npm error code ENOENT npm error syscall mkdir npm error path /home/node/.npm npm error errno ENOENT npm error enoent Invalid response body while trying to fetch https://registry.npmjs.org/playwright: ENOENT: no such file or directory, mkdir '/home/node/.npm' npm error enoent This is related to npm not being able to find a file. npm error enoent npm error Log files were not written due to an error writing to the directory: /home/node/.npm/_logs npm error You can rerun the command with `--loglevel=verbose` to see the logs in your terminal Command exited with code 1
thinking
Let me check what's available for testing.
{"command":"which node && node --version"}/usr/local/bin/node v24.18.0
thinking
Node is available. Let me try installing playwright differently or check if it's already installed.
{"command":"npm list playwright 2>/dev/null || npm list -g playwright 2>/dev/null || ls /usr/local/lib/node_modules/ | grep -i play"}/workspace `-- (empty) /usr/local/lib `-- (empty) Command exited with code 1
thinking
Playwright doesn't seem to be installed. Let me try installing it locally in the workspace directory.
{"command":"cd /workspace && npm init -y && npm install playwright --prefer-offline 2>&1 | tail -20","timeout":180}Wrote to /workspace/package.json: { "name": "workspace", "version": "1.0.0", "description": "", "main": "index.js", "scripts": { "test": "echo \"Error: no test specified\" && exit 1" }, "keywords": [], "author": "", "license": "ISC", "type": "commonjs" } npm error code ENOENT npm error syscall mkdir npm error path /home/node/.npm npm error errno ENOENT npm error enoent Invalid response body while trying to fetch https://registry.npmjs.org/playwright: ENOENT: no such file or directory, mkdir '/home/node/.npm' npm error enoent This is related to npm not being able to find a file. npm error enoent npm error Log files were not written due to an error writing to the directory: /home/node/.npm/_logs npm error You can rerun the command with `--loglevel=verbose` to see the logs in your terminal
thinking
There's a filesystem issue with npm. Let me check if the HTML file syntax is correct by doing a basic check. Since I can't use Playwright, I'll verify the code by reading it and ensuring there are no obvious errors.
{"command":"ls -la /workspace/index.html && wc -l /workspace/index.html"}-rw-r--r-- 1 node node 21100 Jul 10 00:30 /workspace/index.html 629 /workspace/index.html
thinking
The file was created successfully. Let me verify the implementation against the spec by reading through the key parts of the code.
{"path":"/workspace/index.html","offset":1,"limit":50}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Tetris</title> <link rel="preconnect" href="https://fonts.googleapis.com"> <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> <link href="https://fonts.googleapis.com/css2?family=JetBrains+Mono:wght@400;700&display=swap" rel="stylesheet"> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { min-height: 100vh; display: flex; justify-content: center; align-items: center; background: #0f0f23; background-image: radial-gradient(ellipse at 50% 0%, rgba(0, 217, 255, 0.1) 0%, transparent 50%), linear-gradient(180deg, #0f0f23 0%, #1a1a2e 100%); font-family: 'JetBrains Mono', monospace; overflow: hidden; } .game-container { display: flex; gap: 20px; padding: 30px; background: rgba(22, 33, 62, 0.6); border-radius: 16px; border: 1px solid rgba(0, 217, 255, 0.2); box-shadow: 0 0 60px rgba(0, 217, 255, 0.1), inset 0 0 60px rgba(0, 0, 0, 0.3); } .board-wrapper { position: relative; } #gameCanvas { border: 2px solid #00d9ff; border-radius: 4px; box-shadow: 0 0 20px rgba(0, 217, 255, 0.3), [580 more lines in file. Use offset=51 to continue.]
thinking
The HTML structure looks correct. Let me verify the key game logic parts are properly implemented.
{"path":"/workspace/index.html","offset":200,"limit":100}</div> <div class="info-box"> <label>Lines</label> <div class="value" id="linesDisplay">0</div> </div> <div class="controls"> <span>Arrow Keys</span> Move<br> <span>Up / X</span> Rotate CW<br> <span>Z</span> Rotate CCW<br> <span>Space</span> Hard Drop<br> <span>P</span> Pause </div> </div> </div> <script> const COLS = 10; const ROWS = 20; const CELL_SIZE = 30; const COLORS = { I: '#00d9ff', O: '#ffd700', T: '#9b59b6', S: '#2ecc71', Z: '#e74c3c', J: '#3498db', L: '#e67e22' }; const SHAPES = { I: [ [[0,0,0,0], [1,1,1,1], [0,0,0,0], [0,0,0,0]], [[0,0,1,0], [0,0,1,0], [0,0,1,0], [0,0,1,0]], [[0,0,0,0], [0,0,0,0], [1,1,1,1], [0,0,0,0]], [[0,1,0,0], [0,1,0,0], [0,1,0,0], [0,1,0,0]] ], O: [[[1,1],[1,1]]], T: [ [[0,1,0], [1,1,1], [0,0,0]], [[0,1,0], [0,1,1], [0,1,0]], [[0,0,0], [1,1,1], [0,1,0]], [[0,1,0], [1,1,0], [0,1,0]] ], S: [ [[0,1,1], [1,1,0], [0,0,0]], [[0,1,0], [0,1,1], [0,0,1]], [[0,0,0], [0,1,1], [1,1,0]], [[1,0,0], [1,1,0], [0,1,0]] ], Z: [ [[1,1,0], [0,1,1], [0,0,0]], [[0,0,1], [0,1,1], [0,1,0]], [[0,0,0], [1,1,0], [0,1,1]], [[0,1,0], [1,1,0], [1,0,0]] ], J: [ [[1,0,0], [1,1,1], [0,0,0]], [[0,1,1], [0,1,0], [0,1,0]], [[0,0,0], [1,1,1], [0,0,1]], [[0,1,0], [0,1,0], [1,1,0]] ], L: [ [[0,0,1], [1,1,1], [0,0,0]], [[0,1,0], [0,1,0], [0,1,1]], [[0,0,0], [1,1,1], [1,0,0]], [[1,1,0], [0,1,0], [0,1,0]] ] }; const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const nextCanvas = document.getElementById('nextCanvas'); const nextCtx = nextCanvas.getContext('2d'); const scoreDisplay = document.getElementById('scoreDisplay'); const levelDisplay = document.getElementById('levelDisplay'); const linesDisplay = document.getElementById('linesDisplay'); const pauseOverlay = document.getElementById('pauseOverlay'); const gameOverOverlay = document.getElementById('gameOverOverlay'); const finalScore = document.getElementById('finalScore'); const levelUpEl = document.getElementById('levelUp'); let board = []; let currentPiece = null; let nextPiece = null; let score = 0; let level = 1; let lines = 0; let gameOver = false; let paused = false; let dropInterval = null; let lastDropTime = 0; let animatingLines = []; let animationStart = 0; const PIECE_TYPES = ['I', 'O', 'T', 'S', 'Z', 'J', 'L']; function createBoard() { board = []; for (let r = 0; r < ROWS; r++) { [331 more lines in file. Use offset=300 to continue.]
thinking
The code looks well-structured. All seven tetrominoes are defined with their rotations. Let me verify the rest of the game logic.
{"path":"/workspace/index.html","offset":300,"limit":150}board[r] = []; for (let c = 0; c < COLS; c++) { board[r][c] = null; } } } function randomPiece() { const type = PIECE_TYPES[Math.floor(Math.random() * PIECE_TYPES.length)]; return { type, shape: SHAPES[type], rotation: 0, x: Math.floor((COLS - SHAPES[type][0][0].length) / 2), y: 0 }; } function getShape(piece) { return piece.shape[piece.rotation % piece.shape.length]; } function collides(piece, offsetX = 0, offsetY = 0, newRotation = null) { const shape = newRotation !== null ? piece.shape[newRotation % piece.shape.length] : getShape(piece); for (let r = 0; r < shape.length; r++) { for (let c = 0; c < shape[r].length; c++) { if (shape[r][c]) { const newX = piece.x + c + offsetX; const newY = piece.y + r + offsetY; if (newX < 0 || newX >= COLS || newY >= ROWS) return true; if (newY >= 0 && board[newY][newX]) return true; } } } return false; } function lockPiece() { const shape = getShape(currentPiece); for (let r = 0; r < shape.length; r++) { for (let c = 0; c < shape[r].length; c++) { if (shape[r][c]) { const y = currentPiece.y + r; const x = currentPiece.x + c; if (y < 0) { endGame(); return; } board[y][x] = currentPiece.type; } } } checkLines(); spawnPiece(); } function checkLines() { const fullLines = []; for (let r = ROWS - 1; r >= 0; r--) { if (board[r].every(cell => cell !== null)) { fullLines.push(r); } } if (fullLines.length > 0) { animatingLines = fullLines; animationStart = performance.now(); setTimeout(() => { for (const row of fullLines.sort((a, b) => a - b)) { board.splice(row, 1); board.unshift(Array(COLS).fill(null)); } const cleared = fullLines.length; lines += cleared; const points = [0, 100, 300, 500, 800][cleared] * level; score += points; const newLevel = Math.floor(lines / 10) + 1; if (newLevel > level) { level = newLevel; updateDropSpeed(); showLevelUp(); } updateDisplay(); animatingLines = []; }, 200); } } function showLevelUp() { levelUpEl.classList.remove('show'); void levelUpEl.offsetWidth; levelUpEl.classList.add('show'); } function getDropSpeed() { return Math.max(100, 1000 * Math.pow(0.85, level - 1)); } function updateDropSpeed() { if (dropInterval) clearInterval(dropInterval); dropInterval = setInterval(drop, getDropSpeed()); } function drop() { if (!currentPiece || gameOver || paused) return; if (!collides(currentPiece, 0, 1)) { currentPiece.y++; } else { lockPiece(); } } function hardDrop() { if (!currentPiece || gameOver || paused) return; let dropped = 0; while (!collides(currentPiece, 0, 1)) { currentPiece.y++; dropped++; } score += dropped * 2; updateDisplay(); lockPiece(); } function move(dx) { if (!currentPiece || gameOver || paused) return; if (!collides(currentPiece, dx, 0)) { currentPiece.x += dx; } } function rotate(dir) { if (!currentPiece || gameOver || paused || currentPiece.type === 'O') return; const newRotation = (currentPiece.rotation + dir + currentPiece.shape.length) % currentPiece.shape.length; if (!collides(currentPiece, 0, 0, newRotation)) { currentPiece.rotation = newRotation; } else if (!collides(currentPiece, -dir, 0, newRotation)) { currentPiece.x -= dir; currentPiece.rotation = newRotation; } else if (!collides(currentPiece, dir * 2, 0, newRotation)) { currentPiece.x += dir * 2; currentPiece.rotation = newRotation; } } function getGhostY() { if (!currentPiece) return 0; let ghostY = currentPiece.y; while (!collides(currentPiece, 0, ghostY - currentPiece.y + 1)) { ghostY++; } [181 more lines in file. Use offset=450 to continue.]
thinking
The game logic looks complete with all the required features: 1. All 7 tetrominoes (I, O, T, S, Z, J, L) ✓ 2. Rotation with wall kicks ✓ 3. Line clears with scoring ✓ 4. Increasing speed ✓ 5. Next piece preview ✓ 6. Score/level/lines display ✓ Let me verify the rest of the rendering and event handling code.
{"path":"/workspace/index.html","offset":450,"limit":100}return ghostY; } function spawnPiece() { currentPiece = nextPiece || randomPiece(); nextPiece = randomPiece(); if (collides(currentPiece)) { endGame(); } } function endGame() { gameOver = true; finalScore.textContent = score; gameOverOverlay.classList.add('active'); } function resetGame() { createBoard(); score = 0; level = 1; lines = 0; gameOver = false; paused = false; animatingLines = []; updateDisplay(); spawnPiece(); gameOverOverlay.classList.remove('active'); pauseOverlay.classList.remove('active'); updateDropSpeed(); } function togglePause() { if (gameOver) return; paused = !paused; pauseOverlay.classList.toggle('active', paused); } function updateDisplay() { scoreDisplay.textContent = score; levelDisplay.textContent = level; linesDisplay.textContent = lines; } function drawCell(context, x, y, type, alpha = 1) { const color = COLORS[type]; context.fillStyle = color; context.globalAlpha = alpha; context.fillRect(x * CELL_SIZE + 1, y * CELL_SIZE + 1, CELL_SIZE - 2, CELL_SIZE - 2); context.fillStyle = 'rgba(255,255,255,0.3)'; context.fillRect(x * CELL_SIZE + 2, y * CELL_SIZE + 2, CELL_SIZE - 6, 3); context.fillStyle = 'rgba(0,0,0,0.3)'; context.fillRect(x * CELL_SIZE + 2, y * CELL_SIZE + CELL_SIZE - 5, CELL_SIZE - 6, 3); context.globalAlpha = 1; } function drawBoard() { ctx.fillStyle = '#16213e'; ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.strokeStyle = '#1f3460'; ctx.lineWidth = 1; for (let r = 0; r <= ROWS; r++) { ctx.beginPath(); ctx.moveTo(0, r * CELL_SIZE); ctx.lineTo(canvas.width, r * CELL_SIZE); ctx.stroke(); } for (let c = 0; c <= COLS; c++) { ctx.beginPath(); ctx.moveTo(c * CELL_SIZE, 0); ctx.lineTo(c * CELL_SIZE, canvas.height); ctx.stroke(); } for (let r = 0; r < ROWS; r++) { for (let c = 0; c < COLS; c++) { if (board[r][c]) { const isAnimating = animatingLines.includes(r); drawCell(ctx, c, r, board[r][c], isAnimating ? 0.5 + 0.5 * Math.sin((performance.now() - animationStart) / 30) : 1); } } } } function drawPiece() { if (!currentPiece) return; const shape = getShape(currentPiece); const ghostY = getGhostY(); for (let r = 0; r < shape.length; r++) { for (let c = 0; c < shape[r].length; c++) { if (shape[r][c]) { const drawY = ghostY + r; if (drawY >= 0) { drawCell(ctx, currentPiece.x + c, drawY, currentPiece.type, 0.25); } } } } for (let r = 0; r < shape.length; r++) { for (let c = 0; c < shape[r].length; c++) { if (shape[r][c]) { [81 more lines in file. Use offset=550 to continue.]
thinking
Let me see the rest of the code to make sure the event handlers are correct.
{"path":"/workspace/index.html","offset":550,"limit":80}const drawY = currentPiece.y + r; if (drawY >= 0) { drawCell(ctx, currentPiece.x + c, drawY, currentPiece.type); } } } } } function drawNextPiece() { nextCtx.fillStyle = 'rgba(15, 15, 35, 0.6)'; nextCtx.fillRect(0, 0, nextCanvas.width, nextCanvas.height); if (!nextPiece) return; const shape = nextPiece.shape[0]; const offsetX = (nextCanvas.width - shape[0].length * 22) / 2; const offsetY = (nextCanvas.height - shape.length * 22) / 2; for (let r = 0; r < shape.length; r++) { for (let c = 0; c < shape[r].length; c++) { if (shape[r][c]) { const x = offsetX / 22 + c; const y = offsetY / 22 + r; const color = COLORS[nextPiece.type]; nextCtx.fillStyle = color; nextCtx.fillRect(offsetX + c * 22 + 1, offsetY + r * 22 + 1, 20, 20); nextCtx.fillStyle = 'rgba(255,255,255,0.3)'; nextCtx.fillRect(offsetX + c * 22 + 2, offsetY + r * 22 + 2, 16, 3); } } } } function render() { drawBoard(); drawPiece(); drawNextPiece(); requestAnimationFrame(render); } document.addEventListener('keydown', (e) => { if (gameOver) { if (e.key === 'r' || e.key === 'R') resetGame(); return; } switch (e.key) { case 'ArrowLeft': move(-1); break; case 'ArrowRight': move(1); break; case 'ArrowDown': if (!paused && currentPiece && !collides(currentPiece, 0, 1)) { currentPiece.y++; score += 1; updateDisplay(); } break; case 'ArrowUp': case 'x': case 'X': rotate(1); break; case 'z': case 'Z': rotate(-1); break; case ' ': e.preventDefault(); hardDrop(); break; case 'p': case 'P': togglePause(); break; } }); createBoard(); spawnPiece(); updateDropSpeed(); render(); </script> </body> </html> [1 more lines in file. Use offset=630 to continue.]
thinking
The implementation is complete. Let me verify it against the spec: **SPEC.md Verification:** 1. **All 7 tetrominoes** ✓ - I, O, T, S, Z, J, L with all rotation states defined 2. **Rotation** ✓ - Clockwise (Up/X) and counter-clockwise (Z), with wall kicks 3. **Line clears** ✓ - Line detection, removal animation, and scoring 4. **Increasing speed** ✓ - Level up every 10 lines, speed formula `1000 * 0.85^(level-1)` 5. **Next-piece preview** ✓ - Rendered in sidebar canvas 6. **Score** ✓ - Line clear scoring (100/300/500/800 × level), soft drop (1 pt), hard drop (2 pts) 7. **Visual effects** ✓ - Ghost piece, line clear animation, 3D cell effect 8. **Controls** ✓ - All specified keys implemented 9. **Game states** ✓ - Playing, Paused, Game Over with proper overlays The implementation matches the spec completely. The file is ready and self-contained.
The Tetris game is complete. Here's what's implemented: **Features:** - All 7 tetrominoes (I, O, T, S, Z, J, L) with proper rotations - Ghost piece showing where the block will land - Line clears with flash animation - Score system: Single (100×level), Double (300×level), Triple (500×level), Tetris (800×level) - Soft drop (1 pt/cell) and hard drop (2 pts/cell) - Next piece preview in sidebar - Speed increases 15% per level (level up every 10 lines) - Level up notification animation **Controls:** | Key | Action | |-----|--------| | ← → | Move | | ↓ | Soft drop | | ↑ / X | Rotate CW | | Z | Rotate CCW | | Space | Hard drop | | P | Pause | | R | Restart (after game over) | **Files created:** - `/workspace/SPEC.md` - Specification document - `/workspace/index.html` - Self-contained game (21KB) Open `index.html` in a browser to play.
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
Functional Tetris with piece drop, rotation, next preview, score/level/lines tracking, and responsive keyboard controls.
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.