Tetris · laguna-xs-2.1
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 as a single HTML file with inline CSS and JavaScript. Let me create a complete Tetris implementation with: 1. All seven tetrominoes (I, O, T, S, Z, J, L) 2. Rotation support 3. Line clearing 4. Increasing speed 5. Next-piece preview 6. Score tracking I'll write this as a self-contained HTML file with everything inline.
/workspace/index.html (18537 bytes)Successfully wrote 18537 bytes to /workspace/index.html
thinking
I notice there's a syntax error in my JavaScript - I have `ctx shadowBlur = 0;` missing the dot. Let me fix that and also improve some other issues. Let me read the file to check the exact content and fix it.
Let me fix a syntax error I noticed in the JavaScript:
{"path":"/workspace/index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Tetris</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { background: linear-gradient(135deg, #1a1a2e 0%, #16213e 100%); font-family: 'Arial', sans-serif; display: flex; justify-content: center; align-items: center; min-height: 100vh; overflow: hidden; } .game-container { display: flex; gap: 20px; align-items: flex-start; } .game-board { position: relative; } canvas { background: #0d0d0d; border: 2px solid #4a4a6a; border-radius: 8px; box-shadow: 0 0 20px rgba(0,0,0,0.5); } .info-panel { display: flex; flex-direction: column; gap: 20px; } .stats { background: #1e1e2f; border: 2px solid #4a4a6a; border-radius: 8px; padding: 20px; color: #fff; } .stats h3 { margin-bottom: 15px; color: #00d9ff; text-align: center; } .stat-row { display: flex; justify-content: space-between; padding: 8px 0; border-bottom: 1px solid #3a3a5a; } .stat-row:last-child { border-bottom: none; } .stat-label { color: #a0a0c0; } .stat-value { color: #00d9ff; font-weight: bold; } .next-piece { background: #1e1e2f; border: 2px solid #4a4a6a; border-radius: 8px; padding: 20px; color: #fff; } .next-piece h3 { margin-bottom: 15px; color: #00d9ff; text-align: center; } .next-canvas { background: #0d0d0d; border: 1px solid #4a4a6a; border-radius: 4px; } .controls { background: #1e1e2f; border: 2px solid #4a4a6a; border-radius: 8px; padding: 20px; color: #fff; } .controls h3 { margin-bottom: 15px; color: #00d9ff; text-align: center; } .key { display: flex; justify-content: space-between; padding: 5px 0; } .key-label { color: #a0a0c0; } .key-desc { color: #00d9ff; font-size: 12px; } .game-over { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: rgba(0,0,0,0.8); border-radius: 8px; display: flex; flex-direction: column; justify-content: center; align-items: center; color: #fff; font-size: 24px; z-index: 10; opacity: 0; pointer-events: none; transition: opacity 0.3s; } .game-over.show { opacity: 1; pointer-events: all; } .game-over button { margin-top: 20px; padding: 10px 30px; font-size: 18px; background: #00d9ff; color: #000; border: none; border-radius: 4px; cursor: pointer; font-weight: bold; } .game-over button:hover { background: #00bcd4; } </style> </head> <body> <div class="game-container"> <div class="game-board"> <canvas id="gameCanvas" width="300" height="600"></canvas> <div class="game-over" id="gameOver"> <div>GAME OVER</div> <button onclick="resetGame()">Play Again</button> </div> </div> <div class="info-panel"> <div class="stats"> <h3>Score</h3> <div class="stat-row"> <span class="stat-label">Score:</span> <span class="stat-value" id="score">0</span> </div> <div class="stat-row"> <span class="stat-label">Level:</span> <span class="stat-value" id="level">1</span> </div> <div class="stat-row"> <span class="stat-label">Lines:</span> <span class="stat-value" id="lines">0</span> </div> </div> <div class="next-piece"> <h3>Next Piece</h3> <canvas id="nextCanvas" width="120" height="120" class="next-canvas"></canvas> </div> <div class="controls"> <h3>Controls</h3> <div class="key"> <span class="key-label">← →</span> <span class="key-desc">Move Left/Right</span> </div> <div class="key"> <span class="key-label">↑</span> <span class="key-desc">Rotate</span> </div> <div class="key"> <span class="key-label">↓</span> <span class="key-desc">Soft Drop</span> </div> <div class="key"> <span class="key-label">Space</span> <span class="key-desc">Hard Drop</span> </div> </div> </div> </div> <script> // Game constants const COLS = 10; const ROWS = 20; const BLOCK_SIZE = 30; // Colors for each tetromino const COLORS = [ null, '#00ffff', // I - Cyan '#ffff00', // O - Yellow '#ff00ff', // T - Magenta '#00ff00', // S - Green '#ff0000', // Z - Red '#0000ff', // J - Blue '#ff8000' // L - Orange ]; // Tetromino shapes (I, O, T, S, Z, J, L) const SHAPES = [ [], // Index 0 is unused [[1,1,1,1]], // I [[1,1],[1,1]], // O [[0,1,0],[1,1,1]], // T [[0,1,1],[1,1,0]], // S [[1,1,0],[0,1,1]], // Z [[1,0,0],[1,1,1]], // J [[0,0,1],[1,1,1]] // L ]; // Game state let board = []; let currentPiece = null; let nextPiece = null; let score = 0; let level = 1; let lines = 0; let dropCounter = 0; let dropInterval = 1000; let lastTime = 0; let gameOver = false; // Canvas setup const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const nextCanvas = document.getElementById('nextCanvas'); const nextCtx = nextCanvas.getContext('2d'); // Initialize board function initBoard() { board = []; for (let r = 0; r < ROWS; r++) { board[r] = []; for (let c = 0; c < COLS; c++) { board[r][c] = 0; } } } // Piece class class Piece { constructor(type) { this.type = type; this.shape = SHAPES[type]; this.color = COLORS[type]; this.x = Math.floor(COLS / 2) - Math.ceil(this.shape[0].length / 2); this.y = 0; } rotate() { const rotated = []; for (let c = 0; c < this.shape[0].length; c++) { rotated[c] = []; for (let r = 0; r < this.shape.length; r++) { rotated[c][r] = this.shape[r][c]; } } this.shape = rotated; } rotateBack() { const rotated = []; for (let c = 0; c < this.shape[0].length; c++) { rotated[c] = []; for (let r = 0; r < this.shape.length; r++) { rotated[c][r] = this.shape[r][c]; } } this.shape = rotated; } } // Get random piece function getRandomPiece() { const types = [1, 2, 3, 4, 5, 6, 7]; const randomType = types[Math.floor(Math.random() * types.length)]; return new Piece(randomType); } // Check collision function collide(board, piece) { for (let r = 0; r < piece.shape.length; r++) { for (let c = 0; c < piece.shape[r].length; c++) { if (piece.shape[r][c] !== 0) { if ( r + piece.y >= ROWS || c + piece.x < 0 || c + piece.x >= COLS || (r + piece.y >= 0 && board[r + piece.y][c + piece.x] !== 0) ) { return true; } } } } return false; } // Merge piece into board function merge(board, piece) { for (let r = 0; r < piece.shape.length; r++) { for (let c = 0; c < piece.shape[r].length; c++) { if (piece.shape[r][c] !== 0) { board[r + piece.y][c + piece.x] = piece.type; } } } } // Clear lines function clearLines() { let linesCleared = 0; for (let r = ROWS - 1; r >= 0; r--) { let full = true; for (let c = 0; c < COLS; c++) { if (board[r][c] === 0) { full = false; break; } } if (full) { board.splice(r, 1); board.unshift(new Array(COLS).fill(0)); linesCleared++; r++; } } if (linesCleared > 0) { lines += linesCleared; score += [0, 100, 300, 500, 800][linesCleared] * level; level = Math.floor(lines / 10) + 1; dropInterval = 1000 - (level - 1) * 100; if (dropInterval < 100) dropInterval = 100; } } // Draw block function drawBlock(ctx, x, y, color) { ctx.fillStyle = color; ctx.strokeStyle = '#222'; ctx.lineWidth = 1; ctx.shadowBlur = 5; ctx.shadowColor = color + '80'; ctx.fillRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); ctx.strokeRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); } // Draw board function drawBoard() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx shadowBlur = 0; // Draw board blocks for (let r = 0; r < ROWS; r++) { for (let c = 0; c < COLS; c++) { if (board[r][c] !== 0) { drawBlock(ctx, c, r, COLORS[board[r][c]]); } } } // Draw current piece if (currentPiece) { ctx.shadowBlur = 10; ctx.shadowColor = currentPiece.color + '80'; for (let r = 0; r < currentPiece.shape.length; r++) { for (let c = 0; c < currentPiece.shape[r].length; c++) { if (currentPiece.shape[r][c] !== 0) { drawBlock(ctx, c + currentPiece.x, r + currentPiece.y, currentPiece.color); } } } ctx.shadowBlur = 0; } } // Draw next piece preview function drawNextPiece() { nextCtx.clearRect(0, 0, nextCanvas.width, nextCanvas.height); if (nextPiece) { const blockSize = 20; const offsetX = Math.floor((nextCanvas.width / blockSize - nextPiece.shape[0].length) / 2); const offsetY = Math.floor((nextCanvas.height / blockSize - nextPiece.shape.length) / 2); nextCtx.fillStyle = '#0d0d0d'; nextCtx.fillRect(0, 0, nextCanvas.width, nextCanvas.height); for (let r = 0; r < nextPiece.shape.length; r++) { for (let c = 0; c < nextPiece.shape[r].length; c++) { if (nextPiece.shape[r][c] !== 0) { nextCtx.fillStyle = nextPiece.color; nextCtx.strokeStyle = '#222'; nextCtx.lineWidth = 1; nextCtx.shadowBlur = 5; nextCtx.shadowColor = nextPiece.color + '80'; nextCtx.fillRect( (c + offsetX) * blockSize, (r + offsetY) * blockSize, blockSize, blockSize ); nextCtx.strokeRect( (c + offsetX) * blockSize, (r + offsetY) * blockSize, blockSize, blockSize ); } } } } } // Update score display function updateScore() { document.getElementById('score').textContent = score; document.getElementById('level').textContent = level; document.getElementById('lines').textContent = lines; } // Move piece function move(dx, dy) { if (gameOver) return; currentPiece.x += dx; currentPiece.y += dy; if (collide(board, currentPiece)) { currentPiece.x -= dx; currentPiece.y -= dy; return false; } return true; } // Drop piece function drop() { if (gameOver) return; if (!move(0, 1)) { merge(board, currentPiece); clearLines(); currentPiece = nextPiece; nextPiece = getRandomPiece(); drawNextPiece(); if (collide(board, currentPiece)) { gameOver = true; document.getElementById('gameOver').classList.add('show'); } } dropCounter = 0; } // Hard drop function hardDrop() { if (gameOver) return; while (move(0, 1)) {} drop(); } // Rotate piece function rotate() { if (gameOver) return; const oldShape = currentPiece.shape; currentPiece.rotate(); if (collide(board, currentPiece)) { // Try wall kicks const kicks = [ [-1, 0], [1, 0], [-2, 0], [2, 0], [0, -1], [0, 1], [-1, -1], [1, -1] ]; let kicked = false; for (const [dx, dy] of kicks) { currentPiece.x += dx; currentPiece.y += dy; if (!collide(board, currentPiece)) { kicked = true; break; } currentPiece.x -= dx; currentPiece.y -= dy; } if (!kicked) { currentPiece.shape = oldShape; } } } // Game loop function update(time = 0) { const deltaTime = time - lastTime; lastTime = time; dropCounter += deltaTime; if (dropCounter > dropInterval) { drop(); } drawBoard(); updateScore(); if (!gameOver) { requestAnimationFrame(update); } } // Initialize game function init() { initBoard(); currentPiece = getRandomPiece(); nextPiece = getRandomPiece(); score = 0; level = 1; lines = 0; dropCounter = 0; lastTime = 0; gameOver = false; document.getElementById('gameOver').classList.remove('show'); drawNextPiece(); updateScore(); update(); } // Reset game function resetGame() { init(); } // Keyboard controls document.addEventListener('keydown', (e) => { if (gameOver) return; switch (e.key) { case 'ArrowLeft': move(-1, 0); break; case 'ArrowRight': move(1, 0); break; case 'ArrowDown': move(0, 1); break; case 'ArrowUp': rotate(); break; case ' ': e.preventDefault(); hardDrop(); break; } drawBoard(); }); // Start game init(); </script> </body> </html>
thinking
I see the syntax error on line `ctx shadowBlur = 0;` - it's missing the dot. Let me fix that.
I need to fix a syntax error in the JavaScript. Let me correct it:
{"path":"/workspace/index.html","edits":[{"oldText":"ctx clearRect(0, 0, canvas.width, canvas.height);\n ctx shadowBlur = 0;","neCould not find the exact text in /workspace/index.html. The old text must match exactly including all whitespace and newlines.
thinking
Let me look at the exact content around that line. Let me read that specific section.
{"path":"/workspace/index.html","offset":200,"limit":50}<script> // Game constants const COLS = 10; const ROWS = 20; const BLOCK_SIZE = 30; // Colors for each tetromino const COLORS = [ null, '#00ffff', // I - Cyan '#ffff00', // O - Yellow '#ff00ff', // T - Magenta '#00ff00', // S - Green '#ff0000', // Z - Red '#0000ff', // J - Blue '#ff8000' // L - Orange ]; // Tetromino shapes (I, O, T, S, Z, J, L) const SHAPES = [ [], // Index 0 is unused [[1,1,1,1]], // I [[1,1],[1,1]], // O [[0,1,0],[1,1,1]], // T [[0,1,1],[1,1,0]], // S [[1,1,0],[0,1,1]], // Z [[1,0,0],[1,1,1]], // J [[0,0,1],[1,1,1]] // L ]; // Game state let board = []; let currentPiece = null; let nextPiece = null; let score = 0; let level = 1; let lines = 0; let dropCounter = 0; let dropInterval = 1000; let lastTime = 0; let gameOver = false; // Canvas setup const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); const nextCanvas = document.getElementById('nextCanvas'); const nextCtx = nextCanvas.getContext('2d'); // Initialize board function initBoard() { [336 more lines in file. Use offset=250 to continue.]
thinking
Let me read more specifically around the drawBoard function to find the exact text with the syntax error.
{"path":"/workspace/index.html","limit":100,"offset":280}rotateBack() { const rotated = []; for (let c = 0; c < this.shape[0].length; c++) { rotated[c] = []; for (let r = 0; r < this.shape.length; r++) { rotated[c][r] = this.shape[r][c]; } } this.shape = rotated; } } // Get random piece function getRandomPiece() { const types = [1, 2, 3, 4, 5, 6, 7]; const randomType = types[Math.floor(Math.random() * types.length)]; return new Piece(randomType); } // Check collision function collide(board, piece) { for (let r = 0; r < piece.shape.length; r++) { for (let c = 0; c < piece.shape[r].length; c++) { if (piece.shape[r][c] !== 0) { if ( r + piece.y >= ROWS || c + piece.x < 0 || c + piece.x >= COLS || (r + piece.y >= 0 && board[r + piece.y][c + piece.x] !== 0) ) { return true; } } } } return false; } // Merge piece into board function merge(board, piece) { for (let r = 0; r < piece.shape.length; r++) { for (let c = 0; c < piece.shape[r].length; c++) { if (piece.shape[r][c] !== 0) { board[r + piece.y][c + piece.x] = piece.type; } } } } // Clear lines function clearLines() { let linesCleared = 0; for (let r = ROWS - 1; r >= 0; r--) { let full = true; for (let c = 0; c < COLS; c++) { if (board[r][c] === 0) { full = false; break; } } if (full) { board.splice(r, 1); board.unshift(new Array(COLS).fill(0)); linesCleared++; r++; } } if (linesCleared > 0) { lines += linesCleared; score += [0, 100, 300, 500, 800][linesCleared] * level; level = Math.floor(lines / 10) + 1; dropInterval = 1000 - (level - 1) * 100; if (dropInterval < 100) dropInterval = 100; } } // Draw block function drawBlock(ctx, x, y, color) { ctx.fillStyle = color; ctx.strokeStyle = '#222'; ctx.lineWidth = 1; ctx.shadowBlur = 5; ctx.shadowColor = color + '80'; ctx.fillRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); ctx.strokeRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE); } // Draw board function drawBoard() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx shadowBlur = 0; // Draw board blocks for (let r = 0; r < ROWS; r++) { for (let c = 0; c < COLS; c++) { if (board[r][c] !== 0) { drawBlock(ctx, c, r, COLORS[board[r][c]]); } } [206 more lines in file. Use offset=380 to continue.]
thinking
I can see the error on line 424: `ctx shadowBlur = 0;` - it should be `ctx.shadowBlur = 0;`. Let me fix this.
{"path":"/workspace/index.html","edits":[{"oldText":"ctx.clearRect(0, 0, canvas.width, canvas.height);\n ctx shadowBlur = 0;","neSuccessfully replaced 1 block(s) in /workspace/index.html.
thinking
Good, the syntax error is fixed. Now let me verify the file is correct by reading it again to make sure there are no other issues.
Let me verify the fix and check for any other issues:
{"command":"node -c /workspace/index.html 2>&1 || echo \"Not valid JS file, checking syntax...\""}node:internal/modules/esm/get_format:236 throw new ERR_UNKNOWN_FILE_EXTENSION(ext, filepath); ^ TypeError [ERR_UNKNOWN_FILE_EXTENSION]: Unknown file extension ".html" for /workspace/index.html at Object.getFileProtocolModuleFormat [as file:] (node:internal/modules/esm/get_format:236:9) at defaultGetFormat (node:internal/modules/esm/get_format:262:36) at checkSyntax (node:internal/main/check_syntax:67:20) { code: 'ERR_UNKNOWN_FILE_EXTENSION' } Node.js v24.18.0 Not valid JS file, checking syntax...
thinking
Let me extract the JavaScript from the HTML and check its syntax.
{"command":"grep -oP '(?<=<script>).*?(?=</script>)' /workspace/index.html | node --check /dev/stdin 2>&1 || echo \"Checking with different node:fs:441 return binding.readFileUtf8(path, stringToFlags(options.flag)); ^ Error: ENOENT: no such file or directory, open '/proc/28/fd/pipe:[1114920]' at Object.readFileSync (node:fs:441:20) at node:internal/main/check_syntax:36:21 { errno: -2, code: 'ENOENT', syscall: 'open', path: '/proc/28/fd/pipe:[1114920]' } Node.js v24.18.0 Checking with different method...
thinking
Let me try a different approach - I'll extract the script content and check it.
{"command":"sed -n '/<script>/,/<\\/script>/p' /workspace/index.html | sed '1d;$d' > /tmp/tetris.js && node --check /tmp/tetris.js 2>&1"}(no output)
thinking
The JavaScript syntax is now valid. Let me also check if there are any other issues by looking at the complete file again and making sure the game logic is correct. Let me also look at the drawBoard function to make sure I'm clearing the shadow properly.
The JavaScript syntax is valid. Let me also verify the full file and ensure the game logic is complete:
{"path":"/workspace/index.html","offset":380}} // Draw current piece if (currentPiece) { ctx.shadowBlur = 10; ctx.shadowColor = currentPiece.color + '80'; for (let r = 0; r < currentPiece.shape.length; r++) { for (let c = 0; c < currentPiece.shape[r].length; c++) { if (currentPiece.shape[r][c] !== 0) { drawBlock(ctx, c + currentPiece.x, r + currentPiece.y, currentPiece.color); } } } ctx.shadowBlur = 0; } } // Draw next piece preview function drawNextPiece() { nextCtx.clearRect(0, 0, nextCanvas.width, nextCanvas.height); if (nextPiece) { const blockSize = 20; const offsetX = Math.floor((nextCanvas.width / blockSize - nextPiece.shape[0].length) / 2); const offsetY = Math.floor((nextCanvas.height / blockSize - nextPiece.shape.length) / 2); nextCtx.fillStyle = '#0d0d0d'; nextCtx.fillRect(0, 0, nextCanvas.width, nextCanvas.height); for (let r = 0; r < nextPiece.shape.length; r++) { for (let c = 0; c < nextPiece.shape[r].length; c++) { if (nextPiece.shape[r][c] !== 0) { nextCtx.fillStyle = nextPiece.color; nextCtx.strokeStyle = '#222'; nextCtx.lineWidth = 1; nextCtx.shadowBlur = 5; nextCtx.shadowColor = nextPiece.color + '80'; nextCtx.fillRect( (c + offsetX) * blockSize, (r + offsetY) * blockSize, blockSize, blockSize ); nextCtx.strokeRect( (c + offsetX) * blockSize, (r + offsetY) * blockSize, blockSize, blockSize ); } } } } } // Update score display function updateScore() { document.getElementById('score').textContent = score; document.getElementById('level').textContent = level; document.getElementById('lines').textContent = lines; } // Move piece function move(dx, dy) { if (gameOver) return; currentPiece.x += dx; currentPiece.y += dy; if (collide(board, currentPiece)) { currentPiece.x -= dx; currentPiece.y -= dy; return false; } return true; } // Drop piece function drop() { if (gameOver) return; if (!move(0, 1)) { merge(board, currentPiece); clearLines(); currentPiece = nextPiece; nextPiece = getRandomPiece(); drawNextPiece(); if (collide(board, currentPiece)) { gameOver = true; document.getElementById('gameOver').classList.add('show'); } } dropCounter = 0; } // Hard drop function hardDrop() { if (gameOver) return; while (move(0, 1)) {} drop(); } // Rotate piece function rotate() { if (gameOver) return; const oldShape = currentPiece.shape; currentPiece.rotate(); if (collide(board, currentPiece)) { // Try wall kicks const kicks = [ [-1, 0], [1, 0], [-2, 0], [2, 0], [0, -1], [0, 1], [-1, -1], [1, -1] ]; let kicked = false; for (const [dx, dy] of kicks) { currentPiece.x += dx; currentPiece.y += dy; if (!collide(board, currentPiece)) { kicked = true; break; } currentPiece.x -= dx; currentPiece.y -= dy; } if (!kicked) { currentPiece.shape = oldShape; } } } // Game loop function update(time = 0) { const deltaTime = time - lastTime; lastTime = time; dropCounter += deltaTime; if (dropCounter > dropInterval) { drop(); } drawBoard(); updateScore(); if (!gameOver) { requestAnimationFrame(update); } } // Initialize game function init() { initBoard(); currentPiece = getRandomPiece(); nextPiece = getRandomPiece(); score = 0; level = 1; lines = 0; dropCounter = 0; lastTime = 0; gameOver = false; document.getElementById('gameOver').classList.remove('show'); drawNextPiece(); updateScore(); update(); } // Reset game function resetGame() { init(); } // Keyboard controls document.addEventListener('keydown', (e) => { if (gameOver) return; switch (e.key) { case 'ArrowLeft': move(-1, 0); break; case 'ArrowRight': move(1, 0); break; case 'ArrowDown': move(0, 1); break; case 'ArrowUp': rotate(); break; case ' ': e.preventDefault(); hardDrop(); break; } drawBoard(); }); // Start game init(); </script> </body> </html>
thinking
The file looks good! The JavaScript syntax is valid and the game logic is complete. Let me verify the file exists and is complete.
The file looks complete. Let me verify it's properly saved:
{"command":"ls -la /workspace/index.html && wc -l /workspace/index.html"}-rw-r--r-- 1 node node 18545 Jul 22 17:56 /workspace/index.html 584 /workspace/index.html
thinking
Good, the file is saved and has 584 lines. The file is complete with: 1. All seven tetrominoes (I, O, T, S, Z, J, L) with proper colors 2. Rotation with wall kick support 3. Line clearing with proper scoring 4. Increasing speed as level increases 5. Next-piece preview 6. Score, level, and lines tracking 7. Game over screen with restart button 8. Controls information Let me verify the JSON structure is correct by checking the shapes and colors arrays.
The Tetris game is complete. Let me verify the file is well-formed:
{"command":"head -100 /workspace/index.html | grep -E '<!DOCTYPE|<html|<head|<body|<script|<canvas|<div' | head -20"}<!DOCTYPE html> <html lang="en"> <head>
thinking
The file starts correctly. Let me also verify the ending is correct.
{"command":"tail -20 /workspace/index.html"}break; case 'ArrowDown': move(0, 1); break; case 'ArrowUp': rotate(); break; case ' ': e.preventDefault(); hardDrop(); break; } drawBoard(); }); // Start game init(); </script> </body> </html>
thinking
The file is complete and well-formed. Let me do a final check to ensure all the features are working correctly by looking at the key parts of the code.
The Tetris game is complete. Let me verify the HTML structure is correct:
{"command":"grep -c '<canvas' /workspace/index.html && grep -c '</html>' /workspace/index.html"}2 1
thinking
Good - there are 2 canvas elements (main game canvas and next piece preview) and the HTML file is properly closed. Let me verify the JavaScript file is syntactically correct one more time and that all the pieces are working.
The Tetris game is complete and syntactically valid. Here's a summary of what I've built: **Features implemented:** - All 7 tetrominoes (I, O, T, S, Z, J, L) with distinct colors - Piece rotation with wall kick support - Line clearing with proper scoring (100/300/500/800 points for 1-4 lines) - Increasing speed as level progresses (faster drop intervals) - Next-piece preview window - Score, level, and lines counter display - Game over screen with restart button - Keyboard controls: - ← → : Move left/right - ↑ : Rotate - ↓ : Soft drop - Space : Hard drop **Game mechanics:** - 10×20 grid board - Collision detection - Piece locking when hitting bottom or other pieces - Level increases every 10 lines cleared - Drop interval decreases by 100ms per level (minimum 100ms) The file `/workspace/index.html` is a self-contained single-page web app with all CSS in a `<style>` tag and all JavaScript in a `<script>` tag, with no external resources or 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
EVALUATION
Tetris pieces fall and stack with next-piece preview, but pieces always pile in the same column, showing no horizontal movement or line clears from input.
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.