Tetris · glm-4.7-flash
Output generated Cost / run $0.0257 Runtime 373.4s
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.
RUN
METRICS
Transcript · 91 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
Write the game.
index.html (10901 bytes)Successfully wrote to index.html
thinking
One issue: spawn at y=-1 — for shapes with filled row at index 0 (J, L, T: rows [1,0,0],[1,1,1] etc. — filled cells in row 0), at y=-1 those are above board, and row 1 filled cells land at row 0. For I shape, filled row is index 1, at y=-1 lands at row 0. Good. Collides check with ny<0 is allowed (skips board check, and bounds check only fails for nx or ny>=ROWS). But ny<0 with nx out of range still checked via nx. Fine. Wait — for O piece spawn x=4: shape is 2x2 filled; x=4 → cols 4,5. Fine. Potential issue: when spawn fails, gameOver is called but piece remains null; loop guards piece. OK. Also in gameOver from spawn within lock, piece = spawn(...) returns null; nextType was drawn... in lock: piece = spawn(nextType); then nextType = drawFromBag(); drawNext(). Fine. Let me verify in browser.
Now let me verify it in the browser:
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"ArrowLeft"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
I can't see canvas contents via DOM inspection. Let me verify game state via console by executing JS? The browser tool doesn't have an eval action. But I can add a debug hook? Better: I could test logic by running the game logic in node via extracting the script. Simpler: temporarily expose state on window for testing? I could modify the file to attach a small debug object (window.__debug) — that's harmless. Let me add window.__state getter in the IIFE.
Actually the IIFE vars are closured. I can add at end: window.__dbg = () => ({board, piece, nextType, score, lines, level, paused, over}); But those are `let` bindings in closure; a function referencing them works. But piece/board reassign works since closure.
Let me add that, reload, press keys, and call inspection... but browser tool actions are limited to click/drag/key/scroll/type — no eval. However "inspect" returns console + dom. Console only shows warnings. Hmm, maybe I can make debug output via console.log and it appears in console array. So: on keydown of a debug key, or just expose window.addEventListener... Simpler: add a console.log of state after certain actions? I can use the `type` action to type into document (keydown events fire). E.g., add a debug listener: on 'ArrowLeft' keydown log state. But that pollutes. Alternative: use browser inspect after pressing keys — need canvas state.
Plan: add temporary debug logging keyed to events: log state after each keydown handled. Then reload, press ArrowLeft, check console output shows piece.x decreased. Then press Space, check lock + new piece, lines/score, next advances. Then Pause, Restart.
Let me add debug code temporarily.I need to verify canvas state which isn't in the DOM. Let me add temporary debug logging:
{"path":"index.html","edits":[{"oldText":" if (over || paused) return;\n switch (e.key) {","newText":" if (over || paused) return;\Successfully replaced 1 block(s) in index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Debug flag needs to be enabled. Set window.__debug — how? I can't eval. I could make the debug always on for now, then remove. Or use the `type` action which types text — typing characters triggers keydown for each char. I could make debug enabled when a specific key like '`' is pressed. Simpler: temporarily enable always-on debug, then remove at end. Let me change `window.__debug` check to true.
{"edits":[{"newText":" setTimeout(() => console.log('DBG', JSON.stringify(","oldText":" if (window.__debug) setTimeout(() => console.lSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
No DBG on initial load since no key pressed. Press ArrowLeft.
{"action":"key","text":"ArrowLeft"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"x\":2,\"y\":1,\"t\":\"J\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Piece J spawned at x=3, moved left to x=2, y=1 (gravity dropped once already — dropTimer accumulated during reload time). Next is I. Board empty. Good. Now press ArrowUp (rotate) and check, then Space (hard drop) and check lock + new piece + next advances.
Move works (x:3→2). Now rotate and hard-drop:
{"action":"key","text":"ArrowUp"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"x\":2,\"y\":1,\"t\":\"J\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Rotation doesn't change x/y — can't tell from state if shape rotated. I should log shape too. Let me add shape to the debug. Then hard drop.
Rotation doesn't show in x/y — let me log the shape too:
{"edits":[{"newText":"'DBG', JSON.stringify({s: piece && piece.shape.map(r => r.join('')), x: piece && piece.x, ","oldText":"'DBG', JSON.strSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"ArrowUp"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
No DBG log — likely the piece type differs each reload (random). The keydown handler runs the setTimeout only for handled keys, and ArrowUp is handled... unless `over` — no. Wait, maybe the piece is at some state where... Actually maybe keydown listener: `if (['ArrowLeft',...].includes(e.key)) e.preventDefault();` then p check, then over/paused check, then debug setTimeout, then switch. ArrowUp should log. But no log appeared. Hmm — maybe console.log didn't flush because browser action captured console before timeout fired? Previously it worked. Or maybe the browser reloaded fresh and my key press triggered... Let me just press again and inspect.
{"action":"key","text":"ArrowUp"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
L piece rotated: original L = [[0,0,1],[1,1,1],[0,0,0]] → rotated CW should be [[0,1,0],[0,1,1],[0,1,1]]? Let's check my rotated(): result[r][c] = shape[n-1-c][r]. For shape = [[0,0,1],[1,1,1],[0,0,0]]: result[0][0]=shape[2][0]=0; result[0][1]=shape[1][0]=1; result[0][2]=shape[0][0]=0 → [0,1,0] result[1][0]=shape[2][1]=0; result[1][1]=shape[1][1]=1; result[1][2]=shape[0][1]=0 → [0,1,0] result[2][0]=shape[2][2]=0; result[2][1]=shape[1][2]=1; result[2][2]=shape[0][2]=1 → [0,1,1] So "010","010","011" — that's a correct clockwise rotation of L (pointing down). Now hard drop with Space.
Rotation works (L rotated clockwise correctly). Now hard-drop:
{"action":"key","text":" "}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"000\",\"111\",\"100\"],\"x\":3,\"y\":8,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Two DBG logs for Space? First is probably from the previous ArrowUp press (double log due to console flush timing), second: after hard drop, piece is new L at spawn x=3, y=8?? Wait — after hard drop, lock happens and a new piece spawns at y=-1. But DBG shows y=8 and s=["000","111","100"]. Hmm — that's L rotated other way at y=8. That's weird. Wait, maybe the second log is after the hard drop keydown: piece = spawn(nextType) where nextType was T... but t shows "L". Hmm. Actually first log was the queued DBG from ArrowUp earlier (s rotated, x=3 y=2). Second log: t=L, s=["000","111","100"], x=3, y=8. Board is empty — the hard-dropped piece didn't lock into the board! Wait — maybe gravity dropped the piece between logs, and the second log shows piece moved down by gravity (y=8) but board empty and piece still L... but the spawn should have been T (next was T). t=L means no lock happened? But y went 2→8, so gravity moved it, meaning dropTimer elapsed. But Space hard drop should have locked it. Unless the Space keydown didn't reach the handler — the `type`/`key` action with text " " — maybe it sent a spacebar that scrolled or something. Or maybe the key event for ' ' has e.key === ' ' — should match. Hmm, but two DBG logs appeared after pressing space: first log matches previous ArrowUp state (same x=3,y=2,rotated shape) — that log was probably pending/not flushed earlier. Second log: x=3, y=8, shape ["000","111","100"]. Wait, that shape is rotation CW twice from ["010","010","011"]? ["010","010","011"] rotated CW: result[r][c]=shape[2-c][r]: result[0]= [shape[2][0],shape[1][0],shape[0][0]] = [0,0,0]? shape[2]="011": shape[2][0]=0, shape[1][0]=0, shape[0][0]=0 → [0,0,0]. result[1] = [shape[2][1],shape[1][1],shape[0][1]] = [1,1,1]. result[2] = [shape[2][2],shape[1][2],shape[0][2]] = [1,0,0]. So ["000","111","100"] — rotated again. So the second log reflects the piece rotated once more and at y=8. So ArrowUp was pressed twice? I pressed ArrowUp twice in previous calls (the first one produced no log, second produced log). Hmm. Actually the sequence: after reload, I pressed ArrowUp → no log. Pressed ArrowUp again → log1 (rotated once). Pressed space → log2. But log2 shows double-rotated shape at y=8 with empty board. That suggests the space keydown... wait, no. If space triggered, piece locks and new piece spawns (T at y=-1). Instead we see L rotated twice at y=8. Possibility: the "key" action with text " " — maybe it typed a space character which did keydown with e.key=' '. That should hard-drop. But maybe the first ArrowUp press from earlier... no. Alternative: gravity. Between my actions, time passed (real time between tool calls, maybe seconds). dropInterval is 800ms. y went from 2 to 8 = 6 gravity steps. And shape rotated twice more — but I didn't press ArrowUp. Unless... the key action " " also sent something else? Hmm wait — maybe the key action sends keydown AND the browser also dispatches for held? Unlikely. Let me reconsider: maybe pressing space scrolled the page and my DBG setTimeout fired from a *queued* keydown... Only one DBG per keydown. Actually maybe the sequence is: the two logs are from two separate keydowns: the ArrowUp press (rotated once, logged) — that was already reported. Then the space press produced a log... but log2 shows rotated-twice shape. Unless space triggered rotate?? No, switch case ' ' → hardDrop. Hold on — could it be that pressing " " via the key tool doesn't send e.key=' ' but rather something like 'Space'? In that case switch would not match, no DBG. But we got a DBG. Alternatively, maybe there were TWO keydowns from the space press (e.g., the tool sends keydown for ' ' and also 'Space'?). No. Let me think about timing: my actions happen in real time with gaps. Between "ArrowUp" call and "space" call, maybe ~seconds passed; gravity at level 1 = 800ms per row. y 2→8 needs 6 ticks = 4.8s. Plausible. Shape rotated twice more without ArrowUp? Impossible via gravity. Unless the second log is actually from a second ArrowUp I don't remember... I pressed ArrowUp twice total: first (no log shown), second (log shown). So there was one unlogged ArrowUp? Maybe the first ArrowUp's DBG was delayed and appeared in the space press's console dump, and the space press's own DBG... but then space's DBG should show a new piece. Actually! Look: log1 in the space call is IDENTICAL to the log from the ArrowUp call (same s, x=3, y=2, next=T). So log1 = delayed flush of ArrowUp's DBG (console array is cumulative? The ArrowUp response showed log already... it showed exactly that log). Hmm, the console arrays might be cumulative across calls — the space call shows both the ArrowUp log AND a new one. So log2 is new, from the space keydown: s rotated twice more?? Unless between the ArrowUp call and space call, MORE keys were sent... no, only space. Wait — maybe the space keydown handler ran: preventDefault, not p, not over/paused, DBG scheduled with current state... then switch ' ': hardDrop → locks piece, spawns new piece. But the DBG setTimeout captured values at execution time (0ms later), after hardDrop ran! Because setTimeout executes after the synchronous handler completes, including hardDrop inside the switch. So the DBG shows post-drop state: new piece... but it shows L rotated twice at y=8, not T at y=-1. Hmm, t=L. Next was T before; after lock, nextType=drawFromBag() and piece=spawn(T). So piece.t should be "T". Unless lock didn't happen because hardDrop's while(tryMove(0,1)) then lock... OH WAIT. I see it: in the space call console, log2 y=8 — could the space keydown have triggered BOTH a scroll and... hmm. Actually maybe the "key" tool sends keydown+keyup, and repeated? Let me just do another controlled test: press ArrowLeft and see. Actually better: let me re-test space hard drop cleanly. Reload, wait for state, press space once, and look. Also possibility: my keydown listener — the space press with text " " — maybe the tool sends keydown with key=' ' twice (once as ' ', once as 'Space')? Then first ' ' hard-drops and spawns new piece; DBG at 0ms shows... post-handler state: new piece T. Doesn't match. Alternatively maybe the space press was interpreted as a "type" of space into the document, generating a keypress... same thing. Hmm, y=8: if hard drop worked, piece locks at bottom, new piece spawns y=-1, then gravity over elapsed time moves it down. Between the space call and the console capture, negligible time. So y=8 can't come from a fresh spawn. Let me reconsider: maybe TWO ArrowUp presses happened: the earlier "no log" call actually did press (rotation #1), the second call logged rotation #2 — wait log from second call showed s=["010","010","011"] which is rotation #1 of L. If first call rotated (rot#1, no log), second call rotated to rot#2 and logged — but log showed rot#1! So the log lagged by one. That is: the DBG logs appear one action late (the setTimeout(…,0) result appears in the NEXT browser call's console capture, not the current one). That explains everything: - ArrowUp call #1: rotated to rot1, DBG scheduled, but console captured before timeout fired → no log. - ArrowUp call #2: rotated to rot2?? But its log showed rot1... no wait, its captured console contained log from call #1's timeout (rot1). And call #2's own log (rot2) was pending. - Space call: hard drop ran (piece locked, board updated, new piece spawned), captured console = log1 (rot1, pending from call#2... no, call#2's log = rot2). Hmm, the space call's console shows log1 (rot1, x=3, y=2) then log2 (rot2 shape, x=3, y=8). y=8 differs from y=2! If log2 were just call#2's pending DBG (rot2), y would be 2. y=8 means time passed — gravity dropped the piece 6 rows. So log2's state: piece L rot2, y=8, board EMPTY. That means the space press did NOT hard drop — instead, time passed (real seconds between tool calls), gravity moved piece down to y=8. And board empty because piece hasn't landed yet (y=8, piece rows 1,2 filled → bottom at row 10, plenty of room). So the space keydown did NOT trigger the handler (no DBG from it, no lock). Then what generated log2? It must be a DBG scheduled by a keydown. Maybe the space press fired a keydown with e.key = ' ' but my handler... it IS handled. Hmm, but then hardDrop would run synchronously before the DBG timeout, showing post-drop state. Unless e.preventDefault() threw? No. OR: the space press triggered page scroll (default) and the DBG... Wait, actually maybe the space keydown DID work: hardDrop locks piece into board... but board shows all zeros in log2. Contradiction. Alternatively, maybe the space press did keydown where e.key === ' ' and the DBG setTimeout captured AFTER handler: hardDrop → lock() → piece = spawn(nextType=T)... but log2 t=L. So no. So conclusion: space keydown didn't reach my handler, and log2 came from some other keydown. What other keydown? Maybe the tool's space press also fires a keydown for 'Spacebar' on old browsers — no DBG. Confusing. Hmm — could log2 be from the FIRST ArrowUp call's timeout, executing late due to browser being paused between tool calls? Time between tool calls could be seconds (model thinking). If the browser tab timers were suspended and resumed, setTimeout(0) could fire later, and gravity ticks would have advanced y via rAF loop also suspended... Actually rAF also suspended during inactivity, so y wouldn't advance while suspended. But y=8 shows 6 gravity ticks DID happen — rAF running. Honestly, simplest: the key tool for " " may not produce a proper keydown event. Let me test differently: press ArrowDown a few times and then check board state via pressing another key. Or test hard drop via a different mechanism. Let me do a clean test: reload, then press space, then press ArrowLeft (to trigger a DBG of post-space state). Actually DBG is scheduled on every handled keydown; ArrowLeft is handled → its DBG shows state after move. So sequence: reload → space → ArrowLeft, and read the ArrowLeft DBG (will be delayed one call, fine).
The console logs seem to lag. Let me test the space hard-drop with a follow-up key to read the state:
{"action":"key","text":"ArrowLeft"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"000\",\"111\",\"100\"],\"x\":3,\"y\":8,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"010\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"T\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"11\",\"11\"],\"x\":3,\"y\":13,\"t\":\"O\",\"next\":\"S\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001111000\",\"0000100000\",\"0001110000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Now I can see the full history. Logs:
1. L rot1, x=3, y=2 — from first ArrowUp.
2. L rot2, x=3, y=8 — from second ArrowUp?? Wait, second ArrowUp's DBG showed rot1 earlier... Actually no: the earlier "ArrowUp call #2" response showed log with rot1. But now log2 shows rot2. The console capture is cumulative and logs appear with delays. Fine.
3. T at x=3, y=-1, board rows 18-19 contain the L piece locked: row18 "0001110000", row19 "0001000000". So the SPACE HARD DROP WORKED! L piece (rot1: "010","010","011" at x=3) — cells: (3,18),(5,18) for row "010"? rot1 = [[0,1,0],[0,1,0],[0,1,1]] at x=3,y bottom: hard drop places bottom of piece at row 19. Piece occupies y=17..19: row17: (4), row18: (4), row19: (4,5,6)? Hmm board row18 = "0001110000" → cols 3,4,5; row19 = "0001000000" → col 4. Doesn't quite match my expectation, but wait: log3 was captured AFTER the piece was at y=-1 as T... no wait, log3 shows piece T at y=-1 AND board with locked L. But where did the T gravity go? y=-1 means just spawned. And next=I. So log3 = immediately after space hard-drop: L locked at rows ~17-19, T spawned at y=-1.
Check L rot2 ("000","111","100") at x=3, hard-dropped: filled cells row1: cols 3,4,5; row2: col 3. So bottom row of shape is row2 (y=19): col 3 → row19 "0001000000" ✓. Shape row1 at y=18: cols 3,4,5 → "0001110000" ✓.
But wait, log2 showed piece rot2 at y=8 — meaning between the space call and this, the piece moved via gravity from y=2 to y=8 AND rotated? That would mean another ArrowUp... no. Whatever — actually log2 is likely the delayed DBG from ArrowUp call #2, but with y=8 because... no, setTimeout captures at fire time, and if fired late, y advanced via gravity. Shape rot2 though — rotation only happens on ArrowUp. Unless the tool's earlier "key: ArrowUp" call #1 actually sent TWO keydowns (repeat?). Not important — the essential behaviors are verified.
4. log4: O piece at y=13, board rows 15-19 have more locked pieces: rows 15 "0001111000", 16 "0000100000", 17 "0001110000", 18 "0001110000", 19 "0001000000". So T piece also got locked (via gravity landing presumably, between my tool calls real time passed a lot) and O spawned and fell to y=13. Next=S. t=O, s="11","11". All consistent.
Wait log3 piece T at y=-1 but log4 piece O at y=13 and T locked at rows 15-17: T spawn shape [[0,1,0],[1,1,1],[0,0,0]] at x=3: row15 cols 3,4,5? "0001111000" is cols 3-6. Hmm T at x=3 rotated? T spawn s=["010","111","000"] — that's T unrotated? T SHAPES = [[0,1,0],[1,1,1],[0,0,0]] yes. Filled: row0 col1 → abs (4, y); row1 cols0-2 → abs (3..5, y+1). If bottom (y+1) = 17, y=16: row16 col4 "0000100000" ✓, row17 cols 3,4,5 "0001110000" ✓. Row15 "0001111000"?? That's cols 3,4,5,6 — extra col 6. Hmm, that could be the T rotated 3 times? No rotation pressed. Or maybe row15 contains part of... the previous T? log3's T spawned at y=-1 and gravity-dropped; it would lock with its shape. If T fell and landed: T unrotated lands with row1 at row 19 → but row19 already occupied col 4 by L? Row19 = "0001000000" col4. T row1 = cols 3,4,5 at y+1; collision with col4 row19 → T would rest one higher: y+1=18? Row18 = "0001110000" cols 3,4,5 — matches T row1 at y=17! And T row0 (col4) at row 16?? But row16 = "0000100000" col4 ✓. Then what's row15 "0001111000"? cols 3,4,5,6 — hmm that doesn't match T.
Wait, maybe the T rotated during... no. Or maybe gravity dropped T fully to bottom: row1 at 19 blocked by col4 → tryMove fails at y where y+1=19? T row1 at y+1 collides when any of cols 3,4,5 at row19 occupied: col4 occupied → so T rests at y+1=18, y=17. Then rows: row17 col4 (T row0), row18 cols3-5. But board shows row16 col4 and row17 cols3-5, row15 cols3-6?!
Row15 "0001111000": cols 3,4,5,6. That's 4 cells — doesn't match T (4 cells total though: row0=1, row1=3 → total 4). T total cells = 4. If T rests at y=16: row0 col4 at row16, row1 cols3-5 at row17. That accounts for row16 ✓ row17 ✓. Row15's 4 cells must be... something else with 4 cells in one row = I piece? No I piece came.
Hmm wait, actually maybe the O piece in log4 at y=13 s="11","11" — O spawn x=4. But log4 x=3?? O spawn x=4 in my code (type==='O' ? 4). log4 shows O at x=3! And next=S. So log4's piece O at x=3, y=13 — the player moved it? I only pressed ArrowLeft once in this call... The DBG is delayed by one action, so log4 corresponds to the ArrowLeft press of THIS call... no wait, this call IS the ArrowLeft press. Its own DBG would be pending. So log4 is pending from the space call?! But space call = hard drop...
Ugh, the delay theory: each browser call's console includes logs from previous actions. Let me map:
- Response to ArrowUp#1: no log → ArrowUp#1's log pending.
- Response to ArrowUp#2: log1 (rot1, y=2) → that's ArrowUp#1's log. ArrowUp#2's log pending.
- Response to Space: log1 (rot1, y=2 — ArrowUp#1 again??) and log2 (rot2, y=8). Hmm, log1 same as before (cumulative console). log2 = ArrowUp#2's log? But rot2 with y=8 — y changed from 2 to 8 between the setTimeout scheduling and firing? The setTimeout fires 0ms after scheduling... unless the browser tab was throttled and timers fired late — but then rAF/gravity would also be consistent at that moment. Gravity: between ArrowUp#2 (y=2) and timer firing, 6 ticks elapsed (4.8s of real time). But rotation count: ArrowUp#2 rotated to rot2. y=2 at scheduling... no, setTimeout evaluates the closure at FIRE time, reading current piece.y. So y=8 read at fire time (late), s read at fire time = rot2 ✓, t=L ✓, board empty at fire time (piece hadn't landed yet at y=8) ✓. So log2 = ArrowUp#2's DBG fired late, reading state 4.8s later. But wait, at fire time was the piece already hard-dropped? The space press happened before this timer fired? If the timer fired before the space press (y=8, board empty), then the space press happened after. Then log3 = space's DBG: T at y=-1, board with locked L ✓✓✓. PERFECT — hard drop verified!
- log4 = ArrowLeft's DBG (this call): fired late, reading state ~seconds later: O piece (spawned after T locked via gravity during idle time) at x=3 (moved left by my ArrowLeft ✓), y=13, board contains locked T and L ✓, next=S ✓.
So everything checks out:
✓ Move left (x 3→2 initially; and O moved to x=3 from spawn 4)
✓ Rotate CW (L rot1→rot2)
✓ Hard drop: L locked at bottom, new piece T spawned at y=-1, next advanced T→I
✓ Gravity works (pieces fall during idle)
✓ Pieces lock on landing (T locked into rows 15-18)
Now test Pause/Resume and Restart. Press P or click Pause button. Overlay should show. Then click Restart. Board should clear, score 0, level 1.
Let me test pause via clicking the Pause button, then inspect DOM for overlay class, then click restart button and check DOM + trigger a DBG.Hard drop verified: L locked at rows 18–19, T spawned at y=-1, next advanced to I, and subsequent pieces lock via gravity. Now test Pause/Resume and Restart:
{"action":"click","x":960,"y":402}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"000\",\"111\",\"100\"],\"x\":3,\"y\":8,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"010\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"T\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"11\",\"11\"],\"x\":3,\"y\":13,\"t\":\"O\",\"next\":\"S\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001111000\",\"0000100000\",\"0001110000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
DOM shows "Pause" still — my click may have missed the button or toggled and toggled back? The Pause button is at approximately... side panel width 170, board 300 wide + padding. Let me inspect to find button positions. Actually the click coordinates: I guessed 960,402. Let me click and then verify via a subsequent key press DBG showing paused:true. Let me click the Pause button precisely. First inspect DOM positions — inspect only gives text. Let me use coordinates: canvas is 300x600 centered-ish. body flex centered in 1200x800 viewport. wrap = board(304) + gap24 + side(170) = ~498 wide. Start x ≈ (1200-498)/2 ≈ 351. So board 351–655, side 679–849. Buttons: side column: next-box (~130+16+... let's estimate heights: next-box ~ 8+13*?+110+8 ≈ 140), stats 3 × ~37 + gaps. Roughly: next-box 20–160, score 172–209, lines 221–258, level 270–307, pause 319–355, restart 367–403, controls 415–~520. y of viewport: 800 tall, wrap height = 600. Centered: top = 100. So add 100: pause button ≈ y 419–455, x 679–849. Earlier I clicked (960,402) — outside buttons. Let me click (760, 437).
My click missed. The panel starts around x=680; let me click the Pause button:
{"action":"click","x":760,"y":437}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"000\",\"111\",\"100\"],\"x\":3,\"y\":8,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"010\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"T\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"11\",\"11\"],\"x\":3,\"y\":13,\"t\":\"O\",\"next\":\"S\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001111000\",\"0000100000\",\"0001110000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}"],"dom":"GAME OVER\nRestart\nNEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Interesting — DOM now shows "GAME OVER / Restart" overlay! That means the game hit game over — pieces piled up during the long idle time between my tool calls (gravity kept running for minutes). The overlay with GAME OVER is showing. That's actually correct behavior for a full board, and it verifies the game-over path works. So my click at (760,437) probably hit... the game over overlay's Restart button? The overlay covers the board area (position absolute inset 0 over the board container only, x 351–655), not the side panel. So my click didn't hit the overlay. DOM shows overlay title GAME OVER and button Restart. The click might have done nothing (hit gap between panel and canvas?). Game over occurred because pieces stacked during idle. Good verification of game over. Now click the overlay Restart button (center of board ≈ (503, 400)). Then check board cleared via a DBG.
The game actually reached Game Over (pieces stacked during long idle between calls — verifying the game-over path works). Now click the overlay's Restart button:
{"action":"click","x":503,"y":400}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"000\",\"111\",\"100\"],\"x\":3,\"y\":8,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"010\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"T\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"11\",\"11\"],\"x\":3,\"y\":13,\"t\":\"O\",\"next\":\"S\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001111000\",\"0000100000\",\"0001110000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}"],"dom":"GAME OVER\nRestart\nNEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Overlay still shows GAME OVER. The click didn't trigger restart? Or the DBG logs are stale (cumulative). The DOM still shows "GAME OVER Restart" — so restart didn't happen, or... wait maybe the click happened but the game over'd again instantly? No — restart clears board. Hmm, maybe the overlay button click did fire but console didn't update. DOM unchanged suggests the overlay is still showing. Maybe my click coordinate missed the button (overlay button width 140, centered at 503, y=400 — overlay is flex column centered; h2 then button, gap 14. The overlay container is inset 0 of the board's wrapper (position relative div around canvas). Its height = 600? The wrapper div wraps canvas (600 tall). Centered content: title at ~y 270, button ~y 320? Actually flex centered vertically: content height ≈ 30 + 14 + 36 ≈ 80 → starts at 600/2 - 40 = 260. Title ~260-290, button ~304-340. So button center ≈ (503, 322), not 400.
{"action":"click","x":503,"y":322}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG {\"s\":[\"010\",\"010\",\"011\"],\"x\":3,\"y\":2,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"000\",\"111\",\"100\"],\"x\":3,\"y\":8,\"t\":\"L\",\"next\":\"T\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"010\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"T\",\"next\":\"I\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}","log: DBG {\"s\":[\"11\",\"11\"],\"x\":3,\"y\":13,\"t\":\"O\",\"next\":\"S\",\"score\":0,\"lines\":0,\"level\":1,\"board\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001111000\",\"0000100000\",\"0001110000\",\"0001110000\",\"0001000000\"],\"paused\":false,\"over\":false}"],"dom":"GAME OVER\nRestart\nNEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Still GAME OVER in DOM. Hmm. Maybe the click did fire restart but game immediately game-over'd again? That can't be with empty board... unless spawn() fails? No, board empty. Or maybe clicks aren't registering at all (sandbox?). Earlier my click at (760,437) — did anything change? The game over appeared between the first click attempt and second. Could the FIRST click at (960,402) have... no. Wait — maybe restart DID happen on one of my clicks, and then the game over'd AGAIN during the idle time before this DOM capture? Between calls there are long gaps (real minutes?). Pieces stack in ~20 pieces × falling 20 rows at 800ms = 20×16×0.8 ≈ 256s ≈ 4.3 min per full stack. The gaps between my tool calls could indeed be minutes. Ugh — the game runs in real-time in the browser between my calls, so it keeps re-stacking. That explains: click → restart (board cleared), then minutes pass, board refills → GAME OVER again. Each capture shows GAME OVER again. Plausible! To verify restart deterministically, I should pause the game... but pause also can be tested: click pause, then check DBG paused:true via a keypress... but keydowns are ignored while paused (only P). DBG fires only for handled keys; while paused, keys return early. Hmm. Better approach: make the loop only advance when the page is visible/focused? Simplest: use rAF which pauses when tab hidden — but browser tool keeps it visible. Alternative verification approach: instead of relying on real-time gaps, do everything in quick succession. But tool calls inherently have delays. Better: change the debug approach — instead of logging on keydown, expose window hooks and log on interval? Console captures happen at action time anyway. Cleanest: add a hidden test hook that lets a keypress trigger deterministic actions. E.g., pressing 'r' calls restart() and logs DBG. Pressing 'p' calls togglePause() and logs. But 'p' already toggles pause; add DBG log in togglePause. And add DBG log in restart(). Then: press P (pause) → next action's console will show paused:true. Press P again → resume. Press 'r'... actually keydown for restart isn't bound; I can bind 'r' in the handler before the over/paused check? Restart should work even when paused. But my handler: p check first, then `if (over || paused) return;`. I'll add 'r' → restart with DBG before that check. Also game over keeps happening between calls due to real-time. To avoid, maybe I should reduce idle-time damage by... can't. Just do quick sequences: press P, then press P, then press r — each response shows previous action's DBG, so read with a lag of one. The final state after 'r' will show fresh board. And since after restart a new game runs, subsequent idle might refill again, but the DBG from restart fires immediately after restart (console captured at next action, which will also show board cleared). Let me restructure: remove the keydown-based DBG and instead log inside restart(), togglePause(), lock(), gameOver(), and also log state on every keydown. Then: Sequence plan (each browser call quick): 1. Press 'r' (restart + DBG logged immediately in restart). 2. Press 'p' (pause; togglePause DBG). 3. Press 'p' (resume). 4. Press ArrowLeft (move; keydown DBG). 5. Press space (hard drop; lock DBG). Read each response's console tail. Console appears cumulative, so look at the LAST log entry which should be from the previous action (lag of one). Also for line-clear/score verification, I could add a debug key to spawn specific boards... that's heavy. Optional — I can trust logic. But score formula worth a quick check? I could add a debug key 'c' that fills bottom row and lets the current piece land → clears a line, score += 100*level. Simple: on 'c', set board[19] = filled with 'I'... then the current piece will eventually land and clear. Actually just fill row 19 fully; when the current piece locks anywhere, row 19 clears. But piece locks at bottom... Let me make 'c' fill board row 19, then immediately force-lock current piece at bottom? Simpler: 'c' sets board row 19 full, then calls softDrop repeatedly until lock? I'll implement: fill row 19 with 'I', then while(tryMove(0,1)); lock(); — that will clear row(s). With a single full row and piece adding ≤4 cells possibly completing row 19 more? Row 19 already full → it clears, giving 100×1. Log after. That verifies line clear + score. Then also do a 4-line clear? Optional. Let me at least do single-line, and maybe fill rows 16-19 for a tetris (800×1=800) — verify 800 points. Let me rewrite the debug section.
The board refills between tool calls due to real-time gravity (minutes pass). Let me add deterministic debug keys (r=restart, c=forced line-clear test) and log inside game functions:
{"edits":[{"newText":" function logState(tag) {\n console.log('DBG', tag, JSON.stringify({s: piece && piece.shape.map(r => r.join('')), Could not find edits[2] in index.html. The oldText must match exactly including all whitespace and newlines.
thinking
The debug line was: `setTimeout(() => console.log('DBG', JSON.stringify({s: piece && piece.shape.map(r => r.join('')), x: piece && piece.x, y: piece && piece.y, t: piece && piece.type, next: nextType, score, lines, level, board: board.map(r => r.map(c => c ? 1 : 0).join('')), paused, over})), 0);` preceded by nothing (I removed the `if (window.__debug)` earlier). Let me read the current keydown section.{"command":"grep -n \"setTimeout\\|if (over || paused) return\" index.html"}303: if (over || paused) return; 304: setTimeout(() => console.log('DBG', JSON.stringify({s: piece && piece.shape.map(r => r.join('')), x: piece && piece.x, y: piece && piece.y, t: piece && piece.type, next: nextType, score, lines, level, board: board.map(r => r.map(c => c ? 1 : 0).join('')), paused, over})), 0);
{"edits":[{"newText":" function logState(tag) {\n console.log('DBG', tag, JSON.stringify({s: piece && piece.shape.map(r => r.join('')), Successfully replaced 4 block(s) in index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"Z\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Restart works: board cleared, score 0, level 1, piece S spawned at y=-1, next=Z. Now test pause: press P.
Restart verified (cleared board, score 0, level 1, S spawned, next=Z). Now test pause:
{"action":"key","text":"p"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"Z\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"PAUSED\nResume\nNEXT\nScore\n0\nLines\n0\nLevel\n1\nResume\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
DOM shows "PAUSED / Resume" overlay and the pause button now says "Resume". Pause works. Resume:
Pause works (overlay "PAUSED", button reads "Resume"). Resume:
{"action":"key","text":"p"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"Z\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Resumed — overlay gone, button back to "Pause". The pause-toggle DBG didn't appear though (probably delayed; console capture timing). Now test line clear + score with 'c':
Resume works. Now the line-clear/score test ('c' fills bottom row and forces a lock):
{"action":"key","text":"c"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"Z\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"110\",\"011\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"Z\",\"next\":\"J\",\"score\":100,\"lines\":1,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0001100000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n100\nLines\n1\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Line clear verified: score=100 (100×1 level), lines=1, cleared row removed (board rows shifted: S piece locked at rows 18-19 after the cleared row moved everything down). DOM shows Score 100, Lines 1. Note: DBG logs do appear in the same response now (lock log showed). Good. Now test 4-line clear (tetris, 800 pts). Modify? I can't easily fill 4 rows with 'c' as designed. I could press 'c' 4 times? No — 'c' fills only row 19 each time. Let me instead add a quick test: press c again — fills row19, piece locks... after first clear, board has S at rows 18-19. Second 'c' fills row 19 (over S cells), piece hard locks → clears row 19 again = another 100. Not tetris. For tetris verification, temporarily change 'c' to fill rows 16-19. But then the current piece would land ON TOP of filled rows? while(tryMove(0,1)) stops when collision — piece rests above row 19... it would rest on row 16-19 filled rows, locking at rows 14-15 area, then rows 16-19 all full → clear 4 → 800. Actually the piece locks wherever it collides — on top of the filled rows. Clearing happens: rows 16,17,18,19 full → cleared → 800×1. Good test. Let me change the 'c' handler to fill 4 rows, retest, then revert to 1 row? Actually for final deliverable, I'll remove all debug keys anyway. Just edit now.
Single-line clear verified: score 100, lines 1, row shifted down. Now test a 4-line clear (800 pts) by filling 4 rows:
{"edits":[{"newText":" for (let c = 0; c < COLS; c++) for (let r = ROWS - 4; r < ROWS; r++) board[r][c] = 'I';","oldText":" for (lSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"L\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"c"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"L\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"001\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"L\",\"next\":\"O\",\"score\":800,\"lines\":4,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0001100000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n800\nLines\n4\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Tetris verified: score=800, lines=4, all four rows cleared, board back to just the newly-locked L at rows 18-19. Level stays 1 (needs 10 lines). Now test level-up gravity: 10 lines → level 2. I could press 'c' twice more (each clears... 'c' fills 4 rows each time → 4 lines each). Press 'c' twice → lines=12 → level=2. Then check level in DOM. Let me press 'c' twice.
Tetris verified (score 800, 4 lines). Now verify level-up after 10 lines (press 'c' twice more → 12 lines):
{"action":"key","text":"c"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"L\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"001\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"L\",\"next\":\"O\",\"score\":800,\"lines\":4,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0001100000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"11\",\"11\"],\"x\":4,\"y\":-1,\"t\":\"O\",\"next\":\"J\",\"score\":1600,\"lines\":8,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000010000\",\"0001110000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n1600\nLines\n8\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"c"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"L\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"001\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"L\",\"next\":\"O\",\"score\":800,\"lines\":4,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0001100000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"11\",\"11\"],\"x\":4,\"y\":-1,\"t\":\"O\",\"next\":\"J\",\"score\":1600,\"lines\":8,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000010000\",\"0001110000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"100\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"J\",\"next\":\"Z\",\"score\":2400,\"lines\":12,\"level\":2,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0000110000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n2400\nLines\n12\nLevel\n2\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Level-up verified: 12 lines → level 2, score 2400 = (800+800+800) × levels appropriately (800×1×3 at level 1 = 2400 ✓). Also, level multiplier: level was 1 for all three, so 3×800=2400 ✓. Now check level multiplier: at level 2, a single-line clear should give 200. Press 'c' — but wait, 'c' currently clears 4 rows = 800×2 = 1600, and lines 12→16, level stays 2. That confirms multiplier too (1600). Let me do one more 'c' to confirm level-2 multiplier, then remove debug code, reload, do the final user-journey test (move/rotate/hard drop, pause, restart).
Level-up verified (level 2 after 12 lines). One more 'c' to confirm the level multiplier (should be 800×2=1600):
{"action":"key","text":"c"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: DBG restart {\"s\":[\"011\",\"110\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"S\",\"next\":\"L\",\"score\":0,\"lines\":0,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"001\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"L\",\"next\":\"O\",\"score\":800,\"lines\":4,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0001100000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"11\",\"11\"],\"x\":4,\"y\":-1,\"t\":\"O\",\"next\":\"J\",\"score\":1600,\"lines\":8,\"level\":1,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000010000\",\"0001110000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"100\",\"111\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"J\",\"next\":\"Z\",\"score\":2400,\"lines\":12,\"level\":2,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000110000\",\"0000110000\"],\"paused\":false,\"over\":false}","log: DBG lock {\"s\":[\"110\",\"011\",\"000\"],\"x\":3,\"y\":-1,\"t\":\"Z\",\"next\":\"I\",\"score\":4000,\"lines\":16,\"level\":2,\"rows\":[\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0000000000\",\"0001000000\",\"0001110000\"],\"paused\":false,\"over\":false}"],"dom":"NEXT\nScore\n4000\nLines\n16\nLevel\n2\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Score 2400→4000 = +1600 = 800×2 ✓ multiplier at level 2 confirmed.
Now remove all debug code (logState calls, 'r'/'c' keys, the `if (e.key === 'C') {}` leftover — wait I didn't include that in the final edit; let me check). Then reload and run the final journey: move left, rotate, hard drop, pause, restart — verifying via DOM/DBG-free. Since debug is removed, I'll verify via DOM stats and behavior visually (screenshot not supported — "model does not support images"). I'll rely on console logs? Without DBG there are no logs. I could keep a lightweight verification but the requirement says final file should be clean. I've already verified all behaviors with the debug hooks. After removing debug code, do one more reload + a few key presses to ensure no errors in console (no exceptions), and DOM updates (score changes on hard drop? no lines → score unchanged; can't see). But console empty + no errors is the main check.
Let me remove debug code now.Level multiplier confirmed (800×2=1600). All core mechanics verified. Now remove the debug code and do a final clean check:
{"command":"grep -n \"logState\\|'r' ||\\|'c' ||\" index.html"}175: logState('lock'); 267: function logState(tag) { 284: logState('restart'); 309: if (e.key === 'p' || e.key === 'P') { togglePause(); logState('pause-toggle'); return; } 310: if (e.key === 'r' || e.key === 'R') { restart(); return; } 311: if (e.key === 'c' || e.key === 'C') {
{"path":"index.html","offset":300,"limit":30}overlayBtn.addEventListener('click', () => { if (over) restart(); else togglePause(); }); document.getElementById('pauseBtn').addEventListener('click', togglePause); document.getElementById('restartBtn').addEventListener('click', restart); document.addEventListener('keydown', (e) => { if (['ArrowLeft','ArrowRight','ArrowUp','ArrowDown',' '].includes(e.key)) e.preventDefault(); if (e.key === 'p' || e.key === 'P') { togglePause(); return; } if (e.key === 'p' || e.key === 'P') { togglePause(); logState('pause-toggle'); return; } if (e.key === 'r' || e.key === 'R') { restart(); return; } if (e.key === 'c' || e.key === 'C') { for (let c = 0; c < COLS; c++) for (let r = ROWS - 4; r < ROWS; r++) board[r][c] = 'I'; while (tryMove(0, 1)) {} lock(); draw(); return; } if (over || paused) return; switch (e.key) { case 'ArrowLeft': tryMove(-1, 0); draw(); break; case 'ArrowRight': tryMove(1, 0); draw(); break; case 'ArrowUp': tryRotate(); draw(); break; case 'ArrowDown': softDrop(); draw(); break; case ' ': hardDrop(); break; } }); let last = performance.now(); function loop(t) { [20 more lines in file. Use offset=330 to continue.]
{"edits":[{"newText":" if (e.key === 'p' || e.key === 'P') { togglePause(); return; }\n if (over || paused) return;","oldText":" ifSuccessfully replaced 4 block(s) in index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Clean load, no errors. Final smoke test of the required journey: move left ×2, rotate, hard drop — then check DOM (score won't change without lines, but I can verify no console errors; and pause button works). Since no logs, I'll check console for errors after keys. Also quickly verify pause via clicking Pause button and seeing overlay. Do a quick sequence.
Final smoke test — play a piece (left, rotate, hard-drop), then pause/resume:
{"action":"key","text":"ArrowLeft ArrowUp "}keyboard.press: Unknown key: "ArrowLeft ArrowUp "
{"action":"key","text":"ArrowLeft"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"ArrowUp"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"Space"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"p"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"PAUSED\nResume\nNEXT\nScore\n0\nLines\n0\nLevel\n1\nResume\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
{"action":"key","text":"p"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
All clean, no console errors, pause/resume work. Note: "Space" as key text worked here (the tool accepted "Space" name). Earlier my " " text may not have registered as a key — that explains the earlier confusion; but I had verified hard drop worked anyway. Restart button click — verify with the side-panel Restart button: it's at approximately x 679-849, y... earlier layout estimate: pause ~419-455, restart ~467-503? My earlier click at (760,437) may have hit Pause actually — and DOM after that showed... it showed GAME OVER overlay, inconclusive. Let me click Restart button now and check DOM shows fresh game. Board position: find button positions. Let me just click where Pause worked... I never confirmed a side-button click. Test: click Restart button; DOM won't change visibly (score already 0). But if I first make a change... simplest: click Pause (game pauses, overlay shows), then click Restart (overlay hides, paused=false). If restart while paused didn't reset paused, overlay would stay. Restart sets paused=false and hides overlay. So: click pause button → "PAUSED" overlay; click restart button → overlay gone + button label "Pause" restored. Where's the pause button? Let me click (760, 437) and see.
{"action":"click","x":760,"y":437}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"PAUSED\nResume\nNEXT\nScore\n0\nLines\n0\nLevel\n1\nResume\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Click at (760,437) hit the Pause button — overlay shows PAUSED, side button reads "Resume". Now click the Restart button, which should be just below: around y 475.
Pause button click confirmed. Now the Restart button just below it:
{"action":"click","x":760,"y":475}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"NEXT\nScore\n0\nLines\n0\nLevel\n1\nPause\nRestart\n← → Move\n↑ Rotate\n↓ Soft drop\nSpace Hard drop","images":"model does not support images"}
thinking
Restart button works: overlay dismissed (paused reset), pause button back to "Pause", fresh game state (score 0, level 1). Everything is verified. The file is clean (debug removed). Let me do a final syntax sanity check by checking the file has no leftover references, and confirm final state. Done.
All verified. The game is complete in `index.html`. **What was built:** - 10×20 canvas board, all 7 tetrominoes (I, J, L, O, S, T, Z) with centered legal spawn, 7-bag randomizer, next-piece preview canvas - Controls: ←/→ move, ↑ rotate CW (with simple ±1/±2 wall kicks; fully blocked rotations rejected), ↓ soft drop, Space hard drop, P pause — all shown in an on-page controls panel - Locking, row clearing (rows above shift down), score/lines/level display, Pause/Resume & Restart buttons, Game Over overlay with restart **What I verified in the browser:** - Move (piece x changed), rotate (shape matrix correctly rotated CW), hard drop (piece locked at bottom rows, new piece spawned at top, next-piece preview advanced) - Locking via gravity landing (pieces locked into the board during idle) - Line clear: 1 line = 100 pts, 4-line tetris = 800 pts; level multiplier confirmed at level 2 (800×2=1600); level up after 10 lines (level 1→2); rows above cleared lines shifted down - Pause/Resume via keyboard and button (overlay shows PAUSED, button label toggles), Restart via button and game-over overlay (board emptied, score 0, level 1, paused reset, piece sequence state reset) - Game Over path reached naturally when the stack topped out, with a working Restart overlay button **Not verified:** visual rendering details (screenshot capture unsupported by the model — logic verified via state dumps instead), and edge cases like game-over on a blocked spawn at the very top (code path exists and shares the verified lock/spawn logic).