oneshotlm
Compare all models on this prompt →

Fireworks · claude-haiku-5.5

Output generated Cost / run $0.0092 Runtime 85.9s

Prompt for this run

Build an interactive fireworks display on a full-screen canvas. 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: - Clicking the sky launches a visible shell upward from the bottom of the scene toward the clicked location. The shell then explodes into a radial burst of colored particles. - Burst particles fall under gravity, fade over time, and are removed after their lifetime. Support several overlapping shells and bursts. - Launch one demonstration shell automatically on initial load so the effect is visible before interaction; subsequent shells respond to clicks. - Provide Clear to remove active shells, particles, and trails. Keep controls usable after resizing. - Use procedural drawing only. Choose the visual design, palette, and trails freely while keeping the launch-to-burst sequence visible. Verify: Trigger a shell at a chosen location and sample its ascent, burst, and early particle fall. Check that the click affects the launch target and that particles visibly spread and fade. Use Clear and confirm the scene is emptied.

⛨ sandboxed Open in new tab ↗

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

modelclaude-haiku-5.5
vendorAnthropic · Claude
harnesspi 0.87.1 · browser iteration
generated2026-10-14

METRICS

runtime85.9s
tokens in102k
tokens out8.8k
cached66k
cost / run$0.0092
Transcript · 19 messages
system

user

Build an interactive fireworks display on a full-screen canvas. 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: - Clicking the sky launches a visible shell upward from the bottom of the scene toward the clicked location. The shell then explodes into a radial burst of colored particles. - Burst particles fall under gravity, fade over time, and are removed after their lifetime. Support several overlapping shells and bursts. - Launch one demonstration shell automatically on initial load so the effect is visible before interaction; subsequent shells respond to clicks. - Provide Clear to remove active shells, particles, and trails. Keep controls usable after resizing. - Use procedural drawing only. Choose the visual design, palette, and trails freely while keeping the launch-to-burst sequence visible. Verify: Trigger a shell at a chosen location and sample its ascent, burst, and early particle fall. Check that the click affects the launch target and that particles visibly spread and fade. Use Clear and confirm the scene is emptied.

assistant
thinking
I'll build a single HTML file with a full-screen canvas and an animation loop that launches firework shells from the bottom of the screen toward wherever the user clicks, tracking each shell's position, trail, and timing in an array.

For the explosion, I'll spawn particles with velocity, gravity, and fading trails, using semi-transparent fill rectangles to create a motion-blur effect each frame. I'll add simple controls like a clear button and particle count display, exposing a state getter on window for testing, and handle canvas resizing for device pixel ratio while making sure clicks on the controls don't trigger a launch.

→ write /tmp/job-jw1iNA/index.html (9505 bytes)
→ browser {"action":"reload"}
toolResult

Successfully wrote to /tmp/job-jw1iNA/index.html

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 1 · particles 0\nClick the sky to launch a shell","images":"attached"}

assistant
thinking
The screenshot shows the shell ascending correctly, launching from the bottom center with an ease-out curve, though the trail looks a bit sparse. I want to verify by clicking at a test point and inspecting the resulting state before clearing.

The shell is rising from the bottom. Next I'll click a chosen spot, sample the state, then test Clear.

→ browser {"action":"click","x":300,"y":200}
→ browser {"action":"inspect"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 1 · particles 0\nClick the sky to launch a shell","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 1 · particles 0\nClick the sky to launch a shell","images":"attached"}

assistant
thinking
The click launched a trail rising from x=300, which looks right, but the first demo shell at x=600 still shows "shells 1" with zero particles, suggesting its burst hasn't triggered yet. This could just be the headless browser's frame loop running slowly between screenshots rather than an actual bug.

The click launched a shell at x=300 that rises toward the target. Stats still read "particles 0" and a faint burst ghost is visible near (600, 300), so I'll take a fresh screenshot to see whether the counter is stale.

→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 0 · particles 0\nClick the sky to launch a shell","images":"attached"}

assistant
thinking
I'm puzzled that particles show 0 at screenshot time even though they should still be alive for a couple seconds post-burst — maybe the capture timing missed the window, or the particles are rendering too faint to register visually despite being counted.

The shell count is now 0, but the particle count is also 0 even though the bursts left faint ghosts. I'll read the debug state directly to see whether particles are being created.

→ browser {"action":"inspect","text":"window.fireworksDebug.getState()"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 0 · particles 0\nClick the sky to launch a shell","images":"attached"}

assistant
thinking
Since the inspect tool can't evaluate JS, I can't read the live debug state directly. The stats consistently show zero particles even though ghost trails are visible, which suggests those trails are just leftover canvas fade from fill opacity rather than active particles — meaning bursts did occur but the particles died off quickly before the stats snapshot.

Given these limits, I think my best move is to capture a quick motion sequence right after a click, so I can actually watch the burst sequence happen frame by frame instead of relying on static snapshots.

The inspect tool returns only DOM text, so it can't run `fireworksDebug.getState()`. I'll capture motion frames of a fresh click to sample the sequence instead.

→ browser {"action":"click","x":900,"y":250}
→ browser {"action":"motion"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 1 · particles 0\nClick the sky to launch a shell","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

Frame 2, +559ms

[Browser image supplied to model]

Frame 3, +1114ms

[Browser image supplied to model]

Frame 4, +1675ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 0 · particles 90\nClick the sky to launch a shell","images":"attached"}

assistant
thinking
The firework animation sequence looks right—launch, ascent, burst, particle spread, and fall all check out, with the zero-particle readings just being an artifact of inspecting immediately after launch. The faint ghosting effect is coming from the trail fade.

Now I should verify the Clear function actually clears the ghosts since it fills with a solid background rather than the semi-transparent wipe used for trails. Let me click Clear and inspect to confirm.

The motion frames show the sequence working: the shell rises from the click's column, bursts at the target, and the particles spread and fall. Next I'll check Clear.

→ browser {"action":"click","x":150,"y":35}
→ browser {"action":"screenshot"}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 0 · particles 0\nClick the sky to launch a shell","images":"attached"}

toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"Demo shell\nClear\nshells 0 · particles 0\nClick the sky to launch a shell","images":"attached"}

assistant
thinking
Clearing works correctly, and the fade trails are intentional and fine. I'm checking that pointer events are properly scoped so clicking controls doesn't interfere with canvas interactions, and it looks solid.

I haven't tested resize behavior, overlapping shells, or performance under load. Also, the shell launches straight up from the clicked x-column rather than diagonally toward the click point—technically matching "from bottom" but worth noting it's vertical rather than angled.

The file is at `/tmp/job-jw1iNA/index.html`, and I tested it in the browser. **Checked:** - **Initial load:** a demo shell rises from the bottom on load (first screenshot). - **Click targeting:** clicks at x≈300 and x≈900 each launched a shell from that column. The x≈900 shell burst near (900, 250), close to the click point. - **Burst and spread:** motion frames show the shell reaching its burst point, then about 90 particles spreading radially and falling under gravity. Their count drops and they fade out over time. - **Clear:** after a burst and an active shell, Clear reduced the counter to `shells 0 · particles 0` and the canvas was empty. - **Console:** no errors from the page. The only warning is the browser's sandbox notice about the iframe. **Not verified:** - Resizing the window and whether the controls stay usable. - Several overlapping shells at once, and frame rate under load. - Exact sampled positions over time. The `fireworksDebug.getState()` hook was not reachable through the inspect tool, so I judged the sequence from screenshots. **Design note:** shells launch straight up in the clicked column and burst at the clicked point, rather than travelling on a diagonal from the bottom edge. This matches the spec, but if you want a diagonal path, the `launch()` function is where to change it.