Snake · qwen3.8-27b
Output generated Cost / run $0.0341 Runtime 463.7s
Prompt for this run
Build a playable Snake game on a canvas with a 20 by 20 cell 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: - Use arrow keys to turn a snake that advances one cell at a time. Ignore a direction that would immediately reverse into its own neck, including rapid inputs before the next movement step. - Place one food item in an unoccupied cell. Eating it grows the snake by one segment, increases the score, and spawns new food in another unoccupied cell. - Use solid board boundaries: hitting a wall or the snake's body ends the game. Moving into a tail cell that vacates on that same non-growing step is allowed. - Provide Start, Pause/Resume, and Restart. Restart resets snake length, direction, score, food, and game state. Filling the board shows a win state instead of trying to place impossible food. - Display the controls and score. Prevent arrow keys from scrolling the page. Verify: Start the game and make a few turns to check grid-aligned movement and direction response. Pause and resume, then use Restart and check that snake length and score return to their initial values and food occupies a free cell.
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 · 57 messages
Build a playable Snake game on a canvas with a 20 by 20 cell 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: - Use arrow keys to turn a snake that advances one cell at a time. Ignore a direction that would immediately reverse into its own neck, including rapid inputs before the next movement step. - Place one food item in an unoccupied cell. Eating it grows the snake by one segment, increases the score, and spawns new food in another unoccupied cell. - Use solid board boundaries: hitting a wall or the snake's body ends the game. Moving into a tail cell that vacates on that same non-growing step is allowed. - Provide Start, Pause/Resume, and Restart. Restart resets snake length, direction, score, food, and game state. Filling the board shows a win state instead of trying to place impossible food. - Display the controls and score. Prevent arrow keys from scrolling the page. Verify: Start the game and make a few turns to check grid-aligned movement and direction response. Pause and resume, then use Restart and check that snake length and score return to their initial values and food occupies a free cell.
thinking
Let's create the game.
/tmp/job-uIxyiI/index.html (8955 bytes)Successfully wrote to /tmp/job-uIxyiI/index.html
thinking
Wait — the spec says restart resets everything including state. My reset puts it into IDLE. That's fine, but it should be in a playable state. Actually "Restart resets the snake's length, direction, score, food, and game state" — IDLE with Start available is acceptable. But maybe Restart should return to the start screen. Fine. One issue: the initial reset before start — is the snake overlapping with food? placeFood excludes snake cells. Good. Also, initial state: snake length 3, score 0. Let me test in the browser.
{"action":"reload"}Frame 1, +1ms
[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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Loading is fine. Next up for testing: start, turn, pause/resume, restart. Click Start, then use keyboard input. Note that the browser's key tool sends keys. The snake moves every 120ms.
Initial render looks good. Now start the game and test turns.
{"action":"click","x":413,"y":151}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Game is in progress — the snake advanced one cell to the right (the head is now at around cell 10). Next, press the up arrow key, then press the left arrow key, and check the movement. After that, test rapid reversal (press left while moving right? Since pendingDir is currently up, press down = reverse direction, so it should be ignored).
Game started, snake moved right one cell. Now test turning with arrow keys.
{"action":"key","text":"ArrowUp"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\nGame over — hit Restart to play again.\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
The snake kept moving right all the way to the wall and died before my ArrowUp was reflected (I waited too long between steps). The game is working — wall collision is functioning. Next, click Start (it's in the over state, and start resets). After that, I need to turn quickly. Let me click Start and immediately press ArrowUp.
The snake hit the right wall — wall collision works correctly (I was just slow to turn). Now restart via Start (it resets) and turn quickly.
{"action":"click","x":413,"y":151}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Restarted. The food this time is at around (1,10). The snake is in the center row (y=10) and moving to the right... no wait, the food is to the left of the snake at around x=1, y=10. If I turn up and then left, it might hit the food. To verify score/growth, let me deliberately run into the food: the snake's head is at (10,10) moving to the right. The food is at (1,10). If I press ArrowUp and then ArrowLeft, the head will move upward and then leftward, and it'll reach (1,10)? That's too far. Or, just do a turn test, and after that use the Restart button to confirm the reset. Actually, there's an even easier way to test eating: I could just let it move. But the food is behind. Let me try the turns: press ArrowUp right now.
{"action":"key","text":"ArrowUp"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\nGame over — hit Restart to play again.\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Game over again due to wall collision. It seems like either the latency of the key inputs between my calls is causing the snake to reach the wall, or the keys aren't being registered in time. It's highly likely that a fair amount of time elapses between my tool calls (on the order of seconds), so the snake covers many cells between my key presses. At 120ms per step, it takes about 9 steps to reach the wall = about 1.1 seconds. The latency of my calls must be longer than that. To test properly, I could inject a script to pause it, or... a better approach: use the browser's key immediately after the frame, but the tool round-trip is the problem. Alternative: temporarily slow down the game? No, I shouldn't change the code just for testing. Instead, I can test by doing pause + resume: start, pause immediately, then... but pause also takes one round-trip. Alternative: start the game, press P to pause, verify the paused state, then press arrow keys (ignored while paused — actually, my queueTurn only works while running), then resume. The snake moves after resuming. Regarding verification of directional response: I could use a long sequence — after resuming, the head moves right, and I press ArrowUp in a separate call. Round-trip latency is probably around 1-2 seconds → 8-16 steps. Not deterministic. Better approach: use the inspect tool? I don't see a "script" action in the browser tool — only reload/inspect/screenshot/motion/click/drag/key/scroll/type. I could try using "inspect" to check the DOM, but I can't run JS. Alternative: temporarily slow down the interval for testing purposes, then revert it afterwards. This is a reasonable approach: set the interval to 2000ms, test the turns, then revert to 120. Or, just use a key sequence within a single action to test the game logic deterministically — key accepts a text parameter; can I send "ArrowUp" and "ArrowLeft" as separate characters? The key action probably sends a single key event. Let's try: restart (Reset), immediately start... each call is one round-trip. Actually, the problem is: from click to the next call, more than 1 second of real time elapses. The snake starts at x=9 (head) and needs to travel 10 cells = 1.2 seconds to die. My key call arrived just slightly too late (head ended up at column 19). Plan: set the speed temporarily? Instead, I could click Start, then click the Pause button — if it arrives within 1.2 seconds... risky. Better approach: modify the code to accept a query param or keyboard speed? The simplest thing is: temporarily change the interval to 1000ms for testing, do the whole verification pass, then revert to 120ms. The logic is identical so this is acceptable. Actually, there's an even simpler approach: use the "type" action? That types characters, not keys. I'll do the test with a temporary 1000ms.
Key-input round-trip latency is larger than the 120ms tick, so the snake dies before I can turn. I'll temporarily slow the tick for deterministic verification, then restore it.
{"path":"/tmp/job-uIxyiI/index.html","edits":[{"oldText":" step(); // immediate first move\n timer = setInterval(step, 120);","newTextSuccessfully replaced 2 block(s) in /tmp/job-uIxyiI/index.html.
thinking
Next, I'll click Restart and then Start to test. Actually, in the current Game Over state, Start does reset and start. Let's do this: click Start (reset + start), press ArrowUp, take a screenshot; then ArrowLeft, screenshot. After that, P to pause, P to resume, then Restart, and check the state.
{"action":"reload"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Food is at (~16,10) — in the direction the snake is headed. The snake's head is at (9,10) and moves right. If I don't turn, it'll eat the food at (16,10) after 7 ticks. But I want to test the turning. If I press ArrowUp now, the head will turn upward. Let me click Start, then quickly do ArrowUp.
{"action":"click","x":413,"y":151}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Snake head is at (10,10), food is at (16,10). If we just keep moving as is, it'll eat the food. But first, let's test the turning: press ArrowUp. Then check.
Snake started (head one cell right). Now press ArrowUp to test turning.
{"action":"key","text":"ArrowUp"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\nGame over — hit Restart to play again.\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Hmm, even at 1000ms intervals, the snake still died at the right wall. The snake's head reached x=19 without turning. In other words, between my Start click and the ArrowUp key, more than 9 seconds elapsed? With a 1000ms tick, 9 steps from x=10 to x=19 would take 9 seconds. The round-trip between my tool calls is... it seems like a lot, but is it possible that there's a delay for my "thinking" time between calls? Actually, the latency between calls includes the time I'm composing the response, which can be several seconds. The head moved from x=10 to 19 = 9 seconds. That's a plausible time as model inference latency.
I need a different approach: pause immediately after start. But each action is a separate call... can I issue multiple actions in one block? The instructions say independent calls should be made in the same block. Browser actions are dependent on each other (order matters), but do they execute in order? "If you intend to call multiple tools and there are no dependencies between the calls, make all of the independent calls in the same block." There's a dependency (order), but if I issue them in one block they might execute sequentially in order. The risk is the execution order. They probably run in sequence. Let's try: click Start, then key ArrowUp, then key ArrowLeft in one block, hoping they execute in order at short intervals.
Actually, a cleaner method: click Start, then immediately click Pause in the same block (the pause button is at 505,151). Then the game is paused, and it can be examined deterministically, and can be resumed via the resume button or P key. While paused, key inputs are ignored (queueTurn is only during RUNNING). After that, press P to resume, and the snake moves at 1000ms ticks; between my calls there's still more than 9 seconds elapsed... but this time I can press ArrowUp after resuming, and as long as the pause button click comes within a 1-second round-trip after Start, there's plenty of margin (about 10 seconds available until hitting the wall at 1000ms).
Wait, in the previous run: Start click → snake starts from x=10. ArrowUp came about 9 seconds later → head died at x=19. So the round-trip between my calls is about 4.5–5 seconds? Actually, the time from the Start click call to the ArrowUp call includes my entire thinking + generation time. It seems to be about 9 seconds.
Plan in one block:
1. click Start
2. click Pause (505,151)
If these run in order with minimal delay, the game will be paused. Then verify the paused state. Then in a second block: press P to resume... but then in about 9 seconds the head reaches the wall before my next key. Hmm.
Better method: while paused, the head hasn't moved yet. To test turning deterministically, I need to resume and turn within the tick window. At 1000ms, I still can't beat the inter-call latency of ~9 seconds.
Alternative: crank the tick up to a huge value like 10000ms for the testing purpose? At 10000ms, one step takes 10 seconds; my calls are ~9 seconds... still borderline.
Better alternative: make the game pausable before the first step. Actually, the simplest and most robust test: use the "type" action? No.
Hmm, how about testing the logic directly by temporarily exposing state to the window for testing? I could add a small test hook: attach a test object to window that lets me control steps. For example `window.__snake = { step, queueTurn, get state... }`. This is an acceptable minimal addition (harmless in production, useful for debugging). With this I can do: start, then call window.__snake... but the browser tool has no "evaluate JS" action! Available actions are only reload/inspect/screenshot/motion/click/drag/key/scroll/type. No JS eval. So the window hook is useless.
Then use keyboard with a longer tick. Set tick to 15000ms (15 seconds). The flow is:
- click Start (head moves 1, x=11)
- key ArrowUp (arrives at most ~9s < 15s) → next tick goes upward
- key ArrowLeft → next tick goes left
- screenshot, and verify the snake has turned up then left.
But wait: each key call is ~9s; multiple ticks could fire between calls, moving the snake many cells but that's fine, no collisions (plenty of space). Sequence: start at x=10, after start x=11. ArrowUp arrives at ~9s: pendingDir=up. Tick at 10s: head (11,9), then ticks continue at 20s, 30s... my ArrowLeft arrives at ~18s: pendingDir=left (opposite of up? no, left is OK). Tick at 20s: head (10,9) moving left... The snake goes up several rows, then turns left. The head is at row ~4-6, so it won't hit a wall in ~30-40 seconds (6 cells up from y=10 reaches y=4, then left 10 cells to x=0 — about 16 ticks = 240s, no problem).
Then test pause/resume: click the Pause button, screenshot shows "Paused", click Resume, screenshot shows running.
Then test rapid reverse-ignition: while running left, press ArrowRight (reverse) → should be ignored; the snake continues left. Screenshot verifies it's still moving left (not dead).
Then test eating food: food is placed randomly; hard to aim without knowing its position. Can I use a key to navigate? I don't know the food coordinates. Or, verify score via a deterministic method: not easy. But I can observe: after restart, screenshot the food position, then navigate the snake to it. Snake length 3, head in the center; food is somewhere; to eat it I need to trace a path — doable but laborious, and each call is ~9s = ~1 tick at 15s... actually 15s/tick and ~9s/call means ~1.7 ticks per call. I can plan the path: e.g., food at (16,10): from head, go right. After restart the head faces right at (10,10), so if the food is on row 10 to the right, it'll eat it automatically. Food is random.
A simpler alternative for the eating test: temporarily modify reset() to set the food deterministically? No — I'll revert that later. Instead, I can just accept it: the eating code path is simple, and I could temporarily force food directly ahead of the head to quickly verify eating. Let's do this: in the test tick version, temporarily change placeFood in reset? Actually the easiest is: change the food position in reset() to {x: head+5, y} for testing. Food gets placed randomly anyway.
Test plan (test build: tick 15000, forced food in front of head):
1. Reload, click Start
2. Screenshot — snake has moved 1 cell to the right
3. key ArrowUp
4. key ArrowLeft (verify that two consecutive turns in different directions work; also implicitly)
5. Screenshot — snake has formed an L/Γ shape, grid-aligned
6. key ArrowRight (reverse → ignore)
7. Screenshot — snake continues left, alive
8. Wait/tick — snake will eat the forced food at (15,10)? If I turn up then left, the snake leaves row 10, so it won't eat. Hmm.
Let me reorganize the order: first test eating (no turns, let the snake go right into the forced food at (15,10)), verify score 1 and length 4, then turn up, turn left, test reverse ignore, then pause/resume, then restart and verify score 0, length 3, and new food is in an empty cell.
Eating: food at (15,10), head at (10,10) moving right. Start → head (11,10). Ticks: 12, 13, 14, 15=eat! About 4 ticks = 60s of real time. Each call is ~9s; just issue the calls: screenshot after several calls... I need to wait 60s; can't sleep between calls other than my own processing time. I can just issue key calls that do nothing (e.g., pressing "p" repeatedly, pause/resume is no good). Actually, I can just make calls; each ~9s. I need ~7 calls just to wait. Or set the tick to 8000ms: eat in ~32s (about 3-4 calls). Round-trip ~9s vs tick 8s → timing jitter of about 1 tick, but eating happens whenever the head reaches (15,10) going right; safe.
But turn test with 8000ms tick: ArrowUp arrives ~9s after the last tick → no problem, next tick goes upward. ArrowLeft ~9s later → tick goes left. No wall risk: head goes up at most a few rows, then left: x decreases from ~11; 11 cells to the wall = 11 ticks = 88s > remaining test time. OK.
Plan with tick 8000, forced food at (15,10):
1. Reload
2. click Start (head 11)
3. screenshot (head ~12-13)
4. key ArrowRight? no — that's the same direction, ignored, harmless; skip. Instead screenshot/wait until eating: issue some innocuous calls. To kill time, just screenshot multiple times; when score becomes 1, proceed.
5. key ArrowUp, key ArrowLeft
6. screenshot → L shape
7. key ArrowRight (reverse, ignored)
8. screenshot → still moving left, alive
9. click Pause → screenshot shows "Paused"
10. click Pause again (Resume) → running
11. click Restart → verify score 0, 3 segments, food in an empty cell (food is random; visually check it doesn't overlap with snake)
After that, revert the code (tick 120, normal placeFood).
Implementation of forced food for testing: change `food = placeFood();` in reset() to `food = { x: snake[0].x + 5, y: snake[0].y };`. I'll revert this later.
Due to tool round-trip latency (~9 seconds per call), a 120ms tick cannot be played interactively. I'll add temporary test hooks (slower tick speed + fixed food placement), verify all the behaviors, and then revert them back to the original.
{"edits":[{"newText":" timer = setInterval(step, 8000);","oldText":" timer = setInterval(step, 1000);"},{"newText":" score = 0;\n Found 2 occurrences of edits[0] in /tmp/job-uIxyiI/index.html. Each oldText must be unique. Please provide more context to make it unique.
thinking
Both interval lines are currently `timer = setInterval(step, 1000);` (I changed both of them earlier). I'll add more context to make them unique.
{"edits":[{"newText":" step(); // immediate first move\n timer = setInterval(step, 8000);","oldText":" step(); // immediate first mSuccessfully replaced 3 block(s) in /tmp/job-uIxyiI/index.html.
thinking
Alright, let's reload and test. Plan: 1. Reload 2. Click Start 3. Screenshot / wait for it to eat (food is at (15,10), head is at (10,10) → eaten after 5 ticks = 40 seconds). The head starts from x=10, and after the first step x=11. Eaten at x=15: 4 more ticks = 32 seconds. My call is about 9 seconds each. So, after Start, do 2-3 screenshots to confirm score 1 and length 4.
{"action":"reload"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
The food is deterministically in front of the head at (15,10). The snake's head is at (9,10). Start it, and the snake should eat the food after about 4 more ticks (40 seconds at 8 seconds/tick). Click Start, wait a few times, then take a screenshot.
{"action":"click","x":413,"y":151}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Head is at (10,10), food is at (15,10). It gets eaten in 5 more ticks (40 seconds). Wait about 45 seconds by issuing key presses (do nothing) or a screenshot. Issue 4-5 calls. Actually, the screenshot call itself takes a round-trip time (about 9 seconds). Let's issue a series of screenshots. Or more simply: press the "P" key to pause right now? No — we want it to eat. Just wait. Issue a no-op key (e.g., ArrowRight, same direction, ignored but valid) and a screenshot. To save budget, let's issue several screenshots in a row — they're dependent on time, but if I issue them sequentially in separate blocks, will they execute in order? Actually, multiple browser actions within a single block might execute in order without my thinking time between them (fast!). This is key: if I put multiple actions in one block, they run back-to-back quickly, with no model latency between them. So in one block: screenshot, screenshot, screenshot, screenshot — but they run in about 1 second each and don't wait 45 seconds. The time between blocks is my latency. Hmm. So to wait 40 seconds I need about 4 block round-trips. Each block takes about 10–20 seconds (model generation + round-trip). For now, let's just do a single screenshot, repeat until score = 1.
Head is at x=10, food at x=15. It will be eaten within ~4 ticks (~32s). I'll wait via screenshots.
{"action":"screenshot"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Head is currently at (12,10), one tick has elapsed. Need 3 more ticks to eat. Waiting on the next call.
Snake advanced one cell (head now at x=12). Waiting for the next ticks.
{"action":"screenshot"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
inHead is currently at (13,10), and the food is at (14,10)... wait, the food was at (15,10) — on screen the food is at around x=172 (cells are 344 + x*24). The center of the food is 172 → (172-344)/24 = -7? No, the canvas starts at x=344? The canvas starts around x=344 and ends at 868. Actually the canvas region: 344→868 = 524 px, but the canvas is 480... scaled to the viewport? In the screenshot the canvas is displayed from about 346 to 867 (521 px). Cell = 521/20 ≈ 26. Well, whatever. The food is now 1 cell to the right of the head. Next tick: eating. Next screenshot.
Head is now adjacent to the food — next tick should eat it.
{"action":"screenshot"}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":"SNAKE\nStart\nPause\nRestart\nScore: 1\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Score: 1, the snake grew to 4 segments, and the new food appeared on an empty cell at the bottom left. Eating, score, growth, and new food spawning are all verified. Next, test turning: press ArrowUp, then ArrowLeft. Head is at (15,10) moving right. After pressing up, it goes upward, and after pressing left, it goes leftward. Each key press is in a separate call. Ticks every 8 seconds, call latency is about 9 seconds. Pressing ArrowUp: the pending one becomes up at the next tick. Then press ArrowLeft: the pending one becomes left (allowed since the current pending is up). On the next tick the head moves to the left. Screenshot to confirm the shape: a vertical line going up, then turning left... actual shape: the head moves up and then left, and the body follows. Let's give it a try.
Score is 1, snake grew to 4 segments, new food spawned in a free cell. Eating/growth/spawn verified. Now test turns: ArrowUp.
{"action":"key","text":"ArrowUp"}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":"SNAKE\nStart\nPause\nRestart\nScore: 1\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
The snake has already advanced to the right (the head is at x≈19, close to the wall!). The ArrowUp key was queued, but by the time the next tick happens, the head might hit the wall at x=19→20? The head looks like it's at cell (19,10)? The right edge of the board: cells 0..19. The head appears to be 1 cell away from the right wall. Up is already queued → on the next tick, it moves up from (19,10) to (19,9) — safe. After that, it keeps moving upward, and there's no problem (rows 9, 8, …). Wait a bit, take a screenshot, and confirm that the snake turned upward (grid-aligned vertical movement).
The head reached near the right wall; ArrowUp is queued. Next tick it should turn upward.
{"action":"screenshot"}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":"SNAKE\nStart\nPause\nRestart\nScore: 1\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
The snake turned upward and is moving vertically in a straight line, aligned to the grid. The turning behavior is working. Next, press ArrowLeft, and then test reversing by pressing ArrowRight (reversing should be ignored and it should continue left... no wait, after turning left, pressing right = reversal → should be ignored, and the snake should keep moving left). First, press ArrowLeft.
Snake turned up and moves vertically, grid-aligned. Now ArrowLeft.
{"action":"key","text":"ArrowLeft"}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":"SNAKE\nStart\nPause\nRestart\nScore: 1\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Left is queued. Next, test the "ignore reversal" behavior: while pending direction = left, press ArrowRight — this should be ignored. After that, take a screenshot: the snake should be turning left (not going back up or dying).
Now test reverse-into-neck: press ArrowRight (opposite of the queued left) — it should be ignored.
{"action":"key","text":"ArrowRight"}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":"SNAKE\nStart\nPause\nRestart\nScore: 1\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
The snake turned left (the head moved left), and the ArrowRight reversal was ignored — the snake is alive and heading left. The reversal-ignore behavior has been verified (if it had reversed, the head would have collided with its own neck and died). Next, test pause/resume: click Pause, confirm the "Paused" overlay and that the state doesn't change, then Resume and confirm it keeps moving.
The snake is turning left, and the reverse ArrowRight key was ignored (since the snake is still alive, it wasn't a 180-degree reversal). Turn has been verified. Next, I'll test Pause.
{"action":"click","x":506,"y":151}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":"SNAKE\nStart\nResume\nRestart\nScore: 1\nPaused\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Paused state: the button displays "Resume", the status shows "Paused", and the snake is a horizontal line of 4 (facing left). While paused, confirm that it doesn't move: wait one tick (8 seconds), and take a screenshot.
Paused state shown. Verify the snake doesn't move while paused (wait past a tick), then resume.
{"action":"screenshot"}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":"SNAKE\nStart\nResume\nRestart\nScore: 1\nPaused\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
No change even after 8 seconds or more have passed — confirmed that the pause freezes the movement. Next, click Resume to check whether it resumes.
Snake stayed frozen while paused. Now Resume.
{"action":"click","x":506,"y":151}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":"SNAKE\nStart\nPause\nRestart\nScore: 1\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Resumed (button reverts to "Pause", status cleared). Snake moved 1 cell to the left (head is now at approximately (13,8)? Previously head was at (14,8)... position shifted slightly to the left). Resume works. Next is testing Restart: click Restart and verify — score is 0, 3-segment snake in the center, food is in an empty cell (the test version of food is (14,10), deterministic and empty). Note: in the test build, food is fixed at head+5 → (14,10). Since the final build uses placeFood, this is fine for the reset verification.
Resumed — snake moved one cell left. Now test Restart.
{"action":"click","x":606,"y":151}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
Restart verification: score reset to 0, snake is back to 3 segments at start position, direction is right, food is in an empty cell at (14,10) (not overlapping with the snake), state is idle "Press Start to play", Pause is disabled. All major behaviors verified. Next, restore the production code: revert tick to 120ms, and put placeFood() back.
Verified restart: score is 0, the snake returns to the starting position at 3 segments, food is in a vacant cell, and the game is in idle state. All behaviors have been confirmed. Now going to restore the production code (120ms tick + random food placement).
{"edits":[{"newText":" step(); // immediate first move\n timer = setInterval(step, 120);","oldText":" step(); // immediate first moSuccessfully replaced 3 block(s) in /tmp/job-uIxyiI/index.html.
thinking
Let me do one final check to make sure the file loads properly without any console errors, then I'll wrap up.
{"action":"reload"}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":"SNAKE\nStart\nPause\nRestart\nScore: 0\n↑ ↓ ← → to turn · P pause/resume · Walls and your own body are deadly!","images":"attached"}
thinking
The final file loads cleanly, and food is once again randomly placed (left edge, empty cell). No console errors. Done.
The final `index.html` is in place and loads cleanly. Summary of what was built and verified: **Implementation** (`/tmp/job-uIxyiI/index.html`, single self-contained file, no external resources): - 20×20 canvas grid (480×480px, 24px cells), 120ms tick - Direction queue: a turn is stored in `pendingDir` and applied at the next step; any direction that is the opposite of `pendingDir` is ignored, so rapid double-presses can't reverse into the neck - Food placed only in unoccupied cells; eating grows the snake by 1, bumps score, respawns food - Collision: walls always kill; body collision checks all segments except the tail cell on a non-growing step (tail vacates that step, as required) - Board full → win state (no food spawn attempt) - Start / Pause-Resume / Restart buttons plus `P` shortcut; arrow keys call `preventDefault()` so the page doesn't scroll - Controls legend and live score display **Verified in the browser** (used a temporary slower tick + fixed food for deterministic stepping, then reverted to 120ms/random food): - Start → snake advances one cell per tick, grid-aligned - ArrowUp then ArrowLeft → snake turned correctly; ArrowRight (180° reversal) was ignored, snake kept going left and stayed alive - Eating food → score 0→1, snake grew 3→4 segments, new food appeared in a free cell - Wall collision → "Game Over" state - Pause → "Paused" overlay, snake frozen across tick boundaries; Resume → movement continued - Restart → score back to 0, 3-segment snake at start position, food in a free cell, idle state - Final reload after reverting test code: renders correctly, no console errors **Not exhaustively verified:** body self-collision death, tail-vacate edge case, and the win state (all straightforward code paths but not exercised in the browser due to interaction latency), and random food placement only observed on idle screens.