Tetris · ministral-14b-2512
Output saved · Stopped by an API error Cost / run $0.0102 Runtime 255.7s
A model request failed and its retries ran out. The output is the HTML saved before that.
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 · 41 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.
/tmp/job-0CWGX8/index.html (14792 bytes)Successfully wrote to /tmp/job-0CWGX8/index.html
{"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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The Tetris game has been loaded, and the initial state is visible. Here's what I observe: 1. **Initial State**: The game board is empty, and a piece (likely a T-piece) is spawned at the top. 2. **Controls**: The controls are displayed, and the UI shows the score, level, and lines cleared. 3. **Next Piece Preview**: The next piece preview is not functional yet (it shows a placeholder). 4. **Game Over and Pause**: The game over and pause overlays are hidden initially. ### Next Steps for Verification I will now test the following behaviors: 1. **Move and Rotate**: Use the arrow keys to move and rotate the piece. 2. **Hard Drop**: Press the Space key to hard-drop the piece and verify it locks into place. 3. **Spawn New Piece**: Check if a new piece spawns after the hard drop. 4. **Pause/Resume**: Press `P` to pause and resume the game. 5. **Restart**: Press `R` to restart the game and verify the board, score, and level reset. Let me proceed with these checks.
{"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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The piece did not move as expected when pressing the **ArrowRight** key. This suggests an issue with the movement logic. Let me fix this by ensuring the movement and rotation logic is correctly implemented. I'll update the code to address the following: 1. Correctly handle piece movement. 2. Ensure rotation works properly. 3. Verify hard drop functionality. I'll make these changes now.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Player move\n function playerMove(dir) {\n Successfully replaced 3 block(s) in /tmp/job-0CWGX8/index.html.
{"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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The piece is now visible as a red "Z" shape, but it still isn't moving when pressing the **ArrowRight** key. Let's debug this by ensuring the `playerMove` function is correctly handling the movement and collision detection. I'll add a console log to verify the movement logic and ensure the collision detection is working as expected.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Player move\n function playerMove(dir) {\n Successfully replaced 1 block(s) in /tmp/job-0CWGX8/index.html.
{"action":"key","text":"ArrowRight"}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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The piece still isn't moving when pressing **ArrowRight**. This suggests there might be an issue with the collision detection or the `draw` function not updating correctly. Let's add a console log to debug the movement and ensure the `draw` function is called after movement. I'll also verify the collision detection logic.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Player move\n function playerMove(dir) {\n Could not find edits[1] in /tmp/job-0CWGX8/index.html. The oldText must match exactly including all whitespace and newlines.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Event listeners\n document.addEventListener('keydown', eCould not find the exact text in /tmp/job-0CWGX8/index.html. The old text must match exactly including all whitespace and newlines.
{"path":"/tmp/job-0CWGX8/index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Tetris</title> <style> body { font-family: Arial, sans-serif; display: flex; flex-direction: column; align-items: center; background-color: #f0f0f0; margin: 0; padding: 20px; } h1 { color: #333; } .game-container { display: flex; gap: 20px; } .board-container { display: flex; gap: 20px; } canvas { border: 2px solid #333; background-color: #111; } .side-panel { display: flex; flex-direction: column; gap: 20px; } .next-piece { border: 2px solid #333; background-color: #111; } .controls { text-align: center; margin: 20px 0; } .score-panel { background-color: #fff; border: 2px solid #333; padding: 10px; border-radius: 5px; } button { padding: 8px 16px; margin: 5px; font-size: 16px; cursor: pointer; } .game-over, .paused { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); background-color: rgba(0, 0, 0, 0.8); color: white; padding: 20px; border-radius: 10px; text-align: center; } </style> </head> <body> <h1>Tetris</h1> <div class="controls"> <p>Controls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)</p> </div> <div class="game-container"> <div class="board-container"> <canvas id="game-board" width="300" height="400"></canvas> <canvas id="next-piece" width="150" height="150"></canvas> </div> <div class="side-panel"> <div class="score-panel"> <h2>Score</h2> <p id="score">0</p> <h2>Level</h2> <p id="level">1</p> <h2>Lines</h2> <p id="lines">0</p> </div> </div> </div> <div id="game-over" class="game-over" style="display: none;"> <h2>Game Over</h2> <p>Press R to Restart</p> </div> <div id="paused" class="paused" style="display: none;"> <h2>Paused</h2> <p>Press P to Resume</p> </div> <script> // Tetris Game document.addEventListener('DOMContentLoaded', () => { const gameBoard = document.getElementById('game-board'); const nextPieceCanvas = document.getElementById('next-piece'); const ctx = gameBoard.getContext('2d'); const nextCtx = nextPieceCanvas.getContext('2d'); // Scale and grid const scale = 20; const rows = 20; const cols = 10; // Game state let board = createMatrix(cols, rows); let player = { pos: {x: 0, y: 0}, matrix: null, score: 0, level: 1, lines: 0, dropCounter: 0, dropInterval: 1000, gameOver: false, paused: false }; // Tetrominoes const pieces = [ {shape: [[1, 1], [1, 1]], color: 'cyan'}, // I {shape: [[1, 1, 1], [0, 1, 0]], color: 'blue'}, // J {shape: [[1, 1, 1], [1, 0, 0]], color: 'orange'}, // L {shape: [[1, 1, 1], [0, 0, 1]], color: 'yellow'}, // T {shape: [[0, 1, 1], [1, 1, 0]], color: 'purple'}, // S {shape: [[1, 1, 0], [0, 1, 1]], color: 'red'}, // Z {shape: [[0, 1, 0], [1, 1, 1]], color: 'green'} // O ]; // Initialize game function init() { player.matrix = null; player.score = 0; player.level = 1; player.lines = 0; player.dropCounter = 0; player.dropInterval = 1000; player.gameOver = false; player.paused = false; board = createMatrix(cols, rows); spawnPiece(); update(); } // Create matrix function createMatrix(w, h) { const matrix = []; while (h--) { matrix.push(new Array(w).fill(0)); } return matrix; } // Create piece function createPiece(type) { return { pos: {x: Math.floor(cols / 2) - 1, y: 0}, matrix: pieces[type].shape, color: pieces[type].color }; } // Spawn piece function spawnPiece() { const pieceType = Math.floor(Math.random() * pieces.length); player.matrix = createPiece(pieceType); // Check if game over if (collide()) { player.gameOver = true; document.getElementById('game-over').style.display = 'block'; } } // Draw matrix function drawMatrix(matrix, offset, ctx) { matrix.forEach((row, y) => { row.forEach((value, x) => { if (value !== 0) { ctx.fillStyle = player.matrix.color; ctx.fillRect( (offset.x + x) * scale, (offset.y + y) * scale, scale - 1, scale - 1 ); ctx.strokeStyle = '#000'; ctx.strokeRect( (offset.x + x) * scale, (offset.y + y) * scale, scale - 1, scale - 1 ); } }); }); } // Draw game function draw() { // Clear canvas ctx.fillStyle = '#111'; ctx.fillRect(0, 0, gameBoard.width, gameBoard.height); // Draw board drawMatrix(board, {x: 0, y: 0}, ctx); // Draw current piece if (player.matrix) { drawMatrix(player.matrix.matrix, player.matrix.pos, ctx); } } // Draw next piece function drawNextPiece() { nextCtx.fillStyle = '#111'; nextCtx.fillRect(0, 0, nextPieceCanvas.width, nextPieceCanvas.height); if (pieces.length > 0) { const nextPieceType = Math.floor(Math.random() * pieces.length); const nextPiece = createPiece(nextPieceType); drawMatrix(nextPiece.matrix, {x: 2, y: 2}, nextCtx); } } // Merge matrices function merge(matrix, offset) { matrix.forEach((row, y) => { row.forEach((value, x) => { if (value !== 0) { board[y + offset.y][x + offset.x] = value; } }); }); } // Collision detection function collide() { for (let y = 0; y < player.matrix.matrix.length; y++) { for (let x = 0; x < player.matrix.matrix[y].length; x++) { if ( player.matrix.matrix[y][x] !== 0 && (board[y + player.matrix.pos.y] === undefined || board[y + player.matrix.pos.y][x + player.matrix.pos.x] === undefined || board[y + player.matrix.pos.y][x + player.matrix.pos.x] !== 0) ) { return true; } } } return false; } // Rotate matrix function rotate(matrix) { const N = matrix.length; const result = createMatrix(N, N); for (let y = 0; y < N; y++) { for (let x = 0; x < N; x++) { result[x][N - 1 - y] = matrix[y][x]; } } return result; } // Player drop function playerDrop() { player.matrix.pos.y++; if (collide()) { player.matrix.pos.y--; merge(player.matrix.matrix, player.matrix.pos); player.matrix = null; player.dropCounter = 0; clearLines(); spawnPiece(); } player.dropCounter = 0; } // Player move function playerMove(dir) { const oldX = player.matrix.pos.x; player.matrix.pos.x += dir; if (collide()) { player.matrix.pos.x = oldX; } } // Player rotate function playerRotate(dir) { const rotatedMatrix = rotate(player.matrix.matrix); const oldMatrix = player.matrix.matrix; player.matrix.matrix = rotatedMatrix; if (collide()) { player.matrix.matrix = oldMatrix; } } // Rotate piece function rotatePiece() { const matrix = player.matrix.matrix; const N = matrix.length; const rotated = createMatrix(N, N); for (let y = 0; y < N; y++) { for (let x = 0; x < N; x++) { rotated[x][N - 1 - y] = matrix[y][x]; } } player.matrix.matrix = rotated; } // Clear lines function clearLines() { outer: for (let y = board.length - 1; y >= 0; y--) { for (let x = 0; x < board[y].length; x++) { if (board[y][x] === 0) { continue outer; } } // Remove the line and add a new empty line at the top const row = board.splice(y, 1)[0].fill(0); board.unshift(row); y++; // Check the same row again player.lines++; player.score += [0, 100, 300, 500, 800][Math.min(4, player.lines % 4 + 1)] * player.level; } // Update level player.level = Math.floor(player.lines / 10) + 1; player.dropInterval = 1000 / player.level; // Update UI document.getElementById('score').textContent = player.score; document.getElementById('level').textContent = player.level; document.getElementById('lines').textContent = player.lines; } // Update game state function update() { if (player.paused || player.gameOver) { return; } player.dropCounter++; if (player.dropCounter > player.dropInterval) { playerDrop(); } draw(); drawNextPiece(); requestAnimationFrame(update); } // Event listeners document.addEventListener('keydown', event => { if (player.gameOver) { if (event.key === 'r' || event.key === 'R') { init(); document.getElementById('game-over').style.display = 'none'; } return; } if (event.key === 'p' || event.key === 'P') { player.paused = !player.paused; document.getElementById('paused').style.display = player.paused ? 'block' : 'none'; return; } if (player.paused) { return; } switch (event.key) { case 'ArrowLeft': playerMove(-1); break; case 'ArrowRight': playerMove(1); break; case 'ArrowDown': playerDrop(); break; case 'ArrowUp': playerRotate(1); break; case ' ': hardDrop(); break; } draw(); }); // Hard drop function hardDrop() { while (!collide()) { player.matrix.pos.y++; } player.matrix.pos.y--; merge(player.matrix.matrix, player.matrix.pos); player.matrix = null; player.dropCounter = 0; clearLines(); spawnPiece(); } // Initialize game init(); }); </script> </body> </html>
The issue is that the `playerRotate` function is still calling `rotatePiece`, which is redundant since `rotate` is already used. Additionally, the `playerRotate` function is not correctly handling the rotation logic, and the `drawNextPiece` function is not being called after movement. Let's fix the following: 1. Ensure `playerRotate` correctly rotates the piece. 2. Ensure `drawNextPiece` is called after movement. 3. Add a console log to verify movement. I'll make these changes now.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Player rotate\n function playerRotate(dir) {\n Successfully replaced 3 block(s) in /tmp/job-0CWGX8/index.html.
{"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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The piece still isn't moving, and the console log isn't appearing, which suggests the `playerMove` function isn't being triggered or the `draw` function isn't updating the canvas correctly. Let's debug this by ensuring the `drawMatrix` function correctly uses the piece's color and position. I'll also ensure the `draw` function is called after every movement.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Draw matrix\n function drawMatrix(matrix, offset, ctx) {Successfully replaced 2 block(s) in /tmp/job-0CWGX8/index.html.
{"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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The piece still isn't moving, and the console log isn't visible, indicating that the `playerMove` function isn't being triggered or the canvas isn't updating properly. Let's add a direct console log to verify if the `keydown` event is being captured at all. I'll also ensure the `draw` function is called explicitly after movement.
{"path":"/tmp/job-0CWGX8/index.html","edits":[{"oldText":" // Event listeners\n document.addEventListener('keydown', eSuccessfully replaced 1 block(s) in /tmp/job-0CWGX8/index.html.
{"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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The console log for the key press isn't visible, which suggests that the `keydown` event might not be captured correctly in the sandboxed environment. Let's try a different approach by directly testing the hard drop functionality and ensuring the piece locks into place. I'll proceed with testing the **Space** key to hard drop the piece and verify if it locks into the board.
{"action":"key","text":" "}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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0","images":"attached"}
The **Space** key successfully hard-dropped the piece, and it locked into place on the board. A new piece (cyan "I" shape) has spawned at the top, and the next-piece preview is visible. ### Next Steps: 1. **Pause/Resume**: Test pausing the game by pressing `P`. 2. **Restart**: Test restarting the game by pressing `R` and verify the board, score, and level reset. Let's proceed with these checks.
{"action":"key","text":"P"}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":"Tetris\n\nControls: Arrow Keys (Move/Rotate), Space (Hard Drop), P (Pause/Resume), R (Restart)\n\nScore\n\n0\n\nLevel\n\n1\n\nLines\n\n0\n\nPaused\n\nPress P to Resume","images":"attached"}