Tetris · kimi-k3
Output generated Cost / run $0.0770 Runtime 60.9s
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 · 21 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 a full Tetris in index.html, then test in browser.
index.html (6327 bytes)Successfully wrote to 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\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
thinking
Renders well. Test keys: left, up rotate, hard drop; then pause/resume, restart.
Renders correctly. Testing controls:
{"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":"TETRIS\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
thinking
Moved left and gravity advanced. Now rotate then hard drop.
{"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":"TETRIS\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
{"action":"key","text":"Space"}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\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
thinking
Hard drop locked I at bottom, new J spawned, next preview advanced to O. Now pause, resume, restart.
Hard drop locked the I piece, J spawned, preview advanced to O. Testing pause and restart:
{"action":"click","x":765,"y":353}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\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPAUSED\nResume\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
{"action":"click","x":765,"y":388}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\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
Resume works (piece didn't fall during pause). Now Restart:
{"action":"click","x":765,"y":433}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\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
thinking
Restart didn't clear the board — J still falling and I still locked. Wait — click on Restart should call reset. The screenshot shows same state as before... J moved down a bit (from y~2 to y~4). Possibly the click didn't hit the button? Resume click at y=388 — resume button was at y~388 when paused; after resume, Pause button at 353, Restart at 400. I clicked y=433, which may be below the button (button spans ~387-421). Actually restart button at y 388-421 based on screenshot. 433 missed it. Click again at y=400.
The click missed the button (y=433 was below it). Clicking precisely:
{"action":"click","x":765,"y":402}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\nScore: 0\nLines: 0\nLevel: 1\nNext:\nPause\nRestart\n←/→ move\n↑ rotate CW\n↓ soft drop\nSpace hard drop","images":"attached"}
thinking
Restart worked: board cleared, fresh O piece spawned, new preview (S), score/lines/level reset. Done. Report.
All verified. `index.html` is complete — a self-contained Tetris with no external resources. **Verified in browser:** - Initial render: 10×20 board, stats, next preview, controls shown, no console errors - ArrowLeft moved piece, ArrowUp rotated (I horizontal→vertical), gravity auto-advanced pieces - Space hard-drop: I piece locked at bottom, J spawned immediately, next preview advanced (J→O) - Pause: "PAUSED" shown, piece froze; Resume continued correctly - Restart: board fully cleared, new piece/bag, score/lines/level reset to 0/0/1 **Implemented but not directly exercised:** row-clear scoring (100/300/500/800 × level), level-up every 10 lines with faster gravity, blocked-rotation rejection (collision logic is shared with movement, which was verified), and Game Over on failed spawn. These use the same tested collision/lock paths, so risk is low.