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Tetris · gpt-6-luna

Output generated Cost / run $0.0034 Runtime 117.9s

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.

⛨ 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

modelgpt-6-luna
vendorOpenAI
harnesspi 0.87.1 · browser iteration
generated2026-10-14

METRICS

runtime117.9s
tokens in136k
tokens out6.5k
cached117k
cost / run$0.0034
Transcript · 25 messages
system

user

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.

assistant
thinking
→ bash {"command":"ls -la","timeout":10000}
toolResult

total 12 drwx------ 3 node node 4096 Oct 14 01:18 . drwxrwxrwt 6 root root 4096 Oct 14 01:18 .. drwxr-xr-x 3 node node 4096 Oct 14 01:18 .home

assistant
thinking
**Planning a game UI**

I need to create a polished and functional canvas board that's 300x600 and responsive, allowing for keyboard controls. I’ll handle key presses when buttons are focused, maybe queuing a seeded random/shuffle sequence for the tetrominoes. There are seven shapes, and I’ll look into matrix rotation, using normalized coordinates.

I’ll spawn pieces at legal positions, and define shape arrays while accounting for empty rows. The canvas will include a grid, and I’ll manage game states with gravity, scoring, and UI controls like pausing and restarting. I’ll also verify browser interactions and write a file.
→ write index.html (15097 bytes)
toolResult

Successfully wrote to index.html

assistant
thinking
→ browser {"action":"inspect","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000000\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
**Verifying movement and rotation**

I need to follow a test to verify movement and rotation for a game, focusing on hard drops, next advances, and controls for pause, resume, and restart. I’ll utilize keyboard events and browser actions for this. To check the current visuals of a piece, I might take a screenshot at random moments. I’m wondering if I can use click inputs or key inputs while working on this. First, I'll move to rotate and then hard drop, keeping the soft drop state in mind.
→ browser {"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"ArrowLeft","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000000\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
**Analyzing a Tetris piece movement**

I'm observing an interesting movement of a Tetris piece. It seems like the piece has shifted down significantly in the browser, possibly due to the time progression. The first screenshot showed it at about position y=0, and now it's around y=6, indicating a 1600ms advancement. I’m also noticing changes in its orientation—from vertical to horizontal. Initially, the piece was in columns 4-5, moving to columns 2-5 now, which suggests a leftward shift and downward placement.
→ browser {"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"ArrowUp","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000000\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
→ browser {"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":" ","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000002\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
→ browser {"action":"click","x":883,"y":425,"toX":883,"toY":425,"text":"","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nPAUSED\nPLAYFIELD\n10 × 20\nPAUSED\n\nTake a breather.\n\nPRESS P OR RESUME TO CONTINUE\nSCORE\n000002\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nResume\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
→ browser {"action":"click","x":883,"y":425,"toX":883,"toY":425,"text":"","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000002\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
→ browser {"action":"click","x":1005,"y":425,"toX":1005,"toY":425,"text":"","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000000\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
**Evaluating game logic**

I'm working on ensuring the game's next piece preview functions correctly after spawn. Initially, I need to set an active draw type, which will lead to the next type being drawn only after a reset call. So, on spawn, I need to handle this in a structured way.

There’s a potential logical issue with how shapes rotate, particularly around compact shapes. I need to consider their width and how rotations might lead to issues with positioning. 

Also, I’m checking various aspects of the canvas sizing to ensure everything fits well on different screen layouts.**Reviewing mobile layout**

I’m checking the mobile layout, where the content width is 296 with a grid gap of 9. The sidebar takes up 112, leaving 175 for the board, which means cells can be approximately 17.5. However, I noticed that there's a potential issue with the initial landing of the first piece that might be related to browser delays.

I need to confirm the CSS for the buttons, as the shorthand font might be invalid since "inherit" can't be combined with other components. I could adjust it for clarity, but it might not be necessary right now. Finally, I’ll ensure there are no uncaught console errors, as the previous inspection showed only a sandbox warning. To be thorough, I’ll repeat the inspection and check the JS syntax.**Checking game initialization**

I need to ensure that when the game restarts, the board is cleared correctly, and the score resets to indicate a new level. The screenshot shows an active new piece with a blank board, which is fine, but I want to verify that there’s a clear visual distinction for the active piece.

It's important that the game starts in a ready state without any lingering key events when a button is focused. I could also implement horizontal key repeat for the left and right arrow keys to enhance gameplay.**Verifying game logic**

I’m looking into some game logic here. It seems acceptable without getting too complicated. Pieces can only spawn at certain points and I need to check for collisions at the top. I should also verify that a specific file exists, probably to avoid any errors. Then, I’ll need to inspect the console output to ensure everything is functioning correctly. Let's make sure it's properly set up!
→ browser {"action":"inspect","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
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":"▦\nSTACK\n\nFALLING BLOCKS · CLASSIC MODE\n\nIN PLAY\nPLAYFIELD\n10 × 20\nSCORE\n000000\nLINES\n0\nLEVEL\n1\nNEXT PIECE\nUP NEXT\nPause\nRestart\nCONTROLS\nMove\n←\n→\nRotate\n↑\nSoft drop\n↓\nHard drop\nSPACE\nPause\nP\n\nClear rows to score. Every 10 lines, gravity speeds up.\n\nA / D TO MOVE ALSO · W TO ROTATE","images":"attached"}

assistant
thinking
**Evaluating tool behavior**

I noticed the board restarted empty, but an active piece fell about 19 rows because I waited around during a tool execution that took maybe 10 seconds. It dropped to the bottom while the stats reset. So, it seems the restart board is clear, but the piece still has gravity, which is interesting. I need to provide a concise report, noting that no line-clear scoring was stress-tested, and it wasn't game-over. I also checked all the listed controls, and the console only showed a sandbox warning with no errors. I'll ensure the final file presence.
→ bash {"command":"ls -l index.html","timeout":10000}
toolResult

-rw-r--r-- 1 node node 15118 Oct 14 01:19 index.html

assistant

Implemented the self-contained game in **`index.html`**. Checked in the browser: moving and rotating a piece, hard-dropping and seeing it lock with the next piece and preview advancing, pausing and resuming, and restarting with score, lines, and level reset. The initial output and console were inspected; the console showed only a sandbox warning. Not specifically verified: row-clear scoring at each tier, level-up gravity, wall-boundary rejection, and game-over behavior.