Hamburger breakoutOne-line
Gemini 3.1 Flash Lite
by GoogleReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 6.6 s
- Cost
- $0.0039
- Output tokens
- 2,520
- Spent thinking
- 127 tokens
- Speed
- 439 tok/s
- Console errors
- 0
- First token after
- 892 ms
- First visible text after
- 892 ms
- Prompt tokens
- 363
- Code size
- 7.0 KB
- Finish reason
- stop
- Served by
- Model id
google/gemini-3.1-flash-lite- Reasoning sent
{"effort":"low"}- Max output
- 65,536 tokens
- Generated
- Nov 12, 2026
What it was asked
The prompt
“i want a breakout game where the paddle is a hamburger and every brick you break explodes into tons of little hearts”
System prompt, sent with every prompt
You are generating a self-contained web demo. It will be rendered automatically in a sandboxed iframe and compared side by side with the output of other AI models given the exact same task. Output rules: - Reply with exactly ONE fenced code block containing the complete file: ```html (or ```svg when the task asks for an SVG). No text before or after the code block. - Everything must be inline: CSS in <style>, JavaScript in <script>. No external files, images, fonts or network requests, except the CDN URLs explicitly allowed by the task. - Do not use localStorage, sessionStorage, cookies, IndexedDB, alert(), confirm(), prompt() or window.open(): they are blocked in the sandbox and will throw. - The page must look right in a 1280×800 viewport and adapt gracefully down to 375px wide. No horizontal scrollbar. - Something meaningful must be visible on first paint: a screenshot is taken automatically about 3 seconds after load, without any interaction. - Everything that makes the demo interesting must be visible within the first seconds: nothing hidden behind a high score, a later level or a long play session. - Games must start in a self-playing demo mode (a simple AI plays) behind a "Click or press a key to start" message, so the game can be judged in action without playing. - The iframe only receives keyboard events after the user clicks it: if the demo uses the keyboard, display a clear "Click or press a key to start" message. - The code must run with zero errors in the console of the latest Chrome.
Code run-1.html · 255 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Burger Breakout!</title>
<style>
body {
margin: 0;
padding: 0;
background: #1a1a2e;
font-family: 'Arial', sans-serif;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
overflow: hidden;
color: white;
user-select: none;
}
#game-container {
position: relative;
width: 100%;
max-width: 800px;
aspect-ratio: 4/3;
background: #0f3460;
border: 4px solid #e94560;
box-shadow: 0 0 20px rgba(233, 69, 96, 0.5);
overflow: hidden;
}
canvas {
display: block;
width: 100%;
height: 100%;
}
#overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
background: rgba(0,0,0,0.7);
cursor: pointer;
}
h1 { font-size: 3rem; margin-bottom: 0.5rem; text-shadow: 2px 2px #e94560; }
p { font-size: 1.2rem; }
</style>
</head>
<body>
<div id="game-container">
<canvas id="gameCanvas"></canvas>
<div id="overlay">
<h1>BURGER BREAKOUT</h1>
<p>Click or press any key to start!</p>
</div>
</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const overlay = document.getElementById('overlay');
// Set internal canvas resolution
canvas.width = 800;
canvas.height = 600;
let gameStarted = false;
let autoPlay = true;
// Game Objects
const paddle = { x: 350, y: 550, w: 100, h: 40 };
const ball = { x: 400, y: 530, dx: 4, dy: -4, radius: 8 };
const bricks = [];
const particles = [];
const colors = ['#FF6B6B', '#4ECDC4', '#FFE66D', '#FF9F1C', '#A8D5BA'];
function initBricks() {
bricks.length = 0;
for (let r = 0; r < 5; r++) {
for (let c = 0; c < 8; c++) {
bricks.push({
x: 50 + c * 90,
y: 50 + r * 40,
w: 80,
h: 30,
color: colors[r % colors.length],
active: true
});
}
}
}
initBricks();
function createExplosion(x, y, color) {
for (let i = 0; i < 15; i++) {
particles.push({
x, y,
dx: (Math.random() - 0.5) * 8,
dy: (Math.random() - 0.5) * 8,
life: 1.0,
color
});
}
}
function drawBurgerPaddle() {
// Bun bottom
ctx.fillStyle = '#D2691E';
ctx.beginPath();
ctx.roundRect(paddle.x, paddle.y + 20, paddle.w, 20, [0, 0, 10, 10]);
ctx.fill();
// Patty
ctx.fillStyle = '#5D4037';
ctx.fillRect(paddle.x + 5, paddle.y + 10, paddle.w - 10, 15);
// Bun top
ctx.fillStyle = '#FFB347';
ctx.beginPath();
ctx.roundRect(paddle.x, paddle.y, paddle.w, 20, [15, 15, 0, 0]);
ctx.fill();
}
function drawHearts() {
ctx.save();
particles.forEach((p, index) => {
p.x += p.dx;
p.y += p.dy;
p.life -= 0.02;
ctx.fillStyle = p.color;
ctx.globalAlpha = p.life;
// Draw heart
ctx.beginPath();
const s = 6;
ctx.moveTo(p.x, p.y + s/2);
ctx.bezierCurveTo(p.x, p.y, p.x - s, p.y, p.x - s, p.y + s/2);
ctx.bezierCurveTo(p.x - s, p.y + s, p.x, p.y + s * 1.5, p.x + s/2, p.y + s * 1.8);
ctx.bezierCurveTo(p.x + s, p.y + s * 1.5, p.x + s * 2, p.y + s, p.x + s * 2, p.y + s/2);
ctx.bezierCurveTo(p.x + s * 2, p.y, p.x + s, p.y, p.x + s, p.y + s/2);
ctx.fill();
});
// Remove dead particles
for(let i = particles.length - 1; i >= 0; i--) {
if(particles[i].life <= 0) particles.splice(i, 1);
}
ctx.restore();
}
function update() {
if (!gameStarted) return;
// Auto play logic
if (autoPlay) {
const targetX = ball.x - paddle.w / 2;
paddle.x += (targetX - paddle.x) * 0.15;
}
// Clamp paddle
paddle.x = Math.max(0, Math.min(canvas.width - paddle.w, paddle.x));
// Ball movement
ball.x += ball.dx;
ball.y += ball.dy;
// Wall collisions
if (ball.x < 0 || ball.x > canvas.width) ball.dx *= -1;
if (ball.y < 0) ball.dy *= -1;
// Paddle collision
if (ball.y + ball.radius > paddle.y &&
ball.x > paddle.x &&
ball.x < paddle.x + paddle.w) {
ball.dy = -Math.abs(ball.dy);
// Add spin
ball.dx += (ball.x - (paddle.x + paddle.w/2)) * 0.1;
}
// Floor collision
if (ball.y > canvas.height) {
ball.x = 400; ball.y = 530; ball.dy = -4; ball.dx = 4;
}
// Brick collision
bricks.forEach(b => {
if (b.active &&
ball.x > b.x && ball.x < b.x + b.w &&
ball.y > b.y && ball.y < b.y + b.h) {
b.active = false;
ball.dy *= -1;
createExplosion(b.x + b.w/2, b.y + b.h/2, b.color);
}
});
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw bricks
bricks.forEach(b => {
if (b.active) {
ctx.fillStyle = b.color;
ctx.fillRect(b.x + 2, b.y + 2, b.w - 4, b.h - 4);
}
});
drawBurgerPaddle();
// Draw Ball
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fill();
drawHearts();
requestAnimationFrame(() => {
update();
draw();
});
}
function startGame() {
if (!gameStarted) {
gameStarted = true;
autoPlay = false; // Player takes control
overlay.style.display = 'none';
}
}
// Controls
window.addEventListener('keydown', () => startGame());
canvas.addEventListener('mousedown', () => startGame());
canvas.addEventListener('mousemove', (e) => {
if (gameStarted) {
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
paddle.x = (e.clientX - rect.left) * scaleX - paddle.w / 2;
}
});
// Kickoff
draw();
</script>
</body>
</html>