Models 44

Gemini 3.1 Flash Lite

by GoogleReasoningClean
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Running live in a sandboxed frame. Click inside it before using the keyboard.

How it went

Total time
6.4 s
Cost
$0.0033
Output tokens
2,123
Spent thinking
410 tokens
Speed
372.5 tok/s
Console errors
0
First token after
737 ms
First visible text after
2.1 s
Prompt tokens
363
Code size
4.8 KB
Finish reason
stop
Served by
Google
Model id
google/gemini-3.1-flash-lite
Reasoning sent
{"effort":"medium"}
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 · 151 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; background: #1a1a1a; display: flex; justify-content: center; align-items: center; height: 100vh; overflow: hidden; font-family: sans-serif; color: white; }
        #gameContainer { position: relative; width: 100%; max-width: 800px; aspect-ratio: 16/9; border: 4px solid #444; box-shadow: 0 0 20px rgba(0,0,0,0.5); background: #222; }
        canvas { display: block; width: 100%; height: 100%; cursor: none; }
        #overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; display: flex; justify-content: center; align-items: center; background: rgba(0,0,0,0.6); flex-direction: column; }
    </style>
</head>
<body>
    <div id="gameContainer">
        <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');
    
    canvas.width = 800;
    canvas.height = 450;

    let playing = false;
    let demoMode = true;

    const ball = { x: 400, y: 350, dx: 4, dy: -4, radius: 8 };
    const paddle = { x: 350, width: 100, height: 30 };
    const bricks = [];
    const particles = [];

    function initBricks() {
        for(let c=0; c<8; c++) {
            for(let r=0; r<4; r++) {
                bricks.push({ x: c * 95 + 35, y: r * 40 + 50, w: 80, h: 20, active: true, color: `hsl(${r*60}, 70%, 60%)` });
            }
        }
    }

    function drawBurger(x, y, w, h) {
        // Bun
        ctx.fillStyle = '#D2691E';
        ctx.fillRect(x, y + 10, w, h - 10);
        ctx.beginPath(); ctx.arc(x + w/2, y + 10, w/2, Math.PI, 0); ctx.fill();
        // Patty
        ctx.fillStyle = '#4B2E2A';
        ctx.fillRect(x + 5, y + 15, w - 10, 8);
        // Lettuce
        ctx.fillStyle = '#228B22';
        ctx.fillRect(x, y + 23, w, 4);
    }

    function createExplosion(x, y) {
        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
            });
        }
    }

    function update() {
        if (!playing) return;

        if (demoMode) paddle.x = ball.x - paddle.width / 2;

        ball.x += ball.dx;
        ball.y += ball.dy;

        if (ball.x < 0 || ball.x > canvas.width) ball.dx *= -1;
        if (ball.y < 0) ball.dy *= -1;

        if (ball.y > canvas.height) {
            if (demoMode) { ball.y = 350; ball.dy = -4; }
            else { playing = false; overlay.style.display = 'flex'; }
        }

        // Paddle Collision
        if (ball.y + ball.radius > canvas.height - 50 && ball.x > paddle.x && ball.x < paddle.x + paddle.width) {
            ball.dy = -Math.abs(ball.dy);
            ball.dx += (ball.x - (paddle.x + paddle.width/2)) * 0.1;
        }

        // 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);
            }
        });

        // Particles
        particles.forEach((p, i) => {
            p.x += p.dx; p.y += p.dy; p.life -= 0.02;
            if(p.life <= 0) particles.splice(i, 1);
        });
    }

    function draw() {
        ctx.clearRect(0,0, canvas.width, canvas.height);
        
        bricks.forEach(b => { if(b.active) { ctx.fillStyle = b.color; ctx.fillRect(b.x, b.y, b.w, b.h); } });
        
        ctx.fillStyle = 'white';
        ctx.beginPath(); ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI*2); ctx.fill();
        
        drawBurger(paddle.x, canvas.height - 50, paddle.width, paddle.height);

        ctx.font = "20px Arial";
        particles.forEach(p => {
            ctx.globalAlpha = p.life;
            ctx.fillText('❤️', p.x, p.y);
        });
        ctx.globalAlpha = 1.0;

        requestAnimationFrame(() => { update(); draw(); });
    }

    canvas.addEventListener('mousemove', e => {
        if (!demoMode) {
            const rect = canvas.getBoundingClientRect();
            paddle.x = (e.clientX - rect.left) * (canvas.width / rect.width) - paddle.width / 2;
        }
    });

    function start() {
        if (!playing) {
            playing = true;
            demoMode = false;
            overlay.style.display = 'none';
        }
    }

    window.addEventListener('keydown', start);
    canvas.addEventListener('mousedown', start);

    initBricks();
    draw();
</script>
</body>
</html>
Reasoning trace (410 tokens)
**Designing A Burger Ball**

I'm thinking about how to make the hamburger paddle responsive. Currently exploring CSS solutions for scaling and positioning to ensure it adapts well across devices while maintaining its visual appeal. The heart explosion brick destruction is also taking shape.

**Implementing Core Game Logic**

I'm solidifying the core game loop using `requestAnimationFrame` and focusing on basic AABB collision detection for the hamburger paddle and bricks. The rendering strategy is set for HTML5 Canvas, with simple shapes for game objects and a gradient background. I'm also considering how to handle different game states.