Hamburger breakoutOne-line
Nemotron 3 Nano Omni (free)
by NVIDIAReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 17.1 s
- Cost
- $0
- Output tokens
- 1,798
- Spent thinking
- 0 tokens
- Speed
- 108 tok/s
- Console errors
- 0
- First token after
- 481 ms
- First visible text after
- 481 ms
- Prompt tokens
- 378
- Code size
- 7.4 KB
- Finish reason
- stop
- Served by
- Nvidia
- Model id
nvidia/nemotron-3-nano-omni-30b-a3b-reasoning:free- Reasoning sent
{"effort":"none"}- Max output
- 32,000 tokens
- Generated
- Nov 9, 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 · 237 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Breakout - Hamburger Paddle & Heart Explosions</title>
<style>
body {
margin: 0;
padding: 0;
background: #111;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
font-family: sans-serif;
color: #fff;
overflow: hidden;
}
#gameCanvas {
border: 2px solid #555;
background: #000;
}
#startMessage {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 24px;
text-align: center;
pointer-events: none;
}
</style>
</head>
<body>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<div id="startMessage">Click or press a key to start</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const WIDTH = canvas.width;
const HEIGHT = canvas.height;
// Game objects
const paddle = {
width: 100,
height: 20,
x: WIDTH / 2 - 50,
y: HEIGHT - 30,
speed: 8
};
const ball = {
radius: 10,
x: WIDTH / 2,
y: HEIGHT / 2,
vx: 5,
vy: 5,
speed: 5
};
const bricks = [];
const brickRowCount = 5;
const brickColumnCount = 10;
const brickWidth = 75;
const brickHeight = 20;
const brickPadding = 10;
const brickOffsetTop = 75;
const brickOffsetLeft = 15;
// Hearts
const hearts = [];
// Input
const keys = {};
window.addEventListener('keydown', e => keys[e.key] = true);
window.addEventListener('keyup', e => keys[e.key] = false);
// Init bricks
for (let r = 0; r < brickRowCount; r++) {
for (let c = 0; c < brickColumnCount; c++) {
const brick = {
x: c * (brickWidth + brickPadding) + brickOffsetLeft,
y: r * (brickHeight + brickPadding) + brickOffsetTop,
status: 1
};
bricks.push(brick);
}
}
// Heart creation function
function createHearts(x, y) {
const count = 15 + Math.floor(Math.random() * 10);
for (let i = 0; i < count; i++) {
const size = 5 + Math.random() * 10;
const angle = Math.random() * Math.PI * 2;
const speed = 1 + Math.random() * 3;
hearts.push({
x: x + Math.random() * (brickWidth - 10) + 5,
y: y + Math.random() * (brickHeight - 10) + 5,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
size: size,
alpha: 1,
decay: 0.02 + Math.random() * 0.01
});
}
}
// Draw everything
function draw() {
// Clear
ctx.clearRect(0, 0, WIDTH, HEIGHT);
// Draw background
ctx.fillStyle = '#111';
ctx.fillRect(0, 0, WIDTH, HEIGHT);
// Draw paddle
ctx.fillStyle = '#ff0';
ctx.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);
// Draw ball
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fillStyle = '#fff';
ctx.fill();
ctx.closePath();
// Draw bricks
ctx.fillStyle = '#0f0';
for (let i = 0; i < bricks.length; i++) {
const brick = bricks[i];
if (brick.status === 1) {
ctx.fillRect(brick.x, brick.y, brickWidth, brickHeight);
}
}
// Draw hearts
ctx.fillStyle = '#f06';
hearts.forEach(h => {
ctx.globalAlpha = h.alpha;
ctx.beginPath();
ctx.arc(h.x, h.y, h.size, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1;
});
// Collision detection - ball and paddle
if (ball.y + ball.radius > paddle.y && ball.y - ball.radius < paddle.y + paddle.height &&
ball.x > paddle.x && ball.x < paddle.x + paddle.width) {
ball.vy = -ball.speed;
// Add slight randomness
ball.vx += (Math.random() - 0.5) * 0.5;
}
// Collision detection - ball and walls
if (ball.x + ball.radius > WIDTH - 10 || ball.x - ball.radius < 10) {
ball.vx = -ball.vx;
}
if (ball.y - ball.radius < 0) {
ball.vy = -ball.vy;
}
// Collision detection - ball and bricks
for (let i = 0; i < bricks.length; i++) {
const brick = bricks[i];
if (brick.status === 1) {
if (ball.x > brick.x && ball.x < brick.x + brickWidth &&
ball.y > brick.y && ball.y < brick.y + brickHeight) {
ball.vy = -ball.vy;
brick.status = 0;
createHearts(brick.x + brickWidth / 2, brick.y + brickHeight / 2);
// Remove brick from array
bricks.splice(i, 1);
i--;
break;
}
}
}
// Check win condition
if (bricks.length === 0) {
// Reset game
bricks.length = 0;
for (let r = 0; r < brickRowCount; r++) {
for (let c = 0; c < brickColumnCount; c++) {
const brick = {
x: c * (brickWidth + brickPadding) + brickOffsetLeft,
y: r * (brickHeight + brickPadding) + brickOffsetTop,
status: 1
};
bricks.push(brick);
}
}
ball.x = WIDTH / 2;
ball.y = HEIGHT / 2;
ball.vx = 5;
ball.vy = 5;
}
// Move ball
ball.x += ball.vx;
ball.y += ball.vy;
// Remove dead hearts
for (let i = hearts.length - 1; i >= 0; i--) {
const h = hearts[i];
h.x += h.vx;
h.y += h.vy;
h.alpha -= h.decay;
if (h.alpha <= 0) {
hearts.splice(i, 1);
}
}
// Draw everything again
requestAnimationFrame(draw);
}
// Start the game on click or key press
function startGame() {
document.getElementById('startMessage').style.display = 'none';
draw();
}
window.addEventListener('click', startGame);
window.addEventListener('keydown', e => {
if (e.key === 'Enter' || e.key === ' ') {
startGame();
}
});
</script>
</body>
</html>