Hamburger breakoutOne-line
Nemotron 3.5 Super VL (free)
by NVIDIAReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 39.2 s
- Cost
- $0
- Output tokens
- 4,679
- Spent thinking
- 0 tokens
- Speed
- 121.1 tok/s
- Console errors
- 0
- First token after
- 557 ms
- First visible text after
- 557 ms
- Prompt tokens
- 378
- Code size
- 14.0 KB
- Finish reason
- stop
- Served by
- Nvidia
- Model id
nvidia/nemotron-3.5-super-vl: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 · 498 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Heart Breakout</title>
<style>
:root {
--bg: #fceeff;
--ui-text: #d6336c;
}
* { box-sizing: border-box; }
body {
margin: 0;
background: var(--bg);
font-family: 'Segoe UI', system-ui, sans-serif;
color: #d6336c;
display: flex;
flex-direction: column;
align-items: center;
overflow: hidden;
touch-action: none;
}
canvas {
background: white;
border-radius: 16px;
box-shadow: 0 8px 32px rgba(214, 51, 108, 0.15);
display: block;
}
#ui {
position: relative;
text-align: center;
margin-top: 10px;
}
#overlay {
position: absolute;
inset: 0;
background: rgba(252, 238, 255, 0.85);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
border-radius: 16px;
cursor: pointer;
z-index: 10;
}
#overlay h1 {
margin: 0 0 8px;
font-size: clamp(24px, 6vw, 42px);
color: #d6336c;
letter-spacing: 2px;
}
#overlay p {
margin: 0 0 16px;
font-size: clamp(13px, 3vw, 18px);
color: #b04a7a;
}
.btn {
background: #d6336c;
color: white;
border: none;
padding: 10px 24px;
border-radius: 999px;
font-size: 16px;
cursor: pointer;
font-weight: 700;
box-shadow: 0 4px 12px rgba(214, 51, 108, 0.35);
}
.btn:hover { background: #c12c60; }
.hud {
display: flex;
justify-content: space-between;
max-width: 600px;
width: 100%;
font-size: 14px;
margin-top: 8px;
opacity: 0.8;
}
</style>
</head>
<body>
<canvas id="game"></canvas>
<div id="ui">
<div id="overlay">
<h1>Heart Breakout</h1>
<p>Break bricks for hearts</p>
<button class="btn" id="startBtn">Click to Start</button>
</div>
<div class="hud">
<span id="score">Score: 0</span>
<span id="lives">Lives: 3</span>
</div>
</div>
<script>
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
const scoreEl = document.getElementById('score');
const livesEl = document.getElementById('lives');
const startBtn = document.getElementById('startBtn');
const overlay = document.getElementById('overlay');
// Responsive sizing
function resize() {
const maxW = Math.min(window.innerWidth - 32, 700);
canvas.width = maxW;
canvas.height = maxW * 0.85; // ~ 4:3-ish
}
window.addEventListener('resize', resize);
resize();
// Game state
const state = {
score: 0,
lives: 3,
started: false,
gameOver: false,
won: false
};
// Particles (hearts)
const particles = [];
function rand(min, max) { return Math.random() * (max - min) + min; }
function spawnHearts(x, y, count) {
for (let i = 0; i < count; i++) {
const angle = rand(0, Math.PI * 2);
const speed = rand(1.5, 6);
particles.push({
x, y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
life: 1.0,
decay: rand(0.015, 0.035),
size: rand(4, 10),
color: `hsl(${rand(330, 360)}, 100%, ${rand(60, 80)}%)`
});
}
}
// Paddle (hamburger drawn with canvas)
const paddle = {
w: 110,
h: 34,
x: 0,
y: 0,
speed: 7,
dx: 0
};
// Ball
const ball = {
x: 0, y: 0,
r: 8,
vx: 4, vy: -4,
active: false
};
// Bricks
const bricks = [];
const brickCols = 7;
const brickRows = 4;
const brickPadding = 8;
const brickOffsetTop = 40;
const brickOffsetLeft = 20;
const brickWidth = 0;
const brickHeight = 24;
function initLevel() {
bricks.length = 0;
// recompute brick width based on canvas
const bw = (canvas.width - brickOffsetLeft * 2 - brickPadding * (brickCols - 1)) / brickCols;
for (let c = 0; c < brickCols; c++) {
for (let r = 0; r < brickRows; r++) {
const brickX = brickOffsetLeft + c * (bw + brickPadding);
const brickY = brickOffsetTop + r * (brickHeight + brickPadding);
bricks.push({
x: brickX, y: brickY,
w: bw, h: brickHeight,
alive: true,
hits: r === 0 ? 2 : 1, // top row tougher
color: `hsl(${330 - r * 20}, 80%, 70%)`
});
}
}
}
function resetBall() {
ball.x = canvas.width / 2;
ball.y = paddle.y - ball.r - 2;
ball.vx = (Math.random() > 0.5 ? 1 : -1) * 4;
ball.vy = -4;
ball.active = false;
}
function resetRound() {
paddle.x = canvas.width / 2 - paddle.w / 2;
resetBall();
}
function updatePaddle() {
paddle.x += paddle.dx;
if (paddle.x < 0) paddle.x = 0;
if (paddle.x + paddle.w > canvas.width) paddle.x = canvas.width - paddle.w;
}
function drawHamburger(x, y, w, h) {
// bun top
ctx.fillStyle = '#f5d7a3';
ctx.beginPath();
ctx.moveTo(x, y + h * 0.35);
ctx.quadraticCurveTo(x + w * 0.25, y, x + w * 0.5, y + h * 0.35);
ctx.quadraticCurveTo(x + w * 0.75, y, x + w, y + h * 0.35);
ctx.lineTo(x + w, y + h * 0.55);
ctx.quadraticCurveTo(x + w * 0.75, y + h * 0.35, x + w * 0.5, y + h * 0.55);
ctx.quadraticCurveTo(x + w * 0.25, y + h * 0.35, x, y + h * 0.55);
ctx.closePath();
ctx.fill();
ctx.strokeStyle = '#d9a06b';
ctx.lineWidth = 2;
ctx.stroke();
// patty
ctx.fillStyle = '#a65d2f';
ctx.beginPath();
ctx.moveTo(x + w * 0.1, y + h * 0.55);
ctx.lineTo(x + w * 0.9, y + h * 0.55);
ctx.lineTo(x + w * 0.9, y + h * 0.78);
ctx.lineTo(x + w * 0.1, y + h * 0.78);
ctx.closePath();
ctx.fill();
ctx.stroke();
// cheese
ctx.fillStyle = '#fde047';
ctx.beginPath();
ctx.moveTo(x + w * 0.15, y + h * 0.62);
ctx.lineTo(x + w * 0.85, y + h * 0.62);
ctx.lineTo(x + w * 0.8, y + h * 0.7);
ctx.lineTo(x + w * 0.2, y + h * 0.7);
ctx.closePath();
ctx.fill();
// lettuce
ctx.fillStyle = '#86c24a';
ctx.beginPath();
ctx.moveTo(x + w * 0.12, y + h * 0.7);
ctx.quadraticCurveTo(x + w * 0.3, y + h * 0.62, x + w * 0.5, y + h * 0.7);
ctx.quadraticCurveTo(x + w * 0.7, y + h * 0.62, x + w * 0.88, y + h * 0.7);
ctx.lineTo(x + w * 0.88, y + h * 0.85);
ctx.quadraticCurveTo(x + w * 0.7, y + h * 0.78, x + w * 0.5, y + h * 0.85);
ctx.quadraticCurveTo(x + w * 0.3, y + h * 0.78, x + w * 0.12, y + h * 0.85);
ctx.closePath();
ctx.fill();
// bun bottom
ctx.fillStyle = '#e8c19e';
ctx.beginPath();
ctx.moveTo(x, y + h * 0.6);
ctx.quadraticCurveTo(x + w * 0.25, y + h * 0.85, x + w * 0.5, y + h);
ctx.quadraticCurveTo(x + w * 0.75, y + h * 0.85, x + w, y + h * 0.6);
ctx.lineTo(x + w, y + h * 0.75);
ctx.quadraticCurveTo(x + w * 0.75, y + h * 0.85, x + w * 0.5, y + h * 0.75);
ctx.quadraticCurveTo(x + w * 0.25, y + h * 0.85, x, y + h * 0.75);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function drawBall() {
ctx.fillStyle = '#ff69b4';
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.r, 0, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = '#d6336c';
ctx.lineWidth = 1.5;
ctx.stroke();
}
function drawBricks() {
for (const b of bricks) {
if (!b.alive) continue;
ctx.fillStyle = b.color;
ctx.beginPath();
ctx.roundRect(b.x, b.y, b.w, b.h, 6);
ctx.fill();
ctx.strokeStyle = 'rgba(255,255,255,0.5)';
ctx.lineWidth = 2;
ctx.stroke();
}
}
function drawParticles() {
for (const p of particles) {
ctx.globalAlpha = p.life;
ctx.fillStyle = p.color;
ctx.beginPath();
// heart shape
const s = p.size;
ctx.moveTo(p.x, p.y);
ctx.bezierCurveTo(p.x - s/2, p.y - s/2, p.x - s, p.y + s/3, p.x, p.y + s);
ctx.bezierCurveTo(p.x + s, p.y + s/3, p.x + s/2, p.y - s/2, p.x, p.y);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1.0;
}
}
function updateParticles() {
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.x += p.vx;
p.y += p.vy;
p.vy += 0.15; // gravity
p.vx *= 0.96;
p.life -= p.decay;
if (p.life <= 0) particles.splice(i, 1);
}
}
function rectCircleCollide(cx, cy, rx, ry, rw, rh) {
const testX = cx < rx ? rx : cx > rx + rw ? rx + rw : cx;
const testY = cy < ry ? ry : cy > ry + rh ? ry + rh : cy;
const dx = cx - testX;
const dy = cy - testY;
return dx * dx + dy * dy < ball.r * ball.r;
}
function update() {
if (!state.started || state.gameOver) return;
updatePaddle();
// launch ball with paddle if not active
if (!ball.active) {
ball.x = paddle.x + paddle.w / 2;
ball.y = paddle.y - ball.r - 2;
if (state.launch) {
ball.active = true;
state.launch = false;
}
} else {
ball.x += ball.vx;
ball.y += ball.vy;
// walls
if (ball.x - ball.r < 0) { ball.x = ball.r; ball.vx *= -1; }
if (ball.x + ball.r > canvas.width) { ball.x = canvas.width - ball.r; ball.vx *= -1; }
if (ball.y - ball.r < 0) { ball.y = ball.r; ball.vy *= -1; }
// paddle
if (ball.vy > 0 && rectCircleCollide(ball.x, ball.y, paddle.x, paddle.y, paddle.w, paddle.h)) {
const hitPos = (ball.x - paddle.x) / paddle.w; // 0..1
const angle = (hitPos - 0.5) * (Math.PI / 3); // -60 to 60 deg
const speed = Math.hypot(ball.vx, ball.vy);
ball.vx = Math.sin(angle) * speed;
ball.vy = -Math.cos(angle) * speed;
ball.y = paddle.y - ball.r - 1;
// slight speedup
if (speed < 9) { ball.vx *= 1.03; ball.vy *= 1.03; }
}
// bricks
for (const b of bricks) {
if (!b.alive) continue;
if (rectCircleCollide(ball.x, ball.y, b.x, b.y, b.w, b.h)) {
const prevX = ball.x - ball.vx;
const prevY = ball.y - ball.vy;
// determine side
const dx = Math.abs(prevX - (b.x + b.w / 2));
const dy = Math.abs(prevY - (b.y + b.h / 2));
if (dx > dy) ball.vx *= -1; else ball.vy *= -1;
b.hits--;
if (b.hits <= 0) {
b.alive = false;
state.score += 10;
spawnHearts(b.x + b.w / 2, b.y + b.h / 2, 14);
scoreEl.textContent = 'Score: ' + state.score;
}
break; // one brick per frame
}
}
// bottom
if (ball.y - ball.r > canvas.height) {
state.lives--;
livesEl.textContent = 'Lives: ' + state.lives;
if (state.lives <= 0) {
state.gameOver = true;
} else {
resetRound();
}
}
}
// win check
if (bricks.every(b => !b.alive)) {
state.won = true;
state.gameOver = true;
}
updateParticles();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// subtle bg gradient
const grad = ctx.createLinearGradient(0, 0, 0, canvas.height);
grad.addColorStop(0, '#fff5fb');
grad.addColorStop(1, '#fceeff');
ctx.fillStyle = grad;
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawParticles();
drawHamburger(paddle.x, paddle.y, paddle.w, paddle.h);
drawBall();
if (!state.started) {
ctx.fillStyle = 'rgba(214, 51, 108, 0.45)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#d6336c';
ctx.font = 'bold 20px system-ui';
ctx.textAlign = 'center';
ctx.fillText('Click or press a key to start', canvas.width / 2, canvas.height / 2 + 10);
ctx.textAlign = 'start';
}
}
function loop() {
update();
draw();
requestAnimationFrame(loop);
}
// Input
function setLeft(v) { paddle.dx = v ? -paddle.speed : 0; }
function setRight(v) { paddle.dx = v ? paddle.speed : 0; }
window.addEventListener('keydown', e => {
if (!state.started && (e.code === 'Space' || e.code === 'Enter')) {
startGame();
return;
}
if (!state.started) return;
if (e.code === 'ArrowLeft' || e.code === 'KeyA') setLeft(true);
if (e.code === 'ArrowRight' || e.code === 'KeyD') setRight(true);
if (e.code === 'Space' && !ball.active) state.launch = true;
});
window.addEventListener('keyup', e => {
if (e.code === 'ArrowLeft' || e.code === 'KeyA') setLeft(false);
if (e.code === 'ArrowRight' || e.code === 'KeyD') setRight(false);
});
// Touch / mouse control
canvas.addEventListener('mousemove', e => {
if (!state.started) return;
const rect = canvas.getBoundingClientRect();
const mx = e.clientX - rect.left;
paddle.x = mx - paddle.w / 2;
});
canvas.addEventListener('touchmove', e => {
e.preventDefault();
const rect = canvas.getBoundingClientRect();
const mx = e.touches[0].clientX - rect.left;
paddle.x = mx - paddle.w / 2;
}, { passive: false });
canvas.addEventListener('touchstart', e => {
if (!state.started) return;
state.launch = true;
});
startBtn.addEventListener('click', startGame);
overlay.addEventListener('click', startGame);
function startGame() {
if (state.started && !state.gameOver) return;
state.started = true;
state.gameOver = false;
state.won = false;
state.score = 0;
state.lives = 3;
scoreEl.textContent = 'Score: 0';
livesEl.textContent = 'Lives: 3';
overlay.style.display = 'none';
paddle.w = 110;
paddle.h = 34;
paddle.y = canvas.height - 50;
initLevel();
resetRound();
}
loop();
</script>
</body>
</html>