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
- 4.7 s
- Cost
- $0.0029
- Output tokens
- 1,819
- Spent thinking
- 0 tokens
- Speed
- 428.6 tok/s
- Console errors
- 0
- First token after
- 492 ms
- First visible text after
- 492 ms
- Prompt tokens
- 524
- Code size
- 5.0 KB
- Finish reason
- stop
- Served by
- Model id
google/gemini-3.1-flash-lite- Reasoning sent
model default- Max output
- 65,536 tokens
- Generated
- Nov 12, 2026
What it was asked
The prompt
Build a polished Breakout (brick breaker) game in a single HTML file using vanilla JavaScript and a <canvas>. Requirements: - A paddle controlled with the mouse and with the left/right arrow keys. - The bounce angle off the paddle depends on where the ball hits it (center = straight up, edges = sharp angle). - One level with at least 6 rows of bricks, mixing normal bricks and tougher bricks that need 2 hits and visibly crack after the first one. - Some bricks visibly carry a power-up icon; when broken they drop it, and catching it with the paddle gives either a wider paddle (10 seconds) or multi-ball (3 balls). - The ball must never pass through bricks or the paddle. - Particles when a brick breaks. - 3 lives, score displayed. Game over and victory screens with a restart option.
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 · 110 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Breakout Deluxe</title>
<style>
body { margin: 0; background: #1a1a1a; display: flex; justify-content: center; align-items: center; height: 100vh; color: white; font-family: sans-serif; overflow: hidden; }
canvas { background: #000; border: 2px solid #444; box-shadow: 0 0 20px rgba(0,0,0,0.5); cursor: none; }
#ui { position: absolute; top: 10px; left: 10px; pointer-events: none; }
#overlay { position: absolute; text-align: center; }
.hidden { display: none; }
</style>
</head>
<body>
<div id="ui">Score: <span id="score">0</span> | Lives: <span id="lives">3</span></div>
<div id="overlay">
<h1 id="msg">BREAKOUT DELUXE</h1>
<p>Click or press a key to start</p>
</div>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreEl = document.getElementById('score');
const livesEl = document.getElementById('lives');
const overlay = document.getElementById('overlay');
const msg = document.getElementById('msg');
let gameActive = false, score = 0, lives = 3, balls = [], paddle = { x: 350, w: 100, h: 15 }, bricks = [], particles = [], powerups = [], keys = {}, paddleWidthBoost = 0;
function init() {
balls = [{ x: 400, y: 500, dx: 4, dy: -4, r: 8 }];
bricks = [];
for(let r=0; r<6; r++) for(let c=0; c<10; c++) {
bricks.push({ x: c*75+30, y: r*30+50, w: 70, h: 20, health: r>3 ? 2 : 1, powerup: Math.random() < 0.2 ? (Math.random() < 0.5 ? 'W' : 'M') : null });
}
}
window.addEventListener('keydown', e => { keys[e.code] = true; startGame(); });
window.addEventListener('keyup', e => keys[e.code] = false);
canvas.addEventListener('mousemove', e => paddle.x = e.clientX - canvas.offsetLeft - (paddle.w + paddleWidthBoost)/2);
canvas.addEventListener('click', startGame);
function startGame() { if(!gameActive) { gameActive = true; overlay.classList.add('hidden'); init(); requestAnimationFrame(loop); } }
function loop() {
if(!gameActive) return;
update();
draw();
requestAnimationFrame(loop);
}
function update() {
if(keys['ArrowLeft'] && paddle.x > 0) paddle.x -= 8;
if(keys['ArrowRight'] && paddle.x < canvas.width - (paddle.w + paddleWidthBoost)) paddle.x += 8;
balls.forEach((b, i) => {
b.x += b.dx; b.y += b.dy;
if(b.x < b.r || b.x > canvas.width - b.r) b.dx *= -1;
if(b.y < b.r) b.dy *= -1;
if(b.y > canvas.height) { balls.splice(i, 1); if(balls.length === 0) { lives--; if(lives<=0) gameOver(false); else balls.push({x:400, y:500, dx:4, dy:-4, r:8}); } }
if(b.y + b.r > 580 && b.x > paddle.x && b.x < paddle.x + paddle.w + paddleWidthBoost) {
b.dy = -Math.abs(b.dy);
b.dx = (b.x - (paddle.x + (paddle.w+paddleWidthBoost)/2)) / 10;
}
bricks.forEach((br, bi) => {
if(b.x > br.x && b.x < br.x + br.w && b.y > br.y && b.y < br.y + br.h) {
b.dy *= -1; br.health--; score += 10;
if(br.health <= 0) {
if(br.powerup) powerups.push({x:br.x, y:br.y, type:br.powerup});
spawnParticles(br.x, br.y); bricks.splice(bi, 1);
}
}
});
});
powerups.forEach((p, i) => {
p.y += 3;
if(p.y > 580 && p.x > paddle.x && p.x < paddle.x + paddle.w + paddleWidthBoost) {
if(p.type === 'W') { paddleWidthBoost = 100; setTimeout(() => paddleWidthBoost = 0, 10000); }
else { let b = balls[0]; balls.push({x:b.x, y:b.y, dx:5, dy:-5, r:8}, {x:b.x, y:b.y, dx:-5, dy:-5, r:8}); }
powerups.splice(i, 1);
}
});
scoreEl.innerText = score; livesEl.innerText = lives;
if(bricks.length === 0) gameOver(true);
}
function spawnParticles(x, y) { for(let i=0; i<10; i++) particles.push({x, y, dx:Math.random()*4-2, dy:Math.random()*4-2, life:30}); }
function draw() {
ctx.fillStyle = '#000'; ctx.fillRect(0,0,800,600);
ctx.fillStyle = '#fff'; ctx.fillRect(paddle.x, 580, paddle.w + paddleWidthBoost, 10);
balls.forEach(b => { ctx.beginPath(); ctx.arc(b.x, b.y, b.r, 0, Math.PI*2); ctx.fill(); });
bricks.forEach(b => {
ctx.fillStyle = b.health === 2 ? '#f00' : '#0f0';
ctx.fillRect(b.x, b.y, b.w, b.h);
if(b.powerup) { ctx.fillStyle = '#fff'; ctx.fillText(b.powerup, b.x + 30, b.y + 15); }
});
powerups.forEach(p => { ctx.fillStyle = 'yellow'; ctx.fillRect(p.x, p.y, 10, 10); });
}
function gameOver(win) { gameActive = false; overlay.classList.remove('hidden'); msg.innerText = win ? "YOU WIN!" : "GAME OVER"; }
</script>
</body>
</html>