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
- 6.2 s
- Cost
- $0.0035
- Output tokens
- 2,217
- Spent thinking
- 0 tokens
- Speed
- 394.6 tok/s
- Console errors
- 0
- First token after
- 619 ms
- First visible text after
- 619 ms
- Prompt tokens
- 524
- Code size
- 6.2 KB
- Finish reason
- stop
- Served by
- Model id
google/gemini-3.1-flash-lite- Reasoning sent
{"effort":"minimal"}- 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 · 157 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Breakout Pro</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; }
#game-container { position: relative; cursor: none; }
canvas { background: #000; border: 4px solid #444; display: block; box-shadow: 0 0 20px rgba(0,0,0,0.5); }
#ui { position: absolute; top: 10px; left: 10px; pointer-events: none; font-size: 20px; font-weight: bold; }
#overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; display: flex; flex-direction: column; justify-content: center; align-items: center; background: rgba(0,0,0,0.8); z-index: 10; }
button { padding: 15px 30px; font-size: 20px; cursor: pointer; background: #e74c3c; border: none; color: white; border-radius: 5px; margin-top: 20px; }
</style>
</head>
<body>
<div id="game-container">
<canvas id="gameCanvas" width="800" height="600"></canvas>
<div id="ui">Score: <span id="score">0</span> | Lives: <span id="lives">3</span></div>
<div id="overlay">
<h1 id="msg">BREAKOUT PRO</h1>
<p>Use mouse or arrow keys to move</p>
<button onclick="startGame()">Click to Start</button>
</div>
</div>
<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 msgEl = document.getElementById('msg');
let gameRunning = false;
let score = 0, lives = 3;
let paddle = { x: 350, w: 100, h: 20 };
let balls = [{ x: 400, y: 550, dx: 4, dy: -4, r: 8 }];
let bricks = [], particles = [], powerups = [];
let keys = { ArrowLeft: false, ArrowRight: false };
function initLevel() {
bricks = [];
for(let r=0; r<6; r++) {
for(let c=0; c<10; c++) {
bricks.push({
x: 40 + c * 72, y: 50 + r * 40, w: 64, h: 30,
hp: r > 3 ? 2 : 1, maxHp: r > 3 ? 2 : 1,
hasPower: Math.random() > 0.8
});
}
}
}
window.addEventListener('keydown', e => keys[e.code] = true);
window.addEventListener('keyup', e => keys[e.code] = false);
canvas.addEventListener('mousemove', e => {
let rect = canvas.getBoundingClientRect();
paddle.x = (e.clientX - rect.left) - paddle.w/2;
});
function startGame() {
gameRunning = true;
overlay.style.display = 'none';
score = 0; lives = 3;
initLevel();
loop();
}
function createParticles(x, y, color) {
for(let i=0; i<8; i++) particles.push({ x, y, dx: Math.random()*4-2, dy: Math.random()*4-2, life: 30, color });
}
function update() {
if (!gameRunning) return;
// AI for demo
if (balls.length > 0) {
let target = balls[0].x;
if (target < paddle.x + paddle.w/2) paddle.x -= 7;
if (target > paddle.x + paddle.w/2) paddle.x += 7;
}
paddle.x = Math.max(0, Math.min(canvas.width - paddle.w, paddle.x));
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) { gameRunning = false; msgEl.innerText = "GAME OVER"; overlay.style.display = 'flex'; }
else balls.push({ x: 400, y: 550, dx: 4, dy: -4, r: 8 });
}
}
// Paddle collision
if(b.y + b.r > 570 && b.y < 590 && b.x > paddle.x && b.x < paddle.x + paddle.w) {
let hitPos = (b.x - (paddle.x + paddle.w/2)) / (paddle.w/2);
b.dx = hitPos * 8;
b.dy = -Math.abs(b.dy);
}
// Brick collision
bricks.forEach((brick, bi) => {
if(b.x > brick.x && b.x < brick.x + brick.w && b.y > brick.y && b.y < brick.y + brick.h) {
b.dy *= -1;
brick.hp--;
createParticles(brick.x+brick.w/2, brick.y+brick.h/2, brick.hp > 0 ? '#aaa' : '#e74c3c');
if(brick.hp <= 0) {
if(brick.hasPower) powerups.push({ x: brick.x, y: brick.y, type: Math.random() > 0.5 ? 'wide' : 'multi' });
bricks.splice(bi, 1);
score += 10;
}
}
});
});
powerups.forEach((p, i) => {
p.y += 3;
if(p.y > 570 && p.x > paddle.x && p.x < paddle.x + paddle.w) {
if(p.type === 'wide') { paddle.w = 200; setTimeout(() => paddle.w = 100, 10000); }
else { let b = balls[0]; balls.push({...b, dx: -b.dx}, {...b, dy: -b.dy}); }
powerups.splice(i, 1);
}
});
particles.forEach((p, i) => { p.x += p.dx; p.y += p.dy; p.life--; if(p.life <= 0) particles.splice(i, 1); });
scoreEl.innerText = score; livesEl.innerText = lives;
}
function draw() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = '#fff';
ctx.fillRect(paddle.x, 570, paddle.w, paddle.h);
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.hp > 1 ? '#f1c40f' : '#3498db';
ctx.fillRect(b.x, b.y, b.w, b.h);
if(b.hp > 1) { ctx.strokeStyle = 'black'; ctx.strokeRect(b.x+10, b.y+10, b.w-20, b.h-20); }
});
powerups.forEach(p => { ctx.fillStyle = 'lime'; ctx.fillRect(p.x, p.y, 20, 20); });
particles.forEach(p => { ctx.fillStyle = p.color; ctx.fillRect(p.x, p.y, 3, 3); });
}
function loop() {
if(!gameRunning) return;
update();
draw();
requestAnimationFrame(loop);
}
</script>
</body>
</html>