LFM2.5-2.6B (free)
by LiquidAIreasoning default1 console error
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 12.6 s
- Cost
- $0
- Output tokens
- 5,182
- Spent thinking
- 722 tokens
- Speed
- 419 tok/s
- Console errors
- 1
- First token after
- 208 ms
- First visible text after
- 4.0 s
- Prompt tokens
- 535
- Code size
- 18.0 KB
- Finish reason
- stop
- Served by
- Liquid
- Model id
liquid/lfm-2.5-2.6b:free- Reasoning sent
model default- Max output
- 8,192 tokens
- Generated
- Nov 9, 2026
Console errors
Caught in the first 3 seconds after load, in a sandboxed iframe like the one above.
Failed to execute 'fillText' on 'CanvasRenderingContext2D': 3 arguments required, but only 2 present.
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 · 540 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Breakout</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: #1a1a2e;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden;
}
canvas {
border: 4px solid #0f0f1a;
border-radius: 8px;
box-shadow: 0 0 30px rgba(0, 255, 255, 0.2);
}
#ui {
position: absolute;
top: 20px;
left: 20px;
font-size: 18px;
color: #fff;
pointer-events: none;
text-shadow: 1px 1px 4px rgba(0,0,0,0.5);
}
#score {
color: #00ff88;
font-weight: bold;
}
#lives {
color: #ff4444;
font-weight: bold;
}
#game-state {
font-size: 24px;
font-weight: bold;
margin-top: 10px;
color: #fff;
}
#start-message {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 32px;
color: #fff;
text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
display: none;
z-index: 10;
}
#game-over-screen, #victory-screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.85);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
z-index: 20;
color: #fff;
}
h1 {
font-size: 48px;
margin-bottom: 10px;
text-shadow: 0 0 20px rgba(0, 255, 255, 0.5);
}
p {
font-size: 16px;
margin-bottom: 30px;
color: #aaa;
}
#restart-btn {
margin-top: 20px;
padding: 12px 40px;
font-size: 18px;
background: #00ff88;
color: #000;
border: none;
border-radius: 6px;
cursor: pointer;
transition: background 0.3s;
}
#restart-btn:hover {
background: #00cc6a;
}
</style>
</head>
<body>
<canvas id="gameCanvas" width="1280" height="800"></canvas>
<div id="ui">
<div id="score">Score: 0</div>
<div id="lives">Lives: 3</div>
</div>
<div id="start-message">Click or press a key to start</div>
<div id="game-over-screen" style="display:none;">
<h1>Game Over</h1>
<p>Final Score: <span id="final-score">0</span></p>
<button id="restart-btn">Play Again</button>
</div>
<div id="victory-screen" style="display:none;">
<h1>Victory!</h1>
<p>You cleared the board!</p>
<button id="restart-btn">Play Again</button>
</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Game state
let gameState = 'start'; // start, playing, gameover, victory
let score = 0;
let lives = 3;
let paddle = { x: 350, y: 650, width: 100, height: 15, dx: 0, dy: 0 };
let ball = { x: 400, y: 600, dx: 4, dy: -4, radius: 8 };
let bricks = [];
let particles = [];
let powerUp = null; // null, 'wide', 'multi'
let powerUpTimer = 0;
let gameSpeed = 5;
let wideTimer = 0;
let multiBallCount = 1;
let multiBallBalls = [];
// Brick configuration: { row, col, type, hitsLeft, crack }
const brickTypes = {
normal: { color: '#ff6b6b', hits: 1, crackColor: '#ff6b6b' },
tough: { color: '#feca57', hits: 2, crackColor: '#feca57' },
powerup: { color: '#54a0ff', hits: 1, crackColor: '#54a0ff' }
};
function initBricks() {
bricks = [];
const rows = 6;
const cols = 10;
const brickWidth = 70;
const brickHeight = 20;
const gap = 5;
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
// Vary brick positions slightly
const offsetX = (col - (cols - 1) / 2) * (brickWidth + gap);
const offsetY = (row - (rows - 1) / 2) * (brickHeight + gap);
// Some bricks are tougher
const isTough = (row * 2 + col) % 3 === 0;
const type = isTough ? 'tough' : 'normal';
bricks.push({
x: offsetX + brickWidth / 2,
y: offsetY + brickHeight / 2,
type: type,
hitsLeft: isTough ? 2 : 1,
crack: false
});
}
}
}
function createParticles(x, y, color, count) {
for (let i = 0; i < count; i++) {
const angle = (Math.PI * 2 / count) * i + Math.random() * 0.5;
const speed = 2 + Math.random() * 4;
particles.push({
x: x,
y: y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
life: 1.0,
decay: 0.02 + Math.random() * 0.02,
size: 3 + Math.random() * 4,
color: color
});
}
}
function updateParticles() {
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.x += p.vx;
p.y += p.vy;
p.life -= p.decay;
if (p.life <= 0) {
particles.splice(i, 1);
}
}
}
function checkCollision(ball, paddle) {
return (
ball.x > paddle.x - paddle.width &&
ball.x < paddle.x + paddle.width &&
ball.y > paddle.y - paddle.height/2 &&
ball.y < paddle.y + paddle.height/2
);
}
function updateBall() {
ball.x += ball.dx;
ball.y += ball.dy;
// Wall collisions
if (ball.x + ball.radius > canvas.width - 10) {
ball.x = canvas.width - 10 - ball.radius;
ball.dx = -ball.dx;
} else if (ball.x - ball.radius < 10) {
ball.x = 10 + ball.radius;
ball.dx = -ball.dx;
}
if (ball.y + ball.radius > canvas.height - 10) {
ball.y = canvas.height - 10 - ball.radius;
ball.dy = -ball.dy;
} else if (ball.y - ball.radius < 10) {
ball.y = 10 + ball.radius;
ball.dy = -ball.dy;
}
// Paddle collision
if (checkCollision(ball, paddle)) {
// Calculate bounce angle based on hit position
const hitPos = (ball.x - paddle.x) / paddle.width; // 0 to 1
const angle = hitPos * Math.PI * 0.6; // Max 60 degrees from vertical
ball.dx = Math.cos(angle) * ball.speed;
ball.dy = -ball.speed;
}
// Score when ball goes below paddle
if (ball.y + ball.radius < paddle.y - 10) {
score += 10;
createParticles(ball.x, ball.y, '#00ff88', 8);
updateScore();
}
}
function updateBricks() {
for (let i = bricks.length - 1; i >= 0; i--) {
const b = bricks[i];
if (b.hitsLeft > 0) {
b.hitsLeft--;
if (b.hitsLeft === 0) {
b.crack = true;
createParticles(b.x, b.y, b.color, 15);
bricks.splice(i, 1);
updateScore();
}
}
}
}
function updatePowerUp() {
if (powerUp === 'wide') {
wideTimer--;
if (wideTimer <= 0) {
paddle.width = 150;
powerUp = null;
wideTimer = 0;
}
} else if (powerUp === 'multi') {
multiBallCount++;
multiBallBalls.push({
x: paddle.x + paddle.width / 2,
y: paddle.y - 10,
dx: 0,
dy: 0,
radius: 8,
count: multiBallCount
});
}
}
function updateMultiBalls() {
for (let i = multiBallBalls.length - 1; i >= 0; i--) {
const mb = multiBallBalls[i];
mb.x += mb.dx;
mb.y += mb.dy;
// Remove if off screen
if (mb.x < -50 || mb.x > canvas.width + 50) {
multiBallBalls.splice(i, 1);
continue;
}
// Check collision with paddle
if (checkCollision(mb, paddle)) {
// Add to ball pool
multiBallBalls[i].count++;
updateScore();
}
}
}
function updateScore() {
document.getElementById('score').textContent = 'Score: ' + score;
document.getElementById('lives').textContent = 'Lives: ' + lives;
}
function gameOver() {
gameState = 'gameover';
document.getElementById('game-over-screen').style.display = 'flex';
document.getElementById('final-score').textContent = score;
}
function victory() {
gameState = 'victory';
document.getElementById('victory-screen').style.display = 'flex';
}
function startGame() {
gameState = 'playing';
document.getElementById('start-message').style.display = 'none';
document.getElementById('game-over-screen').style.display = 'none';
document.getElementById('victory-screen').style.display = 'none';
initBricks();
paddle.width = 100;
powerUp = null;
powerUpTimer = 0;
multiBallCount = 1;
multiBallBalls = [];
ball.dx = 4 * gameSpeed;
ball.dy = -4 * gameSpeed;
ball.x = canvas.width / 2;
ball.y = canvas.height - 80;
}
function handleInput() {
// Mouse control
if (canvas.getBoundingClientRect().width > 0) {
const rect = canvas.getBoundingClientRect();
const mouseX = (rect.left + (canvas.width - rect.left) * (paddle.x - rect.left) / canvas.width);
paddle.x = Math.max(10, Math.min(canvas.width - paddle.width - 10, mouseX));
}
// Keyboard control
if (keyDownEvent) {
if (keyDownEvent.key === 'ArrowLeft' || keyDownEvent.key === 'a') {
paddle.x -= gameSpeed * 0.8;
} else if (keyDownEvent.key === 'ArrowRight' || keyDownEvent.key === 'd') {
paddle.x += gameSpeed * 0.8;
} else if (keyDownEvent.key === ' ' || keyDownEvent.key === 'Enter') {
if (gameState === 'start') {
startGame();
} else if (gameState === 'gameover' || gameState === 'victory') {
startGame();
}
}
}
}
function keyDownEvent(e) {
if (e.key === 'ArrowLeft' || e.key === 'a') {
paddle.x -= gameSpeed * 0.8;
} else if (e.key === 'ArrowRight' || e.key === 'd') {
paddle.x += gameSpeed * 0.8;
} else if (e.key === ' ' || e.key === 'Enter') {
if (gameState === 'start' || gameState === 'gameover' || gameState === 'victory') {
startGame();
}
}
}
function resetGame() {
gameState = 'start';
score = 0;
lives = 3;
paddle.width = 100;
powerUp = null;
powerUpTimer = 0;
multiBallCount = 1;
multiBallBalls = [];
ball.dx = 4 * gameSpeed;
ball.dy = -4 * gameSpeed;
ball.x = canvas.width / 2;
ball.y = canvas.height - 80;
bricks = [];
initBricks();
}
function drawBricks() {
for (const b of bricks) {
if (b.crack) {
// Cracked brick - show crack line
ctx.beginPath();
ctx.moveTo(b.x + 5, b.y);
ctx.lineTo(b.x + b.width - 5, b.y + b.height);
ctx.strokeStyle = b.crackColor;
ctx.lineWidth = 2;
ctx.stroke();
} else {
// Normal brick
ctx.fillStyle = brickTypes[b.type].color;
ctx.beginPath();
ctx.roundRect(b.x, b.y, b.width, b.height, 4);
ctx.fill();
// Hit indicator for tough bricks
if (b.type === 'tough' && b.hitsLeft > 1) {
ctx.fillStyle = '#ffd93d';
ctx.beginPath();
ctx.arc(b.x + b.width/2, b.y + b.height/2, 3, 0, Math.PI * 2);
ctx.fill();
}
}
}
}
function drawPaddle() {
ctx.fillStyle = '#00d4ff';
ctx.beginPath();
ctx.roundRect(paddle.x, paddle.y, paddle.width, paddle.height, 8);
ctx.fill();
// Paddle glow
ctx.shadowColor = '#00d4ff';
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.roundRect(paddle.x, paddle.y, paddle.width, paddle.height, 8);
ctx.fill();
ctx.shadowBlur = 0;
}
function drawBall() {
ctx.fillStyle = '#ffffff';
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fill();
// Ball trail
ctx.beginPath();
ctx.arc(ball.x - ball.dx * 0.5, ball.y - ball.dy * 0.5, ball.radius * 0.8, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
ctx.fill();
}
function drawParticles() {
for (const p of particles) {
ctx.globalAlpha = p.life;
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
ctx.fill();
}
ctx.globalAlpha = 1;
}
function drawUI() {
// Score
ctx.font = 'bold 24px Arial';
ctx.fillStyle = '#00ff88';
ctx.textAlign = 'left';
ctx.fillText('Score: ' + score, 20, 30);
// Lives
ctx.font = 'bold 20px Arial';
ctx.fillStyle = '#ff4444';
ctx.textAlign = 'left';
for (let i = 0; i < lives; i++) {
ctx.fillText('L', 20 + i * 25);
}
// Game state
const stateEl = document.getElementById('game-state');
if (gameState === 'start') {
stateEl.textContent = 'Start Game';
} else if (gameState === 'playing') {
stateEl.textContent = 'Playing';
} else if (gameState === 'gameover') {
stateEl.textContent = 'Game Over';
} else if (gameState === 'victory') {
stateEl.textContent = 'Victory!';
}
}
function gameLoop() {
if (gameState === 'playing') {
updateBall();
updateBricks();
updatePowerUp();
updateMultiBalls();
updateParticles();
}
drawBricks();
drawPaddle();
drawBall();
drawParticles();
drawUI();
requestAnimationFrame(gameLoop);
}
// Initialize
initBricks();
// Handle mouse move for paddle
canvas.addEventListener('mousemove', (e) => {
if (gameState === 'start') {
paddle.x = e.clientX - 50;
paddle.x = Math.max(10, Math.min(canvas.width - paddle.width - 10, e.clientX - 50));
}
});
// Handle click to start
canvas.addEventListener('click', () => {
if (gameState === 'start') {
startGame();
}
});
// Handle keyboard
document.addEventListener('keydown', (e) => {
if (e.key === ' ' || e.key === 'Enter') {
if (gameState === 'start' || gameState === 'gameover' || gameState === 'victory') {
startGame();
}
}
});
// Restart buttons
document.getElementById('restart-btn').addEventListener('click', () => {
resetGame();
});
// Start the game loop
gameLoop();
</script>
</body>
</html>Reasoning trace (722 tokens)
The user wants a Breakout game in a single HTML file with specific features. Let me plan the implementation:
1. **Canvas setup**: 1280×800 viewport, centered canvas
2. **Paddle**: Controlled by mouse (click/drag) and arrow keys
3. **Ball physics**: Bounce angle depends on hit position on paddle
4. **Bricks**: At least 6 rows, mix normal and tougher bricks (2 hits)
5. **Power-ups**: Some bricks have power-up icons, drop when broken, can be caught for effects
6. **Particles**: When bricks break
7. **Lives**: 3 lives, score display
8. **Game states**: Playing, Game Over, Victory
9. **Self-play demo**: Simple AI plays when clicked
Let me design the HTML structure:
- Canvas element
- UI overlay for score, lives, game state
- Power-up icons (visual indicators)
Key features to implement:
- Paddle movement with mouse and keyboard
- Ball physics with angle calculation based on hit position
- Brick array with different types (normal, tough, power-up)
- Particle system for brick breaks
- Power-up collection (wider paddle, multi-ball)
- Game states management
- Restart functionality
Let me write the code carefully:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Breakout</title>
<style>
/* CSS for the game */
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<div id="ui">...</div>
<script>
// Game logic
</script>
</body>
</html>
```
I need to be careful about:
- No external files (only CDN allowed if needed, but vanilla JS is fine)
- No alert(), confirm(), prompt(), window.open()
- Self-play demo mode
- All requirements met
Let me structure the game:
**Game State:**
- score, lives, livesLeft, score
- gameState: 'start', 'playing', 'gameover', 'victory'
- paddle: x, y, width, height, dx, dy
- ball: x, y, dx, dy, radius
- bricks: array of brick objects
- particles: array for particle effects
- powerUp: current power-up type (none, wide, multi)
**Brick Types:**
- Normal: 1 hit to break
- Tough: 2 hits to break
- Power-up: drops when broken, can be collected
**Physics:**
- Paddle movement: mouse drag or arrow keys
- Ball bounce: angle = (hitPosition - center) * multiplier
- Collision detection: ball vs paddle, ball vs bricks
**Power-ups:**
- Wide paddle (10 seconds): increases paddle width
- Multi-ball (3 balls): creates additional ball
**Particles:**
- When brick breaks, create particle effects
Let me write the complete code now. I'll make it polished with good visuals.
For the canvas size, I'll use 1280×800 as requested. The game area will be a subset.
Brick layout: 6 rows, maybe 10-12 columns. Each row has decreasing number of bricks.
Let me code this step by step in the HTML file.