Train snakeOne-line
Claude Haiku 5.5
by AnthropicReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 24.3 s
- Cost
- $0.0036
- Output tokens
- 7,132
- Spent thinking
- 0 tokens
- Speed
- 302.3 tok/s
- Console errors
- 0
- First token after
- 712 ms
- First visible text after
- 712 ms
- Prompt tokens
- 547
- Code size
- 14.0 KB
- Finish reason
- stop
- Served by
- Claude Platform on AWS
- Model id
anthropic/claude-haiku-5.5- Reasoning sent
{"effort":"none"}- Max output
- 32,000 tokens
- Generated
- Nov 10, 2026
What it was asked
The prompt
“make me a snake game where the snake is a little train with a locomotive and colorful wagons, picking up passengers waiting on the platform”
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 · 439 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Snake Train</title>
<style>
* { box-sizing: border-box; margin: 0; padding: 0; }
html, body {
width: 100%; height: 100%;
background: #1b2330;
font-family: "Trebuchet MS", "Segoe UI", Arial, sans-serif;
color: #f5f1e6;
overflow: hidden;
}
body { display: flex; align-items: center; justify-content: center; }
.wrap {
display: flex; flex-direction: column; align-items: center; gap: 10px;
width: 100%; max-width: 1280px; padding: 12px;
}
header {
display: flex; justify-content: space-between; align-items: center;
width: 100%; max-width: 640px; font-size: 18px; font-weight: bold;
flex-wrap: wrap; gap: 6px;
}
header .title { color: #ffd166; font-size: 22px; letter-spacing: 1px; }
header .stats span { margin-left: 14px; }
#board-holder { position: relative; width: 100%; max-width: 640px; }
canvas {
display: block; width: 100%; height: auto;
border-radius: 14px; border: 6px solid #3a4a5e;
background: #2e7d4f;
box-shadow: 0 10px 30px rgba(0,0,0,0.45);
cursor: pointer;
}
#overlay {
position: absolute; inset: 0; display: flex; align-items: center; justify-content: center;
pointer-events: none;
}
#overlay .msg {
background: rgba(20,25,35,0.82); padding: 14px 22px; border-radius: 12px;
font-size: 20px; text-align: center; border: 2px solid #ffd166;
}
.hint { font-size: 13px; opacity: 0.75; text-align: center; max-width: 640px; }
@media (max-width: 520px) {
header { font-size: 15px; }
header .title { font-size: 18px; }
.hint { font-size: 11px; }
#overlay .msg { font-size: 15px; padding: 10px 14px; }
canvas { border-width: 4px; }
}
</style>
</head>
<body>
<div class="wrap">
<header>
<div class="title">🚂 Snake Train</div>
<div class="stats">
<span>Passengers: <b id="score">0</b></span>
<span>Best: <b id="best">0</b></span>
</div>
</header>
<div id="board-holder">
<canvas id="game" width="640" height="640"></canvas>
<div id="overlay"><div class="msg" id="msg">Click or press a key to start</div></div>
</div>
<div class="hint">Arrow keys / WASD to steer · Pick up waiting passengers to grow your train · Don't crash!</div>
</div>
<script>
(function () {
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
const scoreEl = document.getElementById('score');
const bestEl = document.getElementById('best');
const msgEl = document.getElementById('msg');
const overlay = document.getElementById('overlay');
const N = 16; // grid cells per side
const CELL = canvas.width / N;
const TICK = 130; // ms per move
const WAGON_COLORS = ['#e63946', '#f4a261', '#2a9d8f', '#8e5ea2', '#ffd166', '#1d8bd6', '#ff6f91', '#86c440'];
const PASSENGER_COLORS = ['#ffadad', '#ffd6a5', '#caffbf', '#9bf6ff', '#bdb2ff', '#fdffb6'];
let snake, dir, nextDir, passengers, score, best = 0;
let state = 'demo'; // 'demo' | 'playing' | 'over'
let lastTick = 0, deadTimer = 0, particles = [], smoke = [];
let demoPath = [];
const dirs = { up: [0,-1], down: [0,1], left: [-1,0], right: [1,0] };
function reset() {
const cx = Math.floor(N / 2), cy = Math.floor(N / 2);
snake = [{x: cx, y: cy}, {x: cx-1, y: cy}, {x: cx-2, y: cy}];
dir = dirs.right; nextDir = dir;
score = 0; scoreEl.textContent = score;
passengers = [];
for (let i = 0; i < 5; i++) spawnPassenger();
particles = []; smoke = [];
}
function occupied(x, y) {
return snake.some(s => s.x === x && s.y === y) || passengers.some(p => p.x === x && p.y === y);
}
function spawnPassenger() {
// passengers wait on platforms: pick a free spot
let tries = 0;
while (tries++ < 200) {
const x = Math.floor(Math.random() * N), y = Math.floor(Math.random() * N);
if (!occupied(x, y)) {
passengers.push({
x, y,
color: PASSENGER_COLORS[Math.floor(Math.random() * PASSENGER_COLORS.length)],
wave: Math.random() * Math.PI * 2
});
return;
}
}
}
function startGame() {
reset();
state = 'playing';
msgEl.textContent = '';
overlay.style.display = 'none';
}
function gameOver() {
state = 'over';
deadTimer = 0;
best = Math.max(best, score);
bestEl.textContent = best;
for (let i = 0; i < 30; i++) {
particles.push({
x: snake[0].x * CELL + CELL/2, y: snake[0].y * CELL + CELL/2,
vx: (Math.random()-0.5)*6, vy: (Math.random()-0.5)*6,
life: 1, color: Math.random() < 0.5 ? '#ff9f1c' : '#666'
});
}
setTimeout(() => {
if (state === 'over') {
overlay.style.display = 'flex';
msgEl.textContent = 'Derailed! Click or press a key to restart';
}
}, 1200);
}
// Demo AI: move toward nearest passenger, avoiding collisions when possible
function aiChoose() {
const head = snake[0];
let target = passengers.length ? passengers[0] : null;
if (target) {
let best = Infinity;
passengers.forEach(p => {
const d = Math.abs(p.x - head.x) + Math.abs(p.y - head.y);
if (d < best) { best = d; target = p; }
});
}
const options = [];
for (const k in dirs) {
const d = dirs[k];
if (d[0] === -dir[0] && d[1] === -dir[1]) continue;
const nx = head.x + d[0], ny = head.y + d[1];
if (nx < 0 || ny < 0 || nx >= N || ny >= N) continue;
if (snake.some(s => s.x === nx && s.y === ny)) continue;
const dist = target ? Math.abs(target.x - nx) + Math.abs(target.y - ny) : 0;
options.push({ d, dist, rnd: Math.random() });
}
if (!options.length) return;
options.sort((a, b) => a.dist - b.dist || a.rnd - b.rnd);
nextDir = options[0].d;
}
function step() {
dir = nextDir;
const head = snake[0];
const nh = { x: head.x + dir[0], y: head.y + dir[1] };
if (nh.x < 0 || nh.y < 0 || nh.x >= N || nh.y >= N ||
snake.some((s, i) => i < snake.length - 1 && s.x === nh.x && s.y === nh.y)) {
if (state === 'demo') { reset(); return; }
gameOver();
return;
}
snake.unshift(nh);
const idx = passengers.findIndex(p => p.x === nh.x && p.y === nh.y);
if (idx >= 0) {
const p = passengers[idx];
passengers.splice(idx, 1);
score++;
scoreEl.textContent = score;
snake[snake.length - 1].newWagon = true;
// mark the newly added wagon by keeping tail (growth)
spawnPassenger();
for (let i = 0; i < 12; i++) {
particles.push({
x: p.x * CELL + CELL/2, y: p.y * CELL + CELL/2,
vx: (Math.random()-0.5)*4, vy: (Math.random()-0.5)*4,
life: 1, color: p.color
});
}
} else {
snake.pop();
}
if (state === 'playing' || state === 'demo') {
if (passengers.length < 4 && Math.random() < 0.3) spawnPassenger();
}
if (Math.random() < 0.25) smoke.push({x: snake[0].x * CELL + CELL/2, y: snake[0].y * CELL + CELL*0.2, r: 4, life: 1});
}
function drawBackground(t) {
// grass with subtle texture
ctx.fillStyle = '#2e7d4f';
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < N; i++) for (let j = 0; j < N; j++) {
if ((i + j) % 2 === 0) {
ctx.fillStyle = 'rgba(255,255,255,0.03)';
ctx.fillRect(i*CELL, j*CELL, CELL, CELL);
}
}
// tracks: horizontal rails across middle row decoration
ctx.strokeStyle = '#8a7a66';
ctx.lineWidth = 2;
for (let y = 0; y < N; y += 5) {
ctx.beginPath();
ctx.moveTo(0, y*CELL + CELL*0.5);
ctx.lineTo(canvas.width, y*CELL + CELL*0.5);
ctx.stroke();
}
}
function drawPassengers(t) {
passengers.forEach(p => {
const cx = p.x * CELL + CELL/2, cy = p.y * CELL + CELL/2;
const bob = Math.sin(t/300 + p.wave) * 2;
// platform
ctx.fillStyle = '#c9b89a';
ctx.fillRect(p.x*CELL + 3, p.y*CELL + CELL*0.7, CELL - 6, CELL*0.25);
// person
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(cx, cy - 6 + bob, CELL*0.22, 0, Math.PI*2);
ctx.fill();
ctx.fillStyle = '#333';
ctx.fillRect(cx - 4, cy + 4 + bob, 8, 10);
// waving arm
ctx.strokeStyle = '#333';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx + 5, cy + 4 + bob);
ctx.lineTo(cx + 12, cy - 6 + bob - Math.sin(t/120 + p.wave)*4);
ctx.stroke();
// sign
ctx.fillStyle = '#fff';
ctx.font = `${Math.floor(CELL*0.2)}px sans-serif`;
ctx.textAlign = 'center';
ctx.fillText('?', cx, cy - CELL*0.36 + bob);
});
}
function drawTrain(t) {
// draw wagons from tail to head so the locomotive sits on top
for (let i = snake.length - 1; i >= 1; i--) {
const s = snake[i];
const x = s.x*CELL + 3, y = s.y*CELL + 3, w = CELL - 6, h = CELL - 6;
const color = WAGON_COLORS[i % WAGON_COLORS.length];
ctx.fillStyle = color;
roundRect(x, y, w, h, 6);
ctx.fill();
ctx.strokeStyle = 'rgba(0,0,0,0.35)';
ctx.lineWidth = 2;
ctx.stroke();
// windows
ctx.fillStyle = 'rgba(200,235,255,0.85)';
ctx.fillRect(x + w*0.2, y + h*0.25, w*0.3, h*0.25);
ctx.fillRect(x + w*0.55, y + h*0.25, w*0.25, h*0.25);
// wheels
ctx.fillStyle = '#222';
ctx.beginPath(); ctx.arc(x + w*0.25, y + h*0.85, 3, 0, Math.PI*2); ctx.fill();
ctx.beginPath(); ctx.arc(x + w*0.75, y + h*0.85, 3, 0, Math.PI*2); ctx.fill();
// coupling between wagons
const prev = snake[i-1];
if (prev) {
ctx.fillStyle = '#444';
const cx = (s.x + prev.x)/2*CELL + CELL/2;
const cy = (s.y + prev.y)/2*CELL + CELL/2;
ctx.fillRect(cx - CELL*0.12, cy - CELL*0.12, CELL*0.24, CELL*0.24);
}
}
// locomotive
const head = snake[0];
const hx = head.x*CELL, hy = head.y*CELL;
const angle = Math.atan2(dir[1], dir[0]);
ctx.save();
ctx.translate(hx + CELL/2, hy + CELL/2);
ctx.rotate(angle);
// body
ctx.fillStyle = state === 'over' ? '#7a7a7a' : '#1d3557';
roundRect(-CELL*0.45, -CELL*0.38, CELL*0.9, CELL*0.76, 7);
ctx.fill();
// cab
ctx.fillStyle = '#e63946';
ctx.fillRect(-CELL*0.45, -CELL*0.38, CELL*0.38, CELL*0.76);
// cab window
ctx.fillStyle = 'rgba(200,235,255,0.9)';
ctx.fillRect(-CELL*0.38, -CELL*0.22, CELL*0.22, CELL*0.18);
// smokestack (back)
ctx.fillStyle = '#222';
ctx.fillRect(CELL*0.05, -CELL*0.52, CELL*0.12, CELL*0.2);
// nose / boiler front
ctx.fillStyle = '#ffd166';
ctx.beginPath();
ctx.arc(CELL*0.45, 0, CELL*0.1, 0, Math.PI*2);
ctx.fill();
// headlight glow
const glow = ctx.createRadialGradient(CELL*0.5, 0, 2, CELL*0.5, 0, CELL*0.9);
glow.addColorStop(0, 'rgba(255,240,150,0.5)');
glow.addColorStop(1, 'rgba(255,240,150,0)');
ctx.fillStyle = glow;
ctx.beginPath(); ctx.arc(CELL*0.5, 0, CELL*0.9, 0, Math.PI*2); ctx.fill();
// wheels
ctx.fillStyle = '#111';
[-0.3, 0.1, 0.3].forEach(xx => {
ctx.beginPath(); ctx.arc(CELL*xx, CELL*0.4, 3.5, 0, Math.PI*2); ctx.fill();
});
ctx.restore();
}
function roundRect(x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.arcTo(x + w, y, x + w, y + h, r);
ctx.arcTo(x + w, y + h, x, y + h, r);
ctx.arcTo(x, y + h, x, y, r);
ctx.arcTo(x, y, x + w, y, r);
ctx.closePath();
}
function drawEffects() {
smoke.forEach(s => {
ctx.fillStyle = `rgba(230,230,230,${s.life*0.5})`;
ctx.beginPath(); ctx.arc(s.x, s.y, s.r, 0, Math.PI*2); ctx.fill();
s.y -= 0.6; s.x -= 0.3; s.r += 0.4; s.life -= 0.02;
});
smoke = smoke.filter(s => s.life > 0);
particles.forEach(p => {
ctx.globalAlpha = Math.max(p.life, 0);
ctx.fillStyle = p.color;
ctx.beginPath(); ctx.arc(p.x, p.y, 4, 0, Math.PI*2); ctx.fill();
p.x += p.vx; p.y += p.vy; p.life -= 0.03;
});
ctx.globalAlpha = 1;
particles = particles.filter(p => p.life > 0);
}
function render(t) {
drawBackground(t);
drawPassengers(t);
drawTrain(t);
drawEffects();
if (state === 'demo') {
ctx.fillStyle = 'rgba(255,209,102,0.9)';
ctx.font = 'bold 18px Trebuchet MS, Arial';
ctx.textAlign = 'center';
ctx.fillText('DEMO', canvas.width/2, 28);
}
}
function loop(t) {
if (!lastTick) lastTick = t;
if (t - lastTick > TICK) {
lastTick = t;
if (state === 'demo' || state === 'playing') {
if (state === 'demo') aiChoose();
step();
}
}
render(t);
requestAnimationFrame(loop);
}
function setDirection(name) {
if (state === 'over') { startGame(); return; }
if (state === 'demo') { startGame(); }
const d = dirs[name];
if (d[0] === -dir[0] && d[1] === -dir[1]) return;
nextDir = d;
}
const keyMap = {
ArrowUp: 'up', w: 'up', W: 'up',
ArrowDown: 'down', s: 'down', S: 'down',
ArrowLeft: 'left', a: 'left', A: 'left',
ArrowRight: 'right', d: 'right', D: 'right'
};
document.addEventListener('keydown', e => {
if (keyMap[e.key]) {
e.preventDefault();
setDirection(keyMap[e.key]);
} else if (state !== 'playing') {
startGame();
}
});
canvas.addEventListener('click', () => {
if (state !== 'playing') startGame();
});
// touch swipe support
let touchStart = null;
canvas.addEventListener('touchstart', e => {
const t = e.touches[0];
touchStart = {x: t.clientX, y: t.clientY};
}, {passive: true});
canvas.addEventListener('touchend', e => {
if (!touchStart) return;
const t = e.changedTouches[0];
const dx = t.clientX - touchStart.x, dy = t.clientY - touchStart.y;
if (Math.abs(dx) < 15 && Math.abs(dy) < 15) {
if (state !== 'playing') startGame();
} else if (Math.abs(dx) > Math.abs(dy)) {
setDirection(dx > 0 ? 'right' : 'left');
} else {
setDirection(dy > 0 ? 'down' : 'up');
}
touchStart = null;
}, {passive: true});
// initial demo state
reset();
state = 'demo';
bestEl.textContent = best;
requestAnimationFrame(loop);
})();
</script>
</body>
</html>