Claude Haiku 5.5
by AnthropicReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 23.1 s
- Cost
- $0.0036
- Output tokens
- 7,035
- Spent thinking
- 0 tokens
- Speed
- 313.6 tok/s
- Console errors
- 0
- First token after
- 629 ms
- First visible text after
- 629 ms
- Prompt tokens
- 749
- Code size
- 14.3 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
Build a polished Snake game in a single HTML file using vanilla JavaScript and a <canvas>. Requirements: - A grid of at least 20×20 cells, centered on the page. - Arrow keys and WASD control the snake. Quick successive key presses must both be honored, but the snake can never reverse onto itself. - Eating food adds 10 points and grows the snake by one cell; new food never spawns on the snake. - Game over when the snake hits a wall or itself, with an overlay showing the score; Space or Enter restarts, P pauses. - Visual polish: smooth movement, a snake with a distinct head and eyes facing its direction, and a small particle burst when eating. - Display the current score and the best score of the session.
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 · 507 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Snake</title>
<style>
* { box-sizing: border-box; margin: 0; padding: 0; }
html, body {
height: 100%;
background: radial-gradient(ellipse at center, #1b2a3a 0%, #0b1118 100%);
color: #e6f1ff;
font-family: "Segoe UI", Roboto, Helvetica, Arial, sans-serif;
overflow-x: hidden;
}
body {
display: flex;
align-items: center;
justify-content: center;
min-height: 100vh;
padding: 16px;
}
.wrap {
display: flex;
flex-direction: column;
align-items: center;
gap: 14px;
width: 100%;
max-width: 640px;
}
.hud {
display: flex;
justify-content: space-between;
width: 100%;
max-width: 560px;
font-size: 18px;
letter-spacing: 1px;
text-transform: uppercase;
}
.hud .box {
background: rgba(255,255,255,0.06);
border: 1px solid rgba(120,200,255,0.25);
border-radius: 10px;
padding: 8px 16px;
min-width: 130px;
text-align: center;
}
.hud .label { font-size: 11px; opacity: 0.6; }
.hud .value { font-size: 22px; font-weight: 700; color: #7ef0c0; }
.board-wrap {
position: relative;
width: min(92vw, 560px);
aspect-ratio: 1 / 1;
}
canvas {
width: 100%;
height: 100%;
display: block;
border-radius: 14px;
box-shadow: 0 0 40px rgba(60,200,255,0.18), inset 0 0 0 2px rgba(120,200,255,0.25);
background: #0f1c28;
}
.overlay {
position: absolute;
inset: 0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 10px;
background: rgba(8,14,22,0.72);
border-radius: 14px;
text-align: center;
padding: 20px;
pointer-events: none;
transition: opacity 0.25s;
}
.overlay.hidden { opacity: 0; }
.overlay h1 {
font-size: clamp(28px, 6vw, 40px);
color: #7ef0c0;
text-shadow: 0 0 18px rgba(126,240,192,0.5);
}
.overlay p { font-size: clamp(14px, 3vw, 17px); opacity: 0.85; }
.overlay .blink { animation: blink 1.2s infinite; color: #ffd166; font-weight: 600; }
@keyframes blink { 50% { opacity: 0.35; } }
.help {
font-size: 13px;
opacity: 0.55;
text-align: center;
}
@media (max-width: 420px) {
.hud { font-size: 14px; }
.hud .box { min-width: 0; flex: 1; margin: 0 4px; padding: 6px 8px; }
.hud .value { font-size: 18px; }
}
</style>
</head>
<body>
<div class="wrap">
<div class="hud">
<div class="box"><div class="label">Score</div><div class="value" id="score">0</div></div>
<div class="box"><div class="label">Best</div><div class="value" id="best">0</div></div>
</div>
<div class="board-wrap">
<canvas id="game"></canvas>
<div class="overlay" id="overlay">
<h1 id="ovTitle">SNAKE</h1>
<p id="ovText">Click or press a key to start</p>
<p class="blink" id="ovHint"></p>
</div>
</div>
<div class="help">Arrows / WASD to move · P to pause · Space / Enter to restart</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 overlay = document.getElementById('overlay');
const ovTitle = document.getElementById('ovTitle');
const ovText = document.getElementById('ovText');
const ovHint = document.getElementById('ovHint');
const COLS = 24, ROWS = 24;
const TICK_MS = 110; // logical step interval
const DPR = Math.min(window.devicePixelRatio || 1, 2);
let cell = 0, size = 0;
function resize() {
const rect = canvas.getBoundingClientRect();
size = Math.round(rect.width);
canvas.width = size * DPR;
canvas.height = size * DPR;
ctx.setTransform(DPR, 0, 0, DPR, 0, 0);
cell = size / COLS;
draw();
}
window.addEventListener('resize', resize);
// ---------- State ----------
const DIRS = {
up: { x: 0, y: -1 },
down: { x: 0, y: 1 },
left: { x: -1, y: 0 },
right: { x: 1, y: 0 }
};
let snake, dir, nextDirs, food, score, best = 0;
let state = 'demo'; // 'demo' | 'ready' | 'playing' | 'paused' | 'over'
let particles = [];
let lastTick = 0, acc = 0;
let headPos; // interpolated {x,y} in cell units
let prevSnake; // snapshot for interpolation
let deathFlash = 0;
let started = false; // user has interacted once
function newGame() {
const cx = Math.floor(COLS / 2), cy = Math.floor(ROWS / 2);
snake = [
{ x: cx, y: cy },
{ x: cx - 1, y: cy },
{ x: cx - 2, y: cy }
];
prevSnake = snake.map(s => ({ ...s }));
dir = DIRS.right;
nextDirs = [];
score = 0;
particles = [];
headPos = { x: snake[0].x, y: snake[0].y };
placeFood();
updateHud();
}
function placeFood() {
const occupied = new Set(snake.map(s => s.x + ',' + s.y));
const free = [];
for (let x = 0; x < COLS; x++)
for (let y = 0; y < ROWS; y++)
if (!occupied.has(x + ',' + y)) free.push({ x, y });
food = free.length ? free[Math.floor(Math.random() * free.length)] : null;
}
function updateHud() {
scoreEl.textContent = score;
bestEl.textContent = best;
}
// ---------- Overlay ----------
function showOverlay(title, text, hint) {
ovTitle.textContent = title;
ovText.textContent = text;
ovHint.textContent = hint || '';
overlay.classList.remove('hidden');
}
function hideOverlay() { overlay.classList.add('hidden'); }
// ---------- Input ----------
const KEYMAP = {
ArrowUp: 'up', KeyW: 'up',
ArrowDown: 'down', KeyS: 'down',
ArrowLeft: 'left', KeyA: 'left',
ArrowRight: 'right', KeyD: 'right'
};
function turnTo(name) {
const d = DIRS[name];
// Compare against the last queued direction (or current) to forbid reversing
const ref = nextDirs.length ? nextDirs[nextDirs.length - 1] : dir;
if (d.x === -ref.x && d.y === -ref.y) return;
if (d.x === ref.x && d.y === ref.y) return;
if (nextDirs.length < 3) nextDirs.push(d);
}
function startPlaying() {
newGame();
state = 'playing';
hideOverlay();
lastTick = performance.now();
}
window.addEventListener('keydown', (e) => {
started = true;
const name = KEYMAP[e.code];
if (name) {
e.preventDefault();
if (state === 'demo' || state === 'ready') startPlaying();
if (state === 'playing') turnTo(name);
return;
}
if (e.code === 'KeyP') {
e.preventDefault();
if (state === 'playing') {
state = 'paused';
showOverlay('PAUSED', 'Press P to resume', '');
} else if (state === 'paused') {
state = 'playing';
hideOverlay();
lastTick = performance.now();
}
return;
}
if (e.code === 'Space' || e.code === 'Enter') {
e.preventDefault();
if (state === 'demo' || state === 'ready' || state === 'over') startPlaying();
}
});
canvas.addEventListener('click', () => {
started = true;
if (state === 'demo' || state === 'ready' || state === 'over') startPlaying();
});
overlay.addEventListener('click', () => {
if (state === 'demo' || state === 'ready' || state === 'over') startPlaying();
});
// ---------- Particles ----------
function burst(gx, gy, color) {
const px = (gx + 0.5) * cell, py = (gy + 0.5) * cell;
for (let i = 0; i < 18; i++) {
const a = Math.random() * Math.PI * 2;
const sp = 40 + Math.random() * 90;
particles.push({
x: px, y: py,
vx: Math.cos(a) * sp,
vy: Math.sin(a) * sp,
life: 1,
color
});
}
}
// ---------- AI for demo mode ----------
function aiChooseDir() {
const head = snake[0];
const candidates = [];
for (const k of Object.keys(DIRS)) {
const d = DIRS[k];
if (d.x === -dir.x && d.y === -dir.y) continue;
const nx = head.x + d.x, ny = head.y + d.y;
if (nx < 0 || ny < 0 || nx >= COLS || ny >= ROWS) continue;
if (snake.some((s, i) => i < snake.length - 1 && s.x === nx && s.y === ny)) continue;
const dist = food ? Math.abs(nx - food.x) + Math.abs(ny - food.y) : 0;
candidates.push({ d, dist });
}
if (!candidates.length) return dir;
candidates.sort((a, b) => a.dist - b.dist);
return candidates[0].d;
}
// ---------- Logic tick ----------
function step() {
if (state === 'demo') {
if (!nextDirs.length) nextDirs.push(aiChooseDir());
}
prevSnake = snake.map(s => ({ ...s }));
if (nextDirs.length) dir = nextDirs.shift();
const head = snake[0];
const nx = head.x + dir.x, ny = head.y + dir.y;
// Wall or self collision
const hitWall = nx < 0 || ny < 0 || nx >= COLS || ny >= ROWS;
const bodyCheck = snake.slice(0, snake.length - 1);
const hitSelf = bodyCheck.some(s => s.x === nx && s.y === ny);
if (hitWall || hitSelf) {
if (state === 'demo') {
// restart demo silently
newGame();
return;
}
gameOver();
return;
}
snake.unshift({ x: nx, y: ny });
if (food && nx === food.x && ny === food.y) {
score += 10;
if (score > best) best = score;
burst(nx, ny, '#ffd166');
placeFood();
updateHud();
// keep tail (grow)
prevSnake.push({ ...prevSnake[prevSnake.length - 1] });
} else {
snake.pop();
}
if (!food) {
// board filled — victory-ish: restart
if (state !== 'demo') {
gameOver();
}
}
}
function gameOver() {
state = 'over';
deathFlash = 1;
const head = snake[0];
burst(head.x, head.y, '#ff6b6b');
showOverlay('GAME OVER', 'Score: ' + score + (score >= best && score > 0 ? ' · New best!' : ''),
'Space / Enter to restart');
updateHud();
}
// ---------- Drawing ----------
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 drawGrid() {
ctx.strokeStyle = 'rgba(120,200,255,0.06)';
ctx.lineWidth = 1;
ctx.beginPath();
for (let i = 1; i < COLS; i++) {
ctx.moveTo(i * cell, 0); ctx.lineTo(i * cell, size);
}
for (let j = 1; j < ROWS; j++) {
ctx.moveTo(0, j * cell); ctx.lineTo(size, j * cell);
}
ctx.stroke();
}
function drawFood(t) {
if (!food) return;
const cx = (food.x + 0.5) * cell, cy = (food.y + 0.5) * cell;
const pulse = 1 + Math.sin(t / 180) * 0.08;
const r = cell * 0.34 * pulse;
const g = ctx.createRadialGradient(cx, cy, 1, cx, cy, cell * 0.9);
g.addColorStop(0, 'rgba(255,209,102,0.45)');
g.addColorStop(1, 'rgba(255,209,102,0)');
ctx.fillStyle = g;
ctx.beginPath(); ctx.arc(cx, cy, cell * 0.9, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#ffd166';
ctx.beginPath(); ctx.arc(cx, cy, r, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = 'rgba(255,255,255,0.7)';
ctx.beginPath(); ctx.arc(cx - r * 0.3, cy - r * 0.3, r * 0.25, 0, Math.PI * 2); ctx.fill();
}
function segPos(i, t) {
const cur = snake[i];
const prev = prevSnake[i] || cur;
return {
x: (prev.x + (cur.x - prev.x) * t + 0.5) * cell,
y: (prev.y + (cur.y - prev.y) * t + 0.5) * cell
};
}
function drawSnake(t) {
const n = snake.length;
// body as connected rounded segments
for (let i = n - 1; i >= 1; i--) {
const p = segPos(i, t);
const k = i / n;
const color = `hsl(${150 - k * 20}, ${70 - k * 15}%, ${52 - k * 18}%)`;
ctx.fillStyle = color;
const s = cell * (0.86 - k * 0.22);
roundRect(p.x - s / 2, p.y - s / 2, s, s, s * 0.35);
ctx.fill();
}
// head
const hp = segPos(0, t);
const hs = cell * 0.92;
ctx.save();
ctx.shadowColor = 'rgba(126,240,192,0.7)';
ctx.shadowBlur = 12;
ctx.fillStyle = '#7ef0c0';
roundRect(hp.x - hs / 2, hp.y - hs / 2, hs, hs, hs * 0.4);
ctx.fill();
ctx.restore();
// eyes facing direction
const d = dir;
const perpX = -d.y, perpY = d.x;
const eyeOff = cell * 0.2, eyeFwd = cell * 0.12;
const eyes = [
{ x: hp.x + d.x * eyeFwd + perpX * eyeOff, y: hp.y + d.y * eyeFwd + perpY * eyeOff },
{ x: hp.x + d.x * eyeFwd - perpX * eyeOff, y: hp.y + d.y * eyeFwd - perpY * eyeOff }
];
eyes.forEach(e => {
ctx.fillStyle = '#fff';
ctx.beginPath(); ctx.arc(e.x, e.y, cell * 0.14, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#0b1118';
ctx.beginPath();
ctx.arc(e.x + d.x * cell * 0.04, e.y + d.y * cell * 0.04, cell * 0.07, 0, Math.PI * 2);
ctx.fill();
});
}
function drawParticles(dt) {
particles = particles.filter(p => p.life > 0);
for (const p of particles) {
p.x += p.vx * dt;
p.y += p.vy * dt;
p.vx *= 0.95; p.vy *= 0.95;
p.life -= dt * 2.2;
ctx.globalAlpha = Math.max(0, p.life);
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, 2.5 * Math.max(0.2, p.life) + 1, 0, Math.PI * 2);
ctx.fill();
}
ctx.globalAlpha = 1;
}
function draw(t = performance.now(), dt = 0) {
if (!size) return;
ctx.clearRect(0, 0, size, size);
drawGrid();
drawFood(t);
if (snake) drawSnake(state === 'playing' || state === 'demo' ? Math.min(acc / TICK_MS, 1) : 1);
drawParticles(dt);
if (deathFlash > 0) {
ctx.fillStyle = `rgba(255,80,80,${deathFlash * 0.25})`;
ctx.fillRect(0, 0, size, size);
}
}
// ---------- Main loop ----------
let lastFrame = performance.now();
function frame(now) {
const frameDt = Math.min((now - lastFrame) / 1000, 0.05);
lastFrame = now;
if (state === 'playing' || state === 'demo') {
acc += now - lastTick;
lastTick = now;
while (acc >= TICK_MS) {
acc -= TICK_MS;
step();
if (state === 'over') { acc = 0; break; }
}
} else {
lastTick = now;
}
if (deathFlash > 0) deathFlash = Math.max(0, deathFlash - frameDt * 2);
draw(now, frameDt);
requestAnimationFrame(frame);
}
// ---------- Boot ----------
resize();
newGame();
state = 'demo';
lastTick = performance.now();
showOverlay('SNAKE', 'Click or press a key to start', '');
overlay.style.background = 'rgba(8,14,22,0.35)';
requestAnimationFrame(frame);
})();
</script>
</body>
</html>