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
- 7.7 s
- Cost
- $0.0047
- Output tokens
- 3,020
- Spent thinking
- 132 tokens
- Speed
- 446.1 tok/s
- Console errors
- 0
- First token after
- 939 ms
- First visible text after
- 939 ms
- Prompt tokens
- 507
- Code size
- 8.8 KB
- Finish reason
- stop
- Served by
- Model id
google/gemini-3.1-flash-lite- Reasoning sent
{"effort":"low"}- Max output
- 65,536 tokens
- Generated
- Nov 12, 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 · 287 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Polished Snake</title>
<style>
body {
margin: 0;
padding: 0;
background: #1a1a2e;
color: #e94560;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
overflow: hidden;
}
#game-container {
position: relative;
box-shadow: 0 0 20px rgba(0,0,0,0.5);
border: 4px solid #16213e;
background: #0f3460;
border-radius: 8px;
}
canvas {
display: block;
background: #0f3460;
cursor: pointer;
}
#ui-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
background: rgba(15, 52, 96, 0.85);
color: white;
z-index: 10;
}
#score-board {
position: absolute;
top: -40px;
width: 100%;
display: flex;
justify-content: space-between;
font-weight: bold;
font-size: 1.2rem;
color: #fff;
}
h1 { margin: 0 0 10px 0; }
.hidden { display: none !important; }
.key-hint { margin-top: 10px; font-size: 0.9rem; opacity: 0.8; }
</style>
</head>
<body>
<div id="game-container">
<div id="score-board">
<span>Score: <span id="current-score">0</span></span>
<span>Best: <span id="best-score">0</span></span>
</div>
<canvas id="gameCanvas" width="400" height="400"></canvas>
<div id="ui-overlay">
<h1 id="status-title">SNAKE</h1>
<p id="status-desc">Click or press any key to start</p>
</div>
</div>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreEl = document.getElementById('current-score');
const bestEl = document.getElementById('best-score');
const overlay = document.getElementById('ui-overlay');
const titleEl = document.getElementById('status-title');
// Game Config
const GRID_SIZE = 20;
const TILE_COUNT = canvas.width / GRID_SIZE;
const SNAKE_SPEED = 100; // ms per tick
// State
let snake = [{x: 10, y: 10}];
let food = {x: 5, y: 5};
let dx = 1;
let dy = 0;
let nextDx = 1;
let nextDy = 0;
let score = 0;
let bestScore = 0;
let particles = [];
let gameLoop;
let isPaused = false;
let isRunning = false;
let isDemoMode = true;
// Listeners
document.addEventListener('keydown', handleKey);
canvas.addEventListener('click', startGame);
function handleKey(e) {
if (!isRunning) {
startGame();
return;
}
const key = e.key.toLowerCase();
if (key === 'p') {
togglePause();
return;
}
if (key === ' ' || key === 'enter') {
if (isPaused) togglePause();
return;
}
// Prevent reversing
if ((key === 'arrowup' || key === 'w') && dy !== 1) { nextDx = 0; nextDy = -1; }
else if ((key === 'arrowdown' || key === 's') && dy !== -1) { nextDx = 0; nextDy = 1; }
else if ((key === 'arrowleft' || key === 'a') && dx !== 1) { nextDx = -1; nextDy = 0; }
else if ((key === 'arrowright' || key === 'd') && dx !== -1) { nextDx = 1; nextDy = 0; }
}
function togglePause() {
if (isPaused) {
isPaused = false;
overlay.classList.add('hidden');
} else {
isPaused = true;
overlay.classList.remove('hidden');
titleEl.innerText = "PAUSED";
}
}
function startGame() {
if (isRunning && !isPaused) return;
if (isPaused) { togglePause(); return; }
// Reset
snake = [{x: 10, y: 10}, {x: 9, y: 10}, {x: 8, y: 10}];
dx = 1; dy = 0;
nextDx = 1; nextDy = 0;
score = 0;
particles = [];
isRunning = true;
isDemoMode = false;
scoreEl.innerText = 0;
overlay.classList.add('hidden');
spawnFood();
if (gameLoop) clearInterval(gameLoop);
gameLoop = setInterval(update, SNAKE_SPEED);
}
function spawnFood() {
let valid = false;
while (!valid) {
food = {
x: Math.floor(Math.random() * TILE_COUNT),
y: Math.floor(Math.random() * TILE_COUNT)
};
valid = !snake.some(segment => segment.x === food.x && segment.y === food.y);
}
}
function createParticles(x, y) {
for(let i = 0; i < 8; i++) {
particles.push({
x: (x * GRID_SIZE) + GRID_SIZE/2,
y: (y * GRID_SIZE) + GRID_SIZE/2,
vx: (Math.random() - 0.5) * 4,
vy: (Math.random() - 0.5) * 4,
life: 1.0
});
}
}
function update() {
if (isPaused) return;
// AI Demo Logic
if (isDemoMode) {
// Very simple AI: chase food
if (snake[0].x < food.x && dx !== -1) { nextDx = 1; nextDy = 0; }
else if (snake[0].x > food.x && dx !== 1) { nextDx = -1; nextDy = 0; }
else if (snake[0].y < food.y && dy !== -1) { nextDx = 0; nextDy = 1; }
else if (snake[0].y > food.y && dy !== 1) { nextDx = 0; nextDy = -1; }
}
dx = nextDx;
dy = nextDy;
const head = { x: snake[0].x + dx, y: snake[0].y + dy };
// Collision detection
if (head.x < 0 || head.x >= TILE_COUNT || head.y < 0 || head.y >= TILE_COUNT ||
snake.some(seg => seg.x === head.x && seg.y === head.y)) {
gameOver();
return;
}
snake.unshift(head);
// Eating
if (head.x === food.x && head.y === food.y) {
score += 10;
scoreEl.innerText = score;
if (score > bestScore) {
bestScore = score;
bestEl.innerText = bestScore;
}
createParticles(head.x, head.y);
spawnFood();
} else {
snake.pop();
}
// Particle update
particles.forEach((p, i) => {
p.x += p.vx;
p.y += p.vy;
p.life -= 0.05;
if (p.life <= 0) particles.splice(i, 1);
});
draw();
}
function gameOver() {
clearInterval(gameLoop);
isRunning = false;
overlay.classList.remove('hidden');
titleEl.innerText = "GAME OVER";
document.getElementById('status-desc').innerText = "Click to Restart";
}
function draw() {
// Clear
ctx.fillStyle = '#0f3460';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw Food
ctx.fillStyle = '#e94560';
ctx.beginPath();
ctx.arc((food.x * GRID_SIZE) + GRID_SIZE/2, (food.y * GRID_SIZE) + GRID_SIZE/2, GRID_SIZE/3, 0, Math.PI*2);
ctx.fill();
// Draw Snake
snake.forEach((part, index) => {
ctx.fillStyle = index === 0 ? '#4ecca3' : '#45b7af';
ctx.fillRect(part.x * GRID_SIZE + 1, part.y * GRID_SIZE + 1, GRID_SIZE - 2, GRID_SIZE - 2);
// Head eyes
if (index === 0) {
ctx.fillStyle = '#1a1a2e';
const eyeSize = 3;
let offset = 4;
if (dx === 1) ctx.fillRect(part.x * GRID_SIZE + 12, part.y * GRID_SIZE + offset, eyeSize, eyeSize), ctx.fillRect(part.x * GRID_SIZE + 12, part.y * GRID_SIZE + 12, eyeSize, eyeSize);
else if (dx === -1) ctx.fillRect(part.x * GRID_SIZE + 4, part.y * GRID_SIZE + offset, eyeSize, eyeSize), ctx.fillRect(part.x * GRID_SIZE + 4, part.y * GRID_SIZE + 12, eyeSize, eyeSize);
else if (dy === 1) ctx.fillRect(part.x * GRID_SIZE + offset, part.y * GRID_SIZE + 12, eyeSize, eyeSize), ctx.fillRect(part.x * GRID_SIZE + 12, part.y * GRID_SIZE + 12, eyeSize, eyeSize);
else ctx.fillRect(part.x * GRID_SIZE + offset, part.y * GRID_SIZE + 4, eyeSize, eyeSize), ctx.fillRect(part.x * GRID_SIZE + 12, part.y * GRID_SIZE + 4, eyeSize, eyeSize);
}
});
// Draw Particles
particles.forEach(p => {
ctx.fillStyle = `rgba(233, 69, 96, ${p.life})`;
ctx.fillRect(p.x, p.y, 3, 3);
});
}
// Initial draw to show something before start
draw();
</script>
</body>
</html>