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
- 8.7 s
- Cost
- $0.0044
- Output tokens
- 2,874
- Spent thinking
- 400 tokens
- Speed
- 398.6 tok/s
- Console errors
- 0
- First token after
- 1.5 s
- First visible text after
- 2.2 s
- Prompt tokens
- 507
- Code size
- 7.4 KB
- Finish reason
- stop
- Served by
- Model id
google/gemini-3.1-flash-lite- Reasoning sent
{"effort":"medium"}- 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 · 240 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Snake Deluxe</title>
<style>
body {
margin: 0;
background: #1a1a2e;
color: #fff;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
overflow: hidden;
}
#game-container {
position: relative;
box-shadow: 0 0 20px rgba(0,0,0,0.5);
border: 4px solid #4e4e6a;
background: #0f0f1a;
}
canvas {
display: block;
image-rendering: pixelated;
}
#ui {
position: absolute;
top: 10px;
left: 10px;
pointer-events: none;
font-size: 18px;
text-shadow: 1px 1px 2px #000;
}
#overlay {
position: absolute;
top: 0; left: 0; width: 100%; height: 100%;
background: rgba(0,0,0,0.8);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
z-index: 10;
}
h1 { margin: 0 0 10px 0; color: #4ecca3; }
.btn { padding: 10px 20px; cursor: pointer; background: #4ecca3; border: none; font-weight: bold; }
</style>
</head>
<body>
<div id="game-container">
<canvas id="gameCanvas" width="400" height="400"></canvas>
<div id="ui">
Score: <span id="score">0</span><br>
Best: <span id="best">0</span>
</div>
<div id="overlay">
<h1 id="msg">Snake Deluxe</h1>
<p>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('score');
const bestEl = document.getElementById('best');
const overlay = document.getElementById('overlay');
const msgEl = document.getElementById('msg');
const gridSize = 20;
const tileCount = 20;
const tileSize = canvas.width / tileCount;
let snake, food, direction, nextDirection, score, best = 0;
let gameLoop, particles = [], isPaused = false, isGameOver = true, isDemo = true;
let lastTime = 0;
const speed = 100;
function init() {
snake = [{x: 10, y: 10}, {x: 9, y: 10}, {x: 8, y: 10}];
direction = {x: 1, y: 0};
nextDirection = {x: 1, y: 0};
score = 0;
particles = [];
spawnFood();
updateScore();
isGameOver = false;
overlay.style.display = 'none';
lastTime = performance.now();
requestAnimationFrame(loop);
}
function spawnFood() {
let valid = false;
while (!valid) {
food = {x: Math.floor(Math.random() * tileCount), y: Math.floor(Math.random() * tileCount)};
valid = !snake.some(s => s.x === food.x && s.y === food.y);
}
}
function spawnParticles(x, y) {
for (let i = 0; i < 8; i++) {
particles.push({
x: (x + 0.5) * tileSize, y: (y + 0.5) * tileSize,
vx: (Math.random() - 0.5) * 4, vy: (Math.random() - 0.5) * 4,
life: 1.0
});
}
}
function update() {
if (isPaused || isGameOver) return;
if (isDemo) aiMove();
direction = nextDirection;
const head = {x: snake[0].x + direction.x, y: snake[0].y + direction.y};
// Wall collision
if (head.x < 0 || head.x >= tileCount || head.y < 0 || head.y >= tileCount ||
snake.some(s => s.x === head.x && s.y === head.y)) {
gameOver();
return;
}
snake.unshift(head);
if (head.x === food.x && head.y === food.y) {
score += 10;
if (score > best) best = score;
updateScore();
spawnParticles(head.x, head.y);
spawnFood();
} else {
snake.pop();
}
particles.forEach(p => {
p.x += p.vx; p.y += p.vy; p.life -= 0.05;
});
particles = particles.filter(p => p.life > 0);
}
function aiMove() {
let targets = [];
const head = snake[0];
[{x:0,y:-1}, {x:0,y:1}, {x:-1,y:0}, {x:1,y:0}].forEach(d => {
if (d.x === -direction.x && d.y === -direction.y) return;
let nx = head.x + d.x, ny = head.y + d.y;
if (nx >= 0 && nx < tileCount && ny >= 0 && ny < tileCount && !snake.some(s => s.x === nx && s.y === ny)) {
let dist = Math.abs(nx - food.x) + Math.abs(ny - food.y);
targets.push({d, dist});
}
});
if (targets.length > 0) {
targets.sort((a,b) => a.dist - b.dist);
nextDirection = targets[0].d;
}
}
function draw() {
ctx.fillStyle = '#0f0f1a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Grid
ctx.strokeStyle = '#1a1a2e';
for(let i=0; i<tileCount; i++) {
ctx.strokeRect(i*tileSize, 0, tileSize, canvas.height);
ctx.strokeRect(0, i*tileSize, canvas.width, tileSize);
}
// Food
ctx.fillStyle = '#ff4d4d';
ctx.beginPath();
ctx.arc((food.x + 0.5) * tileSize, (food.y + 0.5) * tileSize, tileSize/3, 0, Math.PI*2);
ctx.fill();
// Snake
snake.forEach((s, i) => {
ctx.fillStyle = i === 0 ? '#4ecca3' : '#45b791';
ctx.fillRect(s.x * tileSize + 1, s.y * tileSize + 1, tileSize - 2, tileSize - 2);
if (i === 0) {
ctx.fillStyle = '#fff';
let ex = s.x * tileSize, ey = s.y * tileSize;
ctx.fillRect(ex + 4, ey + 4, 4, 4);
ctx.fillRect(ex + 12, ey + 4, 4, 4);
}
});
// Particles
ctx.fillStyle = '#ffcc00';
particles.forEach(p => {
ctx.globalAlpha = p.life;
ctx.fillRect(p.x, p.y, 4, 4);
});
ctx.globalAlpha = 1.0;
}
function loop(time) {
if (time - lastTime > speed) {
update();
lastTime = time;
}
draw();
requestAnimationFrame(loop);
}
function gameOver() {
isGameOver = true;
overlay.style.display = 'flex';
msgEl.innerText = "Game Over!";
}
function updateScore() {
scoreEl.innerText = score;
bestEl.innerText = best;
}
window.addEventListener('keydown', e => {
if (isGameOver) { init(); isDemo = false; return; }
if (e.code === 'Space' || e.code === 'Enter') isPaused = !isPaused;
if (e.code === 'KeyP') isPaused = !isPaused;
const keyMap = {ArrowUp: {x:0,y:-1}, ArrowDown: {x:0,y:1}, ArrowLeft: {x:-1,y:0}, ArrowRight: {x:1,y:0},
KeyW: {x:0,y:-1}, KeyS: {x:0,y:1}, KeyA: {x:-1,y:0}, KeyD: {x:1,y:0}};
if (keyMap[e.code]) {
let nd = keyMap[e.code];
if (!(nd.x === -direction.x && nd.y === -direction.y)) nextDirection = nd;
}
});
canvas.addEventListener('mousedown', () => { if (isGameOver) { init(); isDemo = false; } });
init();
</script>
</body>
</html>Reasoning trace (400 tokens)
**Considering Game Mechanics** I'm currently processing the core game logic. This involves defining the grid dimensions, player controls with anti-reversal, the scoring and growth mechanism upon eating, and the conditions for game over, including wall and self-collision, alongside restart functionality.