Gemma 4 31B
by Googlereasoning defaultClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 22.4 s
- Cost
- $0.0015
- Output tokens
- 3,618
- Spent thinking
- 0 tokens
- Speed
- 164.4 tok/s
- Console errors
- 0
- First token after
- 377 ms
- First visible text after
- 377 ms
- Prompt tokens
- 526
- Code size
- 12.4 KB
- Finish reason
- stop
- Served by
- NextBit
- Model id
google/gemma-4-31b-it- Reasoning sent
model default- Max output
- 16,384 tokens
- Generated
- Nov 13, 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 · 385 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Neon Snake Pro</title>
<style>
:root {
--bg-color: #0f172a;
--grid-color: #1e293b;
--snake-color: #4ade80;
--snake-head: #22c55e;
--food-color: #f87171;
--text-color: #f8fafc;
--accent-color: #38bdf8;
}
body {
margin: 0;
padding: 0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 100vh;
background-color: var(--bg-color);
color: var(--text-color);
font-family: 'Segoe UI', Roboto, Helvetica, Arial, sans-serif;
overflow: hidden;
}
#game-container {
position: relative;
box-shadow: 0 0 50px rgba(0, 0, 0, 0.5);
border: 4px solid #334155;
border-radius: 8px;
}
canvas {
display: block;
background-color: var(--bg-color);
}
#ui {
position: absolute;
top: -60px;
left: 0;
width: 100%;
display: flex;
justify-content: space-between;
font-size: 20px;
font-weight: bold;
text-transform: uppercase;
letter-spacing: 2px;
}
.overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(15, 23, 42, 0.85);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
text-align: center;
backdrop-filter: blur(4px);
z-index: 10;
}
h1 { margin: 0 0 10px 0; color: var(--accent-color); font-size: 42px; }
p { margin: 5px 0; font-size: 18px; }
.btn-hint {
margin-top: 20px;
padding: 10px 20px;
background: var(--accent-color);
color: var(--bg-color);
border-radius: 5px;
font-weight: bold;
cursor: pointer;
}
.hidden { display: none !important; }
</style>
</head>
<body>
<div id="game-container">
<div id="ui">
<div>Score: <span id="score">0</span></div>
<div>Best: <span id="best">0</span></div>
</div>
<canvas id="gameCanvas" width="600" height="600"></canvas>
<div id="start-screen" class="overlay">
<h1>NEON SNAKE</h1>
<p>Use Arrow Keys or WASD to move</p>
<p>P to Pause | Space to Start</p>
<div class="btn-hint">CLICK TO START</div>
</div>
<div id="game-over-screen" class="overlay hidden">
<h1 style="color: var(--food-color);">GAME OVER</h1>
<p>Final Score: <span id="final-score">0</span></p>
<p>Press SPACE or ENTER to Restart</p>
</div>
<div id="pause-screen" class="overlay hidden">
<h1>PAUSED</h1>
<p>Press P to Resume</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 finalScoreEl = document.getElementById('final-score');
const startScreen = document.getElementById('start-screen');
const gameOverScreen = document.getElementById('game-over-screen');
const pauseScreen = document.getElementById('pause-screen');
const GRID_SIZE = 20;
const TILE_COUNT = canvas.width / GRID_SIZE;
let score = 0;
let bestScore = 0;
let paused = false;
let gameOver = true;
let gameRunning = false;
let snake = [];
let food = { x: 0, y: 0 };
let dx = 0;
let dy = 0;
// Input queue to handle rapid key presses
let inputQueue = [];
// Particles for eating effect
let particles = [];
function init() {
score = 0;
scoreEl.innerText = score;
snake = [
{ x: 10, y: 10 },
{ x: 10, y: 11 },
{ x: 10, y: 12 }
];
dx = 0;
dy = -1;
inputQueue = [];
spawnFood();
gameOver = false;
gameRunning = true;
startScreen.classList.add('hidden');
gameOverScreen.classList.add('hidden');
pauseScreen.classList.add('hidden');
}
function spawnFood() {
food = {
x: Math.floor(Math.random() * TILE_COUNT),
y: Math.floor(Math.random() * TILE_COUNT)
};
// Ensure food doesn't spawn on snake
for (let part of snake) {
if (part.x === food.x && part.y === food.y) {
spawnFood();
break;
}
}
}
function handleInput(key) {
const nowDir = { x: dx, y: dy };
let nextDir = { x: dx, y: dy };
if (key === 'ArrowUp' || key === 'w') nextDir = { x: 0, y: -1 };
else if (key === 'ArrowDown' || key === 's') nextDir = { x: 0, y: 1 };
else if (key === 'ArrowLeft' || key === 'a') nextDir = { x: -1, y: 0 };
else if (key === 'ArrowRight' || key === 'd') nextDir = { x: 1, y: 0 };
else return;
// Prevent reversing
if (nextDir.x === -nowDir.x && nextDir.y === -nowDir.y) return;
// Queue the input if the last queued move isn't opposing
let lastQueued = inputQueue.length > 0 ? inputQueue[inputQueue.length - 1] : nowDir;
if (nextDir.x === -lastQueued.x && nextDir.y === -lastQueued.y) return;
inputQueue.push(nextDir);
}
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,
color: 'var(--food-color)'
});
}
}
function update() {
if (gameOver || paused) return;
// Process the input queue
if (inputQueue.length > 0) {
const nextMove = inputQueue.shift();
dx = nextMove.x;
dy = nextMove.y;
}
const head = { x: snake[0].x + dx, y: snake[0].y + dy };
// Wall collision
if (head.x < 0 || head.x >= TILE_COUNT || head.y < 0 || head.y >= TILE_COUNT) {
endGame();
return;
}
// Self collision
for (let i = 0; i < snake.length; i++) {
if (snake[i].x === head.x && snake[i].y === head.y) {
endGame();
return;
}
}
snake.unshift(head);
// Food collision
if (head.x === food.x && head.y === food.y) {
score += 10;
scoreEl.innerText = score;
createParticles(food.x, food.y);
spawnFood();
} else {
snake.pop();
}
}
function endGame() {
gameOver = true;
gameRunning = false;
if (score > bestScore) {
bestScore = score;
bestEl.innerText = bestScore;
}
finalScoreEl.innerText = score;
gameOverScreen.classList.remove('hidden');
}
function draw() {
// Clear background
ctx.fillStyle = '#0f172a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw Grid
ctx.strokeStyle = '#1e293b';
ctx.lineWidth = 1;
for (let i = 0; i <= TILE_COUNT; i++) {
ctx.beginPath();
ctx.moveTo(i * GRID_SIZE, 0);
ctx.lineTo(i * GRID_SIZE, canvas.height);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(0, i * GRID_SIZE);
ctx.lineTo(canvas.width, i * GRID_SIZE);
ctx.stroke();
}
// Draw Food
ctx.fillStyle = '#f87171';
ctx.shadowBlur = 15;
ctx.shadowColor = '#f87171';
ctx.beginPath();
ctx.arc(food.x * GRID_SIZE + GRID_SIZE/2, food.y * GRID_SIZE + GRID_SIZE/2, GRID_SIZE/2.5, 0, Math.PI * 2);
ctx.fill();
ctx.shadowBlur = 0;
// Draw Snake
snake.forEach((part, index) => {
const isHead = index === 0;
ctx.fillStyle = isHead ? '#22c55e' : '#4ade80';
// Slightly rounded rectangles for snake
const r = 4;
const x = part.x * GRID_SIZE + 2;
const y = part.y * GRID_SIZE + 2;
const w = GRID_SIZE - 4;
const h = GRID_SIZE - 4;
ctx.beginPath();
ctx.roundRect(x, y, w, h, 5);
ctx.fill();
if (isHead) {
// Eyes
ctx.fillStyle = 'white';
const eyeSize = 3;
let eyeX1, eyeY1, eyeX2, eyeY2;
if (dx === 1) { // East
eyeX1 = x + w - 6; eyeY1 = y + 4;
eyeX2 = x + w - 6; eyeY2 = y + h - 6;
} else if (dx === -1) { // West
eyeX1 = x + 4; eyeY1 = y + 4;
eyeX2 = x + 4; eyeY2 = y + h - 6;
} else if (dy === -1) { // North
eyeX1 = x + 4; eyeY1 = y + 4;
eyeX2 = x + w - 6; eyeY2 = y + 4;
} else { // South
eyeX1 = x + 4; eyeY1 = y + h - 6;
eyeX2 = x + w - 6; eyeY2 = y + h - 6;
}
ctx.fillRect(eyeX1, eyeY1, eyeSize, eyeSize);
ctx.fillRect(eyeX2, eyeY2, eyeSize, eyeSize);
}
});
// Particles
particles.forEach((p, i) => {
p.x += p.vx;
p.y += p.vy;
p.life -= 0.02;
ctx.fillStyle = `rgba(248, 113, 113, ${p.life})`;
ctx.fillRect(p.x, p.y, 3, 3);
if (p.life <= 0) particles.splice(i, 1);
});
}
function gameLoop() {
update();
draw();
setTimeout(gameLoop, 120);
}
// Input Handling
window.addEventListener('keydown', (e) => {
if (e.target === document.body || e.target === canvas) {
if (e.key === 'p' || e.key === 'P') {
paused = !paused;
pauseScreen.classList.toggle('hidden', !paused);
}
if (e.key === ' ' || e.key === 'Enter') {
if (gameOver) init();
}
handleInput(e.key);
}
});
canvas.addEventListener('click', () => {
if (!gameRunning) init();
});
// Auto-play simulation for demo
setInterval(() => {
if (gameRunning && !paused && !gameOver) {
// Simple AI: move towards food
const head = snake[0];
if (inputQueue.length === 0) {
if (head.x < food.x && dx !== -1) handleInput('ArrowRight');
else if (head.x > food.x && dx !== 1) handleInput('ArrowLeft');
else if (head.y < food.y && dy !== 1) handleInput('ArrowDown');
else if (head.y > food.y && dy !== -1) handleInput('ArrowUp');
}
}
}, 200);
// Init Best Score Display
bestEl.innerText = bestScore;
gameLoop();
</script>
</body>
</html>