GLM 5.3
by Z.aiReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 40.0 s
- Cost
- $0.025
- Output tokens
- 5,723
- Spent thinking
- 672 tokens
- Speed
- 143.9 tok/s
- Console errors
- 0
- First token after
- 225 ms
- First visible text after
- 11.7 s
- Prompt tokens
- 491
- Code size
- 14.9 KB
- Finish reason
- stop
- Served by
- Inceptron
- Model id
z-ai/glm-5.3- Reasoning sent
{"effort":"low"}- Max output
- 943,718 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 · 493 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>
* { margin: 0; padding: 0; box-sizing: border-box; }
html, body { height: 100%; }
body {
font-family: "Segoe UI", system-ui, -apple-system, sans-serif;
background: radial-gradient(1200px 800px at 50% -10%, #1b2940 0%, #0d1522 55%, #080d16 100%);
color: #dfe9f5;
display: flex;
align-items: center;
justify-content: center;
min-height: 100vh;
overflow: hidden;
}
.wrap {
display: flex;
flex-direction: column;
align-items: center;
gap: 14px;
padding: 16px;
width: 100%;
max-width: 640px;
}
h1 {
font-size: 28px;
font-weight: 700;
letter-spacing: 6px;
color: #eaf3ff;
text-shadow: 0 0 24px rgba(90, 200, 160, .35);
}
h1 span { color: #57d9a3; }
.hud {
display: flex;
gap: 14px;
width: 100%;
max-width: 576px;
}
.card {
flex: 1;
background: rgba(255,255,255,.045);
border: 1px solid rgba(255,255,255,.08);
border-radius: 12px;
padding: 10px 16px;
display: flex;
flex-direction: column;
align-items: center;
backdrop-filter: blur(4px);
}
.card .label {
font-size: 11px;
letter-spacing: 3px;
text-transform: uppercase;
color: #8ea3bd;
}
.card .value {
font-size: 26px;
font-weight: 700;
font-variant-numeric: tabular-nums;
color: #eaf3ff;
line-height: 1.15;
}
.card.best .value { color: #f2c14e; }
.stage { position: relative; line-height: 0; }
canvas {
border-radius: 14px;
background: #0b1220;
box-shadow: 0 24px 60px rgba(0,0,0,.55), 0 0 0 1px rgba(255,255,255,.07), inset 0 0 60px rgba(0,0,0,.4);
max-width: 100%;
height: auto;
}
.overlay {
position: absolute;
inset: 0;
display: flex;
align-items: center;
justify-content: center;
border-radius: 14px;
background: rgba(8, 13, 22, .72);
backdrop-filter: blur(3px);
opacity: 0;
pointer-events: none;
transition: opacity .25s ease;
}
.overlay.show { opacity: 1; pointer-events: auto; }
.overlay .panel {
text-align: center;
padding: 28px 40px;
background: rgba(15, 24, 38, .92);
border: 1px solid rgba(255,255,255,.12);
border-radius: 16px;
box-shadow: 0 20px 50px rgba(0,0,0,.6);
}
.overlay .title {
font-size: 24px;
font-weight: 700;
letter-spacing: 4px;
margin-bottom: 10px;
}
.overlay .title.win { color: #ff6b6b; }
.overlay .title.start { color: #57d9a3; }
.overlay .sub { font-size: 14px; color: #9db2cc; line-height: 1.7; }
.overlay .score-line { font-size: 18px; color: #eaf3ff; margin: 8px 0 4px; }
.overlay .score-line b { color: #57d9a3; font-size: 26px; }
.hint {
font-size: 12px;
color: #7488a3;
letter-spacing: 1px;
text-align: center;
line-height: 1.8;
}
.hint b { color: #a9c1de; font-weight: 600; }
</style>
</head>
<body>
<div class="wrap">
<h1>SNA<span>KE</span></h1>
<div class="hud">
<div class="card"><div class="label">Score</div><div class="value" id="score">0</div></div>
<div class="card best"><div class="label">Best (session)</div><div class="value" id="best">0</div></div>
</div>
<div class="stage">
<canvas id="game" width="576" height="576"></canvas>
<div class="overlay" id="overlay">
<div class="panel">
<div class="title" id="ovTitle">SNAKE</div>
<div class="score-line" id="ovScore"></div>
<div class="sub" id="ovSub">Click or press a key to start</div>
</div>
</div>
</div>
<div class="hint"><b>Arrows / WASD</b> move · <b>P</b> pause · <b>Space / Enter</b> restart</div>
</div>
<script>
(() => {
const COLS = 24, ROWS = 24, CELL = 24;
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 ovScore = document.getElementById('ovScore');
const ovSub = document.getElementById('ovSub');
const TICK_BASE = 150, TICK_MIN = 70;
let state = 'demo'; // demo | playing | paused | over
let snake, prevSnake, dir, queue, food, score, best = 0, particles = [];
let tickInterval, lastTick = 0, shake = 0;
function reset() {
snake = [{x: 11, y: 12}, {x: 10, y: 12}, {x: 9, y: 12}];
prevSnake = snake.map(s => ({...s}));
dir = {x: 1, y: 0};
queue = [];
score = 0;
particles = [];
tickInterval = TICK_BASE;
spawnFood();
updateHUD();
}
function updateHUD() {
scoreEl.textContent = score;
bestEl.textContent = best;
}
function spawnFood() {
const free = [];
const occ = new Set(snake.map(s => s.x + ',' + s.y));
for (let y = 0; y < ROWS; y++)
for (let x = 0; x < COLS; x++)
if (!occ.has(x + ',' + y)) free.push({x, y});
food = free.length ? free[(Math.random() * free.length) | 0] : null;
foodSpawnTime = performance.now();
}
let foodSpawnTime = 0;
function occupied(x, y, ignoreTail) {
const n = ignoreTail ? snake.length - 1 : snake.length;
for (let i = 0; i < n; i++)
if (snake[i].x === x && snake[i].y === y) return true;
return false;
}
function step() {
prevSnake = snake.map(s => ({...s}));
// choose direction
if (state === 'demo') {
const d = aiChoose();
if (d) dir = d;
} else if (queue.length) {
dir = queue.shift();
}
const head = {x: snake[0].x + dir.x, y: snake[0].y + dir.y};
const willEat = food && head.x === food.x && head.y === food.y;
// collisions
if (head.x < 0 || head.y < 0 || head.x >= COLS || head.y >= ROWS ||
occupied(head.x, head.y, !willEat)) {
gameOver();
return;
}
snake.unshift(head);
if (willEat) {
score += 10;
if (score > best) best = score;
burst(head.x, head.y);
tickInterval = Math.max(TICK_MIN, TICK_BASE - Math.floor(score / 30) * 8);
spawnFood();
updateHUD();
} else {
snake.pop();
}
}
function gameOver() {
shake = 1;
if (state === 'demo') {
reset(); // demo snake just restarts silently
return;
}
state = 'over';
ovTitle.textContent = 'GAME OVER';
ovTitle.className = 'title win';
ovScore.innerHTML = 'Score: <b>' + score + '</b>' + (score >= best && score > 0 ? ' · New best!' : '');
ovSub.innerHTML = 'Press <b style="color:#a9c1de">Space</b> or <b style="color:#a9c1de">Enter</b> to restart';
overlay.classList.add('show');
}
function startGame() {
reset();
state = 'playing';
overlay.classList.remove('show');
lastTick = performance.now();
}
// --- particles ---
function burst(cx, cy) {
const px = (cx + 0.5) * CELL, py = (cy + 0.5) * CELL;
for (let i = 0; i < 16; i++) {
const a = Math.random() * Math.PI * 2;
const sp = 1.2 + Math.random() * 2.6;
particles.push({
x: px, y: py,
vx: Math.cos(a) * sp, vy: Math.sin(a) * sp - 0.6,
life: 1, size: 2 + Math.random() * 3,
hue: 140 + Math.random() * 60
});
}
}
// --- demo AI ---
function aiChoose() {
const cands = [
{x: dir.x, y: dir.y},
{x: -dir.y, y: dir.x},
{x: dir.y, y: -dir.x}
];
let bestD = null, bestScore = -Infinity;
for (const d of cands) {
const nx = snake[0].x + d.x, ny = snake[0].y + d.y;
if (nx < 0 || ny < 0 || nx >= COLS || ny >= ROWS) continue;
if (occupied(nx, ny, true)) continue;
let s = 0;
if (food) s -= (Math.abs(nx - food.x) + Math.abs(ny - food.y)) * 2;
// safety: free neighbors
let free = 0;
for (const e of [{x:1,y:0},{x:-1,y:0},{x:0,y:1},{x:0,y:-1}]) {
const fx = nx + e.x, fy = ny + e.y;
if (fx >= 0 && fy >= 0 && fx < COLS && fy < ROWS && !occupied(fx, fy, true)) free++;
}
s += free * 3 + Math.random();
if (s > bestScore) { bestScore = s; bestD = d; }
}
return bestD;
}
// --- input ---
function queueDir(d) {
const last = queue.length ? queue[queue.length - 1] : dir;
if (d.x === -last.x && d.y === -last.y) return; // no reverse
if (d.x === last.x && d.y === last.y) return; // no duplicate
if (queue.length < 2) queue.push(d); // honor quick successive presses
}
const KEYS = {
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}
};
window.addEventListener('keydown', e => {
if (e.code in KEYS) e.preventDefault();
if (state === 'demo') { startGame(); return; }
if (state === 'over') {
if (e.code === 'Space' || e.code === 'Enter') startGame();
return;
}
if (e.code === 'KeyP') {
if (state === 'paused') {
state = 'playing';
overlay.classList.remove('show');
lastTick = performance.now();
} else if (state === 'playing') {
state = 'paused';
ovTitle.textContent = 'PAUSED';
ovTitle.className = 'title start';
ovScore.innerHTML = 'Score: <b>' + score + '</b>';
ovSub.innerHTML = 'Press <b style="color:#a9c1de">P</b> to resume';
overlay.classList.add('show');
}
return;
}
if (state === 'playing' && e.code in KEYS) queueDir(KEYS[e.code]);
});
canvas.addEventListener('pointerdown', () => {
if (state === 'demo' || state === 'over') startGame();
});
// --- rendering ---
const lerp = (a, b, t) => a + (b - a) * t;
function draw(t) {
ctx.save();
if (shake > 0) {
ctx.translate((Math.random() - 0.5) * shake * 10, (Math.random() - 0.5) * shake * 10);
shake *= 0.88;
if (shake < 0.02) shake = 0;
}
// background
ctx.fillStyle = '#0b1220';
ctx.fillRect(-8, -8, canvas.width + 16, canvas.height + 16);
// grid
ctx.strokeStyle = 'rgba(255,255,255,.035)';
ctx.lineWidth = 1;
for (let i = 1; i < COLS; i++) {
ctx.beginPath(); ctx.moveTo(i * CELL, 0); ctx.lineTo(i * CELL, canvas.height); ctx.stroke();
ctx.beginPath(); ctx.moveTo(0, i * CELL); ctx.lineTo(canvas.width, i * CELL); ctx.stroke();
}
// border
ctx.strokeStyle = 'rgba(87,217,163,.25)';
ctx.lineWidth = 2;
ctx.strokeRect(1, 1, canvas.width - 2, canvas.height - 2);
// food
if (food) {
const pulse = 0.85 + 0.15 * Math.sin((performance.now() - foodSpawnTime) / 180);
const fx = (food.x + 0.5) * CELL, fy = (food.y + 0.5) * CELL;
const r = CELL * 0.32 * pulse;
ctx.save();
ctx.shadowColor = 'rgba(255, 110, 110, .8)';
ctx.shadowBlur = 14;
const g = ctx.createRadialGradient(fx - r/3, fy - r/3, r*0.15, fx, fy, r);
g.addColorStop(0, '#ffd9c9');
g.addColorStop(0.55, '#ff6b5e');
g.addColorStop(1, '#d63c3c');
ctx.fillStyle = g;
ctx.beginPath(); ctx.arc(fx, fy, r, 0, Math.PI * 2); ctx.fill();
ctx.restore();
}
// particles
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.x += p.vx; p.y += p.vy; p.vy += 0.08; p.life -= 0.025;
if (p.life <= 0) { particles.splice(i, 1); continue; }
ctx.globalAlpha = Math.max(0, p.life);
ctx.fillStyle = `hsl(${p.hue}, 80%, 60%)`;
ctx.beginPath(); ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2); ctx.fill();
ctx.globalAlpha = 1;
}
// snake (interpolated)
const alpha = Math.min(1, t);
const pts = snake.map((s, i) => {
const p = prevSnake[Math.min(i, prevSnake.length - 1)] || s;
return {
x: lerp(p.x, s.x, alpha) * CELL,
y: lerp(p.y, s.y, alpha) * CELL
};
});
// body as a thick rounded path
if (pts.length > 1) {
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
// dark outline
ctx.strokeStyle = 'rgba(10, 30, 24, .9)';
ctx.lineWidth = CELL * 0.86;
tracePath(pts);
// body gradient
const grad = ctx.createLinearGradient(pts[0].x, pts[0].y, pts[pts.length-1].x, pts[pts.length-1].y);
grad.addColorStop(0, '#5ee6a8');
grad.addColorStop(0.5, '#3cba84');
grad.addColorStop(1, '#25845d');
ctx.strokeStyle = grad;
ctx.lineWidth = CELL * 0.74;
tracePath(pts);
// glossy highlight
ctx.strokeStyle = 'rgba(255,255,255,.14)';
ctx.lineWidth = CELL * 0.2;
tracePath(pts, -CELL * 0.13);
}
// head
const h = pts[0];
const hx = h.x + CELL / 2, hy = h.y + CELL / 2;
const hr = CELL * 0.46;
ctx.save();
ctx.shadowColor = 'rgba(94, 230, 168, .5)';
ctx.shadowBlur = 12;
const hg = ctx.createRadialGradient(hx - hr/3, hy - hr/3, hr*0.2, hx, hy, hr);
hg.addColorStop(0, '#a8ffd4');
hg.addColorStop(0.6, '#5ee6a8');
hg.addColorStop(1, '#2f9e70');
ctx.fillStyle = hg;
roundedSquare(h.x + 1, h.y + 1, CELL - 2, CELL - 2, 7);
ctx.fill();
ctx.restore();
// eyes facing direction
const ex = dir.x, ey = dir.y;
const perpX = -ey, perpY = ex;
const fwd = CELL * 0.18, side = CELL * 0.19;
for (const s of [-1, 1]) {
const cx = hx + ex * fwd + perpX * side * s;
const cy = hy + ey * fwd + perpY * side * s;
ctx.fillStyle = '#fff';
ctx.beginPath(); ctx.arc(cx, cy, CELL * 0.135, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#0b1220';
ctx.beginPath(); ctx.arc(cx + ex * 1.6, cy + ey * 1.6, CELL * 0.07, 0, Math.PI * 2); ctx.fill();
}
ctx.restore();
}
function tracePath(pts, offset) {
ctx.beginPath();
if (offset) {
ctx.moveTo(pts[0].x + CELL/2, pts[0].y + CELL/2 + offset);
for (let i = 1; i < pts.length; i++)
ctx.lineTo(pts[i].x + CELL/2, pts[i].y + CELL/2 + offset);
} else {
ctx.moveTo(pts[0].x + CELL/2, pts[0].y + CELL/2);
for (let i = 1; i < pts.length; i++)
ctx.lineTo(pts[i].x + CELL/2, pts[i].y + CELL/2);
}
ctx.stroke();
}
function roundedSquare(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();
}
// --- main loop ---
function loop(now) {
if (state === 'playing' || state === 'demo') {
if (now - lastTick >= tickInterval) {
const t = (now - lastTick) / tickInterval;
lastTick = now - Math.min(t - 1, 0.5) * tickInterval; // avoid drift buildup
step();
}
}
const t = (state === 'playing' || state === 'demo')
? Math.min(1, (now - lastTick) / tickInterval) : 1;
draw(t);
requestAnimationFrame(loop);
}
reset();
lastTick = performance.now();
ovTitle.textContent = 'SNAKE';
ovTitle.className = 'title start';
ovScore.innerHTML = 'Demo mode — watch the snake play';
ovSub.innerHTML = 'Click or press a key to start';
overlay.classList.add('show');
requestAnimationFrame(loop);
})();
</script>
</body>
</html>Reasoning trace (672 tokens)
Let me build a polished snake game. Key features: demo mode (AI plays) at start with "Click or press a key to start", smooth interpolated movement, particles, eyes, best score in-session (variable, no localStorage).
Let me write it carefully. Grid 24×24, canvas ~480px, responsive.
Design: dark elegant background, subtle grid, snake with rounded segments, gradient body, head with eyes facing direction, particles on eat.
Smooth movement: keep tick-based logic but interpolate positions between ticks for rendering.
Input queue: store up to 2 pending directions, reject reverses.
Demo AI: simple pathfinding — move toward food, avoid walls/self greedily with some safety check. Simple: prefer direction reducing distance to food, avoid cells occupied by snake or walls; add small lookahead.
Pause with P; restart with Space/Enter on game over.
Let me code.
Canvas 24×24 cells at 24px = 576px. Fit within 800 height minus HUD — ok.
Rendering: each frame, t = (now - lastTick)/tickInterval clamped. Draw snake segments interpolated: for each segment i, position = lerp(prev[i], curr[i], t). Head with eyes rotated per direction.
Implementation details:
- snake = array of {x,y}, head first.
- prevSnake copy before each move for interpolation.
- direction, queue.
- move(): newHead; check wall/self (excluding tail if not growing); eat food → score+=10, grow (don't pop tail), spawn food not on snake, particles; else pop tail.
- On death: gameover state, show overlay with score.
- Best score session variable.
- States: 'demo', 'playing', 'paused', 'over'.
- Demo AI plays when state==='demo' — same tick logic.
AI: choose dir among current, left/right turns... greedy: candidates = 3 non-reverse dirs; score each: next cell; if collision → -inf; else dist to food + safety (count free neighbors). Pick best. Works fine for demo.
Keyboard: keydown handler — any key in demo starts game (reset). In playing: arrows/WASD queue dir; P pause; in over: space/enter restart; click canvas focuses/starts.
Message overlay div with "Click or press a key to start".
Particles: on eat, spawn ~14 particles at food cell, colorful, fade out, drawn each frame with gravity.
Let me write the full HTML now, keeping it tidy.
Eyes: head direction from dir vector; two eyes offset perpendicular. Also interpolate head position for smoothness.
Edge case: growth — prevSnake length vs new length differ; when interpolating, for index i beyond prevSnake length use last prev element. Actually when growing, new array = [newHead, ...old without tail]. prev = old. prev[i] exists for i < old.length; new length = old.length (grow adds one: new length = old.length+1? old length L, after move new length = L (no grow) or L+1 (grow)). For i in new, prev index i-... just use prev[i] ?? prev[prev.length-1]. Fine.
Also food pulse animation.
Write it.