commit 7418a1208c757383b4559e0bc32b40526ac75cb7 parent c79224fc666a6101927d5f64238f4331d9939ea5 Author: Brian Graham <brian@buildingbetterteams.de> Date: Tue, 14 Apr 2026 13:08:09 +0200 Add 1 new runs (393 total) Profile: main_effects Completed: 1 | Skipped: 0 | Failed: 0 Diffstat:
95 files changed, 35444 insertions(+), 3764 deletions(-)
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b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json @@ -0,0 +1,21 @@ +{ + "name": "loop-bench-2x45p0_p", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@playwright/test": "^1.59.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json @@ -0,0 +1,21 @@ +{ + "name": "loop-bench-rbzlju68", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@playwright/test": "^1.59.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=inst_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-i93v0vem", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-9ohgrcs6", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-54y047ha", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=cv_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-5rz3rjg9", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-vqt5s17b", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=iterate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/.scannerwork/report-task.txt b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/.scannerwork/report-task.txt @@ -1,6 +0,0 @@ -projectKey=tetris-tetris_arch-none_ctx-none_noise-clean_dsgn-none_eff-high_echk-none_hlang-en_lang-ts_lint-on_budget-low_model-glm51_pw-off_prompt-simple_prov-zai_rndr-none_strat-none_tst-none_tedit-on_tglob-on_tgrep-on_tread-on_twrite-on_web-on_run1 -serverUrl=http://localhost:9000 -serverVersion=25.5.0.107428 -dashboardUrl=http://localhost:9000/dashboard?id=tetris-tetris_arch-none_ctx-none_noise-clean_dsgn-none_eff-high_echk-none_hlang-en_lang-ts_lint-on_budget-low_model-glm51_pw-off_prompt-simple_prov-zai_rndr-none_strat-none_tst-none_tedit-on_tglob-on_tgrep-on_tread-on_twrite-on_web-on_run1 -ceTaskId=f50ba3d3-b521-40a8-b904-3aece3c18253 -ceTaskUrl=http://localhost:9000/api/ce/task?id=f50ba3d3-b521-40a8-b904-3aece3c18253 diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/dist/tetris.js b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/dist/tetris.js @@ -1,796 +0,0 @@ -"use strict"; -// ─── Constants ──────────────────────────────────────────────────────────────── -const COLS = 10; -const ROWS = 20; -const BLOCK_SIZE = 30; -const CANVAS_WIDTH = COLS * BLOCK_SIZE; -const CANVAS_HEIGHT = ROWS * BLOCK_SIZE; -const COLORS = { - I: "#00f0f0", - O: "#f0f000", - T: "#a000f0", - S: "#00f000", - Z: "#f00000", - J: "#0000f0", - L: "#f0a000", -}; -const GHOST_ALPHA = 0.25; -const SHAPES = { - I: [ - [ - [0, 0, 0, 0], - [1, 1, 1, 1], - [0, 0, 0, 0], - [0, 0, 0, 0], - ], - [ - [0, 0, 1, 0], - [0, 0, 1, 0], - [0, 0, 1, 0], - [0, 0, 1, 0], - ], - [ - [0, 0, 0, 0], - [0, 0, 0, 0], - [1, 1, 1, 1], - [0, 0, 0, 0], - ], - [ - [0, 1, 0, 0], - [0, 1, 0, 0], - [0, 1, 0, 0], - [0, 1, 0, 0], - ], - ], - O: [ - [ - [1, 1], - [1, 1], - ], - [ - [1, 1], - [1, 1], - ], - [ - [1, 1], - [1, 1], - ], - [ - [1, 1], - [1, 1], - ], - ], - T: [ - [ - [0, 1, 0], - [1, 1, 1], - [0, 0, 0], - ], - [ - [0, 1, 0], - [0, 1, 1], - [0, 1, 0], - ], - [ - [0, 0, 0], - [1, 1, 1], - [0, 1, 0], - ], - [ - [0, 1, 0], - [1, 1, 0], - [0, 1, 0], - ], - ], - S: [ - [ - [0, 1, 1], - [1, 1, 0], - [0, 0, 0], - ], - [ - [0, 1, 0], - [0, 1, 1], - [0, 0, 1], - ], - [ - [0, 0, 0], - [0, 1, 1], - [1, 1, 0], - ], - [ - [1, 0, 0], - [1, 1, 0], - [0, 1, 0], - ], - ], - Z: [ - [ - [1, 1, 0], - [0, 1, 1], - [0, 0, 0], - ], - [ - [0, 0, 1], - [0, 1, 1], - [0, 1, 0], - ], - [ - [0, 0, 0], - [1, 1, 0], - [0, 1, 1], - ], - [ - [0, 1, 0], - [1, 1, 0], - [1, 0, 0], - ], - ], - J: [ - [ - [1, 0, 0], - [1, 1, 1], - [0, 0, 0], - ], - [ - [0, 1, 1], - [0, 1, 0], - [0, 1, 0], - ], - [ - [0, 0, 0], - [1, 1, 1], - [0, 0, 1], - ], - [ - [0, 1, 0], - [0, 1, 0], - [1, 1, 0], - ], - ], - L: [ - [ - [0, 0, 1], - [1, 1, 1], - [0, 0, 0], - ], - [ - [0, 1, 0], - [0, 1, 0], - [0, 1, 1], - ], - [ - [0, 0, 0], - [1, 1, 1], - [1, 0, 0], - ], - [ - [1, 1, 0], - [0, 1, 0], - [0, 1, 0], - ], - ], -}; -const PIECE_NAMES = ["I", "O", "T", "S", "Z", "J", "L"]; -// Wall kick data (SRS) for non-I pieces -const WALL_KICKS = { - "0>1": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]], - "1>0": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]], - "1>2": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]], - "2>1": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]], - "2>3": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]], - "3>2": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]], - "3>0": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]], - "0>3": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]], -}; -// Wall kick data for I piece -const I_WALL_KICKS = { - "0>1": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]], - "1>0": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]], - "1>2": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]], - "2>1": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]], - "2>3": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]], - "3>2": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]], - "3>0": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]], - "0>3": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]], -}; -// Scoring -const SCORE_TABLE = { - 1: 100, - 2: 300, - 3: 500, - 4: 800, -}; -// Speed: milliseconds per gravity tick per level -function getDropInterval(level) { - // NES-style curve approximation - const speeds = [800, 720, 630, 550, 470, 380, 300, 220, 150, 100, 80, 80, 80, 70, 70, 70, 50, 50, 50, 30]; - if (level < speeds.length) - return speeds[level]; - return 30; -} -// ─── Bag Randomizer (7-bag) ────────────────────────────────────────────────── -function createBag() { - const bag = [...PIECE_NAMES]; - // Fisher-Yates shuffle - for (let i = bag.length - 1; i > 0; i--) { - const j = Math.floor(Math.random() * (i + 1)); - [bag[i], bag[j]] = [bag[j], bag[i]]; - } - return bag; -} -function fillBag(pieces) { - const result = [...pieces]; - while (result.length < 14) { - result.push(...createBag()); - } - return result; -} -// ─── Board Helpers ──────────────────────────────────────────────────────────── -function createBoard() { - return Array.from({ length: ROWS }, () => Array(COLS).fill(null)); -} -function collides(board, shape, row, col) { - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const nr = row + r; - const nc = col + c; - if (nc < 0 || nc >= COLS || nr >= ROWS) - return true; - if (nr < 0) - continue; - if (board[nr][nc] !== null) - return true; - } - } - } - return false; -} -function lockPiece(board, piece) { - const shape = SHAPES[piece.name][piece.rotation]; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const nr = piece.row + r; - const nc = piece.col + c; - if (nr >= 0 && nr < ROWS && nc >= 0 && nc < COLS) { - board[nr][nc] = COLORS[piece.name]; - } - } - } - } -} -function clearLines(board) { - let cleared = 0; - for (let r = ROWS - 1; r >= 0; r--) { - if (board[r].every((cell) => cell !== null)) { - board.splice(r, 1); - board.unshift(Array(COLS).fill(null)); - cleared++; - r++; // re-check same row index - } - } - return cleared; -} -function spawnPiece(name) { - const shape = SHAPES[name][0]; - const col = Math.floor((COLS - shape[0].length) / 2); - return { - shape: shape, - row: name === "I" ? -1 : 0, - col, - name, - rotation: 0, - }; -} -// ─── Ghost Piece ───────────────────────────────────────────────────────────── -function getGhostRow(board, piece) { - const shape = SHAPES[piece.name][piece.rotation]; - let ghostRow = piece.row; - while (!collides(board, shape, ghostRow + 1, piece.col)) { - ghostRow++; - } - return ghostRow; -} -// ─── Rotation with Wall Kicks ──────────────────────────────────────────────── -function tryRotate(state, direction) { - if (!state.current || state.current.name === "O") - return false; - const piece = state.current; - const newRotation = ((piece.rotation + direction) % 4 + 4) % 4; - const newShape = SHAPES[piece.name][newRotation]; - const kickKey = `${piece.rotation}>${newRotation}`; - const kicks = piece.name === "I" ? I_WALL_KICKS[kickKey] : WALL_KICKS[kickKey]; - if (!kicks) - return false; - for (const [dc, dr] of kicks) { - // Note: SRS kick data is (col_offset, row_offset) where positive row = up - // Our coordinate system has positive row = down, so negate dr - const newRow = piece.row - dr; - const newCol = piece.col + dc; - if (!collides(state.board, newShape, newRow, newCol)) { - piece.rotation = newRotation; - piece.shape = newShape; - piece.row = newRow; - piece.col = newCol; - return true; - } - } - return false; -} -// ─── Rendering ─────────────────────────────────────────────────────────────── -function drawBlock(ctx, x, y, color, size = BLOCK_SIZE, ghost = false) { - const padding = 1; - if (ghost) { - ctx.globalAlpha = GHOST_ALPHA; - } - // Main fill - ctx.fillStyle = color; - ctx.fillRect(x + padding, y + padding, size - padding * 2, size - padding * 2); - // Highlight (top-left bevel) - ctx.fillStyle = "rgba(255,255,255,0.3)"; - ctx.fillRect(x + padding, y + padding, size - padding * 2, 3); - ctx.fillRect(x + padding, y + padding, 3, size - padding * 2); - // Shadow (bottom-right bevel) - ctx.fillStyle = "rgba(0,0,0,0.3)"; - ctx.fillRect(x + padding, y + size - padding - 3, size - padding * 2, 3); - ctx.fillRect(x + size - padding - 3, y + padding, 3, size - padding * 2); - ctx.globalAlpha = 1; -} -function render(ctx, state) { - // Background - ctx.fillStyle = "#1a1a2e"; - ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); - // Grid lines - ctx.strokeStyle = "rgba(255,255,255,0.05)"; - ctx.lineWidth = 1; - for (let r = 0; r <= ROWS; r++) { - ctx.beginPath(); - ctx.moveTo(0, r * BLOCK_SIZE); - ctx.lineTo(CANVAS_WIDTH, r * BLOCK_SIZE); - ctx.stroke(); - } - for (let c = 0; c <= COLS; c++) { - ctx.beginPath(); - ctx.moveTo(c * BLOCK_SIZE, 0); - ctx.lineTo(c * BLOCK_SIZE, CANVAS_HEIGHT); - ctx.stroke(); - } - // Locked blocks - for (let r = 0; r < ROWS; r++) { - for (let c = 0; c < COLS; c++) { - if (state.board[r][c]) { - drawBlock(ctx, c * BLOCK_SIZE, r * BLOCK_SIZE, state.board[r][c]); - } - } - } - if (state.current) { - // Ghost piece - const ghostRow = getGhostRow(state.board, state.current); - const shape = SHAPES[state.current.name][state.current.rotation]; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const gr = ghostRow + r; - const gc = state.current.col + c; - if (gr >= 0 && gr < ROWS) { - drawBlock(ctx, gc * BLOCK_SIZE, gr * BLOCK_SIZE, COLORS[state.current.name], BLOCK_SIZE, true); - } - } - } - } - // Current piece - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const pr = state.current.row + r; - const pc = state.current.col + c; - if (pr >= 0 && pr < ROWS) { - drawBlock(ctx, pc * BLOCK_SIZE, pr * BLOCK_SIZE, COLORS[state.current.name]); - } - } - } - } - } - // Game over overlay - if (state.gameOver) { - ctx.fillStyle = "rgba(0, 0, 0, 0.7)"; - ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); - ctx.fillStyle = "#ffffff"; - ctx.font = "bold 36px 'Segoe UI', sans-serif"; - ctx.textAlign = "center"; - ctx.fillText("GAME OVER", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 20); - ctx.font = "18px 'Segoe UI', sans-serif"; - ctx.fillText("Press R to restart", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 + 20); - } - // Pause overlay - if (state.paused && !state.gameOver) { - ctx.fillStyle = "rgba(0, 0, 0, 0.5)"; - ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); - ctx.fillStyle = "#ffffff"; - ctx.font = "bold 36px 'Segoe UI', sans-serif"; - ctx.textAlign = "center"; - ctx.fillText("PAUSED", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2); - } -} -function renderSidebar(ctx, state, x) { - const PANEL_WIDTH = 160; - ctx.fillStyle = "#16213e"; - ctx.fillRect(x, 0, PANEL_WIDTH, CANVAS_HEIGHT); - ctx.textAlign = "left"; - ctx.fillStyle = "#888"; - ctx.font = "bold 14px 'Segoe UI', monospace"; - const labelY = (y) => y; - let y = 30; - // SCORE - ctx.fillStyle = "#888"; - ctx.fillText("SCORE", x + 15, labelY(y)); - y += 22; - ctx.fillStyle = "#fff"; - ctx.font = "bold 22px 'Segoe UI', monospace"; - ctx.fillText(state.score.toLocaleString(), x + 15, labelY(y)); - y += 35; - // LEVEL - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("LEVEL", x + 15, labelY(y)); - y += 22; - ctx.fillStyle = "#fff"; - ctx.font = "bold 22px 'Segoe UI', monospace"; - ctx.fillText(state.level.toString(), x + 15, labelY(y)); - y += 35; - // LINES - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("LINES", x + 15, labelY(y)); - y += 22; - ctx.fillStyle = "#fff"; - ctx.font = "bold 22px 'Segoe UI', monospace"; - ctx.fillText(state.linesCleared.toString(), x + 15, labelY(y)); - y += 45; - // NEXT - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("NEXT", x + 15, labelY(y)); - y += 10; - // Draw next 3 pieces - for (let i = 0; i < 3 && i < state.nextPieces.length; i++) { - const name = state.nextPieces[i]; - const shape = SHAPES[name][0]; - const miniSize = 16; - const shapeWidth = shape[0].length * miniSize; - const offsetX = x + 15 + (50 - shapeWidth) / 2; - y += 5 + miniSize; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize); - } - } - } - y += shape.length * miniSize + 5; - } - // HELD - y += 10; - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("HOLD", x + 15, labelY(y)); - y += 10; - if (state.heldPiece) { - const name = state.heldPiece; - const shape = SHAPES[name][0]; - const miniSize = 16; - const shapeWidth = shape[0].length * miniSize; - const offsetX = x + 15 + (50 - shapeWidth) / 2; - y += 5 + miniSize; - const alpha = state.canHold ? 1 : 0.4; - ctx.globalAlpha = alpha; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize); - } - } - } - ctx.globalAlpha = 1; - } - // Controls - y = CANVAS_HEIGHT - 140; - ctx.font = "12px 'Segoe UI', monospace"; - ctx.fillStyle = "#555"; - const controls = [ - "← → Move", - "↑ Rotate CW", - "Z Rotate CCW", - "↓ Soft Drop", - "Space Hard Drop", - "C Hold", - "P Pause", - "R Restart", - ]; - for (const line of controls) { - ctx.fillText(line, x + 10, y); - y += 16; - } -} -// ─── Game Logic ────────────────────────────────────────────────────────────── -function initGame() { - const nextPieces = fillBag([]); - const current = spawnPiece(nextPieces.shift()); - return { - board: createBoard(), - current, - nextPieces: fillBag(nextPieces), - heldPiece: null, - canHold: true, - score: 0, - level: 0, - linesCleared: 0, - gameOver: false, - paused: false, - lastDrop: performance.now(), - lockDelay: 500, - lockMoves: 0, - isLocking: false, - lockStart: 0, - softDropping: false, - }; -} -function holdPiece(state) { - if (!state.canHold || !state.current) - return; - state.canHold = false; - state.isLocking = false; - const currentName = state.current.name; - if (state.heldPiece) { - state.current = spawnPiece(state.heldPiece); - } - else { - const name = state.nextPieces.shift(); - state.nextPieces = fillBag(state.nextPieces); - state.current = spawnPiece(name); - } - state.heldPiece = currentName; - // Check if spawned piece collides immediately - if (collides(state.board, state.current.shape, state.current.row, state.current.col)) { - state.gameOver = true; - } -} -function spawnNext(state) { - const name = state.nextPieces.shift(); - state.nextPieces = fillBag(state.nextPieces); - state.current = spawnPiece(name); - state.canHold = true; - state.isLocking = false; - state.lockMoves = 0; - if (collides(state.board, state.current.shape, state.current.row, state.current.col)) { - state.gameOver = true; - } -} -function moveLeft(state) { - if (!state.current || state.gameOver || state.paused) - return; - if (!collides(state.board, state.current.shape, state.current.row, state.current.col - 1)) { - state.current.col--; - if (state.isLocking) - state.lockMoves++; - } -} -function moveRight(state) { - if (!state.current || state.gameOver || state.paused) - return; - if (!collides(state.board, state.current.shape, state.current.row, state.current.col + 1)) { - state.current.col++; - if (state.isLocking) - state.lockMoves++; - } -} -function softDrop(state) { - if (!state.current || state.gameOver || state.paused) - return; - if (!collides(state.board, state.current.shape, state.current.row + 1, state.current.col)) { - state.current.row++; - state.score += 1; - state.lastDrop = performance.now(); - } -} -function hardDrop(state) { - if (!state.current || state.gameOver || state.paused) - return; - const ghostRow = getGhostRow(state.board, state.current); - const distance = ghostRow - state.current.row; - state.score += distance * 2; - state.current.row = ghostRow; - // Lock immediately - lockPiece(state.board, state.current); - const cleared = clearLines(state.board); - if (cleared > 0) { - state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1); - state.linesCleared += cleared; - state.level = Math.floor(state.linesCleared / 10); - } - spawnNext(state); - state.lastDrop = performance.now(); -} -function rotateCW(state) { - if (!state.current || state.gameOver || state.paused) - return; - if (tryRotate(state, 1)) { - if (state.isLocking) - state.lockMoves++; - } -} -function rotateCCW(state) { - if (!state.current || state.gameOver || state.paused) - return; - if (tryRotate(state, -1)) { - if (state.isLocking) - state.lockMoves++; - } -} -function gravityTick(state, now) { - if (!state.current || state.gameOver || state.paused) - return; - const shape = SHAPES[state.current.name][state.current.rotation]; - const isOnGround = collides(state.board, shape, state.current.row + 1, state.current.col); - if (isOnGround) { - if (!state.isLocking) { - state.isLocking = true; - state.lockStart = now; - state.lockMoves = 0; - } - // Check lock delay - const elapsed = now - state.lockStart; - const maxLockMoves = 15; - if (elapsed >= state.lockDelay || state.lockMoves >= maxLockMoves) { - // Lock the piece - lockPiece(state.board, state.current); - const cleared = clearLines(state.board); - if (cleared > 0) { - state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1); - state.linesCleared += cleared; - state.level = Math.floor(state.linesCleared / 10); - } - spawnNext(state); - state.lastDrop = now; - } - } - else { - state.isLocking = false; - const interval = state.softDropping ? Math.min(getDropInterval(state.level), 50) : getDropInterval(state.level); - if (now - state.lastDrop >= interval) { - state.current.row++; - if (state.softDropping) - state.score += 1; - state.lastDrop = now; - } - } -} -// ─── Main ──────────────────────────────────────────────────────────────────── -function main() { - const canvas = document.getElementById("tetris"); - const sidebar = document.getElementById("sidebar"); - if (!canvas || !sidebar) { - console.error("Canvas elements not found"); - return; - } - canvas.width = CANVAS_WIDTH; - canvas.height = CANVAS_HEIGHT; - sidebar.width = 160; - sidebar.height = CANVAS_HEIGHT; - const ctx = canvas.getContext("2d"); - const sctx = sidebar.getContext("2d"); - let state = initGame(); - // Input handling - const keysDown = new Set(); - let dasTimer = {}; - const DAS_DELAY = 170; // ms before auto-repeat starts - const DAS_RATE = 50; // ms between auto-repeat moves - document.addEventListener("keydown", (e) => { - if (e.repeat) - return; - switch (e.key) { - case "ArrowLeft": - e.preventDefault(); - moveLeft(state); - keysDown.add("left"); - dasTimer["left"] = performance.now(); - break; - case "ArrowRight": - e.preventDefault(); - moveRight(state); - keysDown.add("right"); - dasTimer["right"] = performance.now(); - break; - case "ArrowDown": - e.preventDefault(); - state.softDropping = true; - softDrop(state); - keysDown.add("down"); - dasTimer["down"] = performance.now(); - break; - case "ArrowUp": - e.preventDefault(); - rotateCW(state); - break; - case "z": - case "Z": - rotateCCW(state); - break; - case " ": - e.preventDefault(); - hardDrop(state); - break; - case "c": - case "C": - holdPiece(state); - break; - case "p": - case "P": - if (!state.gameOver) - state.paused = !state.paused; - break; - case "r": - case "R": - state = initGame(); - break; - } - }); - document.addEventListener("keyup", (e) => { - switch (e.key) { - case "ArrowLeft": - keysDown.delete("left"); - break; - case "ArrowRight": - keysDown.delete("right"); - break; - case "ArrowDown": - keysDown.delete("down"); - state.softDropping = false; - break; - } - }); - // DAS (Delayed Auto Shift) handling - function handleDAS(now) { - for (const key of ["left", "right", "down"]) { - if (keysDown.has(key)) { - const elapsed = now - dasTimer[key]; - if (elapsed >= DAS_DELAY) { - const timeSinceLastRepeat = (elapsed - DAS_DELAY) % DAS_RATE; - if (timeSinceLastRepeat < 16) { // roughly one frame - switch (key) { - case "left": - moveLeft(state); - break; - case "right": - moveRight(state); - break; - case "down": - softDrop(state); - break; - } - } - } - } - } - } - // Game loop - function gameLoop(now) { - if (!state.gameOver && !state.paused) { - handleDAS(now); - gravityTick(state, now); - } - render(ctx, state); - renderSidebar(sctx, state, 0); - requestAnimationFrame(gameLoop); - } - requestAnimationFrame(gameLoop); -} -// Start when DOM is ready -if (document.readyState === "loading") { - document.addEventListener("DOMContentLoaded", main); -} -else { - main(); -} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/index.html b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/index.html @@ -5,44 +5,167 @@ <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Tetris</title> <style> - * { - margin: 0; - padding: 0; - box-sizing: border-box; - } + *, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; } body { - background: #0f0f23; + background: #0a0a1a; + color: #e0e0f0; + font-family: 'Segoe UI', 'Helvetica Neue', Arial, sans-serif; display: flex; justify-content: center; align-items: center; min-height: 100vh; - font-family: 'Segoe UI', monospace; - user-select: none; + overflow: hidden; } - #game-container { + #game-wrapper { display: flex; - border: 3px solid #333; + gap: 24px; + align-items: flex-start; + } + + canvas#board { + border: 2px solid #3a3a5c; border-radius: 4px; - overflow: hidden; - box-shadow: 0 0 40px rgba(0, 100, 255, 0.15); + background: #0d0d22; + box-shadow: 0 0 30px rgba(80, 80, 180, 0.15); + } + + .side-panel { + display: flex; + flex-direction: column; + gap: 16px; + min-width: 160px; } - canvas { - display: block; + .panel-box { + background: #12122a; + border: 1px solid #2a2a4c; + border-radius: 6px; + padding: 14px; } - #sidebar { - border-left: 2px solid #222; + .panel-box h3 { + font-size: 11px; + text-transform: uppercase; + letter-spacing: 2px; + color: #7878a8; + margin-bottom: 8px; + } + + .panel-box .value { + font-size: 26px; + font-weight: 700; + color: #f0f0ff; + } + + canvas#next-piece { + background: #0d0d22; + border: 1px solid #2a2a4c; + border-radius: 4px; + } + + .controls { + font-size: 12px; + line-height: 1.9; + color: #8888aa; + } + .controls kbd { + background: #1e1e3a; + border: 1px solid #3a3a5c; + border-radius: 3px; + padding: 1px 6px; + font-family: inherit; + font-size: 11px; + color: #c0c0e0; + } + + #overlay { + position: fixed; + inset: 0; + background: rgba(5, 5, 15, 0.85); + display: flex; + justify-content: center; + align-items: center; + z-index: 10; + transition: opacity 0.3s; + } + #overlay.hidden { display: none; } + + .overlay-content { + text-align: center; + } + .overlay-content h1 { + font-size: 42px; + font-weight: 800; + margin-bottom: 8px; + color: #e040fb; + text-shadow: 0 0 20px rgba(224, 64, 251, 0.4); + } + .overlay-content p { + font-size: 15px; + color: #9999bb; + margin-bottom: 24px; + } + .overlay-content .score-display { + font-size: 20px; + color: #f0f0ff; + margin-bottom: 20px; + } + .overlay-content button { + background: #7c4dff; + color: #fff; + border: none; + padding: 12px 36px; + font-size: 16px; + font-weight: 600; + border-radius: 6px; + cursor: pointer; + transition: background 0.2s; + } + .overlay-content button:hover { + background: #9a6fff; } </style> </head> <body> - <div id="game-container"> - <canvas id="tetris"></canvas> - <canvas id="sidebar"></canvas> + <div id="game-wrapper"> + <canvas id="board"></canvas> + <div class="side-panel"> + <div class="panel-box"> + <h3>Score</h3> + <div class="value" id="score">0</div> + </div> + <div class="panel-box"> + <h3>Level</h3> + <div class="value" id="level">1</div> + </div> + <div class="panel-box"> + <h3>Lines</h3> + <div class="value" id="lines">0</div> + </div> + <div class="panel-box"> + <h3>Next</h3> + <canvas id="next-piece"></canvas> + </div> + <div class="panel-box controls"> + <kbd>←</kbd> <kbd>→</kbd> Move<br> + <kbd>↑</kbd> Rotate<br> + <kbd>↓</kbd> Soft drop<br> + <kbd>Space</kbd> Hard drop<br> + <kbd>P</kbd> Pause + </div> + </div> </div> + + <div id="overlay"> + <div class="overlay-content"> + <h1>TETRIS</h1> + <p>Classic falling-block puzzle</p> + <button id="start-btn">Start Game</button> + </div> + </div> + <script src="dist/tetris.js"></script> </body> -</html> -\ No newline at end of file +</html> diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package-lock.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package-lock.json @@ -1,19 +1,19 @@ { - 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"version": "7.18.2", - "resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.18.2.tgz", - "integrity": "sha512-AsuCzffGHJybSaRrmr5eHr81mwJU3kjw6M+uprWvCXiNeN9SOGwQ3Jn8jb8m3Z6izVgknn1R0FTCEAP2QrLY/w==", + "version": "7.19.2", + "resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz", + "integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==", "dev": true, "license": "MIT" }, diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json @@ -1,11 +1,10 @@ { - "name": "loop-bench-zo9zv08f", + "name": "loop-bench-ldzw0xqo", "version": "1.0.0", "description": "", "main": "index.js", "scripts": { - "build": "tsc", - "start": "npx serve . -p 3000" + "test": "echo \"Error: no test specified\" && exit 1" }, "keywords": [], "author": "", @@ -13,10 +12,10 @@ "type": "commonjs", "devDependencies": { "@eslint/js": "^10.0.1", - "@types/node": "^25.5.2", + "@types/node": "^25.6.0", "eslint": "^10.2.0", - "html-validate": "^10.11.3", - "jscpd": "^4.0.8", + "html-validate": "^10.12.1", + "jscpd": "^4.0.9", "typescript": "^6.0.2" } } diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/src/tetris.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/src/tetris.ts @@ -1,892 +0,0 @@ -// ─── Constants ──────────────────────────────────────────────────────────────── - -const COLS = 10; -const ROWS = 20; -const BLOCK_SIZE = 30; -const CANVAS_WIDTH = COLS * BLOCK_SIZE; -const CANVAS_HEIGHT = ROWS * BLOCK_SIZE; - -const COLORS: Record<string, string> = { - I: "#00f0f0", - O: "#f0f000", - T: "#a000f0", - S: "#00f000", - Z: "#f00000", - J: "#0000f0", - L: "#f0a000", -}; - -const GHOST_ALPHA = 0.25; - -// Each piece stores multiple rotation states (row, col offsets) -// Using the Super Rotation System (SRS) style — 4 rotation states per piece -type PieceName = "I" | "O" | "T" | "S" | "Z" | "J" | "L"; - -interface PieceState { - shape: number[][]; // 2D grid of 0/1 - row: number; - col: number; - name: PieceName; - rotation: number; // 0-3 -} - -const SHAPES: Record<PieceName, number[][][]> = { - I: [ - [ - [0, 0, 0, 0], - [1, 1, 1, 1], - [0, 0, 0, 0], - [0, 0, 0, 0], - ], - [ - [0, 0, 1, 0], - [0, 0, 1, 0], - [0, 0, 1, 0], - [0, 0, 1, 0], - ], - [ - [0, 0, 0, 0], - [0, 0, 0, 0], - [1, 1, 1, 1], - [0, 0, 0, 0], - ], - [ - [0, 1, 0, 0], - [0, 1, 0, 0], - [0, 1, 0, 0], - [0, 1, 0, 0], - ], - ], - O: [ - [ - [1, 1], - [1, 1], - ], - [ - [1, 1], - [1, 1], - ], - [ - [1, 1], - [1, 1], - ], - [ - [1, 1], - [1, 1], - ], - ], - T: [ - [ - [0, 1, 0], - [1, 1, 1], - [0, 0, 0], - ], - [ - [0, 1, 0], - [0, 1, 1], - [0, 1, 0], - ], - [ - [0, 0, 0], - [1, 1, 1], - [0, 1, 0], - ], - [ - [0, 1, 0], - [1, 1, 0], - [0, 1, 0], - ], - ], - S: [ - [ - [0, 1, 1], - [1, 1, 0], - [0, 0, 0], - ], - [ - [0, 1, 0], - [0, 1, 1], - [0, 0, 1], - ], - [ - [0, 0, 0], - [0, 1, 1], - [1, 1, 0], - ], - [ - [1, 0, 0], - [1, 1, 0], - [0, 1, 0], - ], - ], - Z: [ - [ - [1, 1, 0], - [0, 1, 1], - [0, 0, 0], - ], - [ - [0, 0, 1], - [0, 1, 1], - [0, 1, 0], - ], - [ - [0, 0, 0], - [1, 1, 0], - [0, 1, 1], - ], - [ - [0, 1, 0], - [1, 1, 0], - [1, 0, 0], - ], - ], - J: [ - [ - [1, 0, 0], - [1, 1, 1], - [0, 0, 0], - ], - [ - [0, 1, 1], - [0, 1, 0], - [0, 1, 0], - ], - [ - [0, 0, 0], - [1, 1, 1], - [0, 0, 1], - ], - [ - [0, 1, 0], - [0, 1, 0], - [1, 1, 0], - ], - ], - L: [ - [ - [0, 0, 1], - [1, 1, 1], - [0, 0, 0], - ], - [ - [0, 1, 0], - [0, 1, 0], - [0, 1, 1], - ], - [ - [0, 0, 0], - [1, 1, 1], - [1, 0, 0], - ], - [ - [1, 1, 0], - [0, 1, 0], - [0, 1, 0], - ], - ], -}; - -const PIECE_NAMES: PieceName[] = ["I", "O", "T", "S", "Z", "J", "L"]; - -// Wall kick data (SRS) for non-I pieces -const WALL_KICKS: Record<string, [number, number][]> = { - "0>1": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]], - "1>0": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]], - "1>2": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]], - "2>1": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]], - "2>3": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]], - "3>2": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]], - "3>0": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]], - "0>3": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]], -}; - -// Wall kick data for I piece -const I_WALL_KICKS: Record<string, [number, number][]> = { - "0>1": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]], - "1>0": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]], - "1>2": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]], - "2>1": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]], - "2>3": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]], - "3>2": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]], - "3>0": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]], - "0>3": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]], -}; - -// Scoring -const SCORE_TABLE: Record<number, number> = { - 1: 100, - 2: 300, - 3: 500, - 4: 800, -}; - -// Speed: milliseconds per gravity tick per level -function getDropInterval(level: number): number { - // NES-style curve approximation - const speeds = [800, 720, 630, 550, 470, 380, 300, 220, 150, 100, 80, 80, 80, 70, 70, 70, 50, 50, 50, 30]; - if (level < speeds.length) return speeds[level]; - return 30; -} - -// ─── Game State ─────────────────────────────────────────────────────────────── - -type Board = (string | null)[][]; // null = empty, string = color - -interface GameState { - board: Board; - current: PieceState | null; - nextPieces: PieceName[]; // bag of upcoming pieces - heldPiece: PieceName | null; - canHold: boolean; - score: number; - level: number; - linesCleared: number; - gameOver: boolean; - paused: boolean; - lastDrop: number; - lockDelay: number; - lockMoves: number; - isLocking: boolean; - lockStart: number; - softDropping: boolean; -} - -// ─── Bag Randomizer (7-bag) ────────────────────────────────────────────────── - -function createBag(): PieceName[] { - const bag = [...PIECE_NAMES]; - // Fisher-Yates shuffle - for (let i = bag.length - 1; i > 0; i--) { - const j = Math.floor(Math.random() * (i + 1)); - [bag[i], bag[j]] = [bag[j], bag[i]]; - } - return bag; -} - -function fillBag(pieces: PieceName[]): PieceName[] { - const result = [...pieces]; - while (result.length < 14) { - result.push(...createBag()); - } - return result; -} - -// ─── Board Helpers ──────────────────────────────────────────────────────────── - -function createBoard(): Board { - return Array.from({ length: ROWS }, () => Array(COLS).fill(null)); -} - -function collides(board: Board, shape: number[][], row: number, col: number): boolean { - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const nr = row + r; - const nc = col + c; - if (nc < 0 || nc >= COLS || nr >= ROWS) return true; - if (nr < 0) continue; - if (board[nr][nc] !== null) return true; - } - } - } - return false; -} - -function lockPiece(board: Board, piece: PieceState): void { - const shape = SHAPES[piece.name][piece.rotation]; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const nr = piece.row + r; - const nc = piece.col + c; - if (nr >= 0 && nr < ROWS && nc >= 0 && nc < COLS) { - board[nr][nc] = COLORS[piece.name]; - } - } - } - } -} - -function clearLines(board: Board): number { - let cleared = 0; - for (let r = ROWS - 1; r >= 0; r--) { - if (board[r].every((cell) => cell !== null)) { - board.splice(r, 1); - board.unshift(Array(COLS).fill(null)); - cleared++; - r++; // re-check same row index - } - } - return cleared; -} - -function spawnPiece(name: PieceName): PieceState { - const shape = SHAPES[name][0]; - const col = Math.floor((COLS - shape[0].length) / 2); - return { - shape: shape, - row: name === "I" ? -1 : 0, - col, - name, - rotation: 0, - }; -} - -// ─── Ghost Piece ───────────────────────────────────────────────────────────── - -function getGhostRow(board: Board, piece: PieceState): number { - const shape = SHAPES[piece.name][piece.rotation]; - let ghostRow = piece.row; - while (!collides(board, shape, ghostRow + 1, piece.col)) { - ghostRow++; - } - return ghostRow; -} - -// ─── Rotation with Wall Kicks ──────────────────────────────────────────────── - -function tryRotate(state: GameState, direction: 1 | -1): boolean { - if (!state.current || state.current.name === "O") return false; - - const piece = state.current; - const newRotation = ((piece.rotation + direction) % 4 + 4) % 4; - const newShape = SHAPES[piece.name][newRotation]; - - const kickKey = `${piece.rotation}>${newRotation}`; - const kicks = piece.name === "I" ? I_WALL_KICKS[kickKey] : WALL_KICKS[kickKey]; - if (!kicks) return false; - - for (const [dc, dr] of kicks) { - // Note: SRS kick data is (col_offset, row_offset) where positive row = up - // Our coordinate system has positive row = down, so negate dr - const newRow = piece.row - dr; - const newCol = piece.col + dc; - if (!collides(state.board, newShape, newRow, newCol)) { - piece.rotation = newRotation; - piece.shape = newShape; - piece.row = newRow; - piece.col = newCol; - return true; - } - } - return false; -} - -// ─── Rendering ─────────────────────────────────────────────────────────────── - -function drawBlock( - ctx: CanvasRenderingContext2D, - x: number, - y: number, - color: string, - size: number = BLOCK_SIZE, - ghost: boolean = false -): void { - const padding = 1; - if (ghost) { - ctx.globalAlpha = GHOST_ALPHA; - } - - // Main fill - ctx.fillStyle = color; - ctx.fillRect(x + padding, y + padding, size - padding * 2, size - padding * 2); - - // Highlight (top-left bevel) - ctx.fillStyle = "rgba(255,255,255,0.3)"; - ctx.fillRect(x + padding, y + padding, size - padding * 2, 3); - ctx.fillRect(x + padding, y + padding, 3, size - padding * 2); - - // Shadow (bottom-right bevel) - ctx.fillStyle = "rgba(0,0,0,0.3)"; - ctx.fillRect(x + padding, y + size - padding - 3, size - padding * 2, 3); - ctx.fillRect(x + size - padding - 3, y + padding, 3, size - padding * 2); - - ctx.globalAlpha = 1; -} - -function render(ctx: CanvasRenderingContext2D, state: GameState): void { - // Background - ctx.fillStyle = "#1a1a2e"; - ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); - - // Grid lines - ctx.strokeStyle = "rgba(255,255,255,0.05)"; - ctx.lineWidth = 1; - for (let r = 0; r <= ROWS; r++) { - ctx.beginPath(); - ctx.moveTo(0, r * BLOCK_SIZE); - ctx.lineTo(CANVAS_WIDTH, r * BLOCK_SIZE); - ctx.stroke(); - } - for (let c = 0; c <= COLS; c++) { - ctx.beginPath(); - ctx.moveTo(c * BLOCK_SIZE, 0); - ctx.lineTo(c * BLOCK_SIZE, CANVAS_HEIGHT); - ctx.stroke(); - } - - // Locked blocks - for (let r = 0; r < ROWS; r++) { - for (let c = 0; c < COLS; c++) { - if (state.board[r][c]) { - drawBlock(ctx, c * BLOCK_SIZE, r * BLOCK_SIZE, state.board[r][c]!); - } - } - } - - if (state.current) { - // Ghost piece - const ghostRow = getGhostRow(state.board, state.current); - const shape = SHAPES[state.current.name][state.current.rotation]; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const gr = ghostRow + r; - const gc = state.current.col + c; - if (gr >= 0 && gr < ROWS) { - drawBlock(ctx, gc * BLOCK_SIZE, gr * BLOCK_SIZE, COLORS[state.current.name], BLOCK_SIZE, true); - } - } - } - } - - // Current piece - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - const pr = state.current.row + r; - const pc = state.current.col + c; - if (pr >= 0 && pr < ROWS) { - drawBlock(ctx, pc * BLOCK_SIZE, pr * BLOCK_SIZE, COLORS[state.current.name]); - } - } - } - } - } - - // Game over overlay - if (state.gameOver) { - ctx.fillStyle = "rgba(0, 0, 0, 0.7)"; - ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); - ctx.fillStyle = "#ffffff"; - ctx.font = "bold 36px 'Segoe UI', sans-serif"; - ctx.textAlign = "center"; - ctx.fillText("GAME OVER", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 20); - ctx.font = "18px 'Segoe UI', sans-serif"; - ctx.fillText("Press R to restart", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 + 20); - } - - // Pause overlay - if (state.paused && !state.gameOver) { - ctx.fillStyle = "rgba(0, 0, 0, 0.5)"; - ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); - ctx.fillStyle = "#ffffff"; - ctx.font = "bold 36px 'Segoe UI', sans-serif"; - ctx.textAlign = "center"; - ctx.fillText("PAUSED", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2); - } -} - -function renderSidebar( - ctx: CanvasRenderingContext2D, - state: GameState, - x: number -): void { - const PANEL_WIDTH = 160; - ctx.fillStyle = "#16213e"; - ctx.fillRect(x, 0, PANEL_WIDTH, CANVAS_HEIGHT); - - ctx.textAlign = "left"; - ctx.fillStyle = "#888"; - ctx.font = "bold 14px 'Segoe UI', monospace"; - const labelY = (y: number) => y; - - let y = 30; - - // SCORE - ctx.fillStyle = "#888"; - ctx.fillText("SCORE", x + 15, labelY(y)); - y += 22; - ctx.fillStyle = "#fff"; - ctx.font = "bold 22px 'Segoe UI', monospace"; - ctx.fillText(state.score.toLocaleString(), x + 15, labelY(y)); - y += 35; - - // LEVEL - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("LEVEL", x + 15, labelY(y)); - y += 22; - ctx.fillStyle = "#fff"; - ctx.font = "bold 22px 'Segoe UI', monospace"; - ctx.fillText(state.level.toString(), x + 15, labelY(y)); - y += 35; - - // LINES - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("LINES", x + 15, labelY(y)); - y += 22; - ctx.fillStyle = "#fff"; - ctx.font = "bold 22px 'Segoe UI', monospace"; - ctx.fillText(state.linesCleared.toString(), x + 15, labelY(y)); - y += 45; - - // NEXT - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("NEXT", x + 15, labelY(y)); - y += 10; - - // Draw next 3 pieces - for (let i = 0; i < 3 && i < state.nextPieces.length; i++) { - const name = state.nextPieces[i]; - const shape = SHAPES[name][0]; - const miniSize = 16; - const shapeWidth = shape[0].length * miniSize; - const offsetX = x + 15 + (50 - shapeWidth) / 2; - y += 5 + miniSize; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize); - } - } - } - y += shape.length * miniSize + 5; - } - - // HELD - y += 10; - ctx.font = "bold 14px 'Segoe UI', monospace"; - ctx.fillStyle = "#888"; - ctx.fillText("HOLD", x + 15, labelY(y)); - y += 10; - - if (state.heldPiece) { - const name = state.heldPiece; - const shape = SHAPES[name][0]; - const miniSize = 16; - const shapeWidth = shape[0].length * miniSize; - const offsetX = x + 15 + (50 - shapeWidth) / 2; - y += 5 + miniSize; - const alpha = state.canHold ? 1 : 0.4; - ctx.globalAlpha = alpha; - for (let r = 0; r < shape.length; r++) { - for (let c = 0; c < shape[r].length; c++) { - if (shape[r][c]) { - drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize); - } - } - } - ctx.globalAlpha = 1; - } - - // Controls - y = CANVAS_HEIGHT - 140; - ctx.font = "12px 'Segoe UI', monospace"; - ctx.fillStyle = "#555"; - const controls = [ - "← → Move", - "↑ Rotate CW", - "Z Rotate CCW", - "↓ Soft Drop", - "Space Hard Drop", - "C Hold", - "P Pause", - "R Restart", - ]; - for (const line of controls) { - ctx.fillText(line, x + 10, y); - y += 16; - } -} - -// ─── Game Logic ────────────────────────────────────────────────────────────── - -function initGame(): GameState { - const nextPieces = fillBag([]); - const current = spawnPiece(nextPieces.shift()!); - return { - board: createBoard(), - current, - nextPieces: fillBag(nextPieces), - heldPiece: null, - canHold: true, - score: 0, - level: 0, - linesCleared: 0, - gameOver: false, - paused: false, - lastDrop: performance.now(), - lockDelay: 500, - lockMoves: 0, - isLocking: false, - lockStart: 0, - softDropping: false, - }; -} - -function holdPiece(state: GameState): void { - if (!state.canHold || !state.current) return; - state.canHold = false; - state.isLocking = false; - - const currentName = state.current.name; - if (state.heldPiece) { - state.current = spawnPiece(state.heldPiece); - } else { - const name = state.nextPieces.shift()!; - state.nextPieces = fillBag(state.nextPieces); - state.current = spawnPiece(name); - } - state.heldPiece = currentName; - - // Check if spawned piece collides immediately - if (collides(state.board, state.current.shape, state.current.row, state.current.col)) { - state.gameOver = true; - } -} - -function spawnNext(state: GameState): void { - const name = state.nextPieces.shift()!; - state.nextPieces = fillBag(state.nextPieces); - state.current = spawnPiece(name); - state.canHold = true; - state.isLocking = false; - state.lockMoves = 0; - - if (collides(state.board, state.current.shape, state.current.row, state.current.col)) { - state.gameOver = true; - } -} - -function moveLeft(state: GameState): void { - if (!state.current || state.gameOver || state.paused) return; - if (!collides(state.board, state.current.shape, state.current.row, state.current.col - 1)) { - state.current.col--; - if (state.isLocking) state.lockMoves++; - } -} - -function moveRight(state: GameState): void { - if (!state.current || state.gameOver || state.paused) return; - if (!collides(state.board, state.current.shape, state.current.row, state.current.col + 1)) { - state.current.col++; - if (state.isLocking) state.lockMoves++; - } -} - -function softDrop(state: GameState): void { - if (!state.current || state.gameOver || state.paused) return; - if (!collides(state.board, state.current.shape, state.current.row + 1, state.current.col)) { - state.current.row++; - state.score += 1; - state.lastDrop = performance.now(); - } -} - -function hardDrop(state: GameState): void { - if (!state.current || state.gameOver || state.paused) return; - const ghostRow = getGhostRow(state.board, state.current); - const distance = ghostRow - state.current.row; - state.score += distance * 2; - state.current.row = ghostRow; - - // Lock immediately - lockPiece(state.board, state.current); - const cleared = clearLines(state.board); - if (cleared > 0) { - state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1); - state.linesCleared += cleared; - state.level = Math.floor(state.linesCleared / 10); - } - spawnNext(state); - state.lastDrop = performance.now(); -} - -function rotateCW(state: GameState): void { - if (!state.current || state.gameOver || state.paused) return; - if (tryRotate(state, 1)) { - if (state.isLocking) state.lockMoves++; - } -} - -function rotateCCW(state: GameState): void { - if (!state.current || state.gameOver || state.paused) return; - if (tryRotate(state, -1)) { - if (state.isLocking) state.lockMoves++; - } -} - -function gravityTick(state: GameState, now: number): void { - if (!state.current || state.gameOver || state.paused) return; - - const shape = SHAPES[state.current.name][state.current.rotation]; - const isOnGround = collides(state.board, shape, state.current.row + 1, state.current.col); - - if (isOnGround) { - if (!state.isLocking) { - state.isLocking = true; - state.lockStart = now; - state.lockMoves = 0; - } - // Check lock delay - const elapsed = now - state.lockStart; - const maxLockMoves = 15; - if (elapsed >= state.lockDelay || state.lockMoves >= maxLockMoves) { - // Lock the piece - lockPiece(state.board, state.current); - const cleared = clearLines(state.board); - if (cleared > 0) { - state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1); - state.linesCleared += cleared; - state.level = Math.floor(state.linesCleared / 10); - } - spawnNext(state); - state.lastDrop = now; - } - } else { - state.isLocking = false; - const interval = state.softDropping ? Math.min(getDropInterval(state.level), 50) : getDropInterval(state.level); - if (now - state.lastDrop >= interval) { - state.current.row++; - if (state.softDropping) state.score += 1; - state.lastDrop = now; - } - } -} - -// ─── Main ──────────────────────────────────────────────────────────────────── - -function main(): void { - const canvas = document.getElementById("tetris") as HTMLCanvasElement; - const sidebar = document.getElementById("sidebar") as HTMLCanvasElement; - - if (!canvas || !sidebar) { - console.error("Canvas elements not found"); - return; - } - - canvas.width = CANVAS_WIDTH; - canvas.height = CANVAS_HEIGHT; - sidebar.width = 160; - sidebar.height = CANVAS_HEIGHT; - - const ctx = canvas.getContext("2d")!; - const sctx = sidebar.getContext("2d")!; - - let state = initGame(); - - // Input handling - const keysDown = new Set<string>(); - let dasTimer: Record<string, number> = {}; - const DAS_DELAY = 170; // ms before auto-repeat starts - const DAS_RATE = 50; // ms between auto-repeat moves - - document.addEventListener("keydown", (e: KeyboardEvent) => { - if (e.repeat) return; - - switch (e.key) { - case "ArrowLeft": - e.preventDefault(); - moveLeft(state); - keysDown.add("left"); - dasTimer["left"] = performance.now(); - break; - case "ArrowRight": - e.preventDefault(); - moveRight(state); - keysDown.add("right"); - dasTimer["right"] = performance.now(); - break; - case "ArrowDown": - e.preventDefault(); - state.softDropping = true; - softDrop(state); - keysDown.add("down"); - dasTimer["down"] = performance.now(); - break; - case "ArrowUp": - e.preventDefault(); - rotateCW(state); - break; - case "z": - case "Z": - rotateCCW(state); - break; - case " ": - e.preventDefault(); - hardDrop(state); - break; - case "c": - case "C": - holdPiece(state); - break; - case "p": - case "P": - if (!state.gameOver) state.paused = !state.paused; - break; - case "r": - case "R": - state = initGame(); - break; - } - }); - - document.addEventListener("keyup", (e: KeyboardEvent) => { - switch (e.key) { - case "ArrowLeft": - keysDown.delete("left"); - break; - case "ArrowRight": - keysDown.delete("right"); - break; - case "ArrowDown": - keysDown.delete("down"); - state.softDropping = false; - break; - } - }); - - // DAS (Delayed Auto Shift) handling - function handleDAS(now: number): void { - for (const key of ["left", "right", "down"]) { - if (keysDown.has(key)) { - const elapsed = now - dasTimer[key]; - if (elapsed >= DAS_DELAY) { - const timeSinceLastRepeat = (elapsed - DAS_DELAY) % DAS_RATE; - if (timeSinceLastRepeat < 16) { // roughly one frame - switch (key) { - case "left": moveLeft(state); break; - case "right": moveRight(state); break; - case "down": softDrop(state); break; - } - } - } - } - } - } - - // Game loop - function gameLoop(now: number): void { - if (!state.gameOver && !state.paused) { - handleDAS(now); - gravityTick(state, now); - } - - render(ctx, state); - renderSidebar(sctx, state, 0); - requestAnimationFrame(gameLoop); - } - - requestAnimationFrame(gameLoop); -} - -// Start when DOM is ready -if (document.readyState === "loading") { - document.addEventListener("DOMContentLoaded", main); -} else { - main(); -} -\ No newline at end of file diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/dist/tetris.js b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/dist/tetris.js @@ -0,0 +1,589 @@ +"use strict"; +const COLS = 10; +const ROWS = 20; +const BLOCK = 30; +const BOARD_W = COLS * BLOCK; +const BOARD_H = ROWS * BLOCK; +const NEXT_BLOCK = 22; +const NEXT_SIZE = NEXT_BLOCK * 4 + 8; +const PIECE_SHAPES = { + I: [ + [[0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0], [0, 0, 0, 0]], + [[0, 0, 1, 0], [0, 0, 1, 0], [0, 0, 1, 0], [0, 0, 1, 0]], + [[0, 0, 0, 0], [0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0]], + [[0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0]], + ], + O: [ + [[1, 1], [1, 1]], + ], + T: [ + [[0, 1, 0], [1, 1, 1], [0, 0, 0]], + [[0, 1, 0], [0, 1, 1], [0, 1, 0]], + [[0, 0, 0], [1, 1, 1], [0, 1, 0]], + [[0, 1, 0], [1, 1, 0], [0, 1, 0]], + ], + S: [ + [[0, 1, 1], [1, 1, 0], [0, 0, 0]], + [[0, 1, 0], [0, 1, 1], [0, 0, 1]], + [[0, 0, 0], [0, 1, 1], [1, 1, 0]], + [[1, 0, 0], [1, 1, 0], [0, 1, 0]], + ], + Z: [ + [[1, 1, 0], [0, 1, 1], [0, 0, 0]], + [[0, 0, 1], [0, 1, 1], [0, 1, 0]], + [[0, 0, 0], [1, 1, 0], [0, 1, 1]], + [[0, 1, 0], [1, 1, 0], [1, 0, 0]], + ], + J: [ + [[1, 0, 0], [1, 1, 1], [0, 0, 0]], + [[0, 1, 1], [0, 1, 0], [0, 1, 0]], + [[0, 0, 0], [1, 1, 1], [0, 0, 1]], + [[0, 1, 0], [0, 1, 0], [1, 1, 0]], + ], + L: [ + [[0, 0, 1], [1, 1, 1], [0, 0, 0]], + [[0, 1, 0], [0, 1, 0], [0, 1, 1]], + [[0, 0, 0], [1, 1, 1], [1, 0, 0]], + [[1, 1, 0], [0, 1, 0], [0, 1, 0]], + ], +}; +const PIECE_TYPES = Object.keys(PIECE_SHAPES); +const COLORS = { + I: '#00e5ff', + O: '#ffea00', + T: '#e040fb', + S: '#76ff03', + Z: '#ff1744', + J: '#2979ff', + L: '#ff9100', +}; +const GHOST_ALPHA = 0.2; +const SCORE_TABLE = [0, 100, 300, 500, 800]; +const SPEED_CURVE = [ + 800, 720, 630, 550, 470, 380, 300, 220, 150, 100, + 80, 70, 60, 50, 40, 33, 28, 22, 17, 10, +]; +const boardCanvas = document.getElementById('board'); +const boardCtx = boardCanvas.getContext('2d'); +const nextCanvas = document.getElementById('next-piece'); +const nextCtx = nextCanvas.getContext('2d'); +const scoreEl = document.getElementById('score'); +const levelEl = document.getElementById('level'); +const linesEl = document.getElementById('lines'); +const overlay = document.getElementById('overlay'); +const startBtn = document.getElementById('start-btn'); +boardCanvas.width = BOARD_W; +boardCanvas.height = BOARD_H; +nextCanvas.width = NEXT_SIZE; +nextCanvas.height = NEXT_SIZE; +let board = []; +let current = null; +let nextType = null; +let bag = []; +let score = 0; +let level = 1; +let linesCleared = 0; +let gameOver = false; +let paused = false; +let dropTimer = 0; +let lastTime = 0; +let animFrame = 0; +let lockDelay = 0; +const LOCK_DELAY_MS = 500; +let lockMoves = 0; +const MAX_LOCK_MOVES = 15; +let isOnGround = false; +function shuffleArray(arr) { + for (let i = arr.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [arr[i], arr[j]] = [arr[j], arr[i]]; + } + return arr; +} +function pullFromBag() { + if (bag.length === 0) { + bag = shuffleArray([...PIECE_TYPES]); + } + return bag.pop(); +} +function createBoard() { + return Array.from({ length: ROWS }, () => Array(COLS).fill(null)); +} +function getShape(type, rotation) { + const states = PIECE_SHAPES[type]; + return states[rotation % states.length]; +} +function collides(b, shape, px, py) { + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) + continue; + const bx = px + c; + const by = py + r; + if (bx < 0 || bx >= COLS || by >= ROWS) + return true; + if (by >= 0 && b[by][bx] !== null) + return true; + } + } + return false; +} +function placePiece(b, piece) { + const shape = getShape(piece.type, piece.rotation); + const color = COLORS[piece.type]; + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) + continue; + const bx = piece.x + c; + const by = piece.y + r; + if (by >= 0 && by < ROWS && bx >= 0 && bx < COLS) { + b[by][bx] = color; + } + } + } +} +function clearLines(b) { + let cleared = 0; + for (let r = ROWS - 1; r >= 0; r--) { + if (b[r].every((cell) => cell !== null)) { + b.splice(r, 1); + b.unshift(Array(COLS).fill(null)); + cleared++; + r++; + } + } + return cleared; +} +function spawnPiece() { + const type = nextType ?? pullFromBag(); + nextType = pullFromBag(); + const shape = getShape(type, 0); + const x = Math.floor((COLS - shape[0].length) / 2); + const y = -1; + current = { type, rotation: 0, x, y }; + lockDelay = 0; + lockMoves = 0; + isOnGround = false; + if (collides(board, getShape(current.type, current.rotation), current.x, current.y)) { + gameOver = true; + current = null; + showOverlay('GAME OVER', `Final score: ${score}`, 'Play Again'); + } +} +function move(dx, dy) { + if (!current) + return false; + const shape = getShape(current.type, current.rotation); + if (!collides(board, shape, current.x + dx, current.y + dy)) { + current.x += dx; + current.y += dy; + if (dx !== 0 && isOnGround) { + lockDelay = 0; + lockMoves++; + } + return true; + } + return false; +} +function rotate(dir) { + if (!current) + return; + const states = PIECE_SHAPES[current.type]; + if (states.length === 1) + return; + const newRot = (current.rotation + dir + states.length) % states.length; + const newShape = getShape(current.type, newRot); + const kicks = [0, -1, 1, -2, 2]; + for (const kick of kicks) { + if (!collides(board, newShape, current.x + kick, current.y)) { + current.x += kick; + current.rotation = newRot; + if (isOnGround) { + lockDelay = 0; + lockMoves++; + } + return; + } + if (!collides(board, newShape, current.x + kick, current.y - 1)) { + current.x += kick; + current.y -= 1; + current.rotation = newRot; + if (isOnGround) { + lockDelay = 0; + lockMoves++; + } + return; + } + } +} +function hardDrop() { + if (!current) + return; + let dropped = 0; + while (move(0, 1)) + dropped++; + score += dropped * 2; + lockPiece(); +} +function getGhostY() { + if (!current) + return 0; + const shape = getShape(current.type, current.rotation); + let gy = current.y; + while (!collides(board, shape, current.x, gy + 1)) + gy++; + return gy; +} +function lockPiece() { + if (!current) + return; + placePiece(board, current); + const cleared = clearLines(board); + if (cleared > 0) { + linesCleared += cleared; + score += SCORE_TABLE[cleared] * level; + const newLevel = Math.floor(linesCleared / 10) + 1; + if (newLevel !== level) { + level = newLevel; + } + } + updateUI(); + spawnPiece(); +} +function drawBlock(ctx, x, y, size, color, ghost = false) { + const px = x * size; + const py = y * size; + if (ghost) { + ctx.strokeStyle = color; + ctx.lineWidth = 1.5; + ctx.globalAlpha = GHOST_ALPHA + 0.15; + ctx.strokeRect(px + 1, py + 1, size - 2, size - 2); + ctx.globalAlpha = 1; + return; + } + ctx.fillStyle = color; + ctx.fillRect(px, py, size, size); + ctx.fillStyle = 'rgba(255,255,255,0.18)'; + ctx.fillRect(px, py, size, 2); + ctx.fillRect(px, py, 2, size); + ctx.fillStyle = 'rgba(0,0,0,0.25)'; + ctx.fillRect(px, py + size - 2, size, 2); + ctx.fillRect(px + size - 2, py, 2, size); + ctx.fillStyle = 'rgba(0,0,0,0.08)'; + ctx.fillRect(px + 2, py + 2, size - 4, size - 4); + ctx.strokeStyle = 'rgba(255,255,255,0.04)'; + ctx.lineWidth = 0.5; + ctx.strokeRect(px, py, size, size); +} +function drawBoard() { + boardCtx.fillStyle = '#0d0d22'; + boardCtx.fillRect(0, 0, BOARD_W, BOARD_H); + boardCtx.strokeStyle = 'rgba(60, 60, 100, 0.15)'; + boardCtx.lineWidth = 0.5; + for (let c = 1; c < COLS; c++) { + boardCtx.beginPath(); + boardCtx.moveTo(c * BLOCK, 0); + boardCtx.lineTo(c * BLOCK, BOARD_H); + boardCtx.stroke(); + } + for (let r = 1; r < ROWS; r++) { + boardCtx.beginPath(); + boardCtx.moveTo(0, r * BLOCK); + boardCtx.lineTo(BOARD_W, r * BLOCK); + boardCtx.stroke(); + } + for (let r = 0; r < ROWS; r++) { + for (let c = 0; c < COLS; c++) { + if (board[r][c]) { + drawBlock(boardCtx, c, r, BLOCK, board[r][c]); + } + } + } + if (current) { + const shape = getShape(current.type, current.rotation); + const gy = getGhostY(); + const color = COLORS[current.type]; + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) + continue; + const by = gy + r; + const bx = current.x + c; + if (by >= 0) { + drawBlock(boardCtx, bx, by, BLOCK, color, true); + } + } + } + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) + continue; + const by = current.y + r; + const bx = current.x + c; + if (by >= 0) { + drawBlock(boardCtx, bx, by, BLOCK, color); + } + } + } + } +} +function drawNext() { + nextCtx.fillStyle = '#0d0d22'; + nextCtx.fillRect(0, 0, NEXT_SIZE, NEXT_SIZE); + if (!nextType) + return; + const shape = getShape(nextType, 0); + const color = COLORS[nextType]; + const rows = shape.length; + const cols = shape[0].length; + const offsetX = (NEXT_SIZE / NEXT_BLOCK - cols) / 2; + const offsetY = (NEXT_SIZE / NEXT_BLOCK - rows) / 2; + for (let r = 0; r < rows; r++) { + for (let c = 0; c < cols; c++) { + if (shape[r][c]) { + drawBlock(nextCtx, offsetX + c, offsetY + r, NEXT_BLOCK, color); + } + } + } +} +function updateUI() { + scoreEl.textContent = score.toLocaleString(); + levelEl.textContent = String(level); + linesEl.textContent = String(linesCleared); +} +function showOverlay(title, subtitle, btnText) { + overlay.classList.remove('hidden'); + overlay.querySelector('h1').textContent = title; + overlay.querySelector('p').textContent = subtitle; + startBtn.textContent = btnText; +} +function hideOverlay() { + overlay.classList.add('hidden'); +} +function getSpeed() { + const idx = Math.min(level - 1, SPEED_CURVE.length - 1); + return SPEED_CURVE[idx]; +} +function update(dt) { + if (!current || gameOver || paused) + return; + const shape = getShape(current.type, current.rotation); + const onGround = collides(board, shape, current.x, current.y + 1); + if (onGround) { + isOnGround = true; + lockDelay += dt; + if (lockDelay >= LOCK_DELAY_MS || lockMoves >= MAX_LOCK_MOVES) { + lockPiece(); + return; + } + } + else { + isOnGround = false; + lockDelay = 0; + } + dropTimer += dt; + if (dropTimer >= getSpeed()) { + dropTimer = 0; + if (!onGround) { + move(0, 1); + } + } +} +function gameLoop(time) { + const dt = time - lastTime; + lastTime = time; + if (!gameOver && !paused) { + update(dt); + } + drawBoard(); + drawNext(); + animFrame = requestAnimationFrame(gameLoop); +} +const keyState = {}; +let dasTimer = 0; +let dasDirection = 0; +const DAS_DELAY = 170; +const DAS_RATE = 50; +let dasActive = false; +function handleKeyDown(e) { + if (gameOver) + return; + switch (e.code) { + case 'ArrowLeft': + e.preventDefault(); + if (!keyState['ArrowLeft']) { + move(-1, 0); + dasDirection = -1; + dasTimer = 0; + dasActive = false; + } + keyState['ArrowLeft'] = true; + break; + case 'ArrowRight': + e.preventDefault(); + if (!keyState['ArrowRight']) { + move(1, 0); + dasDirection = 1; + dasTimer = 0; + dasActive = false; + } + keyState['ArrowRight'] = true; + break; + case 'ArrowDown': + e.preventDefault(); + if (!keyState['ArrowDown']) { + if (move(0, 1)) + score += 1; + dropTimer = 0; + } + keyState['ArrowDown'] = true; + break; + case 'ArrowUp': + case 'KeyX': + e.preventDefault(); + rotate(1); + break; + case 'KeyZ': + e.preventDefault(); + rotate(-1); + break; + case 'Space': + e.preventDefault(); + if (!keyState['Space']) { + hardDrop(); + } + keyState['Space'] = true; + break; + case 'KeyP': + case 'Escape': + e.preventDefault(); + if (!gameOver) { + paused = !paused; + if (paused) { + showOverlay('PAUSED', 'Press P to resume', 'Resume'); + } + else { + hideOverlay(); + } + } + break; + } +} +function handleKeyUp(e) { + switch (e.code) { + case 'ArrowLeft': + keyState['ArrowLeft'] = false; + if (dasDirection === -1) + dasDirection = 0; + break; + case 'ArrowRight': + keyState['ArrowRight'] = false; + if (dasDirection === 1) + dasDirection = 0; + break; + case 'ArrowDown': + keyState['ArrowDown'] = false; + break; + case 'Space': + keyState['Space'] = false; + break; + } +} +const originalUpdate = update; +let softDropTimer = 0; +const SOFT_DROP_RATE = 50; +function updateWithDAS(dt) { + if (!current || gameOver || paused) + return; + if (dasDirection !== 0) { + dasTimer += dt; + if (!dasActive && dasTimer >= DAS_DELAY) { + dasActive = true; + dasTimer = 0; + } + if (dasActive && dasTimer >= DAS_RATE) { + dasTimer -= DAS_RATE; + move(dasDirection, 0); + } + } + if (keyState['ArrowDown']) { + softDropTimer += dt; + if (softDropTimer >= SOFT_DROP_RATE) { + softDropTimer -= SOFT_DROP_RATE; + if (move(0, 1)) + score += 1; + dropTimer = 0; + } + } + else { + softDropTimer = 0; + } + const shape = getShape(current.type, current.rotation); + const onGround = collides(board, shape, current.x, current.y + 1); + if (onGround) { + isOnGround = true; + lockDelay += dt; + if (lockDelay >= LOCK_DELAY_MS || lockMoves >= MAX_LOCK_MOVES) { + lockPiece(); + return; + } + } + else { + isOnGround = false; + lockDelay = 0; + } + dropTimer += dt; + if (dropTimer >= getSpeed()) { + dropTimer = 0; + if (!onGround) { + move(0, 1); + } + } +} +const updateFn = updateWithDAS; +function gameLoopFinal(time) { + const dt = Math.min(time - lastTime, 100); + lastTime = time; + if (!gameOver && !paused) { + updateFn(dt); + } + drawBoard(); + drawNext(); + animFrame = requestAnimationFrame(gameLoopFinal); +} +function startGame() { + board = createBoard(); + bag = []; + nextType = null; + score = 0; + level = 1; + linesCleared = 0; + gameOver = false; + paused = false; + dropTimer = 0; + lockDelay = 0; + lockMoves = 0; + isOnGround = false; + Object.keys(keyState).forEach((k) => (keyState[k] = false)); + updateUI(); + spawnPiece(); + hideOverlay(); + lastTime = performance.now(); + cancelAnimationFrame(animFrame); + animFrame = requestAnimationFrame(gameLoopFinal); +} +document.addEventListener('keydown', handleKeyDown); +document.addEventListener('keyup', handleKeyUp); +startBtn.addEventListener('click', () => { + if (paused) { + paused = false; + hideOverlay(); + lastTime = performance.now(); + return; + } + startGame(); +}); +drawBoard(); +drawNext(); +updateUI(); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/index.html b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/index.html @@ -0,0 +1,171 @@ +<!DOCTYPE html> +<html lang="en"> +<head> + <meta charset="UTF-8" /> + <meta name="viewport" content="width=device-width, initial-scale=1.0" /> + <title>Tetris</title> + <style> + *, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; } + + body { + background: #0a0a1a; + color: #e0e0f0; + font-family: 'Segoe UI', 'Helvetica Neue', Arial, sans-serif; + display: flex; + justify-content: center; + align-items: center; + min-height: 100vh; + overflow: hidden; + } + + #game-wrapper { + display: flex; + gap: 24px; + align-items: flex-start; + } + + canvas#board { + border: 2px solid #3a3a5c; + border-radius: 4px; + background: #0d0d22; + box-shadow: 0 0 30px rgba(80, 80, 180, 0.15); + } + + .side-panel { + display: flex; + flex-direction: column; + gap: 16px; + min-width: 160px; + } + + .panel-box { + background: #12122a; + border: 1px solid #2a2a4c; + border-radius: 6px; + padding: 14px; + } + + .panel-box h3 { + font-size: 11px; + text-transform: uppercase; + letter-spacing: 2px; + color: #7878a8; + margin-bottom: 8px; + } + + .panel-box .value { + font-size: 26px; + font-weight: 700; + color: #f0f0ff; + } + + canvas#next-piece { + background: #0d0d22; + border: 1px solid #2a2a4c; + border-radius: 4px; + } + + .controls { + font-size: 12px; + line-height: 1.9; + color: #8888aa; + } + .controls kbd { + background: #1e1e3a; + border: 1px solid #3a3a5c; + border-radius: 3px; + padding: 1px 6px; + font-family: inherit; + font-size: 11px; + color: #c0c0e0; + } + + #overlay { + position: fixed; + inset: 0; + background: rgba(5, 5, 15, 0.85); + display: flex; + justify-content: center; + align-items: center; + z-index: 10; + transition: opacity 0.3s; + } + #overlay.hidden { display: none; } + + .overlay-content { + text-align: center; + } + .overlay-content h1 { + font-size: 42px; + font-weight: 800; + margin-bottom: 8px; + color: #e040fb; + text-shadow: 0 0 20px rgba(224, 64, 251, 0.4); + } + .overlay-content p { + font-size: 15px; + color: #9999bb; + margin-bottom: 24px; + } + .overlay-content .score-display { + font-size: 20px; + color: #f0f0ff; + margin-bottom: 20px; + } + .overlay-content button { + background: #7c4dff; + color: #fff; + border: none; + padding: 12px 36px; + font-size: 16px; + font-weight: 600; + border-radius: 6px; + cursor: pointer; + transition: background 0.2s; + } + .overlay-content button:hover { + background: #9a6fff; + } + </style> +</head> +<body> + <div id="game-wrapper"> + <canvas id="board"></canvas> + <div class="side-panel"> + <div class="panel-box"> + <h3>Score</h3> + <div class="value" id="score">0</div> + </div> + <div class="panel-box"> + <h3>Level</h3> + <div class="value" id="level">1</div> + </div> + <div class="panel-box"> + <h3>Lines</h3> + <div class="value" id="lines">0</div> + </div> + <div class="panel-box"> + <h3>Next</h3> + <canvas id="next-piece"></canvas> + </div> + <div class="panel-box controls"> + <kbd>←</kbd> <kbd>→</kbd> Move<br> + <kbd>↑</kbd> Rotate<br> + <kbd>↓</kbd> Soft drop<br> + <kbd>Space</kbd> Hard drop<br> + <kbd>P</kbd> Pause + </div> + </div> + </div> + + <div id="overlay"> + <div class="overlay-content"> + <h1>TETRIS</h1> + <p>Classic falling-block puzzle</p> + <button id="start-btn">Start Game</button> + </div> + </div> + + <script src="dist/tetris.js"></script> +</body> +</html> diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/src/tetris.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/src/tetris.ts @@ -0,0 +1,680 @@ +// ─── Constants ──────────────────────────────────────────────────────── +const COLS = 10; +const ROWS = 20; +const BLOCK = 30; +const BOARD_W = COLS * BLOCK; +const BOARD_H = ROWS * BLOCK; +const NEXT_BLOCK = 22; +const NEXT_SIZE = NEXT_BLOCK * 4 + 8; + +// ─── Piece definitions (matrix form) ───────────────────────────────── +// Each piece stores up to 4 rotation states (SRS-like). +type Matrix = number[][]; + +const PIECE_SHAPES: Record<string, Matrix[]> = { + I: [ + [[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]], + [[0,0,1,0],[0,0,1,0],[0,0,1,0],[0,0,1,0]], + [[0,0,0,0],[0,0,0,0],[1,1,1,1],[0,0,0,0]], + [[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0]], + ], + O: [ + [[1,1],[1,1]], + ], + T: [ + [[0,1,0],[1,1,1],[0,0,0]], + [[0,1,0],[0,1,1],[0,1,0]], + [[0,0,0],[1,1,1],[0,1,0]], + [[0,1,0],[1,1,0],[0,1,0]], + ], + S: [ + [[0,1,1],[1,1,0],[0,0,0]], + [[0,1,0],[0,1,1],[0,0,1]], + [[0,0,0],[0,1,1],[1,1,0]], + [[1,0,0],[1,1,0],[0,1,0]], + ], + Z: [ + [[1,1,0],[0,1,1],[0,0,0]], + [[0,0,1],[0,1,1],[0,1,0]], + [[0,0,0],[1,1,0],[0,1,1]], + [[0,1,0],[1,1,0],[1,0,0]], + ], + J: [ + [[1,0,0],[1,1,1],[0,0,0]], + [[0,1,1],[0,1,0],[0,1,0]], + [[0,0,0],[1,1,1],[0,0,1]], + [[0,1,0],[0,1,0],[1,1,0]], + ], + L: [ + [[0,0,1],[1,1,1],[0,0,0]], + [[0,1,0],[0,1,0],[0,1,1]], + [[0,0,0],[1,1,1],[1,0,0]], + [[1,1,0],[0,1,0],[0,1,0]], + ], +}; + +const PIECE_TYPES = Object.keys(PIECE_SHAPES); + +// Colors per piece type +const COLORS: Record<string, string> = { + I: '#00e5ff', + O: '#ffea00', + T: '#e040fb', + S: '#76ff03', + Z: '#ff1744', + J: '#2979ff', + L: '#ff9100', +}; + +// Dimmed version for ghost piece +const GHOST_ALPHA = 0.2; + +// Scoring +const SCORE_TABLE = [0, 100, 300, 500, 800]; // 0,1,2,3,4 lines + +// Speed curve: ms per drop, indexed by level (clamped) +const SPEED_CURVE = [ + 800, 720, 630, 550, 470, 380, 300, 220, 150, 100, + 80, 70, 60, 50, 40, 33, 28, 22, 17, 10, +]; + +// ─── Types ──────────────────────────────────────────────────────────── +interface Piece { + type: string; + rotation: number; + x: number; + y: number; +} + +type Board = (string | null)[][]; // null = empty, string = color + +// ─── DOM refs ───────────────────────────────────────────────────────── +const boardCanvas = document.getElementById('board') as HTMLCanvasElement; +const boardCtx = boardCanvas.getContext('2d')!; +const nextCanvas = document.getElementById('next-piece') as HTMLCanvasElement; +const nextCtx = nextCanvas.getContext('2d')!; +const scoreEl = document.getElementById('score')!; +const levelEl = document.getElementById('level')!; +const linesEl = document.getElementById('lines')!; +const overlay = document.getElementById('overlay')!; +const startBtn = document.getElementById('start-btn')!; + +boardCanvas.width = BOARD_W; +boardCanvas.height = BOARD_H; +nextCanvas.width = NEXT_SIZE; +nextCanvas.height = NEXT_SIZE; + +// ─── Game state ─────────────────────────────────────────────────────── +let board: Board = []; +let current: Piece | null = null; +let nextType: string | null = null; +let bag: string[] = []; +let score = 0; +let level = 1; +let linesCleared = 0; +let gameOver = false; +let paused = false; +let dropTimer = 0; +let lastTime = 0; +let animFrame = 0; +let lockDelay = 0; +const LOCK_DELAY_MS = 500; +let lockMoves = 0; +const MAX_LOCK_MOVES = 15; +let isOnGround = false; + +// ─── Bag randomizer (7-bag) ────────────────────────────────────────── +function shuffleArray<T>(arr: T[]): T[] { + for (let i = arr.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [arr[i], arr[j]] = [arr[j], arr[i]]; + } + return arr; +} + +function pullFromBag(): string { + if (bag.length === 0) { + bag = shuffleArray([...PIECE_TYPES]); + } + return bag.pop()!; +} + +// ─── Board helpers ──────────────────────────────────────────────────── +function createBoard(): Board { + return Array.from({ length: ROWS }, () => Array(COLS).fill(null)); +} + +function getShape(type: string, rotation: number): Matrix { + const states = PIECE_SHAPES[type]; + return states[rotation % states.length]; +} + +function collides(b: Board, shape: Matrix, px: number, py: number): boolean { + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) continue; + const bx = px + c; + const by = py + r; + if (bx < 0 || bx >= COLS || by >= ROWS) return true; + if (by >= 0 && b[by][bx] !== null) return true; + } + } + return false; +} + +function placePiece(b: Board, piece: Piece): void { + const shape = getShape(piece.type, piece.rotation); + const color = COLORS[piece.type]; + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) continue; + const bx = piece.x + c; + const by = piece.y + r; + if (by >= 0 && by < ROWS && bx >= 0 && bx < COLS) { + b[by][bx] = color; + } + } + } +} + +function clearLines(b: Board): number { + let cleared = 0; + for (let r = ROWS - 1; r >= 0; r--) { + if (b[r].every((cell) => cell !== null)) { + b.splice(r, 1); + b.unshift(Array(COLS).fill(null)); + cleared++; + r++; // recheck this row + } + } + return cleared; +} + +// ─── Spawn / piece management ──────────────────────────────────────── +function spawnPiece(): void { + const type = nextType ?? pullFromBag(); + nextType = pullFromBag(); + const shape = getShape(type, 0); + const x = Math.floor((COLS - shape[0].length) / 2); + const y = -1; // start slightly above + current = { type, rotation: 0, x, y }; + lockDelay = 0; + lockMoves = 0; + isOnGround = false; + + if (collides(board, getShape(current.type, current.rotation), current.x, current.y)) { + gameOver = true; + current = null; + showOverlay('GAME OVER', `Final score: ${score}`, 'Play Again'); + } +} + +// ─── Movement ───────────────────────────────────────────────────────── +function move(dx: number, dy: number): boolean { + if (!current) return false; + const shape = getShape(current.type, current.rotation); + if (!collides(board, shape, current.x + dx, current.y + dy)) { + current.x += dx; + current.y += dy; + if (dx !== 0 && isOnGround) { + lockDelay = 0; + lockMoves++; + } + return true; + } + return false; +} + +function rotate(dir: 1 | -1): void { + if (!current) return; + const states = PIECE_SHAPES[current.type]; + if (states.length === 1) return; // O piece + const newRot = (current.rotation + dir + states.length) % states.length; + const newShape = getShape(current.type, newRot); + + // Wall-kick offsets to try + const kicks = [0, -1, 1, -2, 2]; + for (const kick of kicks) { + if (!collides(board, newShape, current.x + kick, current.y)) { + current.x += kick; + current.rotation = newRot; + if (isOnGround) { + lockDelay = 0; + lockMoves++; + } + return; + } + // Also try moving up by 1 + if (!collides(board, newShape, current.x + kick, current.y - 1)) { + current.x += kick; + current.y -= 1; + current.rotation = newRot; + if (isOnGround) { + lockDelay = 0; + lockMoves++; + } + return; + } + } +} + +function hardDrop(): void { + if (!current) return; + let dropped = 0; + while (move(0, 1)) dropped++; + score += dropped * 2; + lockPiece(); +} + +function getGhostY(): number { + if (!current) return 0; + const shape = getShape(current.type, current.rotation); + let gy = current.y; + while (!collides(board, shape, current.x, gy + 1)) gy++; + return gy; +} + +function lockPiece(): void { + if (!current) return; + placePiece(board, current); + const cleared = clearLines(board); + if (cleared > 0) { + linesCleared += cleared; + score += SCORE_TABLE[cleared] * level; + const newLevel = Math.floor(linesCleared / 10) + 1; + if (newLevel !== level) { + level = newLevel; + } + } + updateUI(); + spawnPiece(); +} + +// ─── Drawing ────────────────────────────────────────────────────────── +function drawBlock( + ctx: CanvasRenderingContext2D, + x: number, + y: number, + size: number, + color: string, + ghost = false +): void { + const px = x * size; + const py = y * size; + if (ghost) { + ctx.strokeStyle = color; + ctx.lineWidth = 1.5; + ctx.globalAlpha = GHOST_ALPHA + 0.15; + ctx.strokeRect(px + 1, py + 1, size - 2, size - 2); + ctx.globalAlpha = 1; + return; + } + // Main fill + ctx.fillStyle = color; + ctx.fillRect(px, py, size, size); + // Highlight (top-left) + ctx.fillStyle = 'rgba(255,255,255,0.18)'; + ctx.fillRect(px, py, size, 2); + ctx.fillRect(px, py, 2, size); + // Shadow (bottom-right) + ctx.fillStyle = 'rgba(0,0,0,0.25)'; + ctx.fillRect(px, py + size - 2, size, 2); + ctx.fillRect(px + size - 2, py, 2, size); + // Inner + ctx.fillStyle = 'rgba(0,0,0,0.08)'; + ctx.fillRect(px + 2, py + 2, size - 4, size - 4); + // Grid line + ctx.strokeStyle = 'rgba(255,255,255,0.04)'; + ctx.lineWidth = 0.5; + ctx.strokeRect(px, py, size, size); +} + +function drawBoard(): void { + // Background + boardCtx.fillStyle = '#0d0d22'; + boardCtx.fillRect(0, 0, BOARD_W, BOARD_H); + + // Grid + boardCtx.strokeStyle = 'rgba(60, 60, 100, 0.15)'; + boardCtx.lineWidth = 0.5; + for (let c = 1; c < COLS; c++) { + boardCtx.beginPath(); + boardCtx.moveTo(c * BLOCK, 0); + boardCtx.lineTo(c * BLOCK, BOARD_H); + boardCtx.stroke(); + } + for (let r = 1; r < ROWS; r++) { + boardCtx.beginPath(); + boardCtx.moveTo(0, r * BLOCK); + boardCtx.lineTo(BOARD_W, r * BLOCK); + boardCtx.stroke(); + } + + // Placed blocks + for (let r = 0; r < ROWS; r++) { + for (let c = 0; c < COLS; c++) { + if (board[r][c]) { + drawBlock(boardCtx, c, r, BLOCK, board[r][c]!); + } + } + } + + // Ghost piece + if (current) { + const shape = getShape(current.type, current.rotation); + const gy = getGhostY(); + const color = COLORS[current.type]; + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) continue; + const by = gy + r; + const bx = current.x + c; + if (by >= 0) { + drawBlock(boardCtx, bx, by, BLOCK, color, true); + } + } + } + + // Current piece + for (let r = 0; r < shape.length; r++) { + for (let c = 0; c < shape[r].length; c++) { + if (!shape[r][c]) continue; + const by = current.y + r; + const bx = current.x + c; + if (by >= 0) { + drawBlock(boardCtx, bx, by, BLOCK, color); + } + } + } + } +} + +function drawNext(): void { + nextCtx.fillStyle = '#0d0d22'; + nextCtx.fillRect(0, 0, NEXT_SIZE, NEXT_SIZE); + if (!nextType) return; + const shape = getShape(nextType, 0); + const color = COLORS[nextType]; + const rows = shape.length; + const cols = shape[0].length; + const offsetX = (NEXT_SIZE / NEXT_BLOCK - cols) / 2; + const offsetY = (NEXT_SIZE / NEXT_BLOCK - rows) / 2; + for (let r = 0; r < rows; r++) { + for (let c = 0; c < cols; c++) { + if (shape[r][c]) { + drawBlock(nextCtx, offsetX + c, offsetY + r, NEXT_BLOCK, color); + } + } + } +} + +function updateUI(): void { + scoreEl.textContent = score.toLocaleString(); + levelEl.textContent = String(level); + linesEl.textContent = String(linesCleared); +} + +// ─── Overlay ────────────────────────────────────────────────────────── +function showOverlay(title: string, subtitle: string, btnText: string): void { + overlay.classList.remove('hidden'); + overlay.querySelector('h1')!.textContent = title; + overlay.querySelector('p')!.textContent = subtitle; + startBtn.textContent = btnText; +} + +function hideOverlay(): void { + overlay.classList.add('hidden'); +} + +// ─── Game loop ──────────────────────────────────────────────────────── +function getSpeed(): number { + const idx = Math.min(level - 1, SPEED_CURVE.length - 1); + return SPEED_CURVE[idx]; +} + +function update(dt: number): void { + if (!current || gameOver || paused) return; + + const shape = getShape(current.type, current.rotation); + const onGround = collides(board, shape, current.x, current.y + 1); + + if (onGround) { + isOnGround = true; + lockDelay += dt; + if (lockDelay >= LOCK_DELAY_MS || lockMoves >= MAX_LOCK_MOVES) { + lockPiece(); + return; + } + } else { + isOnGround = false; + lockDelay = 0; + } + + dropTimer += dt; + if (dropTimer >= getSpeed()) { + dropTimer = 0; + if (!onGround) { + move(0, 1); + } + } +} + +function gameLoop(time: number): void { + const dt = time - lastTime; + lastTime = time; + + if (!gameOver && !paused) { + update(dt); + } + + drawBoard(); + drawNext(); + animFrame = requestAnimationFrame(gameLoop); +} + +// ─── Input ──────────────────────────────────────────────────────────── +// DAS (Delayed Auto Shift) for held keys +const keyState: Record<string, boolean> = {}; +let dasTimer = 0; +let dasDirection = 0; +const DAS_DELAY = 170; // ms before auto-repeat starts +const DAS_RATE = 50; // ms between auto-repeat moves +let dasActive = false; + +function handleKeyDown(e: KeyboardEvent): void { + if (gameOver) return; + + switch (e.code) { + case 'ArrowLeft': + e.preventDefault(); + if (!keyState['ArrowLeft']) { + move(-1, 0); + dasDirection = -1; + dasTimer = 0; + dasActive = false; + } + keyState['ArrowLeft'] = true; + break; + case 'ArrowRight': + e.preventDefault(); + if (!keyState['ArrowRight']) { + move(1, 0); + dasDirection = 1; + dasTimer = 0; + dasActive = false; + } + keyState['ArrowRight'] = true; + break; + case 'ArrowDown': + e.preventDefault(); + if (!keyState['ArrowDown']) { + if (move(0, 1)) score += 1; + dropTimer = 0; + } + keyState['ArrowDown'] = true; + break; + case 'ArrowUp': + case 'KeyX': + e.preventDefault(); + rotate(1); + break; + case 'KeyZ': + e.preventDefault(); + rotate(-1); + break; + case 'Space': + e.preventDefault(); + if (!keyState['Space']) { + hardDrop(); + } + keyState['Space'] = true; + break; + case 'KeyP': + case 'Escape': + e.preventDefault(); + if (!gameOver) { + paused = !paused; + if (paused) { + showOverlay('PAUSED', 'Press P to resume', 'Resume'); + } else { + hideOverlay(); + } + } + break; + } +} + +function handleKeyUp(e: KeyboardEvent): void { + switch (e.code) { + case 'ArrowLeft': + keyState['ArrowLeft'] = false; + if (dasDirection === -1) dasDirection = 0; + break; + case 'ArrowRight': + keyState['ArrowRight'] = false; + if (dasDirection === 1) dasDirection = 0; + break; + case 'ArrowDown': + keyState['ArrowDown'] = false; + break; + case 'Space': + keyState['Space'] = false; + break; + } +} + +// DAS loop - runs in the game loop via update +const originalUpdate = update; +let softDropTimer = 0; +const SOFT_DROP_RATE = 50; + +function updateWithDAS(dt: number): void { + if (!current || gameOver || paused) return; + + // Handle DAS for left/right + if (dasDirection !== 0) { + dasTimer += dt; + if (!dasActive && dasTimer >= DAS_DELAY) { + dasActive = true; + dasTimer = 0; + } + if (dasActive && dasTimer >= DAS_RATE) { + dasTimer -= DAS_RATE; + move(dasDirection, 0); + } + } + + // Handle soft drop auto-repeat + if (keyState['ArrowDown']) { + softDropTimer += dt; + if (softDropTimer >= SOFT_DROP_RATE) { + softDropTimer -= SOFT_DROP_RATE; + if (move(0, 1)) score += 1; + dropTimer = 0; + } + } else { + softDropTimer = 0; + } + + // Normal gravity + const shape = getShape(current.type, current.rotation); + const onGround = collides(board, shape, current.x, current.y + 1); + + if (onGround) { + isOnGround = true; + lockDelay += dt; + if (lockDelay >= LOCK_DELAY_MS || lockMoves >= MAX_LOCK_MOVES) { + lockPiece(); + return; + } + } else { + isOnGround = false; + lockDelay = 0; + } + + dropTimer += dt; + if (dropTimer >= getSpeed()) { + dropTimer = 0; + if (!onGround) { + move(0, 1); + } + } +} + +// Replace update +const updateFn = updateWithDAS; + +function gameLoopFinal(time: number): void { + const dt = Math.min(time - lastTime, 100); // cap dt to avoid spiral + lastTime = time; + + if (!gameOver && !paused) { + updateFn(dt); + } + + drawBoard(); + drawNext(); + animFrame = requestAnimationFrame(gameLoopFinal); +} + +// ─── Start / Restart ────────────────────────────────────────────────── +function startGame(): void { + board = createBoard(); + bag = []; + nextType = null; + score = 0; + level = 1; + linesCleared = 0; + gameOver = false; + paused = false; + dropTimer = 0; + lockDelay = 0; + lockMoves = 0; + isOnGround = false; + Object.keys(keyState).forEach((k) => (keyState[k] = false)); + + updateUI(); + spawnPiece(); + hideOverlay(); + lastTime = performance.now(); + cancelAnimationFrame(animFrame); + animFrame = requestAnimationFrame(gameLoopFinal); +} + +// ─── Event listeners ───────────────────────────────────────────────── +document.addEventListener('keydown', handleKeyDown); +document.addEventListener('keyup', handleKeyUp); +startBtn.addEventListener('click', () => { + if (paused) { + paused = false; + hideOverlay(); + lastTime = performance.now(); + return; + } + startGame(); +}); + +// Initial draw +drawBoard(); +drawNext(); +updateUI(); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/tsconfig.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tetris/tsconfig.json @@ -0,0 +1,13 @@ +{ + "compilerOptions": { + "target": "ES2020", + "module": "ES2020", + "strict": true, + "outDir": "./dist", + "rootDir": "./src", + "sourceMap": false, + "removeComments": true, + "noUnusedLocals": false + }, + 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-id3_w17b", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=plan_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git 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"engines": { + "node": ">=10" + }, + "funding": { + "url": "https://github.com/sponsors/sindresorhus" + } + } + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/package.json @@ -0,0 +1,20 @@ +{ + "name": "loop-bench-bvyx1jav", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC", + "type": "commonjs", + "devDependencies": { + "@eslint/js": "^10.0.1", + "@types/node": "^25.6.0", + "eslint": "^10.2.0", + "jscpd": "^4.0.9", + "typescript": "^6.0.2" + } +} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 30_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-few/tetris.spec.ts @@ -0,0 +1,96 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + }); + + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Give the page a moment to finish initializing + await page.waitForTimeout(2000); + + expect(errors).toEqual([]); + }); + + test("game board is visible", async ({ page }) => { + // A Tetris game should render either a <canvas> or a grid of DOM elements + const canvas = page.locator("canvas"); + const gridContainer = page.locator( + [ + '[class*="board"]', + '[class*="grid"]', + '[class*="game"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); + + const canvasCount = await canvas.count(); + const gridCount = await gridContainer.count(); + + expect( + canvasCount + gridCount, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + }); + + test("keyboard input does not crash the game", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Press every key a Tetris game should handle + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + for (const key of keys) { + await page.keyboard.press(key); + await page.waitForTimeout(150); + } + + expect(errors).toEqual([]); + }); + + test("game state changes over time", async ({ page }) => { + // If the game is running, the visual output should change as pieces fall + const shot1 = await page.screenshot(); + await page.waitForTimeout(3000); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the page to visually change over 3 seconds (pieces should be falling)" + ).toBe(false); + }); +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/playwright.config.ts @@ -0,0 +1,13 @@ +import { defineConfig } from "@playwright/test"; + +export default defineConfig({ + testDir: ".", + timeout: 60_000, + retries: 0, + workers: 1, + use: { + baseURL: "http://localhost:3000", + headless: true, + viewport: { width: 1280, height: 720 }, + }, +}); diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts b/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2/tests-full/tetris.spec.ts @@ -0,0 +1,474 @@ +import { test, expect, type Page } from "@playwright/test"; + +// Try common entry points until one loads successfully. +async function loadGame(page: Page) { + const candidates = [ + "/", + "/index.html", + "/dist/index.html", + "/public/index.html", + "/build/index.html", + ]; + + for (const path of candidates) { + try { + const resp = await page.goto(path, { timeout: 5000 }); + if (resp?.ok()) return; + } catch { + continue; + } + } +} + +// Find the game surface: canvas or a grid-like DOM container. +function gameBoard(page: Page) { + return page.locator( + [ + "canvas", + '[class*="board"]', + '[class*="grid"]', + '[class*="game-area"]', + '[class*="field"]', + '[id*="board"]', + '[id*="grid"]', + '[id*="game"]', + '[id*="field"]', + "table", + ].join(", ") + ); +} + +// Click the board area to make sure it has focus, then try common +// start interactions in case the game waits for user action. +async function ensureGameStarted(page: Page) { + const board = gameBoard(page); + const count = await board.count(); + if (count > 0) { + try { + await board.first().click({ timeout: 2000 }); + } catch { + // click failed, continue anyway + } + } + + // Some games need a key press or button click to start + const startButton = page.locator( + 'button:has-text("start"), button:has-text("Start"), button:has-text("play"), button:has-text("Play"), [class*="start"], [id*="start"]' + ); + if ((await startButton.count()) > 0) { + try { + await startButton.first().click({ timeout: 2000 }); + } catch { + // ignore + } + } + + // Press Enter/Space as a fallback start trigger + await page.keyboard.press("Enter"); + await page.waitForTimeout(300); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); +} + +test.describe("Tetris Game", () => { + test.beforeEach(async ({ page }) => { + await loadGame(page); + await page.waitForLoadState("domcontentloaded"); + await page.waitForTimeout(1000); + await ensureGameStarted(page); + }); + + // ---- 1. Page loads without errors ---- + test("page loads without console errors", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + await page.waitForTimeout(2000); + expect(errors).toEqual([]); + }); + + // ---- 2. Game board is visible ---- + test("game board is visible", async ({ page }) => { + const board = gameBoard(page); + const count = await board.count(); + + expect( + count, + "Expected a <canvas> or a container with board/grid/game/field in its class or id" + ).toBeGreaterThan(0); + + // The board element should have meaningful dimensions + const box = await board.first().boundingBox(); + expect(box, "Game board should be visible on screen").not.toBeNull(); + expect(box!.width).toBeGreaterThan(50); + expect(box!.height).toBeGreaterThan(50); + }); + + // ---- 3. Game starts automatically or via interaction ---- + test("game starts", async ({ page }) => { + // After beforeEach, the game should be running. Verify by checking that + // the page is not static: take two screenshots separated by time. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected the game to show visual activity after starting" + ).toBe(false); + }); + + // ---- 4. Piece falls automatically (auto-drop) ---- + test("piece falls automatically", async ({ page }) => { + // Take screenshots at intervals without pressing any keys. + // A falling piece should cause visual changes. + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot3 = await page.screenshot(); + + const buf1 = Buffer.from(shot1); + const buf2 = Buffer.from(shot2); + const buf3 = Buffer.from(shot3); + + // At least one pair should differ (piece is moving down) + const changed = !buf1.equals(buf2) || !buf2.equals(buf3); + expect(changed, "Expected piece to fall over time without input").toBe( + true + ); + }); + + // ---- 5. Left arrow moves piece left ---- + test("left arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + // The piece should have moved, so the screenshots should differ + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing left arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 6. Right arrow moves piece right ---- + test("right arrow moves piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(200); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing right arrow" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 7. Down arrow moves piece down faster ---- + test("down arrow accelerates piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + for (let i = 0; i < 10; i++) { + await page.keyboard.press("ArrowDown"); + await page.waitForTimeout(50); + } + await page.waitForTimeout(200); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing down arrow repeatedly" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 8. Up arrow (or Z) rotates piece ---- + test("rotation changes the piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("ArrowUp"); + await page.waitForTimeout(300); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing rotate key" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 9. Space bar hard-drops piece ---- + test("space bar hard-drops piece", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + const shot1 = await page.screenshot(); + await page.keyboard.press("Space"); + await page.waitForTimeout(500); + const shot2 = await page.screenshot(); + + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected visual change after pressing space (hard drop)" + ).toBe(false); + expect(errors).toEqual([]); + }); + + // ---- 10. Pieces lock at the bottom ---- + test("pieces lock at the bottom", async ({ page }) => { + // Hard-drop several pieces and check that the bottom of the board + // accumulates filled cells (the visual should change cumulatively). + const shots: Buffer[] = []; + + shots.push(Buffer.from(await page.screenshot())); + + for (let i = 0; i < 3; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(800); + } + + shots.push(Buffer.from(await page.screenshot())); + + // After 3 hard drops, the board should look different from the start + // because pieces have stacked up at the bottom. + expect( + shots[0].equals(shots[1]), + "Expected pieces to stack up at the bottom after hard drops" + ).toBe(false); + }); + + // ---- 11. New piece spawns after lock ---- + test("new piece spawns after locking", async ({ page }) => { + // Hard-drop to lock a piece, then wait and verify the game is still + // showing activity (a new piece should be falling). + await page.keyboard.press("Space"); + await page.waitForTimeout(1000); + + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + + // If a new piece spawned and is falling, the screen should change + expect( + Buffer.from(shot1).equals(Buffer.from(shot2)), + "Expected a new piece to spawn and fall after the previous one locked" + ).toBe(false); + }); + + // ---- 12. Multiple different pieces appear ---- + test("multiple different pieces appear", async ({ page }) => { + // Play through several pieces and capture screenshots. Different piece + // shapes should produce visually distinct patterns. + const shots: Buffer[] = []; + + for (let i = 0; i < 6; i++) { + // Move each piece to a different column so they don't overlap identically + if (i % 2 === 0) { + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowLeft"); + await page.waitForTimeout(100); + } else { + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + await page.keyboard.press("ArrowRight"); + await page.waitForTimeout(100); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(600); + shots.push(Buffer.from(await page.screenshot())); + } + + // At least some consecutive screenshots should differ (different piece shapes) + let differences = 0; + for (let i = 1; i < shots.length; i++) { + if (!shots[i - 1].equals(shots[i])) differences++; + } + + expect( + differences, + "Expected to see visual differences between consecutive pieces (different shapes)" + ).toBeGreaterThanOrEqual(2); + }); + + // ---- 13. Completed line clears ---- + test("completed line clears", async ({ page }) => { + // Fill a row by dropping many pieces. Observe whether any row disappears. + // We can detect this by tracking the total filled area -- after a line clear, + // the board should have less filled content than just before the clear. + const pageText = async () => + (await page.evaluate(() => document.body.innerText)) || ""; + + // Drop many pieces rapidly to fill rows + for (let i = 0; i < 30; i++) { + // Vary positions to try to complete a row + const moves = (i % 5) - 2; // -2, -1, 0, 1, 2 + for (let m = 0; m < Math.abs(moves); m++) { + await page.keyboard.press( + moves < 0 ? "ArrowLeft" : "ArrowRight" + ); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + // Check if a score or lines counter changed (common indicators of line clears) + const text = await pageText(); + const numbers = (text.match(/\d+/g) || []).map(Number); + const hasNonZero = numbers.some((n) => n > 0); + + // Also check visual: the board should not be completely static + const shot1 = await page.screenshot(); + await page.waitForTimeout(1000); + const shot2 = await page.screenshot(); + + // Either: score/lines increased, or game is still active (meaning lines cleared + // and made room for more pieces instead of game over) + const stillActive = !Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + hasNonZero || stillActive, + "Expected evidence of line clearing (score > 0 or game still active after many drops)" + ).toBe(true); + }); + + // ---- 14. Score increases during play ---- + test("score increases during play", async ({ page }) => { + // Look for a score display on the page + const getNumbers = async () => { + const text = (await page.evaluate(() => document.body.innerText)) || ""; + return (text.match(/\d+/g) || []).map(Number); + }; + + const numbersBefore = await getNumbers(); + + // Play for a while: drop several pieces + for (let i = 0; i < 15; i++) { + const offset = (i % 5) - 2; + for (let m = 0; m < Math.abs(offset); m++) { + await page.keyboard.press(offset < 0 ? "ArrowLeft" : "ArrowRight"); + await page.waitForTimeout(50); + } + await page.keyboard.press("Space"); + await page.waitForTimeout(300); + } + + const numbersAfter = await getNumbers(); + + // At least one number on the page should have increased + // (score, lines counter, level, etc.) + let anyIncreased = false; + const maxLen = Math.min(numbersBefore.length, numbersAfter.length); + for (let i = 0; i < maxLen; i++) { + if (numbersAfter[i] > numbersBefore[i]) { + anyIncreased = true; + break; + } + } + + // Also accept if new numbers appeared + if (!anyIncreased && numbersAfter.length > numbersBefore.length) { + anyIncreased = true; + } + + // Also accept if the max number increased + if (!anyIncreased) { + const maxBefore = numbersBefore.length > 0 ? Math.max(...numbersBefore) : 0; + const maxAfter = numbersAfter.length > 0 ? Math.max(...numbersAfter) : 0; + if (maxAfter > maxBefore) anyIncreased = true; + } + + expect( + anyIncreased, + "Expected at least one numeric value on the page to increase during play (score, lines, level)" + ).toBe(true); + }); + + // ---- 15. Game over when pieces reach top ---- + test("game over when pieces reach top", async ({ page }) => { + // Stack pieces in the center until the game ends. + // Drop as many pieces as possible straight down. + for (let i = 0; i < 50; i++) { + await page.keyboard.press("Space"); + await page.waitForTimeout(200); + } + + await page.waitForTimeout(2000); + + // After stacking to overflow, the game should show some game-over indicator: + // - text saying "game over", "you lose", "try again", "restart", "end" + // - or the game stops updating (static screen) + const text = ((await page.evaluate(() => document.body.innerText)) || "").toLowerCase(); + const gameOverText = + text.includes("game over") || + text.includes("gameover") || + text.includes("you lose") || + text.includes("try again") || + text.includes("restart") || + text.includes("play again") || + text.includes("ended"); + + // Check if the game stopped (screen is static) + const shot1 = await page.screenshot(); + await page.waitForTimeout(2000); + const shot2 = await page.screenshot(); + const isStatic = Buffer.from(shot1).equals(Buffer.from(shot2)); + + expect( + gameOverText || isStatic, + "Expected game-over text or the game to stop after stacking pieces to the top" + ).toBe(true); + }); + + // ---- 16. Game runs for 30 seconds without crashing ---- + test("game runs for 30 seconds without crashing", async ({ page }) => { + const errors: string[] = []; + page.on("pageerror", (err) => errors.push(err.message)); + + // Simulate varied gameplay for 30 seconds + const keys = [ + "ArrowLeft", + "ArrowRight", + "ArrowDown", + "ArrowUp", + "Space", + ]; + const start = Date.now(); + + while (Date.now() - start < 30_000) { + const key = keys[Math.floor(Math.random() * keys.length)]; + await page.keyboard.press(key); + await page.waitForTimeout(150 + Math.random() * 200); + } + + // The page should still be alive (not crashed, not blank) + const text = await page.evaluate(() => document.body.innerText); + expect(text, "Page body should not be empty after 30s of play").toBeTruthy(); + expect( + errors.length, + `Expected no console errors during 30s of play, got: ${errors.join("; ")}` + ).toBe(0); + }); +}); diff --git a/results/analysis/main_effects_code_quality.json 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"tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=usub_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "d65aa9f3", "short_cell_id": "93c78717", "completed_at": "2026-04-14T02:33:56.380158+00:00"} {"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=delegate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=delegate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "84fc4ae0", "short_cell_id": "759e378e", "completed_at": "2026-04-14T02:37:12.393004+00:00"} {"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=delegate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=delegate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "d8fe95e5", "short_cell_id": "759e378e", "completed_at": "2026-04-14T02:37:16.005889+00:00"} {"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=delegate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=delegate_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "62f7453c", "short_cell_id": "759e378e", "completed_at": "2026-04-14T02:40:23.412105+00:00"} @@ -525,3 +502,4 @@ {"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=svg_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run2", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=svg_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "5411d5ce", "short_cell_id": "a4c12deb", "completed_at": "2026-04-14T04:04:14.518590+00:00"} {"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=webgl_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run3", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=webgl_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "31d60e5a", "short_cell_id": "cd8ad131", "completed_at": "2026-04-14T04:07:21.497208+00:00"} {"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=webgl_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=webgl_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "16dab3d1", "short_cell_id": "cd8ad131", "completed_at": "2026-04-14T04:07:31.188029+00:00"} +{"run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1", "task": "tetris", "model": "glm-5.1", "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on", "short_id": "71d588fb", "short_cell_id": "28574c8b", "completed_at": "2026-04-14T11:07:13.191185+00:00"} diff --git a/artifacts/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/.scannerwork/.sonar_lock b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off_run1/claude_stderr.log diff --git a/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off_run1/meta.json b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off_run1/meta.json @@ -0,0 +1,37 @@ +{ + "architecture": "none", + "context_file": "none", + "context_noise": "clean", + "design_guidance": "none", + "effort": "high", + "error_checking": "none", + "human_language": "en", + "language": "typescript", + "linter": "off", + "max_budget": "low", + "model": "glm-4.5-air", + "playwright": "off", + "prompt_style": "simple", + "provider": "zai", + "renderer": "none", + "strategy": "none", + "tests_provided": "none", + "tool_edit": "on", + "tool_glob": "on", + "tool_grep": "on", + "tool_read": "on", + "tool_write": "on", + "web_search": "off", + "actual_model": "glm-4.5-air", + "task": "tetris", + "cell_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off", + "runs_per_cell": 1, + "max_budget_usd": 2.0, + "timeout_seconds": 1200, + "run_id": "tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off_run1", + "short_id": "0c19668a", + "short_cell_id": "ca416669", + "run_number": 1, + "claude_version": "2.1.107 (Claude Code)", + "started_at": "2026-04-14T07:51:28.467312+00:00" +} +\ No newline at end of file diff --git a/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off_run1/transcript.jsonl b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=off_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=off_run1/transcript.jsonl @@ -0,0 +1,40 @@ +{"type": "harness", "subtype": "config", "model": "glm-4.5-air", "effort": "high", "tools": ["Bash", "Read", "Write", "Edit", "Glob", "Grep"], "max_budget_usd": 2.0, "timeout_seconds": 1200, "task": "tetris", "language": "typescript", "prompt_style": "simple"} +{"type": "user", "subtype": "prompt", "message": {"role": "user", "content": "Build a playable Tetris game that runs in a browser. It should have all the standard mechanics: piece rotation, line clearing, scoring, and increasing speed. Use keyboard controls for movement and rotation.\n\n\nUse TypeScript."}} +{"type":"system","subtype":"init","cwd":"/tmp/loop-bench-8twr80ei","session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","tools":["Bash","Edit","Read"],"mcp_servers":[],"model":"glm-4.5-air","permissionMode":"dontAsk","slash_commands":["update-config","debug","simplify","batch","loop","schedule","claude-api","compact","context","cost","heapdump","init","review","security-review","insights","team-onboarding"],"apiKeySource":"apiKeyHelper","claude_code_version":"2.1.107","output_style":"default","agents":["general-purpose","statusline-setup","Explore","Plan","claude-code-guide"],"skills":["update-config","debug","simplify","batch","loop","schedule","claude-api"],"plugins":[{"name":"claude-hud","path":"/root/.claude/plugins/cache/claude-hud/claude-hud/0.0.7","source":"claude-hud@claude-hud"},{"name":"rust-analyzer-lsp","path":"/root/.claude/plugins/cache/claude-plugins-official/rust-analyzer-lsp/1.0.0","source":"rust-analyzer-lsp@claude-plugins-official"}],"uuid":"e0b62363-bbb1-406e-8f3f-96ec9bba1651","fast_mode_state":"off"} +{"type":"assistant","message":{"id":"msg_202604141551308fd2f2b37c9145b4","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"text","text":"I'll create a complete, playable Tetris game using TypeScript that runs in a browser. Let me start by setting up the project structure.\n"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"eaa7f49d-bc8a-4c35-9b82-aa632d68b945"} +{"type":"assistant","message":{"id":"msg_202604141551308fd2f2b37c9145b4","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_khl3duodsr","name":"Bash","input":{"command":"mkdir tetris-game && cd tetris-game","description":"Create project directory"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"dcc9ef6f-620e-4703-aa59-2a8c4332bcef"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_khl3duodsr","type":"tool_result","content":"[rerun: b1]","is_error":false}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"59b7221f-0b49-4b3f-bc62-6c82b7e78980","timestamp":"2026-04-14T07:51:33.079Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":true}} +{"type":"assistant","message":{"id":"msg_2026041415513392521cac2ca54250","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_0mor3ghl74e","name":"Write","input":{"file_path":"/tmp/loop-bench-8twr80ei/tetris-game/index.html","content":"<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>Tetris Game</title>\n <link rel=\"stylesheet\" href=\"style.css\">\n</head>\n<body>\n <div class=\"game-container\">\n <div class=\"game-board\">\n <canvas id=\"gameCanvas\" width=\"300\" height=\"600\"></canvas>\n </div>\n <div class=\"game-info\">\n <div class=\"score-container\">\n <h2>Score</h2>\n <p id=\"score\">0</p>\n </div>\n <div class=\"level-container\">\n <h2>Level</h2>\n <p id=\"level\">1</p>\n </div>\n <div class=\"lines-container\">\n <h2>Lines</h2>\n <p id=\"lines\">0</p>\n </div>\n <div class=\"next-piece\">\n <h2>Next Piece</h2>\n <canvas id=\"nextCanvas\" width=\"120\" height=\"80\"></canvas>\n </div>\n <div class=\"controls\">\n <h2>Controls</h2>\n <p>← → : Move</p>\n <p>↓ : Soft Drop</p>\n <p>↑ : Rotate</p>\n <p>Space : Hard Drop</p>\n <p>P : Pause</p>\n </div>\n <button id=\"startBtn\">Start Game</button>\n <button id=\"pauseBtn\">Pause</button>\n </div>\n </div>\n <script src=\"dist/bundle.js\"></script>\n</body>\n</html>"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"52f64e93-75f0-485e-8688-4f32be14ca21"} +{"type":"user","message":{"role":"user","content":[{"type":"tool_result","content":"<tool_use_error>Error: No such tool available: Write. Write exists but is not enabled in this context. Use one of the available tools instead.</tool_use_error>","is_error":true,"tool_use_id":"call_0mor3ghl74e"}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"f490b300-fcd4-4810-86be-0e26e1bdbc61","timestamp":"2026-04-14T07:51:38.950Z","tool_use_result":"Error: No such tool available: Write. Write exists but is not enabled in this context. Use one of the available tools instead."} +{"type":"assistant","message":{"id":"msg_202604141551391ab64e38bd39472c","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_c7q815vvfdq","name":"Bash","input":{"command":"cat > index.html << 'EOF'\n<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <title>Tetris Game</title>\n <link rel=\"stylesheet\" href=\"style.css\">\n</head>\n<body>\n <div class=\"game-container\">\n <div class=\"game-board\">\n <canvas id=\"gameCanvas\" width=\"300\" height=\"600\"></canvas>\n </div>\n <div class=\"game-info\">\n <div class=\"score-container\">\n <h2>Score</h2>\n <p id=\"score\">0</p>\n </div>\n <div class=\"level-container\">\n <h2>Level</h2>\n <p id=\"level\">1</p>\n </div>\n <div class=\"lines-container\">\n <h2>Lines</h2>\n <p id=\"lines\">0</p>\n </div>\n <div class=\"next-piece\">\n <h2>Next Piece</h2>\n <canvas id=\"nextCanvas\" width=\"120\" height=\"80\"></canvas>\n </div>\n <div class=\"controls\">\n <h2>Controls</h2>\n <p>← → : Move</p>\n <p>↓ : Soft Drop</p>\n <p>↑ : Rotate</p>\n <p>Space : Hard Drop</p>\n <p>P : Pause</p>\n </div>\n <button id=\"startBtn\">Start Game</button>\n <button id=\"pauseBtn\">Pause</button>\n </div>\n </div>\n <script src=\"dist/bundle.js\"></script>\n</body>\n</html>\nEOF","description":"Create index.html file"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"3e60281a-f700-4e39-8cf1-43417395e7a1"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_c7q815vvfdq","type":"tool_result","content":"[rerun: b2]","is_error":false}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"b566410c-f2e5-4c8a-adfd-f00adb8b7425","timestamp":"2026-04-14T07:51:45.495Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_202604141551468a3dd6e7ae454d2c","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_id40u2kqrw9","name":"Bash","input":{"command":"cat > style.css << 'EOF'\n* {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n}\n\nbody {\n font-family: 'Arial', sans-serif;\n background-color: #1a1a2e;\n color: #fff;\n display: flex;\n justify-content: center;\n align-items: center;\n min-height: 100vh;\n}\n\n.game-container {\n display: flex;\n gap: 30px;\n background-color: #0f3460;\n padding: 20px;\n border-radius: 10px;\n box-shadow: 0 10px 30px rgba(0, 0, 0, 0.5);\n}\n\n.game-board {\n position: relative;\n}\n\ncanvas {\n border: 2px solid #e94560;\n background-color: #000;\n}\n\n.game-info {\n display: flex;\n flex-direction: column;\n gap: 20px;\n min-width: 200px;\n}\n\n.container {\n background-color: #16213e;\n padding: 15px;\n border-radius: 8px;\n text-align: center;\n}\n\nh2 {\n font-size: 18px;\n margin-bottom: 10px;\n color: #e94560;\n}\n\np {\n font-size: 24px;\n font-weight: bold;\n color: #fff;\n}\n\n.controls {\n background-color: #16213e;\n padding: 15px;\n border-radius: 8px;\n text-align: left;\n}\n\n.controls p {\n font-size: 14px;\n font-weight: normal;\n margin: 5px 0;\n}\n\nbutton {\n background-color: #e94560;\n color: white;\n border: none;\n padding: 12px 24px;\n font-size: 16px;\n border-radius: 5px;\n cursor: pointer;\n transition: background-color 0.3s;\n}\n\nbutton:hover {\n background-color: #c13651;\n}\n\nbutton:active {\n transform: scale(0.98);\n}\n\n#pauseBtn {\n background-color: #533483;\n}\n\n#pauseBtn:hover {\n background-color: #3e2865;\n}\nEOF","description":"Create style.css file"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"7ff930a5-431c-4b39-ab4f-76a3310ddb2d"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_id40u2kqrw9","type":"tool_result","content":"[rerun: b3]","is_error":false}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"a9e9e475-a895-46c7-9953-f1ea8925d4a8","timestamp":"2026-04-14T07:51:52.386Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_2026041415515328e67b1e35814314","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_u5lwuvfo4pl","name":"Bash","input":{"command":"mkdir -p src","description":"Create src directory"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"5bcfa37d-cf1e-4cbc-ad8c-2f1d67084b21"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_u5lwuvfo4pl","type":"tool_result","content":"[rerun: b4]","is_error":false}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"63ef3627-5480-4df0-93bf-83ba69b31d99","timestamp":"2026-04-14T07:51:54.181Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":true}} +{"type":"assistant","message":{"id":"msg_20260414155154bc0a5b171e77466a","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_phe5r0z8x8","name":"Bash","input":{"command":"cat > src/tetris.ts << 'EOF'\ninterface Position {\n x: number;\n y: number;\n}\n\ninterface Tetromino {\n shape: number[][];\n color: string;\n}\n\nconst BOARD_WIDTH = 10;\nconst BOARD_HEIGHT = 20;\nconst BLOCK_SIZE = 30;\n\nconst PIECES: Tetromino[] = [\n {\n shape: [\n [1, 1, 1, 1]\n ],\n color: '#00f0f0'\n },\n {\n shape: [\n [1, 1],\n [1, 1]\n ],\n color: '#f0f000'\n },\n {\n shape: [\n [0, 1, 0],\n [1, 1, 1]\n ],\n color: '#a000f0'\n },\n {\n shape: [\n [0, 1, 1],\n [1, 1, 0]\n ],\n color: '#00f000'\n },\n {\n shape: [\n [1, 1, 0],\n [0, 1, 1]\n ],\n color: '#f00000'\n },\n {\n shape: [\n [1, 0, 0],\n [1, 1, 1]\n ],\n color: '#f0a000'\n },\n {\n shape: [\n [0, 0, 1],\n [1, 1, 1]\n ],\n color: '#0000f0'\n }\n];\n\nclass TetrisGame {\n private board: number[][];\n private currentPiece: Tetromino | null;\n private nextPiece: Tetromino | null;\n private position: Position;\n private rotation: number;\n private score: number;\n private level: number;\n private lines: number;\n private gameRunning: boolean;\n private gamePaused: boolean;\n private dropInterval: number;\n private lastDropTime: number;\n private canvas: HTMLCanvasElement;\n private ctx: CanvasRenderingContext2D;\n private nextCanvas: HTMLCanvasElement;\n private nextCtx: CanvasRenderingContext2D;\n\n constructor() {\n this.board = Array(BOARD_HEIGHT).fill(null).map(() => Array(BOARD_WIDTH).fill(0));\n this.currentPiece = null;\n this.nextPiece = null;\n this.position = { x: 0, y: 0 };\n this.rotation = 0;\n this.score = 0;\n this.level = 1;\n this.lines = 0;\n this.gameRunning = false;\n this.gamePaused = false;\n this.dropInterval = 1000;\n this.lastDropTime = 0;\n\n this.canvas = document.getElementById('gameCanvas') as HTMLCanvasElement;\n this.ctx = this.canvas.getContext('2d')!;\n this.nextCanvas = document.getElementById('nextCanvas') as HTMLCanvasElement;\n this.nextCtx = this.nextCanvas.getContext('2d')!;\n\n this.setupEventListeners();\n }\n\n private setupEventListeners(): void {\n document.addEventListener('keydown', (e) => this.handleKeyPress(e));\n \n document.getElementById('startBtn')!.addEventListener('click', () => this.startGame());\n document.getElementById('pauseBtn')!.addEventListener('click', () => this.togglePause());\n }\n\n private handleKeyPress(e: KeyboardEvent): void {\n if (!this.gameRunning || this.gamePaused) return;\n\n switch (e.key) {\n case 'ArrowLeft':\n e.preventDefault();\n this.movePiece(-1, 0);\n break;\n case 'ArrowRight':\n e.preventDefault();\n this.movePiece(1, 0);\n break;\n case 'ArrowDown':\n e.preventDefault();\n this.movePiece(0, 1);\n break;\n case 'ArrowUp':\n e.preventDefault();\n this.rotatePiece();\n break;\n case ' ':\n e.preventDefault();\n this.hardDrop();\n break;\n case 'p':\n case 'P':\n e.preventDefault();\n this.togglePause();\n break;\n }\n }\n\n private startGame(): void {\n if (this.gameRunning) return;\n\n this.board = Array(BOARD_HEIGHT).fill(null).map(() => Array(BOARD_WIDTH).fill(0));\n this.score = 0;\n this.level = 1;\n this.lines = 0;\n this.gameRunning = true;\n this.gamePaused = false;\n this.dropInterval = 1000;\n\n this.spawnPiece();\n this.updateUI();\n this.gameLoop();\n }\n\n private togglePause(): void {\n if (!this.gameRunning) return;\n\n this.gamePaused = !this.gamePaused;\n if (!this.gamePaused) {\n this.gameLoop();\n }\n }\n\n private spawnPiece(): void {\n if (!this.nextPiece) {\n this.nextPiece = this.getRandomPiece();\n }\n\n this.currentPiece = this.nextPiece;\n this.nextPiece = this.getRandomPiece();\n this.position = {\n x: Math.floor((BOARD_WIDTH - this.currentPiece.shape[0].length) / 2),\n y: 0\n };\n this.rotation = 0;\n\n if (this.checkCollision()) {\n this.gameOver();\n }\n }\n\n private getRandomPiece(): Tetromino {\n const index = Math.floor(Math.random() * PIECES.length);\n return JSON.parse(JSON.stringify(PIECES[index]));\n }\n\n private rotatePiece(): void {\n const originalRotation = this.rotation;\n this.rotation = (this.rotation + 1) % 4;\n \n if (this.checkCollision()) {\n this.rotation = originalRotation;\n return;\n }\n\n this.draw();\n }\n\n private movePiece(dx: number, dy: number): void {\n this.position.x += dx;\n this.position.y += dy;\n\n if (this.checkCollision()) {\n this.position.x -= dx;\n this.position.y -= dy;\n\n if (dy > 0) {\n this.lockPiece();\n }\n }\n\n this.draw();\n }\n\n private hardDrop(): void {\n let dropDistance = 0;\n while (!this.checkCollisionAt(this.position.x, this.position.y + dropDistance + 1)) {\n dropDistance++;\n }\n\n this.position.y += dropDistance;\n this.score += dropDistance * 2;\n this.lockPiece();\n this.draw();\n }\n\n private checkCollision(): boolean {\n return this.checkCollisionAt(this.position.x, this.position.y);\n }\n\n private checkCollisionAt(x: number, y: number): boolean {\n if (!this.currentPiece) return false;\n\n const shape = this.getRotatedShape();\n \n for (let row = 0; row < shape.length; row++) {\n for (let col = 0; col < shape[row].length; col++) {\n if (shape[row][col]) {\n const newX = x + col;\n const newY = y + row;\n\n if (\n newX < 0 ||\n newX >= BOARD_WIDTH ||\n newY >= BOARD_HEIGHT ||\n (newY >= 0 && this.board[newY][newX])\n ) {\n return true;\n }\n }\n }\n }\n\n return false;\n }\n\n private getRotatedShape(): number[][] {\n if (!this.currentPiece) return [];\n\n const shape = this.currentPiece.shape;\n let rotated = shape;\n\n for (let i = 0; i < this.rotation; i++) {\n const rows = rotated.length;\n const cols = rotated[0].length;\n const newShape = Array(cols).fill(null).map(() => Array(rows).fill(0));\n\n for (let row = 0; row < rows; row++) {\n for (let col = 0; col < cols; col++) {\n newShape[col][rows - 1 - row] = rotated[row][col];\n }\n }\n\n rotated = newShape;\n }\n\n return rotated;\n }\n\n private lockPiece(): void {\n if (!this.currentPiece) return;\n\n const shape = this.getRotatedShape();\n \n for (let row = 0; row < shape.length; row++) {\n for (let col = 0; col < shape[row].length; col++) {\n if (shape[row][col]) {\n const boardY = this.position.y + row;\n const boardX = this.position.x + col;\n\n if (boardY >= 0) {\n this.board[boardY][boardX] = parseInt(this.currentPiece.color.slice(1), 16);\n }\n }\n }\n }\n\n this.clearLines();\n this.spawnPiece();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n\n for (let row = BOARD_HEIGHT - 1; row >= 0; row--) {\n if (this.board[row].every(cell => cell !== 0)) {\n this.board.splice(row, 1);\n this.board.unshift(Array(BOARD_WIDTH).fill(0));\n linesCleared++;\n row++;\n }\n }\n\n if (linesCleared > 0) {\n this.lines += linesCleared;\n this.score += linesCleared * 100 * this.level;\n \n if (linesCleared === 4) {\n this.score += 400 * this.level;\n }\n\n this.level = Math.floor(this.lines / 10) + 1;\n this.dropInterval = Math.max(100, 1000 - (this.level - 1) * 100);\n }\n\n this.updateUI();\n }\n\n private draw(): void {\n this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n // Draw board\n for (let row = 0; row < BOARD_HEIGHT; row++) {\n for (let col = 0; col < BOARD_WIDTH; col++) {\n if (this.board[row][col]) {\n this.drawBlock(col, row, this.board[row][col]);\n }\n }\n }\n\n // Draw current piece\n if (this.currentPiece) {\n const shape = this.getRotatedShape();\n for (let row = 0; row < shape.length; row++) {\n for (let col = 0; col < shape[row].length; col++) {\n if (shape[row][col]) {\n this.drawBlock(\n this.position.x + col,\n this.position.y + row,\n parseInt(this.currentPiece.color.slice(1), 16)\n );\n }\n }\n }\n }\n\n // Draw next piece\n this.drawNextPiece();\n }\n\n private drawBlock(x: number, y: number, color: number): void {\n this.ctx.fillStyle = `#${color.toString(16).padStart(6, '0')}`;\n this.ctx.fillRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE - 1, BLOCK_SIZE - 1);\n }\n\n private drawNextPiece(): void {\n this.nextCtx.clearRect(0, 0, this.nextCanvas.width, this.nextCanvas.height);\n\n if (this.nextPiece) {\n const blockSize = 20;\n const offsetX = (this.nextCanvas.width - this.nextPiece.shape[0].length * blockSize) / 2;\n const offsetY = (this.nextCanvas.height - this.nextPiece.shape.length * blockSize) / 2;\n\n for (let row = 0; row < this.nextPiece.shape.length; row++) {\n for (let col = 0; col < this.nextPiece.shape[row].length; col++) {\n if (this.nextPiece.shape[row][col]) {\n this.nextCtx.fillStyle = this.nextPiece.color;\n this.nextCtx.fillRect(\n offsetX + col * blockSize,\n offsetY + row * blockSize,\n blockSize - 1,\n blockSize - 1\n );\n }\n }\n }\n }\n }\n\n private updateUI(): void {\n document.getElementById('score')!.textContent = this.score.toString();\n document.getElementById('level')!.textContent = this.level.toString();\n document.getElementById('lines')!.textContent = this.lines.toString();\n }\n\n private gameOver(): void {\n this.gameRunning = false;\n this.ctx.fillStyle = 'rgba(0, 0, 0, 0.75)';\n this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);\n \n this.ctx.fillStyle = '#fff';\n this.ctx.font = '30px Arial';\n this.ctx.textAlign = 'center';\n this.ctx.fillText('GAME OVER', this.canvas.width / 2, this.canvas.height / 2);\n this.ctx.font = '20px Arial';\n this.ctx.fillText(`Score: ${this.score}`, this.canvas.width / 2, this.canvas.height / 2 + 40);\n }\n\n private gameLoop(): void {\n if (!this.gameRunning || this.gamePaused) return;\n\n const currentTime = Date.now();\n if (currentTime - this.lastDropTime > this.dropInterval) {\n this.movePiece(0, 1);\n this.lastDropTime = currentTime;\n }\n\n requestAnimationFrame(() => this.gameLoop());\n }\n}\n\nconst game = new TetrisGame();\nEOF","description":"Create main tetris.ts file"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"80684721-97bd-4232-a215-6b0398d1b544"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_phe5r0z8x8","type":"tool_result","content":"[rerun: b5]","is_error":false}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"7cf782fc-a2f9-415a-878a-852db1422945","timestamp":"2026-04-14T07:52:22.190Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_20260414155223f7d9e10d99cc413e","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_x1aq5nejrti","name":"Bash","input":{"command":"npm init -y","description":"Initialize npm package"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"3366c299-2ddd-4ad2-b0ef-4e8c054b3131"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_x1aq5nejrti","type":"tool_result","content":"Wrote to /tmp/loop-bench-8twr80ei/tetris-game/package.json:\n\n{\n \"name\": \"tetris-game\",\n \"version\": \"1.0.0\",\n \"description\": \"\",\n \"main\": \"index.js\",\n \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },\n \"keywords\": [],\n \"author\": \"\",\n \"license\": \"ISC\",\n \"type\": \"commonjs\"\n}\n[rerun: b6]","is_error":false}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"f30651dc-4909-4280-be6b-246a425601ae","timestamp":"2026-04-14T07:52:23.924Z","tool_use_result":{"stdout":"Wrote to /tmp/loop-bench-8twr80ei/tetris-game/package.json:\n\n{\n \"name\": \"tetris-game\",\n \"version\": \"1.0.0\",\n \"description\": \"\",\n \"main\": \"index.js\",\n \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },\n \"keywords\": [],\n \"author\": \"\",\n \"license\": \"ISC\",\n \"type\": \"commonjs\"\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_202604141552245d9d438325374809","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_ewkqn0nzkz7","name":"Bash","input":{"command":"npm install typescript ts-loader webpack webpack-cli --save-dev","description":"Install TypeScript and webpack dependencies"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"a20bc938-c513-4b7f-878d-1c108b8c38d1"} +{"type":"system","subtype":"task_started","task_id":"bboi5ydcl","tool_use_id":"call_ewkqn0nzkz7","description":"Install TypeScript and webpack dependencies","task_type":"local_bash","uuid":"8c1428c2-923b-4f92-8557-c471118a308c","session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad"} 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vulnerabilities","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_202604141552305a1e5604efa647fa","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_7a66epkqnai","name":"Bash","input":{"command":"npm install webpack-dev-server --save-dev","description":"Install webpack dev server"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"ae385c2f-2e17-4124-bb45-9da4ef76a45d"} +{"type":"system","subtype":"task_started","task_id":"b4aqqvkgp","tool_use_id":"call_7a66epkqnai","description":"Install webpack dev server","task_type":"local_bash","uuid":"c1fefce7-a6d2-4ae4-af15-2bebaab53bbc","session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad"} 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webpack\n\nasset bundle.js 45.3 KiB [emitted] (name: main)\n./src/tetris.ts 11.6 KiB [built] [code generated] [1 error]\n\nERROR in /tmp/loop-bench-8twr80ei/tetris-game/tsconfig.json\n/tmp/loop-bench-8twr80ei/tetris-game/tsconfig.json\n[tsl] ERROR\n TS5107: Option 'target=ES5' is deprecated and will stop functioning in TypeScript 7.0. Specify compilerOption '\"ignoreDeprecations\": \"6.0\"' to silence this error.\nts-loader-default_e3b0c44298fc1c14\n\nERROR in /tmp/loop-bench-8twr80ei/tetris-game/src/tetris.ts\n./src/tetris.ts 368:52-60\n[tsl] ERROR in /tmp/loop-bench-8twr80ei/tetris-game/src/tetris.ts(368,53)\n TS2550: Property 'padStart' does not exist on type 'string'. Do you need to change your target library? Try changing the 'lib' compiler option to 'es2017' or later.\nts-loader-default_e3b0c44298fc1c14\n\nwebpack 5.106.1 compiled with 2 errors in 489 ms\n[rerun: b11]","is_error":true,"tool_use_id":"call_sc20i3kl53j"}]},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"5eb94986-c107-4f30-914a-828089c6bbb9","timestamp":"2026-04-14T07:53:01.220Z","tool_use_result":"Error: Exit code 1\n\n> tetris-game@1.0.0 build\n> webpack\n\nasset bundle.js 45.3 KiB [emitted] (name: main)\n./src/tetris.ts 11.6 KiB [built] [code generated] [1 error]\n\nERROR in /tmp/loop-bench-8twr80ei/tetris-game/tsconfig.json\n/tmp/loop-bench-8twr80ei/tetris-game/tsconfig.json\n[tsl] ERROR\n TS5107: Option 'target=ES5' is deprecated and will stop functioning in TypeScript 7.0. Specify compilerOption '\"ignoreDeprecations\": \"6.0\"' to silence this error.\nts-loader-default_e3b0c44298fc1c14\n\nERROR in /tmp/loop-bench-8twr80ei/tetris-game/src/tetris.ts\n./src/tetris.ts 368:52-60\n[tsl] ERROR in /tmp/loop-bench-8twr80ei/tetris-game/src/tetris.ts(368,53)\n TS2550: Property 'padStart' does not exist on type 'string'. Do you need to change your target library? Try changing the 'lib' compiler option to 'es2017' or later.\nts-loader-default_e3b0c44298fc1c14\n\nwebpack 5.106.1 compiled with 2 errors in 489 ms\n[rerun: b11]"} +{"type":"assistant","message":{"id":"msg_2026041415530246fa952a8cf54405","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_yxmenqb2nq","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-8twr80ei/tetris-game/tsconfig.json","old_string":"{\n \"compilerOptions\": {\n \"target\": \"es5\",\n \"module\": \"commonjs\",\n \"strict\": true,\n \"esModuleInterop\": true,\n \"skipLibCheck\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"outDir\": \"./dist\",\n \"rootDir\": \"./src\",\n \"sourceMap\": true\n },\n \"include\": [\"src/**/*\"],\n \"exclude\": [\"node_modules\"]\n}","new_string":"{\n \"compilerOptions\": {\n \"target\": \"es2017\",\n \"module\": \"commonjs\",\n \"lib\": [\"es2017\"],\n \"strict\": true,\n \"esModuleInterop\": true,\n \"skipLibCheck\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"outDir\": \"./dist\",\n \"rootDir\": \"./src\",\n \"sourceMap\": true,\n \"ignoreDeprecations\": \"6.0\"\n },\n \"include\": [\"src/**/*\"],\n \"exclude\": [\"node_modules\"]\n}"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"8d8c3baf-686c-47cd-bfa4-e143c48464ad","uuid":"236b42ee-5098-4577-86dd-0f383ddbbd9c"} +{"type":"user","message":{"role":"user","content":[{"type":"tool_result","content":"<tool_use_error>File has not been read yet. 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Here's a summary of what was built:\n\n## Tetris Game — Complete\n\n**Files created:**\n- `src/tetris.ts` — Full game implementation (~600 lines of TypeScript)\n- `index.html` — Browser page with two canvases (game board + sidebar)\n- `tsconfig.json` — TypeScript compiler config\n- `dist/tetris.js` — Compiled output\n\n### Features\n\n| Feature | Details |\n|---|---|\n| **7 Standard Pieces** | I, O, T, S, Z, J, L with all SRS rotation states |\n| **Rotation** | Super Rotation System with wall kicks for all pieces |\n| **Line Clearing** | Detects and removes full rows, shifts board down |\n| **Scoring** | Single=100, Double=300, Triple=500, Tetris=800, × (level+1) |\n| **Levels** | Level up every 10 lines; speed increases on NES-style curve |\n| **Ghost Piece** | Translucent preview showing where the piece will land |\n| **Hard Drop** | Space bar instant-drops with 2× distance bonus scoring |\n| **Soft Drop** | Hold ↓ for fast drop with +1 point per cell |\n| **Hold Piece** | Press C to swap current piece with hold slot (once per drop) |\n| **Next Queue** | Shows 3 upcoming pieces |\n| **7-Bag Randomizer** | Fair piece distribution — all 7 pieces appear once per bag |\n| **Lock Delay** | 500ms grace period on landing (with 15-move limit) |\n| **DAS** | Delayed Auto-Shift for smooth left/right holding |\n| **Pause/Restart** | P to pause, R to restart |\n\n### Controls\n\n| Key | Action |\n|---|---|\n| ← → | Move left/right |\n| ↑ | Rotate clockwise |\n| Z | Rotate counter-clockwise |\n| ↓ | Soft drop |\n| Space | Hard drop |\n| C | Hold piece |\n| P | Pause |\n| R | Restart |\n\n### To Play\n\n```bash\nnpm run build # compile TypeScript\nnpm run start # serve on http://localhost:3000\n```\n\nThen open `http://localhost:3000` in your browser.","stop_reason":"end_turn","session_id":"26040861-4701-4023-a738-9532e9a7853c","total_cost_usd":0.2272074,"usage":{"input_tokens":867,"cache_creation_input_tokens":0,"cache_read_input_tokens":45248,"output_tokens":662,"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":0,"ephemeral_5m_input_tokens":0},"inference_geo":"","iterations":[],"speed":"standard"},"modelUsage":{"glm-5.1":{"inputTokens":14569,"outputTokens":9658,"cacheReadInputTokens":128768,"cacheCreationInputTokens":0,"webSearchRequests":0,"costUSD":0.2272074,"contextWindow":200000,"maxOutputTokens":32000}},"permission_denials":[],"terminal_reason":"completed","fast_mode_state":"off","uuid":"ebaa8369-8b9e-465d-b8f9-fb06795fde23"} -\ No newline at end of file +{"type":"result","subtype":"success","is_error":false,"duration_ms":225511,"duration_api_ms":225598,"num_turns":10,"result":"The Tetris game is built and ready! Here's a summary of what was created:\n\n## Project Structure\n```\ntetris/\n├── index.html # Game page with styled UI\n├── tsconfig.json # TypeScript config\n├── src/\n│ └── tetris.ts # Full game source (~590 lines)\n└── dist/\n └── tetris.js # Compiled output\n```\n\n## Features Implemented\n\n- **All 7 Tetrominos** (I, O, T, S, Z, J, L) with proper colors\n- **Rotation** with wall-kick support (tries 5 horizontal offsets + vertical adjustment)\n- **7-Bag Randomizer** — ensures fair piece distribution like official Tetris\n- **Line Clearing** with splice-based row removal\n- **Scoring System** — single/double/triple/tetris scored at ×level multiplier, soft drop +1/row, hard drop +2/row\n- **Levels & Speed** — starts at 800ms, speeds up every 10 lines cleared, down to 10ms at level 20\n- **Ghost Piece** — translucent outline showing where the piece will land\n- **Lock Delay** — 500ms delay when a piece touches ground, with up to 15 reset moves\n- **DAS (Delayed Auto Shift)** — hold left/right for auto-repeat movement\n- **Next Piece Preview** — shown in the side panel\n- **Pause** (P or Escape key)\n- **Game Over** detection with overlay\n- **Dark-themed UI** with beveled block rendering\n\n## Controls\n| Key | Action |\n|-----|--------|\n| ← → | Move left/right |\n| ↑ | Rotate clockwise |\n| Z | Rotate counter-clockwise |\n| ↓ | Soft drop |\n| Space | Hard drop |\n| P / Esc | Pause |\n\nOpen `http://localhost:8081/tetris/index.html` in your browser to play!","stop_reason":"end_turn","session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","total_cost_usd":0.16829470000000002,"usage":{"input_tokens":9286,"cache_creation_input_tokens":0,"cache_read_input_tokens":72896,"output_tokens":7891,"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":0,"ephemeral_5m_input_tokens":0},"inference_geo":"","iterations":[],"speed":"standard"},"modelUsage":{"claude-haiku-4-5-20251001":{"inputTokens":70,"outputTokens":21,"cacheReadInputTokens":279,"cacheCreationInputTokens":0,"webSearchRequests":0,"costUSD":0.00020289999999999997,"contextWindow":200000,"maxOutputTokens":32000},"glm-5.1":{"inputTokens":9286,"outputTokens":7891,"cacheReadInputTokens":72896,"cacheCreationInputTokens":0,"webSearchRequests":0,"costUSD":0.1680918,"contextWindow":200000,"maxOutputTokens":32000}},"permission_denials":[],"terminal_reason":"completed","fast_mode_state":"off","uuid":"e0770ceb-f577-4fa3-8b08-584e29474bd5"} +\ No newline at end of file diff --git a/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/eval_results.json b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/eval_results.json @@ -1,11 +1,11 @@ { "structural": { - "pass": true, + "pass": false, "checks": [ { "name": "entry_point_exists", - "pass": true, - "detail": "index.html found" + "pass": false, + "detail": "no index.html found in workspace root, dist/, or public/" }, { "name": "package_json_exists", @@ -15,62 +15,75 @@ { "name": "build_succeeds", "pass": true, - "detail": "npm run build completed successfully" + "detail": "no build script defined (static project)" }, { "name": "typescript_compiles", - "pass": true, - "detail": "tsc --noEmit passed" + "pass": false, + "detail": "TypeScript files found but no tsconfig.json" } ], - "score": 1.0 + "score": 0.5 }, "quality": { - "pass": false, - "error": "no output" + "lint": { + "pass": true, + "errors": 0, + "warnings": 0 + }, + "typecheck": { + "pass": false, + "error": "no tsconfig.json" + }, + "performance": { + "pass": true, + "bundle_size_bytes": 0, + "size_under_512kb": true + }, + "score": 0.67 }, "code_analysis": { "files": { - "total": 12, + "total": 10, "code": 7, - "docs": 1, + "docs": 0, "unnecessary": 0, "unnecessary_list": [] }, - "lines_of_code": 2332, + "lines_of_code": 2036, "dependencies": { "production": 0, - "dev": 6, - "total": 6 + "dev": 4, + "total": 4 }, "complexity": "over-engineered", "console_logs": 0, "magic_numbers": { - "count": 155, + "count": 97, "excessive": true }, "function_length": { - "count": 94, - "average": 7.4, - "max": 46, + "count": 100, + "average": 5.7, + "max": 22, "long_functions": 0 }, - "max_nesting_depth": 16, - "global_declarations": 24, + "max_nesting_depth": 10, + "global_declarations": 98, "naming": { "dominant_style": "camelCase", - "consistency_pct": 99.5, - "camel_case": 738, - "snake_case": 4 + "consistency_pct": 100.0, + "camel_case": 775, + "snake_case": 0 }, "error_handling": { "try_catch_blocks": 4, "has_error_handling": true }, "comments": { - "comment_lines": 155, - "source_lines": 1961, - "ratio_pct": 7.9 + "comment_lines": 109, + "source_lines": 1610, + "ratio_pct": 6.8 }, "separation_of_concerns": { "verdict": "mixed", @@ -80,42 +93,249 @@ }, "html_validation": { "valid": false, - "errors": 0 + "errors": 3 }, "duplication_percentage": 0.0, - "score": 0.4 + "score": 0.75 }, "transcript_analysis": { - "total_events": 66, + "total_events": 32, "tool_calls": { - "total": 14, - "bash": 7, + "total": 9, + "bash": 9, "write": 0, - "edit": 5, - "read": 2 + "edit": 0, + "read": 0 }, "wasted_turns": { - "total": 0, + "total": 2, "docs": 0, "ascii_art": 0, - "server_starts": 0 + "server_starts": 2 }, "errors_encountered": 0, - "thinking_blocks": 2, - "text_blocks": 9, - "productivity_ratio": 1.0, + "thinking_blocks": 1, + "text_blocks": 7, + "productivity_ratio": 0.78, "self_tested": false, - "score": 1.0 + "score": 0.9 }, "gameplay_bot": { "pass": false, "score": 0, - "error": "Gameplay bot timed out after 300 seconds" + "total": 26, + "passed": 0, + "failed": 3, + "report": { + "implementation": { + "renderer": "unknown", + "grid_detected": false, + "grid_detected_at": "initial", + "grid_bounds": null, + "controls": { + "left": "ArrowLeft", + "right": "ArrowRight", + "down": "ArrowDown", + "rotate": "ArrowUp", + "drop": "Space" + }, + "start_mechanism": "unknown", + "score_element_found": false, + "grid_confidence": 0, + "survey": { + "has_overlay": false, + "has_canvas": false, + "has_dom_grid": false, + "visible_text": [ + "Index of\u00a0 loop-bench-ldzw0xqo/", + "node_modules/", + "package-lock.json", + "package.json", + "report/", + "tests-few/", + "tests-full/", + "tetris/" + ], + "clickable_elements": 8 + } + }, + "tests": [ + { + "name": "game_loads", + "pass": false, + "detail": "no game landmarks found (no canvas, grid, or game-shaped element)" + }, + { + "name": "game_starts", + "pass": false, + "detail": "could not start game with any mechanism" + }, + { + "name": "auto_drop", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "move_left", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "move_right", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "move_down", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "rotate", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "hard_drop", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "all_pieces_rotate", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "piece_locks", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "new_piece_spawns", + "pass": false, + "detail": "skipped: game did not start" + }, + { + "name": "multiple_pieces", + "pass": false, + "detail": "skipped: mechanics phase failed" + }, + { + "name": "line_clear", + "pass": false, + "detail": "skipped: mechanics phase failed" + }, + { + "name": "score_increases_on_clear", + "pass": false, + "detail": "skipped: mechanics phase failed" + }, + { + "name": "score_element_visible", + "pass": false, + "detail": "no score display detected" + }, + { + "name": "game_over", + "pass": false, + "detail": "skipped: piece lifecycle failed" + }, + { + "name": "playable_30s", + "pass": false, + "detail": "skipped: gameplay phase failed" + }, + { + "name": "multi_line_clear", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "score_scaling", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "level_progression", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "speed_progression", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "next_piece_preview", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "game_over_display", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "counter_clockwise_rotation", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "soft_drop_distinct", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "rendering_clean", + "pass": false, + "detail": "skipped: competitive play phase did not run" + } + ], + "summary": { + "total": 26, + "passed": 0, + "failed": 3, + "skipped": 23, + "score": 0 + }, + "gameplay": { + "pieces_placed": 0, + "lines_cleared": 0, + "max_score_observed": 0, + "play_duration_seconds": 0, + "errors_during_play": 0 + }, + "competitive_play": null, + "session": { + "frames": 0, + "events_count": 0, + "pieces_spawned": 0, + "pieces_locked": 0, + "lines_cleared": 0, + "piece_types_seen": [], + "grid_read_success_rate": 0 + }, + "performance": { + "load_time_ms": 47 + }, + "accessibility": { + "issues": [], + "issue_count": 0, + "pass": true + }, + "calibration_drift": { + "drifted": false, + "changes": [], + "recalibrations": 0, + "cacheHits": 0, + "cacheMisses": 0 + } + } }, "outcome_score": 0.0, "score": 0.0, "sonarqube": { - "error": "no SonarQube token found", + "error": "SonarQube not running at localhost:9000", "score": 0 } } \ No newline at end of file diff --git a/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/gameplay-bot-report.json b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/gameplay-bot-report.json @@ -1,13 +1,9 @@ { "implementation": { - "renderer": "canvas", - "grid_detected": true, - "grid_bounds": { - "x": 0, - "y": 0, - "width": 300, - "height": 600 - }, + "renderer": "unknown", + "grid_detected": false, + "grid_detected_at": "initial", + "grid_bounds": null, "controls": { "left": "ArrowLeft", "right": "ArrowRight", @@ -15,126 +11,195 @@ "rotate": "ArrowUp", "drop": "Space" }, - "start_mechanism": "auto", + "start_mechanism": "unknown", "score_element_found": false, - "grid_confidence": 1 + "grid_confidence": 0, + "survey": { + "has_overlay": false, + "has_canvas": false, + "has_dom_grid": false, + "visible_text": [ + "Index of loop-bench-ldzw0xqo/", + "node_modules/", + "package-lock.json", + "package.json", + "report/", + "tests-few/", + "tests-full/", + "tetris/" + ], + "clickable_elements": 8 + } }, "tests": [ { "name": "game_loads", - "pass": true, - "detail": "no console errors" + "pass": false, + "detail": "no game landmarks found (no canvas, grid, or game-shaped element)" }, { "name": "game_starts", - "pass": true, - "detail": "started via auto" + "pass": false, + "detail": "could not start game with any mechanism" }, { "name": "auto_drop", - "pass": true, - "detail": "grid state changed after 5s with no input (grid-verified)" + "pass": false, + "detail": "skipped: game did not start" }, { "name": "move_left", - "pass": true, - "detail": "grid state changed after key press (grid-verified)" + "pass": false, + "detail": "skipped: game did not start" }, { "name": "move_right", - "pass": true, - "detail": "grid state changed after key press (grid-verified)" + "pass": false, + "detail": "skipped: game did not start" }, { "name": "move_down", - "pass": true, - "detail": "grid state changed after key press (grid-verified)" + "pass": false, + "detail": "skipped: game did not start" }, { "name": "rotate", - "pass": true, - "detail": "piece shape changed after rotate key (grid-verified, 1 rotation(s))" + "pass": false, + "detail": "skipped: game did not start" }, { - "name": "all_pieces_rotate", - "pass": true, - "detail": "rotation confirmed but could not identify individual piece types" + "name": "hard_drop", + "pass": false, + "detail": "skipped: game did not start" }, { - "name": "hard_drop", - "pass": true, - "detail": "piece immediately dropped to bottom (grid-verified)" + "name": "all_pieces_rotate", + "pass": false, + "detail": "skipped: game did not start" }, { "name": "piece_locks", - "pass": true, - "detail": "filled cells persist at bottom (grid-verified, 2 lock event(s))" + "pass": false, + "detail": "skipped: game did not start" }, { "name": "new_piece_spawns", - "pass": true, - "detail": "1 new piece(s) detected at top of grid" + "pass": false, + "detail": "skipped: game did not start" }, { "name": "multiple_pieces", - "pass": true, - "detail": "20 pieces placed during play session" + "pass": false, + "detail": "skipped: mechanics phase failed" }, { "name": "line_clear", - "pass": true, - "detail": "1 line(s) cleared (grid-verified)" + "pass": false, + "detail": "skipped: mechanics phase failed" }, { - "name": "score_changes", + "name": "score_increases_on_clear", "pass": false, - "detail": "no score element found" + "detail": "skipped: mechanics phase failed" + }, + { + "name": "score_element_visible", + "pass": false, + "detail": "no score display detected" }, { "name": "game_over", - "pass": true, - "detail": "game stopped after stacking to top" + "pass": false, + "detail": "skipped: piece lifecycle failed" }, { "name": "playable_30s", - "pass": true, - "detail": "played for 30s, placed 42 pieces, no crashes" + "pass": false, + "detail": "skipped: gameplay phase failed" + }, + { + "name": "multi_line_clear", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "score_scaling", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "level_progression", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "speed_progression", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "next_piece_preview", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "game_over_display", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "counter_clockwise_rotation", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "soft_drop_distinct", + "pass": false, + "detail": "skipped: competitive play phase did not run" + }, + { + "name": "rendering_clean", + "pass": false, + "detail": "skipped: competitive play phase did not run" } ], "summary": { - "total": 16, - "passed": 15, - "failed": 1, - "score": 0.94 + "total": 26, + "passed": 0, + "failed": 3, + "skipped": 23, + "score": 0 }, "gameplay": { - "pieces_placed": 42, - "lines_cleared": 1, + "pieces_placed": 0, + "lines_cleared": 0, "max_score_observed": 0, - "play_duration_seconds": 30, + "play_duration_seconds": 0, "errors_during_play": 0 }, + "competitive_play": null, "session": { - "frames": 1005, - "events_count": 11, - "pieces_spawned": 1, - "pieces_locked": 20, - "lines_cleared": 1, - "piece_types_seen": [ - "unknown" - ], - "grid_read_success_rate": 1 + "frames": 0, + "events_count": 0, + "pieces_spawned": 0, + "pieces_locked": 0, + "lines_cleared": 0, + "piece_types_seen": [], + "grid_read_success_rate": 0 }, "performance": { - "load_time_ms": 22 + "load_time_ms": 47 }, "accessibility": { - "issues": [ - "no headings found", - "canvas without aria-label or role", - "canvas without aria-label or role" - ], - "issue_count": 3, - "pass": false + "issues": [], + "issue_count": 0, + "pass": true + }, + "calibration_drift": { + "drifted": false, + "changes": [], + "recalibrations": 0, + "cacheHits": 0, + "cacheMisses": 0 } } \ No newline at end of file diff --git a/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/meta.json b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/meta.json @@ -32,9 +32,9 @@ "short_id": "71d588fb", "short_cell_id": "28574c8b", "run_number": 1, - "claude_version": "2.1.92 (Claude Code)", - "started_at": "2026-04-06T18:22:25.057800+00:00", - "wall_time_seconds": 434, - "exit_code": 0, - "completed_at": "2026-04-06T18:29:47.257375+00:00" + "claude_version": "2.1.107 (Claude Code)", + "started_at": "2026-04-14T10:47:10.082029+00:00", + "wall_time_seconds": 1200, + "exit_code": 124, + "completed_at": "2026-04-14T11:07:13.191185+00:00" } \ No newline at end of file diff --git a/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/transcript.jsonl b/results/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm51_pw=off_prompt=simple_prov=zai_rndr=none_strat=none_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/transcript.jsonl @@ -1,66 +1,32 @@ {"type": "harness", "subtype": "config", "model": "glm-5.1", "effort": "high", "tools": ["Bash", "Read", "Write", "Edit", "Glob", "Grep", "WebSearch", "WebFetch"], "max_budget_usd": 2.0, "timeout_seconds": 1200, "task": "tetris", "language": "typescript", "prompt_style": "simple"} {"type": "user", "subtype": "prompt", "message": {"role": "user", "content": "Build a playable Tetris game that runs in a browser. It should have all the standard mechanics: piece rotation, line clearing, scoring, and increasing speed. Use keyboard controls for movement and rotation.\n\n\nUse TypeScript."}} -{"type":"system","subtype":"init","cwd":"/tmp/loop-bench-zo9zv08f","session_id":"26040861-4701-4023-a738-9532e9a7853c","tools":["Bash","Edit","Read"],"mcp_servers":[],"model":"glm-5.1","permissionMode":"dontAsk","slash_commands":["update-config","debug","simplify","batch","loop","schedule","claude-api","compact","context","cost","heapdump","init","review","security-review","insights"],"apiKeySource":"apiKeyHelper","claude_code_version":"2.1.92","output_style":"default","agents":["general-purpose","statusline-setup","Explore","Plan"],"skills":["update-config","debug","simplify","batch","loop","schedule","claude-api"],"plugins":[{"name":"claude-hud","path":"/root/.claude/plugins/marketplaces/claude-hud/","source":"claude-hud@claude-hud"},{"name":"rust-analyzer-lsp","path":"/root/.claude/plugins/marketplaces/claude-plugins-official/plugins/rust-analyzer-lsp","source":"rust-analyzer-lsp@claude-plugins-official"}],"uuid":"da1a7006-d355-4323-8a6c-0cdb6e6367d7","fast_mode_state":"off"} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":622.9025090646712,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"aa4c224e-5c04-404a-8c82-351e7e427390"} -{"type":"system","subtype":"api_retry","attempt":2,"max_retries":10,"retry_delay_ms":1064.6096715507667,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"521cc1ef-9bd0-4f83-b242-350783c8dca9"} -{"type":"system","subtype":"api_retry","attempt":3,"max_retries":10,"retry_delay_ms":2001.5479177326747,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"a5084753-f1af-4fd8-9a67-bd6334fc11ba"} -{"type":"system","subtype":"api_retry","attempt":4,"max_retries":10,"retry_delay_ms":4244.828613663729,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"be05a764-f4a2-4cde-bda5-39101e9776dd"} -{"type":"system","subtype":"api_retry","attempt":5,"max_retries":10,"retry_delay_ms":8849.83004862393,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"7445fd06-6d44-4d7f-b1aa-5ca893050469"} -{"type":"assistant","message":{"id":"msg_20260407022302eda1f8683f99489a","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"thinking","thinking":"The user wants me to build a playable Tetris game in a browser using TypeScript. Let me plan this out:\n\n1. I need to create an HTML file that loads a TypeScript-compiled game\n2. Since this needs to run in a browser, I'll use TypeScript but compile it to JavaScript. Actually, for simplicity, I could set up a minimal project with a build step.\n\nLet me think about the architecture:\n- HTML canvas for rendering\n- TypeScript for game logic\n- Standard Tetris mechanics: 7 tetrominoes, rotation, line clearing, scoring, levels, increasing speed\n- Keyboard controls: arrow keys for movement, up arrow for rotation, space for hard drop\n\nLet me create:\n1. `index.html` - the HTML page\n2. `tetris.ts` - the TypeScript game code\n3. `tsconfig.json` - TypeScript config\n4. A simple build setup\n\nActually, for a self-contained game, I could use a single HTML file with inline TypeScript that gets compiled. But browsers don't natively run TypeScript. Let me set up a proper project with npm/tsc.\n\nLet me create:\n- `package.json` with typescript dependency\n- `tsconfig.json`\n- `src/tetris.ts` - the game code\n- `index.html` - the page\n\nThen compile with `npx tsc` and open the HTML file.\n\nLet me design the game:\n\nGrid: 10 columns × 20 rows (standard Tetris)\nPieces: I, O, T, S, Z, J, L (7 standard tetrominoes)\nControls: Left/Right arrows = move, Up arrow = rotate, Down arrow = soft drop, Space = hard drop\nScoring: Standard Tetris scoring (single=100, double=300, triple=500, tetris=800, multiplied by level)\nSpeed: Increases with level (level up every 10 lines)\n\nLet me write the complete game.","signature":"1e98e1163251440f81ee37fa"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":3837,"output_tokens":440,"cache_read_input_tokens":256,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"52b7e92e-561b-4021-8b08-000000000000"} -{"type":"assistant","message":{"id":"msg_20260407022302eda1f8683f99489a","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_0310b44f18b141acb9f0a9a3","name":"Bash","input":{"command":"ls /tmp/loop-bench-zo9zv08f/","description":"List files in working directory"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":3837,"output_tokens":440,"cache_read_input_tokens":256,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"52b7e92e-561b-4021-8b08-000000000001"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_0310b44f18b141acb9f0a9a3","type":"tool_result","content":"node_modules\npackage.json\npackage-lock.json\ntests-few\ntests-full\n[rerun: b1]","is_error":false}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"f62b1325-9f8e-48b0-a14a-25cf9f329f2b","timestamp":"2026-04-06T18:23:19.097Z","tool_use_result":{"stdout":"node_modules\npackage.json\npackage-lock.json\ntests-few\ntests-full","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":539.9308483032303,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"3361c0d3-8cdd-4faa-af8e-d2d6254feb7f"} -{"type":"assistant","message":{"id":"msg_202604070223231cb5f488c1da4995","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_91907b6713924fe188887bff","name":"Bash","input":{"command":"cat /tmp/loop-bench-zo9zv08f/package.json","description":"Check existing package.json"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":529,"output_tokens":36,"cache_read_input_tokens":4032,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"7859e1c7-ab02-4bd1-85f9-0e95cf5fdcde"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_91907b6713924fe188887bff","type":"tool_result","content":"{\n \"name\": \"loop-bench-zo9zv08f\",\n \"version\": \"1.0.0\",\n \"description\": \"\",\n \"main\": \"index.js\",\n \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },\n \"keywords\": [],\n \"author\": \"\",\n \"license\": \"ISC\",\n \"type\": \"commonjs\",\n \"devDependencies\": {\n \"@eslint/js\": \"^10.0.1\",\n \"@types/node\": \"^25.5.2\",\n \"eslint\": \"^10.2.0\",\n \"typescript\": \"^6.0.2\"\n }\n}\n[rerun: b2]","is_error":false}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"24cf1eba-1a49-4d3d-bee0-f0da85a7e891","timestamp":"2026-04-06T18:23:25.870Z","tool_use_result":{"stdout":"{\n \"name\": \"loop-bench-zo9zv08f\",\n \"version\": \"1.0.0\",\n \"description\": \"\",\n \"main\": \"index.js\",\n \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },\n \"keywords\": [],\n \"author\": \"\",\n \"license\": \"ISC\",\n \"type\": \"commonjs\",\n \"devDependencies\": {\n \"@eslint/js\": \"^10.0.1\",\n \"@types/node\": \"^25.5.2\",\n \"eslint\": \"^10.2.0\",\n \"typescript\": \"^6.0.2\"\n }\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"id":"msg_2026040702232738505700604e4542","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Good, TypeScript is already available. Let me create the project structure."}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"6abc37e2-be43-4b61-9f5b-fe140aab22d2"} -{"type":"assistant","message":{"id":"msg_2026040702232738505700604e4542","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_8fec9ddc383e45c780b37245","name":"Bash","input":{"command":"mkdir -p /tmp/loop-bench-zo9zv08f/src","description":"Create src directory"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"387ec324-1822-4bee-822e-4f2ea47dce29"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_8fec9ddc383e45c780b37245","type":"tool_result","content":"[rerun: b3]","is_error":false}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"347b6540-08e9-4c92-aaa4-09c441a79863","timestamp":"2026-04-06T18:23:32.126Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":true}} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":568.8730415414852,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"12e85076-d29d-4b26-aa54-e7cd1db429ab"} -{"type":"system","subtype":"api_retry","attempt":2,"max_retries":10,"retry_delay_ms":1007.6393944196045,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"8412e8ed-4904-4e4b-b6c7-f415d2f62427"} 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-{"type":"assistant","message":{"id":"msg_20260407022429a4a27e0959d0488f","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_215d4d820752498aa39c22e7","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-zo9zv08f/tsconfig.json","old_string":"","new_string":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true\n },\n \"files\": [\"src/tetris.ts\"]\n}"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":79,"output_tokens":132,"cache_read_input_tokens":4736,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"13338223-b97e-430a-a53c-8182d28da81b"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_215d4d820752498aa39c22e7","type":"tool_result","content":"The file /tmp/loop-bench-zo9zv08f/tsconfig.json has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"27696e16-fb93-40a1-a830-6674e2574c62","timestamp":"2026-04-06T18:24:35.412Z","tool_use_result":{"filePath":"/tmp/loop-bench-zo9zv08f/tsconfig.json","oldString":"","newString":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true\n },\n \"files\": [\"src/tetris.ts\"]\n}","originalFile":"","structuredPatch":[{"oldStart":1,"oldLines":0,"newStart":1,"newLines":13,"lines":["+{","+ \"compilerOptions\": {","+ \"target\": \"ES2020\",","+ \"module\": \"none\",","+ \"outDir\": \"dist\",","+ \"strict\": true,","+ \"noImplicitAny\": true,","+ \"esModuleInterop\": true,","+ \"forceConsistentCasingInFileNames\": true,","+ \"skipLibCheck\": true","+ },","+ \"files\": [\"src/tetris.ts\"]","+}","\\ No newline at end of file"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":609.3978444601337,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"72a4dc33-2bea-44a7-a2ad-70af6a1088eb"} -{"type":"system","subtype":"api_retry","attempt":2,"max_retries":10,"retry_delay_ms":1194.0241165540594,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"80c584e7-1c73-4cf4-9f8c-e950a233712a"} -{"type":"system","subtype":"api_retry","attempt":3,"max_retries":10,"retry_delay_ms":2028.9641248759426,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"584b3fc6-69c6-4b39-999c-6c39fdd49dba"} -{"type":"assistant","message":{"id":"msg_2026040702244665cf8aa5b53544a6","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Now let me build the game. I'll write the complete Tetris implementation:"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":174,"output_tokens":7357,"cache_read_input_tokens":4800,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"ada41a14-9728-42ec-9387-000000000000"} -{"type":"assistant","message":{"id":"msg_2026040702244665cf8aa5b53544a6","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_b73eb31e80b14a3da27609ee","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-zo9zv08f/src/tetris.ts","old_string":"","new_string":"// ─── Constants ────────────────────────────────────────────────────────────────\n\nconst COLS = 10;\nconst ROWS = 20;\nconst BLOCK_SIZE = 30;\nconst CANVAS_WIDTH = COLS * BLOCK_SIZE;\nconst CANVAS_HEIGHT = ROWS * BLOCK_SIZE;\n\nconst COLORS: Record<string, string> = {\n I: \"#00f0f0\",\n O: \"#f0f000\",\n T: \"#a000f0\",\n S: \"#00f000\",\n Z: \"#f00000\",\n J: \"#0000f0\",\n L: \"#f0a000\",\n};\n\nconst GHOST_ALPHA = 0.25;\n\n// Each piece stores multiple rotation states (row, col offsets)\n// Using the Super Rotation System (SRS) style — 4 rotation states per piece\ntype PieceName = \"I\" | \"O\" | \"T\" | \"S\" | \"Z\" | \"J\" | \"L\";\n\ninterface PieceState {\n shape: number[][]; // 2D grid of 0/1\n row: number;\n col: number;\n name: PieceName;\n rotation: number; // 0-3\n}\n\nconst SHAPES: Record<PieceName, number[][][]> = {\n I: [\n [\n [0, 0, 0, 0],\n [1, 1, 1, 1],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n ],\n [\n [0, 0, 1, 0],\n [0, 0, 1, 0],\n [0, 0, 1, 0],\n [0, 0, 1, 0],\n ],\n [\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 1, 1, 1],\n [0, 0, 0, 0],\n ],\n [\n [0, 1, 0, 0],\n [0, 1, 0, 0],\n [0, 1, 0, 0],\n [0, 1, 0, 0],\n ],\n ],\n O: [\n [\n [1, 1],\n [1, 1],\n ],\n [\n [1, 1],\n [1, 1],\n ],\n [\n [1, 1],\n [1, 1],\n ],\n [\n [1, 1],\n [1, 1],\n ],\n ],\n T: [\n [\n [0, 1, 0],\n [1, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 1, 0],\n [0, 1, 1],\n [0, 1, 0],\n ],\n [\n [0, 0, 0],\n [1, 1, 1],\n [0, 1, 0],\n ],\n [\n [0, 1, 0],\n [1, 1, 0],\n [0, 1, 0],\n ],\n ],\n S: [\n [\n [0, 1, 1],\n [1, 1, 0],\n [0, 0, 0],\n ],\n [\n [0, 1, 0],\n [0, 1, 1],\n [0, 0, 1],\n ],\n [\n [0, 0, 0],\n [0, 1, 1],\n [1, 1, 0],\n ],\n [\n [1, 0, 0],\n [1, 1, 0],\n [0, 1, 0],\n ],\n ],\n Z: [\n [\n [1, 1, 0],\n [0, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 0, 1],\n [0, 1, 1],\n [0, 1, 0],\n ],\n [\n [0, 0, 0],\n [1, 1, 0],\n [0, 1, 1],\n ],\n [\n [0, 1, 0],\n [1, 1, 0],\n [1, 0, 0],\n ],\n ],\n J: [\n [\n [1, 0, 0],\n [1, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 1, 1],\n [0, 1, 0],\n [0, 1, 0],\n ],\n [\n [0, 0, 0],\n [1, 1, 1],\n [0, 0, 1],\n ],\n [\n [0, 1, 0],\n [0, 1, 0],\n [1, 1, 0],\n ],\n ],\n L: [\n [\n [0, 0, 1],\n [1, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 1, 0],\n [0, 1, 0],\n [0, 1, 1],\n ],\n [\n [0, 0, 0],\n [1, 1, 1],\n [1, 0, 0],\n ],\n [\n [1, 1, 0],\n [0, 1, 0],\n [0, 1, 0],\n ],\n ],\n};\n\nconst PIECE_NAMES: PieceName[] = [\"I\", \"O\", \"T\", \"S\", \"Z\", \"J\", \"L\"];\n\n// Wall kick data (SRS) for non-I pieces\nconst WALL_KICKS: Record<string, [number, number][]> = {\n \"0>1\": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],\n \"1>0\": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],\n \"1>2\": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],\n \"2>1\": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],\n \"2>3\": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],\n \"3>2\": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],\n \"3>0\": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],\n \"0>3\": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],\n};\n\n// Wall kick data for I piece\nconst I_WALL_KICKS: Record<string, [number, number][]> = {\n \"0>1\": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],\n \"1>0\": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],\n \"1>2\": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],\n \"2>1\": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],\n \"2>3\": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],\n \"3>2\": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],\n \"3>0\": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],\n \"0>3\": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],\n};\n\n// Scoring\nconst SCORE_TABLE: Record<number, number> = {\n 1: 100,\n 2: 300,\n 3: 500,\n 4: 800,\n};\n\n// Speed: milliseconds per gravity tick per level\nfunction getDropInterval(level: number): number {\n // NES-style curve approximation\n const speeds = [800, 720, 630, 550, 470, 380, 300, 220, 150, 100, 80, 80, 80, 70, 70, 70, 50, 50, 50, 30];\n if (level < speeds.length) return speeds[level];\n return 30;\n}\n\n// ─── Game State ───────────────────────────────────────────────────────────────\n\ntype Board = (string | null)[][]; // null = empty, string = color\n\ninterface GameState {\n board: Board;\n current: PieceState | null;\n nextPieces: PieceName[]; // bag of upcoming pieces\n heldPiece: PieceName | null;\n canHold: boolean;\n score: number;\n level: number;\n linesCleared: number;\n gameOver: boolean;\n paused: boolean;\n lastDrop: number;\n lockDelay: number;\n lockMoves: number;\n isLocking: boolean;\n lockStart: number;\n softDropping: boolean;\n}\n\n// ─── Bag Randomizer (7-bag) ──────────────────────────────────────────────────\n\nfunction createBag(): PieceName[] {\n const bag = [...PIECE_NAMES];\n // Fisher-Yates shuffle\n for (let i = bag.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [bag[i], bag[j]] = [bag[j], bag[i]];\n }\n return bag;\n}\n\nfunction fillBag(pieces: PieceName[]): PieceName[] {\n const result = [...pieces];\n while (result.length < 14) {\n result.push(...createBag());\n }\n return result;\n}\n\n// ─── Board Helpers ────────────────────────────────────────────────────────────\n\nfunction createBoard(): Board {\n return Array.from({ length: ROWS }, () => Array(COLS).fill(null));\n}\n\nfunction collides(board: Board, shape: number[][], row: number, col: number): boolean {\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const nr = row + r;\n const nc = col + c;\n if (nc < 0 || nc >= COLS || nr >= ROWS) return true;\n if (nr < 0) continue;\n if (board[nr][nc] !== null) return true;\n }\n }\n }\n return false;\n}\n\nfunction lockPiece(board: Board, piece: PieceState): void {\n const shape = SHAPES[piece.name][piece.rotation];\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const nr = piece.row + r;\n const nc = piece.col + c;\n if (nr >= 0 && nr < ROWS && nc >= 0 && nc < COLS) {\n board[nr][nc] = COLORS[piece.name];\n }\n }\n }\n }\n}\n\nfunction clearLines(board: Board): number {\n let cleared = 0;\n for (let r = ROWS - 1; r >= 0; r--) {\n if (board[r].every((cell) => cell !== null)) {\n board.splice(r, 1);\n board.unshift(Array(COLS).fill(null));\n cleared++;\n r++; // re-check same row index\n }\n }\n return cleared;\n}\n\nfunction spawnPiece(name: PieceName): PieceState {\n const shape = SHAPES[name][0];\n const col = Math.floor((COLS - shape[0].length) / 2);\n return {\n shape: shape,\n row: name === \"I\" ? -1 : 0,\n col,\n name,\n rotation: 0,\n };\n}\n\n// ─── Ghost Piece ─────────────────────────────────────────────────────────────\n\nfunction getGhostRow(board: Board, piece: PieceState): number {\n const shape = SHAPES[piece.name][piece.rotation];\n let ghostRow = piece.row;\n while (!collides(board, shape, ghostRow + 1, piece.col)) {\n ghostRow++;\n }\n return ghostRow;\n}\n\n// ─── Rotation with Wall Kicks ────────────────────────────────────────────────\n\nfunction tryRotate(state: GameState, direction: 1 | -1): boolean {\n if (!state.current || state.current.name === \"O\") return false;\n\n const piece = state.current;\n const newRotation = ((piece.rotation + direction) % 4 + 4) % 4;\n const newShape = SHAPES[piece.name][newRotation];\n\n const kickKey = `${piece.rotation}>${newRotation}`;\n const kicks = piece.name === \"I\" ? I_WALL_KICKS[kickKey] : WALL_KICKS[kickKey];\n if (!kicks) return false;\n\n for (const [dc, dr] of kicks) {\n // Note: SRS kick data is (col_offset, row_offset) where positive row = up\n // Our coordinate system has positive row = down, so negate dr\n const newRow = piece.row - dr;\n const newCol = piece.col + dc;\n if (!collides(state.board, newShape, newRow, newCol)) {\n piece.rotation = newRotation;\n piece.shape = newShape;\n piece.row = newRow;\n piece.col = newCol;\n return true;\n }\n }\n return false;\n}\n\n// ─── Rendering ───────────────────────────────────────────────────────────────\n\nfunction drawBlock(\n ctx: CanvasRenderingContext2D,\n x: number,\n y: number,\n color: string,\n size: number = BLOCK_SIZE,\n ghost: boolean = false\n): void {\n const padding = 1;\n if (ghost) {\n ctx.globalAlpha = GHOST_ALPHA;\n }\n\n // Main fill\n ctx.fillStyle = color;\n ctx.fillRect(x + padding, y + padding, size - padding * 2, size - padding * 2);\n\n // Highlight (top-left bevel)\n ctx.fillStyle = \"rgba(255,255,255,0.3)\";\n ctx.fillRect(x + padding, y + padding, size - padding * 2, 3);\n ctx.fillRect(x + padding, y + padding, 3, size - padding * 2);\n\n // Shadow (bottom-right bevel)\n ctx.fillStyle = \"rgba(0,0,0,0.3)\";\n ctx.fillRect(x + padding, y + size - padding - 3, size - padding * 2, 3);\n ctx.fillRect(x + size - padding - 3, y + padding, 3, size - padding * 2);\n\n ctx.globalAlpha = 1;\n}\n\nfunction render(ctx: CanvasRenderingContext2D, state: GameState): void {\n // Background\n ctx.fillStyle = \"#1a1a2e\";\n ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);\n\n // Grid lines\n ctx.strokeStyle = \"rgba(255,255,255,0.05)\";\n ctx.lineWidth = 1;\n for (let r = 0; r <= ROWS; r++) {\n ctx.beginPath();\n ctx.moveTo(0, r * BLOCK_SIZE);\n ctx.lineTo(CANVAS_WIDTH, r * BLOCK_SIZE);\n ctx.stroke();\n }\n for (let c = 0; c <= COLS; c++) {\n ctx.beginPath();\n ctx.moveTo(c * BLOCK_SIZE, 0);\n ctx.lineTo(c * BLOCK_SIZE, CANVAS_HEIGHT);\n ctx.stroke();\n }\n\n // Locked blocks\n for (let r = 0; r < ROWS; r++) {\n for (let c = 0; c < COLS; c++) {\n if (state.board[r][c]) {\n drawBlock(ctx, c * BLOCK_SIZE, r * BLOCK_SIZE, state.board[r][c]!);\n }\n }\n }\n\n if (state.current) {\n // Ghost piece\n const ghostRow = getGhostRow(state.board, state.current);\n const shape = SHAPES[state.current.name][state.current.rotation];\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const gr = ghostRow + r;\n const gc = state.current.col + c;\n if (gr >= 0 && gr < ROWS) {\n drawBlock(ctx, gc * BLOCK_SIZE, gr * BLOCK_SIZE, COLORS[state.current.name], BLOCK_SIZE, true);\n }\n }\n }\n }\n\n // Current piece\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const pr = state.current.row + r;\n const pc = state.current.col + c;\n if (pr >= 0 && pr < ROWS) {\n drawBlock(ctx, pc * BLOCK_SIZE, pr * BLOCK_SIZE, COLORS[state.current.name]);\n }\n }\n }\n }\n }\n\n // Game over overlay\n if (state.gameOver) {\n ctx.fillStyle = \"rgba(0, 0, 0, 0.7)\";\n ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);\n ctx.fillStyle = \"#ffffff\";\n ctx.font = \"bold 36px 'Segoe UI', sans-serif\";\n ctx.textAlign = \"center\";\n ctx.fillText(\"GAME OVER\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 20);\n ctx.font = \"18px 'Segoe UI', sans-serif\";\n ctx.fillText(\"Press R to restart\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 + 20);\n }\n\n // Pause overlay\n if (state.paused && !state.gameOver) {\n ctx.fillStyle = \"rgba(0, 0, 0, 0.5)\";\n ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);\n ctx.fillStyle = \"#ffffff\";\n ctx.font = \"bold 36px 'Segoe UI', sans-serif\";\n ctx.textAlign = \"center\";\n ctx.fillText(\"PAUSED\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2);\n }\n}\n\nfunction renderSidebar(\n ctx: CanvasRenderingContext2D,\n state: GameState,\n x: number\n): void {\n const PANEL_WIDTH = 160;\n ctx.fillStyle = \"#16213e\";\n ctx.fillRect(x, 0, PANEL_WIDTH, CANVAS_HEIGHT);\n\n ctx.textAlign = \"left\";\n ctx.fillStyle = \"#888\";\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n const labelY = (y: number) => y;\n\n let y = 30;\n\n // SCORE\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"SCORE\", x + 15, labelY(y));\n y += 22;\n ctx.fillStyle = \"#fff\";\n ctx.font = \"bold 22px 'Segoe UI', monospace\";\n ctx.fillText(state.score.toLocaleString(), x + 15, labelY(y));\n y += 35;\n\n // LEVEL\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"LEVEL\", x + 15, labelY(y));\n y += 22;\n ctx.fillStyle = \"#fff\";\n ctx.font = \"bold 22px 'Segoe UI', monospace\";\n ctx.fillText(state.level.toString(), x + 15, labelY(y));\n y += 35;\n\n // LINES\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"LINES\", x + 15, labelY(y));\n y += 22;\n ctx.fillStyle = \"#fff\";\n ctx.font = \"bold 22px 'Segoe UI', monospace\";\n ctx.fillText(state.linesCleared.toString(), x + 15, labelY(y));\n y += 45;\n\n // NEXT\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"NEXT\", x + 15, labelY(y));\n y += 10;\n\n // Draw next 3 pieces\n for (let i = 0; i < 3 && i < state.nextPieces.length; i++) {\n const name = state.nextPieces[i];\n const shape = SHAPES[name][0];\n const miniSize = 16;\n const shapeWidth = shape[0].length * miniSize;\n const offsetX = x + 15 + (50 - shapeWidth) / 2;\n y += 5 + miniSize;\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize);\n }\n }\n }\n y += shape.length * miniSize + 5;\n }\n\n // HELD\n y += 10;\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"HOLD\", x + 15, labelY(y));\n y += 10;\n\n if (state.heldPiece) {\n const name = state.heldPiece;\n const shape = SHAPES[name][0];\n const miniSize = 16;\n const shapeWidth = shape[0].length * miniSize;\n const offsetX = x + 15 + (50 - shapeWidth) / 2;\n y += 5 + miniSize;\n const alpha = state.canHold ? 1 : 0.4;\n ctx.globalAlpha = alpha;\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize);\n }\n }\n }\n ctx.globalAlpha = 1;\n }\n\n // Controls\n y = CANVAS_HEIGHT - 140;\n ctx.font = \"12px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#555\";\n const controls = [\n \"← → Move\",\n \"↑ Rotate CW\",\n \"Z Rotate CCW\",\n \"↓ Soft Drop\",\n \"Space Hard Drop\",\n \"C Hold\",\n \"P Pause\",\n \"R Restart\",\n ];\n for (const line of controls) {\n ctx.fillText(line, x + 10, y);\n y += 16;\n }\n}\n\n// ─── Game Logic ──────────────────────────────────────────────────────────────\n\nfunction initGame(): GameState {\n const nextPieces = fillBag([]);\n const current = spawnPiece(nextPieces.shift()!);\n return {\n board: createBoard(),\n current,\n nextPieces: fillBag(nextPieces),\n heldPiece: null,\n canHold: true,\n score: 0,\n level: 0,\n linesCleared: 0,\n gameOver: false,\n paused: false,\n lastDrop: performance.now(),\n lockDelay: 500,\n lockMoves: 0,\n isLocking: false,\n lockStart: 0,\n softDropping: false,\n };\n}\n\nfunction holdPiece(state: GameState): void {\n if (!state.canHold || !state.current) return;\n state.canHold = false;\n state.isLocking = false;\n\n const currentName = state.current.name;\n if (state.heldPiece) {\n state.current = spawnPiece(state.heldPiece);\n } else {\n const name = state.nextPieces.shift()!;\n state.nextPieces = fillBag(state.nextPieces);\n state.current = spawnPiece(name);\n }\n state.heldPiece = currentName;\n\n // Check if spawned piece collides immediately\n if (collides(state.board, state.current.shape, state.current.row, state.current.col)) {\n state.gameOver = true;\n }\n}\n\nfunction spawnNext(state: GameState): void {\n const name = state.nextPieces.shift()!;\n state.nextPieces = fillBag(state.nextPieces);\n state.current = spawnPiece(name);\n state.canHold = true;\n state.isLocking = false;\n state.lockMoves = 0;\n\n if (collides(state.board, state.current.shape, state.current.row, state.current.col)) {\n state.gameOver = true;\n }\n}\n\nfunction moveLeft(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (!collides(state.board, state.current.shape, state.current.row, state.current.col - 1)) {\n state.current.col--;\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction moveRight(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (!collides(state.board, state.current.shape, state.current.row, state.current.col + 1)) {\n state.current.col++;\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction softDrop(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (!collides(state.board, state.current.shape, state.current.row + 1, state.current.col)) {\n state.current.row++;\n state.score += 1;\n state.lastDrop = performance.now();\n }\n}\n\nfunction hardDrop(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n const ghostRow = getGhostRow(state.board, state.current);\n const distance = ghostRow - state.current.row;\n state.score += distance * 2;\n state.current.row = ghostRow;\n\n // Lock immediately\n lockPiece(state.board, state.current);\n const cleared = clearLines(state.board);\n if (cleared > 0) {\n state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1);\n state.linesCleared += cleared;\n state.level = Math.floor(state.linesCleared / 10);\n }\n spawnNext(state);\n state.lastDrop = performance.now();\n}\n\nfunction rotateCW(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (tryRotate(state, 1)) {\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction rotateCCW(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (tryRotate(state, -1)) {\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction gravityTick(state: GameState, now: number): void {\n if (!state.current || state.gameOver || state.paused) return;\n\n const shape = SHAPES[state.current.name][state.current.rotation];\n const isOnGround = collides(state.board, shape, state.current.row + 1, state.current.col);\n\n if (isOnGround) {\n if (!state.isLocking) {\n state.isLocking = true;\n state.lockStart = now;\n state.lockMoves = 0;\n }\n // Check lock delay\n const elapsed = now - state.lockStart;\n const maxLockMoves = 15;\n if (elapsed >= state.lockDelay || state.lockMoves >= maxLockMoves) {\n // Lock the piece\n lockPiece(state.board, state.current);\n const cleared = clearLines(state.board);\n if (cleared > 0) {\n state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1);\n state.linesCleared += cleared;\n state.level = Math.floor(state.linesCleared / 10);\n }\n spawnNext(state);\n state.lastDrop = now;\n }\n } else {\n state.isLocking = false;\n const interval = state.softDropping ? Math.min(getDropInterval(state.level), 50) : getDropInterval(state.level);\n if (now - state.lastDrop >= interval) {\n state.current.row++;\n if (state.softDropping) state.score += 1;\n state.lastDrop = now;\n }\n }\n}\n\n// ─── Main ────────────────────────────────────────────────────────────────────\n\nfunction main(): void {\n const canvas = document.getElementById(\"tetris\") as HTMLCanvasElement;\n const sidebar = document.getElementById(\"sidebar\") as HTMLCanvasElement;\n\n if (!canvas || !sidebar) {\n console.error(\"Canvas elements not found\");\n return;\n }\n\n canvas.width = CANVAS_WIDTH;\n canvas.height = CANVAS_HEIGHT;\n sidebar.width = 160;\n sidebar.height = CANVAS_HEIGHT;\n\n const ctx = canvas.getContext(\"2d\")!;\n const sctx = sidebar.getContext(\"2d\")!;\n\n let state = initGame();\n\n // Input handling\n const keysDown = new Set<string>();\n let dasTimer: Record<string, number> = {};\n const DAS_DELAY = 170; // ms before auto-repeat starts\n const DAS_RATE = 50; // ms between auto-repeat moves\n\n document.addEventListener(\"keydown\", (e: KeyboardEvent) => {\n if (e.repeat) return;\n\n switch (e.key) {\n case \"ArrowLeft\":\n e.preventDefault();\n moveLeft(state);\n keysDown.add(\"left\");\n dasTimer[\"left\"] = performance.now();\n break;\n case \"ArrowRight\":\n e.preventDefault();\n moveRight(state);\n keysDown.add(\"right\");\n dasTimer[\"right\"] = performance.now();\n break;\n case \"ArrowDown\":\n e.preventDefault();\n state.softDropping = true;\n softDrop(state);\n keysDown.add(\"down\");\n dasTimer[\"down\"] = performance.now();\n break;\n case \"ArrowUp\":\n e.preventDefault();\n rotateCW(state);\n break;\n case \"z\":\n case \"Z\":\n rotateCCW(state);\n break;\n case \" \":\n e.preventDefault();\n hardDrop(state);\n break;\n case \"c\":\n case \"C\":\n holdPiece(state);\n break;\n case \"p\":\n case \"P\":\n if (!state.gameOver) state.paused = !state.paused;\n break;\n case \"r\":\n case \"R\":\n state = initGame();\n break;\n }\n });\n\n document.addEventListener(\"keyup\", (e: KeyboardEvent) => {\n switch (e.key) {\n case \"ArrowLeft\":\n keysDown.delete(\"left\");\n break;\n case \"ArrowRight\":\n keysDown.delete(\"right\");\n break;\n case \"ArrowDown\":\n keysDown.delete(\"down\");\n state.softDropping = false;\n break;\n }\n });\n\n // DAS (Delayed Auto Shift) handling\n function handleDAS(now: number): void {\n for (const key of [\"left\", \"right\", \"down\"]) {\n if (keysDown.has(key)) {\n const elapsed = now - dasTimer[key];\n if (elapsed >= DAS_DELAY) {\n const timeSinceLastRepeat = (elapsed - DAS_DELAY) % DAS_RATE;\n if (timeSinceLastRepeat < 16) { // roughly one frame\n switch (key) {\n case \"left\": moveLeft(state); break;\n case \"right\": moveRight(state); break;\n case \"down\": softDrop(state); break;\n }\n }\n }\n }\n }\n }\n\n // Game loop\n function gameLoop(now: number): void {\n if (!state.gameOver && !state.paused) {\n handleDAS(now);\n gravityTick(state, now);\n }\n\n render(ctx, state);\n renderSidebar(sctx, state, 0);\n requestAnimationFrame(gameLoop);\n }\n\n requestAnimationFrame(gameLoop);\n}\n\n// Start when DOM is ready\nif (document.readyState === \"loading\") {\n document.addEventListener(\"DOMContentLoaded\", main);\n} else {\n main();\n}"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":174,"output_tokens":7357,"cache_read_input_tokens":4800,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"ada41a14-9728-42ec-9387-000000000001"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_b73eb31e80b14a3da27609ee","type":"tool_result","content":"The file /tmp/loop-bench-zo9zv08f/src/tetris.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"c0ac0670-8983-48c4-bc95-1e6b20357619","timestamp":"2026-04-06T18:27:37.483Z","tool_use_result":{"filePath":"/tmp/loop-bench-zo9zv08f/src/tetris.ts","oldString":"","newString":"// ─── Constants ────────────────────────────────────────────────────────────────\n\nconst COLS = 10;\nconst ROWS = 20;\nconst BLOCK_SIZE = 30;\nconst CANVAS_WIDTH = COLS * BLOCK_SIZE;\nconst CANVAS_HEIGHT = ROWS * BLOCK_SIZE;\n\nconst COLORS: Record<string, string> = {\n I: \"#00f0f0\",\n O: \"#f0f000\",\n T: \"#a000f0\",\n S: \"#00f000\",\n Z: \"#f00000\",\n J: \"#0000f0\",\n L: \"#f0a000\",\n};\n\nconst GHOST_ALPHA = 0.25;\n\n// Each piece stores multiple rotation states (row, col offsets)\n// Using the Super Rotation System (SRS) style — 4 rotation states per piece\ntype PieceName = \"I\" | \"O\" | \"T\" | \"S\" | \"Z\" | \"J\" | \"L\";\n\ninterface PieceState {\n shape: number[][]; // 2D grid of 0/1\n row: number;\n col: number;\n name: PieceName;\n rotation: number; // 0-3\n}\n\nconst SHAPES: Record<PieceName, number[][][]> = {\n I: [\n [\n [0, 0, 0, 0],\n [1, 1, 1, 1],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n ],\n [\n [0, 0, 1, 0],\n [0, 0, 1, 0],\n [0, 0, 1, 0],\n [0, 0, 1, 0],\n ],\n [\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 1, 1, 1],\n [0, 0, 0, 0],\n ],\n [\n [0, 1, 0, 0],\n [0, 1, 0, 0],\n [0, 1, 0, 0],\n [0, 1, 0, 0],\n ],\n ],\n O: [\n [\n [1, 1],\n [1, 1],\n ],\n [\n [1, 1],\n [1, 1],\n ],\n [\n [1, 1],\n [1, 1],\n ],\n [\n [1, 1],\n [1, 1],\n ],\n ],\n T: [\n [\n [0, 1, 0],\n [1, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 1, 0],\n [0, 1, 1],\n [0, 1, 0],\n ],\n [\n [0, 0, 0],\n [1, 1, 1],\n [0, 1, 0],\n ],\n [\n [0, 1, 0],\n [1, 1, 0],\n [0, 1, 0],\n ],\n ],\n S: [\n [\n [0, 1, 1],\n [1, 1, 0],\n [0, 0, 0],\n ],\n [\n [0, 1, 0],\n [0, 1, 1],\n [0, 0, 1],\n ],\n [\n [0, 0, 0],\n [0, 1, 1],\n [1, 1, 0],\n ],\n [\n [1, 0, 0],\n [1, 1, 0],\n [0, 1, 0],\n ],\n ],\n Z: [\n [\n [1, 1, 0],\n [0, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 0, 1],\n [0, 1, 1],\n [0, 1, 0],\n ],\n [\n [0, 0, 0],\n [1, 1, 0],\n [0, 1, 1],\n ],\n [\n [0, 1, 0],\n [1, 1, 0],\n [1, 0, 0],\n ],\n ],\n J: [\n [\n [1, 0, 0],\n [1, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 1, 1],\n [0, 1, 0],\n [0, 1, 0],\n ],\n [\n [0, 0, 0],\n [1, 1, 1],\n [0, 0, 1],\n ],\n [\n [0, 1, 0],\n [0, 1, 0],\n [1, 1, 0],\n ],\n ],\n L: [\n [\n [0, 0, 1],\n [1, 1, 1],\n [0, 0, 0],\n ],\n [\n [0, 1, 0],\n [0, 1, 0],\n [0, 1, 1],\n ],\n [\n [0, 0, 0],\n [1, 1, 1],\n [1, 0, 0],\n ],\n [\n [1, 1, 0],\n [0, 1, 0],\n [0, 1, 0],\n ],\n ],\n};\n\nconst PIECE_NAMES: PieceName[] = [\"I\", \"O\", \"T\", \"S\", \"Z\", \"J\", \"L\"];\n\n// Wall kick data (SRS) for non-I pieces\nconst WALL_KICKS: Record<string, [number, number][]> = {\n \"0>1\": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],\n \"1>0\": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],\n \"1>2\": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],\n \"2>1\": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],\n \"2>3\": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],\n \"3>2\": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],\n \"3>0\": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],\n \"0>3\": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],\n};\n\n// Wall kick data for I piece\nconst I_WALL_KICKS: Record<string, [number, number][]> = {\n \"0>1\": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],\n \"1>0\": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],\n \"1>2\": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],\n \"2>1\": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],\n \"2>3\": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],\n \"3>2\": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],\n \"3>0\": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],\n \"0>3\": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],\n};\n\n// Scoring\nconst SCORE_TABLE: Record<number, number> = {\n 1: 100,\n 2: 300,\n 3: 500,\n 4: 800,\n};\n\n// Speed: milliseconds per gravity tick per level\nfunction getDropInterval(level: number): number {\n // NES-style curve approximation\n const speeds = [800, 720, 630, 550, 470, 380, 300, 220, 150, 100, 80, 80, 80, 70, 70, 70, 50, 50, 50, 30];\n if (level < speeds.length) return speeds[level];\n return 30;\n}\n\n// ─── Game State ───────────────────────────────────────────────────────────────\n\ntype Board = (string | null)[][]; // null = empty, string = color\n\ninterface GameState {\n board: Board;\n current: PieceState | null;\n nextPieces: PieceName[]; // bag of upcoming pieces\n heldPiece: PieceName | null;\n canHold: boolean;\n score: number;\n level: number;\n linesCleared: number;\n gameOver: boolean;\n paused: boolean;\n lastDrop: number;\n lockDelay: number;\n lockMoves: number;\n isLocking: boolean;\n lockStart: number;\n softDropping: boolean;\n}\n\n// ─── Bag Randomizer (7-bag) ──────────────────────────────────────────────────\n\nfunction createBag(): PieceName[] {\n const bag = [...PIECE_NAMES];\n // Fisher-Yates shuffle\n for (let i = bag.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [bag[i], bag[j]] = [bag[j], bag[i]];\n }\n return bag;\n}\n\nfunction fillBag(pieces: PieceName[]): PieceName[] {\n const result = [...pieces];\n while (result.length < 14) {\n result.push(...createBag());\n }\n return result;\n}\n\n// ─── Board Helpers ────────────────────────────────────────────────────────────\n\nfunction createBoard(): Board {\n return Array.from({ length: ROWS }, () => Array(COLS).fill(null));\n}\n\nfunction collides(board: Board, shape: number[][], row: number, col: number): boolean {\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const nr = row + r;\n const nc = col + c;\n if (nc < 0 || nc >= COLS || nr >= ROWS) return true;\n if (nr < 0) continue;\n if (board[nr][nc] !== null) return true;\n }\n }\n }\n return false;\n}\n\nfunction lockPiece(board: Board, piece: PieceState): void {\n const shape = SHAPES[piece.name][piece.rotation];\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const nr = piece.row + r;\n const nc = piece.col + c;\n if (nr >= 0 && nr < ROWS && nc >= 0 && nc < COLS) {\n board[nr][nc] = COLORS[piece.name];\n }\n }\n }\n }\n}\n\nfunction clearLines(board: Board): number {\n let cleared = 0;\n for (let r = ROWS - 1; r >= 0; r--) {\n if (board[r].every((cell) => cell !== null)) {\n board.splice(r, 1);\n board.unshift(Array(COLS).fill(null));\n cleared++;\n r++; // re-check same row index\n }\n }\n return cleared;\n}\n\nfunction spawnPiece(name: PieceName): PieceState {\n const shape = SHAPES[name][0];\n const col = Math.floor((COLS - shape[0].length) / 2);\n return {\n shape: shape,\n row: name === \"I\" ? -1 : 0,\n col,\n name,\n rotation: 0,\n };\n}\n\n// ─── Ghost Piece ─────────────────────────────────────────────────────────────\n\nfunction getGhostRow(board: Board, piece: PieceState): number {\n const shape = SHAPES[piece.name][piece.rotation];\n let ghostRow = piece.row;\n while (!collides(board, shape, ghostRow + 1, piece.col)) {\n ghostRow++;\n }\n return ghostRow;\n}\n\n// ─── Rotation with Wall Kicks ────────────────────────────────────────────────\n\nfunction tryRotate(state: GameState, direction: 1 | -1): boolean {\n if (!state.current || state.current.name === \"O\") return false;\n\n const piece = state.current;\n const newRotation = ((piece.rotation + direction) % 4 + 4) % 4;\n const newShape = SHAPES[piece.name][newRotation];\n\n const kickKey = `${piece.rotation}>${newRotation}`;\n const kicks = piece.name === \"I\" ? I_WALL_KICKS[kickKey] : WALL_KICKS[kickKey];\n if (!kicks) return false;\n\n for (const [dc, dr] of kicks) {\n // Note: SRS kick data is (col_offset, row_offset) where positive row = up\n // Our coordinate system has positive row = down, so negate dr\n const newRow = piece.row - dr;\n const newCol = piece.col + dc;\n if (!collides(state.board, newShape, newRow, newCol)) {\n piece.rotation = newRotation;\n piece.shape = newShape;\n piece.row = newRow;\n piece.col = newCol;\n return true;\n }\n }\n return false;\n}\n\n// ─── Rendering ───────────────────────────────────────────────────────────────\n\nfunction drawBlock(\n ctx: CanvasRenderingContext2D,\n x: number,\n y: number,\n color: string,\n size: number = BLOCK_SIZE,\n ghost: boolean = false\n): void {\n const padding = 1;\n if (ghost) {\n ctx.globalAlpha = GHOST_ALPHA;\n }\n\n // Main fill\n ctx.fillStyle = color;\n ctx.fillRect(x + padding, y + padding, size - padding * 2, size - padding * 2);\n\n // Highlight (top-left bevel)\n ctx.fillStyle = \"rgba(255,255,255,0.3)\";\n ctx.fillRect(x + padding, y + padding, size - padding * 2, 3);\n ctx.fillRect(x + padding, y + padding, 3, size - padding * 2);\n\n // Shadow (bottom-right bevel)\n ctx.fillStyle = \"rgba(0,0,0,0.3)\";\n ctx.fillRect(x + padding, y + size - padding - 3, size - padding * 2, 3);\n ctx.fillRect(x + size - padding - 3, y + padding, 3, size - padding * 2);\n\n ctx.globalAlpha = 1;\n}\n\nfunction render(ctx: CanvasRenderingContext2D, state: GameState): void {\n // Background\n ctx.fillStyle = \"#1a1a2e\";\n ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);\n\n // Grid lines\n ctx.strokeStyle = \"rgba(255,255,255,0.05)\";\n ctx.lineWidth = 1;\n for (let r = 0; r <= ROWS; r++) {\n ctx.beginPath();\n ctx.moveTo(0, r * BLOCK_SIZE);\n ctx.lineTo(CANVAS_WIDTH, r * BLOCK_SIZE);\n ctx.stroke();\n }\n for (let c = 0; c <= COLS; c++) {\n ctx.beginPath();\n ctx.moveTo(c * BLOCK_SIZE, 0);\n ctx.lineTo(c * BLOCK_SIZE, CANVAS_HEIGHT);\n ctx.stroke();\n }\n\n // Locked blocks\n for (let r = 0; r < ROWS; r++) {\n for (let c = 0; c < COLS; c++) {\n if (state.board[r][c]) {\n drawBlock(ctx, c * BLOCK_SIZE, r * BLOCK_SIZE, state.board[r][c]!);\n }\n }\n }\n\n if (state.current) {\n // Ghost piece\n const ghostRow = getGhostRow(state.board, state.current);\n const shape = SHAPES[state.current.name][state.current.rotation];\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const gr = ghostRow + r;\n const gc = state.current.col + c;\n if (gr >= 0 && gr < ROWS) {\n drawBlock(ctx, gc * BLOCK_SIZE, gr * BLOCK_SIZE, COLORS[state.current.name], BLOCK_SIZE, true);\n }\n }\n }\n }\n\n // Current piece\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n const pr = state.current.row + r;\n const pc = state.current.col + c;\n if (pr >= 0 && pr < ROWS) {\n drawBlock(ctx, pc * BLOCK_SIZE, pr * BLOCK_SIZE, COLORS[state.current.name]);\n }\n }\n }\n }\n }\n\n // Game over overlay\n if (state.gameOver) {\n ctx.fillStyle = \"rgba(0, 0, 0, 0.7)\";\n ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);\n ctx.fillStyle = \"#ffffff\";\n ctx.font = \"bold 36px 'Segoe UI', sans-serif\";\n ctx.textAlign = \"center\";\n ctx.fillText(\"GAME OVER\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 20);\n ctx.font = \"18px 'Segoe UI', sans-serif\";\n ctx.fillText(\"Press R to restart\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 + 20);\n }\n\n // Pause overlay\n if (state.paused && !state.gameOver) {\n ctx.fillStyle = \"rgba(0, 0, 0, 0.5)\";\n ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);\n ctx.fillStyle = \"#ffffff\";\n ctx.font = \"bold 36px 'Segoe UI', sans-serif\";\n ctx.textAlign = \"center\";\n ctx.fillText(\"PAUSED\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2);\n }\n}\n\nfunction renderSidebar(\n ctx: CanvasRenderingContext2D,\n state: GameState,\n x: number\n): void {\n const PANEL_WIDTH = 160;\n ctx.fillStyle = \"#16213e\";\n ctx.fillRect(x, 0, PANEL_WIDTH, CANVAS_HEIGHT);\n\n ctx.textAlign = \"left\";\n ctx.fillStyle = \"#888\";\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n const labelY = (y: number) => y;\n\n let y = 30;\n\n // SCORE\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"SCORE\", x + 15, labelY(y));\n y += 22;\n ctx.fillStyle = \"#fff\";\n ctx.font = \"bold 22px 'Segoe UI', monospace\";\n ctx.fillText(state.score.toLocaleString(), x + 15, labelY(y));\n y += 35;\n\n // LEVEL\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"LEVEL\", x + 15, labelY(y));\n y += 22;\n ctx.fillStyle = \"#fff\";\n ctx.font = \"bold 22px 'Segoe UI', monospace\";\n ctx.fillText(state.level.toString(), x + 15, labelY(y));\n y += 35;\n\n // LINES\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"LINES\", x + 15, labelY(y));\n y += 22;\n ctx.fillStyle = \"#fff\";\n ctx.font = \"bold 22px 'Segoe UI', monospace\";\n ctx.fillText(state.linesCleared.toString(), x + 15, labelY(y));\n y += 45;\n\n // NEXT\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"NEXT\", x + 15, labelY(y));\n y += 10;\n\n // Draw next 3 pieces\n for (let i = 0; i < 3 && i < state.nextPieces.length; i++) {\n const name = state.nextPieces[i];\n const shape = SHAPES[name][0];\n const miniSize = 16;\n const shapeWidth = shape[0].length * miniSize;\n const offsetX = x + 15 + (50 - shapeWidth) / 2;\n y += 5 + miniSize;\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize);\n }\n }\n }\n y += shape.length * miniSize + 5;\n }\n\n // HELD\n y += 10;\n ctx.font = \"bold 14px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#888\";\n ctx.fillText(\"HOLD\", x + 15, labelY(y));\n y += 10;\n\n if (state.heldPiece) {\n const name = state.heldPiece;\n const shape = SHAPES[name][0];\n const miniSize = 16;\n const shapeWidth = shape[0].length * miniSize;\n const offsetX = x + 15 + (50 - shapeWidth) / 2;\n y += 5 + miniSize;\n const alpha = state.canHold ? 1 : 0.4;\n ctx.globalAlpha = alpha;\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (shape[r][c]) {\n drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize);\n }\n }\n }\n ctx.globalAlpha = 1;\n }\n\n // Controls\n y = CANVAS_HEIGHT - 140;\n ctx.font = \"12px 'Segoe UI', monospace\";\n ctx.fillStyle = \"#555\";\n const controls = [\n \"← → Move\",\n \"↑ Rotate CW\",\n \"Z Rotate CCW\",\n \"↓ Soft Drop\",\n \"Space Hard Drop\",\n \"C Hold\",\n \"P Pause\",\n \"R Restart\",\n ];\n for (const line of controls) {\n ctx.fillText(line, x + 10, y);\n y += 16;\n }\n}\n\n// ─── Game Logic ──────────────────────────────────────────────────────────────\n\nfunction initGame(): GameState {\n const nextPieces = fillBag([]);\n const current = spawnPiece(nextPieces.shift()!);\n return {\n board: createBoard(),\n current,\n nextPieces: fillBag(nextPieces),\n heldPiece: null,\n canHold: true,\n score: 0,\n level: 0,\n linesCleared: 0,\n gameOver: false,\n paused: false,\n lastDrop: performance.now(),\n lockDelay: 500,\n lockMoves: 0,\n isLocking: false,\n lockStart: 0,\n softDropping: false,\n };\n}\n\nfunction holdPiece(state: GameState): void {\n if (!state.canHold || !state.current) return;\n state.canHold = false;\n state.isLocking = false;\n\n const currentName = state.current.name;\n if (state.heldPiece) {\n state.current = spawnPiece(state.heldPiece);\n } else {\n const name = state.nextPieces.shift()!;\n state.nextPieces = fillBag(state.nextPieces);\n state.current = spawnPiece(name);\n }\n state.heldPiece = currentName;\n\n // Check if spawned piece collides immediately\n if (collides(state.board, state.current.shape, state.current.row, state.current.col)) {\n state.gameOver = true;\n }\n}\n\nfunction spawnNext(state: GameState): void {\n const name = state.nextPieces.shift()!;\n state.nextPieces = fillBag(state.nextPieces);\n state.current = spawnPiece(name);\n state.canHold = true;\n state.isLocking = false;\n state.lockMoves = 0;\n\n if (collides(state.board, state.current.shape, state.current.row, state.current.col)) {\n state.gameOver = true;\n }\n}\n\nfunction moveLeft(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (!collides(state.board, state.current.shape, state.current.row, state.current.col - 1)) {\n state.current.col--;\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction moveRight(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (!collides(state.board, state.current.shape, state.current.row, state.current.col + 1)) {\n state.current.col++;\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction softDrop(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (!collides(state.board, state.current.shape, state.current.row + 1, state.current.col)) {\n state.current.row++;\n state.score += 1;\n state.lastDrop = performance.now();\n }\n}\n\nfunction hardDrop(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n const ghostRow = getGhostRow(state.board, state.current);\n const distance = ghostRow - state.current.row;\n state.score += distance * 2;\n state.current.row = ghostRow;\n\n // Lock immediately\n lockPiece(state.board, state.current);\n const cleared = clearLines(state.board);\n if (cleared > 0) {\n state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1);\n state.linesCleared += cleared;\n state.level = Math.floor(state.linesCleared / 10);\n }\n spawnNext(state);\n state.lastDrop = performance.now();\n}\n\nfunction rotateCW(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (tryRotate(state, 1)) {\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction rotateCCW(state: GameState): void {\n if (!state.current || state.gameOver || state.paused) return;\n if (tryRotate(state, -1)) {\n if (state.isLocking) state.lockMoves++;\n }\n}\n\nfunction gravityTick(state: GameState, now: number): void {\n if (!state.current || state.gameOver || state.paused) return;\n\n const shape = SHAPES[state.current.name][state.current.rotation];\n const isOnGround = collides(state.board, shape, state.current.row + 1, state.current.col);\n\n if (isOnGround) {\n if (!state.isLocking) {\n state.isLocking = true;\n state.lockStart = now;\n state.lockMoves = 0;\n }\n // Check lock delay\n const elapsed = now - state.lockStart;\n const maxLockMoves = 15;\n if (elapsed >= state.lockDelay || state.lockMoves >= maxLockMoves) {\n // Lock the piece\n lockPiece(state.board, state.current);\n const cleared = clearLines(state.board);\n if (cleared > 0) {\n state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1);\n state.linesCleared += cleared;\n state.level = Math.floor(state.linesCleared / 10);\n }\n spawnNext(state);\n state.lastDrop = now;\n }\n } else {\n state.isLocking = false;\n const interval = state.softDropping ? Math.min(getDropInterval(state.level), 50) : getDropInterval(state.level);\n if (now - state.lastDrop >= interval) {\n state.current.row++;\n if (state.softDropping) state.score += 1;\n state.lastDrop = now;\n }\n }\n}\n\n// ─── Main ────────────────────────────────────────────────────────────────────\n\nfunction main(): void {\n const canvas = document.getElementById(\"tetris\") as HTMLCanvasElement;\n const sidebar = document.getElementById(\"sidebar\") as HTMLCanvasElement;\n\n if (!canvas || !sidebar) {\n console.error(\"Canvas elements not found\");\n return;\n }\n\n canvas.width = CANVAS_WIDTH;\n canvas.height = CANVAS_HEIGHT;\n sidebar.width = 160;\n sidebar.height = CANVAS_HEIGHT;\n\n const ctx = canvas.getContext(\"2d\")!;\n const sctx = sidebar.getContext(\"2d\")!;\n\n let state = initGame();\n\n // Input handling\n const keysDown = new Set<string>();\n let dasTimer: Record<string, number> = {};\n const DAS_DELAY = 170; // ms before auto-repeat starts\n const DAS_RATE = 50; // ms between auto-repeat moves\n\n document.addEventListener(\"keydown\", (e: KeyboardEvent) => {\n if (e.repeat) return;\n\n switch (e.key) {\n case \"ArrowLeft\":\n e.preventDefault();\n moveLeft(state);\n keysDown.add(\"left\");\n dasTimer[\"left\"] = performance.now();\n break;\n case \"ArrowRight\":\n e.preventDefault();\n moveRight(state);\n keysDown.add(\"right\");\n dasTimer[\"right\"] = performance.now();\n break;\n case \"ArrowDown\":\n e.preventDefault();\n state.softDropping = true;\n softDrop(state);\n keysDown.add(\"down\");\n dasTimer[\"down\"] = performance.now();\n break;\n case \"ArrowUp\":\n e.preventDefault();\n rotateCW(state);\n break;\n case \"z\":\n case \"Z\":\n rotateCCW(state);\n break;\n case \" \":\n e.preventDefault();\n hardDrop(state);\n break;\n case \"c\":\n case \"C\":\n holdPiece(state);\n break;\n case \"p\":\n case \"P\":\n if (!state.gameOver) state.paused = !state.paused;\n break;\n case \"r\":\n case \"R\":\n state = initGame();\n break;\n }\n });\n\n document.addEventListener(\"keyup\", (e: KeyboardEvent) => {\n switch (e.key) {\n case \"ArrowLeft\":\n keysDown.delete(\"left\");\n break;\n case \"ArrowRight\":\n keysDown.delete(\"right\");\n break;\n case \"ArrowDown\":\n keysDown.delete(\"down\");\n state.softDropping = false;\n break;\n }\n });\n\n // DAS (Delayed Auto Shift) handling\n function handleDAS(now: number): void {\n for (const key of [\"left\", \"right\", \"down\"]) {\n if (keysDown.has(key)) {\n const elapsed = now - dasTimer[key];\n if (elapsed >= DAS_DELAY) {\n const timeSinceLastRepeat = (elapsed - DAS_DELAY) % DAS_RATE;\n if (timeSinceLastRepeat < 16) { // roughly one frame\n switch (key) {\n case \"left\": moveLeft(state); break;\n case \"right\": moveRight(state); break;\n case \"down\": softDrop(state); break;\n }\n }\n }\n }\n }\n }\n\n // Game loop\n function gameLoop(now: number): void {\n if (!state.gameOver && !state.paused) {\n handleDAS(now);\n gravityTick(state, now);\n }\n\n render(ctx, state);\n renderSidebar(sctx, state, 0);\n requestAnimationFrame(gameLoop);\n }\n\n requestAnimationFrame(gameLoop);\n}\n\n// Start when DOM is ready\nif (document.readyState === \"loading\") {\n document.addEventListener(\"DOMContentLoaded\", main);\n} else {\n main();\n}","originalFile":"","structuredPatch":[{"oldStart":1,"oldLines":0,"newStart":1,"newLines":892,"lines":["+// ─── Constants ────────────────────────────────────────────────────────────────","+","+const COLS = 10;","+const ROWS = 20;","+const BLOCK_SIZE = 30;","+const CANVAS_WIDTH = COLS * BLOCK_SIZE;","+const CANVAS_HEIGHT = ROWS * BLOCK_SIZE;","+","+const COLORS: Record<string, string> = {","+ I: \"#00f0f0\",","+ O: \"#f0f000\",","+ T: \"#a000f0\",","+ S: \"#00f000\",","+ Z: \"#f00000\",","+ J: \"#0000f0\",","+ L: \"#f0a000\",","+};","+","+const GHOST_ALPHA = 0.25;","+","+// Each piece stores multiple rotation states (row, col offsets)","+// Using the Super Rotation System (SRS) style — 4 rotation states per piece","+type PieceName = \"I\" | \"O\" | \"T\" | \"S\" | \"Z\" | \"J\" | \"L\";","+","+interface PieceState {","+ shape: number[][]; // 2D grid of 0/1","+ row: number;","+ col: number;","+ name: PieceName;","+ rotation: number; // 0-3","+}","+","+const SHAPES: Record<PieceName, number[][][]> = {","+ I: [","+ [","+ [0, 0, 0, 0],","+ [1, 1, 1, 1],","+ [0, 0, 0, 0],","+ [0, 0, 0, 0],","+ ],","+ [","+ [0, 0, 1, 0],","+ [0, 0, 1, 0],","+ [0, 0, 1, 0],","+ [0, 0, 1, 0],","+ ],","+ [","+ [0, 0, 0, 0],","+ [0, 0, 0, 0],","+ [1, 1, 1, 1],","+ [0, 0, 0, 0],","+ ],","+ [","+ [0, 1, 0, 0],","+ [0, 1, 0, 0],","+ [0, 1, 0, 0],","+ [0, 1, 0, 0],","+ ],","+ ],","+ O: [","+ [","+ [1, 1],","+ [1, 1],","+ ],","+ [","+ [1, 1],","+ [1, 1],","+ ],","+ [","+ [1, 1],","+ [1, 1],","+ ],","+ [","+ [1, 1],","+ [1, 1],","+ ],","+ ],","+ T: [","+ [","+ [0, 1, 0],","+ [1, 1, 1],","+ [0, 0, 0],","+ ],","+ [","+ [0, 1, 0],","+ [0, 1, 1],","+ [0, 1, 0],","+ ],","+ [","+ [0, 0, 0],","+ [1, 1, 1],","+ [0, 1, 0],","+ ],","+ [","+ [0, 1, 0],","+ [1, 1, 0],","+ [0, 1, 0],","+ ],","+ ],","+ S: [","+ [","+ [0, 1, 1],","+ [1, 1, 0],","+ [0, 0, 0],","+ ],","+ [","+ [0, 1, 0],","+ [0, 1, 1],","+ [0, 0, 1],","+ ],","+ [","+ [0, 0, 0],","+ [0, 1, 1],","+ [1, 1, 0],","+ ],","+ [","+ [1, 0, 0],","+ [1, 1, 0],","+ [0, 1, 0],","+ ],","+ ],","+ Z: [","+ [","+ [1, 1, 0],","+ [0, 1, 1],","+ [0, 0, 0],","+ ],","+ [","+ [0, 0, 1],","+ [0, 1, 1],","+ [0, 1, 0],","+ ],","+ [","+ [0, 0, 0],","+ [1, 1, 0],","+ [0, 1, 1],","+ ],","+ [","+ [0, 1, 0],","+ [1, 1, 0],","+ [1, 0, 0],","+ ],","+ ],","+ J: [","+ [","+ [1, 0, 0],","+ [1, 1, 1],","+ [0, 0, 0],","+ ],","+ [","+ [0, 1, 1],","+ [0, 1, 0],","+ [0, 1, 0],","+ ],","+ [","+ [0, 0, 0],","+ [1, 1, 1],","+ [0, 0, 1],","+ ],","+ [","+ [0, 1, 0],","+ [0, 1, 0],","+ [1, 1, 0],","+ ],","+ ],","+ L: [","+ [","+ [0, 0, 1],","+ [1, 1, 1],","+ [0, 0, 0],","+ ],","+ [","+ [0, 1, 0],","+ [0, 1, 0],","+ [0, 1, 1],","+ ],","+ [","+ [0, 0, 0],","+ [1, 1, 1],","+ [1, 0, 0],","+ ],","+ [","+ [1, 1, 0],","+ [0, 1, 0],","+ [0, 1, 0],","+ ],","+ ],","+};","+","+const PIECE_NAMES: PieceName[] = [\"I\", \"O\", \"T\", \"S\", \"Z\", \"J\", \"L\"];","+","+// Wall kick data (SRS) for non-I pieces","+const WALL_KICKS: Record<string, [number, number][]> = {","+ \"0>1\": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],","+ \"1>0\": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],","+ \"1>2\": [[0, 0], [1, 0], [1, -1], [0, 2], [1, 2]],","+ \"2>1\": [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],","+ \"2>3\": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],","+ \"3>2\": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],","+ \"3>0\": [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],","+ \"0>3\": [[0, 0], [1, 0], [1, 1], [0, -2], [1, -2]],","+};","+","+// Wall kick data for I piece","+const I_WALL_KICKS: Record<string, [number, number][]> = {","+ \"0>1\": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],","+ \"1>0\": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],","+ \"1>2\": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],","+ \"2>1\": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],","+ \"2>3\": [[0, 0], [2, 0], [-1, 0], [2, 1], [-1, -2]],","+ \"3>2\": [[0, 0], [-2, 0], [1, 0], [-2, -1], [1, 2]],","+ \"3>0\": [[0, 0], [1, 0], [-2, 0], [1, -2], [-2, 1]],","+ \"0>3\": [[0, 0], [-1, 0], [2, 0], [-1, 2], [2, -1]],","+};","+","+// Scoring","+const SCORE_TABLE: Record<number, number> = {","+ 1: 100,","+ 2: 300,","+ 3: 500,","+ 4: 800,","+};","+","+// Speed: milliseconds per gravity tick per level","+function getDropInterval(level: number): number {","+ // NES-style curve approximation","+ const speeds = [800, 720, 630, 550, 470, 380, 300, 220, 150, 100, 80, 80, 80, 70, 70, 70, 50, 50, 50, 30];","+ if (level < speeds.length) return speeds[level];","+ return 30;","+}","+","+// ─── Game State ───────────────────────────────────────────────────────────────","+","+type Board = (string | null)[][]; // null = empty, string = color","+","+interface GameState {","+ board: Board;","+ current: PieceState | null;","+ nextPieces: PieceName[]; // bag of upcoming pieces","+ heldPiece: PieceName | null;","+ canHold: boolean;","+ score: number;","+ level: number;","+ linesCleared: number;","+ gameOver: boolean;","+ paused: boolean;","+ lastDrop: number;","+ lockDelay: number;","+ lockMoves: number;","+ isLocking: boolean;","+ lockStart: number;","+ softDropping: boolean;","+}","+","+// ─── Bag Randomizer (7-bag) ──────────────────────────────────────────────────","+","+function createBag(): PieceName[] {","+ const bag = [...PIECE_NAMES];","+ // Fisher-Yates shuffle","+ for (let i = bag.length - 1; i > 0; i--) {","+ const j = Math.floor(Math.random() * (i + 1));","+ [bag[i], bag[j]] = [bag[j], bag[i]];","+ }","+ return bag;","+}","+","+function fillBag(pieces: PieceName[]): PieceName[] {","+ const result = [...pieces];","+ while (result.length < 14) {","+ result.push(...createBag());","+ }","+ return result;","+}","+","+// ─── Board Helpers ────────────────────────────────────────────────────────────","+","+function createBoard(): Board {","+ return Array.from({ length: ROWS }, () => Array(COLS).fill(null));","+}","+","+function collides(board: Board, shape: number[][], row: number, col: number): boolean {","+ for (let r = 0; r < shape.length; r++) {","+ for (let c = 0; c < shape[r].length; c++) {","+ if (shape[r][c]) {","+ const nr = row + r;","+ const nc = col + c;","+ if (nc < 0 || nc >= COLS || nr >= ROWS) return true;","+ if (nr < 0) continue;","+ if (board[nr][nc] !== null) return true;","+ }","+ }","+ }","+ return false;","+}","+","+function lockPiece(board: Board, piece: PieceState): void {","+ const shape = SHAPES[piece.name][piece.rotation];","+ for (let r = 0; r < shape.length; r++) {","+ for (let c = 0; c < shape[r].length; c++) {","+ if (shape[r][c]) {","+ const nr = piece.row + r;","+ const nc = piece.col + c;","+ if (nr >= 0 && nr < ROWS && nc >= 0 && nc < COLS) {","+ board[nr][nc] = COLORS[piece.name];","+ }","+ }","+ }","+ }","+}","+","+function clearLines(board: Board): number {","+ let cleared = 0;","+ for (let r = ROWS - 1; r >= 0; r--) {","+ if (board[r].every((cell) => cell !== null)) {","+ board.splice(r, 1);","+ board.unshift(Array(COLS).fill(null));","+ cleared++;","+ r++; // re-check same row index","+ }","+ }","+ return cleared;","+}","+","+function spawnPiece(name: PieceName): PieceState {","+ const shape = SHAPES[name][0];","+ const col = Math.floor((COLS - shape[0].length) / 2);","+ return {","+ shape: shape,","+ row: name === \"I\" ? -1 : 0,","+ col,","+ name,","+ rotation: 0,","+ };","+}","+","+// ─── Ghost Piece ─────────────────────────────────────────────────────────────","+","+function getGhostRow(board: Board, piece: PieceState): number {","+ const shape = SHAPES[piece.name][piece.rotation];","+ let ghostRow = piece.row;","+ while (!collides(board, shape, ghostRow + 1, piece.col)) {","+ ghostRow++;","+ }","+ return ghostRow;","+}","+","+// ─── Rotation with Wall Kicks ────────────────────────────────────────────────","+","+function tryRotate(state: GameState, direction: 1 | -1): boolean {","+ if (!state.current || state.current.name === \"O\") return false;","+","+ const piece = state.current;","+ const newRotation = ((piece.rotation + direction) % 4 + 4) % 4;","+ const newShape = SHAPES[piece.name][newRotation];","+","+ const kickKey = `${piece.rotation}>${newRotation}`;","+ const kicks = piece.name === \"I\" ? I_WALL_KICKS[kickKey] : WALL_KICKS[kickKey];","+ if (!kicks) return false;","+","+ for (const [dc, dr] of kicks) {","+ // Note: SRS kick data is (col_offset, row_offset) where positive row = up","+ // Our coordinate system has positive row = down, so negate dr","+ const newRow = piece.row - dr;","+ const newCol = piece.col + dc;","+ if (!collides(state.board, newShape, newRow, newCol)) {","+ piece.rotation = newRotation;","+ piece.shape = newShape;","+ piece.row = newRow;","+ piece.col = newCol;","+ return true;","+ }","+ }","+ return false;","+}","+","+// ─── Rendering ───────────────────────────────────────────────────────────────","+","+function drawBlock(","+ ctx: CanvasRenderingContext2D,","+ x: number,","+ y: number,","+ color: string,","+ size: number = BLOCK_SIZE,","+ ghost: boolean = false","+): void {","+ const padding = 1;","+ if (ghost) {","+ ctx.globalAlpha = GHOST_ALPHA;","+ }","+","+ // Main fill","+ ctx.fillStyle = color;","+ ctx.fillRect(x + padding, y + padding, size - padding * 2, size - padding * 2);","+","+ // Highlight (top-left bevel)","+ ctx.fillStyle = \"rgba(255,255,255,0.3)\";","+ ctx.fillRect(x + padding, y + padding, size - padding * 2, 3);","+ ctx.fillRect(x + padding, y + padding, 3, size - padding * 2);","+","+ // Shadow (bottom-right bevel)","+ ctx.fillStyle = \"rgba(0,0,0,0.3)\";","+ ctx.fillRect(x + padding, y + size - padding - 3, size - padding * 2, 3);","+ ctx.fillRect(x + size - padding - 3, y + padding, 3, size - padding * 2);","+","+ ctx.globalAlpha = 1;","+}","+","+function render(ctx: CanvasRenderingContext2D, state: GameState): void {","+ // Background","+ ctx.fillStyle = \"#1a1a2e\";","+ ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);","+","+ // Grid lines","+ ctx.strokeStyle = \"rgba(255,255,255,0.05)\";","+ ctx.lineWidth = 1;","+ for (let r = 0; r <= ROWS; r++) {","+ ctx.beginPath();","+ ctx.moveTo(0, r * BLOCK_SIZE);","+ ctx.lineTo(CANVAS_WIDTH, r * BLOCK_SIZE);","+ ctx.stroke();","+ }","+ for (let c = 0; c <= COLS; c++) {","+ ctx.beginPath();","+ ctx.moveTo(c * BLOCK_SIZE, 0);","+ ctx.lineTo(c * BLOCK_SIZE, CANVAS_HEIGHT);","+ ctx.stroke();","+ }","+","+ // Locked blocks","+ for (let r = 0; r < ROWS; r++) {","+ for (let c = 0; c < COLS; c++) {","+ if (state.board[r][c]) {","+ drawBlock(ctx, c * BLOCK_SIZE, r * BLOCK_SIZE, state.board[r][c]!);","+ }","+ }","+ }","+","+ if (state.current) {","+ // Ghost piece","+ const ghostRow = getGhostRow(state.board, state.current);","+ const shape = SHAPES[state.current.name][state.current.rotation];","+ for (let r = 0; r < shape.length; r++) {","+ for (let c = 0; c < shape[r].length; c++) {","+ if (shape[r][c]) {","+ const gr = ghostRow + r;","+ const gc = state.current.col + c;","+ if (gr >= 0 && gr < ROWS) {","+ drawBlock(ctx, gc * BLOCK_SIZE, gr * BLOCK_SIZE, COLORS[state.current.name], BLOCK_SIZE, true);","+ }","+ }","+ }","+ }","+","+ // Current piece","+ for (let r = 0; r < shape.length; r++) {","+ for (let c = 0; c < shape[r].length; c++) {","+ if (shape[r][c]) {","+ const pr = state.current.row + r;","+ const pc = state.current.col + c;","+ if (pr >= 0 && pr < ROWS) {","+ drawBlock(ctx, pc * BLOCK_SIZE, pr * BLOCK_SIZE, COLORS[state.current.name]);","+ }","+ }","+ }","+ }","+ }","+","+ // Game over overlay","+ if (state.gameOver) {","+ ctx.fillStyle = \"rgba(0, 0, 0, 0.7)\";","+ ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);","+ ctx.fillStyle = \"#ffffff\";","+ ctx.font = \"bold 36px 'Segoe UI', sans-serif\";","+ ctx.textAlign = \"center\";","+ ctx.fillText(\"GAME OVER\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 - 20);","+ ctx.font = \"18px 'Segoe UI', sans-serif\";","+ ctx.fillText(\"Press R to restart\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2 + 20);","+ }","+","+ // Pause overlay","+ if (state.paused && !state.gameOver) {","+ ctx.fillStyle = \"rgba(0, 0, 0, 0.5)\";","+ ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);","+ ctx.fillStyle = \"#ffffff\";","+ ctx.font = \"bold 36px 'Segoe UI', sans-serif\";","+ ctx.textAlign = \"center\";","+ ctx.fillText(\"PAUSED\", CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2);","+ }","+}","+","+function renderSidebar(","+ ctx: CanvasRenderingContext2D,","+ state: GameState,","+ x: number","+): void {","+ const PANEL_WIDTH = 160;","+ ctx.fillStyle = \"#16213e\";","+ ctx.fillRect(x, 0, PANEL_WIDTH, CANVAS_HEIGHT);","+","+ ctx.textAlign = \"left\";","+ ctx.fillStyle = \"#888\";","+ ctx.font = \"bold 14px 'Segoe UI', monospace\";","+ const labelY = (y: number) => y;","+","+ let y = 30;","+","+ // SCORE","+ ctx.fillStyle = \"#888\";","+ ctx.fillText(\"SCORE\", x + 15, labelY(y));","+ y += 22;","+ ctx.fillStyle = \"#fff\";","+ ctx.font = \"bold 22px 'Segoe UI', monospace\";","+ ctx.fillText(state.score.toLocaleString(), x + 15, labelY(y));","+ y += 35;","+","+ // LEVEL","+ ctx.font = \"bold 14px 'Segoe UI', monospace\";","+ ctx.fillStyle = \"#888\";","+ ctx.fillText(\"LEVEL\", x + 15, labelY(y));","+ y += 22;","+ ctx.fillStyle = \"#fff\";","+ ctx.font = \"bold 22px 'Segoe UI', monospace\";","+ ctx.fillText(state.level.toString(), x + 15, labelY(y));","+ y += 35;","+","+ // LINES","+ ctx.font = \"bold 14px 'Segoe UI', monospace\";","+ ctx.fillStyle = \"#888\";","+ ctx.fillText(\"LINES\", x + 15, labelY(y));","+ y += 22;","+ ctx.fillStyle = \"#fff\";","+ ctx.font = \"bold 22px 'Segoe UI', monospace\";","+ ctx.fillText(state.linesCleared.toString(), x + 15, labelY(y));","+ y += 45;","+","+ // NEXT","+ ctx.font = \"bold 14px 'Segoe UI', monospace\";","+ ctx.fillStyle = \"#888\";","+ ctx.fillText(\"NEXT\", x + 15, labelY(y));","+ y += 10;","+","+ // Draw next 3 pieces","+ for (let i = 0; i < 3 && i < state.nextPieces.length; i++) {","+ const name = state.nextPieces[i];","+ const shape = SHAPES[name][0];","+ const miniSize = 16;","+ const shapeWidth = shape[0].length * miniSize;","+ const offsetX = x + 15 + (50 - shapeWidth) / 2;","+ y += 5 + miniSize;","+ for (let r = 0; r < shape.length; r++) {","+ for (let c = 0; c < shape[r].length; c++) {","+ if (shape[r][c]) {","+ drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize);","+ }","+ }","+ }","+ y += shape.length * miniSize + 5;","+ }","+","+ // HELD","+ y += 10;","+ ctx.font = \"bold 14px 'Segoe UI', monospace\";","+ ctx.fillStyle = \"#888\";","+ ctx.fillText(\"HOLD\", x + 15, labelY(y));","+ y += 10;","+","+ if (state.heldPiece) {","+ const name = state.heldPiece;","+ const shape = SHAPES[name][0];","+ const miniSize = 16;","+ const shapeWidth = shape[0].length * miniSize;","+ const offsetX = x + 15 + (50 - shapeWidth) / 2;","+ y += 5 + miniSize;","+ const alpha = state.canHold ? 1 : 0.4;","+ ctx.globalAlpha = alpha;","+ for (let r = 0; r < shape.length; r++) {","+ for (let c = 0; c < shape[r].length; c++) {","+ if (shape[r][c]) {","+ drawBlock(ctx, offsetX + c * miniSize, y + r * miniSize, COLORS[name], miniSize);","+ }","+ }","+ }","+ ctx.globalAlpha = 1;","+ }","+","+ // Controls","+ y = CANVAS_HEIGHT - 140;","+ ctx.font = \"12px 'Segoe UI', monospace\";","+ ctx.fillStyle = \"#555\";","+ const controls = [","+ \"← → Move\",","+ \"↑ Rotate CW\",","+ \"Z Rotate CCW\",","+ \"↓ Soft Drop\",","+ \"Space Hard Drop\",","+ \"C Hold\",","+ \"P Pause\",","+ \"R Restart\",","+ ];","+ for (const line of controls) {","+ ctx.fillText(line, x + 10, y);","+ y += 16;","+ }","+}","+","+// ─── Game Logic ──────────────────────────────────────────────────────────────","+","+function initGame(): GameState {","+ const nextPieces = fillBag([]);","+ const current = spawnPiece(nextPieces.shift()!);","+ return {","+ board: createBoard(),","+ current,","+ nextPieces: fillBag(nextPieces),","+ heldPiece: null,","+ canHold: true,","+ score: 0,","+ level: 0,","+ linesCleared: 0,","+ gameOver: false,","+ paused: false,","+ lastDrop: performance.now(),","+ lockDelay: 500,","+ lockMoves: 0,","+ isLocking: false,","+ lockStart: 0,","+ softDropping: false,","+ };","+}","+","+function holdPiece(state: GameState): void {","+ if (!state.canHold || !state.current) return;","+ state.canHold = false;","+ state.isLocking = false;","+","+ const currentName = state.current.name;","+ if (state.heldPiece) {","+ state.current = spawnPiece(state.heldPiece);","+ } else {","+ const name = state.nextPieces.shift()!;","+ state.nextPieces = fillBag(state.nextPieces);","+ state.current = spawnPiece(name);","+ }","+ state.heldPiece = currentName;","+","+ // Check if spawned piece collides immediately","+ if (collides(state.board, state.current.shape, state.current.row, state.current.col)) {","+ state.gameOver = true;","+ }","+}","+","+function spawnNext(state: GameState): void {","+ const name = state.nextPieces.shift()!;","+ state.nextPieces = fillBag(state.nextPieces);","+ state.current = spawnPiece(name);","+ state.canHold = true;","+ state.isLocking = false;","+ state.lockMoves = 0;","+","+ if (collides(state.board, state.current.shape, state.current.row, state.current.col)) {","+ state.gameOver = true;","+ }","+}","+","+function moveLeft(state: GameState): void {","+ if (!state.current || state.gameOver || state.paused) return;","+ if (!collides(state.board, state.current.shape, state.current.row, state.current.col - 1)) {","+ state.current.col--;","+ if (state.isLocking) state.lockMoves++;","+ }","+}","+","+function moveRight(state: GameState): void {","+ if (!state.current || state.gameOver || state.paused) return;","+ if (!collides(state.board, state.current.shape, state.current.row, state.current.col + 1)) {","+ state.current.col++;","+ if (state.isLocking) state.lockMoves++;","+ }","+}","+","+function softDrop(state: GameState): void {","+ if (!state.current || state.gameOver || state.paused) return;","+ if (!collides(state.board, state.current.shape, state.current.row + 1, state.current.col)) {","+ state.current.row++;","+ state.score += 1;","+ state.lastDrop = performance.now();","+ }","+}","+","+function hardDrop(state: GameState): void {","+ if (!state.current || state.gameOver || state.paused) return;","+ const ghostRow = getGhostRow(state.board, state.current);","+ const distance = ghostRow - state.current.row;","+ state.score += distance * 2;","+ state.current.row = ghostRow;","+","+ // Lock immediately","+ lockPiece(state.board, state.current);","+ const cleared = clearLines(state.board);","+ if (cleared > 0) {","+ state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1);","+ state.linesCleared += cleared;","+ state.level = Math.floor(state.linesCleared / 10);","+ }","+ spawnNext(state);","+ state.lastDrop = performance.now();","+}","+","+function rotateCW(state: GameState): void {","+ if (!state.current || state.gameOver || state.paused) return;","+ if (tryRotate(state, 1)) {","+ if (state.isLocking) state.lockMoves++;","+ }","+}","+","+function rotateCCW(state: GameState): void {","+ if (!state.current || state.gameOver || state.paused) return;","+ if (tryRotate(state, -1)) {","+ if (state.isLocking) state.lockMoves++;","+ }","+}","+","+function gravityTick(state: GameState, now: number): void {","+ if (!state.current || state.gameOver || state.paused) return;","+","+ const shape = SHAPES[state.current.name][state.current.rotation];","+ const isOnGround = collides(state.board, shape, state.current.row + 1, state.current.col);","+","+ if (isOnGround) {","+ if (!state.isLocking) {","+ state.isLocking = true;","+ state.lockStart = now;","+ state.lockMoves = 0;","+ }","+ // Check lock delay","+ const elapsed = now - state.lockStart;","+ const maxLockMoves = 15;","+ if (elapsed >= state.lockDelay || state.lockMoves >= maxLockMoves) {","+ // Lock the piece","+ lockPiece(state.board, state.current);","+ const cleared = clearLines(state.board);","+ if (cleared > 0) {","+ state.score += (SCORE_TABLE[cleared] || 0) * (state.level + 1);","+ state.linesCleared += cleared;","+ state.level = Math.floor(state.linesCleared / 10);","+ }","+ spawnNext(state);","+ state.lastDrop = now;","+ }","+ } else {","+ state.isLocking = false;","+ const interval = state.softDropping ? Math.min(getDropInterval(state.level), 50) : getDropInterval(state.level);","+ if (now - state.lastDrop >= interval) {","+ state.current.row++;","+ if (state.softDropping) state.score += 1;","+ state.lastDrop = now;","+ }","+ }","+}","+","+// ─── Main ────────────────────────────────────────────────────────────────────","+","+function main(): void {","+ const canvas = document.getElementById(\"tetris\") as HTMLCanvasElement;","+ const sidebar = document.getElementById(\"sidebar\") as HTMLCanvasElement;","+","+ if (!canvas || !sidebar) {","+ console.error(\"Canvas elements not found\");","+ return;","+ }","+","+ canvas.width = CANVAS_WIDTH;","+ canvas.height = CANVAS_HEIGHT;","+ sidebar.width = 160;","+ sidebar.height = CANVAS_HEIGHT;","+","+ const ctx = canvas.getContext(\"2d\")!;","+ const sctx = sidebar.getContext(\"2d\")!;","+","+ let state = initGame();","+","+ // Input handling","+ const keysDown = new Set<string>();","+ let dasTimer: Record<string, number> = {};","+ const DAS_DELAY = 170; // ms before auto-repeat starts","+ const DAS_RATE = 50; // ms between auto-repeat moves","+","+ document.addEventListener(\"keydown\", (e: KeyboardEvent) => {","+ if (e.repeat) return;","+","+ switch (e.key) {","+ case \"ArrowLeft\":","+ e.preventDefault();","+ moveLeft(state);","+ keysDown.add(\"left\");","+ dasTimer[\"left\"] = performance.now();","+ break;","+ case \"ArrowRight\":","+ e.preventDefault();","+ moveRight(state);","+ keysDown.add(\"right\");","+ dasTimer[\"right\"] = performance.now();","+ break;","+ case \"ArrowDown\":","+ e.preventDefault();","+ state.softDropping = true;","+ softDrop(state);","+ keysDown.add(\"down\");","+ dasTimer[\"down\"] = performance.now();","+ break;","+ case \"ArrowUp\":","+ e.preventDefault();","+ rotateCW(state);","+ break;","+ case \"z\":","+ case \"Z\":","+ rotateCCW(state);","+ break;","+ case \" \":","+ e.preventDefault();","+ hardDrop(state);","+ break;","+ case \"c\":","+ case \"C\":","+ holdPiece(state);","+ break;","+ case \"p\":","+ case \"P\":","+ if (!state.gameOver) state.paused = !state.paused;","+ break;","+ case \"r\":","+ case \"R\":","+ state = initGame();","+ break;","+ }","+ });","+","+ document.addEventListener(\"keyup\", (e: KeyboardEvent) => {","+ switch (e.key) {","+ case \"ArrowLeft\":","+ keysDown.delete(\"left\");","+ break;","+ case \"ArrowRight\":","+ keysDown.delete(\"right\");","+ break;","+ case \"ArrowDown\":","+ keysDown.delete(\"down\");","+ state.softDropping = false;","+ break;","+ }","+ });","+","+ // DAS (Delayed Auto Shift) handling","+ function handleDAS(now: number): void {","+ for (const key of [\"left\", \"right\", \"down\"]) {","+ if (keysDown.has(key)) {","+ const elapsed = now - dasTimer[key];","+ if (elapsed >= DAS_DELAY) {","+ const timeSinceLastRepeat = (elapsed - DAS_DELAY) % DAS_RATE;","+ if (timeSinceLastRepeat < 16) { // roughly one frame","+ switch (key) {","+ case \"left\": moveLeft(state); break;","+ case \"right\": moveRight(state); break;","+ case \"down\": softDrop(state); break;","+ }","+ }","+ }","+ }","+ }","+ }","+","+ // Game loop","+ function gameLoop(now: number): void {","+ if (!state.gameOver && !state.paused) {","+ handleDAS(now);","+ gravityTick(state, now);","+ }","+","+ render(ctx, state);","+ renderSidebar(sctx, state, 0);","+ requestAnimationFrame(gameLoop);","+ }","+","+ requestAnimationFrame(gameLoop);","+}","+","+// Start when DOM is ready","+if (document.readyState === \"loading\") {","+ document.addEventListener(\"DOMContentLoaded\", main);","+} else {","+ main();","+}","\\ No newline at end of file"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":515.2314899368013,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"4d0f3ad1-b76b-4c69-881d-74892b00fbbb"} -{"type":"system","subtype":"api_retry","attempt":2,"max_retries":10,"retry_delay_ms":1230.1708901709687,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"d4606957-42b0-43b6-a71b-5571a3c0c060"} -{"type":"system","subtype":"api_retry","attempt":3,"max_retries":10,"retry_delay_ms":2057.531629530689,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"30871d96-a276-425a-8e79-6cd32a2e697f"} -{"type":"assistant","message":{"id":"msg_202604070227488b2a1e40ac2d465d","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Now let me create the HTML file:"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":7432,"output_tokens":335,"cache_read_input_tokens":4928,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"8b127eb2-78df-4f3b-8029-000000000000"} -{"type":"assistant","message":{"id":"msg_202604070227488b2a1e40ac2d465d","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_8642dfa28ba643fc935b4cc5","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-zo9zv08f/index.html","old_string":"","new_string":"<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Tetris</title>\n <style>\n * {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n }\n\n body {\n background: #0f0f23;\n display: flex;\n justify-content: center;\n align-items: center;\n min-height: 100vh;\n font-family: 'Segoe UI', monospace;\n user-select: none;\n }\n\n #game-container {\n display: flex;\n border: 3px solid #333;\n border-radius: 4px;\n overflow: hidden;\n box-shadow: 0 0 40px rgba(0, 100, 255, 0.15);\n }\n\n canvas {\n display: block;\n }\n\n #sidebar {\n border-left: 2px solid #222;\n }\n </style>\n</head>\n<body>\n <div id=\"game-container\">\n <canvas id=\"tetris\"></canvas>\n <canvas id=\"sidebar\"></canvas>\n </div>\n <script src=\"dist/tetris.js\"></script>\n</body>\n</html>"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":7432,"output_tokens":335,"cache_read_input_tokens":4928,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"8b127eb2-78df-4f3b-8029-000000000001"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_8642dfa28ba643fc935b4cc5","type":"tool_result","content":"The file /tmp/loop-bench-zo9zv08f/index.html has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"b735576a-4544-4568-93e7-745e5aba4ec5","timestamp":"2026-04-06T18:27:59.761Z","tool_use_result":{"filePath":"/tmp/loop-bench-zo9zv08f/index.html","oldString":"","newString":"<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Tetris</title>\n <style>\n * {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n }\n\n body {\n background: #0f0f23;\n display: flex;\n justify-content: center;\n align-items: center;\n min-height: 100vh;\n font-family: 'Segoe UI', monospace;\n user-select: none;\n }\n\n #game-container {\n display: flex;\n border: 3px solid #333;\n border-radius: 4px;\n overflow: hidden;\n box-shadow: 0 0 40px rgba(0, 100, 255, 0.15);\n }\n\n canvas {\n display: block;\n }\n\n #sidebar {\n border-left: 2px solid #222;\n }\n </style>\n</head>\n<body>\n <div id=\"game-container\">\n <canvas id=\"tetris\"></canvas>\n <canvas id=\"sidebar\"></canvas>\n </div>\n <script src=\"dist/tetris.js\"></script>\n</body>\n</html>","originalFile":"","structuredPatch":[{"oldStart":1,"oldLines":0,"newStart":1,"newLines":48,"lines":["+<!DOCTYPE html>","+<html lang=\"en\">","+<head>","+ <meta charset=\"UTF-8\" />","+ <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />","+ <title>Tetris</title>","+ <style>","+ * {","+ margin: 0;","+ padding: 0;","+ box-sizing: border-box;","+ }","+","+ body {","+ background: #0f0f23;","+ display: flex;","+ justify-content: center;","+ align-items: center;","+ min-height: 100vh;","+ font-family: 'Segoe UI', monospace;","+ user-select: none;","+ }","+","+ #game-container {","+ display: flex;","+ border: 3px solid #333;","+ border-radius: 4px;","+ overflow: hidden;","+ box-shadow: 0 0 40px rgba(0, 100, 255, 0.15);","+ }","+","+ canvas {","+ display: block;","+ }","+","+ #sidebar {","+ border-left: 2px solid #222;","+ }","+ </style>","+</head>","+<body>","+ <div id=\"game-container\">","+ <canvas id=\"tetris\"></canvas>","+ <canvas id=\"sidebar\"></canvas>","+ </div>","+ <script src=\"dist/tetris.js\"></script>","+</body>","+</html>","\\ No newline at end of file"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":599.7127357648544,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"f8299e0a-5020-4eb0-bfb3-c75ce467c462"} -{"type":"assistant","message":{"id":"msg_2026040702280480378670ddb34f0e","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Now let me compile the TypeScript:"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":369,"output_tokens":33,"cache_read_input_tokens":12352,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"9d966011-111a-45e8-a725-000000000000"} -{"type":"assistant","message":{"id":"msg_2026040702280480378670ddb34f0e","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_4eac6bcd7deb44dea82d6b80","name":"Bash","input":{"command":"npx tsc 2>&1","description":"Compile TypeScript"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":369,"output_tokens":33,"cache_read_input_tokens":12352,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"9d966011-111a-45e8-a725-000000000001"} -{"type":"user","message":{"role":"user","content":[{"type":"tool_result","content":"Exit code 2\ntsconfig.json(4,15): error TS5107: Option 'module=None' is deprecated and will stop functioning in TypeScript 7.0. Specify compilerOption '\"ignoreDeprecations\": \"6.0\"' to silence this error.\ntsconfig.json(5,5): error TS5011: The common source directory of 'tsconfig.json' is './src'. The 'rootDir' setting must be explicitly set to this or another path to adjust your output's file layout.\n Visit https://aka.ms/ts6 for migration information.\n[rerun: b4]","is_error":true,"tool_use_id":"call_4eac6bcd7deb44dea82d6b80"}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"9967a093-13ac-4935-8ecc-397e7fce6392","timestamp":"2026-04-06T18:28:08.544Z","tool_use_result":"Error: Exit code 2\ntsconfig.json(4,15): error TS5107: Option 'module=None' is deprecated and will stop functioning in TypeScript 7.0. Specify compilerOption '\"ignoreDeprecations\": \"6.0\"' to silence this error.\ntsconfig.json(5,5): error TS5011: The common source directory of 'tsconfig.json' is './src'. The 'rootDir' setting must be explicitly set to this or another path to adjust your output's file layout.\n Visit https://aka.ms/ts6 for migration information.\n[rerun: b4]"} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":545.5615388479994,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"4be49d20-f299-4098-9b54-f237e82f004c"} -{"type":"system","subtype":"api_retry","attempt":2,"max_retries":10,"retry_delay_ms":1045.740439535161,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"0abcde00-adf8-4108-83d9-b03dc612867a"} -{"type":"system","subtype":"api_retry","attempt":3,"max_retries":10,"retry_delay_ms":2138.1761651462893,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"7eee9d41-887e-4d88-a05d-e64e472ae3ac"} -{"type":"assistant","message":{"id":"msg_2026040702282043e1e752db7d4292","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_306ce58d4e4e4ea5ac51f913","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-zo9zv08f/tsconfig.json","old_string":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true\n },\n \"files\": [\"src/tetris.ts\"]\n}","new_string":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"rootDir\": \"src\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true,\n \"ignoreDeprecations\": \"6.0\"\n },\n \"files\": [\"src/tetris.ts\"]\n}"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":212,"output_tokens":239,"cache_read_input_tokens":12672,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"fde0df8c-1554-484f-aaa2-a2302e454eaa"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_306ce58d4e4e4ea5ac51f913","type":"tool_result","content":"The file /tmp/loop-bench-zo9zv08f/tsconfig.json has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"4e8dd019-f1e9-4bcd-adf2-18c5f84202e1","timestamp":"2026-04-06T18:28:33.304Z","tool_use_result":{"filePath":"/tmp/loop-bench-zo9zv08f/tsconfig.json","oldString":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true\n },\n \"files\": [\"src/tetris.ts\"]\n}","newString":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"rootDir\": \"src\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true,\n \"ignoreDeprecations\": \"6.0\"\n },\n \"files\": [\"src/tetris.ts\"]\n}","originalFile":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true\n },\n \"files\": [\"src/tetris.ts\"]\n}","structuredPatch":[{"oldStart":2,"oldLines":12,"newStart":2,"newLines":14,"lines":[" \"compilerOptions\": {"," \"target\": \"ES2020\","," \"module\": \"none\",","+ \"rootDir\": \"src\","," \"outDir\": \"dist\","," \"strict\": true,"," \"noImplicitAny\": true,"," \"esModuleInterop\": true,"," \"forceConsistentCasingInFileNames\": true,","- \"skipLibCheck\": true","+ \"skipLibCheck\": true,","+ \"ignoreDeprecations\": \"6.0\""," },"," \"files\": [\"src/tetris.ts\"]"," }","\\ No newline at end of file"]}],"userModified":false,"replaceAll":false}} -{"type":"assistant","message":{"id":"msg_202604070228368f6f48fbf1954200","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_696625c0861f4b38822a10d2","name":"Bash","input":{"command":"npx tsc 2>&1","description":"Compile TypeScript"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":286,"output_tokens":26,"cache_read_input_tokens":12864,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"0d1f7a59-8a4c-462c-82fd-10d380fbe47e"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_696625c0861f4b38822a10d2","type":"tool_result","content":"[rerun: b5]","is_error":false}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"c5c0cfa6-a941-4eb8-b4f6-c56d16469eb7","timestamp":"2026-04-06T18:28:39.783Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"id":"msg_20260407022840275a662e5e5b40ec","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Clean compile. Let me verify the output exists and add a convenience script:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"39eaa9f9-418e-4b7a-80ae-ff13da67c168"} -{"type":"assistant","message":{"id":"msg_20260407022840275a662e5e5b40ec","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_b235997fc9f24479becd4395","name":"Bash","input":{"command":"ls -la /tmp/loop-bench-zo9zv08f/dist/ && wc -l /tmp/loop-bench-zo9zv08f/dist/tetris.js","description":"Verify compiled output"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"9c34fc05-fdef-4307-bf25-3616f1cdab97"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_b235997fc9f24479becd4395","type":"tool_result","content":"total 40\ndrwxr-xr-x 3 root root 4096 Apr 6 20:28 .\ndrwx------ 7 root root 4096 Apr 6 20:28 ..\ndrwxr-xr-x 2 root root 4096 Apr 6 20:28 src\n-rw-r--r-- 1 root root 25272 Apr 6 20:28 tetris.js\n796 /tmp/loop-bench-zo9zv08f/dist/tetris.js\n[rerun: b6]","is_error":false}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"12993399-1c90-4ddf-915b-d15747084686","timestamp":"2026-04-06T18:28:46.055Z","tool_use_result":{"stdout":"total 40\ndrwxr-xr-x 3 root root 4096 Apr 6 20:28 .\ndrwx------ 7 root root 4096 Apr 6 20:28 ..\ndrwxr-xr-x 2 root root 4096 Apr 6 20:28 src\n-rw-r--r-- 1 root root 25272 Apr 6 20:28 tetris.js\n796 /tmp/loop-bench-zo9zv08f/dist/tetris.js","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"id":"msg_20260407022848c630869fb75349f7","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"thinking","thinking":"Wait, the output went to `dist/tetris.js` but there's also a `dist/src/` directory. Let me check...\n\nActually, looking at the output, it seems like `tsc` placed the output correctly as `dist/tetris.js`. The `dist/src` directory might be empty. Let me check, and also make sure the HTML references the right path.\n\nActually wait, let me re-check. The tsconfig has `rootDir: \"src\"` and `files: [\"src/tetris.ts\"]` with `outDir: \"dist\"`. So it should strip the `src/` prefix and output `dist/tetris.js`. That looks correct since we see `dist/tetris.js` with 796 lines.\n\nThe HTML references `dist/tetris.js` which is correct. Let me verify there's no issue.\n\nLet me also update the package.json with a build script and make sure everything is correct.","signature":"1fdee725af154bb2bc494cb5"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":209,"output_tokens":320,"cache_read_input_tokens":13184,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"3d95b747-d686-405a-b84c-000000000000"} -{"type":"assistant","message":{"id":"msg_20260407022848c630869fb75349f7","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Compilation successful — 796 lines of JavaScript output. Let me update the `package.json` with useful scripts:"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":209,"output_tokens":320,"cache_read_input_tokens":13184,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"3d95b747-d686-405a-b84c-000000000001"} -{"type":"assistant","message":{"id":"msg_20260407022848c630869fb75349f7","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_a75c2cbaf7e3431d98807729","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-zo9zv08f/package.json","old_string":" \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },","new_string":" \"scripts\": {\n \"build\": \"tsc\",\n \"start\": \"npx serve . -p 3000\"\n },"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":209,"output_tokens":320,"cache_read_input_tokens":13184,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"3d95b747-d686-405a-b84c-000000000002"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_a75c2cbaf7e3431d98807729","type":"tool_result","content":"The file /tmp/loop-bench-zo9zv08f/package.json has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"837610db-8a86-43c5-aa4f-e6ab9758796f","timestamp":"2026-04-06T18:29:04.033Z","tool_use_result":{"filePath":"/tmp/loop-bench-zo9zv08f/package.json","oldString":" \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },","newString":" \"scripts\": {\n \"build\": \"tsc\",\n \"start\": \"npx serve . -p 3000\"\n },","originalFile":"{\n \"name\": \"loop-bench-zo9zv08f\",\n \"version\": \"1.0.0\",\n \"description\": \"\",\n \"main\": \"index.js\",\n \"scripts\": {\n \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"\n },\n \"keywords\": [],\n \"author\": \"\",\n \"license\": \"ISC\",\n \"type\": \"commonjs\",\n \"devDependencies\": {\n \"@eslint/js\": \"^10.0.1\",\n \"@types/node\": \"^25.5.2\",\n \"eslint\": \"^10.2.0\",\n \"typescript\": \"^6.0.2\"\n }\n}\n","structuredPatch":[{"oldStart":4,"oldLines":7,"newStart":4,"newLines":8,"lines":[" \"description\": \"\","," \"main\": \"index.js\","," \"scripts\": {","- \"test\": \"echo \\\"Error: no test specified\\\" && exit 1\"","+ \"build\": \"tsc\",","+ \"start\": \"npx serve . -p 3000\""," },"," \"keywords\": [],"," \"author\": \"\","]}],"userModified":false,"replaceAll":false}} -{"type":"assistant","message":{"id":"msg_20260407022905952f657007da4f61","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Now let me verify the final state of all files:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"ff9399a8-cb6b-4965-9db5-58cc89efce56"} -{"type":"assistant","message":{"id":"msg_20260407022905952f657007da4f61","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_3c1f579733f84ad58661ed84","name":"Read","input":{"file_path":"/tmp/loop-bench-zo9zv08f/index.html"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"09a4e680-62d1-470d-9879-bc55fb53c9ed"} -{"type":"assistant","message":{"id":"msg_20260407022905952f657007da4f61","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_ac5b8a18afb94d729998a4ef","name":"Read","input":{"file_path":"/tmp/loop-bench-zo9zv08f/tsconfig.json"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"13a7708a-534f-4ebf-bef0-8ca8d9af2d87"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_ac5b8a18afb94d729998a4ef","type":"tool_result","content":"1\t{\n2\t \"compilerOptions\": {\n3\t \"target\": \"ES2020\",\n4\t \"module\": \"none\",\n5\t \"rootDir\": \"src\",\n6\t \"outDir\": \"dist\",\n7\t \"strict\": true,\n8\t \"noImplicitAny\": true,\n9\t \"esModuleInterop\": true,\n10\t \"forceConsistentCasingInFileNames\": true,\n11\t \"skipLibCheck\": true,\n12\t \"ignoreDeprecations\": \"6.0\"\n13\t },\n14\t \"files\": [\"src/tetris.ts\"]\n15\t}"}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"ba66f5cb-8b19-4d08-b5be-69d02bee96a8","timestamp":"2026-04-06T18:29:09.824Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-zo9zv08f/tsconfig.json","content":"{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"none\",\n \"rootDir\": \"src\",\n \"outDir\": \"dist\",\n \"strict\": true,\n \"noImplicitAny\": true,\n \"esModuleInterop\": true,\n \"forceConsistentCasingInFileNames\": true,\n \"skipLibCheck\": true,\n \"ignoreDeprecations\": \"6.0\"\n },\n \"files\": [\"src/tetris.ts\"]\n}","numLines":15,"startLine":1,"totalLines":15}}} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_3c1f579733f84ad58661ed84","type":"tool_result","content":"1\t<!DOCTYPE html>\n2\t<html lang=\"en\">\n3\t<head>\n4\t <meta charset=\"UTF-8\" />\n5\t <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n6\t <title>Tetris</title>\n7\t <style>\n8\t * {\n9\t margin: 0;\n10\t padding: 0;\n11\t box-sizing: border-box;\n12\t }\n13\t\n14\t body {\n15\t background: #0f0f23;\n16\t display: flex;\n17\t justify-content: center;\n18\t align-items: center;\n19\t min-height: 100vh;\n20\t font-family: 'Segoe UI', monospace;\n21\t user-select: none;\n22\t }\n23\t\n24\t #game-container {\n25\t display: flex;\n26\t border: 3px solid #333;\n27\t border-radius: 4px;\n28\t overflow: hidden;\n29\t box-shadow: 0 0 40px rgba(0, 100, 255, 0.15);\n30\t }\n31\t\n32\t canvas {\n33\t display: block;\n34\t }\n35\t\n36\t #sidebar {\n37\t border-left: 2px solid #222;\n38\t }\n39\t </style>\n40\t</head>\n41\t<body>\n42\t <div id=\"game-container\">\n43\t <canvas id=\"tetris\"></canvas>\n44\t <canvas id=\"sidebar\"></canvas>\n45\t </div>\n46\t <script src=\"dist/tetris.js\"></script>\n47\t</body>\n48\t</html>"}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"69a1dde1-9af4-41b2-8411-2557321ab3e0","timestamp":"2026-04-06T18:29:09.825Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-zo9zv08f/index.html","content":"<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Tetris</title>\n <style>\n * {\n margin: 0;\n padding: 0;\n box-sizing: border-box;\n }\n\n body {\n background: #0f0f23;\n display: flex;\n justify-content: center;\n align-items: center;\n min-height: 100vh;\n font-family: 'Segoe UI', monospace;\n user-select: none;\n }\n\n #game-container {\n display: flex;\n border: 3px solid #333;\n border-radius: 4px;\n overflow: hidden;\n box-shadow: 0 0 40px rgba(0, 100, 255, 0.15);\n }\n\n canvas {\n display: block;\n }\n\n #sidebar {\n border-left: 2px solid #222;\n }\n </style>\n</head>\n<body>\n <div id=\"game-container\">\n <canvas id=\"tetris\"></canvas>\n <canvas id=\"sidebar\"></canvas>\n </div>\n <script src=\"dist/tetris.js\"></script>\n</body>\n</html>","numLines":48,"startLine":1,"totalLines":48}}} -{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":574.324519748089,"error_status":429,"error":"rate_limit","session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"d15e7ea9-f15f-46e7-a75a-f79b24ce42c3"} -{"type":"assistant","message":{"id":"msg_202604070229136911e3a547004e9a","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Let me also verify the dist output structure is clean (no stale `src` dir):"}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":575,"output_tokens":78,"cache_read_input_tokens":13696,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"c8b08930-8d40-4938-a913-000000000000"} -{"type":"assistant","message":{"id":"msg_202604070229136911e3a547004e9a","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_7c868fd7af584ceda1bf61a1","name":"Bash","input":{"command":"rm -rf /tmp/loop-bench-zo9zv08f/dist/src && ls -la /tmp/loop-bench-zo9zv08f/dist/","description":"Clean stale dist/src directory and verify"}}],"stop_reason":"tool_use","stop_sequence":null,"usage":{"input_tokens":575,"output_tokens":78,"cache_read_input_tokens":13696,"server_tool_use":{"web_search_requests":0},"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"c8b08930-8d40-4938-a913-000000000001"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_7c868fd7af584ceda1bf61a1","type":"tool_result","content":"total 36\ndrwxr-xr-x 2 root root 4096 Apr 6 20:29 .\ndrwx------ 7 root root 4096 Apr 6 20:29 ..\n-rw-r--r-- 1 root root 25272 Apr 6 20:28 tetris.js\n[rerun: b7]","is_error":false}]},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"7353caed-1545-4231-89b0-98e2255e9968","timestamp":"2026-04-06T18:29:26.016Z","tool_use_result":{"stdout":"total 36\ndrwxr-xr-x 2 root root 4096 Apr 6 20:29 .\ndrwx------ 7 root root 4096 Apr 6 20:29 ..\n-rw-r--r-- 1 root root 25272 Apr 6 20:28 tetris.js","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"id":"msg_20260407022926c60316fcabbc4ce6","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Everything is in order. Here's a summary of what was built:\n\n## Tetris Game — Complete\n\n**Files created:**\n- `src/tetris.ts` — Full game implementation (~600 lines of TypeScript)\n- `index.html` — Browser page with two canvases (game board + sidebar)\n- `tsconfig.json` — TypeScript compiler config\n- `dist/tetris.js` — Compiled output\n\n### Features\n\n| Feature | Details |\n|---|---|\n| **7 Standard Pieces** | I, O, T, S, Z, J, L with all SRS rotation states |\n| **Rotation** | Super Rotation System with wall kicks for all pieces |\n| **Line Clearing** | Detects and removes full rows, shifts board down |\n| **Scoring** | Single=100, Double=300, Triple=500, Tetris=800, × (level+1) |\n| **Levels** | Level up every 10 lines; speed increases on NES-style curve |\n| **Ghost Piece** | Translucent preview showing where the piece will land |\n| **Hard Drop** | Space bar instant-drops with 2× distance bonus scoring |\n| **Soft Drop** | Hold ↓ for fast drop with +1 point per cell |\n| **Hold Piece** | Press C to swap current piece with hold slot (once per drop) |\n| **Next Queue** | Shows 3 upcoming pieces |\n| **7-Bag Randomizer** | Fair piece distribution — all 7 pieces appear once per bag |\n| **Lock Delay** | 500ms grace period on landing (with 15-move limit) |\n| **DAS** | Delayed Auto-Shift for smooth left/right holding |\n| **Pause/Restart** | P to pause, R to restart |\n\n### Controls\n\n| Key | Action |\n|---|---|\n| ← → | Move left/right |\n| ↑ | Rotate clockwise |\n| Z | Rotate counter-clockwise |\n| ↓ | Soft drop |\n| Space | Hard drop |\n| C | Hold piece |\n| P | Pause |\n| R | Restart |\n\n### To Play\n\n```bash\nnpm run build # compile TypeScript\nnpm run start # serve on http://localhost:3000\n```\n\nThen open `http://localhost:3000` in your browser."}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"26040861-4701-4023-a738-9532e9a7853c","uuid":"b0e07654-ce46-4a09-a90f-1cd1c5bdebf3"} -{"type":"result","subtype":"success","is_error":false,"duration_ms":432604,"duration_api_ms":431027,"num_turns":15,"result":"Everything is in order. Here's a summary of what was built:\n\n## Tetris Game — Complete\n\n**Files created:**\n- `src/tetris.ts` — Full game implementation (~600 lines of TypeScript)\n- `index.html` — Browser page with two canvases (game board + sidebar)\n- `tsconfig.json` — TypeScript compiler config\n- `dist/tetris.js` — Compiled output\n\n### Features\n\n| Feature | Details |\n|---|---|\n| **7 Standard Pieces** | I, O, T, S, Z, J, L with all SRS rotation states |\n| **Rotation** | Super Rotation System with wall kicks for all pieces |\n| **Line Clearing** | Detects and removes full rows, shifts board down |\n| **Scoring** | Single=100, Double=300, Triple=500, Tetris=800, × (level+1) |\n| **Levels** | Level up every 10 lines; speed increases on NES-style curve |\n| **Ghost Piece** | Translucent preview showing where the piece will land |\n| **Hard Drop** | Space bar instant-drops with 2× distance bonus scoring |\n| **Soft Drop** | Hold ↓ for fast drop with +1 point per cell |\n| **Hold Piece** | Press C to swap current piece with hold slot (once per drop) |\n| **Next Queue** | Shows 3 upcoming pieces |\n| **7-Bag Randomizer** | Fair piece distribution — all 7 pieces appear once per bag |\n| **Lock Delay** | 500ms grace period on landing (with 15-move limit) |\n| **DAS** | Delayed Auto-Shift for smooth left/right holding |\n| **Pause/Restart** | P to pause, R to restart |\n\n### Controls\n\n| Key | Action |\n|---|---|\n| ← → | Move left/right |\n| ↑ | Rotate clockwise |\n| Z | Rotate counter-clockwise |\n| ↓ | Soft drop |\n| Space | Hard drop |\n| C | Hold piece |\n| P | Pause |\n| R | Restart |\n\n### To Play\n\n```bash\nnpm run build # compile TypeScript\nnpm run start # serve on http://localhost:3000\n```\n\nThen open `http://localhost:3000` in your browser.","stop_reason":"end_turn","session_id":"26040861-4701-4023-a738-9532e9a7853c","total_cost_usd":0.2272074,"usage":{"input_tokens":867,"cache_creation_input_tokens":0,"cache_read_input_tokens":45248,"output_tokens":662,"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":0,"ephemeral_5m_input_tokens":0},"inference_geo":"","iterations":[],"speed":"standard"},"modelUsage":{"glm-5.1":{"inputTokens":14569,"outputTokens":9658,"cacheReadInputTokens":128768,"cacheCreationInputTokens":0,"webSearchRequests":0,"costUSD":0.2272074,"contextWindow":200000,"maxOutputTokens":32000}},"permission_denials":[],"terminal_reason":"completed","fast_mode_state":"off","uuid":"ebaa8369-8b9e-465d-b8f9-fb06795fde23"} +{"type":"system","subtype":"init","cwd":"/tmp/loop-bench-ldzw0xqo","session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","tools":["Bash","Edit","Read"],"mcp_servers":[],"model":"glm-5.1","permissionMode":"dontAsk","slash_commands":["update-config","debug","simplify","batch","loop","schedule","claude-api","compact","context","cost","heapdump","init","review","security-review","insights","team-onboarding"],"apiKeySource":"none","claude_code_version":"2.1.107","output_style":"default","agents":["general-purpose","statusline-setup","Explore","Plan","claude-code-guide"],"skills":["update-config","debug","simplify","batch","loop","schedule","claude-api"],"plugins":[{"name":"claude-hud","path":"/root/.claude/plugins/cache/claude-hud/claude-hud/0.0.7","source":"claude-hud@claude-hud"},{"name":"rust-analyzer-lsp","path":"/root/.claude/plugins/cache/claude-plugins-official/rust-analyzer-lsp/1.0.0","source":"rust-analyzer-lsp@claude-plugins-official"}],"uuid":"d780a1d1-c3f7-4d14-aafd-618f84b1ceed","fast_mode_state":"off"} +{"type":"assistant","message":{"id":"msg_20260414184714247966b6c2524e23","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"thinking","thinking":"The user wants me to build a playable Tetris game in a browser using TypeScript. Let me plan this out:\n\n1. I need to create an HTML file with a canvas or grid-based UI\n2. Write TypeScript for the game logic\n3. Include all standard Tetris mechanics:\n - 7 tetromino pieces (I, O, T, S, Z, J, L)\n - Piece rotation (SRS or basic)\n - Line clearing\n - Scoring system\n - Increasing speed (levels)\n - Keyboard controls (arrow keys + space for hard drop, etc.)\n\nLet me create a clean, self-contained project. I'll use a single HTML file with embedded TypeScript that gets compiled, or I can set up a simple project structure.\n\nActually, the simplest approach for a browser game would be to:\n1. Create an HTML file\n2. Create a TypeScript file\n3. Use a bundler or just compile TS to JS\n\nLet me set up a minimal project with TypeScript compilation. I'll use `tsc` to compile and serve it.\n\nLet me structure it as:\n- `index.html` - the game page\n- `tetris.ts` - the game logic\n- `tsconfig.json` - TypeScript config\n- `style.css` - styling\n\nLet me start building this.","signature":""}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"56a57ba4-9839-41c3-b97f-e23dc9419017"} +{"type":"assistant","message":{"id":"msg_20260414184714247966b6c2524e23","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"I'll build a complete Tetris game with TypeScript. Let me set up the project structure and implement everything."}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"547171c9-87a2-4ea2-849b-7b0e71f1e2dc"} +{"type":"assistant","message":{"id":"msg_20260414184714247966b6c2524e23","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_d758e87bb3be4459a2dbb9d1","name":"Bash","input":{"command":"mkdir -p /tmp/loop-bench-ldzw0xqo/tetris && ls /tmp/loop-bench-ldzw0xqo/tetris","description":"Create project directory"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"1d3cf42e-5783-4b2f-b60c-98276b53c903"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_d758e87bb3be4459a2dbb9d1","type":"tool_result","content":"[rerun: b1]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"6eed13d4-1594-4b60-885e-d4857dfdf4c2","timestamp":"2026-04-14T10:47:25.983Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_20260414184727c28a18b24c9a4943","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_0b342f040fc24c9cb1b286b0","name":"Bash","input":{"command":"which tsc 2>/dev/null || npm ls -g typescript 2>/dev/null; node -v 2>/dev/null","description":"Check if TypeScript and Node are available"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"76bccdc7-7f58-419e-9847-bcd80dc7e553"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_0b342f040fc24c9cb1b286b0","type":"tool_result","content":"/usr/bin/tsc\nv22.22.0\n[rerun: b2]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"491bceb4-b238-4dac-8878-25e1a17e5bf1","timestamp":"2026-04-14T10:47:30.907Z","tool_use_result":{"stdout":"/usr/bin/tsc\nv22.22.0","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_202604141847343f2d56f91ad2438d","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Good, TypeScript is available. Let me create all the files:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"6afa26ba-19b0-49df-86ab-9d034c7c83e5"} +{"type":"assistant","message":{"id":"msg_202604141847343f2d56f91ad2438d","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_1eb872ed4f904c2c971f76eb","name":"Bash","input":{"command":"cat > /tmp/loop-bench-ldzw0xqo/tetris/tsconfig.json << 'TSEOF'\n{\n \"compilerOptions\": {\n \"target\": \"ES2020\",\n \"module\": \"ES2020\",\n \"strict\": true,\n \"outDir\": \"./dist\",\n \"rootDir\": \"./src\",\n \"sourceMap\": false,\n \"removeComments\": true,\n \"noUnusedLocals\": false\n },\n \"include\": [\"src/**/*.ts\"]\n}\nTSEOF\nmkdir -p /tmp/loop-bench-ldzw0xqo/tetris/src /tmp/loop-bench-ldzw0xqo/tetris/dist","description":"Create tsconfig and directories"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"2c7529d4-4ad9-4e79-8ca4-594f8d1d34f0"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_1eb872ed4f904c2c971f76eb","type":"tool_result","content":"[rerun: b3]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"7e965abb-463a-4905-bf0c-8b87253be8ae","timestamp":"2026-04-14T10:47:40.043Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_20260414184741c989024e25c14872","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_be9a5e2426a1426c8c42d73f","name":"Bash","input":{"command":"cat > /tmp/loop-bench-ldzw0xqo/tetris/index.html << 'HTMLEOF'\n<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\" />\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\" />\n <title>Tetris</title>\n <style>\n *, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }\n\n body {\n background: #0a0a1a;\n color: #e0e0f0;\n font-family: 'Segoe UI', 'Helvetica Neue', Arial, sans-serif;\n display: flex;\n justify-content: center;\n align-items: center;\n min-height: 100vh;\n overflow: hidden;\n }\n\n #game-wrapper {\n display: flex;\n gap: 24px;\n align-items: flex-start;\n }\n\n canvas#board {\n border: 2px solid #3a3a5c;\n border-radius: 4px;\n background: #0d0d22;\n box-shadow: 0 0 30px rgba(80, 80, 180, 0.15);\n }\n\n .side-panel {\n display: flex;\n flex-direction: column;\n gap: 16px;\n min-width: 160px;\n }\n\n .panel-box {\n background: #12122a;\n border: 1px solid #2a2a4c;\n border-radius: 6px;\n padding: 14px;\n }\n\n .panel-box h3 {\n font-size: 11px;\n text-transform: uppercase;\n letter-spacing: 2px;\n color: #7878a8;\n margin-bottom: 8px;\n }\n\n .panel-box .value {\n font-size: 26px;\n font-weight: 700;\n color: #f0f0ff;\n }\n\n canvas#next-piece {\n background: #0d0d22;\n border: 1px solid #2a2a4c;\n border-radius: 4px;\n }\n\n .controls {\n font-size: 12px;\n line-height: 1.9;\n color: #8888aa;\n }\n .controls kbd {\n background: #1e1e3a;\n border: 1px solid #3a3a5c;\n border-radius: 3px;\n padding: 1px 6px;\n font-family: inherit;\n font-size: 11px;\n color: #c0c0e0;\n }\n\n #overlay {\n position: fixed;\n inset: 0;\n background: rgba(5, 5, 15, 0.85);\n display: flex;\n justify-content: center;\n align-items: center;\n z-index: 10;\n transition: opacity 0.3s;\n }\n #overlay.hidden { display: none; }\n\n .overlay-content {\n text-align: center;\n }\n .overlay-content h1 {\n font-size: 42px;\n font-weight: 800;\n margin-bottom: 8px;\n color: #e040fb;\n text-shadow: 0 0 20px rgba(224, 64, 251, 0.4);\n }\n .overlay-content p {\n font-size: 15px;\n color: #9999bb;\n margin-bottom: 24px;\n }\n .overlay-content .score-display {\n font-size: 20px;\n color: #f0f0ff;\n margin-bottom: 20px;\n }\n .overlay-content button {\n background: #7c4dff;\n color: #fff;\n border: none;\n padding: 12px 36px;\n font-size: 16px;\n font-weight: 600;\n border-radius: 6px;\n cursor: pointer;\n transition: background 0.2s;\n }\n .overlay-content button:hover {\n background: #9a6fff;\n }\n </style>\n</head>\n<body>\n <div id=\"game-wrapper\">\n <canvas id=\"board\"></canvas>\n <div class=\"side-panel\">\n <div class=\"panel-box\">\n <h3>Score</h3>\n <div class=\"value\" id=\"score\">0</div>\n </div>\n <div class=\"panel-box\">\n <h3>Level</h3>\n <div class=\"value\" id=\"level\">1</div>\n </div>\n <div class=\"panel-box\">\n <h3>Lines</h3>\n <div class=\"value\" id=\"lines\">0</div>\n </div>\n <div class=\"panel-box\">\n <h3>Next</h3>\n <canvas id=\"next-piece\"></canvas>\n </div>\n <div class=\"panel-box controls\">\n <kbd>←</kbd> <kbd>→</kbd> Move<br>\n <kbd>↑</kbd> Rotate<br>\n <kbd>↓</kbd> Soft drop<br>\n <kbd>Space</kbd> Hard drop<br>\n <kbd>P</kbd> Pause\n </div>\n </div>\n </div>\n\n <div id=\"overlay\">\n <div class=\"overlay-content\">\n <h1>TETRIS</h1>\n <p>Classic falling-block puzzle</p>\n <button id=\"start-btn\">Start Game</button>\n </div>\n </div>\n\n <script src=\"dist/tetris.js\"></script>\n</body>\n</html>\nHTMLEOF","description":"Create HTML file with styling"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"33d8d14b-2292-471d-81ee-fb81a92e06a8"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_be9a5e2426a1426c8c42d73f","type":"tool_result","content":"[rerun: b4]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"3efdd56b-c9a6-41a1-b838-bac5a9c669ba","timestamp":"2026-04-14T10:48:12.402Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_20260414184813e4f0b2059d9b4ab2","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Now let me write the main game in TypeScript:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"c43a2c00-8204-43a5-a5f8-7b6663bd4a49"} +{"type":"assistant","message":{"id":"msg_20260414184813e4f0b2059d9b4ab2","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_cee47836e1114602a45cf765","name":"Bash","input":{"command":"cat > /tmp/loop-bench-ldzw0xqo/tetris/src/tetris.ts << 'TSEOF'\n// ─── Constants ────────────────────────────────────────────────────────\nconst COLS = 10;\nconst ROWS = 20;\nconst BLOCK = 30;\nconst BOARD_W = COLS * BLOCK;\nconst BOARD_H = ROWS * BLOCK;\nconst NEXT_BLOCK = 22;\nconst NEXT_SIZE = NEXT_BLOCK * 4 + 8;\n\n// ─── Piece definitions (matrix form) ─────────────────────────────────\n// Each piece stores up to 4 rotation states (SRS-like).\ntype Matrix = number[][];\n\nconst PIECE_SHAPES: Record<string, Matrix[]> = {\n I: [\n [[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]],\n [[0,0,1,0],[0,0,1,0],[0,0,1,0],[0,0,1,0]],\n [[0,0,0,0],[0,0,0,0],[1,1,1,1],[0,0,0,0]],\n [[0,1,0,0],[0,1,0,0],[0,1,0,0],[0,1,0,0]],\n ],\n O: [\n [[1,1],[1,1]],\n ],\n T: [\n [[0,1,0],[1,1,1],[0,0,0]],\n [[0,1,0],[0,1,1],[0,1,0]],\n [[0,0,0],[1,1,1],[0,1,0]],\n [[0,1,0],[1,1,0],[0,1,0]],\n ],\n S: [\n [[0,1,1],[1,1,0],[0,0,0]],\n [[0,1,0],[0,1,1],[0,0,1]],\n [[0,0,0],[0,1,1],[1,1,0]],\n [[1,0,0],[1,1,0],[0,1,0]],\n ],\n Z: [\n [[1,1,0],[0,1,1],[0,0,0]],\n [[0,0,1],[0,1,1],[0,1,0]],\n [[0,0,0],[1,1,0],[0,1,1]],\n [[0,1,0],[1,1,0],[1,0,0]],\n ],\n J: [\n [[1,0,0],[1,1,1],[0,0,0]],\n [[0,1,1],[0,1,0],[0,1,0]],\n [[0,0,0],[1,1,1],[0,0,1]],\n [[0,1,0],[0,1,0],[1,1,0]],\n ],\n L: [\n [[0,0,1],[1,1,1],[0,0,0]],\n [[0,1,0],[0,1,0],[0,1,1]],\n [[0,0,0],[1,1,1],[1,0,0]],\n [[1,1,0],[0,1,0],[0,1,0]],\n ],\n};\n\nconst PIECE_TYPES = Object.keys(PIECE_SHAPES);\n\n// Colors per piece type\nconst COLORS: Record<string, string> = {\n I: '#00e5ff',\n O: '#ffea00',\n T: '#e040fb',\n S: '#76ff03',\n Z: '#ff1744',\n J: '#2979ff',\n L: '#ff9100',\n};\n\n// Dimmed version for ghost piece\nconst GHOST_ALPHA = 0.2;\n\n// Scoring\nconst SCORE_TABLE = [0, 100, 300, 500, 800]; // 0,1,2,3,4 lines\n\n// Speed curve: ms per drop, indexed by level (clamped)\nconst SPEED_CURVE = [\n 800, 720, 630, 550, 470, 380, 300, 220, 150, 100,\n 80, 70, 60, 50, 40, 33, 28, 22, 17, 10,\n];\n\n// ─── Types ────────────────────────────────────────────────────────────\ninterface Piece {\n type: string;\n rotation: number;\n x: number;\n y: number;\n}\n\ntype Board = (string | null)[][]; // null = empty, string = color\n\n// ─── DOM refs ─────────────────────────────────────────────────────────\nconst boardCanvas = document.getElementById('board') as HTMLCanvasElement;\nconst boardCtx = boardCanvas.getContext('2d')!;\nconst nextCanvas = document.getElementById('next-piece') as HTMLCanvasElement;\nconst nextCtx = nextCanvas.getContext('2d')!;\nconst scoreEl = document.getElementById('score')!;\nconst levelEl = document.getElementById('level')!;\nconst linesEl = document.getElementById('lines')!;\nconst overlay = document.getElementById('overlay')!;\nconst startBtn = document.getElementById('start-btn')!;\n\nboardCanvas.width = BOARD_W;\nboardCanvas.height = BOARD_H;\nnextCanvas.width = NEXT_SIZE;\nnextCanvas.height = NEXT_SIZE;\n\n// ─── Game state ───────────────────────────────────────────────────────\nlet board: Board = [];\nlet current: Piece | null = null;\nlet nextType: string | null = null;\nlet bag: string[] = [];\nlet score = 0;\nlet level = 1;\nlet linesCleared = 0;\nlet gameOver = false;\nlet paused = false;\nlet dropTimer = 0;\nlet lastTime = 0;\nlet animFrame = 0;\nlet lockDelay = 0;\nconst LOCK_DELAY_MS = 500;\nlet lockMoves = 0;\nconst MAX_LOCK_MOVES = 15;\nlet isOnGround = false;\n\n// ─── Bag randomizer (7-bag) ──────────────────────────────────────────\nfunction shuffleArray<T>(arr: T[]): T[] {\n for (let i = arr.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n [arr[i], arr[j]] = [arr[j], arr[i]];\n }\n return arr;\n}\n\nfunction pullFromBag(): string {\n if (bag.length === 0) {\n bag = shuffleArray([...PIECE_TYPES]);\n }\n return bag.pop()!;\n}\n\n// ─── Board helpers ────────────────────────────────────────────────────\nfunction createBoard(): Board {\n return Array.from({ length: ROWS }, () => Array(COLS).fill(null));\n}\n\nfunction getShape(type: string, rotation: number): Matrix {\n const states = PIECE_SHAPES[type];\n return states[rotation % states.length];\n}\n\nfunction collides(b: Board, shape: Matrix, px: number, py: number): boolean {\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (!shape[r][c]) continue;\n const bx = px + c;\n const by = py + r;\n if (bx < 0 || bx >= COLS || by >= ROWS) return true;\n if (by >= 0 && b[by][bx] !== null) return true;\n }\n }\n return false;\n}\n\nfunction placePiece(b: Board, piece: Piece): void {\n const shape = getShape(piece.type, piece.rotation);\n const color = COLORS[piece.type];\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (!shape[r][c]) continue;\n const bx = piece.x + c;\n const by = piece.y + r;\n if (by >= 0 && by < ROWS && bx >= 0 && bx < COLS) {\n b[by][bx] = color;\n }\n }\n }\n}\n\nfunction clearLines(b: Board): number {\n let cleared = 0;\n for (let r = ROWS - 1; r >= 0; r--) {\n if (b[r].every((cell) => cell !== null)) {\n b.splice(r, 1);\n b.unshift(Array(COLS).fill(null));\n cleared++;\n r++; // recheck this row\n }\n }\n return cleared;\n}\n\n// ─── Spawn / piece management ────────────────────────────────────────\nfunction spawnPiece(): void {\n const type = nextType ?? pullFromBag();\n nextType = pullFromBag();\n const shape = getShape(type, 0);\n const x = Math.floor((COLS - shape[0].length) / 2);\n const y = -1; // start slightly above\n current = { type, rotation: 0, x, y };\n lockDelay = 0;\n lockMoves = 0;\n isOnGround = false;\n\n if (collides(board, getShape(current.type, current.rotation), current.x, current.y)) {\n gameOver = true;\n current = null;\n showOverlay('GAME OVER', `Final score: ${score}`, 'Play Again');\n }\n}\n\n// ─── Movement ─────────────────────────────────────────────────────────\nfunction move(dx: number, dy: number): boolean {\n if (!current) return false;\n const shape = getShape(current.type, current.rotation);\n if (!collides(board, shape, current.x + dx, current.y + dy)) {\n current.x += dx;\n current.y += dy;\n if (dx !== 0 && isOnGround) {\n lockDelay = 0;\n lockMoves++;\n }\n return true;\n }\n return false;\n}\n\nfunction rotate(dir: 1 | -1): void {\n if (!current) return;\n const states = PIECE_SHAPES[current.type];\n if (states.length === 1) return; // O piece\n const newRot = (current.rotation + dir + states.length) % states.length;\n const newShape = getShape(current.type, newRot);\n\n // Wall-kick offsets to try\n const kicks = [0, -1, 1, -2, 2];\n for (const kick of kicks) {\n if (!collides(board, newShape, current.x + kick, current.y)) {\n current.x += kick;\n current.rotation = newRot;\n if (isOnGround) {\n lockDelay = 0;\n lockMoves++;\n }\n return;\n }\n // Also try moving up by 1\n if (!collides(board, newShape, current.x + kick, current.y - 1)) {\n current.x += kick;\n current.y -= 1;\n current.rotation = newRot;\n if (isOnGround) {\n lockDelay = 0;\n lockMoves++;\n }\n return;\n }\n }\n}\n\nfunction hardDrop(): void {\n if (!current) return;\n let dropped = 0;\n while (move(0, 1)) dropped++;\n score += dropped * 2;\n lockPiece();\n}\n\nfunction getGhostY(): number {\n if (!current) return 0;\n const shape = getShape(current.type, current.rotation);\n let gy = current.y;\n while (!collides(board, shape, current.x, gy + 1)) gy++;\n return gy;\n}\n\nfunction lockPiece(): void {\n if (!current) return;\n placePiece(board, current);\n const cleared = clearLines(board);\n if (cleared > 0) {\n linesCleared += cleared;\n score += SCORE_TABLE[cleared] * level;\n const newLevel = Math.floor(linesCleared / 10) + 1;\n if (newLevel !== level) {\n level = newLevel;\n }\n }\n updateUI();\n spawnPiece();\n}\n\n// ─── Drawing ──────────────────────────────────────────────────────────\nfunction drawBlock(\n ctx: CanvasRenderingContext2D,\n x: number,\n y: number,\n size: number,\n color: string,\n ghost = false\n): void {\n const px = x * size;\n const py = y * size;\n if (ghost) {\n ctx.strokeStyle = color;\n ctx.lineWidth = 1.5;\n ctx.globalAlpha = GHOST_ALPHA + 0.15;\n ctx.strokeRect(px + 1, py + 1, size - 2, size - 2);\n ctx.globalAlpha = 1;\n return;\n }\n // Main fill\n ctx.fillStyle = color;\n ctx.fillRect(px, py, size, size);\n // Highlight (top-left)\n ctx.fillStyle = 'rgba(255,255,255,0.18)';\n ctx.fillRect(px, py, size, 2);\n ctx.fillRect(px, py, 2, size);\n // Shadow (bottom-right)\n ctx.fillStyle = 'rgba(0,0,0,0.25)';\n ctx.fillRect(px, py + size - 2, size, 2);\n ctx.fillRect(px + size - 2, py, 2, size);\n // Inner\n ctx.fillStyle = 'rgba(0,0,0,0.08)';\n ctx.fillRect(px + 2, py + 2, size - 4, size - 4);\n // Grid line\n ctx.strokeStyle = 'rgba(255,255,255,0.04)';\n ctx.lineWidth = 0.5;\n ctx.strokeRect(px, py, size, size);\n}\n\nfunction drawBoard(): void {\n // Background\n boardCtx.fillStyle = '#0d0d22';\n boardCtx.fillRect(0, 0, BOARD_W, BOARD_H);\n\n // Grid\n boardCtx.strokeStyle = 'rgba(60, 60, 100, 0.15)';\n boardCtx.lineWidth = 0.5;\n for (let c = 1; c < COLS; c++) {\n boardCtx.beginPath();\n boardCtx.moveTo(c * BLOCK, 0);\n boardCtx.lineTo(c * BLOCK, BOARD_H);\n boardCtx.stroke();\n }\n for (let r = 1; r < ROWS; r++) {\n boardCtx.beginPath();\n boardCtx.moveTo(0, r * BLOCK);\n boardCtx.lineTo(BOARD_W, r * BLOCK);\n boardCtx.stroke();\n }\n\n // Placed blocks\n for (let r = 0; r < ROWS; r++) {\n for (let c = 0; c < COLS; c++) {\n if (board[r][c]) {\n drawBlock(boardCtx, c, r, BLOCK, board[r][c]!);\n }\n }\n }\n\n // Ghost piece\n if (current) {\n const shape = getShape(current.type, current.rotation);\n const gy = getGhostY();\n const color = COLORS[current.type];\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (!shape[r][c]) continue;\n const by = gy + r;\n const bx = current.x + c;\n if (by >= 0) {\n drawBlock(boardCtx, bx, by, BLOCK, color, true);\n }\n }\n }\n\n // Current piece\n for (let r = 0; r < shape.length; r++) {\n for (let c = 0; c < shape[r].length; c++) {\n if (!shape[r][c]) continue;\n const by = current.y + r;\n const bx = current.x + c;\n if (by >= 0) {\n drawBlock(boardCtx, bx, by, BLOCK, color);\n }\n }\n }\n }\n}\n\nfunction drawNext(): void {\n nextCtx.fillStyle = '#0d0d22';\n nextCtx.fillRect(0, 0, NEXT_SIZE, NEXT_SIZE);\n if (!nextType) return;\n const shape = getShape(nextType, 0);\n const color = COLORS[nextType];\n const rows = shape.length;\n const cols = shape[0].length;\n const offsetX = (NEXT_SIZE / NEXT_BLOCK - cols) / 2;\n const offsetY = (NEXT_SIZE / NEXT_BLOCK - rows) / 2;\n for (let r = 0; r < rows; r++) {\n for (let c = 0; c < cols; c++) {\n if (shape[r][c]) {\n drawBlock(nextCtx, offsetX + c, offsetY + r, NEXT_BLOCK, color);\n }\n }\n }\n}\n\nfunction updateUI(): void {\n scoreEl.textContent = score.toLocaleString();\n levelEl.textContent = String(level);\n linesEl.textContent = String(linesCleared);\n}\n\n// ─── Overlay ──────────────────────────────────────────────────────────\nfunction showOverlay(title: string, subtitle: string, btnText: string): void {\n overlay.classList.remove('hidden');\n overlay.querySelector('h1')!.textContent = title;\n overlay.querySelector('p')!.textContent = subtitle;\n startBtn.textContent = btnText;\n}\n\nfunction hideOverlay(): void {\n overlay.classList.add('hidden');\n}\n\n// ─── Game loop ────────────────────────────────────────────────────────\nfunction getSpeed(): number {\n const idx = Math.min(level - 1, SPEED_CURVE.length - 1);\n return SPEED_CURVE[idx];\n}\n\nfunction update(dt: number): void {\n if (!current || gameOver || paused) return;\n\n const shape = getShape(current.type, current.rotation);\n const onGround = collides(board, shape, current.x, current.y + 1);\n\n if (onGround) {\n isOnGround = true;\n lockDelay += dt;\n if (lockDelay >= LOCK_DELAY_MS || lockMoves >= MAX_LOCK_MOVES) {\n lockPiece();\n return;\n }\n } else {\n isOnGround = false;\n lockDelay = 0;\n }\n\n dropTimer += dt;\n if (dropTimer >= getSpeed()) {\n dropTimer = 0;\n if (!onGround) {\n move(0, 1);\n }\n }\n}\n\nfunction gameLoop(time: number): void {\n const dt = time - lastTime;\n lastTime = time;\n\n if (!gameOver && !paused) {\n update(dt);\n }\n\n drawBoard();\n drawNext();\n animFrame = requestAnimationFrame(gameLoop);\n}\n\n// ─── Input ────────────────────────────────────────────────────────────\n// DAS (Delayed Auto Shift) for held keys\nconst keyState: Record<string, boolean> = {};\nlet dasTimer = 0;\nlet dasDirection = 0;\nconst DAS_DELAY = 170; // ms before auto-repeat starts\nconst DAS_RATE = 50; // ms between auto-repeat moves\nlet dasActive = false;\n\nfunction handleKeyDown(e: KeyboardEvent): void {\n if (gameOver) return;\n\n switch (e.code) {\n case 'ArrowLeft':\n e.preventDefault();\n if (!keyState['ArrowLeft']) {\n move(-1, 0);\n dasDirection = -1;\n dasTimer = 0;\n dasActive = false;\n }\n keyState['ArrowLeft'] = true;\n break;\n case 'ArrowRight':\n e.preventDefault();\n if (!keyState['ArrowRight']) {\n move(1, 0);\n dasDirection = 1;\n dasTimer = 0;\n dasActive = false;\n }\n keyState['ArrowRight'] = true;\n break;\n case 'ArrowDown':\n e.preventDefault();\n if (!keyState['ArrowDown']) {\n if (move(0, 1)) score += 1;\n dropTimer = 0;\n }\n keyState['ArrowDown'] = true;\n break;\n case 'ArrowUp':\n case 'KeyX':\n e.preventDefault();\n rotate(1);\n break;\n case 'KeyZ':\n e.preventDefault();\n rotate(-1);\n break;\n case 'Space':\n e.preventDefault();\n if (!keyState['Space']) {\n hardDrop();\n }\n keyState['Space'] = true;\n break;\n case 'KeyP':\n case 'Escape':\n e.preventDefault();\n if (!gameOver) {\n paused = !paused;\n if (paused) {\n showOverlay('PAUSED', 'Press P to resume', 'Resume');\n } else {\n hideOverlay();\n }\n }\n break;\n }\n}\n\nfunction handleKeyUp(e: KeyboardEvent): void {\n switch (e.code) {\n case 'ArrowLeft':\n keyState['ArrowLeft'] = false;\n if (dasDirection === -1) dasDirection = 0;\n break;\n case 'ArrowRight':\n keyState['ArrowRight'] = false;\n if (dasDirection === 1) dasDirection = 0;\n break;\n case 'ArrowDown':\n keyState['ArrowDown'] = false;\n break;\n case 'Space':\n keyState['Space'] = false;\n break;\n }\n}\n\n// DAS loop - runs in the game loop via update\nconst originalUpdate = update;\nlet softDropTimer = 0;\nconst SOFT_DROP_RATE = 50;\n\nfunction updateWithDAS(dt: number): void {\n if (!current || gameOver || paused) return;\n\n // Handle DAS for left/right\n if (dasDirection !== 0) {\n dasTimer += dt;\n if (!dasActive && dasTimer >= DAS_DELAY) {\n dasActive = true;\n dasTimer = 0;\n }\n if (dasActive && dasTimer >= DAS_RATE) {\n dasTimer -= DAS_RATE;\n move(dasDirection, 0);\n }\n }\n\n // Handle soft drop auto-repeat\n if (keyState['ArrowDown']) {\n softDropTimer += dt;\n if (softDropTimer >= SOFT_DROP_RATE) {\n softDropTimer -= SOFT_DROP_RATE;\n if (move(0, 1)) score += 1;\n dropTimer = 0;\n }\n } else {\n softDropTimer = 0;\n }\n\n // Normal gravity\n const shape = getShape(current.type, current.rotation);\n const onGround = collides(board, shape, current.x, current.y + 1);\n\n if (onGround) {\n isOnGround = true;\n lockDelay += dt;\n if (lockDelay >= LOCK_DELAY_MS || lockMoves >= MAX_LOCK_MOVES) {\n lockPiece();\n return;\n }\n } else {\n isOnGround = false;\n lockDelay = 0;\n }\n\n dropTimer += dt;\n if (dropTimer >= getSpeed()) {\n dropTimer = 0;\n if (!onGround) {\n move(0, 1);\n }\n }\n}\n\n// Replace update\nconst updateFn = updateWithDAS;\n\nfunction gameLoopFinal(time: number): void {\n const dt = Math.min(time - lastTime, 100); // cap dt to avoid spiral\n lastTime = time;\n\n if (!gameOver && !paused) {\n updateFn(dt);\n }\n\n drawBoard();\n drawNext();\n animFrame = requestAnimationFrame(gameLoopFinal);\n}\n\n// ─── Start / Restart ──────────────────────────────────────────────────\nfunction startGame(): void {\n board = createBoard();\n bag = [];\n nextType = null;\n score = 0;\n level = 1;\n linesCleared = 0;\n gameOver = false;\n paused = false;\n dropTimer = 0;\n lockDelay = 0;\n lockMoves = 0;\n isOnGround = false;\n Object.keys(keyState).forEach((k) => (keyState[k] = false));\n\n updateUI();\n spawnPiece();\n hideOverlay();\n lastTime = performance.now();\n cancelAnimationFrame(animFrame);\n animFrame = requestAnimationFrame(gameLoopFinal);\n}\n\n// ─── Event listeners ─────────────────────────────────────────────────\ndocument.addEventListener('keydown', handleKeyDown);\ndocument.addEventListener('keyup', handleKeyUp);\nstartBtn.addEventListener('click', () => {\n if (paused) {\n paused = false;\n hideOverlay();\n lastTime = performance.now();\n return;\n }\n startGame();\n});\n\n// Initial draw\ndrawBoard();\ndrawNext();\nupdateUI();\nTSEOF","description":"Create the main Tetris game TypeScript source"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"889fce49-1928-495c-bc19-5cb1d627bf91"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_cee47836e1114602a45cf765","type":"tool_result","content":"[rerun: b5]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"bd35a846-2287-477a-a5d7-1c7368cee920","timestamp":"2026-04-14T10:50:16.770Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_20260414185017fc9d15e8970b43c3","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Now compile the TypeScript:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"7a0d6acd-d4ab-48ce-a0b0-75ef4d541048"} +{"type":"assistant","message":{"id":"msg_20260414185017fc9d15e8970b43c3","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_a68ef480219a44709508eb8a","name":"Bash","input":{"command":"cd /tmp/loop-bench-ldzw0xqo/tetris && tsc 2>&1","description":"Compile TypeScript to JavaScript"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"d1d793a0-5655-41da-b99d-00019e30ece1"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_a68ef480219a44709508eb8a","type":"tool_result","content":"[rerun: b6]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"8ec25544-2f43-4912-b799-64f68bba1295","timestamp":"2026-04-14T10:50:23.058Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_2026041418502455c78982dc7248da","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Compiled successfully. Let me verify the output:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"18d6fb17-3fce-48e0-a8d8-124961faf6bb"} +{"type":"assistant","message":{"id":"msg_2026041418502455c78982dc7248da","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_084d7c5fdde0450592884d38","name":"Bash","input":{"command":"ls -la /tmp/loop-bench-ldzw0xqo/tetris/dist/ && wc -l /tmp/loop-bench-ldzw0xqo/tetris/dist/tetris.js","description":"Verify compiled JS output exists"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"6791ec5b-f488-4913-93a5-95a4e03ee466"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_084d7c5fdde0450592884d38","type":"tool_result","content":"total 28\ndrwxr-xr-x 2 root root 4096 Apr 14 12:50 .\ndrwxr-xr-x 4 root root 4096 Apr 14 12:48 ..\n-rw-r--r-- 1 root root 16677 Apr 14 12:50 tetris.js\n589 /tmp/loop-bench-ldzw0xqo/tetris/dist/tetris.js\n[rerun: b7]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"7c522314-de49-47cd-aa91-7adc37322859","timestamp":"2026-04-14T10:50:29.985Z","tool_use_result":{"stdout":"total 28\ndrwxr-xr-x 2 root root 4096 Apr 14 12:50 .\ndrwxr-xr-x 4 root root 4096 Apr 14 12:48 ..\n-rw-r--r-- 1 root root 16677 Apr 14 12:50 tetris.js\n589 /tmp/loop-bench-ldzw0xqo/tetris/dist/tetris.js","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"assistant","message":{"id":"msg_20260414185031c3dff610213d42ca","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"Let me start a local HTTP server so you can play it:"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"42128c86-4547-4b2f-b2fd-a3434c16913e"} +{"type":"assistant","message":{"id":"msg_20260414185031c3dff610213d42ca","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_fc6c4b2651824e14920ae4b7","name":"Bash","input":{"command":"python3 -m http.server 8080 2>&1","description":"Start HTTP server to serve the game","run_in_background":true}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"cbdbeb61-e462-4082-85e3-6a1e024f992c"} +{"type":"system","subtype":"task_started","task_id":"bb5cqbhn7","tool_use_id":"call_fc6c4b2651824e14920ae4b7","description":"Start HTTP server to serve the game","task_type":"local_bash","uuid":"09968625-50c3-4a26-96bb-498876a7ec5c","session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_fc6c4b2651824e14920ae4b7","type":"tool_result","content":"Command running in background with ID: bb5cqbhn7. Output is being written to: /tmp/claude-0/-tmp-loop-bench-ldzw0xqo/ac85546d-cd1c-4c3d-b793-57ce5b5ef81a/tasks/bb5cqbhn7.output\n[rerun: b8]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"0486d2db-d82f-4457-bdbd-67604822aa10","timestamp":"2026-04-14T10:50:35.302Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false,"backgroundTaskId":"bb5cqbhn7"}} +{"type":"assistant","message":{"id":"msg_202604141850371524dcb3a2714085","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"tool_use","id":"call_77ab9527c4bd4899a6b7ab19","name":"Bash","input":{"command":"python3 -m http.server 8081 2>&1","description":"Start HTTP server in the tetris directory","run_in_background":true}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"0ac86668-d508-45c8-8367-854bb59adb4b"} +{"type":"system","subtype":"task_started","task_id":"b06zyxyg5","tool_use_id":"call_77ab9527c4bd4899a6b7ab19","description":"Start HTTP server in the tetris directory","task_type":"local_bash","uuid":"0387d172-52c7-4526-ac98-1be6af2154c6","session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_77ab9527c4bd4899a6b7ab19","type":"tool_result","content":"Command running in background with ID: b06zyxyg5. Output is being written to: /tmp/claude-0/-tmp-loop-bench-ldzw0xqo/ac85546d-cd1c-4c3d-b793-57ce5b5ef81a/tasks/b06zyxyg5.output\n[rerun: b9]","is_error":false}]},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"d058f301-081c-40fb-94fc-447827f17068","timestamp":"2026-04-14T10:50:41.215Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false,"backgroundTaskId":"b06zyxyg5"}} +{"type":"assistant","message":{"id":"msg_20260414185042ed0fe7226cd34830","type":"message","role":"assistant","model":"glm-5.1","content":[{"type":"text","text":"The Tetris game is built and ready! Here's a summary of what was created:\n\n## Project Structure\n```\ntetris/\n├── index.html # Game page with styled UI\n├── tsconfig.json # TypeScript config\n├── src/\n│ └── tetris.ts # Full game source (~590 lines)\n└── dist/\n └── tetris.js # Compiled output\n```\n\n## Features Implemented\n\n- **All 7 Tetrominos** (I, O, T, S, Z, J, L) with proper colors\n- **Rotation** with wall-kick support (tries 5 horizontal offsets + vertical adjustment)\n- **7-Bag Randomizer** — ensures fair piece distribution like official Tetris\n- **Line Clearing** with splice-based row removal\n- **Scoring System** — single/double/triple/tetris scored at ×level multiplier, soft drop +1/row, hard drop +2/row\n- **Levels & Speed** — starts at 800ms, speeds up every 10 lines cleared, down to 10ms at level 20\n- **Ghost Piece** — translucent outline showing where the piece will land\n- **Lock Delay** — 500ms delay when a piece touches ground, with up to 15 reset moves\n- **DAS (Delayed Auto Shift)** — hold left/right for auto-repeat movement\n- **Next Piece Preview** — shown in the side panel\n- **Pause** (P or Escape key)\n- **Game Over** detection with overlay\n- **Dark-themed UI** with beveled block rendering\n\n## Controls\n| Key | Action |\n|-----|--------|\n| ← → | Move left/right |\n| ↑ | Rotate clockwise |\n| Z | Rotate counter-clockwise |\n| ↓ | Soft drop |\n| Space | Hard drop |\n| P / Esc | Pause |\n\nOpen `http://localhost:8081/tetris/index.html` in your browser to play!"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"ac85546d-cd1c-4c3d-b793-57ce5b5ef81a","uuid":"657dfcf8-d863-446f-a9e2-a1cafd77680b"} +{"type":"result","subtype":"success","is_error":false,"duration_ms":225511,"duration_api_ms":225598,"num_turns":10,"result":"The Tetris game is built and ready! Here's a summary of what was created:\n\n## Project Structure\n```\ntetris/\n├── index.html # Game page with styled UI\n├── tsconfig.json # TypeScript config\n├── src/\n│ └── tetris.ts # Full game source (~590 lines)\n└── dist/\n └── tetris.js # Compiled output\n```\n\n## Features Implemented\n\n- **All 7 Tetrominos** (I, O, T, S, Z, J, L) with proper colors\n- **Rotation** with wall-kick support (tries 5 horizontal offsets + vertical adjustment)\n- **7-Bag Randomizer** — ensures fair piece distribution like official Tetris\n- **Line Clearing** with splice-based row removal\n- **Scoring System** — single/double/triple/tetris scored at ×level multiplier, soft drop +1/row, hard drop +2/row\n- **Levels & Speed** — starts at 800ms, speeds up every 10 lines cleared, down to 10ms at level 20\n- **Ghost Piece** — translucent outline showing where the piece will land\n- **Lock Delay** — 500ms delay when a piece touches ground, with up to 15 reset moves\n- **DAS (Delayed Auto Shift)** — hold left/right for auto-repeat movement\n- **Next Piece Preview** — shown in the side panel\n- **Pause** (P or Escape key)\n- **Game Over** detection with overlay\n- **Dark-themed UI** with beveled block rendering\n\n## Controls\n| Key | Action |\n|-----|--------|\n| ← → | Move left/right |\n| ↑ | Rotate clockwise |\n| Z | Rotate counter-clockwise |\n| ↓ | Soft drop |\n| Space | Hard drop |\n| P / Esc | Pause |\n\nOpen `http://localhost:8081/tetris/index.html` in your browser to 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