loop-benchmarking

Controlled experiments across agentic coding configurations. Same task, one variable, what actually works.
git clone https://git.shiptheloop.com/loop-benchmarking.git
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commit 91f15a4a0a9b76a012f13ca069eec988584d5f99
parent f078feba3d37071568e8638b9514b41e90605d84
Author: Brian Graham <brian@buildingbetterteams.de>
Date:   Tue,  7 Apr 2026 22:03:59 +0200

Add 33 new runs (373 total)

Profile: main_effects
Completed: 33 | Skipped: 1 | Failed: 6

Diffstat:
Mresults/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=split_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/transcript.jsonl | 23+++++++++++++++++++++++
Mresults/runs/tetris_arch=none_ctx=none_noise=clean_dsgn=none_eff=high_echk=none_hlang=en_lang=ts_lint=on_budget=low_model=qwen36p_pw=off_prompt=simple_prov=or_rndr=none_strat=none_tst=none_tedit=off_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/transcript.jsonl | 11+++++++++++
2 files changed, 34 insertions(+), 0 deletions(-)

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=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=split_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=glm45air_pw=off_prompt=simple_prov=zai_rndr=none_strat=split_tst=none_tedit=on_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/transcript.jsonl @@ -117,3 +117,26 @@ {"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_e5t6l73whi4","type":"tool_result","content":"65\t\n66\t update(deltaTime: number): void {\n67\t if (this.state.isPaused || this.state.isGameOver) return;\n68\t\n69\t if (deltaTime >= this.state.dropInterval) {\n70\t this.moveDown();\n71\t this.lastUpdateTime = 0;\n72\t }\n73\t }\n74\t\n75\t getState(): GameState {\n76\t return { ...this.state };\n77\t }\n78\t\n79\t handleInput(action: string): void {"}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"0f72f654-09d2-40c7-ba09-aef32fac2220","timestamp":"2026-04-07T20:03:02.369Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":"\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.moveDown();\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {","numLines":15,"startLine":65,"totalLines":307}}} {"type":"assistant","message":{"id":"msg_202604080403041ee21797e2eb49e6","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_rkn2j18sbno","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","old_string":" if (deltaTime >= this.state.dropInterval) {\n this.moveDown();\n this.lastUpdateTime = 0;\n }","new_string":" if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"7ca247e4-9618-4f53-8e9b-1d502f8f3c02"} {"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_rkn2j18sbno","type":"tool_result","content":"The file /tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"3bc395b7-94e8-4d0d-b6b7-0591933dac8d","timestamp":"2026-04-07T20:03:06.482Z","tool_use_result":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","oldString":" if (deltaTime >= this.state.dropInterval) {\n this.moveDown();\n this.lastUpdateTime = 0;\n }","newString":" if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }","originalFile":"import {\n GameState,\n Piece,\n PieceType,\n Position,\n Block,\n GameEvent,\n BOARD_WIDTH,\n BOARD_HEIGHT\n} from '../types/interfaces';\nimport {\n PIECE_SHAPES,\n PIECE_COLORS,\n INITIAL_DROP_INTERVAL,\n LINE_CLEAR_SCORES,\n LEVEL_SPEED_MULTIPLIER,\n SCORE_PER_SOFT_DROP,\n SCORE_PER_HARD_DROP\n} from '../types/constants';\nimport { IGameEngine } from '../interfaces';\n\nexport class GameEngine implements IGameEngine {\n private state: GameState;\n private lastUpdateTime: number;\n private isRunning: boolean;\n private stateChangeCallbacks: ((state: GameState) => void)[] = [];\n private eventSystem: any;\n\n constructor() {\n this.state = {\n board: [],\n currentPiece: null,\n nextPiece: null,\n score: 0,\n lines: 0,\n level: 1,\n isGameOver: false,\n isPaused: false,\n dropInterval: INITIAL_DROP_INTERVAL\n };\n this.lastUpdateTime = 0;\n this.isRunning = false;\n }\n\n initialize(): void {\n this.initializeBoard();\n this.generateNextPiece();\n this.spawnNewPiece();\n }\n\n start(): void {\n this.isRunning = true;\n this.lastUpdateTime = performance.now();\n this.gameLoop();\n }\n\n pause(): void {\n this.state.isPaused = true;\n }\n\n resume(): void {\n this.state.isPaused = false;\n this.lastUpdateTime = performance.now();\n }\n\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.moveDown();\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {\n if (this.state.isGameOver || this.state.isPaused) return;\n\n switch (action) {\n case 'moveLeft':\n this.movePiece(-1, 0);\n break;\n case 'moveRight':\n this.movePiece(1, 0);\n break;\n case 'softDrop':\n this.movePiece(0, 1);\n break;\n case 'rotate':\n this.rotatePiece();\n break;\n case 'hardDrop':\n this.hardDrop();\n break;\n case 'pause':\n this.state.isPaused = !this.state.isPaused;\n break;\n }\n }\n\n onStateChange(callback: (state: GameState) => void): void {\n this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n this.state.nextPiece = this.createPiece(randomType);\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n const color = PIECE_COLORS[type];\n \n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({\n x: x,\n y: y,\n color: color\n });\n }\n }\n }\n\n return {\n type: type,\n position: { x: Math.floor(BOARD_WIDTH / 2) - 1, y: 0 },\n rotation: 0,\n blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n \n if (newY >= 0 && this.state.board[newY][newX] !== null) {\n return true;\n }\n }\n \n return false;\n }\n\n private movePiece(dx: number, dy: number): void {\n if (!this.state.currentPiece) return;\n \n if (!this.checkCollision(this.state.currentPiece, dx, dy)) {\n this.state.currentPiece.position.x += dx;\n this.state.currentPiece.position.y += dy;\n \n if (dy > 0) {\n this.state.score += SCORE_PER_SOFT_DROP;\n }\n \n this.notifyStateChange();\n } else if (dy > 0) {\n this.lockPiece();\n }\n }\n\n private rotatePiece(): void {\n if (!this.state.currentPiece) return;\n \n const newRotation = (this.state.currentPiece.rotation + 1) % 4;\n \n if (!this.checkCollision(this.state.currentPiece, 0, 0, newRotation)) {\n this.state.currentPiece.rotation = newRotation;\n this.notifyStateChange();\n }\n }\n\n private hardDrop(): void {\n if (!this.state.currentPiece) return;\n \n let dropDistance = 0;\n while (!this.checkCollision(this.state.currentPiece, 0, dropDistance + 1)) {\n dropDistance++;\n }\n \n this.state.currentPiece.position.y += dropDistance;\n this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;\n \n // Level up every 10 lines\n const newLevel = Math.floor(this.state.lines / 10) + 1;\n if (newLevel > this.state.level) {\n this.state.level = newLevel;\n this.state.dropInterval = INITIAL_DROP_INTERVAL * Math.pow(LEVEL_SPEED_MULTIPLIER, this.state.level - 1);\n }\n }\n }\n\n private getRotatedBlocks(blocks: Block[], rotation: number): Block[] {\n const rotated: Block[] = [];\n \n for (const block of blocks) {\n let x = block.x;\n let y = block.y;\n \n // Rotate around center\n switch (rotation % 4) {\n case 1: // 90 degrees\n [x, y] = [1 - y, 1 - x];\n break;\n case 2: // 180 degrees\n [x, y] = [2 - x, 2 - y];\n break;\n case 3: // 270 degrees\n [x, y] = [y, x];\n break;\n }\n \n rotated.push({ x, y, color: block.color });\n }\n \n return rotated;\n }\n\n private notifyStateChange(): void {\n for (const callback of this.stateChangeCallbacks) {\n callback(this.getState());\n }\n }\n\n private gameLoop(): void {\n if (!this.isRunning) return;\n \n const currentTime = performance.now();\n const deltaTime = currentTime - this.lastUpdateTime;\n \n this.update(deltaTime);\n this.lastUpdateTime = currentTime;\n \n requestAnimationFrame(() => this.gameLoop());\n }\n}\n","structuredPatch":[{"oldStart":67,"oldLines":7,"newStart":67,"newLines":7,"lines":[" if (this.state.isPaused || this.state.isGameOver) return;"," "," if (deltaTime >= this.state.dropInterval) {","- this.moveDown();","+ this.movePiece(0, 1);"," this.lastUpdateTime = 0;"," }"," }"]}],"userModified":false,"replaceAll":false}} +{"type":"assistant","message":{"id":"msg_2026040804030828b54546221a441a","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"text","text":"Now let's fix the null checks:\n"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"efd6d2b3-d5e3-44e3-97ea-8bf1573f95ee"} +{"type":"assistant","message":{"id":"msg_2026040804030828b54546221a441a","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_0alrvne5yzul","name":"Read","input":{"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","limit":20,"offset":105}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"d33c7651-8378-43e5-82fc-705a76cd2056"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_0alrvne5yzul","type":"tool_result","content":"105\t this.stateChangeCallbacks.push(callback);\n106\t }\n107\t\n108\t private initializeBoard(): void {\n109\t this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n110\t Array(BOARD_WIDTH).fill(null)\n111\t );\n112\t }\n113\t\n114\t private generateNextPiece(): void {\n115\t const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n116\t const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n117\t this.state.nextPiece = this.createPiece(randomType);\n118\t }\n119\t\n120\t private spawnNewPiece(): void {\n121\t this.state.currentPiece = this.state.nextPiece;\n122\t this.generateNextPiece();\n123\t \n124\t if (this.checkCollision(this.state.currentPiece!)) {"}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"001bb7f1-abd3-46eb-8160-cbe2a295a96f","timestamp":"2026-04-07T20:03:10.632Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":" this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n this.state.nextPiece = this.createPiece(randomType);\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {","numLines":20,"startLine":105,"totalLines":307}}} +{"type":"assistant","message":{"id":"msg_202604080403136a08c406e9984069","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_qgzi4gjnq2l","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","old_string":" const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n this.state.nextPiece = this.createPiece(randomType);","new_string":" const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n if (randomType) {\n this.state.nextPiece = this.createPiece(randomType);\n }"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"13e16dbe-7ff0-43b1-a8ac-95f0d9a23ea0"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_qgzi4gjnq2l","type":"tool_result","content":"The file /tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"83907761-7fcf-4169-b279-8617a11f4ef1","timestamp":"2026-04-07T20:03:16.472Z","tool_use_result":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","oldString":" const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n this.state.nextPiece = this.createPiece(randomType);","newString":" const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n if (randomType) {\n this.state.nextPiece = this.createPiece(randomType);\n }","originalFile":"import {\n GameState,\n Piece,\n PieceType,\n Position,\n Block,\n GameEvent,\n BOARD_WIDTH,\n BOARD_HEIGHT\n} from '../types/interfaces';\nimport {\n PIECE_SHAPES,\n PIECE_COLORS,\n INITIAL_DROP_INTERVAL,\n LINE_CLEAR_SCORES,\n LEVEL_SPEED_MULTIPLIER,\n SCORE_PER_SOFT_DROP,\n SCORE_PER_HARD_DROP\n} from '../types/constants';\nimport { IGameEngine } from '../interfaces';\n\nexport class GameEngine implements IGameEngine {\n private state: GameState;\n private lastUpdateTime: number;\n private isRunning: boolean;\n private stateChangeCallbacks: ((state: GameState) => void)[] = [];\n private eventSystem: any;\n\n constructor() {\n this.state = {\n board: [],\n currentPiece: null,\n nextPiece: null,\n score: 0,\n lines: 0,\n level: 1,\n isGameOver: false,\n isPaused: false,\n dropInterval: INITIAL_DROP_INTERVAL\n };\n this.lastUpdateTime = 0;\n this.isRunning = false;\n }\n\n initialize(): void {\n this.initializeBoard();\n this.generateNextPiece();\n this.spawnNewPiece();\n }\n\n start(): void {\n this.isRunning = true;\n this.lastUpdateTime = performance.now();\n this.gameLoop();\n }\n\n pause(): void {\n this.state.isPaused = true;\n }\n\n resume(): void {\n this.state.isPaused = false;\n this.lastUpdateTime = performance.now();\n }\n\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {\n if (this.state.isGameOver || this.state.isPaused) return;\n\n switch (action) {\n case 'moveLeft':\n this.movePiece(-1, 0);\n break;\n case 'moveRight':\n this.movePiece(1, 0);\n break;\n case 'softDrop':\n this.movePiece(0, 1);\n break;\n case 'rotate':\n this.rotatePiece();\n break;\n case 'hardDrop':\n this.hardDrop();\n break;\n case 'pause':\n this.state.isPaused = !this.state.isPaused;\n break;\n }\n }\n\n onStateChange(callback: (state: GameState) => void): void {\n this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n this.state.nextPiece = this.createPiece(randomType);\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n const color = PIECE_COLORS[type];\n \n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({\n x: x,\n y: y,\n color: color\n });\n }\n }\n }\n\n return {\n type: type,\n position: { x: Math.floor(BOARD_WIDTH / 2) - 1, y: 0 },\n rotation: 0,\n blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n \n if (newY >= 0 && this.state.board[newY][newX] !== null) {\n return true;\n }\n }\n \n return false;\n }\n\n private movePiece(dx: number, dy: number): void {\n if (!this.state.currentPiece) return;\n \n if (!this.checkCollision(this.state.currentPiece, dx, dy)) {\n this.state.currentPiece.position.x += dx;\n this.state.currentPiece.position.y += dy;\n \n if (dy > 0) {\n this.state.score += SCORE_PER_SOFT_DROP;\n }\n \n this.notifyStateChange();\n } else if (dy > 0) {\n this.lockPiece();\n }\n }\n\n private rotatePiece(): void {\n if (!this.state.currentPiece) return;\n \n const newRotation = (this.state.currentPiece.rotation + 1) % 4;\n \n if (!this.checkCollision(this.state.currentPiece, 0, 0, newRotation)) {\n this.state.currentPiece.rotation = newRotation;\n this.notifyStateChange();\n }\n }\n\n private hardDrop(): void {\n if (!this.state.currentPiece) return;\n \n let dropDistance = 0;\n while (!this.checkCollision(this.state.currentPiece, 0, dropDistance + 1)) {\n dropDistance++;\n }\n \n this.state.currentPiece.position.y += dropDistance;\n this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;\n \n // Level up every 10 lines\n const newLevel = Math.floor(this.state.lines / 10) + 1;\n if (newLevel > this.state.level) {\n this.state.level = newLevel;\n this.state.dropInterval = INITIAL_DROP_INTERVAL * Math.pow(LEVEL_SPEED_MULTIPLIER, this.state.level - 1);\n }\n }\n }\n\n private getRotatedBlocks(blocks: Block[], rotation: number): Block[] {\n const rotated: Block[] = [];\n \n for (const block of blocks) {\n let x = block.x;\n let y = block.y;\n \n // Rotate around center\n switch (rotation % 4) {\n case 1: // 90 degrees\n [x, y] = [1 - y, 1 - x];\n break;\n case 2: // 180 degrees\n [x, y] = [2 - x, 2 - y];\n break;\n case 3: // 270 degrees\n [x, y] = [y, x];\n break;\n }\n \n rotated.push({ x, y, color: block.color });\n }\n \n return rotated;\n }\n\n private notifyStateChange(): void {\n for (const callback of this.stateChangeCallbacks) {\n callback(this.getState());\n }\n }\n\n private gameLoop(): void {\n if (!this.isRunning) return;\n \n const currentTime = performance.now();\n const deltaTime = currentTime - this.lastUpdateTime;\n \n this.update(deltaTime);\n this.lastUpdateTime = currentTime;\n \n requestAnimationFrame(() => this.gameLoop());\n }\n}\n","structuredPatch":[{"oldStart":114,"oldLines":7,"newStart":114,"newLines":9,"lines":[" private generateNextPiece(): void {"," const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];"," const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];","- this.state.nextPiece = this.createPiece(randomType);","+ if (randomType) {","+ this.state.nextPiece = this.createPiece(randomType);","+ }"," }"," "," private spawnNewPiece(): void {"]}],"userModified":false,"replaceAll":false}} +{"type":"assistant","message":{"id":"msg_20260408040317cd2bbd324c474718","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_drrjpb0suq","name":"Read","input":{"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","limit":15,"offset":125}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"5ca3428e-dcb1-4a2e-ab22-5bfc5e6cdf79"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_drrjpb0suq","type":"tool_result","content":"125\t \n126\t if (this.checkCollision(this.state.currentPiece!)) {\n127\t this.state.isGameOver = true;\n128\t }\n129\t }\n130\t\n131\t private createPiece(type: PieceType): Piece {\n132\t const shape = PIECE_SHAPES[type];\n133\t const color = PIECE_COLORS[type];\n134\t \n135\t const blocks: Block[] = [];\n136\t for (let y = 0; y < shape.length; y++) {\n137\t for (let x = 0; x < shape[y].length; x++) {\n138\t if (shape[y][x] === 1) {\n139\t blocks.push({"}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"06960ec3-66bc-4851-89c7-895221b9e862","timestamp":"2026-04-07T20:03:19.254Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":" \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n const color = PIECE_COLORS[type];\n \n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({","numLines":15,"startLine":125,"totalLines":309}}} +{"type":"assistant","message":{"id":"msg_20260408040320830bb3f573364f69","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_0afpna0frq8c","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","old_string":" const shape = PIECE_SHAPES[type];\n const color = PIECE_COLORS[type];\n \n const blocks: Block[] = [];","new_string":" const shape = PIECE_SHAPES[type];\n if (!shape) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const color = PIECE_COLORS[type];\n if (!color) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const blocks: Block[] = [];"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"541c0604-e7b6-4e9f-a065-0a93688673b2"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_0afpna0frq8c","type":"tool_result","content":"The file /tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"6272a4a6-ee2b-4a4c-930f-77fee88ea141","timestamp":"2026-04-07T20:03:26.430Z","tool_use_result":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","oldString":" const shape = PIECE_SHAPES[type];\n const color = PIECE_COLORS[type];\n \n const blocks: Block[] = [];","newString":" const shape = PIECE_SHAPES[type];\n if (!shape) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const color = PIECE_COLORS[type];\n if (!color) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const blocks: Block[] = [];","originalFile":"import {\n GameState,\n Piece,\n PieceType,\n Position,\n Block,\n GameEvent,\n BOARD_WIDTH,\n BOARD_HEIGHT\n} from '../types/interfaces';\nimport {\n PIECE_SHAPES,\n PIECE_COLORS,\n INITIAL_DROP_INTERVAL,\n LINE_CLEAR_SCORES,\n LEVEL_SPEED_MULTIPLIER,\n SCORE_PER_SOFT_DROP,\n SCORE_PER_HARD_DROP\n} from '../types/constants';\nimport { IGameEngine } from '../interfaces';\n\nexport class GameEngine implements IGameEngine {\n private state: GameState;\n private lastUpdateTime: number;\n private isRunning: boolean;\n private stateChangeCallbacks: ((state: GameState) => void)[] = [];\n private eventSystem: any;\n\n constructor() {\n this.state = {\n board: [],\n currentPiece: null,\n nextPiece: null,\n score: 0,\n lines: 0,\n level: 1,\n isGameOver: false,\n isPaused: false,\n dropInterval: INITIAL_DROP_INTERVAL\n };\n this.lastUpdateTime = 0;\n this.isRunning = false;\n }\n\n initialize(): void {\n this.initializeBoard();\n this.generateNextPiece();\n this.spawnNewPiece();\n }\n\n start(): void {\n this.isRunning = true;\n this.lastUpdateTime = performance.now();\n this.gameLoop();\n }\n\n pause(): void {\n this.state.isPaused = true;\n }\n\n resume(): void {\n this.state.isPaused = false;\n this.lastUpdateTime = performance.now();\n }\n\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {\n if (this.state.isGameOver || this.state.isPaused) return;\n\n switch (action) {\n case 'moveLeft':\n this.movePiece(-1, 0);\n break;\n case 'moveRight':\n this.movePiece(1, 0);\n break;\n case 'softDrop':\n this.movePiece(0, 1);\n break;\n case 'rotate':\n this.rotatePiece();\n break;\n case 'hardDrop':\n this.hardDrop();\n break;\n case 'pause':\n this.state.isPaused = !this.state.isPaused;\n break;\n }\n }\n\n onStateChange(callback: (state: GameState) => void): void {\n this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n if (randomType) {\n this.state.nextPiece = this.createPiece(randomType);\n }\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n const color = PIECE_COLORS[type];\n \n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({\n x: x,\n y: y,\n color: color\n });\n }\n }\n }\n\n return {\n type: type,\n position: { x: Math.floor(BOARD_WIDTH / 2) - 1, y: 0 },\n rotation: 0,\n blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n \n if (newY >= 0 && this.state.board[newY][newX] !== null) {\n return true;\n }\n }\n \n return false;\n }\n\n private movePiece(dx: number, dy: number): void {\n if (!this.state.currentPiece) return;\n \n if (!this.checkCollision(this.state.currentPiece, dx, dy)) {\n this.state.currentPiece.position.x += dx;\n this.state.currentPiece.position.y += dy;\n \n if (dy > 0) {\n this.state.score += SCORE_PER_SOFT_DROP;\n }\n \n this.notifyStateChange();\n } else if (dy > 0) {\n this.lockPiece();\n }\n }\n\n private rotatePiece(): void {\n if (!this.state.currentPiece) return;\n \n const newRotation = (this.state.currentPiece.rotation + 1) % 4;\n \n if (!this.checkCollision(this.state.currentPiece, 0, 0, newRotation)) {\n this.state.currentPiece.rotation = newRotation;\n this.notifyStateChange();\n }\n }\n\n private hardDrop(): void {\n if (!this.state.currentPiece) return;\n \n let dropDistance = 0;\n while (!this.checkCollision(this.state.currentPiece, 0, dropDistance + 1)) {\n dropDistance++;\n }\n \n this.state.currentPiece.position.y += dropDistance;\n this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;\n \n // Level up every 10 lines\n const newLevel = Math.floor(this.state.lines / 10) + 1;\n if (newLevel > this.state.level) {\n this.state.level = newLevel;\n this.state.dropInterval = INITIAL_DROP_INTERVAL * Math.pow(LEVEL_SPEED_MULTIPLIER, this.state.level - 1);\n }\n }\n }\n\n private getRotatedBlocks(blocks: Block[], rotation: number): Block[] {\n const rotated: Block[] = [];\n \n for (const block of blocks) {\n let x = block.x;\n let y = block.y;\n \n // Rotate around center\n switch (rotation % 4) {\n case 1: // 90 degrees\n [x, y] = [1 - y, 1 - x];\n break;\n case 2: // 180 degrees\n [x, y] = [2 - x, 2 - y];\n break;\n case 3: // 270 degrees\n [x, y] = [y, x];\n break;\n }\n \n rotated.push({ x, y, color: block.color });\n }\n \n return rotated;\n }\n\n private notifyStateChange(): void {\n for (const callback of this.stateChangeCallbacks) {\n callback(this.getState());\n }\n }\n\n private gameLoop(): void {\n if (!this.isRunning) return;\n \n const currentTime = performance.now();\n const deltaTime = currentTime - this.lastUpdateTime;\n \n this.update(deltaTime);\n this.lastUpdateTime = currentTime;\n \n requestAnimationFrame(() => this.gameLoop());\n }\n}\n","structuredPatch":[{"oldStart":130,"oldLines":8,"newStart":130,"newLines":11,"lines":[" "," private createPiece(type: PieceType): Piece {"," const shape = PIECE_SHAPES[type];","+ if (!shape) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };","+"," const color = PIECE_COLORS[type];","- ","+ if (!color) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };","+"," const blocks: Block[] = [];"," for (let y = 0; y < shape.length; y++) {"," for (let x = 0; x < shape[y].length; x++) {"]}],"userModified":false,"replaceAll":false}} +{"type":"assistant","message":{"id":"msg_2026040804032825905cee391b416c","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_i9scgz2ap5","name":"Read","input":{"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","limit":15,"offset":155}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"bf809d36-37ad-4950-9f7b-28b9a042ebd5"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_i9scgz2ap5","type":"tool_result","content":"155\t blocks: blocks\n156\t };\n157\t }\n158\t\n159\t private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n160\t const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n161\t \n162\t for (const block of testBlocks) {\n163\t const newX = block.x + piece.position.x + offsetX;\n164\t const newY = block.y + piece.position.y + offsetY;\n165\t \n166\t if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n167\t return true;\n168\t }\n169\t "}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"d8ad1980-a6d9-457b-ae91-703898cf22d0","timestamp":"2026-04-07T20:03:30.337Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":" blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n ","numLines":15,"startLine":155,"totalLines":312}}} +{"type":"assistant","message":{"id":"msg_20260408040332f5398c6adaf84ac4","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_a6xj3e09mrd","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","old_string":" if (newY >= 0 && this.state.board[newY][newX] !== null) {\n return true;\n }","new_string":" if (newY >= 0 && this.state.board[newY] && this.state.board[newY][newX] !== null) {\n return true;\n }"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"6b008e49-1246-4893-8d45-ac98aa55759b"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_a6xj3e09mrd","type":"tool_result","content":"The file /tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"cbe85644-812d-49e7-a005-0d4231d476d3","timestamp":"2026-04-07T20:03:35.074Z","tool_use_result":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","oldString":" if (newY >= 0 && this.state.board[newY][newX] !== null) {\n return true;\n }","newString":" if (newY >= 0 && this.state.board[newY] && this.state.board[newY][newX] !== null) {\n return true;\n }","originalFile":"import {\n GameState,\n Piece,\n PieceType,\n Position,\n Block,\n GameEvent,\n BOARD_WIDTH,\n BOARD_HEIGHT\n} from '../types/interfaces';\nimport {\n PIECE_SHAPES,\n PIECE_COLORS,\n INITIAL_DROP_INTERVAL,\n LINE_CLEAR_SCORES,\n LEVEL_SPEED_MULTIPLIER,\n SCORE_PER_SOFT_DROP,\n SCORE_PER_HARD_DROP\n} from '../types/constants';\nimport { IGameEngine } from '../interfaces';\n\nexport class GameEngine implements IGameEngine {\n private state: GameState;\n private lastUpdateTime: number;\n private isRunning: boolean;\n private stateChangeCallbacks: ((state: GameState) => void)[] = [];\n private eventSystem: any;\n\n constructor() {\n this.state = {\n board: [],\n currentPiece: null,\n nextPiece: null,\n score: 0,\n lines: 0,\n level: 1,\n isGameOver: false,\n isPaused: false,\n dropInterval: INITIAL_DROP_INTERVAL\n };\n this.lastUpdateTime = 0;\n this.isRunning = false;\n }\n\n initialize(): void {\n this.initializeBoard();\n this.generateNextPiece();\n this.spawnNewPiece();\n }\n\n start(): void {\n this.isRunning = true;\n this.lastUpdateTime = performance.now();\n this.gameLoop();\n }\n\n pause(): void {\n this.state.isPaused = true;\n }\n\n resume(): void {\n this.state.isPaused = false;\n this.lastUpdateTime = performance.now();\n }\n\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {\n if (this.state.isGameOver || this.state.isPaused) return;\n\n switch (action) {\n case 'moveLeft':\n this.movePiece(-1, 0);\n break;\n case 'moveRight':\n this.movePiece(1, 0);\n break;\n case 'softDrop':\n this.movePiece(0, 1);\n break;\n case 'rotate':\n this.rotatePiece();\n break;\n case 'hardDrop':\n this.hardDrop();\n break;\n case 'pause':\n this.state.isPaused = !this.state.isPaused;\n break;\n }\n }\n\n onStateChange(callback: (state: GameState) => void): void {\n this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n if (randomType) {\n this.state.nextPiece = this.createPiece(randomType);\n }\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n if (!shape) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const color = PIECE_COLORS[type];\n if (!color) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({\n x: x,\n y: y,\n color: color\n });\n }\n }\n }\n\n return {\n type: type,\n position: { x: Math.floor(BOARD_WIDTH / 2) - 1, y: 0 },\n rotation: 0,\n blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n \n if (newY >= 0 && this.state.board[newY][newX] !== null) {\n return true;\n }\n }\n \n return false;\n }\n\n private movePiece(dx: number, dy: number): void {\n if (!this.state.currentPiece) return;\n \n if (!this.checkCollision(this.state.currentPiece, dx, dy)) {\n this.state.currentPiece.position.x += dx;\n this.state.currentPiece.position.y += dy;\n \n if (dy > 0) {\n this.state.score += SCORE_PER_SOFT_DROP;\n }\n \n this.notifyStateChange();\n } else if (dy > 0) {\n this.lockPiece();\n }\n }\n\n private rotatePiece(): void {\n if (!this.state.currentPiece) return;\n \n const newRotation = (this.state.currentPiece.rotation + 1) % 4;\n \n if (!this.checkCollision(this.state.currentPiece, 0, 0, newRotation)) {\n this.state.currentPiece.rotation = newRotation;\n this.notifyStateChange();\n }\n }\n\n private hardDrop(): void {\n if (!this.state.currentPiece) return;\n \n let dropDistance = 0;\n while (!this.checkCollision(this.state.currentPiece, 0, dropDistance + 1)) {\n dropDistance++;\n }\n \n this.state.currentPiece.position.y += dropDistance;\n this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;\n \n // Level up every 10 lines\n const newLevel = Math.floor(this.state.lines / 10) + 1;\n if (newLevel > this.state.level) {\n this.state.level = newLevel;\n this.state.dropInterval = INITIAL_DROP_INTERVAL * Math.pow(LEVEL_SPEED_MULTIPLIER, this.state.level - 1);\n }\n }\n }\n\n private getRotatedBlocks(blocks: Block[], rotation: number): Block[] {\n const rotated: Block[] = [];\n \n for (const block of blocks) {\n let x = block.x;\n let y = block.y;\n \n // Rotate around center\n switch (rotation % 4) {\n case 1: // 90 degrees\n [x, y] = [1 - y, 1 - x];\n break;\n case 2: // 180 degrees\n [x, y] = [2 - x, 2 - y];\n break;\n case 3: // 270 degrees\n [x, y] = [y, x];\n break;\n }\n \n rotated.push({ x, y, color: block.color });\n }\n \n return rotated;\n }\n\n private notifyStateChange(): void {\n for (const callback of this.stateChangeCallbacks) {\n callback(this.getState());\n }\n }\n\n private gameLoop(): void {\n if (!this.isRunning) return;\n \n const currentTime = performance.now();\n const deltaTime = currentTime - this.lastUpdateTime;\n \n this.update(deltaTime);\n this.lastUpdateTime = currentTime;\n \n requestAnimationFrame(() => this.gameLoop());\n }\n}\n","structuredPatch":[{"oldStart":167,"oldLines":7,"newStart":167,"newLines":7,"lines":[" return true;"," }"," ","- if (newY >= 0 && this.state.board[newY][newX] !== null) {","+ if (newY >= 0 && this.state.board[newY] && this.state.board[newY][newX] !== null) {"," return true;"," }"," }"]}],"userModified":false,"replaceAll":false}} +{"type":"assistant","message":{"id":"msg_20260408040336c774aa31a9f54570","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_1i5cf1dha5e","name":"Read","input":{"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","limit":15,"offset":215}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"5c0b658e-0f3a-42a7-9e9b-90412c531ce2"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_1i5cf1dha5e","type":"tool_result","content":"215\t this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n216\t this.lockPiece();\n217\t }\n218\t\n219\t private lockPiece(): void {\n220\t if (!this.state.currentPiece) return;\n221\t \n222\t const piece = this.state.currentPiece;\n223\t const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n224\t \n225\t for (const block of blocks) {\n226\t const x = block.x + piece.position.x;\n227\t const y = block.y + piece.position.y;\n228\t \n229\t if (y >= 0) {"}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"9a8f4324-8fd7-4a1a-95b6-d4f940008489","timestamp":"2026-04-07T20:03:39.832Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":" this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {","numLines":15,"startLine":215,"totalLines":312}}} +{"type":"assistant","message":{"id":"msg_20260408040341ab08230db0e34129","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_711a2950osw","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","old_string":" const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);","new_string":" const piece = this.state.currentPiece;\n if (!piece) return;\n\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"58dc7505-fc32-4780-8c4a-b6b0c0eae82f"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_711a2950osw","type":"tool_result","content":"The file /tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"e65481ca-e5d3-4897-b931-fcd62608eb6c","timestamp":"2026-04-07T20:03:44.862Z","tool_use_result":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","oldString":" const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);","newString":" const piece = this.state.currentPiece;\n if (!piece) return;\n\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);","originalFile":"import {\n GameState,\n Piece,\n PieceType,\n Position,\n Block,\n GameEvent,\n BOARD_WIDTH,\n BOARD_HEIGHT\n} from '../types/interfaces';\nimport {\n PIECE_SHAPES,\n PIECE_COLORS,\n INITIAL_DROP_INTERVAL,\n LINE_CLEAR_SCORES,\n LEVEL_SPEED_MULTIPLIER,\n SCORE_PER_SOFT_DROP,\n SCORE_PER_HARD_DROP\n} from '../types/constants';\nimport { IGameEngine } from '../interfaces';\n\nexport class GameEngine implements IGameEngine {\n private state: GameState;\n private lastUpdateTime: number;\n private isRunning: boolean;\n private stateChangeCallbacks: ((state: GameState) => void)[] = [];\n private eventSystem: any;\n\n constructor() {\n this.state = {\n board: [],\n currentPiece: null,\n nextPiece: null,\n score: 0,\n lines: 0,\n level: 1,\n isGameOver: false,\n isPaused: false,\n dropInterval: INITIAL_DROP_INTERVAL\n };\n this.lastUpdateTime = 0;\n this.isRunning = false;\n }\n\n initialize(): void {\n this.initializeBoard();\n this.generateNextPiece();\n this.spawnNewPiece();\n }\n\n start(): void {\n this.isRunning = true;\n this.lastUpdateTime = performance.now();\n this.gameLoop();\n }\n\n pause(): void {\n this.state.isPaused = true;\n }\n\n resume(): void {\n this.state.isPaused = false;\n this.lastUpdateTime = performance.now();\n }\n\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {\n if (this.state.isGameOver || this.state.isPaused) return;\n\n switch (action) {\n case 'moveLeft':\n this.movePiece(-1, 0);\n break;\n case 'moveRight':\n this.movePiece(1, 0);\n break;\n case 'softDrop':\n this.movePiece(0, 1);\n break;\n case 'rotate':\n this.rotatePiece();\n break;\n case 'hardDrop':\n this.hardDrop();\n break;\n case 'pause':\n this.state.isPaused = !this.state.isPaused;\n break;\n }\n }\n\n onStateChange(callback: (state: GameState) => void): void {\n this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n if (randomType) {\n this.state.nextPiece = this.createPiece(randomType);\n }\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n if (!shape) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const color = PIECE_COLORS[type];\n if (!color) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({\n x: x,\n y: y,\n color: color\n });\n }\n }\n }\n\n return {\n type: type,\n position: { x: Math.floor(BOARD_WIDTH / 2) - 1, y: 0 },\n rotation: 0,\n blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n \n if (newY >= 0 && this.state.board[newY] && this.state.board[newY][newX] !== null) {\n return true;\n }\n }\n \n return false;\n }\n\n private movePiece(dx: number, dy: number): void {\n if (!this.state.currentPiece) return;\n \n if (!this.checkCollision(this.state.currentPiece, dx, dy)) {\n this.state.currentPiece.position.x += dx;\n this.state.currentPiece.position.y += dy;\n \n if (dy > 0) {\n this.state.score += SCORE_PER_SOFT_DROP;\n }\n \n this.notifyStateChange();\n } else if (dy > 0) {\n this.lockPiece();\n }\n }\n\n private rotatePiece(): void {\n if (!this.state.currentPiece) return;\n \n const newRotation = (this.state.currentPiece.rotation + 1) % 4;\n \n if (!this.checkCollision(this.state.currentPiece, 0, 0, newRotation)) {\n this.state.currentPiece.rotation = newRotation;\n this.notifyStateChange();\n }\n }\n\n private hardDrop(): void {\n if (!this.state.currentPiece) return;\n \n let dropDistance = 0;\n while (!this.checkCollision(this.state.currentPiece, 0, dropDistance + 1)) {\n dropDistance++;\n }\n \n this.state.currentPiece.position.y += dropDistance;\n this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;\n \n // Level up every 10 lines\n const newLevel = Math.floor(this.state.lines / 10) + 1;\n if (newLevel > this.state.level) {\n this.state.level = newLevel;\n this.state.dropInterval = INITIAL_DROP_INTERVAL * Math.pow(LEVEL_SPEED_MULTIPLIER, this.state.level - 1);\n }\n }\n }\n\n private getRotatedBlocks(blocks: Block[], rotation: number): Block[] {\n const rotated: Block[] = [];\n \n for (const block of blocks) {\n let x = block.x;\n let y = block.y;\n \n // Rotate around center\n switch (rotation % 4) {\n case 1: // 90 degrees\n [x, y] = [1 - y, 1 - x];\n break;\n case 2: // 180 degrees\n [x, y] = [2 - x, 2 - y];\n break;\n case 3: // 270 degrees\n [x, y] = [y, x];\n break;\n }\n \n rotated.push({ x, y, color: block.color });\n }\n \n return rotated;\n }\n\n private notifyStateChange(): void {\n for (const callback of this.stateChangeCallbacks) {\n callback(this.getState());\n }\n }\n\n private gameLoop(): void {\n if (!this.isRunning) return;\n \n const currentTime = performance.now();\n const deltaTime = currentTime - this.lastUpdateTime;\n \n this.update(deltaTime);\n this.lastUpdateTime = currentTime;\n \n requestAnimationFrame(() => this.gameLoop());\n }\n}\n","structuredPatch":[{"oldStart":220,"oldLines":6,"newStart":220,"newLines":8,"lines":[" if (!this.state.currentPiece) return;"," "," const piece = this.state.currentPiece;","+ if (!piece) return;","+"," const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);"," "," for (const block of blocks) {"]}],"userModified":false,"replaceAll":false}} +{"type":"assistant","message":{"id":"msg_2026040804034696164b74d88246fa","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_sbegihd8ujc","name":"Read","input":{"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","limit":15,"offset":230}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"8f327162-af8c-493e-8950-925c754196d9"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_sbegihd8ujc","type":"tool_result","content":"230\t \n231\t if (y >= 0) {\n232\t this.state.board[y][x] = {\n233\t x: x,\n234\t y: y,\n235\t color: block.color\n236\t };\n237\t }\n238\t }\n239\t \n240\t this.clearLines();\n241\t this.spawnNewPiece();\n242\t this.notifyStateChange();\n243\t }\n244\t"}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"767f1408-ded2-441f-9d56-a4aa3af03175","timestamp":"2026-04-07T20:03:47.752Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":" \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n","numLines":15,"startLine":230,"totalLines":314}}} +{"type":"assistant","message":{"id":"msg_20260408040349cac4c0b2639c45f2","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_sw0gqt7krw","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","old_string":"if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }","new_string":"if (y >= 0 && this.state.board[y]) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"51b08869-2167-49a9-bc1d-75a2759b888f"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_sw0gqt7krw","type":"tool_result","content":"The file /tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"caf43a7d-6562-4e22-aca8-6f06a7038c1c","timestamp":"2026-04-07T20:03:52.774Z","tool_use_result":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","oldString":"if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }","newString":"if (y >= 0 && this.state.board[y]) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }","originalFile":"import {\n GameState,\n Piece,\n PieceType,\n Position,\n Block,\n GameEvent,\n BOARD_WIDTH,\n BOARD_HEIGHT\n} from '../types/interfaces';\nimport {\n PIECE_SHAPES,\n PIECE_COLORS,\n INITIAL_DROP_INTERVAL,\n LINE_CLEAR_SCORES,\n LEVEL_SPEED_MULTIPLIER,\n SCORE_PER_SOFT_DROP,\n SCORE_PER_HARD_DROP\n} from '../types/constants';\nimport { IGameEngine } from '../interfaces';\n\nexport class GameEngine implements IGameEngine {\n private state: GameState;\n private lastUpdateTime: number;\n private isRunning: boolean;\n private stateChangeCallbacks: ((state: GameState) => void)[] = [];\n private eventSystem: any;\n\n constructor() {\n this.state = {\n board: [],\n currentPiece: null,\n nextPiece: null,\n score: 0,\n lines: 0,\n level: 1,\n isGameOver: false,\n isPaused: false,\n dropInterval: INITIAL_DROP_INTERVAL\n };\n this.lastUpdateTime = 0;\n this.isRunning = false;\n }\n\n initialize(): void {\n this.initializeBoard();\n this.generateNextPiece();\n this.spawnNewPiece();\n }\n\n start(): void {\n this.isRunning = true;\n this.lastUpdateTime = performance.now();\n this.gameLoop();\n }\n\n pause(): void {\n this.state.isPaused = true;\n }\n\n resume(): void {\n this.state.isPaused = false;\n this.lastUpdateTime = performance.now();\n }\n\n update(deltaTime: number): void {\n if (this.state.isPaused || this.state.isGameOver) return;\n\n if (deltaTime >= this.state.dropInterval) {\n this.movePiece(0, 1);\n this.lastUpdateTime = 0;\n }\n }\n\n getState(): GameState {\n return { ...this.state };\n }\n\n handleInput(action: string): void {\n if (this.state.isGameOver || this.state.isPaused) return;\n\n switch (action) {\n case 'moveLeft':\n this.movePiece(-1, 0);\n break;\n case 'moveRight':\n this.movePiece(1, 0);\n break;\n case 'softDrop':\n this.movePiece(0, 1);\n break;\n case 'rotate':\n this.rotatePiece();\n break;\n case 'hardDrop':\n this.hardDrop();\n break;\n case 'pause':\n this.state.isPaused = !this.state.isPaused;\n break;\n }\n }\n\n onStateChange(callback: (state: GameState) => void): void {\n this.stateChangeCallbacks.push(callback);\n }\n\n private initializeBoard(): void {\n this.state.board = Array(BOARD_HEIGHT).fill(null).map(() => \n Array(BOARD_WIDTH).fill(null)\n );\n }\n\n private generateNextPiece(): void {\n const pieceTypes: PieceType[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];\n const randomType = pieceTypes[Math.floor(Math.random() * pieceTypes.length)];\n if (randomType) {\n this.state.nextPiece = this.createPiece(randomType);\n }\n }\n\n private spawnNewPiece(): void {\n this.state.currentPiece = this.state.nextPiece;\n this.generateNextPiece();\n \n if (this.checkCollision(this.state.currentPiece!)) {\n this.state.isGameOver = true;\n }\n }\n\n private createPiece(type: PieceType): Piece {\n const shape = PIECE_SHAPES[type];\n if (!shape) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const color = PIECE_COLORS[type];\n if (!color) return { type, position: { x: 0, y: 0 }, rotation: 0, blocks: [] };\n\n const blocks: Block[] = [];\n for (let y = 0; y < shape.length; y++) {\n for (let x = 0; x < shape[y].length; x++) {\n if (shape[y][x] === 1) {\n blocks.push({\n x: x,\n y: y,\n color: color\n });\n }\n }\n }\n\n return {\n type: type,\n position: { x: Math.floor(BOARD_WIDTH / 2) - 1, y: 0 },\n rotation: 0,\n blocks: blocks\n };\n }\n\n private checkCollision(piece: Piece, offsetX = 0, offsetY = 0, rotation = 0): boolean {\n const testBlocks = this.getRotatedBlocks(piece.blocks, rotation);\n \n for (const block of testBlocks) {\n const newX = block.x + piece.position.x + offsetX;\n const newY = block.y + piece.position.y + offsetY;\n \n if (newX < 0 || newX >= BOARD_WIDTH || newY >= BOARD_HEIGHT) {\n return true;\n }\n \n if (newY >= 0 && this.state.board[newY] && this.state.board[newY][newX] !== null) {\n return true;\n }\n }\n \n return false;\n }\n\n private movePiece(dx: number, dy: number): void {\n if (!this.state.currentPiece) return;\n \n if (!this.checkCollision(this.state.currentPiece, dx, dy)) {\n this.state.currentPiece.position.x += dx;\n this.state.currentPiece.position.y += dy;\n \n if (dy > 0) {\n this.state.score += SCORE_PER_SOFT_DROP;\n }\n \n this.notifyStateChange();\n } else if (dy > 0) {\n this.lockPiece();\n }\n }\n\n private rotatePiece(): void {\n if (!this.state.currentPiece) return;\n \n const newRotation = (this.state.currentPiece.rotation + 1) % 4;\n \n if (!this.checkCollision(this.state.currentPiece, 0, 0, newRotation)) {\n this.state.currentPiece.rotation = newRotation;\n this.notifyStateChange();\n }\n }\n\n private hardDrop(): void {\n if (!this.state.currentPiece) return;\n \n let dropDistance = 0;\n while (!this.checkCollision(this.state.currentPiece, 0, dropDistance + 1)) {\n dropDistance++;\n }\n \n this.state.currentPiece.position.y += dropDistance;\n this.state.score += dropDistance * SCORE_PER_HARD_DROP;\n this.lockPiece();\n }\n\n private lockPiece(): void {\n if (!this.state.currentPiece) return;\n \n const piece = this.state.currentPiece;\n if (!piece) return;\n\n const blocks = this.getRotatedBlocks(piece.blocks, piece.rotation);\n \n for (const block of blocks) {\n const x = block.x + piece.position.x;\n const y = block.y + piece.position.y;\n \n if (y >= 0) {\n this.state.board[y][x] = {\n x: x,\n y: y,\n color: block.color\n };\n }\n }\n \n this.clearLines();\n this.spawnNewPiece();\n this.notifyStateChange();\n }\n\n private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;\n \n // Level up every 10 lines\n const newLevel = Math.floor(this.state.lines / 10) + 1;\n if (newLevel > this.state.level) {\n this.state.level = newLevel;\n this.state.dropInterval = INITIAL_DROP_INTERVAL * Math.pow(LEVEL_SPEED_MULTIPLIER, this.state.level - 1);\n }\n }\n }\n\n private getRotatedBlocks(blocks: Block[], rotation: number): Block[] {\n const rotated: Block[] = [];\n \n for (const block of blocks) {\n let x = block.x;\n let y = block.y;\n \n // Rotate around center\n switch (rotation % 4) {\n case 1: // 90 degrees\n [x, y] = [1 - y, 1 - x];\n break;\n case 2: // 180 degrees\n [x, y] = [2 - x, 2 - y];\n break;\n case 3: // 270 degrees\n [x, y] = [y, x];\n break;\n }\n \n rotated.push({ x, y, color: block.color });\n }\n \n return rotated;\n }\n\n private notifyStateChange(): void {\n for (const callback of this.stateChangeCallbacks) {\n callback(this.getState());\n }\n }\n\n private gameLoop(): void {\n if (!this.isRunning) return;\n \n const currentTime = performance.now();\n const deltaTime = currentTime - this.lastUpdateTime;\n \n this.update(deltaTime);\n this.lastUpdateTime = currentTime;\n \n requestAnimationFrame(() => this.gameLoop());\n }\n}\n","structuredPatch":[{"oldStart":228,"oldLines":7,"newStart":228,"newLines":7,"lines":[" const x = block.x + piece.position.x;"," const y = block.y + piece.position.y;"," ","- if (y >= 0) {","+ if (y >= 0 && this.state.board[y]) {"," this.state.board[y][x] = {"," x: x,"," y: y,"]}],"userModified":false,"replaceAll":false}} +{"type":"assistant","message":{"id":"msg_20260408040355cff05b7719014146","type":"message","role":"assistant","model":"glm-4.5-air","content":[{"type":"tool_use","id":"call_d7cn4cm7bv","name":"Read","input":{"file_path":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","limit":15,"offset":245}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"output_tokens":0},"context_management":null},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"6ea9c376-bf43-4598-b4e2-fb0e01edce2b"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_d7cn4cm7bv","type":"tool_result","content":"245\t private clearLines(): void {\n246\t let linesCleared = 0;\n247\t \n248\t for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n249\t if (this.state.board[y].every(block => block !== null)) {\n250\t this.state.board.splice(y, 1);\n251\t this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n252\t linesCleared++;\n253\t y++; // Check the same line again\n254\t }\n255\t }\n256\t \n257\t if (linesCleared > 0) {\n258\t this.state.lines += linesCleared;\n259\t this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;"}]},"parent_tool_use_id":null,"session_id":"5159d2bf-3cd1-49ab-9c22-27396906ba70","uuid":"f09e5964-e8a6-4554-9111-6ab2f5d437ca","timestamp":"2026-04-07T20:03:57.517Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/loop-bench-edzmdof6/tetris-game/src/core/game-engine.ts","content":" private clearLines(): void {\n let linesCleared = 0;\n \n for (let y = BOARD_HEIGHT - 1; y >= 0; y--) {\n if (this.state.board[y].every(block => block !== null)) {\n this.state.board.splice(y, 1);\n this.state.board.unshift(Array(BOARD_WIDTH).fill(null));\n linesCleared++;\n y++; // Check the same line again\n }\n }\n \n if (linesCleared > 0) {\n this.state.lines += linesCleared;\n this.state.score += LINE_CLEAR_SCORES[linesCleared] * this.state.level;","numLines":15,"startLine":245,"totalLines":314}}} 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=qwen36p_pw=off_prompt=simple_prov=or_rndr=none_strat=none_tst=none_tedit=off_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=qwen36p_pw=off_prompt=simple_prov=or_rndr=none_strat=none_tst=none_tedit=off_tglob=on_tgrep=on_tread=on_twrite=on_web=on_run1/transcript.jsonl @@ -12,3 +12,14 @@ {"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_d1c66db5baa4427c93bba449","type":"tool_result","content":"{\n \"name\": \"loop-bench-eap5bba3\",\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":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"5e72aa1e-e8f1-475e-a364-9f8101b20c0b","timestamp":"2026-04-07T20:02:45.865Z","tool_use_result":{"stdout":"{\n \"name\": \"loop-bench-eap5bba3\",\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":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":503.27416863366676,"error_status":429,"error":"rate_limit","session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"1c0f5914-cb9b-417a-9302-b3db4439778a"} {"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":616.351536553034,"error_status":429,"error":"rate_limit","session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"f87e61cb-5999-41d8-b861-f9e02f5b0b60"} +{"type":"assistant","message":{"id":"gen-1775592186-sO7qftO0OFJXUNh6Q3bf","type":"message","role":"assistant","model":"openrouter/qwen/qwen3.6-plus:free","stop_sequence":null,"usage":{"input_tokens":4688,"output_tokens":324,"total_tokens":5012},"content":[{"type":"thinking","thinking":"The directory already has TypeScript installed. I need to build a playable Tetris game that runs in the browser using TypeScript. Let me create the necessary files:\n\n1. `tsconfig.json` - TypeScript config\n2. `src/tetris.ts` - The main game logic\n3. `index.html` - HTML file to host the game\n\nFor a browser-based TypeScript project, I'll write the Tetris game in TypeScript and compile it. Since we're running in a browser, I'll target ES modules or just compile to a JS file and include it in HTML.\n\nLet me create a comprehensive Tetris implementation with:\n- All 7 standard tetromino pieces (I, O, T, S, Z, J, L)\n- Piece rotation with wall-kick\n- Line clearing with animation\n- Scoring system (single, double, triple, tetris)\n- Increasing difficulty (speed increases with level)\n- Next piece preview\n- Game over detection\n- Keyboard controls: Left, Right, Down (soft drop), Up (rotate), Space (hard drop)\n\nLet me write this efficiently.\n","signature":null}],"stop_reason":"tool_use","context_management":null},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"8d97fdd7-ab54-425b-82f8-000000000000"} +{"type":"assistant","message":{"id":"gen-1775592186-sO7qftO0OFJXUNh6Q3bf","type":"message","role":"assistant","model":"openrouter/qwen/qwen3.6-plus:free","stop_sequence":null,"usage":{"input_tokens":4688,"output_tokens":324,"total_tokens":5012},"content":[{"type":"text","text":"Good — TypeScript is already installed. I'll create the game files now.\n\n"}],"stop_reason":"tool_use","context_management":null},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"8d97fdd7-ab54-425b-82f8-000000000001"} +{"type":"assistant","message":{"id":"gen-1775592186-sO7qftO0OFJXUNh6Q3bf","type":"message","role":"assistant","model":"openrouter/qwen/qwen3.6-plus:free","stop_sequence":null,"usage":{"input_tokens":4688,"output_tokens":324,"total_tokens":5012},"content":[{"type":"tool_use","id":"call_c8e3ef4d5797444eb7ea0459","name":"Bash","input":{"command":"cat /tmp/loop-bench-eap5bba3/tsconfig.json 2>/dev/null || echo \"NO TSCONFIG\"","description":"Check for existing tsconfig"},"provider_specific_fields":null}],"stop_reason":"tool_use","context_management":null},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"8d97fdd7-ab54-425b-82f8-000000000002"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_c8e3ef4d5797444eb7ea0459","type":"tool_result","content":"NO TSCONFIG\n[rerun: b3]","is_error":false}]},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"65db4f94-aa21-423d-9feb-9e19abad1d32","timestamp":"2026-04-07T20:03:13.947Z","tool_use_result":{"stdout":"NO TSCONFIG","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} +{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":519.1639242408693,"error_status":429,"error":"rate_limit","session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"643922eb-31e4-4a87-b48c-2d9f1f3e15ea"} +{"type":"system","subtype":"api_retry","attempt":2,"max_retries":10,"retry_delay_ms":1126.7462968691061,"error_status":429,"error":"rate_limit","session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"8a45aad7-2576-4a27-9a9c-1f8f7c223b39"} +{"type":"assistant","message":{"id":"gen-1775592215-EsuMBuYTV2JpgzUWEVwS","type":"message","role":"assistant","model":"openrouter/qwen/qwen3.6-plus:free","stop_sequence":null,"usage":{"input_tokens":4806,"output_tokens":397,"total_tokens":5203},"content":[{"type":"thinking","thinking":"Let me create all the files needed for the Tetris game. I'll need:\n1. tsconfig.json - TypeScript config\n2. src/tetris.ts - The main game logic in TypeScript\n3. src/style.css - Styling\n4. index.html - The HTML entry point (serves static files, references a compiled JS bundle)\n\nActually, since this needs to run in a browser with TypeScript, I'll create a single HTML file that includes a `<script type=\"module\">` approach, or I'll compile TS to JS and serve that.\n\nLet me think about the simplest approach:\n- Create a tsconfig.json\n\n\n- Create the TypeScript source files\n- Create an HTML file that loads the compiled JS\n\nLooking at the project structure, I see test directories are already there, so I need to set up the src directory with a tsconfig, write the game in TypeScript, compile it, and create an HTML entry point.\n\nFor the game itself, I'm implementing all the standard Tetris mechanics: the seven tetromino pieces with proper colors, all wall kicks including SRS rotation, score tracking with bonuses for multi-line clears, a leveling system that speeds up the drop rate, next piece preview, hold piece functionality, a ghost piece that shows where the piece will land, proper game over detection, and pause support. The controls will use arrow keys for movement, Z and X for rotations, C to hold, and P for pausing. I'll build this as a canvas-based game organized into logical modules and then compile everything to JavaScript.\n","signature":null}],"stop_reason":"tool_use","context_management":null},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"3f9fb02d-f082-4ab2-b664-000000000000"} +{"type":"assistant","message":{"id":"gen-1775592215-EsuMBuYTV2JpgzUWEVwS","type":"message","role":"assistant","model":"openrouter/qwen/qwen3.6-plus:free","stop_sequence":null,"usage":{"input_tokens":4806,"output_tokens":397,"total_tokens":5203},"content":[{"type":"text","text":"Now let me build the complete game. I'll create all the source files.\n\n"}],"stop_reason":"tool_use","context_management":null},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"3f9fb02d-f082-4ab2-b664-000000000001"} +{"type":"assistant","message":{"id":"gen-1775592215-EsuMBuYTV2JpgzUWEVwS","type":"message","role":"assistant","model":"openrouter/qwen/qwen3.6-plus:free","stop_sequence":null,"usage":{"input_tokens":4806,"output_tokens":397,"total_tokens":5203},"content":[{"type":"tool_use","id":"call_d8f71cf20b4c4ce8ade30942","name":"Bash","input":{"command":"mkdir -p /tmp/loop-bench-eap5bba3/src","description":"Create src directory"},"provider_specific_fields":null}],"stop_reason":"tool_use","context_management":null},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"3f9fb02d-f082-4ab2-b664-000000000002"} +{"type":"user","message":{"role":"user","content":[{"tool_use_id":"call_d8f71cf20b4c4ce8ade30942","type":"tool_result","content":"[rerun: b4]","is_error":false}]},"parent_tool_use_id":null,"session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"885d85e7-373a-4797-bb7e-945b5c0b46a8","timestamp":"2026-04-07T20:03:45.369Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":true}} +{"type":"system","subtype":"api_retry","attempt":1,"max_retries":10,"retry_delay_ms":508.1179654182465,"error_status":429,"error":"rate_limit","session_id":"4e26b7cb-2d9c-4184-96d2-3b0362324e3e","uuid":"e339f14e-2c94-42cb-9419-1c9c653e5cee"}

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