← run 2026-06-30T130601Z-3ea440b-minimal

gemma-4-31b@or — web-platformer

rep 1 UNGRADED

pi 345.2s · verify 4.4s · 26509 tok · responded: google/gemma-4-31b-it · transcript

smoke 3/3

screenshot

verify output
CHECK PASS: canvas #game exists and is sized
CHECK PASS: no uncaught JS errors on load
CHECK PASS: keyboard input does not throw
score: 3/3 (100%)
produced code
index.html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Mini Platformer</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #333;
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            overflow: hidden;
        }
        #game-container {
            position: relative;
            box-shadow: 0 0 20px rgba(0,0,0,0.5);
            border: 4px solid #fff;
        }
        canvas {
            display: block;
            background-color: #5c94fc; /* Classic Mario sky blue */
        }
        #ui {
            position: absolute;
            top: 10px;
            left: 10px;
            color: white;
            font-size: 24px;
            text-shadow: 2px 2px 0 #000;
            pointer-events: none;
            user-select: none;
        }
        #message {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            color: white;
            font-size: 48px;
            text-align: center;
            text-shadow: 4px 4px 0 #000;
            display: none;
            pointer-events: none;
        }
    </style>
</head>
<body>

<div id="game-container">
    <div id="ui">Coins: <span id="score">0</span></div>
    <div id="message">YOU WIN!</div>
    <canvas id="game" width="800" height="450"></canvas>
</div>

<script>
    const canvas = document.getElementById('game');
    const ctx = canvas.getContext('2d');
    const scoreElement = document.getElementById('score');
    const messageElement = document.getElementById('message');

    // Game Constants
    const GRAVITY = 0.6;
    const FRICTION = 0.8;
    const PLAYER_SPEED = 5;
    const JUMP_FORCE = -12;

    // Game State
    let score = 0;
    let gameActive = true;
    let cameraX = 0;

    const keys = {
        left: false,
        right: false,
        up: false
    };

    // Player object
    const player = {
        x: 50,
        y: 300,
        width: 32,
        height: 32,
        vx: 0,
        vy: 0,
        grounded: false,
        color: '#e74c3c'
    };

    // Level Design
    const platforms = [
        // Ground
        { x: 0, y: 400, width: 1200, height: 50, color: '#8B4513' },
        { x: 1300, y: 400, width: 800, height: 50, color: '#8B4513' },
        
        // Raised platforms
        { x: 200, y: 300, width: 100, height: 20, color: '#f1c40f' },
        { x: 400, y: 220, width: 100, height: 20, color: '#f1c40f' },
        { x: 600, y: 300, width: 100, height: 20, color: '#f1c40f' },
        { x: 800, y: 220, width: 150, height: 20, color: '#f1c40f' },
        { x: 1100, y: 300, width: 100, height: 20, color: '#f1c40f' },
        { x: 1400, y: 250, width: 100, height: 20, color: '#f1c40f' },
        { x: 1600, y: 150, width: 100, height: 20, color: '#f1c40f' },
    ];

    const coins = [
        { x: 230, y: 260, size: 15, collected: false },
        { x: 430, y: 180, size: 15, collected: false },
        { x: 630, y: 260, size: 15, collected: false },
        { x: 850, y: 180, size: 15, collected: false },
        { x: 1130, y: 260, size: 15, collected: false },
        { x: 1430, y: 210, size: 15, collected: false },
        { x: 1630, y: 110, size: 15, collected: false },
    ];

    const goal = {
        x: 1900,
        y: 320,
        width: 40,
        height: 80,
        color: '#2ecc71'
    };

    // Input handling
    window.addEventListener('keydown', (e) => {
        if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = true;
        if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = true;
        if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'Space') keys.up = true;
    });

    window.addEventListener('keyup', (e) => {
        if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = false;
        if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = false;
        if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'Space') keys.up = false;
    });

    function update() {
        if (!gameActive) return;

        // Horizontal Movement
        if (keys.left) player.vx -= 0.8;
        if (keys.right) player.vx += 0.8;
        player.vx *= FRICTION;

        // Jump
        if (keys.up && player.grounded) {
            player.vy = JUMP_FORCE;
            player.grounded = false;
        }

        // Gravity
        player.vy += GRAVITY;

        // Apply Velocity
        player.x += player.vx;
        player.y += player.vy;

        // Collision Detection (Platforms)
        player.grounded = false;
        for (const plat of platforms) {
            if (player.x < plat.x + plat.width &&
                player.x + player.width > plat.x &&
                player.y < plat.y + plat.height &&
                player.y + player.height > plat.y) {
                
                // Resolve Collision
                const overlapX = Math.min(player.x + player.width - plat.x, plat.x + plat.width - player.x);
                const overlapY = Math.min(player.y + player.height - plat.y, plat.y + plat.height - player.y);

                if (overlapX > overlapY) {
                    if (player.vy > 0 && player.y < plat.y) {
                        player.y = plat.y - player.height;
                        player.vy = 0;
                        player.grounded = true;
                    } else if (player.vy < 0 && player.y > plat.y) {
                        player.y = plat.y + plat.height;
                        player.vy = 0;
                    }
                } else {
                    if (player.vx > 0 && player.x < plat.x) {
                        player.x = plat.x - player.width;
                        player.vx = 0;
                    } else if (player.vx < 0 && player.x > plat.x) {
                        player.x = plat.x + plat.width;
                        player.vx = 0;
                    }
                }
            }
        }

        // Collectibles
        for (const coin of coins) {
            if (!coin.collected && 
                player.x < coin.x + coin.size &&
                player.x + player.width > coin.x &&
                player.y < coin.y + coin.size &&
                player.y + player.height > coin.y) {
                coin.collected = true;
                score++;
                scoreElement.innerText = score;
            }
        }

        // Goal
        if (player.x < goal.x + goal.width &&
            player.x + player.width > goal.x &&
            player.y < goal.y + goal.height &&
            player.y + player.height > goal.y) {
            gameActive = false;
            messageElement.style.display = 'block';
        }

        // Fall off map
        if (player.y > canvas.height) {
            player.x = 50;
            player.y = 300;
            player.vx = 0;
            player.vy = 0;
        }

        // Camera following player
        cameraX = player.x - canvas.width / 2;
        if (cameraX < 0) cameraX = 0;
    }

    function draw() {
        ctx.clearRect(0, 0, canvas.width, canvas.height);

        ctx.save();
        ctx.translate(-cameraX, 0);

        // Draw Platforms
        for (const plat of platforms) {
            ctx.fillStyle = plat.color;
            ctx.fillRect(plat.x, plat.y, plat.width, plat.height);
            // Top highlight
            ctx.fillStyle = 'rgba(255,255,255,0.2)';
            ctx.fillRect(plat.x, plat.y, plat.width, 4);
        }

        // Draw Coins
        ctx.fillStyle = '#ffd700';
        for (const coin of coins) {
            if (!coin.collected) {
                ctx.beginPath();
                ctx.arc(coin.x + coin.size/2, coin.y + coin.size/2, coin.size/2, 0, Math.PI * 2);
                ctx.fill();
                ctx.strokeStyle = '#b8860b';
                ctx.lineWidth = 2;
                ctx.stroke();
            }
        }

        // Draw Goal
        ctx.fillStyle = goal.color;
        ctx.fillRect(goal.x, goal.y, goal.width, goal.height);
        ctx.fillStyle = 'white';
        ctx.fillRect(goal.x, goal.y, 10, goal.height); // Pole

        // Draw Player
        ctx.fillStyle = player.color;
        ctx.fillRect(player.x, player.y, player.width, player.height);
        // Eyes for player
        ctx.fillStyle = 'white';
        ctx.fillRect(player.x + 20, player.y + 5, 6, 6);
        ctx.fillStyle = 'black';
        ctx.fillRect(player.x + 22, player.y + 7, 3, 3);

        ctx.restore();
    }

    function loop() {
        update();
        draw();
        requestAnimationFrame(loop);
    }

    loop();
</script>
</body>
</html>

rep 2 UNGRADED

pi 175.1s · verify 4.1s · 26141 tok · responded: google/gemma-4-31b-it · transcript

smoke 3/3

screenshot

verify output
CHECK PASS: canvas #game exists and is sized
CHECK PASS: no uncaught JS errors on load
CHECK PASS: keyboard input does not throw
score: 3/3 (100%)
produced code
index.html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Mini Mario Platformer</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #333;
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            overflow: hidden;
        }
        #game-container {
            position: relative;
            box-shadow: 0 0 20px rgba(0,0,0,0.5);
            border: 4px solid #000;
        }
        canvas {
            display: block;
            background-color: #5C94FC; /* Classic Mario sky blue */
        }
        #ui {
            position: absolute;
            top: 10px;
            left: 10px;
            color: white;
            font-size: 20px;
            font-weight: bold;
            text-shadow: 2px 2px 0 #000;
            pointer-events: none;
        }
        #overlay {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            display: none;
            justify-content: center;
            align-items: center;
            background: rgba(0,0,0,0.6);
            color: white;
            font-size: 40px;
            text-align: center;
            text-shadow: 3px 3px 0 #000;
        }
    </style>
</head>
<body>

    <div id="game-container">
        <div id="ui">Coins: <span id="score">0</span></div>
        <div id="overlay">YOU WIN!<br><span style="font-size: 20px;">Press Space to Restart</span></div>
        <canvas id="game" width="800" height="450"></canvas>
    </div>

    <script>
        const canvas = document.getElementById('game');
        const ctx = canvas.getContext('2d');
        const scoreElement = document.getElementById('score');
        const overlay = document.getElementById('overlay');

        // Game Constants
        const GRAVITY = 0.6;
        const FRICTION = 0.8;
        const JUMP_FORCE = -12;
        const MOVE_SPEED = 5;

        // Game State
        let score = 0;
        let gameActive = true;
        let cameraX = 0;

        const keys = {
            left: false,
            right: false,
            up: false
        };

        const player = {
            x: 50,
            y: 300,
            width: 32,
            height: 32,
            velX: 0,
            velY: 0,
            jumping: false,
            color: '#E74C3C'
        };

        const platforms = [
            // Ground
            { x: 0, y: 400, width: 2000, height: 50, color: '#8B4513' }, 
            // Raised platforms
            { x: 200, y: 300, width: 150, height: 20, color: '#F1C40F' },
            { x: 450, y: 220, width: 150, height: 20, color: '#F1C40F' },
            { x: 700, y: 300, width: 150, height: 20, color: '#F1C40F' },
            { x: 950, y: 200, width: 200, height: 20, color: '#F1C40F' },
            { x: 1200, y: 300, width: 150, height: 20, color: '#F1C40F' },
            { x: 1400, y: 150, width: 100, height: 20, color: '#F1C40F' },
        ];

        const coins = [
            { x: 250, y: 260, width: 15, height: 15, collected: false },
            { x: 500, y: 180, width: 15, height: 15, collected: false },
            { x: 750, y: 260, width: 15, height: 15, collected: false },
            { x: 1000, y: 160, width: 15, height: 15, collected: false },
            { x: 1430, y: 110, width: 15, height: 15, collected: false },
        ];

        const goal = {
            x: 1700,
            y: 300,
            width: 40,
            height: 100,
            color: '#2ECC71'
        };

        // Input Handlers
        window.addEventListener('keydown', e => {
            if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = true;
            if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = true;
            if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'Space') keys.up = true;
            
            if (!gameActive && e.code === 'Space') restartGame();
        });

        window.addEventListener('keyup', e => {
            if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = false;
            if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = false;
            if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'Space') keys.up = false;
        });

        function restartGame() {
            score = 0;
            scoreElement.innerText = score;
            player.x = 50;
            player.y = 300;
            player.velX = 0;
            player.velY = 0;
            cameraX = 0;
            coins.forEach(c => c.collected = false);
            gameActive = true;
            overlay.style.display = 'none';
            requestAnimationFrame(update);
        }

        function checkCollision(rect1, rect2) {
            return rect1.x < rect2.x + rect2.width &&
                   rect1.x + rect1.width > rect2.x &&
                   rect1.y < rect2.y + rect2.height &&
                   rect1.y + rect1.height > rect2.y;
        }

        function update() {
            if (!gameActive) return;

            // Movement
            if (keys.left) player.velX = -MOVE_SPEED;
            else if (keys.right) player.velX = MOVE_SPEED;
            else player.velX *= FRICTION;

            if (keys.up && !player.jumping) {
                player.velY = JUMP_FORCE;
                player.jumping = true;
            }

            player.velY += GRAVITY;
            player.x += player.velX;
            player.y += player.velY;

            // Platform collisions
            player.jumping = true; 
            for (let plat of platforms) {
                if (checkCollision(player, plat)) {
                    // Resolve collision from top
                    if (player.velY > 0 && player.y + player.height - player.velY <= plat.y) {
                        player.y = plat.y - player.height;
                        player.velY = 0;
                        player.jumping = false;
                    } 
                    // Resolve collision from bottom
                    else if (player.velY < 0 && player.y - player.velY >= plat.y + plat.height) {
                        player.y = plat.y + plat.height;
                        player.velY = 0;
                    }
                    // Resolve side collisions
                    else if (player.velX > 0 && player.x + player.width - player.velX <= plat.x) {
                        player.x = plat.x - player.width;
                    }
                    else if (player.velX < 0 && player.x - player.velX >= plat.x + plat.width) {
                        player.x = plat.x + plat.width;
                    }
                }
            }

            // Coin collection
            for (let coin of coins) {
                if (!coin.collected && checkCollision(player, coin)) {
                    coin.collected = true;
                    score++;
                    scoreElement.innerText = score;
                }
            }

            // Goal check
            if (checkCollision(player, goal)) {
                gameActive = false;
                overlay.style.display = 'flex';
            }

            // World bounds
            if (player.x < 0) player.x = 0;
            if (player.y > canvas.height) {
                // Reset if fall off (though we have ground)
                player.x = 50;
                player.y = 300;
                player.velY = 0;
            }

            // Camera follow
            cameraX = player.x - canvas.width / 4;
            if (cameraX < 0) cameraX = 0;

            draw();
            requestAnimationFrame(update);
        }

        function draw() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);

            ctx.save();
            ctx.translate(-cameraX, 0);

            // Draw platforms
            for (let plat of platforms) {
                ctx.fillStyle = plat.color;
                ctx.fillRect(plat.x, plat.y, plat.width, plat.height);
                // Add simple shading
                ctx.fillStyle = 'rgba(0,0,0,0.2)';
                ctx.fillRect(plat.x, plat.y + plat.height - 5, plat.width, 5);
            }

            // Draw coins
            ctx.fillStyle = '#FFD700';
            for (let coin of coins) {
                if (!coin.collected) {
                    ctx.beginPath();
                    ctx.arc(coin.x + coin.width/2, coin.y + coin.height/2, coin.width/2, 0, Math.PI * 2);
                    ctx.fill();
                    ctx.strokeStyle = '#B8860B';
                    ctx.stroke();
                }
            }

            // Draw Goal
            ctx.fillStyle = goal.color;
            ctx.fillRect(goal.x, goal.y, goal.width, goal.height);
            ctx.fillStyle = 'white';
            ctx.fillRect(goal.x, goal.y, goal.width, 20); // Goal cap

            // Draw player
            ctx.fillStyle = player.color;
            ctx.fillRect(player.x, player.y, player.width, player.height);
            // Eyes
            ctx.fillStyle = 'white';
            ctx.fillRect(player.x + 20, player.y + 5, 5, 5);
            ctx.fillRect(player.x + 10, player.y + 5, 5, 5);

            ctx.restore();
        }

        // Start game
        update();
    </script>
</body>
</html>

rep 3 UNGRADED

pi 280.6s · verify 4.1s · 22471 tok · responded: google/gemma-4-31b-it · transcript

smoke 3/3

screenshot

verify output
CHECK PASS: canvas #game exists and is sized
CHECK PASS: no uncaught JS errors on load
CHECK PASS: keyboard input does not throw
score: 3/3 (100%)
produced code
index.html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Simple Platformer</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #333;
            font-family: sans-serif;
            overflow: hidden;
        }
        #game {
            background-color: #87CEEB; /* Sky blue */
            border: 4px solid #000;
            box-shadow: 0 0 20px rgba(0,0,0,0.5);
        }
        .ui {
            position: absolute;
            top: 20px;
            left: 20px;
            color: white;
            font-size: 24px;
            text-shadow: 2px 2px 0 #000;
            pointer-events: none;
        }
    </style>
</head>
<body>
    <div class="ui">Coins: <span id="score">0</span></div>
    <canvas id="game" width="800" height="450"></canvas>

    <script>
        const canvas = document.getElementById('game');
        const ctx = canvas.getContext('2d');
        const scoreElement = document.getElementById('score');

        // Game constants
        const GRAVITY = 0.6;
        const FRICTION = 0.8;
        const JUMP_FORCE = -12;
        const MOVE_SPEED = 5;

        // Game state
        let score = 0;
        let gameWon = false;
        let cameraX = 0;

        const keys = {};

        window.addEventListener('keydown', e => keys[e.code] = true);
        window.addEventListener('keyup', e => keys[e.code] = false);

        const player = {
            x: 50,
            y: 300,
            width: 32,
            height: 32,
            vx: 0,
            vy: 0,
            grounded: false,
            color: '#E74C3C'
        };

        const platforms = [
            // Ground
            { x: 0, y: 400, width: 2000, height: 50, color: '#2ECC71' },
            // Platforms
            { x: 200, y: 300, width: 100, height: 20, color: '#8B4513' },
            { x: 400, y: 220, width: 150, height: 20, color: '#8B4513' },
            { x: 650, y: 300, width: 120, height: 20, color: '#8B4513' },
            { x: 850, y: 200, width: 100, height: 20, color: '#8B4513' },
            { x: 1100, y: 300, width: 200, height: 20, color: '#8B4513' },
            { x: 1400, y: 200, width: 100, height: 20, color: '#8B4513' },
        ];

        const coins = [
            { x: 230, y: 260, width: 15, height: 15, collected: false },
            { x: 450, y: 180, width: 15, height: 15, collected: false },
            { x: 700, y: 260, width: 15, height: 15, collected: false },
            { x: 880, y: 160, width: 15, height: 15, collected: false },
            { x: 1200, y: 260, width: 15, height: 15, collected: false },
        ];

        const goal = {
            x: 1700,
            y: 320,
            width: 40,
            height: 80,
            color: '#F1C40F'
        };

        function update() {
            if (gameWon) return;

            // Movement
            if (keys['ArrowRight'] || keys['KeyD']) {
                if (player.vx < MOVE_SPEED) player.vx++;
            } else if (keys['ArrowLeft'] || keys['KeyA']) {
                if (player.vx > -MOVE_SPEED) player.vx--;
            } else {
                player.vx *= FRICTION;
            }

            if ((keys['ArrowUp'] || keys['KeyW'] || keys['Space']) && player.grounded) {
                player.vy = JUMP_FORCE;
                player.grounded = false;
            }

            // Gravity
            player.vy += GRAVITY;
            player.x += player.vx;
            player.y += player.vy;

            // Collision Detection
            player.grounded = false;
            for (const plat of platforms) {
                if (player.x < plat.x + plat.width &&
                    player.x + player.width > plat.x &&
                    player.y < plat.y + plat.height &&
                    player.y + player.height > plat.y) {
                    
                    // Resolve collision from top
                    if (player.vy > 0 && player.y + player.height - player.vy <= plat.y) {
                        player.y = plat.y - player.height;
                        player.vy = 0;
                        player.grounded = true;
                    } 
                    // Resolve from bottom
                    else if (player.vy < 0 && player.y - player.vy >= plat.y + plat.height) {
                        player.y = plat.y + plat.height;
                        player.vy = 0;
                    }
                    // Resolve from sides
                    else if (player.vx > 0 && player.x + player.width - player.vx <= plat.x) {
                        player.x = plat.x - player.width;
                        player.vx = 0;
                    }
                    else if (player.vx < 0 && player.x - player.vx >= plat.x + plat.width) {
                        player.x = plat.x + plat.width;
                        player.vx = 0;
                    }
                }
            }

            // Coin collection
            for (const coin of coins) {
                if (!coin.collected && 
                    player.x < coin.x + coin.width &&
                    player.x + player.width > coin.x &&
                    player.y < coin.y + coin.height &&
                    player.y + player.height > coin.y) {
                    coin.collected = true;
                    score++;
                    scoreElement.innerText = score;
                }
            }

            // Goal detection
            if (player.x < goal.x + goal.width &&
                player.x + player.width > goal.x &&
                player.y < goal.y + goal.height &&
                player.y + player.height > goal.y) {
                gameWon = true;
            }

            // Camera follow
            cameraX = player.x - canvas.width / 2;
            if (cameraX < 0) cameraX = 0;
        }

        function draw() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);

            ctx.save();
            ctx.translate(-cameraX, 0);

            // Draw Platforms
            for (const plat of platforms) {
                ctx.fillStyle = plat.color;
                ctx.fillRect(plat.x, plat.y, plat.width, plat.height);
            }

            // Draw Coins
            ctx.fillStyle = '#FFD700';
            for (const coin of coins) {
                if (!coin.collected) {
                    ctx.beginPath();
                    ctx.arc(coin.x + coin.width/2, coin.y + coin.height/2, coin.width/2, 0, Math.PI * 2);
                    ctx.fill();
                }
            }

            // Draw Goal
            ctx.fillStyle = goal.color;
            ctx.fillRect(goal.x, goal.y, goal.width, goal.height);
            ctx.fillStyle = '#000';
            ctx.fillRect(goal.x, goal.y, 10, goal.height); // Goal pole

            // Draw Player
            ctx.fillStyle = player.color;
            ctx.fillRect(player.x, player.y, player.width, player.height);

            ctx.restore();

            if (gameWon) {
                ctx.fillStyle = 'rgba(0,0,0,0.5)';
                ctx.fillRect(0, 0, canvas.width, canvas.height);
                ctx.fillStyle = 'white';
                ctx.font = '48px Arial';
                ctx.textAlign = 'center';
                ctx.fillText('YOU WIN!', canvas.width / 2, canvas.height / 2);
                ctx.font = '24px Arial';
                ctx.fillText('Press F5 to play again', canvas.width / 2, canvas.height / 2 + 40);
            }
        }

        function loop() {
            update();
            draw();
            requestAnimationFrame(loop);
        }

        loop();
    </script>
</body>
</html>

rep 4 UNGRADED

pi 323.8s · verify 4.1s · 23139 tok · responded: google/gemma-4-31b-it · transcript

smoke 3/3

screenshot

verify output
CHECK PASS: canvas #game exists and is sized
CHECK PASS: no uncaught JS errors on load
CHECK PASS: keyboard input does not throw
score: 3/3 (100%)
produced code
index.html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Mini Mario Platformer</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
            height: 100vh;
            background-color: #333;
            color: white;
            font-family: sans-serif;
            overflow: hidden;
        }
        #ui {
            margin-bottom: 10px;
            font-size: 24px;
            font-weight: bold;
        }
        canvas {
            background-color: #5C94FC; /* Classic Mario Sky Blue */
            border: 4px solid #fff;
            box-shadow: 0 0 20px rgba(0,0,0,0.5);
            display: block;
        }
        .instructions {
            margin-top: 10px;
            color: #ccc;
        }
    </style>
</head>
<body>
    <div id="ui">Coins: <span id="score">0</span></div>
    <canvas id="game" width="800" height="450"></canvas>
    <div class="instructions">ARROWS / WASD to Move & Jump</div>

    <script>
        const canvas = document.getElementById('game');
        const ctx = canvas.getContext('2d');
        const scoreElement = document.getElementById('score');

        // Game State
        let score = 0;
        let gameActive = true;
        let cameraX = 0;

        const GRAVITY = 0.6;
        const FRICTION = 0.8;
        const JUMP_FORCE = -12;
        const MOVE_SPEED = 5;

        const keys = {};

        window.addEventListener('keydown', e => keys[e.code] = true);
        window.addEventListener('keyup', e => keys[e.code] = false);

        const player = {
            x: 50,
            y: 300,
            width: 30,
            height: 40,
            vx: 0,
            vy: 0,
            grounded: false,
            color: '#E74C3C'
        };

        const platforms = [
            // Floor
            { x: 0, y: 400, width: 2000, height: 50, color: '#8B4513' },
            // Platforms
            { x: 200, y: 300, width: 100, height: 20, color: '#F1C40F' },
            { x: 400, y: 220, width: 150, height: 20, color: '#F1C40F' },
            { x: 650, y: 300, width: 100, height: 20, color: '#F1C40F' },
            { x: 850, y: 200, width: 200, height: 20, color: '#F1C40F' },
            { x: 1100, y: 300, width: 100, height: 20, color: '#F1C40F' },
        ];

        const coins = [
            { x: 230, y: 260, width: 15, height: 15, collected: false },
            { x: 450, y: 180, width: 15, height: 15, collected: false },
            { x: 500, y: 180, width: 15, height: 15, collected: false },
            { x: 680, y: 260, width: 15, height: 15, collected: false },
            { x: 900, y: 160, width: 15, height: 15, collected: false },
            { x: 1130, y: 260, width: 15, height: 15, collected: false },
        ];

        const goal = {
            x: 1300,
            y: 300,
            width: 40,
            height: 100,
            color: '#2ECC71'
        };

        function update() {
            if (!gameActive) return;

            // Input
            if (keys['ArrowLeft'] || keys['KeyA']) {
                player.vx -= MOVE_SPEED * 0.2;
            } else if (keys['ArrowRight'] || keys['KeyD']) {
                player.vx += MOVE_SPEED * 0.2;
            } else {
                player.vx *= FRICTION;
            }

            if ((keys['ArrowUp'] || keys['KeyW'] || keys['Space']) && player.grounded) {
                player.vy = JUMP_FORCE;
                player.grounded = false;
            }

            // Physics
            player.vy += GRAVITY;
            player.x += player.vx;
            player.y += player.vy;

            // Clamp horizontal velocity
            player.vx = Math.max(-MOVE_SPEED, Math.min(MOVE_SPEED, player.vx));

            // Platform Collisions
            player.grounded = false;
            for (const plat of platforms) {
                if (player.x < plat.x + plat.width &&
                    player.x + player.width > plat.x &&
                    player.y < plat.y + plat.height &&
                    player.y + player.height > plat.y) {
                    
                    // Determine collision side
                    const overlapX = Math.min(player.x + player.width - plat.x, plat.x + plat.width - player.x);
                    const overlapY = Math.min(player.y + player.height - plat.y, plat.y + plat.height - player.y);

                    if (overlapX > overlapY) {
                        if (player.vy > 0 && player.y < plat.y) {
                            player.y = plat.y - player.height;
                            player.vy = 0;
                            player.grounded = true;
                        } else if (player.vy < 0 && player.y > plat.y) {
                            player.y = plat.y + plat.height;
                            player.vy = 0;
                        }
                    } else {
                        if (player.vx > 0 && player.x < plat.x) {
                            player.x = plat.x - player.width;
                            player.vx = 0;
                        } else if (player.vx < 0 && player.x > plat.x) {
                            player.x = plat.x + plat.width;
                            player.vx = 0;
                        }
                    }
                }
            }

            // Coin Collection
            for (const coin of coins) {
                if (!coin.collected &&
                    player.x < coin.x + coin.width &&
                    player.x + player.width > coin.x &&
                    player.y < coin.y + coin.height &&
                    player.y + player.height > coin.y) {
                    coin.collected = true;
                    score++;
                    scoreElement.innerText = score;
                }
            }

            // Goal Check
            if (player.x < goal.x + goal.width &&
                player.x + player.width > goal.x &&
                player.y < goal.y + goal.height &&
                player.y + player.height > goal.y) {
                gameActive = false;
                setTimeout(() => {
                    alert(`You reached the goal! Final Score: ${score}`);
                    location.reload();
                }, 10);
            }

            // Camera follow
            cameraX = player.x - canvas.width / 2 + player.width / 2;
            if (cameraX < 0) cameraX = 0;
        }

        function draw() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);

            ctx.save();
            ctx.translate(-cameraX, 0);

            // Platforms
            platforms.forEach(plat => {
                ctx.fillStyle = plat.color;
                ctx.fillRect(plat.x, plat.y, plat.width, plat.height);
                // Add a simple border to platforms
                ctx.strokeStyle = '#5D4037';
                ctx.strokeRect(plat.x, plat.y, plat.width, plat.height);
            });

            // Coins
            ctx.fillStyle = '#FFD700';
            coins.forEach(coin => {
                if (!coin.collected) {
                    ctx.beginPath();
                    ctx.arc(coin.x + coin.width/2, coin.y + coin.height/2, coin.width/2, 0, Math.PI * 2);
                    ctx.fill();
                    ctx.strokeStyle = '#B8860B';
                    ctx.stroke();
                }
            });

            // Goal
            ctx.fillStyle = goal.color;
            ctx.fillRect(goal.x, goal.y, goal.width, goal.height);
            ctx.fillStyle = 'white';
            ctx.font = 'bold 16px sans-serif';
            ctx.fillText('GOAL', goal.x + 5, goal.y - 10);

            // Player
            ctx.fillStyle = player.color;
            ctx.fillRect(player.x, player.y, player.width, player.height);
            // Eyes for player
            ctx.fillStyle = 'white';
            ctx.fillRect(player.x + 18, player.y + 8, 5, 5);
            ctx.fillRect(player.x + 8, player.y + 8, 5, 5);

            ctx.restore();
        }

        function loop() {
            update();
            draw();
            requestAnimationFrame(loop);
        }

        loop();
    </script>
</body>
</html>

rep 5 UNGRADED

pi 330.1s · verify 4.1s · 25003 tok · responded: google/gemma-4-31b-it · transcript

smoke 3/3

screenshot

verify output
CHECK PASS: canvas #game exists and is sized
CHECK PASS: no uncaught JS errors on load
CHECK PASS: keyboard input does not throw
score: 3/3 (100%)
produced code
index.html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Simple Platformer</title>
    <style>
        body {
            margin: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            background-color: #222;
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            color: white;
            overflow: hidden;
        }
        #game-container {
            position: relative;
            box-shadow: 0 0 20px rgba(0,0,0,0.5);
        }
        canvas {
            background-color: #5c94fc; /* Classic Mario Sky Blue */
            display: block;
        }
        #ui {
            position: absolute;
            top: 10px;
            left: 10px;
            font-size: 20px;
            text-shadow: 2px 2px 0 #000;
            pointer-events: none;
        }
        #message {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            font-size: 48px;
            text-align: center;
            text-shadow: 4px 4px 0 #000;
            display: none;
        }
    </style>
</head>
<body>

    <div id="game-container">
        <div id="ui">Coins: <span id="score">0</span></div>
        <div id="message">YOU WIN!</div>
        <canvas id="game" width="800" height="450"></canvas>
    </div>

    <script>
        const canvas = document.getElementById('game');
        const ctx = canvas.getContext('2d');
        const scoreElement = document.getElementById('score');
        const messageElement = document.getElementById('message');

        // Game Constants
        const GRAVITY = 0.6;
        const FRICTION = 0.8;
        const WALK_SPEED = 5;
        const JUMP_FORCE = -12;

        // Game State
        let score = 0;
        let gameActive = true;
        let cameraX = 0;

        const keys = {
            left: false,
            right: false,
            up: false
        };

        const player = {
            x: 50,
            y: 300,
            width: 32,
            height: 32,
            velX: 0,
            velY: 0,
            grounded: false,
            color: '#ff4444'
        };

        // Level Definition
        const platforms = [
            { x: 0, y: 400, width: 2000, height: 50, color: '#8b4513' }, // Ground
            { x: 300, y: 300, width: 100, height: 20, color: '#ffcc00' },
            { x: 450, y: 220, width: 150, height: 20, color: '#ffcc00' },
            { x: 650, y: 300, width: 100, height: 20, color: '#ffcc00' },
            { x: 850, y: 200, width: 200, height: 20, color: '#ffcc00' },
            { x: 1100, y: 300, width: 100, height: 20, color: '#ffcc00' },
            { x: 1250, y: 150, width: 100, height: 20, color: '#ffcc00' },
            { x: 1400, y: 300, width: 200, height: 20, color: '#ffcc00' },
        ];

        const coins = [
            { x: 330, y: 260, width: 20, height: 20, collected: false },
            { x: 480, y: 180, width: 20, height: 20, collected: false },
            { x: 880, y: 160, width: 20, height: 20, collected: false },
            { x: 1270, y: 110, width: 20, height: 20, collected: false },
            { x: 1450, y: 260, width: 20, height: 20, collected: false },
        ];

        const goal = {
            x: 1700,
            y: 300,
            width: 40,
            height: 100,
            color: '#00ff00'
        };

        window.addEventListener('keydown', (e) => {
            if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = true;
            if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = true;
            if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'Space') keys.up = true;
        });

        window.addEventListener('keyup', (e) => {
            if (e.code === 'ArrowLeft' || e.code === 'KeyA') keys.left = false;
            if (e.code === 'ArrowRight' || e.code === 'KeyD') keys.right = false;
            if (e.code === 'ArrowUp' || e.code === 'KeyW' || e.code === 'Space') keys.up = false;
        });

        function checkCollision(rect1, rect2) {
            return rect1.x < rect2.x + rect2.width &&
                   rect1.x + rect1.width > rect2.x &&
                   rect1.y < rect2.y + rect2.height &&
                   rect1.y + rect1.height > rect2.y;
        }

        function update() {
            if (!gameActive) return;

            if (keys.left) player.velX -= 0.8;
            if (keys.right) player.velX += 0.8;
            
            player.velX *= FRICTION;

            if (keys.up && player.grounded) {
                player.velY = JUMP_FORCE;
                player.grounded = false;
            }

            player.velY += GRAVITY;

            player.x += player.velX;
            player.y += player.velY;

            player.grounded = false;
            for (const plat of platforms) {
                if (checkCollision(player, plat)) {
                    if (player.velY > 0 && player.y + player.height - player.velY <= plat.y) {
                        player.y = plat.y - player.height;
                        player.velY = 0;
                        player.grounded = true;
                    } 
                    else if (player.velY < 0 && player.y - player.velY >= plat.y + plat.height) {
                        player.y = plat.y + plat.height;
                        player.velY = 0;
                    }
                    else if (player.velX > 0 && player.x + player.width - player.velX <= plat.x) {
                        player.x = plat.x - player.width;
                        player.velX = 0;
                    }
                    else if (player.velX < 0 && player.x - player.velX >= plat.x + plat.width) {
                        player.x = plat.x + plat.width;
                        player.velX = 0;
                    }
                }
            }

            for (const coin of coins) {
                if (!coin.collected && checkCollision(player, coin)) {
                    coin.collected = true;
                    score++;
                    scoreElement.innerText = score;
                }
            }

            if (checkCollision(player, goal)) {
                gameActive = false;
                messageElement.style.display = 'block';
            }

            if (player.x < 0) player.x = 0;
            if (player.y > canvas.height + 100) {
                player.x = 50;
                player.y = 300;
                player.velX = 0;
                player.velY = 0;
            }

            let targetCameraX = player.x - canvas.width / 2;
            cameraX += (targetCameraX - cameraX) * 0.1;
            if (cameraX < 0) cameraX = 0;
        }

        function draw() {
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            ctx.save();
            ctx.translate(-cameraX, 0);

            for (const plat of platforms) {
                ctx.fillStyle = plat.color;
                ctx.fillRect(plat.x, plat.y, plat.width, plat.height);
                ctx.fillStyle = 'rgba(255,255,255,0.2)';
                ctx.fillRect(plat.x, plat.y, plat.width, 4);
            }

            ctx.fillStyle = '#ffff00';
            for (const coin of coins) {
                if (!coin.collected) {
                    ctx.beginPath();
                    ctx.arc(coin.x + 10, coin.y + 10, 10, 0, Math.PI * 2);
                    ctx.fill();
                    ctx.strokeStyle = '#ccaa00';
                    ctx.lineWidth = 2;
                    ctx.stroke();
                }
            }

            ctx.fillStyle = goal.color;
            ctx.fillRect(goal.x, goal.y, goal.width, goal.height);
            ctx.fillStyle = 'white';
            ctx.fillRect(goal.x, goal.y, goal.width, 10);

            ctx.fillStyle = player.color;
            ctx.fillRect(player.x, player.y, player.width, player.height);
            ctx.fillStyle = 'white';
            ctx.fillRect(player.x + (player.velX >= 0 ? 18 : 6), player.y + 6, 6, 6);

            ctx.restore();
        }

        function loop() {
            update();
            draw();
            requestAnimationFrame(loop);
        }

        loop();
    </script>
</body>
</html>