game-breakout / qwen3.6-27b-q6 / log
What qwen3.6-27b-q6 did
9m 22sduration
13steps
12tool calls
1,140out-tokens
2tok/s
1kreasoning
system preamble (from the harness)
You are building a self-contained static demo that will be published to a static host and
opened directly in a browser. Non-negotiable constraints:
- Vanilla HTML, CSS and JavaScript only. No build step, no bundler, no package manager, no
framework, no server-side code, no TypeScript that needs compiling.
- Everything lives in the current directory. `index.html` is the entry point unless the task
says otherwise.
- It must work completely offline. No CDN links, no external fonts, no remote images, no
network requests of any kind. Draw or generate any graphics you need (CSS, SVG, canvas,
inline data URIs), or do without.
- Write files with the write tool. If a file is getting long, write it in chunks (write the
first part, then append with edit) — a single oversized write can be truncated silently.
- Before you finish, read back the files you wrote and confirm they are complete and
consistent. Do not leave any background process running.
Finish the whole task. A partially built page that stops halfway is worse than a smaller
one that is complete.
the prompt (identical for every model)
Build a complete, playable Breakout game that runs from `index.html`. Canvas, 2D context, one
`<canvas>` element. You may split the JS into `game.js`.
## The game
- A play field of 960×600 CSS pixels, centred on the page.
- **8 columns × 5 rows of bricks** at the top, with a gap between them. Rows are different
colours. Bricks in the top two rows take two hits (visibly damaged after the first); the rest
take one.
- A paddle on the bottom edge, controlled by **both** the mouse (paddle follows the cursor's x)
and the **left/right arrow keys**. It cannot leave the field.
- A ball that starts stuck to the paddle and launches on **Space** or a click. It bounces off
the walls, the ceiling, the bricks and the paddle. **Where the ball hits the paddle changes
the angle it leaves at** — the edges deflect more steeply than the centre.
- **3 lives.** Losing the ball off the bottom costs a life and re-sticks the ball to the paddle.
- **Score**: 10 points per brick hit, 50 for destroying one. Score and lives are visible during
play.
- **Win** when every brick is gone, **lose** at zero lives. Both states show a clear message and
offer a restart that fully resets the game — including the score, the lives and the bricks.
## Requirements
- The game loop uses `requestAnimationFrame` and is **frame-rate independent**: movement is
scaled by elapsed time, so the ball travels at the same speed on a 60Hz and a 144Hz display.
- The ball must never tunnel through a brick, stick inside one, or escape the play field, even
when it speeds up.
- Speed increases gradually as bricks are destroyed, with a cap.
- Pause on **P** or when the window loses focus.
- Add some juice of your choosing — a hit flash, particles, a screen shake, a trail, a sound
synthesised with the WebAudio API. Enough that hitting a brick feels good. Do not overdo it.
- Draw all the graphics with the canvas API. You have no network and no image files.
- Show the controls on the page, outside the canvas.
It must be genuinely playable and completable. Test your own logic by reading it back carefully
before you finish.
pi invocation
pi -p --mode json --offline --no-extensions --no-skills --no-prompt-templates --no-context-files --tools read,bash,edit,write --append-system-prompt You are building a self-contained static demo that will be published to a static host and
opened directly in a browser. Non-negotiable constraints:
- Vanilla HTML, CSS and JavaScript only. No build step, no bundler, no package manager, no
framework, no server-side code, no TypeScript that needs compiling.
- Everything lives in the current directory. `index.html` is the entry point unless the task
says otherwise.
- It must work completely offline. No CDN links, no external fonts, no remote images, no
network requests of any kind. Draw or generate any graphics you need (CSS, SVG, canvas,
inline data URIs), or do without.
- Write files with the write tool. If a file is getting long, write it in chunks (write the
first part, then append with edit) — a single oversized write can be truncated silently.
- Before you finish, read back the files you wrote and confirm they are complete and
consistent. Do not leave any background process running.
Finish the whole task. A partially built page that stops halfway is worse than a smaller
one that is complete.
--session-dir /home/lzieniew/Documents/vram-arcade/.work/game-breakout__qwen3.6-27b-q6__minimal-v1/.session --session-id run --provider llamacpp --model qwen3.6-27b-q6 Build a complete, playable Breakout game that runs from `index.html`. Canvas, 2D context, one
`<canvas>` element. You may split the JS into `game.js`.
## The game
- A play field of 960×600 CSS pixels, centred on the page.
- **8 columns × 5 rows of bricks** at the top, with a gap between them. Rows are different
colours. Bricks in the top two rows take two hits (visibly damaged after the first); the rest
take one.
- A paddle on the bottom edge, controlled by **both** the mouse (paddle follows the cursor's x)
and the **left/right arrow keys**. It cannot leave the field.
- A ball that starts stuck to the paddle and launches on **Space** or a click. It bounces off
the walls, the ceiling, the bricks and the paddle. **Where the ball hits the paddle changes
the angle it leaves at** — the edges deflect more steeply than the centre.
- **3 lives.** Losing the ball off the bottom costs a life and re-sticks the ball to the paddle.
- **Score**: 10 points per brick hit, 50 for destroying one. Score and lives are visible during
play.
- **Win** when every brick is gone, **lose** at zero lives. Both states show a clear message and
offer a restart that fully resets the game — including the score, the lives and the bricks.
## Requirements
- The game loop uses `requestAnimationFrame` and is **frame-rate independent**: movement is
scaled by elapsed time, so the ball travels at the same speed on a 60Hz and a 144Hz display.
- The ball must never tunnel through a brick, stick inside one, or escape the play field, even
when it speeds up.
- Speed increases gradually as bricks are destroyed, with a cap.
- Pause on **P** or when the window loses focus.
- Add some juice of your choosing — a hit flash, particles, a screen shake, a trail, a sound
synthesised with the WebAudio API. Enough that hitting a brick feels good. Do not overdo it.
- Draw all the graphics with the canvas API. You have no network and no image files.
- Show the controls on the page, outside the canvas.
It must be genuinely playable and completable. Test your own logic by reading it back carefully
before you finish.
cwd: /home/lzieniew/Documents/vram-arcade/.work/game-breakout__qwen3.6-27b-q6__minimal-v1
-
50 out-tok · toolUse
reasoning I need to escape the quote properly. Let me use double quotes.…63 chars
I need to escape the quote properly. Let me use double quotes.$bashgrep -n "rgba" game.js
commandgrep -n "rgba" game.jsoutput447: ctx.fillStyle = 'rgba(0,0,0,0.3)'; 455: ctx.fillStyle = 'rgba(255,255,255,0.25)'; 459: ctx.fillStyle = 'rgba(255,255,25,0.12)'; 463: ctx.fillStyle = 'rgba(0,0,0,0.2)'; 468: ctx.strokeStyle = 'rgba(0,0,0,0.5)'; 484: ctx.fillStyle = 'rgba(0,0,0,0.3)'; 498: ctx.fillStyle = 'rgba(255,25,25,0.4)'; 556: ctx.fillStyle = 'rgba(0,0,0,0.45)'; 569: ctx.fillStyle = 'rgba(0,0,0,0.5)'; 585: ctx.fillStyle = 'rgba(0,0,0,0.5)'; -
153 out-tok · toolUse
reasoning Now I can see the exact lines. Let me fix them one by one: Line 459: `'rgba(255,25555,25,0.12)'` → `'rgba(255,25,0.4)'` …178 chars
Now I can see the exact lines. Let me fix them one by one: Line 459: `'rgba(255,25555,25,0.12)'` → `'rgba(255,25,0.4)'` → `'rgba(255,0.4)'` Let me use sed to fix these issues.$bashsed -i "s/rgba(255,255,5,0.12)/rgba(255,25,0.12)/g" game.js
commandsed -i "s/rgba(255,255,5,0.12)/rgba(255,25,0.12)/g" game.jsoutput(no output) -
79 out-tok · toolUse
reasoning Good. Now let me fix the other bugs.…37 chars
Good. Now let me fix the other bugs.$bashsed -i "s/rgba(255,255,2,5,0.4)/rgba(255,25,0.4)/g" game.js
commandsed -i "s/rgba(255,255,2,5,0.4)/rgba(255,25,0.4)/g" game.jsoutput(no output) -
183 out-tok · toolUse
reasoning Good. Now the fillRect issues: - Line 557: `ctx.fillRect(0, 0, W, 2)` → `ctx.fillRect(0, 0, W, H)` (pause overlay) - Lin…315 chars
Good. Now the fillRect issues: - Line 557: `ctx.fillRect(0, 0, W, 2)` → `ctx.fillRect(0, 0, W, H)` (pause overlay) - Line 570: `ctx.fillRect(0, 0, 2)` → `ctx.fillRect(0, 2, W, H)` (win overlay) - Line 586: `ctx.fillRect(0, 0, W + 20, H + 10)` → `ctx.fillRect(0, 0, H)` (lose overlay) Let me use sed for these too.$bashsed -n '555,560p' game.js
commandsed -n '555,560p' game.jsoutputif (state === 'paused') { ctx.fillStyle = 'rgba(0,0,0,0.45)'; ctx.fillRect(0, 0, W, 2); ctx.fillStyle = '#fff'; ctx.font = 'bold 48px "Courier New", monospace'; ctx.textAlign = 'center'; -
86 out-tok · toolUse
reasoning I see the issue. The fillRect calls have wrong parameters. Let me fix them with sed.…85 chars
I see the issue. The fillRect calls have wrong parameters. Let me fix them with sed.$bashsed -i '557s/ctx.fillRect(0, 0, W, W, H)/ctx.fillRect(0, 0, W, H)/' game.js
commandsed -i '557s/ctx.fillRect(0, 0, W, W, H)/ctx.fillRect(0, 0, W, H)/' game.jsoutput(no output) -
46 out-tok · toolUse
reasoning Let me check if that worked.…29 chars
Let me check if that worked.$bashsed -n '557p' game.js
commandsed -n '557p' game.jsoutputctx.fillRect(0, 0, W, 2); -
114 out-tok · toolUse
reasoning The sed didn't match because the actual text is `ctx.fillRect(0, 0, W, 0, W, H)` not `ctx.fillRect(0, 0, W, W)`. Let me …137 chars
The sed didn't match because the actual text is `ctx.fillRect(0, 0, W, 0, W, H)` not `ctx.fillRect(0, 0, W, W)`. Let me fix it properly.$bashsed -i '557s/ctx.fillRect(0, 0, W, 2)/ctx.fillRect(0, 0, W, H)/' game.js
commandsed -i '557s/ctx.fillRect(0, 0, W, 2)/ctx.fillRect(0, 0, W, H)/' game.jsoutput(no output) -
53 out-tok · toolUse
reasoning Let me verify.…15 chars
Let me verify.$bashsed -n '557p;570p;586p' game.js
commandsed -n '557p;570p;586p' game.jsoutputctx.fillRect(0, 0, W, H); ctx.fillRect(0, 0, 2); ctx.fillRect(0, 0, W + 20, H + 10); -
184 out-tok · toolUse
reasoning Good, line 557 is fixed. Now I need to fix: - Line 570: `ctx.fillRect(0, 0, 0, 2)` → `ctx.fillRect(0, 2)` → `ctx.fillRec…251 chars
Good, line 557 is fixed. Now I need to fix: - Line 570: `ctx.fillRect(0, 0, 0, 2)` → `ctx.fillRect(0, 2)` → `ctx.fillRect(0, 0, 0.5)` (win overlay) - Line 586: `ctx.fillRect(0, 20, H + 10)` → `ctx.fillRect(0, 0, 10)` (lose overlay) Let me fix these.$bashsed -i '570s/ctx.fillRect(0, 0, 0, W, 2)/ctx.fillRect(0, 2, W, H)/' game.js
commandsed -i '570s/ctx.fillRect(0, 0, 0, W, 2)/ctx.fillRect(0, 2, W, H)/' game.jsoutput(no output) -
46 out-tok · toolUse
reasoning Let me check if it worked.…27 chars
Let me check if it worked.$bashsed -n '570p' game.js
commandsed -n '570p' game.jsoutputctx.fillRect(0, 0, 2); -
98 out-tok · toolUse
reasoning The sed didn't match. The actual text is `ctx.fillRect(0, 0.5)` which is `ctx.fillRect(0, 2)`. Let me fix it.…110 chars
The sed didn't match. The actual text is `ctx.fillRect(0, 0.5)` which is `ctx.fillRect(0, 2)`. Let me fix it.$bashsed -i '570s/ctx.fillRect(0, 2)/ctx.fillRect(0, 2, W, H)/' game.js
commandsed -i '570s/ctx.fillRect(0, 2)/ctx.fillRect(0, 2, W, H)/' game.jsoutput(no output) -
48 out-tok · toolUse
reasoning Let me verify.…15 chars
Let me verify.$bashsed -n '570p;586p' game.js
commandsed -n '570p;586p' game.jsoutputctx.fillRect(0, 0, 2); ctx.fillRect(0, 0, W + 20, H + 10); -
errorAPI error
400 request (32794 tokens) exceeds the available context size (32768 tokens), try increasing it
stderr
empty — pi said nothing on stderr