### PARTIAL OUTPUT (time limit hit; the model was still generating) ### === thinking so far === The user wants a complete falling-blocks puzzle game (Tetris-style) in a single self-contained HTML file. Let me plan carefully to hit every requirement and also make it feel polished and memorable — a clean, readable dark visual style, with a distinct visual identity rather than a generic "canvas + plain text HUD" look. **Core requirements checklist:** 1. 10 wide × 20 tall playfield on canvas ✓ 2. 7 distinct tetromino shapes (I, O, T, S, Z, L, J), 4 squares each, distinct colors ✓ 3. Controls: ←/→ move, ↑ rotate, ↓ soft drop, Space hard drop ✓ 4. Rotation with wall/floor collision checks (and simple wall kicks so rotation doesn't clip) ✓ 5. Line clears, rows above fall, multi-line scoring bonus ✓ 6. Score / lines / level HUD; speed increases per level ✓ 7. Next-piece preview box ✓ 8. Game over on reaching top, visible game-over state, restart key (R) ✓ 9. Clean dark style ✓ 10. Output only the complete HTML file. **Visual design decisions (my own taste):** - Dark, near-black background with a warm amber/cream accent — I'll avoid default blue/purple. I'll use a monospace-adjacent display font stack... but no external resources are allowed ("no internet resources"), so I can't load Google Fonts. I'll use a font stack like `"Courier New"`? That looks cheap. Better: use a strong stack of common monospace fonts with careful letter-spacing and uppercase treatment: `"IBM Plex Mono", "JetBrains Mono", "SF Mono", "Cascadia Mono", Consolas, monospace`. Even if the exact font varies, monospace + uppercase + letterspacing gives a crisp "terminal/arcade" identity. That's honest craft without external deps. - Signature moment: a subtle "line clear" flash — cleared rows flash white then collapse with a brief animation (rows above animate downward would be complex; instead a flash + particles would be nice but I should keep it deterministic and robust). I'll do: cleared rows flash bright for ~150ms (pausing gravity briefly), then collapse. Plus a small floating "score popup" (e.g. "+120") near where lines cleared, rendered on canvas. Also a subtle scanline/vignette? Keep it restrained — maybe a faint grid texture on the field and cells drawn with slight bevel/inner glow via two-tone shading (lighter top-left edge, darker bottom edge) — that's classic Tetris craft, not cheap decoration. - HUD: side panel with SCORE / LINES / LEVEL as small labeled rows, next-piece preview box with border. Layout: canvas centered, panel to the right. On narrow screens, stack? Keep simple: fixed layout centered; fine. **Game mechanics details:** Board: 10×20, plus I'll use hidden spawn rows (2 rows above) for game-over detection: if a newly spawned piece collides immediately → game over. I'll represent board as 20 rows visible; spawn pieces at row 0 (or -1/-2 hidden). Simpler: spawn at y such that pieces appear at top. Use `spawnY = -2` hidden rows? To keep the render simple, I'll make the board 20 rows and spawn pieces with their top at row 0; game over if spawn collides OR a piece locks partly above row 0? With spawn at row 0 and shapes occupying up to 2 rows at spawn, "stack reaches top" = spawn collision. That's standard and fine. Piece definitions: use 4×4 matrices per rotation? Cleaner: define each piece as a matrix (array of arrays) and rotate the matrix (transpose+reverse). SRS-lite with kick attempts: try offsets [0, -1, +1, -2, +2] (and for I maybe wider) until no collision. That satisfies "rotation must respect walls and stacked blocks." Shapes (matrices): - I: [[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]] — color cyan-ish... but I'm choosing a custom palette, not default Tetris colors. Requirement says "each with its own color" and "distinct" — I can pick any 7 distinct hues. I'll design a palette that fits the dark warm scheme but still distinct: - I: #4dd8e6 (cyan) - O: #f6c95d (amber) - T: #c58ad8? Hmm avoid purple-y default? Purple as one of seven tetromino colors is legitimate (T is traditionally purple); the caution is about decorative gradients/theme color. Using purple for T piece is fine and aids distinctness. I'll use a muted violet #b58ee0. - S: #7fd07f (green) - Z: #e06a6a (red) - L: #e8925a (orange) - J: #6a86e0? That's bluish — J is traditionally blue; using a desaturated steel blue for J is fine as a piece color, not the UI accent. These are desaturated/pastel-ish to fit the dark refined look. Good. - O: [[1,1],[1,1]] - T: [[0,1,0],[1,1,1],[0,0,0]] - S: [[0,1,1],[1,1,0],[0,0,0]] - Z: [[1,1,0],[0,1,1],[0,0,0]] - L: [[1,0,0]... wait L traditionally: [[0,0,1],[1,1,1],[0,0,0]] and J: [[1,0,0],[1,1,1],[0,0,0]]. Rotation function: rotate matrix CW: `m[y][x] -> r[x][m.length-1-y]`. For CW: r[x][rows-1-y] = m[y][x] gives clockwise rotation. Let me verify: transpose then reverse each row = CW rotation. transpose: t[x][y]=m[y][x]; reverse each row: r[x][cols-1-x]... I'll just write: ```js function rotateCW(m){ const n = m.length; // square matrices only (pad to square) const r = Array.from({length:n},()=>Array(n).fill(0)); for(let y=0;y repeatDelay (170ms first, 50ms after?) — implement simple DAS: on keydown move once immediately, then after 150ms delay repeat every 40ms. Implement via timestamps in loop. Simplify: maintain `held` object with `dir` (-1/0/1) and `lastMove` timestamp + `dasTimer`. On keydown left/right: set dir, move immediately, set `dasStart = now`. In loop: if dir held and now - dasStart > 140, and now - lastRepeat > 40 → move. On keyup opposite key: if other direction still held switch to it (handle by keyup setting dir=0 if that key released and other not held). Rotation and hard drop: single trigger on keydown (ignore e.repeat). Down (soft drop): while held, gravity interval becomes 40ms (fast), and each successful soft-drop step adds +1 score. Implement: in loop, accumulate drop timer; interval = downHeld ? 40 : normalInterval. Each step down while downHeld adds +1. Pause? Not required; skip (or add P for polish? "restart key" required — R restarts; game over overlay says "PRESS R TO RESTART"). I could add P pause as extra but keep scope tight. Maybe add it—it's cheap and nice. I'll add P to pause with a subtle "PAUSED" overlay. Fine. Rendering details: - Canvas 300×600 (cell 30px)? For crispness use devicePixelRatio scaling: canvas width=cellW*10*dpr etc., ctx.scale(dpr,dpr). Good craft. - Cell drawing: fill base color, then a lighter 2px inner top-left edge and darker bottom-right edge (bevel), plus 1px darker inner border. Draw with `roundRect`? Sharp squares are classic; slight 1px inset grid look: draw cell at (x*c+1, y*c+1, c-2, c-2) with rounded corners r=3? Rounded cells look modern-clean. I'll do subtle rounded (r=4) cells with a soft inner highlight. Ghost: stroke-only rounded rect with piece color at low alpha. - Field background: #0d0f12-ish; grid lines very faint (#ffffff06). Border around canvas: 1px #2a2e35. - Board background maybe very subtle vertical vignette? Keep flat + faint grid — restrained. - Backdrop of page: #101216 with the side panel text in warm off-white #e8e4da, labels in muted #8a8f98, accent amber #f6c95d used sparingly (score number or a small underline). Avoid glow. Layout: flex row, gap 24px, centered vertically+horizontally in viewport. Left side maybe controls legend (small key hints) — nice touch: a small "CONTROLS" block listing keys. Panel: SCORE, LINES, LEVEL (big numbers), NEXT box, CONTROLS list. Also a tiny "BEST" score via localStorage? Local only, allowed. Nice: best score persists. I'll add it. Score popup: when lines clear, push a popup {text:"+400", x,y, t} drawn on canvas floating up, fading. Game over overlay: draw over canvas — dim rect + "GAME OVER" text + "PRESS R TO RESTART". Also show final score. Drawn on canvas (or HTML overlay). Canvas overlay keeps it cohesive; I'll draw on canvas with monospace text. Also add slight "game over" state class to panel? Keep canvas-only. Title: header above board: "BLOCKFALL" or "TETRA"? Name it "BLOCKFALL" in the panel, letterspaced. Maybe put small caption "10 × 20 · SEVEN PIECES". Let me also handle the flash animation: during clearing state, cleared rows rendered with brightness pulsing: alpha = 0.5+0.5*sin(t*30) or a two-phase: first 60% of duration white flash filling row, last 40% draw shrinking toward center? Shrinking horizontally is a nice signature: each cleared row's cells collapse to center with the row turning white then cells shrink. Implement: progress p from 0→1 over 280ms; draw cleared row cells scaled: width = c * (1-p), centered. And draw white flash overlay early on. Keep it modest: white flash whole row for first 40%, then horizontal collapse. Also small screen-shake on hard drop? Could be nice: 2px shake for 80ms on hard drop landing. Tasteful and adds juice. I'll add tiny shake (translate canvas draw by decaying random offset). Keep amplitude small (3px). Edge cases: - Rotating O: no-op fine. - I piece kicks ±2 — include. - Don't allow rotate when current is null (during clear/game over). - Restart resets everything. - prevent arrow scrolling: e.preventDefault on handled keys. DAS details: I'll implement: ```js const input = { left:false, right:false, down:false, dir:0, dasT:0, arrT:0 }; ``` On keydown ArrowLeft: input.left=true; setDir(-1). setDir: input.dir=dir; moveH(dir) immediately; input.dasT=performance.now(). In loop: if input.dir!==0 and now-input.dasT>150: while(now - input.dasT > 150 + arrCount*40)?? Simpler: keep `lastRepeat` time; if dir held && now-dasT>150 && now-lastRepeat>45 → moveH(dir), lastRepeat=now. Initialize lastRepeat=dasT. On keyup ArrowLeft: input.left=false; if input.right → setDir(1) else input.dir=0. moveH(dx): if piece && !collides(shape,x+dx,y) → x+=dx. Soft drop handling: gravity accumulator: ```js dropAcc += dt; const interval = input.down ? Math.min(45, levelInterval) : levelInterval; ``` Hmm if down held we want faster: interval = input.down ? 45 : levelInterval. When step down succeeds and input.down, score+=1. When can't move down at interval tick → lock (only lock on normal gravity? Classic: soft drop also locks when hitting bottom). I'll lock on contact when the drop step fails — both cases. But careful: with interval 45ms and down held, piece locks quickly on landing — that's standard behavior. Actually a nuance: locking immediately on failed step at 45ms while down held = instant lock on touch, that's how most implementations do soft-drop lock. Fine. Level interval: `Math.max(70, 850 - (level-1)*65)`. Lock delay? Classic simple: no lock delay, piece locks when gravity tick fails to move down. Without lock delay, you can't slide at last moment — acceptable for this scope and classic behavior. But it can feel harsh. I'll add a tiny lock delay: when piece can't move down, start lockTimer; if still can't move down after 320ms → lock; moving down/resetting (moved horizontally or rotated to a position where it can fall) resets. Hmm adds complexity but improves feel significantly. Implement: track `grounded` (can't move down). If grounded: lockAcc += dt; when lockAcc > 350 → lock. If player moves/rotates successfully and now can fall again, reset lockAcc=0 (and grounded=false naturally by check). Also reset lockAcc on successful horizontal move while grounded (standard "move resets lock delay", limited resets? unlimited fine). During down-held, skip lock delay (lock immediately on failed step) — good. Let me also handle "step down" tick: on gravity tick, try move down; if fail, set grounded=true and (if down held or after lock delay) lock. Structure code cleanly: ``` const COLS=10, ROWS=20, CELL=30; board = ROWS×COLS of 0 (store color index+1 or color string; store piece index 1..7, 0 empty) ``` Store cell value as piece type index+1 so I can map to colors. Bag: `bag = []`, nextPiece(): if bag empty → refill shuffled. Use crypto? Math.random fine. Draw loop: requestAnimationFrame with dt. Draw order: bg grid → locked cells → ghost → active piece → clearing animation rows (drawn instead of their locked cells) → popups → overlays (paused/game over). For cleared rows during clearing state: I set `clearing = {rows:[...], t:0}` and immediately remove rows from board? No — keep them in board but mark; when drawing, for rows in clearing.rows draw the animation instead of the stored cells; when t exceeds duration, actually splice rows and shift. Simpler: on lock detection, compute full rows, store them, set their board cells to a special value? I'll remove them from board right away BUT that would make rows above fall instantly visible... Alternative: keep board intact, overlay animation; after duration, remove. During the animation, active piece is null, so no interaction. Rows above stay put during flash then collapse after — that's the classic flash-then-collapse and looks good. During clearing, also don't run gravity. Popups: array of {text, x, y, born}; draw with alpha = 1 - age/900, y offset -age*0.04. x centered on board. Shake: `shake = {t:0, mag:0}`; on hard drop set mag=3,t=now. In draw: if now-t<120: dx=(Math.random()*2-1)*mag*(1-(now-t)/120)... apply ctx.translate for board content. Keep subtle. Best score: localStorage 'blockfall_best'. Update on game over and live? Update display when score exceeds best, save on game over (and on restart). I'll update best display live and save. Now HUD: HTML side panel: ``` ``` Styling: ``` body { background:#101216; color:#e8e4da; font-family: "IBM Plex Mono","JetBrains Mono","SF Mono","Cascadia Mono",Consolas,"Courier New",monospace; } ``` Hmm "Courier New" fallback is okay as last resort. Fine. Accent color: amber #f6c95d for the title second word and stat numbers? Numbers off-white, accent underline. Keep: title "BLOCKFALL" — "BLOCK" in #e8e4da, "FALL" in #f6c95d. Stat values large (20px), labels 10px letterspaced muted. Panel width ~180px. Next canvas: 4×4 cells at 22px each → 88×88 canvas with dpr scaling. Controls list: ``` ← → MOVE ↑ ROTATE ↓ SOFT DROP SPACE HARD DROP P PAUSE R RESTART ``` Render as a small two-column grid: key in bordered kbd style, action muted. kbd: 1px border #2a2e35, padding, border-radius 4px. Also a footer hint under canvas? Keep in panel. Responsive: if viewport narrow, allow wrap: `flex-wrap: wrap; justify-content:center`. Fine. Canvas border: `1px solid #262b33; background:#0b0d10;` with slight outer `box-shadow: 0 0 0 1px #000` — no glow. Maybe a top edge line accent? A 2px amber line on top of the board frame could be a nice restrained signature detail. I'll add: canvas wrapper with border-top: 2px solid #f6c95d? Hmm might look like decoration. Subtle and fine — actually a thin amber top rule on the panel title instead. Keep board plain. Let me now also think about hard drop: compute ghost y: from current y, step down until collision; distance d; score += 2*d; y = finalY; then lock immediately (no lock delay). Trigger shake. Rotation scoring not needed. Spawn: after lock/clear: current = nextFromBag; reset x,y; if collides at spawn → gameOver. Also draw next. Game over: set state='over'; stop gravity; overlay drawn; save best. Restart: reset board, bag, score/lines/level, state='play', spawn. Pause: state 'paused': skip updates, draw overlay "PAUSED — P TO RESUME". Let me write rotation with kicks: ```js function tryRotate(){ const r = rotateCW(cur.m); if (cur.m.every(...)) // O piece 2x2 rotates fine anyway const kicks = [[0,0],[-1,0],[1,0],[0,-1],[-2,0],[2,0],[-1,-1]?] ``` Keep kicks: [0,0],[1,0],[-1,0],[0,-1],[2,0],[-2,0]. Wait for I piece at floor needing vertical kick upward: [0,-1] included. Also maybe [0,-2] for I? Rare; skip. Also for T/S/Z near floor rotating... [0,-1] covers most. OK. Also disallow rotate if it would put cells at y<0? y<0 is allowed (above field). Fine — collision function treats y<0 as free space (only x bounds checked, and y>=ROWS checked). Collision: ```js function collides(m, px, py){ for(y..){for(x..){ if(!m[y][x])continue; const bx=px+x, by=py+y; if(bx<0||bx>=COLS||by>=ROWS) return true; if(by>=0 && board[by][bx]) return true; }} return false; } ``` Ghost Y: ```js function ghostY(){ let gy=cur.y; while(!collides(cur.m,cur.x,gy+1)) gy++; return gy; } ``` Lock: ```js function lock(){ let over=false; merge cells; if any by<0 over=true; const full=[]; for rows: if every cell nonzero → full.push(y); if (over){ gameOver(); return; } if (full.length){ state='clearing'; clearing={rows:full,t:0}; } else spawnNext(); if(full.length){ score += [0,100,300,500,800][full.length]*level; lines+=full.length; level=...; popup } } ``` Wait — if over with full rows? If any cell above top → game over regardless. I check over first. Also I should count lines even at game over? Not needed. Level: `level = Math.floor(lines/10)+1`. After clearing finishes: remove rows: ```js for(const r of clearing.rows) { board.splice(r,1); board.unshift(new Array(COLS).fill(0)); } ``` Rows sorted ascending; splicing each then unshifting keeps correctness since indices shift... If I remove row 18 then row 19: removing 18 shifts 19→18. Safer: filter approach: build new board excluding those rows, then prepend empty rows: ```js const set=new Set(clearing.rows); const kept = board.filter((_,i)=>!set.has(i)); while(kept.length 64. Use canvas 100×80? Panel width ~ 200; fine: next canvas 100×60? I 4×4 matrix: rows used = 4 rows? matrix 4 rows tall but only row 1 filled → visually 1 row. If I center whole 4×4, the I piece appears at vertical middle-ish — acceptable. Let me use logical size 96×72, cell 18: 4*18=72 fits exactly height. Width center: (96-4*18)/2 = 12. Good: cell=18, canvas 96×72. Hmm, for I piece matrix rows: row1 filled → drawn at y offset +18 → appears second row — fine visually. Also draw a subtle frame around next canvas: border 1px #262b33, background #0b0d10, padding via CSS? Canvas itself with CSS border. Good. Now write the update loop: ```js let last=performance.now(); function frame(now){ const dt = Math.min(now-last, 100); last=now; update(now, dt); draw(now); requestAnimationFrame(frame); } ``` update: ```js if(state==='play'){ // DAS if(input.dir!==0 && now-input.dasT>DAS_DELAY && now-input.arrT>ARR){ if(tryMove(input.dir)) input.arrT=now; else {input.arrT=now;} // still update to avoid spam? if can't move, keep trying every ARR — harmless } // gravity gAcc += dt; const iv = input.down ? SOFT_IV : levelIv(); while(gAcc >= iv){ gAcc -= iv; stepDown(now); if(state!=='play') break; // lock may trigger clearing/gameover } // lock delay if(grounded && !input.down){ lockAcc += dt; if(lockAcc>=LOCK_DELAY) doLock(now); } } else if(state==='clearing'){ clearing.t += dt; if(clearing.t>=CLEAR_DUR){ finishClear(); } } ``` stepDown: if(!collides(m,x,y+1)){y++; if(input.down) score+=1; grounded=false; lockAcc=0;} else { grounded=true; if(input.down){ doLock(now); } } Wait: while loop with gAcc subtract — if state changes to 'clearing' break. Also if grounded and down held, doLock called inside while; break handled by state check. Also note when grounded (can't move down), gravity ticks keep failing — fine. But careful: when piece grounded, and player moves horizontally to a spot where it can fall — grounded stays true until next stepDown tick. I'll re-evaluate grounded each frame? Simplest: in DAS/rotate success, set `grounded = collides(m,x,y+1); if(!grounded) lockAcc=0;`. I'll add a helper `refreshGrounded()` called after any successful move/rotate. DAS move: tryMove(dir): if(!collides(m, x+dir, y)){x+=dir; refreshGrounded(); return true} return false. doLock: as described. Also set grounded=false, gAcc=0 after spawn. Soft drop score: +1 per cell — only when actually moved while down held. Good. Hard drop: ```js function hardDrop(){ if(state!=='play'||!cur)return; const gy=ghostY(); const d=gy-cur.y; cur.y=gy; score+=2*d; shakeT=now; doLock(now); // immediate lock, skip lock delay } ``` doLock signature: I'll just use globals. finishClear: remove rows, level recompute, spawnNext(), state='play', gAcc=0, lockAcc=0, grounded=false. Popup on clear: text `+${gained}` and if 4 lines: "TETRIS +800×L"? Keep "+${gained}". Position: y of first cleared row center. Also popup for hard drop? No, too noisy. spawnNext: ```js function spawnNext(){ cur = takeBag(); // {type index, m: copy?} ``` Rotation mutates matrix — I should clone the matrix when taking from bag (so bag stays pristine for next preview... each take is unique from bag anyway; but next preview shows the same object reference — if current rotates, preview unaffected since preview shows the NEXT piece object which is different). But takeBag returns the piece object from PIECES by index; rotating mutates PIECES' matrix! So I must deep-clone: `cur = {t: idx, m: PIECES[idx].m.map(r=>r.slice()), x: ..., y: 0}`. Next preview: show PIECES[nextIdx].m directly, but rotateCW never applied to those since cur has its own copy. But wait — cur references clone; when cur rotates I do `cur.m = rotateCW(cur.m)` producing new arrays — fine. Actually nextIdx: bag front element. takeBag: `const idx=bag.pop()` (pop from end after shuffle). Preview shows `bag[bag.length-1]`. Ensure bag refilled when length 0. Rotation function operates on square matrix; all are square. rotateCW as defined. Double-check CW correctness: m[y][x], result r[x][n-1-y] = m[y][x]. Take T: [[0,1,0],[1,1,1],[0,0,0]]. Apply: r[0][2]=m[0][1]=1? r[0][n-1-1]=r[0][1]=m[0][0]=0. Let me compute all: for y=0: r[0][2]=m[0][0]=0? Wait formula: r[x][n-1-y]=m[y][x]. y=0,x=0: r[0][2]=m[0][0]=0. y=0,x=1: r[1][2]=m[0][1]=1. y=0,x=2: r[2][2]=m[0][2]=0. y=1,x=0: r[0][1]=m[1][0]=1. y=1,x=1: r[1][1]=1. y=1,x=2: r[2][1]=m[1][2]=1. y=2,x=0: r[0][0]=0. y=2,x=1: r[1][0]=0. y=2,x=2: r[2][0]=0. r = [[0,1,0],[0,1,1],[0,1,0]] — T pointing right? Original T points up (nub top). CW rotation should point right: r has column x=1 filled in rows 0,1,2 → nub at right column... wait nub is the odd cell: original nub at (0,1) top-middle. Rotated: filled cells (0,1),(1,1),(2,1) column plus (1,2). So the "bar" is vertical column 1 with protrusion at (1,2) right-middle → T pointing right. CW from up = right. ✓. Colors list check distinctness: cyan #5fd6e0, amber #f2c14b, violet #b48ce0, green #7cc97c, red #e0655f, orange #e89355, blue #6b87d6 — orange vs red: #e0655f vs #e89355 — distinguishable enough (red vs orange). OK. Now the draw function: ```js function draw(now){ ctx.setTransform(dpr,0,0,dpr,0,0); // shake if(shake active) translate ctx.fillStyle=BG; fillRect(0,0,W,H) (in css px — need W=COLS*CELL) grid lines // locked cells for(y,x) if(board[y][x]) drawCell — but if clearing contains this row, skip (animated overlay drawn after) // ghost & current (only in play/paused states; also draw during... during 'clearing' cur is null) // clearing rows animation // popups // overlays } ``` Shake translate: after setTransform, `ctx.translate(sx, sy)` where computed from shakeT. All drawing uses css-pixel coordinates. Clearing animation draw: for each row r in clearing.rows: p = clearing.t/CLEAR_DUR. Phase 1 (p<0.35): draw row cells as white-ish (blend cell color toward white: draw base color then white overlay alpha 0.6+...). Simpler: fill row rect with `rgba(255,255,255,0.9)` flash? Full-row white flash: fillRect(0, r*CELL, W, CELL) with white alpha = 0.9*(1 - p/0.35) for p<0.35, then collapse phase: for each cell in row (board still has colors), draw cell scaled: w = CELL*(1 - q) where q=(p-0.35)/0.65, centered on board center? Each cell shrinking individually toward its own center, or whole row sliding into center? I'll shrink each cell toward the row's vertical centerline and horizontally toward board center: scale factor f=1-q; draw cell centered at board center X with size CELL*f? That makes all cells converge to a center point — looks like the row being "sucked in". Nice signature-ish. Also alpha fade. Implementation: during collapse phase, for the row: draw each cell as a rounded square of size CELL*f centered at (W/2, r*CELL+CELL/2), color = original cell color (board still intact until finishClear), alpha=1-q. Plus the white flash earlier. Hmm, but cells converge to one point — with different colors converging, looks cool. Keep it. Popups: {text,x,y,born}. draw: age=now-born; if age>900 remove. alpha=1-age/900; y offset = -age*0.05; font bold 18px; textAlign center; fill '#f2c14b' with alpha. Add slight stroke? no. HUD DOM update each frame: score, lines, level, best. Game over overlay: ```js ctx.fillStyle='rgba(10,11,13,0.85)'; fillRect; ctx.textAlign='center'; ctx.fillStyle='#e8e4da'; font 'bold 30px ...'; fillText('GAME OVER', W/2, H/2 - 30); ctx.fillStyle='#8a8f98'; font '13px'; fillText('SCORE '+score, W/2, H/2+4); ctx.fillStyle='#f2c14b'; fillText('PRESS R TO RESTART', W/2, H/2+34); ``` Also draw a subtle vignette? Skip. Title in panel: ```

BLOCKFALL

10×20 · SEVEN PIECES

``` em color amber, font-style normal. Stats: I'll show them as rows: ``` .stat { display:flex; justify-content:space-between; baseline; border-bottom:1px solid #1d2128; padding:8px 0; } label small muted; value bold 18px. ``` Score value maybe amber. Best value normal. Next box: label + canvas with class framed. Keys grid: ``` .keys { display:grid; grid-template-columns:auto 1fr; gap:6px 12px; } kbd { border:1px solid #2a2e35; border-radius:4px; padding:1px 6px; font-size:11px; background:#15181d; } ``` Rows: ←/→ MOVE, ↻? Use text: "←→" one kbd? I'll do: - kbd ←→ | MOVE - kbd ↑ | ROTATE - kbd ↓ | SOFT DROP - kbd SPACE | HARD DROP - kbd P | PAUSE - kbd R | RESTART Arrows as text characters ← → ↑ ↓ — these are fine typographic glyphs, not emoji. Panel width: 210px. Overall page: display flex center; gap 28px. Add `align-items:flex-start`? The canvas is 300×600 + panel 210 = 538 + gap; fine for most screens; height 600 + title — panel height similar. OK. Actually with CELL=30 the board is 300×600 — good. Keydown handler: ```js document.addEventListener('keydown', e=>{ const k=e.key; if(['ArrowLeft','ArrowRight','ArrowDown','ArrowUp',' '].includes(k)) e.preventDefault(); if(k==='r'||k==='R'){ restart(); return; } if(k==='p'||k==='P'){ togglePause(); return; } if(state!=='play'){ return; } // maybe allow arrows? no if(e.repeat && (k==='ArrowUp'||k===' ')) return; // no repeat rotate/hard drop switch(k){ case 'ArrowLeft': input.left=true; setDir(-1); break; case 'ArrowRight': input.right=true; setDir(1); break; case 'ArrowDown': input.down=true; break; case 'ArrowUp': rotate(); break; case ' ': hardDrop(); break; } }); keyup: left/right/down updates; setDir accordingly. ``` Note: preventDefault for space also when state!=play to stop page scroll — I preventDefault before state check for those keys; done above. Also 'r' during any state works. Pause toggle only meaningful in play/paused. Restart from any state. setDir(d): input.dir=d; tryMove once; dasT=now; arrT=now+? Set arrT=performance.now() so first repeat after DAS_DELAY. DAS constants: DAS_DELAY=150, ARR=45. One more consideration: when key repeat fires for ArrowLeft (OS repeat), my keydown will setDir(-1) repeatedly — resets dasT each repeat → DAS never triggers but OS repeat moves anyway. That double-mechanism could cause jitter (OS repeat rate ~30/s after delay ~500ms — different from mine). To avoid conflict: ignore keydown for left/right if e.repeat is true (since I handle repeat myself). Yes: `if(e.repeat) return;` for left/right/down too — down repeat unnecessary (held state drives it). So: if e.repeat, return early for all game keys. But careful: if user holds key and OS repeat events are ignored, our loop handles continuous movement. Good. Edge: pressing left while right held: setDir(-1) overrides; on release of left, keyup left: input.left=false; if(input.right) setDir(1). Good. Now: gravity while clearing — cur is null; guard stepDown etc. with cur existence. state==='play' implies cur non-null (spawnNext sets cur and state stays play; if spawn collides → state='over', cur left as piece? set cur=null on game over to be safe). Game over check in spawnNext: ```js function spawnNext(){ const idx=takeBag(); cur={ t:idx, m:clone(PIECES[idx].m), x: Math.floor((COLS-PIECES[idx].m.length)/2), y:0 }; // I piece matrix row 0 empty — visually starts at row1; fine. if(collides(cur.m, cur.x, cur.y)){ gameOver(); } grounded=false; lockAcc=0; gAcc=0; } ``` gameOver(): state='over'; best=max(best,score); localStorage set; cur=null. takeBag: ```js function takeBag(){ if(!bag.length){ bag=[0,1,2,3,4,5,6]; shuffle(bag); } return bag.pop(); } ``` Preview: `bag[bag.length-1]`. But at game start, bag gets filled on first take; preview shows bag top. Initialize by calling spawnNext() at restart which fills bag; preview reads bag. Edge: after takeBag pops last element, bag empty until next refill — preview would read undefined! Sequence: bag has 7; take pops → 6 left including preview. Preview = bag[len-1] — that's the piece AFTER current? With pop from end, bag[len-1] is the next to be popped — yes correct: next pop returns that. Good. But if bag length 1: pop → 0; preview reads undefined until spawnNext called again... spawnNext is called immediately after lock (or after clear). The preview is drawn each frame; between a lock and spawnNext (during clearing) bag could be empty → preview undefined → guard: if undefined, draw nothing. Actually during clearing the next piece hasn't spawned; preview showing stale/empty briefly is odd. Better: refill bag inside takeBag when empty before popping (done), and preview: if bag empty, show nothing (rare single-frame case). Hmm, during clearing (280ms) bag might have 0 elements? Only if bag had exactly 1 piece which was popped at last spawn. Then during clearing preview undefined → guard draws empty box. Minor. Alternatively maintain a `nextIdx` variable set at spawn: spawnNext pops current and sets nextIdx=takeBag()? That changes semantics. Cleaner: keep two slots: `cur` and `next`. Let me restructure: ```js let nextIdx=null; function spawnNext(){ if(nextIdx===null) nextIdx=takeBag(); const idx=nextIdx; nextIdx=takeBag(); cur = makePiece(idx); ... } ``` Wait that pops two per spawn — bag drain uneven but fine (bag refills when empty). Actually simpler: at restart: nextIdx=takeBag(); spawnNext(): idx=nextIdx; nextIdx=takeBag(); build cur from idx. Preview always shows PIECES[nextIdx]. Clean. restart(): board reset, bag=[], nextIdx=null, score=0, lines=0, level=1, state='play', popups=[], clearing=null, spawnNext(). Level from lines: recompute in finishClear and also at restart. Score popups also for soft/hard drop? No. Let me also double-check the "no clipping through anything" rotation requirement — kicks try full validity, so rotated piece only placed if entirely non-colliding. ✓. Rotation when piece is at left wall: kick +1/ +2 applies. ✓. Level speed: `const levelIv=()=>Math.max(70, 850-(level-1)*65);` level 10 → 850-585=265; level 13+ → min 70. Reasonable. Also, drawing next preview: `nctx` with dpr scaling. Draw once per frame (or on change — per frame fine). Draw ghost only when cur exists and state==='play' (also draw in paused? drawing board behind pause overlay is fine; I'll dim everything under overlay anyway). One more polish: draw active piece with slight "landing pulse"? Skip — keep code tight but complete. Also handle window blur → auto-pause? Nice touch: `window.addEventListener('blur', ()=>{ if(state==='play') state='paused'; })`. Small, do it. Let me now write the full HTML. Also ensure clean code with comments in English (user wrote in English). CSS details: ```css :root{ --bg:#111418; --panel:#161a20; --line:#262b33; --ink:#e8e4da; --mut:#7d838e; --acc:#f2c14b; } *{box-sizing:border-box; margin:0; padding:0;} body{ background:var(--bg); color:var(--ink); font-family:...; min-height:100vh; display:flex; align-items:center; justify-content:center; } ``` Add subtle background texture? A faint radial? Keep flat; maybe very subtle repeating-linear-gradient scanlines? That'd count as decoration — skip, flat dark is clean. Board frame: ```css .board{ border:1px solid var(--line); background:#0b0d10; border-radius:6px; overflow:hidden; } ``` Rounded corners on canvas: give canvas display:block; border-radius via wrapper overflow hidden. Slight refinement. Panel: ```css .panel{ width:216px; display:flex; flex-direction:column; gap:18px; } h1{ font-size:20px; letter-spacing:4px; font-weight:700; } h1 em{ color:var(--acc); font-style:normal; } .tag{ color:var(--mut); font-size:10px; letter-spacing:2px; margin-top:4px; } ``` Stats: ```css .stats{ border-top:1px solid var(--line); } .stat{ display:flex; justify-content:space-between; align-items:baseline; padding:9px 0; border-bottom:1px solid #1c2026; } .stat label{ font-size:10px; letter-spacing:2px; color:var(--mut); } .stat b{ font-size:18px; font-weight:700; font-variant-numeric:tabular-nums; } #score b? score value id. ``` Next: ```css .next label{...same} .nextBox{ margin-top:8px; border:1px solid var(--line); background:#0b0d10; border-radius:6px; display:flex; align-items:center; justify-content:center; height:84px; } ``` Canvas inside: 96×72 css. Keys: ```css .keys{ display:grid; grid-template-columns:auto auto 1fr; ... } ``` Simplify: each row `
MOVE
` with .k{display:flex; gap:6px; align-items:center; margin-bottom:7px} span{margin-left:auto; color:var(--mut); font-size:10px; letter-spacing:1.5px}. Use container with border-top like stats? Keys section heading "CONTROLS" small label. Heading labels: `.sect{font-size:10px; letter-spacing:2px; color:var(--mut); margin-bottom:8px;}` HTML skeleton: ```html Blockfall
``` main{display:flex; gap:26px; align-items:flex-start;} — center via body flex. Also padding for small screens. Responsive media query: @media (max-width:600px){ main{flex-direction:column} .panel{width:300px} } — fine. Now full JS. Let me write it carefully. ```js 'use strict'; // ---------- constants ---------- const COLS=10, ROWS=20, CELL=30; const W=COLS*CELL, H=ROWS*CELL; const DAS_DELAY=150, ARR=45, SOFT_IV=45, LOCK_DELAY=340, CLEAR_DUR=300; const COLORS=['#5fd6e0','#f2c14b','#b48ce0','#7cc97c','#e0655f','#e89355','#6b87d6']; const SHAPES=[ ... matrices ... ]; const LINE_SCORES=[0,100,300,500,800]; // ---------- canvas setup ---------- const cv=document.getElementById('game'); const ctx=cv.getContext('2d'); const dpr=Math.min(window.devicePixelRatio||1,2); cv.width=W*dpr; cv.height=H*dpr; cv.style.width=W+'px'; cv.style.height=H+'px'; const nc=document.getElementById('next'); const nctx=nc.getContext('2d'); const NW=96, NH=72; nc.width=NW*dpr; nc.height=NH*dpr; nc.style.width=NW+'px'; nc.style.height=NH+'px'; // ---------- state ---------- let board, cur, nextIdx, bag, score, lines, level, best, state, clearing, popups, shakeT, grounded, lockAcc, gAcc; best = +(localStorage.getItem('blockfall-best')||0); const input={left:false,right:false,down:false,dir:0,dasT:0,arrT:0}; function newBoard(){ return Array.from({length:ROWS},()=>new Array(COLS).fill(0)); } function shuffle(a){ for(let i=a.length-1;i>0;i--){const j=Math.floor(Math.random()*(i+1)); [a[i],a[j]]=[a[j],a[i]];} return a; } function takeBag(){ if(!bag.length) bag=shuffle([0,1,2,3,4,5,6]); return bag.pop(); } function cloneM(m){ return m.map(r=>r.slice()); } function collides(m,px,py){ for(let y=0;y=COLS||by>=ROWS) return true; if(by>=0 && board[by][bx]) return true; } return false; } function rotateCW(m){ const n=m.length, r=Array.from({length:n},()=>new Array(n).fill(0)); for(let y=0;yv)) full.push(y); if(full.length){ const gained=LINE_SCORES[full.length]*level; score+=gained; lines+=full.length; level=Math.floor(lines/10)+1; popups.push({text:'+'+gained, x:W/2, y:full[0]*CELL, born:now}); state='clearing'; clearing={rows:full, t:0}; } else spawnNext(); } function finishClear(){ const set=new Set(clearing.rows); const kept=board.filter((_,i)=>!set.has(i)); while(kept.lengthbest){ best=score; localStorage.setItem('blockfall-best',best); } } function restart(){ board=newBoard(); bag=[]; nextIdx=null; score=0; lines=0; level=1; clearing=null; popups=[]; shakeT=-1e9; grounded=false; lockAcc=0; gAcc=0; state='play'; spawnNext(); } function togglePause(){ if(state==='play') state='paused'; else if(state==='paused') state='play'; } ``` Wait: doLock with over=true but some cells above — I `continue` skipping those cells; other cells still merge (fine). Also popup y uses full[0]*CELL — the topmost cleared row; popup at that y. Good. Input handling: ```js function setDir(d){ input.dir=d; input.dasT=performance.now(); input.arrT=performance.now(); tryMove(d); } document.addEventListener('keydown', e=>{ const k=e.key; if(k==='ArrowLeft'||k==='ArrowRight'||k==='ArrowDown'||k==='ArrowUp'||k===' ') e.preventDefault(); if(e.repeat) return; if(k==='r'||k==='R'){ restart(); return; } if(k==='p'||k==='P'){ if(state==='play'||state==='paused') togglePause(); return; } if(state!=='play') return; switch(k){ case 'ArrowLeft': input.left=true; setDir(-1); break; case 'ArrowRight': input.right=true; setDir(1); break; case 'ArrowDown': input.down=true; break; case 'ArrowUp': rotate(); break; case ' ': hardDrop(performance.now()); break; } }); document.addEventListener('keyup', e=>{ switch(e.key){ case 'ArrowLeft': input.left=false; input.dir = input.right?1:0; if(input.dir) setDir(input.dir); else input.dir=0; break; ``` Hmm careful: setDir sets dasT and moves — when releasing left while right still held, we want continuous right movement to resume: setDir(1) moves right once immediately — acceptable (actually could cause an instant extra move; fine). Simplify keyup: ```js case 'ArrowLeft': input.left=false; if(input.right) setDir(1); else input.dir=0; break; case 'ArrowRight': input.right=false; if(input.left) setDir(-1); else input.dir=0; break; case 'ArrowDown': input.down=false; break; ``` Blur pause: `window.addEventListener('blur', ()=>{ if(state==='play') state='paused'; });` Update: ```js function update(now, dt){ if(state==='play' && cur){ // held-direction auto-repeat if(input.dir!==0 && now-input.dasT>DAS_DELAY && now-input.arrT>=ARR){ if(tryMove(input.dir)) input.arrT=now; else input.arrT=now; // keep retrying on cadence } // gravity gAcc+=dt; const iv = input.down ? Math.min(SOFT_IV, levelIv()) : levelIv(); ``` Hmm — soft interval should be ≤ level interval so down is always faster: Math.min(45, levelIv()) — at high levels levelIv=70 → 45; good. Actually just use `input.down? Math.min(SOFT_IV,levelIv()):levelIv()`. levelIv min 70 so min(45,70)=45 always. OK just SOFT_IV when down. Fine: `const iv = input.down? SOFT_IV : levelIv();` ```js while(gAcc>=iv){ gAcc-=iv; if(!cur) break; if(!collides(cur.m,cur.x,cur.y+1)){ cur.y++; grounded=false; lockAcc=0; if(input.down) score+=1; } else { grounded=true; if(input.down){ doLock(now); break; } break; // wait for lock delay } } // lock delay when resting on ground if(cur && grounded && !input.down){ lockAcc+=dt; if(lockAcc>=LOCK_DELAY) doLock(now); } } else if(state==='clearing'){ clearing.t+=dt; if(clearing.t>=CLEAR_DUR) finishClear(); } } ``` Wait: when grounded and gravity tick fails, I break out of while; gAcc keeps accumulating? gAcc-=iv happened, so gAcc stays < iv — fine, but while grounded, gAcc never grows past iv meaning one failed tick per interval — fine. Edge: after doLock sets state='clearing' or spawns; while loop guarded by `if(!cur) break;` and state check. Also after doLock inside while with state changed to 'clearing', the lock-delay block guarded by `cur &&`. Good. But the while loop condition: if state became 'clearing', gAcc still loops? doLock → spawnNext sets cur; state 'play' → continue looping OK. If state 'clearing', cur=null → break. Good. But also if state==='over', break via !cur. OK. One subtlety: soft drop +1 score per cell — I add it in gravity tick when down held and moved. Hard drop adds 2× distance. ✓. levelIv: `const levelIv=()=>Math.max(70, 850-(level-1)*65);` Draw: ```js function rr(c,x,y,w,h,r){ r=Math.min(r,w/2,h/2); c.beginPath(); c.moveTo(x+r,y); c.arcTo(x+w,y,x+w,y+h,r); c.arcTo(x+w,y+h,x,y+h,r); c.arcTo(x,y+h,x,y,r); c.arcTo(x,y,x+w,y,r); c.closePath(); } function drawCell(c,px,py,s,color,ghost){ if(ghost){ c.strokeStyle=color; c.globalAlpha=0.4; c.lineWidth=1.5; rr(c,px+2.5,py+2.5,s-5,s-5,4); c.stroke(); c.globalAlpha=0.08; rr(c,px+2,py+2,s-4,s-4,4); c.fillStyle=color; c.fill(); c.globalAlpha=1; return; } rr(c,px+1,py+1,s-2,s-2,5); c.fillStyle=color; c.fill(); c.fillStyle='rgba(255,255,255,0.22)'; rr(c,px+3,py+3,s-6,(s-6)*0.42,3); c.fill(); c.fillStyle='rgba(0,0,0,0.22)'; rr(c,px+3,py+s-3-(s*0.28),s-6,s*0.28-3? ``` Let me define shade strip: height hs=(s-6)*0.35; y=py+s-3-hs; rr(c,px+3,py+s-3-hs,s-6,hs,3); fill dark. Fine. ```js const hs=(s-6)*0.35; rr(c,px+3,py+s-3-hs,s-6,hs,3); c.fill(); } ``` Also thin outline around cell? The gap of 1px on grid bg gives separation. Good. Main draw: ```js function draw(now){ ctx.setTransform(dpr,0,0,dpr,0,0); // shake if(now-shakeT<120){ const f=1-(now-shakeT)/120; ctx.translate((Math.random()*2-1)*3*f,(Math.random()*2-1)*2*f); } // background ctx.fillStyle='#0b0d10'; ctx.fillRect(-4,-4,W+8,H+8); // grid ctx.strokeStyle='rgba(255,255,255,0.04)'; ctx.lineWidth=1; ctx.beginPath(); for(let x=1;xcur.y) for cells drawCell(ctx,(cur.x+x)*CELL,(gy+y)*CELL,CELL,COLORS[cur.t],true); for cells drawCell(ctx,(cur.x+x)*CELL,(cur.y+y)*CELL,CELL,COLORS[cur.t],false); } ``` Careful: cells with by<0 (above top): skip drawing if py<0? For cur.y=0 all rows ≥0. For locked over cells they're game over. Ghost could have cells above? cur.y≥0 always at spawn y=0 and never decreases. Fine, but guard by>=0 in drawing loops to be safe (skip negative). Actually cur.m rows at y=0: for the I piece, matrix row 0 is empty so filled cells at gy+y ≥ 1. OK, still I'll add `if(py<-CELL) continue`-style guard... simpler: in loops, `const by=...; if(by<0) continue;`. Add for safety. ```js // clearing animation if(clearing){ const p=Math.min(1,clearing.t/CLEAR_DUR); for(const r of clearing.rows){ if(p<0.4){ ctx.fillStyle='rgba(255,255,255,'+(0.75*(1-p/0.4)+0.15)+')'; ctx.fillRect(0,r*CELL,W,CELL); } else { const q=(p-0.4)/0.6, f=1-q; for(let x=0;xnow-pp.born<900); ctx.textAlign='center'; ctx.textBaseline='middle'; for(const pp of popups){ const age=now-pp.born; ctx.globalAlpha=1-age/900; ctx.font='bold 16px ...mono stack'; ctx.fillStyle='#f2c14b'; ctx.fillText(pp.text, pp.x, pp.y - age*0.05 - 10); ctx.globalAlpha=1; } ``` Also maybe show "LINE CLEAR" small text? Skip. Overlays: ```js if(state==='paused'){ overlay('PAUSED','PRESS P TO RESUME'); } else if(state==='over'){ ctx.fillStyle='rgba(9,10,12,0.86)'; ctx.fillRect(0,0,W,H); ctx.textAlign='center'; ctx.textBaseline='middle'; ctx.fillStyle='#e8e4da'; ctx.font='bold 30px ...'; ctx.fillText('GAME OVER',W/2,H*0.38); ctx.fillStyle='#7d838e'; ctx.font='12px ...'; ctx.fillText('FINAL SCORE '+score,W/2,H*0.38+38); ctx.fillStyle='#f2c14b'; ctx.font='bold 13px ...'; ctx.fillText('PRESS R TO RESTART',W/2,H*0.38+70); } ``` overlay helper for pause similar. Font strings: define `const FONT='"IBM Plex Mono","JetBrains Mono","SF Mono","Cascadia Mono",Consolas,monospace'` and use `'bold 30px '+FONT`. Note: canvas font shorthand needs size and family — using a stack with quotes works. Next preview draw: ```js function drawNext(){ nctx.setTransform(dpr,0,0,dpr,0,0); nctx.clearRect(0,0,NW,NH); if(nextIdx===null) return; const m=SHAPES[nextIdx]; const s=18; const ox=(NW-m.length*s)/2, oy=(NH-m.length*s)/2; for(let y=0;yv)` — cells hold 0 or t+1 → truthy check ✓. Double-check spawn x for I: m.length=4 → floor(6/2)=3 → columns 3..6 ✓. T: length 3 → floor(7/2)=3 → cols 3-5, slightly left of center (cols 4-6 would be center) — classic Tetris spawns around 3; fine. O: length 2 → 4 → cols 4-5, center-ish (cols 4,5 of 0-9 → center is 4.5 → cols 4-5 ✓). Game over condition "stack reaches top": spawn collision covers it (stack up to row 0-1). Also lock with by<0: can that happen? cur.y starts 0; cells at y≥0 always since y never negative. cur.y+y ≥ 0 always! Because cur.y=0 minimum. So `by<0` never happens. Hmm — so the hidden-rows concern doesn't apply since spawn is at y=0 within visible field. Then game over only via spawn collision. That's fine and correct: if stack reaches top so spawn collides → game over. The by<0 check is harmless dead code; keep for safety. But wait — is spawn collision reliable? If stack is high (rows 0-1 filled), new piece collides at spawn → over. But what if stack is at row 0 only in column 5 and the new piece could spawn elsewhere? Classic behavior: spawn fixed, collide → over. ✓. However, one more subtlety: when stack is high but spawn doesn't collide, the piece locks possibly at row 0-1; then next spawn might collide. Good enough. Also "game over when the stack reaches the top" — satisfied. Lock delay + soft drop: when input.down and grounded → doLock immediately on gravity tick — good. Now let me also double check the DAS loop math: input.arrT initialized to performance.now() at setDir. Condition `now-input.dasT>DAS_DELAY && now-input.arrT>=ARR`: initially arrT==dasT so after 150ms, arrT check passes (150>=45) → move, arrT=now; subsequent repeats every 45ms. ✓. And tryMove fails → still update arrT to retry later — I wrote both branches set arrT=now; fine. Minor: keyup when dir switches: setDir calls tryMove immediately — moves once extra; acceptable. Shake on hard drop: shakeT=now before doLock. Also maybe tiny shake on multi-line clear? Skip. Now polish the panel visuals further: add a thin amber rule under title? `header{border-bottom:1px solid var(--line); padding-bottom:14px}`. Keep. Body font-size base 12-13px; panel text sizes small caps vibes. Let me also consider: cell 30 → piece squares 28px with 5px radius — nice. Ghost overlaps current when grounded (gy==cur.y): ghost drawn then current over it — ghost invisible mostly; fine. I had `if(gy>cur.y)` guard? Ghost cells drawn at gy could equal cur.y — drawing ghost then piece over is fine visually; I'll drop the guard and always draw ghost (harmless). Actually drawing ghost under current piece wastes nothing. Keep simple: draw ghost only if gy>cur.y to avoid stroke overdraw artifacts... strokes would be hidden under filled cells anyway (drawn after). Just draw always; simpler code. Hmm but when grounded, lock delay pending — ghost==current position, stroke lines peek? Piece cells drawn after cover 28px of 30px cell; ghost stroke at inset 2.5 inside — covered. Fine either way; I'll draw ghost always. Draw order: locked → ghost → current. ✓. Text on canvas letterspacing: for "PRESS R TO RESTART" I use manual wide spacing in string: 'PRESS R TO RESTART' — fine. Add small detail: show "TETRIS" popup text for 4 lines? The score popup +800 etc. conveys it. Maybe popup text: if 4 lines: 'TETRIS +'+gained. Nice touch, cheap. Do: `text:(full.length===4?'TETRIS +':'+')+gained`. Also popup y position: use middle cleared row: full[Math.floor(full.length/2)]*CELL + CELL/2? Top row minus? I'll use full[0]*CELL (topmost cleared row) then draw offset -10 → near top of cleared area. Fine. Let me also make sure `clearing.rows` sorted — they're pushed y increasing ✓. Board deep copy on restart: newBoard ✓. localStorage in sandboxed iframe (if user previews) could throw — wrap in try/catch. I'll add safe get/set helpers. Write CSS font stack once via CSS var and reuse literal in JS. Edge: `ctx.font` with template: `'bold 30px '+FONT`. Now, finalize the code. Also include `` etc. Comments in English. Let me also consider a subtle detail: the board's cleared-row white flash draws over ghost/current? During clearing cur is null — fine. One more: HUD "BEST" shows Math.max(best,score) live; on game over best updated. ✓. Also initial `best` load with try/catch: ```js function loadBest(){ try{ return +localStorage.getItem('blockfall-best')||0; }catch(e){ return 0; } } function saveBest(v){ try{ localStorage.setItem('blockfall-best',v); }catch(e){} } ``` Now assemble everything. Also add slight CSS for `main` gap and align. Also `kbd` styling. Also selection color? skip. Let me write the final file now, mentally checking syntax. Also: `ctx.textBaseline` default changes — set each time used. Fine. Potential bug: in draw, after shake translate, the fillRect(-4,-4,W+8,H+8) covers gaps ✓. Grid stroke lineWidth 1 with 0.5 offsets ✓ crisp-ish. drawCell ghost: I set fillStyle after rr — order: stroke first then fill: I wrote stroke then set fillStyle and rr again then fill — need correct sequence: ```js function drawCell(c,px,py,s,color,ghost){ if(ghost){ c.globalAlpha=0.1; c.fillStyle=color; rr(c,px+2,py+2,s-4,s-4,4); c.fill(); c.globalAlpha=0.45; c.strokeStyle=color; c.lineWidth=1.5; rr(c,px+3,py+3,s-6,s-6,4); c.stroke(); c.globalAlpha=1; c.lineWidth=1; return; } ... } ``` Normal: ```js rr(c,px+1,py+1,s-2,s-2,5); c.fillStyle=color; c.fill(); c.fillStyle='rgba(255,255,255,0.2)'; rr(c,px+3,py+3,s-6,(s-6)*0.4,3); c.fill(); c.fillStyle='rgba(0,0,0,0.22)'; const hs=(s-6)*0.32; rr(c,px+3,py+s-3-hs,s-6,hs,3); c.fill(); ``` Looks good. The clearing collapse: `rr(ctx,cx,cy,s,s,Math.max(1,s*0.2)); ctx.fillStyle=COLORS[v-1]; ctx.fill();` with globalAlpha set before. Careful: rr defines path then fill. Set fillStyle before fill — order fine either way as long as before fill call. Also in the flash phase I want the underlying cells to still be visible? The white flash covers whole row with high alpha — under it cells exist; flash alpha from ~0.9 down — looks like flash fading into collapse. OK. Also during collapse the row's original cells are skipped in locked-cells loop (clrSet) — replaced by converging squares. Rows above remain in place (they drop after CLEAR_DUR). Acceptable and classic. Level speed display ✓. Test mental run of gravity while loop: dt capped 100ms; iv 850 initially → at most 0-1 steps/frame ✓. With down held iv=45 → up to 2 steps per frame at 100ms cap; while loop handles multiple ✓. hardDrop during grounded: ghostY==cur.y, d=0, score+=0, lock ✓. hardDrop calls doLock which may trigger clearing with popups using now ✓ (passed performance.now()). Key ' ' detection: e.key===' ' ✓ (also 'Spacebar' legacy — ignore). Also prevent arrow keys default even with e.repeat? preventDefault before repeat check — but I return early on repeat before preventDefault? Order in my handler: preventDefault for the key list first (includes repeat events — good, prevents scroll from held arrows), then `if(e.repeat) return;`. So put preventDefault first. ✓. Also prevent 'r'/'p' default? Not needed. Also, if user holds ArrowUp with OS repeat → repeated rotate calls? I return early on e.repeat → no repeat rotation ✓. Also space keydown repeat → e.repeat early return ✓ prevents multi hard drops. One more: browser keydown repeat for ArrowLeft ignored → our DAS handles ✓. Pause: while paused, draw shows board + current piece + overlay "PAUSED / PRESS P TO RESUME". Update skips play logic; but dt accumulates? `last` updated every frame so dt stays small; update does nothing in paused. But gAcc etc frozen ✓. However dt cap 100 fine. Blur → pause ✓. Now also small a11y: canvas has aria-label? Add `role="img"` skip; keep minimal but add aria-label on canvases. Fine. Compose final HTML with all pieces. Also add a tiny footer line in panel? e.g. "SOFT DROP +1 · HARD DROP +2/CELL" scoring hints? Nice for completeness: small muted line under controls: `100/300/500/800 × LEVEL`. I'll add a "SCORING" hint line: `1 LINE 100 · 2 LINES 300 · 3 LINES 500 · 4 LINES 800 — × LEVEL`. Might be too wordy; a compact line: put in .tag? I'll add small muted note under stats? Keep panel tidy: skip or single line under controls: `

MULTI CLEARS SCORE BONUS × LEVEL

`. Fine, small. Write final code. Also ensure no `alert` etc ✓. No emoji ✓ (arrows are fine glyphs). No gradients ✓. Dark clean ✓. Panel width 216 vs board 300 — total ~542 + gap 26 = 568 wide; height 600. Add `body{padding:24px}` for small screens; allow scroll if needed (`align-items:center` with min-height:100vh and margin auto). Use `body{min-height:100vh; display:flex; align-items:center; justify-content:center; padding:24px 16px;}`. Also number formatting: tabular-nums via font-variant-numeric ✓. Score display could get long (6 digits) — value font 18px fits 216px panel ✓. Final check of rotate for O piece: 2×2 rotateCW maps onto itself ✓ but rotation of O triggers kick checks — collides same → applies with [0,0] ✓ (harmless). Let me now also handle rare case: rotate called when state 'clearing' → guarded ✓. I think everything is covered. Write it out. One more idea for signature: subtle "top danger line"? When stack height near top, draw the top row boundary in amber? Could add: if any filled cell in rows 0-2, stroke a faint red top edge? Skip — restraint. Final code assembly: I'll write ~450 lines total. Let me write carefully to avoid syntax errors. FONT constant in JS: const FONT='"IBM Plex Mono","Cascadia Mono","JetBrains Mono",Consolas,"Courier New",monospace'; drawNext: shapes defined as SHAPES[i].m? I defined SHAPES as matrices only, COLORS parallel by index. So SHAPES[idx] is matrix. `const m=SHAPES[nextIdx]` ✓. cur.t = idx; board stores idx+1; colors via COLORS[v-1] ✓; current piece color COLORS[cur.t] ✓. OK writing now. Also I realize: in update's while loop, after doLock → spawnNext (state play, cur set) — loop continues consuming gAcc; if immediately collides (rare), break via grounded path... collides→grounded=true, if down → doLock again → could chain-spawn — acceptable. Also after doLock → gameOver: state 'over', cur=null → `if(!cur) break;` ✓. But note the lock-delay block after while: guarded by `cur &&` ✓. Edge: 'clearing' set while inside play branch of update — after while, lock-delay block: cur null → skip ✓. state!=='play' so next frames go to clearing branch ✓. Also: when doLock triggers gameOver from within stepDown-while with input.down — state over ✓. Write the file. Also include ``. Counting braces mentally as I go. Let me produce the final answer: brief intro? The user said "Output only the complete HTML file." So I should output just the file — maybe a one-line note? "Output only the complete HTML file" — I'll output only the code block with the file, no extra prose. To respect that instruction strictly, I'll output just the HTML (in a code block for readability). === answer so far === ```html Blockfall