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        "content": "<!DOCTYPE html>\n<html lang=\"en\">\n<head>\n<meta charset=\"UTF-8\">\n<title>Falling Blocks</title>\n<style>\n  html, body {\n    margin: 0;\n    padding: 0;\n    background: #0d0d12;\n    color: #d8d8e0;\n    font-family: \"Courier New\", monospace;\n    height: 100%;\n  }\n  body {\n    display: flex;\n    justify-content: center;\n    align-items: center;\n    min-height: 100vh;\n  }\n  #wrap {\n    display: flex;\n    gap: 24px;\n    align-items: flex-start;\n  }\n  #boardArea {\n    position: relative;\n  }\n  canvas {\n    display: block;\n    background: #14141c;\n    border: 2px solid #2e2e3c;\n    border-radius: 4px;\n  }\n  #gameover {\n    position: absolute;\n    top: 0; left: 0; right: 0; bottom: 0;\n    background: rgba(8, 8, 12, 0.85);\n    display: none;\n    flex-direction: column;\n    justify-content: center;\n    align-items: center;\n    border-radius: 4px;\n    text-align: center;\n  }\n  #gameover.show { display: flex; }\n  #gameover h2 {\n    margin: 0 0 8px 0;\n    color: #ff5566;\n    letter-spacing: 3px;\n    font-size: 26px;\n  }\n  #gameover p { margin: 6px 0; color: #a8a8b8; }\n  #gameover .hint { color: #55e6a5; margin-top: 14px; animation: blink 1s infinite; }\n  @keyframes blink { 50% { opacity: 0.25; } }\n  #side {\n    display: flex;\n    flex-direction: column;\n    gap: 18px;\n    width: 150px;\n  }\n  .panel {\n    background: #14141c;\n    border: 2px solid #2e2e3c;\n    border-radius: 4px;\n    padding: 12px;\n  }\n  .panel h3 {\n    margin: 0 0 8px 0;\n    font-size: 12px;\n    letter-spacing: 2px;\n    color: #7a7a95;\n    text-transform: uppercase;\n  }\n  .stat {\n    font-size: 22px;\n    color: #ffffff;\n  }\n  #help { font-size: 11px; line-height: 1.6; color: #8a8aa0; }\n  #help b { color: #c8c8d8; }\n  h1 {\n    font-size: 13px;\n    letter-spacing: 3px;\n    color: #55e6a5;\n    text-transform: uppercase;\n  }\n</style>\n</head>\n<body>\n<div id=\"wrap\">\n  <div id=\"boardArea\">\n    <h1>Falling Blocks</h1>\n    <canvas id=\"board\" width=\"300\" height=\"600\"></canvas>\n    <div id=\"gameover\">\n      <h2>GAME OVER</h2>\n      <p id=\"finalScore\"></p>\n      <p class=\"hint\">Press ENTER to restart</p>\n    </div>\n  </div>\n  <div id=\"side\">\n    <div class=\"panel\">\n      <h3>Next</h3>\n      <canvas id=\"next\" width=\"120\" height=\"120\"></canvas>\n    </div>\n    <div class=\"panel\">\n      <h3>Score</h3>\n      <div class=\"stat\" id=\"score\">0</div>\n    </div>\n    <div class=\"panel\">\n      <h3>Lines</h3>\n      <div class=\"stat\" id=\"lines\">0</div>\n    </div>\n    <div class=\"panel\">\n      <h3>Level</h3>\n      <div class=\"stat\" id=\"level\">1</div>\n    </div>\n    <div class=\"panel\" id=\"help\">\n      <b>&larr; &rarr;</b> Move<br>\n      <b>&uarr;</b> Rotate<br>\n      <b>&darr;</b> Soft drop<br>\n      <b>Space</b> Hard drop\n    </div>\n  </div>\n</div>\n\n<script>\n(function () {\n  const COLS = 10, ROWS = 20, CELL = 30;\n\n  const canvas = document.getElementById('board');\n  const ctx = canvas.getContext('2d');\n  const nextCanvas = document.getElementById('next');\n  const nctx = nextCanvas.getContext('2d');\n  const scoreEl = document.getElementById('score');\n  const linesEl = document.getElementById('lines');\n  const levelEl = document.getElementById('level');\n  const gameOverEl = document.getElementById('gameover');\n  const finalScoreEl = document.getElementById('finalScore');\n\n  // Shape definitions as matrices; rotation = rotate matrix.\n  const SHAPES = [\n    { // I\n      color: '#3ec8d8',\n      matrix: [\n        [0,0,0,0],\n        [1,1,1,1],\n        [0,0,0,0],\n        [0,0,0,0]\n      ]\n    },\n    { // O\n      color: '#e6c84e',\n      matrix: [\n        [1,1],\n        [1,1]\n      ]\n    },\n    { // T\n      color: '#a855e6',\n      matrix: [\n        [0,1,0],\n        [1,1,1],\n        [0,0,0]\n      ]\n    },\n    { // S\n      color: '#4ecf5e',\n      matrix: [\n        [0,1,1],\n        [1,1,0],\n        [0,0,0]\n      ]\n    },\n    { // Z\n      color: '#e65555',\n      matrix: [\n        [1,1,0],\n        [0,1,1],\n        [0,0,0]\n      ]\n    },\n    { // J\n      color: '#4e7ae6',\n      matrix: [\n        [1,0,0],\n        [1,1,1],\n        [0,0,0]\n      ]\n    },\n    { // L\n      color: '#e69a4e',\n      matrix: [\n        [0,0,1],\n        [1,1,1],\n        [0,0,0]\n      ]\n    }\n  ];\n\n  const LINE_POINTS = [0, 100, 450, 800, 2000];\n\n  let board, score, totalLines, level, current, next, bag, gameOver;\n  let dropTimer = 0, lastTime = 0, softThisDrop = 0;\n\n  function newBoard() {\n    return Array.from({ length: ROWS }, () => Array(COLS).fill(null));\n  }\n\n  function refillBag() {\n    bag = [0,1,2,3,4,5,6];\n    // Fisher-Yates shuffle\n    for (let i = bag.length - 1; i > 0; i--) {\n      const j = Math.floor(Math.random() * (i + 1));\n      [bag[i], bag[j]] = [bag[j], bag[i]];\n    }\n  }\n\n  function takeFromBag() {\n    if (bag.length === 0) refillBag();\n    return bag.pop();\n  }\n\n  function makePiece(typeIndex) {\n    const shape = SHAPES[typeIndex];\n    const matrix = shape.matrix.map(r => r.slice());\n    return {\n      type: typeIndex,\n      color: shape.color,\n      matrix,\n      rows: matrix.length,\n      cols: matrix[0].length,\n      x: Math.floor((COLS - matrix[0].length) / 2),\n      y: 0\n    };\n  }\n\n  function rotateMatrix(m) {\n    const rows = m.length, cols = m[0].length;\n    const out = Array.from({ length: cols }, () => Array(rows).fill(0));\n    for (let r = 0; r < rows; r++)\n      for (let c = 0; c < cols; c++)\n        out[c][rows - 1 - r] = m[r][c];\n    return out;\n  }\n\n  function collides(piece, board, dx, dy, matrix) {\n    const m = matrix || piece.matrix;\n    for (let r = 0; r < m.length; r++) {\n      for (let c = 0; c < m[r].length; c++) {\n        if (!m[r][c]) continue;\n        const nx = piece.x + c + dx;\n        const ny = piece.y + r + dy;\n        if (nx < 0 || nx >= COLS || ny >= ROWS) return true;\n        if (ny >= 0 && board[ny][nx]) return true;\n      }\n    }\n    return false;\n  }\n\n  function collidesAt(piece, board, matrix, px, py) {\n    for (let r = 0; r < matrix.length; r++) {\n      for (let c = 0; c < matrix[r].length; c++) {\n        if (!matrix[r][c]) continue;\n        const nx = px + c;\n        const ny = py + r;\n        if (nx < 0 || nx >= COLS || ny >= ROWS) return true;\n        if (ny >= 0 && board[ny][nx]) return true;\n      }\n    }\n    return false;\n  }\n\n  function tryRotate() {\n    if (!current || gameOver) return;\n    const rotated = rotateMatrix(current.matrix);\n    // Try simple wall kicks: shift 0, left, right, left2, right2\n    const kicks = [0, -1, 1, -2, 2];\n    for (const k of kicks) {\n      if (!collidesAt(current, board, rotated, current.x + k, current.y)) {\n        current.matrix = rotated;\n        current.cols = rotated[0].length;\n        current.x += k;\n        return;\n      }\n    }\n  }\n\n  function move(dx) {\n    if (!current || gameOver) return;\n    if (!collides(current, board, dx, 0)) current.x += dx;\n  }\n\n  function lockPiece() {\n    for (let r = 0; r < current.matrix.length; r++) {\n      for (let c = 0; c < current.matrix[r].length; c++) {\n        if (!current.matrix[r][c]) continue;\n        const y = current.y + r;\n        const x = current.x + c;\n        if (y >= 0) board[y][x] = current.color;\n      }\n    }\n    clearLines();\n    spawnPiece();\n  }\n\n  function spawnPiece() {\n    current = next;\n    next = makePiece(takeFromBag());\n    if (collides(current, board, 0, 0)) {\n      // Even the spawn position is blocked: game over.\n      gameOver = true;\n      showGameOver();\n    }\n  }\n\n  function softDrop() {\n    if (!current || gameOver) return;\n    if (!collides(current, board, 0, 1)) {\n      current.y++;\n      score += 1;\n      softThisDrop++;\n      updateStats();\n    } else {\n      lockPiece();\n    }\n    dropTimer = 0;\n  }\n\n  function hardDrop() {\n    if (!current || gameOver) return;\n    let dist = 0;\n    while (!collides(current, board, 0, 1)) {\n      current.y++;\n      dist++;\n    }\n    score += dist * 2;\n    lockPiece();\n    dropTimer = 0;\n  }\n\n  function clearLines() {\n    let cleared = 0;\n    for (let r = ROWS - 1; r >= 0; r--) {\n      if (board[r].every(cell => cell !== null)) {\n        board.splice(r, 1);\n        board.unshift(Array(COLS).fill(null));\n        cleared++;\n        r++; // recheck same row index after shift\n      }\n    }\n    if (cleared > 0) {\n      score += LINE_POINTS[cleared] * level;\n      totalLines += cleared;\n      const newLevel = Math.floor(totalLines / 10) + 1;\n      if (newLevel > level) level = newLevel;\n      updateStats();\n    }\n  }\n\n  function dropInterval() {\n    // Classic-ish speed curve in ms\n    return Math.max(60, Math.pow(0.75, level - 1) * 800);\n  }\n\n  function updateStats() {\n    scoreEl.textContent = score;\n    linesEl.textContent = totalLines;\n    levelEl.textContent = level;\n  }\n\n  function showGameOver() {\n    finalScoreEl.textContent = 'Final score: ' + score +\n      '  (' + totalLines + ' lines, level ' + level + ')';\n    gameOverEl.classList.add('show');\n  }\n\n  function drawCell(context, x, y, color, size) {\n    const px = x * size, py = y * size;\n    context.fillStyle = color;\n    context.fillRect(px + 1, py + 1, size - 2, size - 2);\n    // Highlight bevel\n    context.fillStyle = 'rgba(255,255,255,0.25)';\n    context.fillRect(px + 1, py + 1, size - 2, 3);\n    context.fillRect(px + 1, py + 1, 3, size - 2);\n    context.fillStyle = 'rgba(0,0,0,0.30)';\n    context.fillRect(px + 1, py + size - 4, size - 2, 3);\n    context.fillRect(px + size - 4, py + 1, 3, size - 2);\n  }\n\n  function draw() {\n    ctx.clearRect(0, 0, canvas.width, canvas.height);\n\n    // Grid lines\n    ctx.strokeStyle = 'rgba(255,255,255,0.05)';\n    ctx.lineWidth = 1;\n    for (let c = 1; c < COLS; c++) {\n      ctx.beginPath();\n      ctx.moveTo(c * CELL + 0.5, 0);\n      ctx.lineTo(c * CELL + 0.5, ROWS * CELL);\n      ctx.stroke();\n    }\n    for (let r = 1; r < ROWS; r++) {\n      ctx.beginPath();\n      ctx.moveTo(0, r * CELL + 0.5);\n      ctx.lineTo(COLS * CELL, r * CELL + 0.5);\n      ctx.stroke();\n    }\n\n    // Stacked blocks\n    for (let r = 0; r < ROWS; r++) {\n      for (let c = 0; c < COLS; c++) {\n        if (board[r][c]) drawCell(ctx, c, r, board[r][c], CELL);\n      }\n    }\n\n    // Ghost (landing preview)\n    if (current && !gameOver) {\n      let ghostY = current.y;\n      while (!collidesAt(current, board, current.matrix, current.x, ghostY + 1)) ghostY++;\n      ctx.globalAlpha = 0.18;\n      for (let r = 0; r < current.matrix.length; r++) {\n        for (let c = 0; c < current.matrix[r].length; c++) {\n          if (current.matrix[r][c] && ghostY + r >= 0) {\n            drawCell(ctx, current.x + c, ghostY + r, current.color, CELL);\n          }\n        }\n      }\n      ctx.globalAlpha = 1;\n    }\n\n    // Active piece\n    if (current && !gameOver) {\n      for (let r = 0; r < current.matrix.length; r++) {\n        for (let c = 0; c < current.matrix[r].length; c++) {\n          if (current.matrix[r][c] && current.y + r >= 0) {\n            drawCell(ctx, current.x + c, current.y + r, current.color, CELL);\n          }\n        }\n      }\n    }\n\n    // Next piece preview (centered)\n    nctx.clearRect(0, 0, nextCanvas.width, nextCanvas.height);\n    if (next) {\n      const m = next.matrix;\n      // Find occupied bounds to center the preview\n      let minR = Infinity, maxR = -1, minC = Infinity, maxC = -1;\n      for (let r = 0; r < m.length; r++) {\n        for (let c = 0; c < m[r].length; c++) {\n          if (m[r][c]) {\n            minR = Math.min(minR, r); maxR = Math.max(maxR, r);\n            minC = Math.min(minC, c); maxC = Math.max(maxC, c);\n          }\n        }\n      }\n      const h = maxR - minR + 1, w = maxC - minC + 1;\n      const size = 24;\n      const offY = Math.floor((120 - h * size) / 2);\n      const offX = Math.floor((120 - w * size) / 2);\n      for (let r = 0; r < m.length; r++) {\n        for (let c = 0; c < m[r].length; c++) {\n          if (m[r][c]) {\n            const gx = Math.floor((offX + (c - minC) * size) / size);\n            const gy = Math.floor((offY + (r - minR) * size) / size);\n            drawCell(nctx, gx, gy, next.color, size);\n          }\n        }\n      }\n    }\n  }\n\n  function loop(time) {\n    if (!lastTime) lastTime = time;\n    const dt = time - lastTime;\n    lastTime = time;\n\n    if (!gameOver) {\n      dropTimer += dt;\n      if (dropTimer >= dropInterval()) {\n        dropTimer = 0;\n        if (current && !collides(current, board, 0, 1)) {\n          current.y++;\n        } else if (current) {\n          lockPiece();\n        }\n      }\n    }\n\n    draw();\n    requestAnimationFrame(loop);\n  }\n\n  function reset() {\n    board = newBoard();\n    score = 0;\n    totalLines = 0;\n    level = 1;\n    gameOver = false;\n    dropTimer = 0;\n    lastTime = 0;\n    bag = [];\n    refillBag();\n    next = makePiece(takeFromBag());\n    spawnPiece();\n    gameOverEl.classList.remove('show');\n    updateStats();\n  }\n\n  document.addEventListener('keydown', function (e) {\n    if ([\n      'ArrowLeft','ArrowRight','ArrowUp','ArrowDown',' ','Space'\n    ].includes(e.key)) {\n      e.preventDefault();\n    }\n\n    if (gameOver) {\n      if (e.key === 'Enter') reset();\n      return;\n    }\n\n    switch (e.key) {\n      case 'ArrowLeft':  move(-1); break;\n      case 'ArrowRight': move(1);  break;\n      case 'ArrowUp':    tryRotate(); break;\n      case 'ArrowDown':  softDrop(); break;\n      case ' ':          hardDrop(); break;\n    }\n  });\n\n  reset();\n  requestAnimationFrame(loop);\n})();\n</script>\n</body>\n</html>",
        "reasoning_content": "Let's make a Tetris-style game. Standard implementation: canvas, a 10x20 playfield, 7 tetrominoes (4-block shapes), SRS-like rotation via simple collision detection, line clearing, scoring (100/450/800/2000 \u00d7 level), level up every 10 lines, speed-up. Preview of the next piece. Game over and restart (any key? Enter/R key). Dark style.\n\nLet's write clean code. Rotation collision check: attempt rotation, and if it collides, try simple kicks (offsets of 0, -1, +1, -2, +2 columns). Requirements only say respect walls and blocks, so basic kicks are enough.\n\nHard drop: repeatedly soft-drop until collision, lock immediately.\n\nGame over: if a new piece collides at the spawn position.\n\nDisplay score, number of lines cleared, level, and the next-piece canvas.\n\nRendering: main canvas probably 300x600 (cell 30px). Preview canvas 120x120.\n\nImplement the classic 4 shapes with color per shape.\n\nUse the standard 4 shapes with color per piece: I cyan, O yellow, T purple, S green, Z red, J blue, L orange.\n\nSpawn position: column offset, row at top (row 0 or negative). Use an array of matrices for the shapes. Generate the rotation states via rotation calculation, or precompute them. Simpler: represent a piece as a 4x4 matrix of coordinates? Use a block list per shape with rotation offsets? Simple approach: define shapes as matrices and rotate the matrices.\n\nFor example, define shapes as a list of 4x4 matrices? Standard approach:\n\nShapes as matrices:\nI: 4x4? Use a width-4x height-... Use standard bounding boxes:\n- I: [[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]] 4x4\n- O: [[1,1],[1,1]]\n- T, S, Z, J, L: 3x3.\n\nRotating a matrix: transpose + reverse the rows. Rotation within a bounding box of the same size works fine.\n\nSpawn: piece x = Math.floor((10 - cols)/2). Row starts at -? just row 0 or row -1? For simplicity spawn at row 0. Game over check on spawn.\n\nGravity interval: speed = based on level: interval = Math.max(1000 * Math.pow(0.8, level-1)... use a table: [800,700,600,...] or formula 1000/(1 + (level-1)*0.5)? Simple: interval = Math.max(80, 800 - (level-1)*70) or classic 0.8^(level-1)*1000 ms.\n\nScore: points = [0,100,450,800,2000]*level; lines += count; level = floor(lines/10)+1.\n\nInput: keydown handling, prevent default for arrow keys/space.\n\nRendering: grid background, blocks with borders, ghost probably not required\u2014skip ghost or add it. Simple: skip ghost.\n\nLet's write the file.\n"
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