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 × level), level up every 10 lines, speed-up. Preview of the next piece. Game over and restart (any key? Enter/R key). Dark style. Let'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. Hard drop: repeatedly soft-drop until collision, lock immediately. Game over: if a new piece collides at the spawn position. Display score, number of lines cleared, level, and the next-piece canvas. Rendering: main canvas probably 300x600 (cell 30px). Preview canvas 120x120. Implement the classic 4 shapes with color per shape. Use the standard 4 shapes with color per piece: I cyan, O yellow, T purple, S green, Z red, J blue, L orange. Spawn 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. For example, define shapes as a list of 4x4 matrices? Standard approach: Shapes as matrices: I: 4x4? Use a width-4x height-... Use standard bounding boxes: - I: [[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]] 4x4 - O: [[1,1],[1,1]] - T, S, Z, J, L: 3x3. Rotating a matrix: transpose + reverse the rows. Rotation within a bounding box of the same size works fine. Spawn: 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. Gravity 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. Score: points = [0,100,450,800,2000]*level; lines += count; level = floor(lines/10)+1. Input: keydown handling, prevent default for arrow keys/space. Rendering: grid background, blocks with borders, ghost probably not required—skip ghost or add it. Simple: skip ghost. Let's write the file.