{
  "choices": [
    {
      "finish_reason": "stop",
      "index": 0,
      "message": {
        "role": "assistant",
        "content": "```html\n<!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: #0d1117;\n    color: #e6edf3;\n    font-family: \"Segoe UI\", Consolas, monospace;\n    height: 100%;\n  }\n  #wrap {\n    display: flex;\n    justify-content: center;\n    align-items: center;\n    min-height: 100vh;\n    gap: 24px;\n  }\n  #board-area {\n    position: relative;\n  }\n  canvas#board {\n    background: #161b22;\n    border: 2px solid #30363d;\n    border-radius: 6px;\n    display: block;\n    box-shadow: 0 0 30px rgba(0,0,0,0.6);\n  }\n  #side {\n    display: flex;\n    flex-direction: column;\n    gap: 20px;\n    width: 180px;\n  }\n  .panel {\n    background: #161b22;\n    border: 2px solid #30363d;\n    border-radius: 6px;\n    padding: 14px 16px;\n  }\n  .panel h2 {\n    margin: 0 0 8px 0;\n    font-size: 13px;\n    letter-spacing: 2px;\n    text-transform: uppercase;\n    color: #7d8590;\n  }\n  .value {\n    font-size: 26px;\n    font-weight: bold;\n    color: #58a6ff;\n  }\n  #next {\n    display: block;\n    margin: 0 auto;\n    background: transparent;\n  }\n  #controls {\n    font-size: 12px;\n    line-height: 1.9;\n    color: #7d8590;\n  }\n  #controls b { color: #e6edf3; }\n  #overlay {\n    position: absolute;\n    inset: 0;\n    display: none;\n    flex-direction: column;\n    justify-content: center;\n    align-items: center;\n    background: rgba(13, 17, 23, 0.85);\n    border-radius: 6px;\n    text-align: center;\n  }\n  #overlay h1 {\n    color: #f85149;\n    font-size: 36px;\n    margin: 0 0 10px 0;\n    letter-spacing: 3px;\n  }\n  #overlay p { color: #7d8590; margin: 4px 0; }\n  #overlay .blink { color: #e6edf3; animation: blink 1s infinite; margin-top: 16px; }\n  @keyframes blink { 50% { opacity: 0.25; } }\n</style>\n</head>\n<body>\n<div id=\"wrap\">\n  <div id=\"board-area\">\n    <canvas id=\"board\" width=\"300\" height=\"600\"></canvas>\n    <div id=\"overlay\">\n      <h1>GAME OVER</h1>\n      <p id=\"final-score\"></p>\n      <p id=\"final-lines\"></p>\n      <p class=\"blink\">Press R to restart</p>\n    </div>\n  </div>\n  <div id=\"side\">\n    <div class=\"panel\">\n      <h2>Score</h2>\n      <div class=\"value\" id=\"score\">0</div>\n    </div>\n    <div class=\"panel\">\n      <h2>Lines</h2>\n      <div class=\"value\" id=\"lines\">0</div>\n    </div>\n    <div class=\"panel\">\n      <h2>Level</h2>\n      <div class=\"value\" id=\"level\">1</div>\n    </div>\n    <div class=\"panel\">\n      <h2>Next</h2>\n      <canvas id=\"next\" width=\"120\" height=\"80\"></canvas>\n    </div>\n    <div class=\"panel\" id=\"controls\">\n      <h2>Controls</h2>\n      <b>\u2190 \u2192</b> Move<br>\n      <b>\u2191</b> Rotate<br>\n      <b>\u2193</b> Soft drop<br>\n      <b>Space</b> Hard drop<br>\n      <b>R</b> Restart\n    </div>\n  </div>\n</div>\n\n<script>\n(function () {\n  \"use strict\";\n\n  const COLS = 10, ROWS = 20, CELL = 30;\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 overlay = document.getElementById(\"overlay\");\n  const scoreEl = document.getElementById(\"score\");\n  const linesEl = document.getElementById(\"lines\");\n  const levelEl = document.getElementById(\"level\");\n  const finalScoreEl = document.getElementById(\"final-score\");\n  const finalLinesEl = document.getElementById(\"final-lines\");\n\n  // Piece definitions: 4 squares each, distinct colors.\n  // Cells defined inside a 4x4 conceptual grid via coordinates.\n  const SHAPES = [\n    { name: \"I\", color: \"#39c5e6\", cells: [[0,1],[1,1],[2,1],[3,1]] },\n    { name: \"O\", color: \"#e6c639\", cells: [[1,0],[2,0],[1,1],[2,1]] },\n    { name: \"T\", color: \"#a865e6\", cells: [[1,0],[0,1],[1,1],[2,1]] },\n    { name: \"S\", color: \"#4fd16a\", cells: [[1,0],[2,0],[0,1],[1,1]] },\n    { name: \"Z\", color: \"#f0565c\", cells: [[0,0],[1,0],[1,1],[2,1]] },\n    { name: \"J\", color: \"#4a7bf7\", cells: [[0,0],[0,1],[1,1],[2,1]] },\n    { name: \"L\", color: \"#f0954a\", cells: [[2,0],[0,1],[1,1],[2,1]] }\n  ];\n  // Each piece uses a bounding box size for rotation (I=4, O=4, others=3)\n  const SIZES = [4, 4, 3, 3, 3, 3, 3];\n  // Rotation centers (in cell units) for consistent spin\n  const CENTERS = [[1.5,1.5],[1.5,1.5],[1,1],[1,1],[1,1],[1,1],[1,1]];\n\n  const LINE_SCORES = [0, 40, 100, 300, 1200];\n\n  let grid, cur, next, score, lines, level, dropInterval, dropTimer,\n      gameOver, lastTime, bag;\n\n  function newGrid() {\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    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 t = SHAPES[typeIndex];\n    return {\n      type: typeIndex,\n      rot: 0, // number of 90deg clockwise rotations\n      x: Math.floor((COLS - SIZES[typeIndex]) / 2),\n      y: typeIndex === 0 ? -1 : 0, // I starts slightly so row lands nicely\n      cells: t.cells.map(c => [c[0], c[1]])\n    };\n  }\n\n  // Compute absolute cell positions of a piece at given rotation & offset\n  function pieceCells(piece, rot, dx, dy) {\n    const size = SIZES[piece.type];\n    const cx = CENTERS[piece.type][0], cy = CENTERS[piece.type][1];\n    const out = [];\n    for (const [x, y] of SHAPES[piece.type].cells) {\n      let rx = x, ry = y;\n      for (let r = 0; r < ((rot % 4) + 4) % 4; r++) {\n        const nx = (2 * cx) - ry + (size - 1 - 2 * cx); // rotate about center\n        const ny = rx;\n        // Standard rotation in an NxN box about box center: (x,y) -> (N-1-y, x)\n        rx = (size - 1) - y2(y, r, rot); // placeholder, replaced below\n        ry = 0;\n      }\n      // Simpler: recompute directly\n      out.push([x, y]); // placeholder\n    }\n    // (Real implementation below \u2014 this helper is replaced.)\n    return out;\n  }\n  // Overwrite placeholder with a clean implementation:\n  function getCells(piece, rot, xOff, yOff) {\n    const size = SIZES[piece.type];\n    const r = ((rot % 4) + 4) % 4;\n    const result = [];\n    for (const [x, y] of SHAPES[piece.type].cells) {\n      let nx = x, ny = y;\n      for (let i = 0; i < r; i++) {\n        const t = nx;\n        nx = (size - 1) - ny;\n        ny = t;\n      }\n      result.push([nx + xOff, ny + yOff]);\n    }\n    return result;\n  }\n  // remove unused placeholder reference\n  pieceCells = null;\n\n  function collides(cells) {\n    for (const [x, y] of cells) {\n      if (x < 0 || x >= COLS || y >= ROWS) return true;\n      if (y >= 0 && grid[y][x] !== null) return true;\n    }\n    return false;\n  }\n\n  function tryMove(dx, dy, dRot) {\n    const cells = getCells(cur, cur.rot + (dRot || 0), cur.x + dx, cur.y + dy);\n    if (!collides(cells)) {\n      cur.x += dx;\n      cur.y += dy;\n      cur.rot = (cur.rot + (dRot || 0) + 4) % 4;\n      return true;\n    }\n    return false;\n  }\n\n  function rotate() {\n    // Try plain rotation, then simple wall kicks\n    const kicks = [0, -1, 1, -2, 2];\n    for (const k of kicks) {\n      if (tryMove(k, 0, 1)) return;\n      // also try kicking upward (floor spin)\n      if (tryMove(k, -1, 1)) return;\n    }\n  }\n\n  function hardDrop() {\n    let dist = 0;\n    while (tryMove(0, 1, 0)) dist++;\n    score += dist * 2;\n    lockPiece();\n  }\n\n  function softDrop() {\n    if (tryMove(0, 1, 0)) {\n      score += 1;\n      dropTimer = 0;\n    } else {\n      lockPiece();\n    }\n  }\n\n  function lockPiece() {\n    const cells = getCells(cur, cur.rot, cur.x, cur.y);\n    let topOut = false;\n    const color = SHAPES[cur.type].color;\n    for (const [x, y] of cells) {\n      if (y < 0) { topOut = true; continue; }\n      grid[y][x] = color;\n    }\n    if (topOut) { endGame(); return; }\n\n    clearLines();\n    updateHUD();\n\n    cur = next;\n    next = makePiece(takeFromBag());\n    drawNext();\n\n    if (collides(getCells(cur, cur.rot, cur.x, cur.y))) {\n      endGame();\n    }\n  }\n\n  function clearLines() {\n    let cleared = 0;\n    for (let y = ROWS - 1; y >= 0; y--) {\n      if (grid[y].every(c => c !== null)) {\n        grid.splice(y, 1);\n        grid.unshift(Array(COLS).fill(null));\n        cleared++;\n        y++; // recheck this row\n      }\n    }\n    if (cleared > 0) {\n      score += LINE_SCORES[cleared] * level;\n      lines += cleared;\n      const newLevel = Math.floor(lines / 10) + 1;\n      if (newLevel !== level) {\n        level = newLevel;\n        dropInterval = computeInterval(level);\n      }\n    }\n  }\n\n  function computeInterval(lvl) {\n    // Speed increases with level: from ~800ms down toward ~90ms\n    return Math.max(90, 800 * Math.pow(0.82, lvl - 1));\n  }\n\n  function updateHUD() {\n    scoreEl.textContent = score;\n    linesEl.textContent = lines;\n    levelEl.textContent = level;\n  }\n\n  function endGame() {\n    gameOver = true;\n    finalScoreEl.textContent = \"Score: \" + score;\n    finalLinesEl.textContent = \"Lines: \" + lines + \"  \u00b7  Level: \" + level;\n    overlay.style.display = \"flex\";\n  }\n\n  function reset() {\n    grid = newGrid();\n    bag = [];\n    score = 0; lines = 0; level = 1;\n    dropInterval = computeInterval(1);\n    dropTimer = 0;\n    gameOver = false;\n    overlay.style.display = \"none\";\n    next = makePiece(takeFromBag());\n    cur = makePiece(takeFromBag());\n    drawNext();\n    updateHUD();\n  }\n\n  // ---------- Rendering ----------\n  function drawCell(g, px, py, size, color) {\n    g.fillStyle = color;\n    g.fillRect(px, py, size, size);\n    // highlight / shadow for a beveled block look\n    g.fillStyle = \"rgba(255,255,255,0.25)\";\n    g.fillRect(px, py, size, 4);\n    g.fillRect(px, py, 4, size);\n    g.fillStyle = \"rgba(0,0,0,0.28)\";\n    g.fillRect(px, py + size - 4, size, 4);\n    g.fillRect(px + size - 4, py, 4, size);\n  }\n\n  function draw() {\n    ctx.clearRect(0, 0, canvas.width, canvas.height);\n\n    // grid lines\n    ctx.strokeStyle = \"rgba(255,255,255,0.04)\";\n    ctx.lineWidth = 1;\n    for (let x = 1; x < COLS; x++) {\n      ctx.beginPath();\n      ctx.moveTo(x * CELL + 0.5, 0);\n      ctx.lineTo(x * CELL + 0.5, ROWS * CELL);\n      ctx.stroke();\n    }\n    for (let y = 1; y < ROWS; y++) {\n      ctx.beginPath();\n      ctx.moveTo(0, y * CELL + 0.5);\n      ctx.lineTo(COLS * CELL, y * CELL + 0.5);\n      ctx.stroke();\n    }\n\n    // stack\n    for (let y = 0; y < ROWS; y++) {\n      for (let x = 0; x < COLS; x++) {\n        if (grid[y][x]) drawCell(ctx, x * CELL, y * CELL, CELL, grid[y][x]);\n      }\n    }\n\n    if (!gameOver && cur) {\n      // ghost piece\n      let gy = cur.y;\n      while (!collides(getCells(cur, cur.rot, cur.x, gy + 1))) gy++;\n      const ghost = getCells(cur, cur.rot, cur.x, gy);\n      ctx.globalAlpha = 0.18;\n      const gcolor = SHAPES[cur.type].color;\n      for (const [x, y] of ghost) {\n        if (y >= 0) drawCell(ctx, x * CELL, y * CELL, CELL, gcolor);\n      }\n      ctx.globalAlpha = 1;\n\n      // current piece\n      const cells = getCells(cur, cur.rot, cur.x, cur.y);\n      for (const [x, y] of cells) {\n        if (y >= 0) drawCell(ctx, x * CELL, y * CELL, CELL, SHAPES[cur.type].color);\n      }\n    }\n  }\n\n  function drawNext() {\n    nctx.clearRect(0, 0, nextCanvas.width, nextCanvas.height);\n    if (!next) return;\n    const size = SIZES[next.type];\n    const cells = getCells(next, 0, 0, 0);\n    let minX = size, maxX = -1, minY = size, maxY = -1;\n    for (const [x, y] of cells) {\n      minX = Math.min(minX, x); maxX = Math.max(maxX, x);\n      minY = Math.min(minY, y); maxY = Math.max(maxY, y);\n    }\n    const w = (maxX - minX + 1), h = (maxY - minY + 1);\n    const cs = 22;\n    const ox = (nextCanvas.width - w * cs) / 2 - minX * cs;\n    const oy = (nextCanvas.height - h * cs) / 2 - minY * cs;\n    const color = SHAPES[next.type].color;\n    for (const [x, y] of cells) {\n      drawCell(nctx, ox + x * cs, oy + y * cs, cs, color);\n    }\n  }\n\n  // ---------- Input ----------\n  document.addEventListener(\"keydown\", function (e) {\n    if (e.key === \"r\" || e.key === \"R\") {\n      reset();\n      return;\n    }\n    if (gameOver) return;\n\n    switch (e.key) {\n      case \"ArrowLeft\":  tryMove(-1, 0, 0); break;\n      case \"ArrowRight\": tryMove(1, 0, 0); break;\n      case \"ArrowDown\":  softDrop(); break;\n      case \"ArrowUp\":    rotate(); break;\n      case \" \":          hardDrop(); break;\n      default: return;\n    }\n    e.preventDefault();\n  });\n\n  // ---------- Main loop ----------\n  function loop(time) {\n    if (lastTime === null) 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 (!tryMove(0, 1, 0)) lockPiece();\n      }\n    }\n    draw();\n    requestAnimationFrame(loop);\n  }\n\n  reset();\n  requestAnimationFrame(loop);\n})();\n</script>\n</body>\n</html>\n```",
        "reasoning_content": "Freeze rotation with simple wall kicks, line clearing, score table, increase level every 10 lines, game over, restart with the R key.\n\nWrite the complete HTML.\n"
      }
    }
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