Need to write a complete Tetris-like game. Single HTML file, canvas, dark theme. Let me write clean code. Pieces: I, O, T, S, Z, J, L — four squares each (tetrominoes), different colors. Rotation: rotation by offset model. Define rotation states or use matrix rotation. Simplest: define each piece as matrix and rotate by matrix rotation, then do wall-kick attempts for x offset (0, -1, +1, -2, +2). For I piece which is 4x4 matrix rotation. Let me define pieces as matrices: - I: 4x4 - O: 2x2 (rotation effectively does nothing) - T, S, Z, J, L: 3x3 Rotate matrix clockwise: newMatrix[x][y] = old[N-1-y][x]. Wall kicks: try offsets [0,-1,1,-2,2], check validity. Also small upward kick (dy -1) maybe. Keep simple. Game loop: requestAnimationFrame and drop timer. Level speed: dropInterval = max(100, 800 - (level-1)*70) or use standard formula. Scoring: 40, 100, 300, 1200 per level times line-clear multiplier. Next-piece preview: separate small canvas. Game over: overlay text on canvas, restart with R key. Hard drop: instant drop, lock, plus score. Soft drop speeds up. Let me write it. Clean dark style. Canvas 10x20, cell 30px → 300x600. Implement ghost? Not required. Keep simple but polished. Draw blocks with slight bevel highlight. Prevent key repeat issues with arrow keys — use e.preventDefault. Spawn piece at top center. Game over if spawn collides. Lock: when piece can't move down, gravity-timer handles. On hard-drop, lock immediately. Let me code: ```js const COLS=10, ROWS=20, SIZE=30; const pieces = { I:{color:'#00d9f5',shape:[[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]]}, O:{...}, T, S, Z, J, L } ``` Valid check: iterate cells of matrix, if filled and (x<0 || x>=COLS || y>=ROWS) return false; if y>=0 && board[y][x] return false. Rotate: rotate matrix clockwise, try kicks. Soft drop: move down; if invalid, lock. Add points on soft/hard drop. Level: lines / 10 + 1. Next piece: random. Draw grid, blocks, piece. Game over state: boolean, draw overlay. Restart: R key or Enter. Let me write complete file. For keyboard handling: keydown listener, check keys based on state. Alright, code carefully. Drop timer based: lastTime, currentTime, accum dropInterval. Use fixed step maybe: setInterval style with delta in rAF. Also handle piece lock-out: when piece locks, if any of cells is at y<0 (spawn area above), game over? Standard: if spawn collides game over. Let's do this: if new piece collides at spawn, game over. Rows above come down when line is cleared: standard splice. Flash effect on line clear? Optional; skip for simplicity, or add short flash. Let's keep simple — immediate clear. Let me write the HTML now.