Run details
- Model
- liquid/lfm-2.5-24b-a2b
- Route
- OpenRouter API, one user message
- Served by
- Liquid
- Effort
- the model's default
- Limits
- 60 min · 8,192 output tokens (the model's limit)
- Date
- 23 Oct 2026
- Time
- 17 s
- Size
- 2.8 kB
- Tokens
- 87 in, 8,192 out (6,406 of them thinking)
- List price
- $0.006 at today's price ($0.05 in / $0.7 out per M)
- Paid
- $0.006
- Result
- Cut off before the file was finished
Exact prompt
Make a Breakout game I can play right now with the keyboard or the mouse. Give it several levels, a score and some juice. It must be one complete, self-contained HTML file: inline all CSS and JavaScript, and make no network requests of any kind (no CDNs, web fonts or remote images). Reply with the file in a single ```html code block.
Source
2.8 kB 125 lines Raw
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Breakout</title>
<style>
body { margin: 0; background: #222; display: flex; justify-content: center; align-items: center; height: 100vh; }
canvas { border: 2px solid #fff; background: #000; }
</style>
</head>
<body>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Game constants
const PADDLE_WIDTH = 100;
const PADDLE_HEIGHT = 15;
const PADDLE_Y = 560; // y position of paddle
const PADDLE_SPEED = 7;
const BALL_RADIUS = 8;
const BALL_SPEED_BASE = 4; // base speed per level
// Level configurations: rows of bricks and speed
const LEVELS = [
{ rows: 5, speed: 4 },
{ rows: 7, speed: 5 },
{ rows: 9, speed: 6 }
];
// Game state
let paddle = { x: 0, y: PADDLE_Y, width: PADDLE_WIDTH, height: PADDLE_HEIGHT };
let ball = { x: 0, y: PADDLE_Y - BALL_RADIUS, dx: 0, dy: 0 };
let bricks = [];
let juice = [];
let score = 0;
let level = 1;
let juiceCollected = 0;
let gameOver = false;
// Input state
let leftPressed = false;
let rightPressed = false;
// Mouse control
let mouseX = canvas.width / 2;
// Juice spawn timer
let juiceSpawnInterval;
function initGame() {
paddle.x = (canvas.width - PADDLE_WIDTH) / 2;
resetBall();
createBricks();
juice = [];
score = 0;
level = 1;
juiceCollected = 0;
gameOver = false;
}
function resetBall() {
const speed = LEVELS[level - 1].speed;
ball.x = canvas.width / 2;
ball.y = PADDLE_Y - BALL_RADIUS;
ball.dx = 0;
ball.dy = -speed;
}
function createBricks() {
bricks = [];
const brickRows = LEVELS[level - 1].rows;
const brickWidth = 60;
const brickHeight = 20;
const padding = 5;
const offsetLeft = 20;
const cols = 10;
const brickY = 50;
for (let r = 0; r < brickRows; r++) {
for (let c = 0; c < cols; c++) {
bricks.push({
x: offsetLeft + c * (brickWidth + padding),
y: brickY + r * (brickHeight + padding),
width: brickWidth,
height: brickHeight,
status: 1
});
}
}
}
// Spawn a juice power-up
function spawnJuice() {
const juiceX = Math.random() * (canvas.width - 100) + 50;
juice.push({
x: juiceX,
y: 40,
radius: 10,
color: '#ff8800'
});
}
// Set up interval for juice spawning
juiceSpawnInterval = setInterval(spawnJuice, 10000);
// Collision detection helpers
function circleRectCollision(cx, cy, cr, rx, ry, rw, rh) {
const closestX = Math.max(rx, Math.min(cx, rx + rw));
const closestY = Math.max(ry, Math.min(cy, ry + rh));
const dx = cx - closestX;
const dy = cy - closestY;
return (dx * dx + dy * dy) < (cr * cr);
}
// Main update loop
function update() {
if (gameOver) return;
// Paddle movement
if (leftPressed) paddle.x -= PADDLE_SPEED;
if (rightPressed) paddle.x += PADDLE_SPEED;
// Clamp paddle
if (paddle.x < 0) paddle.xCompare with
LFM2.5-24B-A2B: other attempts
- LFM2.5-24B-A2B, Watch: No file after 2 runs, used all 8,192 output tokens


- 147words