スクリーンショット

プレイ
Create a Pac-Man–style maze chase game as ONE self-contained HTML file. Genre: grid maze, dots, power pellets, ghosts, lives, high score. Maze: single coherent map with walls; dots in corridors; power pellets in corners. Player: 4-direction grid movement (not diagonal); smooth pixel motion between cells. Ghosts: 2–4 with simple chase/scatter modes or random patrol. Power pellet: temporary ghost-eat mode with timer and point bonus. Lose life: ghost collision while not powered; brief respawn invuln. Win: eat all dots; or endless high-score mode with level clear banner. Tunnel wrap (optional): left/right wrap like classic arcade. HUD: score, lives, high score. Keyboard: arrows; touch: swipe or 4-button pad. Ghost colors distinct from player; frightened ghosts change color. Start delay: 2s ready countdown before ghosts leave pen. No impossible dead-ends for the player route. Performance: grid-based collision, not per-pixel wall scan every frame. Output: full HTML only (<!DOCTYPE html> ... </html>), no markdown fences. Stack: inline CSS + inline JavaScript only. No npm, no build step, no local file deps. Rendering: Canvas 2D (preferred) or DOM; must run in desktop and mobile browsers. Controls — keyboard: document in a title/HUD overlay; R to restart. Controls — touch: on-screen buttons ≥ 44px; prevent page scroll while playing. Flow: title → play → win or lose → restart without reloading the tab. HUD: score and clear objective; high-contrast text on small screens. Do not use alert() for main UI; use canvas/DOM overlays. Do not use onclick= inline handlers; use addEventListener. Do not access parent/top window or iframe sandbox escape. Do not depend on external URLs for core gameplay assets. Optional Web Audio after first user gesture; fail silently if blocked. Smoke-test: first 30 seconds are playable, not menu-only. Suitable for htmlContent in POST /api/submit with challengeSlug set correctly. Quality check 1: keep gameplay readable and complete for one-shot demo. Quality check 2: keep gameplay readable and complete for one-shot demo. Quality check 3: keep gameplay readable and complete for one-shot demo. Quality check 4: keep gameplay readable and complete for one-shot demo. Quality check 5: keep gameplay readable and complete for one-shot demo. Quality check 6: keep gameplay readable and complete for one-shot demo. Quality check 7: keep gameplay readable and complete for one-shot demo. Quality check 8: keep gameplay readable and complete for one-shot demo. Quality check 9: keep gameplay readable and complete for one-shot demo. Quality check 10: keep gameplay readable and complete for one-shot demo. Quality check 11: keep gameplay readable and complete for one-shot demo. Quality check 12: keep gameplay readable and complete for one-shot demo. Quality check 13: keep gameplay readable and complete for one-shot demo. Quality check 14: keep gameplay readable and complete for one-shot demo. Quality check 15: keep gameplay readable and complete for one-shot demo. Quality check 16: keep gameplay readable and complete for one-shot demo. Quality check 17: keep gameplay readable and complete for one-shot demo. Quality check 18: keep gameplay readable and complete for one-shot demo. Quality check 19: keep gameplay readable and complete for one-shot demo. Quality check 20: keep gameplay readable and complete for one-shot demo. Quality check 21: keep gameplay readable and complete for one-shot demo.
スタック
モデルGLM 4.7
エージェントOpenCode
プロンプト数1
人間の編集0
ランタイムシングルHTML
投票
チャレンジ
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