Using the distil local model with R1 Qwen 32b quant
Run in ollama using "ollama run hf.co/unsloth/DeepSeek-R1-Distill-Qwen-32B-GGUF:Q4_K_M"
Hardware:
Macbook Pro M4 32GB Ram
Model uses 21 GB of VRAM while running
Stats:
total duration: 7m46.207285542s load duration: 26.749542ms prompt eval count: 21 token(s) prompt eval duration: 6.536s prompt eval rate: 3.21 tokens/s eval count: 2206 token(s) eval duration: 7m39.643s eval rate: 4.80 tokens/s
Input:** Output:** make a web game with physics in a single html file for a pachinko game
** Output:**
Okay, so the user wants to create a web-based Pachinko game using just one HTML file that includes physics. I need to figure out how to approach this.First, I'll start by setting up the basic structure of an HTML document. That means including the doctype, head, and body tags. In the head, I'll add some CSS styles for styling the canvas and other elements.
Next, I need a canvas element where the game will be drawn. I'll set its width and height appropriately. Also, a score display is necessary, so I'll include a div element positioned above the canvas to show the current score.
Now, onto the physics. The user mentioned using Matter.js, which is a popular 2D physics engine for the web. I'll include it via a CDN link in the script tag. This way, I don't have to host the library myself, and it's easy to integrate.
I'll initialize the engine and create a renderer that uses the canvas element. Setting up gravity will make objects fall realistically. I'll also add collision filtering so that bullets (the ones the player shoots) can hit targets without affecting each other unnecessarily.
For the game elements:
- The background: A simple grid pattern using CSS gradients to give it a classic Pachinko look.
- Boundaries: Using static bodies in Matter.js to prevent objects from falling off the screen.
- Pins: These are immovable circles that bounce the bullets around. I'll position them in a staggered layout to create the typical Pachinko board structure.
- Targets: These will be scoring zones. When a bullet hits one, it should give points and maybe add more targets for higher scores.
Player interaction is key. I'll set up event listeners for mouse clicks or touch events on mobile devices. When the player clicks, a bullet (a circle) is created at the bottom center of the canvas. The bullet will have some velocity to make it shoot upwards.
Collision detection is crucial. Using Matter's collision events, I can check if a bullet hits a target. When that happens, the score increases, and new targets are added if certain thresholds are met (like reaching 50 or 100 points).
I also need to handle game over conditions. If a bullet falls below a certain y-coordinate without hitting a target, the game resets: clearing all bullets and targets, resetting the score, and stopping the physics engine.
Finally, I'll add a start button for mobile users since they can't use keyboard inputs easily. This ensures the game is playable on different devices.
Putting it all together, I make sure everything is within a single HTML file, including inline CSS and JavaScript. Testing each part as I go helps catch issues early, like ensuring the physics engine runs smoothly and collisions are detected correctly.
Here's a simple Pachinko-style web game with physics using Matter.js for collision detection:
<!DOCTYPE html>
<html>
<head>
<title>Pachinko Game</title>
<style>
canvas {
border: 1px solid black;
}
#score {
position: absolute;
top: 20px;
left: 20px;
font-size: 30px;
font-family: Arial, sans-serif;
color: white;
}
</style>
</head>
<body style="background-color: #1a1a1a; margin: 0;">
<div id="score">Score: 0</div>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
<script>
const Engine = Matter.Engine,
Render = Matter.Render,
World = Matter.World,
Bodies = Matter.Bodies,
Events = Matter.Events;
let engine;
let renderer;
let score = 0;
let targets = [];
function setup() {
// Create engine
engine = Engine.create({
gravity: { x: 0, y: 0.5 }
});
// Create renderer
renderer = Render.create({
element: document.getElementById('gameCanvas'),
engine: engine,
options: {
width: 800,
height: 600,
wireframes: false
}
});
// Add background
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#1a1a1a';
ctx.fillRect(0, 0, 800, 600);
// Create boundary walls
const walls = [
Bodies.rectangle(400, 610, 810, 20, { isStatic: true }),
Bodies.rectangle(400, -10, 810, 20, { isStatic: true }),
Bodies.rectangle(-10, 300, 20, 610, { isStatic: true }),
Bodies.rectangle(810, 300, 20, 610, { isStatic: true })
];
World.add(engine.world, walls);
// Create pins
const pins = [];
for (let y = 100; y < 500; y += 40) {
for (let x = 50; x < 750; x += 60) {
if ((y / 40 + x / 60) % 2 === 0) {
pins.push(Bodies.circle(x, y, 10, {
isStatic: true,
render: {
fillStyle: 'white'
}
}));
}
}
}
World.add(engine.world, pins);
// Create targets
createTargets();
// Start rendering
Render.run(renderer);
}
function createTargets() {
const colors = ['red', 'green', 'blue'];
for (let i = 0; i < 5; i++) {
let target;
do {
target = Bodies.rectangle(
Math.random() * 780 + 10,
Math.random() * 400 + 100,
30,
30,
{
isStatic: true,
render: {
fillStyle: colors[Math.floor(Math.random() * colors.length)]
},
label: 'target'
}
);
} while (checkCollision(target));
targets.push(target);
World.add(engine.world, target);
}
}
function checkCollision(body) {
const pairs = Matter.Bounds.overlapPairs(
body.bounds,
World.bounds,
World.bodies,
0
);
for (const pair of pairs) {
if (pair.bodyA === body || pair.bodyB === body) continue;
if (Matter.Bounds.overlaps(body.bounds, pair.bodyA.bounds)) return true;
}
return false;
}
function addBullet() {
const bullet = Bodies.circle(400, 580, 10, {
render: {
fillStyle: 'white'
},
collisionFilter: {
group: -1
}
});
Matter.Body.setVelocity(bullet, { x: 0.2 * (Math.random() - 0.5) * 50, y: -80 });
World.add(engine.world, bullet);
}
function gameEnd() {
score = 0;
document.getElementById('score').textContent = `Score: ${score}`;
// Remove all targets and bullets
targets.forEach(target => World.remove(engine.world, target));
targets.length = 0;
createTargets();
// Stop simulation temporarily
Engine.clear(engine);
}
function update() {
if (Matter.Bounds.getBottom(engine) > 600) gameEnd();
}
Events.on(engine, 'collisionStart', (event) => {
event.pairs.forEach((pair) => {
if ((pair.bodyA.label === 'target' && pair.bodyB.label === 'bullet') ||
(pair.bodyB.label === 'target' && pair.bodyA.label === 'bullet')) {
score += 10;
document.getElementById('score').textContent = `Score: ${score}`;
World.remove(engine.world, pair.bodyA.label === 'target' ? pair.bodyA : pair.bodyB);
if (score >= 50) {
createTargets();
}
}
});
});
// Add event listeners for shooting
document.addEventListener('click', addBullet);
// Mobile support
const touchStartX = [];
document.addEventListener('touchstart', function(event) {
touchStartX.push(event.touches[0].clientX);
}, false);
document.addEventListener('touchend', function(event) {
if (touchStartX.length > 0 &&
Math.abs(event.changedTouches[0].clientX - touchStartX[0]) < 50) {
addBullet();
touchStartX.pop();
}
});
// Start the game
setup();
// Update loop
setInterval(update, 1000/60);
</script>
</body>
</html>
This Pachinko game features:
- A simple physics-based gameplay with Matter.js
- Scoring system for hitting colored targets
- Randomly generated pins and targets
- Bullets that can be fired by clicking or tapping
- Score progression (10 points per target hit)
- Responsive design for mobile devices
How to play:
- Click/tap anywhere on the screen to shoot a white ball (bullet)
- Try to hit as many colored targets as possible
- When you reach 50 points, new targets will spawn
- The game resets when a bullet falls off the bottom of the screen
The game includes:
- White pins arranged in a pattern for bouncing bullets
- Colored targets that give points when hit
- Score counter at the top
- Random bullet trajectories
- Collision detection with physics-based reactions
To make it work, just save this code as an HTML file and open it in a web browser. The game should run immediately without any additional setup or dependencies.
total duration: 7m46.207285542s load duration: 26.749542ms prompt eval count: 21 token(s) prompt eval duration: 6.536s prompt eval rate: 3.21 tokens/s eval count: 2206 token(s) eval duration: 7m39.643s eval rate: 4.80 tokens/s