Complete log: Programming task -> Live test video: https://www.bilibili.com/video/BV1LGBzBwEoq/?vd_source=448090107c928cea02cdf07046d02784

lovedheart@lovedheart-GEM12:~/llama_main$ ./build/bin/llama-cli -m /media/lovedheart/0450BA4950BA40EA/LLM/GLM-4.7-IQ1_M/GLM-4.7-IQ1_M-00001-of-00136.gguf --device Vulkan0 -c 32768 ggml_cuda_init: GGML_CUDA_FORCE_MMQ: no ggml_cuda_init: GGML_CUDA_FORCE_CUBLAS: no ggml_cuda_init: found 1 CUDA devices: Device 0: NVIDIA GeForce RTX 5060 Ti, compute capability 12.0, VMM: yes ggml_vulkan: Found 2 Vulkan devices: ggml_vulkan: 0 = AMD Radeon Graphics (RADV PHOENIX) (radv) | uma: 1 | fp16: 1 | bf16: 0 | warp size: 64 | shared memory: 65536 | int dot: 1 | matrix cores: KHR_coopmat ggml_vulkan: 1 = NVIDIA GeForce RTX 5060 Ti (NVIDIA) | uma: 0 | fp16: 1 | bf16: 1 | warp size: 32 | shared memory: 49152 | int dot: 1 | matrix cores: NV_coopmat2

Loading model...

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build : b7549-c9ced4910 model : GLM-4.7-IQ1_M-00001-of-00136.gguf modalities : text

available commands: /exit or Ctrl+C stop or exit /regen regenerate the last response /clear clear the chat history /read add a text file

写一个贪食蛇的游戏。要求能直接能在以网页形式运行。/nothink

Here's a thinking process that leads to the suggested Snake game:

  1. Analyze the Request:

    • Topic: Snake Game (贪食蛇).
    • Format: Single HTML file (Web page).
    • Language: Chinese (Simplified).
    • Requirements: "Directly runnable in a web page" (implies standard HTML/CSS/JS), functional interactivity, no native alerts (use custom UI), responsive/polished design.
  2. Conceptualization & Design:

    • Core Gameplay: Classic Snake logic. Move snake, eat food, grow longer, avoid collision with walls or self.
    • Visual Style: Needs to look modern, not just a black box on a white screen. Let's go for a "Retro Neon" or "Dark Mode" aesthetic with glowing effects. It adds visual appeal without needing heavy assets.
    • UI Elements:
      • Start Screen (Title, High Score, "Start" button).
      • Game Canvas (The grid).
      • Scoreboard (Current score, High score).
      • Game Over Modal (Final score, "Restart" button).
      • Mobile Controls (D-pad) for responsiveness (since keyboard isn't always available on mobile).
  3. Technical Architecture (HTML/CSS/JS):

    • HTML: Semantic structure. <header> for title/stats, <main> for the game area, <footer> for instructions/controls.
    • CSS:
      • Flexbox/Grid for layout.
      • Canvas styling to make it centered and responsive.
      • CSS variables for colors (easy theming).
      • Animations for UI transitions (fade in/out).
      • Touch-friendly buttons for mobile.
    • JavaScript:
      • GameLoop: Uses requestAnimationFrame or a setInterval based loop (fixed time step is usually better for Snake to control speed). Let's use setInterval for simplicity and control over the tick rate (difficulty).
      • State Management: gameState (START, PLAYING, GAME_OVER).
      • Entities:
        • Snake: Array of coordinates {x, y}. Head is index 0. Direction vector {dx, dy}.
        • Food: Random coordinate.
      • Input Handling: keydown for desktop, touchstart or button clicks for mobile.
      • Collision Detection: Check boundaries (0 to grid width/height) and self-intersection (looping through body array).
  4. Step-by-Step Implementation Plan:

    • Step 1: Setup HTML Skeleton. Include meta tags, font import (optional, maybe standard sans-serif is fine), and the main containers.
    • Step 2: CSS Styling. Dark background (#1a1a1a), neon green snake, red food. Add a "CRT" scanline effect or just a nice glow.
    • Step 3: Game Logic (JS).
      • Initialize grid size (e.g., 20x20).
      • Define update() function: Move snake, check collisions, check food.
      • Define draw() function: Clear canvas, draw snake segments, draw food.
      • Define reset() function: Set initial snake length, score 0.
    • Step 4: Input Logic. Arrow keys map to direction changes. Prevent 180-degree turns (can't go left if moving right).
    • Step 5: Polish. Add high score persistence (using localStorage). Add sound effects (optional, but maybe too complex for a single file without external assets, so stick to visual cues). Add a "Pause" feature.
  5. Refinement during thought process:

    • Issue: Keyboard controls work well on desktop, but what about mobile?
    • Solution: Add on-screen D-pad buttons in the HTML/CSS, visible primarily on small screens or always visible if requested. Let's make them always visible but styled nicely.
    • Issue: Canvas resolution.
    • Solution: Make the canvas responsive? Or fixed size? Fixed size (e.g., 400x400) is easier to manage logic-wise, but we can scale it with CSS transform or width: 100%; max-width: 400px to ensure it fits on phones.
    • Visuals: Instead of just squares, let's draw the head slightly different (maybe a lighter color) to indicate direction.
  6. Writing the Code (Mental Draft):

    • HTML: Wrapper div, Canvas, Score div, Controls div.
    • CSS: canvas { border: 4px solid #4CAF50; }.
    • JS:
      const snake = [{x: 10, y: 10}];
      let dir = {x: 0, y: 0}; // Wait, static start.
      
    • Loop:
      setInterval(() => {
          // Move
          // Check collision
          // Draw
      }, 100);
      
  7. Final Polish (The "Expert" Touch):

    • Add a particle effect when food is eaten? (Maybe too much code, keep it simple but smooth).
    • Add a "Game Over" overlay instead of alert().
    • Ensure the code is clean and commented in Chinese as requested.
  8. Constructing the Final Output:

    • Merge HTML, CSS, JS.
    • Review against "No native alerts" constraint (use a DOM overlay for Game Over).
    • Review "Standalone" constraint (all in one file).

(Self-Correction during drafting): Make sure the snake doesn't reverse into itself immediately. Need a nextDirection buffer or check input against current movement direction strictly.

  1. Final Code Structure (similar to the provided output):

    • <!DOCTYPE html>
    • <style>: Dark theme, neon colors, responsive layout.
    • <script>: Game class/object pattern or functional approach. Let's go with a clean functional approach with a main game object to keep state tidy.
  2. Generating Response. (Proceeding to generate the Chinese response with the code).这是一个完整的、单文件的 HTML 贪食蛇游戏。它设计为现代网页风格,包含响应式布局、霓虹视觉效果、暂停功能以及本地最高分记录。

核心功能与特点:

  1. 游戏机制:经典的贪食蛇玩法,吃食物变长,撞墙或撞自己则游戏结束。
  2. 界面设计:采用深色背景 + 霓虹发光风格,视觉体验舒适。
  3. 响应式控制:支持键盘(方向键/WASD)以及屏幕上的虚拟按键(适配移动端或鼠标操作)。
  4. 无原生 Alert:使用自定义的 HTML 模态框(Modal)来显示游戏结束和开始界面。
  5. 最高分系统:使用 localStorage 记录本地最高分。

你可以将以下代码保存为 .html 文件(例如 snake_game.html),然后直接在浏览器中打开。

<!DOCTYPE html>
<html lang="zh-CN">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
    <title>霓虹贪食蛇 (Neon Snake)</title>
    <style>
        :root {
            --bg-color: #121212;
            --grid-color: #1a1a1a;
            --snake-color: #00ff88;
            --food-color: #ff0055;
            --text-color: #ffffff;
            --accent-color: #4CAF50;
        }

        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }

        body {
            background-color: var(--bg-color);
            color: var(--text-color);
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
            height: 100vh;
            overflow: hidden; /* 防止滚动 */
        }

        /* 游戏容器 */
        .game-container {
            position: relative;
            padding: 20px;
            display: flex;
            flex-direction: column;
            align-items: center;
        }

        /* 头部信息栏 */
        .header {
            width: 100%;
            max-width: 400px;
            display: flex;
            justify-content: space-between;
            margin-bottom: 15px;
            font-size: 1.2rem;
            font-weight: bold;
            text-shadow: 0 0 10px rgba(255, 255, 255, 0.5);
        }

        .score-board span {
            color: var(--accent-color);
        }

        /* 游戏画布 */
        canvas {
            background-color: var(--grid-color);
            border: 4px solid var(--accent-color);
            border-radius: 4px;
            box-shadow: 0 0 20px rgba(76, 175, 80, 0.2), inset 0 0 10px rgba(0,0,0,0.5);
            max-width: 100%;
        }

        /* 模态框 (菜单/游戏结束) */
        .modal {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background: rgba(0, 0, 0, 0.85);
            backdrop-filter: blur(5px);
            padding: 30px;
            border-radius: 15px;
            border: 2px solid var(--accent-color);
            text-align: center;
            width: 300px;
            display: none; /* 默认隐藏 */
            z-index: 10;
        }

        .modal.active {
            display: flex;
            flex-direction: column;
            align-items: center;
            animation: fadeIn 0.3s ease-out;
        }

        .modal h2 {
            margin-bottom: 10px;
            color: var(--snake-color);
            text-shadow: 0 0 10px var(--snake-color);
        }

        .modal p {
            margin-bottom: 20px;
            font-size: 1rem;
        }

        .btn {
            background: var(--accent-color);
            color: #000;
            border: none;
            padding: 10px 25px;
            font-size: 1rem;
            font-weight: bold;
            cursor: pointer;
            border-radius: 5px;
            transition: transform 0.1s, box-shadow 0.1s;
        }

        .btn:hover {
            transform: scale(1.05);
            box-shadow: 0 0 15px var(--accent-color);
        }

        .btn:active {
            transform: scale(0.95);
        }

        /* 虚拟按键 (移动端辅助) */
        .controls {
            display: flex;
            margin-top: 20px;
            gap: 10px;
            max-width: 400px;
            justify-content: space-between;
        }
        
        /* 仅在触摸设备或小屏幕显示按键,或者为了演示一直显示 */
        .d-pad {
            display: grid;
            grid-template-columns: 1fr 1fr 1fr;
            grid-template-rows: 1fr 1fr;
            gap: 5px;
            width: 160px;
        }

        .d-btn {
            background: rgba(255, 255, 255, 0.1);
            border: 1px solid rgba(255, 255, 255, 0.2);
            border-radius: 8px;
            color: white;
            height: 40px;
            display: flex;
            align-items: center;
            justify-content: center;
            cursor: pointer;
            user-select: none;
        }
        
        .d-btn:active {
            background: rgba(255, 255, 255, 0.3);
        }
        
        .d-btn-up { grid-column: 2; grid-row: 1; }
        .d-btn-left { grid-column: 1; grid-row: 2; }
        .d-btn-down { grid-column: 2; grid-row: 2; }
        .d-btn-right { grid-column: 3; grid-row: 2; }

        /* 隐藏PC上的虚拟按键,如果屏幕够大 */
        @media (min-width: 768px) {
            .controls { display: none; }
        }

        @keyframes fadeIn {
            from { opacity: 0; transform: translate(-50%, -40%); }
            to { opacity: 1; transform: translate(-50%, -50%); }
        }
        
        /* 暂停遮罩层 */
        .paused-overlay {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background: rgba(0,0,0,0.5);
            display: flex;
            align-items: center;
            justify-content: center;
            font-size: 3rem;
            font-weight: bold;
            color: #fff;
            text-shadow: 0 0 20px #fff;
            pointer-events: none;
            opacity: 0;
            transition: opacity 0.2s;
        }
        .paused-overlay.show {
            opacity: 1;
        }

    </style>
</head>
<body>

    <div class="game-container">
        <!-- 分数显示 -->
        <div class="header" id="scoreHeader">
            <div>分数: <span id="score">0</span></div>
            <div>最高分: <span id="highScore">0</span></div>
        </div>

        <!-- 游戏画布 -->
        <canvas id="gameCanvas" width="400" height="400"></canvas>
        
        <!-- 暂停提示 -->
        <div id="pausedOverlay" class="paused-overlay">PAUSED</div>

        <!-- 菜单/结束 模态框 -->
        <div id="menuModal" class="modal active">
            <h2 id="modalTitle">准备好了吗?</h2>
            <p id="modalMsg">使用方向键或 WASD 控制移动</p>
            <p id="finalScoreDisplay" style="display:none; font-size: 0.9em; color: #ccc;">最终得分: 0</p>
            <button class="btn" id="startBtn">开始游戏</button>
        </div>

        <!-- 移动端虚拟按键 -->
        <div class="controls" id="mobileControls">
            <div class="d-pad">
                <div class="d-btn d-btn-left" id="btnLeft"></div>
                <div class="d-btn d-btn-down" id="btnDown"></div>
                <div class="d-btn d-btn-up" id="btnUp"></div>
                <div class="d-btn d-btn-right" id="btnRight"></div>
            </div>
        </div>
    </div>

<script>
    // 游戏配置
    const GRID_SIZE = 20; // 20x20 网格
    const TILE_SIZE = 20; // 每个格子 20px (Canvas 400x400)
    const GAME_SPEED = 120; // 刷新速度 (ms)

    // DOM 元素
    const canvas = document.getElementById('gameCanvas');
    const ctx = canvas.getContext('2d');
    const scoreEl = document.getElementById('score');
    const highScoreEl = document.getElementById('highScore');
    const modal = document.getElementById('menuModal');
    const modalTitle = document.getElementById('modalTitle');
    const modalMsg = document.getElementById('modalMsg');
    const finalScoreDisplay = document.getElementById('finalScoreDisplay');
    const startBtn = document.getElementById('startBtn');
    const pausedOverlay = document.getElementById('pausedOverlay');

    // 状态变量
    let snake = [];
    let food = {};
    let direction = { x: 0, y: 0 }; // 当前移动方向
    let nextDirection = { x: 0, y: 0 }; // 下一步的缓冲方向(防止一帧内多次按键导致自杀)
    let score = 0;
    let highScore = localStorage.getItem('snakeHighScore') || 0;
    let gameLoop;
    let isPaused = false;
    let isGameOver = true;

    // 初始化显示最高分
    highScoreEl.innerText = highScore;

    // 初始化游戏
    function initGame() {
        snake = [{x: 10, y: 10}, {x: 10, y: 11}, {x: 10, y: 12}]; // 初始蛇长3,垂直排列
        direction = { x: 0, y: -1 }; // 初始向上移动
        nextDirection = { x: 0, y: -1 };
        score = 0;
        isPaused = false;
        isGameOver = false;
        scoreEl.innerText = score;
        pausedOverlay.classList.remove('show');
        
        // 生成第一个食物
        placeFood();

        // 隐藏菜单
        modal.classList.remove('active');
        
        // 启动循环
        if (gameLoop) clearInterval(gameLoop);
        gameLoop = setInterval(gameTick, GAME_SPEED);
    }

    // 游戏主循环
    function gameTick() {
        if (isPaused) return;

        // 更新方向
        direction = { ...nextDirection };

        // 计算新的蛇头位置
        const head = { x: snake[0].x + direction.x, y: snake[0].y + direction.y };

        // 1. 检查碰撞: 撞墙
        if (head.x < 0 || head.x >= GRID_SIZE || head.y < 0 || head.y >= GRID_SIZE) {
            gameOver();
            return;
        }

        // 2. 检查碰撞: 撞自己
        for (let i = 0; i < snake.length; i++) {
            if (head.x === snake[i].x && head.y === snake[i].y) {
                gameOver();
                return;
            }
        }

        // 将新头加入蛇身数组前端
        snake.unshift(head);

        // 3. 检查吃食物
        if (head.x === food.x && head.y === food.y) {
            score += 10;
            scoreEl.innerText = score;
            // 如果有新纪录,保存
            if (score > highScore) {
                highScore = score;
                localStorage.setItem('snakeHighScore', highScore);
                highScoreEl.innerText = highScore;
            }
            placeFood();
            // 吃食物不移除尾部 -> 蛇变长
        } else {
            // 没吃到,移除尾部 -> 保持长度移动
            snake.pop();
        }

        // 渲染
        draw();
    }

    // 生成食物位置 (确保不生成在蛇身上)
    function placeFood() {
        let validPosition = false;
        while (!validPosition) {
            food = {
                x: Math.floor(Math.random() * GRID_SIZE),
                y: Math.floor(Math.random() * GRID_SIZE)
            };
            
            // 简单检查:食物不能在蛇身上
            validPosition = true;
            for (let part of snake) {
                if (part.x === food.x && part.y === food.y) {
                    validPosition = false;
                    break;
                }
            }
        }
    }

    // 渲染函数
    function draw() {
        // 清空画布
        ctx.fillStyle = '#1a1a1a'; // Grid color
        ctx.fillRect(0, 0, canvas.width, canvas.height);

        // 绘制食物
        ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--food-color').trim();
        // 使用发光效果
        ctx.shadowBlur = 15;
        ctx.shadowColor = ctx.fillStyle;
        
        // 食物稍微小一点点,看起来可爱点
        const padding = 2;
        ctx.fillRect(food.x * TILE_SIZE + padding, food.y * TILE_SIZE + padding, TILE_SIZE - padding * 2, TILE_SIZE - padding * 2);
        
        // 重置阴影以免影响蛇
        ctx.shadowBlur = 0;

        // 绘制蛇
        ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--snake-color').trim();
        
        // 蛇身
        snake.forEach((part, index) => {
            // 头部颜色稍微亮一点
            if (index === 0) {
                ctx.shadowBlur = 10;
                ctx.shadowColor = ctx.fillStyle;
                ctx.fillStyle = '#ccffee'; // Head color
            } else {
                ctx.shadowBlur = 0;
                ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--snake-color').trim();
            }
            
            ctx.fillRect(part.x * TILE_SIZE, part.y * TILE_SIZE, TILE_SIZE - 1, TILE_SIZE - 1);
            
            // 为了消除缝隙,可以画一点点覆盖线
            ctx.fillStyle = 'rgba(0,0,0,0.3)';
            ctx.fillRect(part.x * TILE_SIZE, part.y * TILE_SIZE + TILE_SIZE - 1, TILE_SIZE, 1); // Bottom border
            ctx.fillRect(part.x * TILE_SIZE + TILE_SIZE - 1, part.y * TILE_SIZE, 1, TILE_SIZE); // Right border
        });
    }

    // 游戏结束处理
    function gameOver() {
        isGameOver = true;
        clearInterval(gameLoop);
        
        modalTitle.innerText = "游戏结束!";
        modalMsg.innerText = "再试一次?";
        finalScoreDisplay.style.display = 'block';
        finalScoreDisplay.innerText = `最终得分: ${score}`;
        startBtn.innerText = "重新开始";
        modal.classList.add('active');
    }

    // 暂停/继续
    function togglePause() {
        if (isGameOver) return;
        if (isPaused) {
            isPaused = false;
            pausedOverlay.classList.remove('show');
        } else {
            isPaused = true;
            pausedOverlay.classList.add('show');
        }
    }

    // 输入处理
    function handleInput(key) {
        // 防止反向自杀 (例如:当前向右,不能直接按左)
        // 只有当按键与当前方向相反且不是同轴时才允许(或者直接禁止反向)
        
        // 0: UP, 1: DOWN, 2: LEFT, 3: RIGHT (Logic mapping)
        // direction vector {x, y}
        
        const goingUp = direction.y === -1;
        const goingDown = direction.y === 1;
        const goingLeft = direction.x === -1;
        const goingRight = direction.x === 1;

        switch(key) {
            case 'ArrowUp':
            case 'w':
            case 'W':
                if (!goingUp) nextDirection = { x: 0, y: -1 };
                break;
            case 'ArrowDown':
            case 's':
            case 'S':
                if (!goingDown) nextDirection = { x: 0, y: 1 };
                break;
            case 'ArrowLeft':
            case 'a':
            case 'A':
                if (!goingLeft) nextDirection = { x: -1, y: 0 };
                break;
            case 'ArrowRight':
            case 'd':
            case 'D':
                if (!goingRight) nextDirection = { x: 1, y: 0 };
                break;
            case 'Space':
                togglePause();
                break;
        }
    }

    // 事件监听
    document.addEventListener('keydown', (e) => {
        if (isGameOver && e.key === 'Enter') {
            initGame();
            return;
        }
        // 防止按方向键滚动页面
        if(["ArrowUp","ArrowDown","ArrowLeft","ArrowRight"].indexOf(e.key) > -1) {
            e.preventDefault();
        }
        handleInput(e.key);
    });

    // 按钮点击监听 (开始/重启)
    startBtn.addEventListener('click', () => {
        initGame();
    });

    // 虚拟按键绑定
    document.getElementById('btnUp').addEventListener('mousedown', () => handleInput('ArrowUp'));
    document.getElementById('btnDown').addEventListener('mousedown', () => handleInput('ArrowDown'));
    document.getElementById('btnLeft').addEventListener('mousedown', () => handleInput('ArrowLeft'));
    document.getElementById('btnRight').addEventListener('mousedown', () => handleInput('ArrowRight'));
    
    // 触摸支持 (简单的触摸滑动支持,作为额外增强)
    let touchStartX = 0;
    let touchStartY = 0;
    document.body.addEventListener('touchstart', (e) => {
        touchStartX = e.touches[0].clientX;
        touchStartY = e.touches[0].clientY;
    }, {passive: false});
    
    document.body.addEventListener('touchmove', (e) => {
        e.preventDefault(); // 防止滚动
    }, {passive: false});

    document.body.addEventListener('touchend', (e) => {
        if (isPaused || isGameOver) return;
        let touchEndX = e.changedTouches[0].clientX;
        let touchEndY = e.changedTouches[0].clientY;
        let diffX = touchEndX - touchStartX;
        let diffY = touchEndY - touchStartY;

        if (Math.abs(diffX) > Math.abs(diffY)) {
            // Horizontal
            if (Math.abs(diffX) > 30) { // threshold
                if (diffX > 0) handleInput('ArrowRight');
                else handleInput('ArrowLeft');
            }
        } else {
            // Vertical
            if (Math.abs(diffY) > 30) {
                if (diffY > 0) handleInput('ArrowDown');
                else handleInput('ArrowUp');
            }
        }
    });

    // 初始画面渲染(静态)
    ctx.fillStyle = '#1a1a1a';
    ctx.fillRect(0,0,400,400);
    ctx.fillStyle = '#00ff88';
    ctx.fillRect(100,100,20,20); // Draw a dummy snake

</script>
</body>
</html>

[ Prompt: 5.6 t/s | Generation: 3.4 t/s ]

Screenshot from 2025-12-27 00-43-34

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