AI Games

Lunchbox Lab

Grown-ups set the limits first, then the kid swipes food into the box

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The original prompt.

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Read the complete original prompt
Build "Lunchbox Lab" — a polished mobile-first portrait web app for the Eazo community, built from a live TikTok trend, in the swipe-to-decide card family.

CONCEPT
An empty four-compartment bento box sits open at the bottom of the screen. Food cards float up one at a time, each drawn as a small overhead illustration. Before play, a short boundary strip lets the adult switch off nuts, dairy or anything else — those foods still appear but arrive sealed behind a frosted lid and cannot be chosen. Everything else is the kid's call: fling it away, or fling it down into the box where it lands in the compartment that fits it.

RULES & STATES
- Cold open with a 1.5 second teaser of a finished bento being closed and carried away, which then melts into the empty box ready state — no cover screen, no start button.
- The adult boundary strip is set once at the top of the run: excluded foods still appear in the deck but arrive under a frosted lid with a small lock, and swiping them right does nothing but a polite bounce.
- Right / down = the kid will eat it: the food tumbles into the box and physically lands in the compartment matching its type; the box only holds four things and the fifth pushes the least-chosen one back out.
- Left = not this one: the card spins away off screen with a light flick; it comes back once, later, because kids change their minds.
- Result: a top-down photo-style illustration of the closed-then-opened bento with a short name for the combination. Replay empties the box with a shake. Ambient: steam curls off the warm compartment at all times.

OPENING (no cover, 1.5s finished-result teaser)
Open with a 1.5 second teaser that plays a finished result of this app, then melt that teaser into the empty ready-to-play state — no cover screen, no start button, no tutorial card. One short gesture hint dissolves on the first touch. Ambient motion continues in the ready state.

GLOBAL REQUIREMENTS
- Language: ship a lightweight built-in i18n layer with exactly two locales, English (en) and Chinese (zh). The app ALWAYS opens in English — hardcode the default locale to en and never call navigator.language or otherwise detect the system or browser language. Provide one small, comfortably tappable EN / 中文 toggle placed top-right, about 56px down from the top edge, clear of the device status bar. Chinese appears only after the user actively switches. The cover, onboarding, defaults, generated content and all share output stay English regardless of locale. Never mix two languages on one screen. Declare one shared TypeScript interface whose fields are all string, annotate both dictionaries with it and look them up as Record<'en'|'zh', T> — never let the two dictionaries infer incompatible literal types, and run a production type check before you call it done.
- Fully self-contained: absolutely no external APIs of any kind — no AI calls, no third-party data, media or font services, no remote backend, no login. Embed every item of data, copy and content in the app code. Draw all artwork procedurally in code; no image assets, no camera and no photo import.
- Share: integrate a Share feature using the @eazo/sdk community share interface so the player can post the result directly to the Eazo Community. Follow the SDK's own current best practices for composing and attaching the result — do not invent custom share plumbing. The attachment must be something the community server can fetch over the network. Place Share on the result state, keep Replay available, no placeholder buttons, and never claim the post was shared when it was not (in a plain browser the share cannot actually publish, so the button must reflect the real return value).
- SSR determinism: the initial render must be deterministic. No Math.random(), no Date.now(), no locale-dependent number or date formatting during first paint — move all of it into a client effect or drive it from a fixed seed. Hydration must produce zero console errors.
- Mobile-first portrait, touch-only, no hover dependence. The app root must follow the host container height (position: fixed; inset: 0; height: 100%) — never 100dvh or 100svh. Size any canvas from its PARENT element using a ResizeObserver and run the fit once on mount; convert every touch event through getBoundingClientRect() read at event time — never cache the rect and never use window.innerWidth/innerHeight for canvas sizing. Clamp every derived geometry value to a legal range at the point it is computed, so no radius, size or index can ever go negative or non-finite.
- Safe areas: keep all top UI at least 56px from the top edge. Keep every core interactive control AND every self-drawn bottom UI element (HUD text, counters, legends, hints) fully above the bottom 88px of the viewport — the Eazo mobile app overlays a native toolbar there that your code cannot detect. Verify at 393x852 portrait.
- Fill the screen: the layout must stretch to the full host height. No dead colour band in the lower half — if the stage has a fixed aspect ratio, give the leftover vertical space a designed extension (gradient, ambient particles, scene ground), never a bare block.
- No background music and no autoplay audio.
- Complete real states: loading, empty, success and error where relevant. Every control must actually work — no alerts, console-log placeholders or fake results.
- Visual bar: exactly ONE core rule understood within 3 seconds, with rich generous visual response on every touch (motion, particles, deformation, colour, light). Canvas 2D preferred for effects; do not use the canvas roundRect API (older iOS Safari lacks it). Never hardcode light text colours onto possibly-light backgrounds — derive text colour from the theme. Keep some ambient motion at all times so no screen is ever a still image.

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THE ORIGINAL CREATION PROMPT

The idea that started this app. Copy it, change it, make it yours.

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