Dangerous Dave platformer · ring-2.6-1t
Build a playable tile-based platformer on a canvas in the Dangerous Dave style: navigate a level to grab a trophy and then reach the exit, avoiding hazards like fire and water, with jumping and simple enemies. Procedural graphics only, no external assets.
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Build a playable tile-based platformer on a canvas in the Dangerous Dave style: navigate a level to grab a trophy and then reach the exit, avoiding hazards like fire and water, with jumping and simple enemies. Procedural graphics only, no external assets.
thinking
The user wants a single-page web app - a tile-based platformer in the style of Dangerous Dave. Let me build a complete, self-contained HTML file with CSS and JS inline. No external resources. Key features needed: 1. Canvas-based rendering 2. Tile-based level with procedural graphics 3. Player character with movement (left/right) and jumping 4. Trophy to collect 5. Exit door to win 6. Hazards: fire, water (lava) 7. Simple enemies that patrol 8. Gravity physics 9. Collision detection 10. Win/lose states Let me design this carefully: - Level: 20x15 tiles, each tile ~32px - Player: simple pixel art character drawn procedurally - Tiles: ground (brown), walls (gray), platform blocks - Hazards: fire (animated), water (blue animated) - Enemies: simple creatures that walk back and forth - Trophy: golden star/award - Exit: door Let me code this up.
Building a full Dangerous Dave-style platformer with procedural graphics, physics, enemies, hazards, and win conditions.
/tmp/ws/index.html (24926 bytes)Successfully wrote 24926 bytes to /tmp/ws/index.html
thinking
The file has been written successfully. Let me verify it exists and is complete.
Done! The file `/tmp/ws/index.html` is a fully self-contained Dangerous Dave-style platformer with all these features: **Gameplay:** - Arrow keys / WASD to move, Space/Up to jump - Collect the ★ **Trophy**, then reach the **EXIT** door to win - **Fire traps** and **water pools** kill on contact - **Goblin enemies** patrol back and forth — stomp them from above or get killed **Procedural Graphics (no external assets):** - Pixel-art player with hair, body, animated legs/shoes - Stone-brick walls with mortar lines, grass-topped terrain - Animated water with ripples and bubbles - Animated fire with glowing particles - Bobbing trophy with sparkle glow - Gold-trimmed exit door with arch - Goblin enemies with pointy ears, angry eyes, and teeth - Twinkling parallax starfield background - Particle effects on stomps and death **Game state tracking:** trophy indicator, death counter, timer, victory screen with restart on click.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
Only a start screen is shown; clicking START GAME never happened, so no gameplay is visible in any panel.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.