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Dangerous Dave platformer · mimo-v2.5-pro

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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transcript · 4 messages
user

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.

assistant
thinking
The user wants me to build a Dangerous Dave-style tile-based platformer as a single self-contained HTML file. Let me think about what this needs:

1. **Canvas-based rendering** with procedural graphics (no external assets)
2. **Tile-based level** with various tile types
3. **Player character** that can run and jump
4. **Collectible trophy** that must be grabbed
5. **Exit door** that activates after getting the trophy
6. **Hazards**: fire and water
7. **Simple enemies** that patrol
8. **Physics**: gravity, collision detection, jumping

Let me design this:

**Tile types:**
- Empty (0)
- Ground/Wall (1) - solid brown blocks
- Fire (2) - kills player
- Water (3) - kills player
- Trophy (4) - collectible
- Exit door (5) - win condition (locked until trophy collected)
- Enemy spawn (6)
- Player spawn (7)

**Player:**
- Sprite drawn procedurally (like Dave - helmet, body, legs)
- Left/right movement with arrow keys
- Jump with up arrow or space
- Gravity and collision

**Enemies:**
- Simple patrol enemies that walk back and forth
- Kill player on contact

**Level design:**
- Create a fun level with platforms, hazards, enemies, trophy, and exit

Let me code this up as a complete, polished game.

I'll make a well-structured game with:
- Game loop with requestAnimationFrame
- Tile-based collision detection
- Smooth player movement with acceleration/deceleration
- Gravity and jumping physics
- Procedural sprite drawing for all characters and tiles
- HUD showing collected items
- Win/lose states with restart option
- Multiple enemy types perhaps
- Animated fire and water
- A nice level design

Let me write this out carefully.
write /workspace/index.html (24027 bytes)
toolResult

Successfully wrote 24027 bytes to /workspace/index.html

assistant
thinking
The file is written. Let me verify it looks correct.

The platformer is ready at `/workspace/index.html`. Here's what's included: ### Gameplay - **Tile-based level** (30×17 grid) with brick walls, platforms you can jump through, ladders, fire, water, and spikes - **Collect the golden trophy** to unlock the green exit door — then reach it to win - **3 lives** with a score system (trophy = 1000pts, enemies = 200pts, exit = 2000pts) ### Controls | Key | Action | |-----|--------| | Arrow keys / WASD | Move left/right, climb ladders | | Space / Up / W | Jump | | Enter | Start / Restart | ### Features - **Procedural graphics** — all sprites drawn with canvas primitives (brick walls, animated fire/water, the Dave-like red-helmeted player, green slime enemies) - **Animated hazards** — flickering flames, rippling water, sharp spikes - **Patrol enemies** that walk platforms and can be stomped from above - **Particle effects** on collecting the trophy and killing enemies - **Platform physics** — gravity, friction, one-way platforms, wall collision - **Invincibility flash** after getting hit - **HUD** showing score, lives, and trophy status Press **Enter** to start and navigate the level to victory!

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

modelmimo-v2.5-pro
vendorXiaomi · MiMo
harnesspi-agent
generated2026-07-22

EVALUATION

4/5 working

Dangerous Dave-style platformer starts on Enter/Space, player moves via arrows/WASD across tile level with hazards, ladders, trophy.

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.

idle motion0.3%
on click0.3%
on drag0.3%
on wheel0.3%
on enter + space4.5%
on arrow keys1.0%
on w/a/s/d0.8%
frame spread26.1 / 255
console errors0
js errors none

METRICS

runtime186.3s
tokens in12k
tokens out9.8k
cached1.0k
cost / run$0.0137