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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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 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.
/workspace/index.html (24027 bytes)Successfully wrote 24027 bytes to /workspace/index.html
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
EVALUATION
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.