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Dangerous Dave platformer · glm-5.2

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
Let me build a tile-based platformer in the Dangerous Dave style. I'll create a single index.html file with everything inline.

Let me plan the game:
- Canvas-based rendering
- Tile-based level with platforms, hazards (fire, water), a trophy, and an exit
- Player with gravity, jumping, collision
- Simple enemies that patrol
- Procedural graphics (drawn with canvas)
- Win condition: grab trophy then reach exit

Let me write it.
write /workspace/index.html (24146 bytes)
toolResult

Successfully wrote 24146 bytes to /workspace/index.html

assistant
thinking
Let me verify the file is valid and present.

I've built a complete Dangerous Dave-style platformer in `/workspace/index.html`. Here's what it includes: **Gameplay loop** - 3 hand-designed tile levels (20×12 grid, 32px tiles, 640×384 canvas) - Grab the **trophy** first → the **exit door** unlocks → reach it to clear the level - 3 lives; dying or falling off the world costs a life; game over → Enter restarts **Player mechanics** - Arrow keys / WASD to move, Space / Up to jump - Gravity, friction, max-speed clamping, proper axis-separated tile collision (resolve X then Y) - Squashable enemies — jump on a bug to stomp it (with a little bounce), touch it from the side and you die **Hazards & features** - **Fire** and **water** tiles kill on contact (animated flames + rippling waves) - One-way wooden **platforms** and brick walls - Patrolling bug enemies that respect solid-ground patrol bounds and turn at gaps **Procedural graphics (all drawn with canvas, zero assets)** - Cave gradient background with flickering torch specks - Textured brick, wooden plank platforms, fire flames, water waves - Bobbing glowing trophy with handles + shine - Exit door that reads "LOCK" → "OPEN" and turns green when the trophy is collected - Pixel-art "Dave": red shirt, cap, hair, swinging arms/legs while running, spin animation on death - Bug enemies with legs, antennae, red eyes, green striped body **HUD** - Trophy status, lives, level number, and a status message line below the canvas - R to retry the current level, Enter to advance after winning or restart after game over Open `index.html` in a browser to play — it's fully sandboxed with no external resources.

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

modelglm-5.2
vendorZ.ai · GLM
harnesspi-agent
generated2026-07-10

EVALUATION

3/5 working

Dave-style platformer renders correctly with trophy, hazards, enemies; player dies quickly to enemy contact leading to game over.

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 motion0.1%
on click0.6%
on drag0.6%
on wheel25.7%
on enter + space25.7%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread18.6 / 255
console errors0
js errors none

METRICS

runtime105.2s
tokens in1.9k
tokens out8.9k
cached9.5k
cost / run$0.0301