Wolfenstein raycaster · kat-coder-air-v2.5
Build a first-person raycasting maze shooter on a canvas in the Wolfenstein 3D style: WASD movement and arrow or mouse turning through a textured grid maze with enemies you can shoot. Procedural textures only, no external assets.
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Build a first-person raycasting maze shooter on a canvas in the Wolfenstein 3D style: WASD movement and arrow or mouse turning through a textured grid maze with enemies you can shoot. Procedural textures only, no external assets.
/tmp/ws/index.html (29862 bytes)Successfully wrote 29862 bytes to /tmp/ws/index.html
I've built a complete Wolfenstein 3D-style raycasting maze shooter. Here's what's in the single `index.html` file: **Rendering:** - DDA raycasting algorithm with textured walls (brick, stone, tech, door patterns — all procedurally generated) - Floor/ceiling gradients, per-pixel sprite rendering with z-buffer - Minimap in the corner **Gameplay:** - **WASD** — move and strafe with collision detection - **Mouse** — look around (pointer lock) - **Arrow keys** — alternative turn/move controls - **Left click / Space** — shoot **Enemies:** - 10 procedurally placed enemies (green normals + red heavies) - Chase AI with pathfinding through the maze - Attack when close, with cooldown - Health bars, hit flash, death animations **Features:** - Health/ammo/score HUD - Weapon with bob animation and muzzle flash - Damage screen flash - Particle effects on enemy kills - Win condition (kill all enemies) / lose condition (health reaches 0) - Procedural maze generation using recursive backtracking with extra openings and rooms No external resources — everything is self-contained and runs fully sandboxed.
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.