Wolfenstein raycaster · muse-ember
Output generated Cost / run $0.0220 Runtime 66.3s
Prompt for this run
Build a playable first-person raycasting maze shooter on a canvas in a Wolfenstein-inspired style. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Render a textured grid maze through a raycaster, with perspective wall heights and visible enemies. Generate textures procedurally; do not load external assets. - Use W/S to move forward/backward, A/D to strafe, Left/Right arrows to turn, and Space to shoot. Display the controls. Mouse turning is optional and must not be required. - Use solid wall collision and a small level with a reachable exit and at least three enemies. Enemies must be occluded by walls; shots cannot damage an enemy through a wall. - Give the player health. Enemies can damage the player under a clear attack rule. Show health and remaining enemy count; zero health causes Game Over. - Defeating all enemies unlocks the exit; reaching it shows a win state. Provide Restart to restore the level, player, enemies, and health. Verify: Test movement and turning near the starting area, check collision against a nearby wall, and fire to inspect weapon feedback. Sample the scene for stable wall rendering, then use Restart and check the initial viewpoint and health.
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.
METRICS
Transcript · 27 messages
Build a playable first-person raycasting maze shooter on a canvas in a Wolfenstein-inspired style. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Render a textured grid maze through a raycaster, with perspective wall heights and visible enemies. Generate textures procedurally; do not load external assets. - Use W/S to move forward/backward, A/D to strafe, Left/Right arrows to turn, and Space to shoot. Display the controls. Mouse turning is optional and must not be required. - Use solid wall collision and a small level with a reachable exit and at least three enemies. Enemies must be occluded by walls; shots cannot damage an enemy through a wall. - Give the player health. Enemies can damage the player under a clear attack rule. Show health and remaining enemy count; zero health causes Game Over. - Defeating all enemies unlocks the exit; reaching it shows a win state. Provide Restart to restore the level, player, enemies, and health. Verify: Test movement and turning near the starting area, check collision against a nearby wall, and fire to inspect weapon feedback. Sample the scene for stable wall rendering, then use Restart and check the initial viewpoint and health.
thinking
Designing single-file canvas raycasting maze shooter with movement, collision, enemies, health, win and restart logic.Extending the design with texture mapping, enemy AI, HUD, and win condition handling.Implementing procedural maze generation, texture canvases, sprite rendering, and HUD with collision and shooting mechanics.Extending the engine with raycast hit detection, sprite depth buffering, and enemy AI movement and damage.
index.html (21422 bytes)Successfully wrote to index.html
thinking
{"action":"inspect"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nDefeat all enemies to unlock the exit!\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"action":"key","text":"w"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nDefeat all enemies to unlock the exit!\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"action":"click","x":480,"y":300}Frame 1, +0ms
[Browser image supplied to model]
{"console":["error: Blocked pointer lock on an element because the element's frame is sandboxed and the 'allow-pointer-lock' permission is not set.","error: Failed to execute 'requestPointerLock' on 'Element': Blocked pointer lock on an element because the element's frame is sandboxed and the 'allow-pointer-lock' permission is not set."],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"edits":[{"oldText":"canvas.addEventListener('click',()=>{initAudio(); try{canvas.requestPointerLock()}catch(e){}});","newText":"canvas.addSuccessfully replaced 1 block(s) in index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nDefeat all enemies to unlock the exit!\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"action":"type","text":"wwwwwwwwww"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"action":"key","text":"Space"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"action":"key","text":"ArrowRight"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
Analyzing input event timing and key code mapping to explain missing movement versus successful firing.
{"action":"click","x":737,"y":67}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nDefeat all enemies to unlock the exit!\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
{"edits":[{"oldText":" if(s.e){ // hp bar if close & visible-ish\n ctx.fillStyle='rgba(0,0,0,.6)';ctx.fillRect(drawX,drawY-10,size,6Successfully replaced 1 block(s) in index.html.
thinking
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":[],"dom":"⚔ RAYCAST MAZE SHOOTER ⚔\n❤️ HEALTH 100\n🎯 ENEMIES LEFT: 5\n🚪 EXIT: 🔒 LOCKED\n↻ RESTART\nObjective: Defeat all enemies to unlock the exit, then reach the green EXIT door.\nEnemy rule: Enemies shoot 7 dmg every ~1.1s when within 4 tiles with clear line-of-sight. Shots cannot pass walls.\n+\n✕\nDefeat all enemies to unlock the exit!\nW/S Forward / Back A/D Strafe ←/→ Turn SPACE Shoot · Click canvas for mouse-turn (optional)\n\nTextured raycaster · procedural textures & sprites · no external assets · solid collision · wall-occluded enemies & shots","images":"attached"}
thinking
Built and verified `index.html` — a self-contained Wolfenstein-style raycasting maze shooter (no external assets/CDNs). **Implemented:** - DDA raycaster with perspective wall heights, z-buffered billboard sprites, and 4 procedurally-generated wall textures (brick, stone, metal, wood), plus procedural enemy/exit sprites and weapon - Deterministic 21×21 perfect maze (seeded generation, BFS-placed farthest exit — guaranteed reachable), solid axis-separated wall collision (radius 0.22), minimap - Controls displayed on-screen: `W/S` move, `A/D` strafe, `←/→` turn, `Space` shoot; optional pointer-lock mouse-turn (sandbox-safe, rejected-promise handled) - 5 enemies, occluded per-column by walls; hitscan shots check wall distance so they cannot damage through walls (hitmarker, muzzle flash, recoil, procedural WebAudio SFX) - Player health 100; clear attack rule shown in HUD: enemies deal 7 dmg every ~1.1s within 4 tiles with line-of-sight; health/enemy-count/exit-lock HUD; 0 HP → Game Over overlay - Defeating all enemies unlocks exit (HUD pill + green door); reaching it → Win overlay; Restart button (and Enter on end screens) resets maze, player, enemies, and health **Actually checked in the browser:** - Initial render: stable textured walls, ceiling/floor, weapon, minimap, HUD, controls — no console errors after fixing the pointer-lock rejection - Fired Space near start: muzzle flash + recoil visible in screenshot - Restart button: health restored to 100, enemies back to 5, initial viewpoint/message restored - Fixed an issue found during inspection: enemy HP bars could show through walls — now only drawn when the sprite center is unoccluded; rechecked after the fix **Remaining unverified (harness limitation):** held-key movement/turning/collision and full kill-all → unlock → win and damage-to-zero → Game Over playthroughs could not be fully exercised because the browser tool dispatches instantaneous key presses (~1 frame each, ≈0.04 tiles of movement), though the collision, LOS, shooting, exit, and restart logic are implemented as described and the shooting/restart paths were directly observed.