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Wolfenstein raycaster · muse-spark-1.2

Output generated Cost / run $0.0960 Runtime 73.8s

Prompt for this run

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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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

modelmuse-spark-1.2
vendorMeta
harnesspi-agent
generated2026-08-13

METRICS

runtime73.8s
tokens in19k
tokens out18k
cached3.6k
cost / run$0.0960
Transcript · 4 messages
user

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.

assistant
→ write index.html (44731 bytes)
toolResult

Successfully wrote 44731 bytes to index.html

assistant

Built `index.html` — single-file Wolfenstein-style raycaster: **Features** - **Raycasting** engine (DDA per column, perspective-correct wall slices with 4 procedural wall types, distance shading, floor texture with horizon clipping) - **Procedural textures** generated on `<canvas>` (brick, concrete, tech-metal, hazard stripe, checker floor/ceiling) + noise — no external assets - **Sprite enemies** (2 variants + dead sprite) billboarded with z-buffer occlusion, distance fog, hit-flash & sorting - **WASD + Shift sprint**, **Arrow keys / Q-E**, **mouse drag & Pointer-Lock turning**, **touch drag**, **Click/Space to shoot** - **Pistol** with recoil/kick, bob, muzzle flash (weapon canvas), screen flash & `WebAudio` procedural SFX (shoot/hit/hurt/death/steps) - **Tactical minimap**, health/ammo HUD, enemy counter & exploration %, crosshair that glows red when aiming at target, scanlines/vignette - **Game loop** with collision (radius), line-of-sight, enemy AI (chase / wander / attack cooldown), 6 enemies — clear to win All CSS in `<style>` and JS in `<script>`, fully offline.