Wolfenstein raycaster · mistral-large-4-0
Output saved · Stopped by an API error Cost / run $0.1688 Runtime 610.9s
A model request failed and its retries ran out. The output is the HTML saved before that.
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.
RUN
METRICS
Transcript · 29 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.
I'll build a Wolfenstein-style raycasting maze shooter in a single self-contained `index.html`.
I'll build a Wolfenstein-style raycasting maze shooter in a single self-contained `index.html`.
/tmp/job-dx4Y4b/index.html (24041 bytes)Successfully wrote to /tmp/job-dx4Y4b/index.html
{"action":"screenshot"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)","images":"attached"}
The raycaster renders textured walls with perspective. Now let me test movement, turning, collision, and shooting.
{"action":"key","key":"w"}{"action":"motion","delta":1500}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)","images":"attached"}
Frame 1, +0ms
[Browser image supplied to model]
Frame 2, +3335ms
[Browser image supplied to model]
Frame 3, +6843ms
[Browser image supplied to model]
Frame 4, +10347ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)","images":"attached"}
The view doesn't seem to change when pressing W. The key press may not be registering as held. Let me check — the `key` action may press and release. I should use a different approach: dispatch keydown via inspect, or hold the key. Let me try using the `type` action or check if keys are being held. Actually the browser tool's `key` action likely sends a single keypress (down+up). For movement I need held keys. Let me test by using `inspect` to evaluate JS that simulates holding keys, or better, verify movement works by dispatching events manually. Let me use inspect to run JS that sets keys and checks player position.
{"action":"inspect","script":"(() => {\n // simulate holding W for a moment by directly calling update with keys set\n const before = {x: Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)","images":"attached"}
The inspect action doesn't seem to return the script result. Let me check the tool — `inspect` runs the app and inspects DOM/console. Maybe I need a different approach. Let me write the test results into the DOM (e.g., document.title or a div) so I can read it, or use console.log and read console. Actually the console output only shows the sandbox warning. Let me put results into the DOM via a temporary element and read via screenshot, or set document.title. Let me modify the test to write results into `msgEl` or a new div, then screenshot.
{"action":"inspect","script":"(() => {\n const out = [];\n const before = {x: player.x, y: player.y, dir: player.dir};\n keys['w'] = trueFrame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)","images":"attached"}
The inspect script doesn't seem to execute or its output isn't visible. The screenshot still shows the initial view. The `inspect` action may not run arbitrary scripts. Let me instead embed a self-test directly into the page temporarily, or better, add a debug overlay that I trigger. Actually, a simpler approach: the `key` action sends a keypress. For movement testing, I can hold keys using the `type` action? No. Let me check what actions are available: reload, inspect, screenshot, motion, click, drag, key, type, scroll. The `key` action probably presses a key (down then up quickly). Movement needs sustained press. But maybe `key` holds it? The earlier W press + motion showed no change in view, suggesting the key wasn't held during motion. Let me take a different, robust approach: add a built-in automated self-test to the page that runs on load (behind a flag), writes results to an overlay div, and screenshots it. Actually simpler: I'll temporarily modify the page to run a self-test sequence automatically and display results, verify, then remove it. Actually, even simpler and cleaner: I'll write a separate test by injecting a script via a query param... but no network. Let me just add a temporary self-test function to index.html that runs when `?selftest` is in the URL, displays results in a div. Then load with that param. But the browser tool loads index.html — can I pass a URL? The tool runs index.html. Let me check if I can navigate. Probably it loads the file directly. Alternative: Use the `type` action to type into the page? No input field. Let me reconsider. The `inspect` action description: "Run index.html, inspect DOM/console, interact, and see screenshots". Maybe `inspect` takes a script param that runs in the page. The result didn't show my div though. Maybe the script ran but the screenshot was taken before, or the script errored. Let me check for errors by having the script write to console AND a div, and also wrap in try/catch. Actually, maybe the issue: my script references `player`, `keys`, `update` which are in the page's script scope. If `inspect` runs the script in a different context (e.g., a fresh eval in global scope), those variables ARE global (declared with let/const at top level of a classic script → they're in global scope but as lexical bindings, accessible from other scripts). Actually `let`/`const` at top level of a classic script create global lexical bindings accessible from subsequent scripts. So `player` should be accessible. But `update` is a function declaration → global. Should work. Maybe the inspect script DID run but threw an error (e.g., `keys` is fine). Let me add try/catch and write to document.title and a div, then screenshot. Let me also make the test simpler and ensure it appends the div synchronously. Let me retry with error handling and also set document.title.
{"action":"inspect","script":"try {\n var out = [];\n var before = {x: player.x, y: player.y, dir: player.dir};\n keys['w'] = true;\n foFrame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)","images":"attached"}
The `inspect` script isn't executing (no div, no title change, no console log). The `inspect` action may just inspect without running a script param, or the param name is different. Let me instead embed a self-test directly into the HTML file temporarily, run it on load, and screenshot. I'll add a self-test that runs automatically and writes results to an overlay, then I'll remove it after verifying. Actually, a cleaner approach: add a permanent but harmless self-test that only runs when a hash is present, e.g. `#selftest`. But the browser tool loads index.html without hash. Let me just temporarily add an auto-running self-test to the page, verify, then remove it. I'll add it right before `resetGame();` call. Actually, let me reconsider the whole testing approach. The `key` action — maybe it does hold the key for the duration until the next action? The earlier test: I pressed W then did motion for 1500ms delta and the view didn't change. That suggests W wasn't held. Let me try a different tactic: use `type` action which types text — that sends keydown/keyup per character. Not helpful for holding. Given the constraints, the most reliable verification is to embed a self-test in the page. Let me add a self-test block that runs on load, performs the checks by directly manipulating state and calling update(), and renders results into a visible overlay div. Then screenshot. After confirming, I'll remove the self-test code. Let me add the self-test.
{"path":"/tmp/job-dx4Y4b/index.html","oldText":"resetGame();\nrequestAnimationFrame(frame);","newText":"resetGame();\nrequestAnimationFrame(Successfully replaced 1 block(s) in /tmp/job-dx4Y4b/index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)\nSELFTEST:\nmoveFwd y:1.50->4.50\nturnL dir:1.57->0.37\nturnR dir->1.57\nstrafeD x:1.50->1.25\ncollideY(>1.0):1.050\ne0hp(3=noDmg):0 alive:false\ne1hpWall(3=noDmg):0\ntouchDmg hp:76->64\nblockedByWall(7.5,3.5):true\nexitUnlocked:true\nstateAfterExit:won\nafterRestart hp:100 enemies:5 state:playing pos:1.5,1.5","images":"attached"}
The self-test ran. Let me analyze the results: - `moveFwd y:1.50->4.50` ✓ movement works (moved forward 3 units in 1 sec at speed 3) - `turnL dir:1.57->0.37` ✓ turning left works (decreased by ~1.2 rad in 0.5s at 2.4 rad/s) - `turnR dir->1.57` ✓ turning right works (back to 1.57) - `strafeD x:1.50->1.25` ✓ strafe works (moved -0.25 in x; facing dir 1.57 (south/+y), strafe right = -x... wait. dir=π/2 means facing +y (south). Strafe right (D) should move to... right of facing +y is -x? Facing +y, right hand points to -x? Let's see: facing direction (0,1). Right vector = (dirY, -dirX)? In my code strafe uses (-dirY, dirX) for strafe. dirX=cos(π/2)=0, dirY=sin(π/2)=1. strafe vector = (-dirY, dirX) = (-1, 0). So D moves -x. 1.50->1.25 ✓ correct. - `collideY(>1.0):1.050` ✓ collision works — player stayed at y=1.05, didn't pass into wall at row 0. - `e0hp(3=noDmg):0 alive:false` — enemy in front with clear LOS got killed (hp 3->0, 3 hits). ✓ shooting damages enemy with clear LOS. (My label said "3=noDmg" but actually it DID damage, which is correct behavior — the label was just my note. Good, damage works.) - `e1hpWall(3=noDmg):0` — PROBLEM! Enemy behind a wall got hp 0 (damaged/killed) even though there's a wall between. This means shots damaged an enemy through a wall. That violates the requirement "shots cannot damage an enemy through a wall." Wait, let me check the setup. Player at (1.5, 5.5) facing dir=0 (+x). Enemy at (3.5, 5.5). Map row 5 (y=5): `[1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1]`. So col 2 (x=2) at row 5 is 0 (floor), not a wall! Let me recheck. Row index 5: MAP[5] = [1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1]. So x=2 is 0. There's no wall between x=1.5 and x=3.5 at y=5.5. My test was wrong — I assumed col2 row5 was a wall but it's floor. Let me check: which cell is a wall between? Player at x=1.5 (col1), enemy at x=3.5 (col3). Col2 row5 = 0. So no wall. The bullet traveled and hit. So actually the test didn't have a wall. The damage is correct behavior. But wait — I need to verify the wall-blocking actually works. Let me check `blockedByWall(7.5,3.5):true` — from player (1.5,1.5) to (7.5,3.5) returns true (blocked). Good, that function works. But the bullet damage check uses `blockedByWall(e.x, e.y)` at the moment of hit. Let me verify with a real wall. Let me find a configuration with a wall between player and enemy. Actually, the bullet itself stops at walls (`isWallAt` check removes bullet when it enters a wall cell). So a bullet can't pass through a wall to reach an enemy behind it — the bullet is removed when it hits a wall cell. So even without the blockedByWall check, the bullet would be destroyed at the wall. But the blockedByWall check is a secondary guard. However, there's a subtle issue: the bullet travels in steps of `dx*dt` = 14 * (1/60) ≈ 0.233 per frame. It checks `isWallAt(floor(b.x), floor(b.y))` each frame. If the bullet jumps over a thin wall... walls are 1 cell thick, and step is 0.233 < 1, so it won't skip a wall cell. Good. So bullets can't pass through walls. But the requirement is specifically "shots cannot damage an enemy through a wall." The bullet is removed at the wall, so it never reaches the enemy behind. Plus blockedByWall double-checks. So this is satisfied. My test just had a bad setup (no actual wall). Let me re-verify with a proper wall to be sure. Let me also check: `touchDmg hp:76->64` — wait, hp0 was 76? The player health was 76 before the touch test. Why 76? Because earlier in the test... no, I didn't damage the player before. Oh wait — actually the enemies wander/chase during the test updates. When I set player to (5.5,5.5) and ran 90 frames of shooting, enemies might have moved and attacked the player. Actually enemies[2] etc. were at original positions. During the shooting test (90 frames = 1.5s), enemies could move toward player and attack. Player health dropped from 100 to 76 due to enemy attacks during the test. That's fine — it shows enemies DO damage the player. touchDmg 76->64 = 12 damage ✓ (ENEMY_TOUCH_DAMAGE=12). - `exitUnlocked:true` ✓ after killing all - `stateAfterExit:won` ✓ win state triggered when standing on exit cell with all dead - `afterRestart hp:100 enemies:5 state:playing pos:1.5,1.5` ✓ restart restores everything So almost everything works. The only thing I need to double-check is the wall-blocking of shots with an actual wall. Let me run a corrected test. Also I should verify enemies are visually occluded by walls (the drawSprites uses blockedByWall and z-buffer). And verify the muzzle flash / weapon feedback. Also, I notice the self-test left the game in a reset state (good). But the self-test div is still showing. I need to remove the self-test code before finalizing. Let me first run a corrected wall-blocking shot test, then remove the self-test. Let me update the self-test to use a real wall. Find a wall cell between two points. Player at (1.5, 1.5) facing +x (dir=0). Row 1: MAP[1] = [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1]. All floor from col1-14. No wall. Let me pick player at (1.5, 3.5) facing +x. Row 3: MAP[3]=[1,0,1,0,0,1,0,0,0,0,1,0,0,1,0,1]. Col2 (x=2) = 1 (wall). So enemy at (3.5, 3.5) is behind wall at col2. Player at (1.5,3.5) dir=0. Bullet goes +x, hits wall at x=2 (col2), removed. Enemy at col3 should not be damaged. Let me also test enemy occlusion visually — but that's harder to verify via screenshot. The blockedByWall function returning true for (7.5,3.5) confirms occlusion logic. And z-buffer per-column check handles partial occlusion. Good enough. Let me update the self-test for the wall case and also add a muzzle flash check and a "shoot into wall" check (bullet removed). Then re-run, then remove self-test.
{"path":"/tmp/job-dx4Y4b/index.html","oldText":" // shooting enemy BEHIND a wall (should NOT damage)\n player.x = 1.5; player.y = 5.5;Successfully replaced 1 block(s) in /tmp/job-dx4Y4b/index.html.
{"action":"reload"}Frame 1, +0ms
[Browser image supplied to model]
{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing."],"dom":"HEALTH 100\nENEMIES: 5\nW/S move A/D strafe ←/→ turn SPACE shoot (defeat all enemies to unlock the exit)\nSELFTEST:\nmoveFwd y:1.50->4.50\nturnL dir:1.57->0.37\nturnR dir->1.57\nstrafeD x:1.50->1.25\ncollideY(>1.0):1.050\ne0hp(3=noDmg):0 alive:false\nwallBetween:true\ne1hpWall(3=noDmg):3 alive:true\nmuzzleFlash:true\ntouchDmg hp:88->76\nblockedByWall(7.5,3.5):true\nexitUnlocked:true\nstateAfterExit:won\nafterRestart hp:100 enemies:5 state:playing pos:1.5,1.5","images":"attached"}
10 minutes have elapsed. At most 5 minutes remain. Finalize the output as soon as possible: save index.html now, fix only essential issues, and finish.