Wolfenstein raycaster · kimi-k3
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.
transcript · 6 messages
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.
thinking
Build a single index.html with raycaster. Let me write a complete game: grid maze, procedural textures via offscreen canvases, enemies as sprites with simple AI, shooting, HUD, mouse pointer lock.
/workspace/index.html (13681 bytes)Successfully wrote 13681 bytes to /workspace/index.html
thinking
Quick sanity check: syntax check the JS by extracting? Node check via a quick parse.
{"command":"cd /workspace && node -e \"\nconst html=require('fs').readFileSync('index.html','utf8');\nconst js=html.match(/<script>([\\s\\S]JS parses OK, length 11558
Done — `index.html` is a fully self-contained Wolfenstein-style raycaster: - **Raycasting engine**: DDA grid casting at 480×300 with per-column textured walls, side shading, distance fog, z-buffer for sprite clipping, and head-bob. - **Procedural everything**: brick, stone, wood, and door textures plus the enemy sprite are all generated on offscreen canvases at load — zero external assets. - **Maze**: 21×21 recursive-backtracker maze with decorative texture variants, extra open rooms, and occasional doors (open with **E**). - **Enemies**: 10 spawned away from the player, with line-of-sight chase AI, damage flash on hit, death collapse animation, and ranged attacks on you. - **Combat**: hitscan shooting (SPACE/click) with crosshair-angle targeting, muzzle flash, recoil, ammo/HP/kill HUD, red damage vignette, win/lose states. - **Controls**: WASD + arrow keys, mouse-look via pointer lock (click the start screen to begin). Open it in any browser — no network needed.
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
EVALUATION
Raycasting maze shooter with textured walls, weapon sprite, and HUD; movement/turning respond, though visuals are flat and basic.
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.