Wolfenstein raycaster · mimo-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.
transcript · 4 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
The user wants me to build a first-person raycasting maze shooter (Wolfenstein 3D style) as a single self-contained HTML file. This is a complex project that requires: 1. A raycasting engine on canvas 2. Textured walls with procedural textures 3. WASD movement 4. Arrow keys and mouse turning 5. A grid maze 6. Enemies you can shoot 7. No external resources Let me build this step by step: - Raycasting engine: I'll cast rays for each column of the screen and draw textured wall strips - Procedural textures: I'll generate brick, stone, etc. textures using canvas pixel manipulation - Grid maze: A 2D array defining walls - Enemies: Sprites rendered in the scene using sprite casting - Shooting mechanicsThis is going to be a substantial single file. Let me write it all out.
/workspace/index.html (21560 bytes)Successfully wrote 21560 bytes to /workspace/index.html
thinking
The file has been written. Let me verify it exists and is well-formed.
The raycasting maze shooter is built and saved as `/workspace/index.html`. Here's what's included: **Engine:** - DDA raycasting algorithm with fisheye correction (Wolfenstein 3D-style) - 5 procedurally generated textures: brick, stone, blue tile, wood panel, diamond plate - Textured floor/ceiling with gradients - Z-buffered sprite rendering for enemies - Wall shading based on distance and side **Gameplay:** - **WASD** movement, **arrow keys** or **mouse** turning (click to lock pointer) - **Click/Space/F** to shoot with cooldown - Health, ammo, score tracking - Enemies chase you and deal damage in melee range - Kill all enemies → advance to next floor (maze gets larger, more enemies) - Game over on death **Visuals:** - Procedural textures only — no external assets - Muzzle flash on shooting with gun kickback - Weapon bobbing while idle - Red damage flash when hit - Enemy health bars - Real-time minimap (top-right corner) - Crosshair overlay - HUD bar at bottom with health/ammo/score/enemies/floor **Maze:** - Procedurally generated via recursive backtracker - Guaranteed open path from start - Random room openings for variety - Expands each floor
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, minimap, enemy sprite, and HUD; responds to click, drag, arrows, and enemy damage feedback.
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.