Wolfenstein raycaster · muse-wonder
Output generated Cost / run $0.7736 Runtime 168.4s
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 · 37 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
Implementing a single-file canvas raycasting maze shooter with movement, collision, combat, UI, and restart logic.Extending the design with DDA raycasting, texture generation, map encoding, and enemy billboard rendering.Adding hitscan shooting, enemy AI, HUD, game states, and a 18x14 map with textures and minimap.
index.html (21570 bytes)Successfully wrote to index.html
thinking
{"command":"python3 - << 'PY'\nimport re\ns=open('index.html').read()\nrows=re.findall(r'\"([0-9]+)\"',s)\nprint(rows)\nfrom collections imp/bin/bash: line 1: python3: command not found Command exited with code 127
thinking
{"command":"node -e \"\nconst fs=require('fs');const s=fs.readFileSync('index.html','utf8');const m=s.match(/MAP_STR=\\[([\\s\\S]*?)\\]/)[1]111111111111111111 100000000000000031 100011100111010001 100010000100010101 100010110100000101 100000110101110101 101100000100010001 101101110100011101 100100000000000101 101100111101110101 100000100100000101 101110100101100001 100000000200000001 111111111111111111 reach 132 [ 8, 1 ] 0 true [ 12, 6 ] 0 true [ 15, 10 ] 1 false [ 5, 12 ] 0 true
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{"command":"node -e \"const rows=['111111111111111111','100000000000000031','100011100111010001','100010000100010101','100010110100000101','0 1 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 2 1,2,3,7,8,12,14,15,16 3 1,2,3,5,6,7,8,10,11,12,14,16 4 1,2,3,5,8,10,11,12,13,14,16 5 1,2,3,4,5,8,10,14,16 6 1,4,5,6,7,8,10,11,12,14,15,16 7 1,4,8,10,11,12,16 8 1,2,4,5,6,7,8,9,10,11,12,13,14,16 9 1,4,5,10,14,16 10 1,2,3,4,5,7,8,10,11,12,13,14,16 11 1,5,7,8,10,13,14,15,16 12 1,2,3,4,5,6,7,8,10,11,12,13,14,15,16 13
thinking
{"path":"index.html","edits":[{"oldText":"{x:15.5,y:10.5}","newText":"{x:14.5,y:10.5}"}]}Successfully replaced 1 block(s) in index.html.
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{"action":"inspect"}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nClear all enemies to unlock the EXIT!\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"key","text":"Space"}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 10\nHit!\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"key","text":"w"}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 10\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"key","text":"ArrowRight"}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 10\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
Analyzing player movement and collision with wall during strafing key input timing and repeated key events.
{"action":"click","x":1020,"y":734}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nClear all enemies to unlock the EXIT!\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"key","text":"a"}{"action":"key","text":"a"}{"action":"key","text":"a"}{"action":"key","text":"a"}{"action":"key","text":"a"}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"click","x":1020,"y":734}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nClear all enemies to unlock the EXIT!\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"key","text":"ArrowRight"}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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"action":"click","x":1020,"y":734}Frame 1, +1ms
[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":"CASTLE HEXENSTEIN\nA WOLFENSTEIN-INSPIRED RAYCASTING MAZE SHOOTER • NO EXTERNAL ASSETS\nHP 100\nENEMIES: 4\nEXIT: LOCKED\nSCORE 0\nClear all enemies to unlock the EXIT!\nCONTROLS — W/S move forward/back A/D strafe ←/→ turn Space shoot R restart\nOptional: click the view for mouse-look (Esc releases it). Enemies hurt you only when close (< 1.2 tiles), in line of sight, every 0.8s (−10 HP). Defeat all enemies to unlock the green EXIT door, then walk into it. Find and clear the castle!\n↻ RESTART","images":"attached"}
thinking
{"command":"ls -lh index.html && grep -c \"http\" index.html || true"}-rw-r--r-- 1 node node 22K Oct 15 04:13 index.html 0
thinking
Built and saved the complete game in `index.html` (22 KB, fully self-contained, no external resources). **Implemented:** - Procedural textured raycasting maze (brick/stone/EXIT-door textures generated in code) - W/S movement, A/D strafing, ←/→ turning, Space shooting; controls displayed on-page (optional mouse-look) - Solid wall collision, 4 enemies with wall-occluded billboard rendering and wall-blocked hitscan shots - Player health (100 HP), enemy attack rule shown on-page (close range + line of sight, −10 HP every 0.8 s), health bar and remaining-enemy counter, Game Over at 0 HP - Locked EXIT door that unlocks after all enemies are defeated, win state on reaching it, and a Restart button (plus R key) restoring player, enemies, and health - Minimap, muzzle-flash/recoil weapon feedback, hit flashes, and score **Verified in the browser:** - Initial scene renders with stable textured perspective walls and a visible enemy; HUD shows HP 100, 4 enemies, EXIT LOCKED - Space fired with muzzle flash, enemy hurt-flash, “Hit!” message, and score +10 - Arrow-key turning changed the viewpoint; repeated A-strafing moved the player up against the nearby north wall without passing through it - Restart restored the exact initial viewpoint, HP 100, 4 enemies, and score 0 **Not fully verified:** a complete playthrough to the win state and the Game Over path (enemy damage was not driven to completion within the brief test pass), though the underlying map reachability was checked programmatically and one misplaced enemy spawn found that way was fixed.