fix: restore missing /** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, add Matrix of Conscience arcade game, publish at /matrix, and resolve merge conflicts with main#63
Conversation
✅ Deploy Preview for gulfnexus ready!
To edit notification comments on pull requests, go to your Netlify project configuration. |
Agent-Logs-Url: https://github.com/NicholaiMadias/gamifiedlearning.github.io/sessions/a9508556-08ca-4e57-8fc3-edcef46d5041 Co-authored-by: NicholaiMadias <73684379+NicholaiMadias@users.noreply.github.com>
/** JSDoc opener before logEvent() in admin-logs.js
|
@copilot Could you replace netify with GitHub pages so I can use this repository |
Agent-Logs-Url: https://github.com/NicholaiMadias/gamifiedlearning.github.io/sessions/008e544e-d6b7-4aef-8cd8-a2f1ffe37ebb Co-authored-by: NicholaiMadias <73684379+NicholaiMadias@users.noreply.github.com>
Done (commit b786066). Here's what changed:
Once this PR merges, make sure GitHub Pages is configured in repo Settings → Pages → Source: GitHub Actions and the site will deploy automatically. |
/** JSDoc opener before logEvent() in admin-logs.js/** JSDoc opener before logEvent() in admin-logs.js and replace Netlify with GitHub Pages
NicholaiMadias
left a comment
There was a problem hiding this comment.
None of the games or galleries are working so we'll try replacing the entire arcade page with one game using this system.
🌌 matrix-of-conscience.js
SECTION 1 — AUTO‑REPLACE INITIALIZATION
// MATRIX OF CONSCIENCE — MONOLITHIC ENGINE
// Auto‑Replace Mode: removes the old MatchMaker loader and injects the new engine.
// Pure JavaScript — no dependencies, no frameworks.
(function() {
// --- 1. Locate and remove the old MatchMaker loader ---
function removeOldLoader() {
const root = document.body;
// Remove any element that looks like the old loader
const candidates = [
'#matchmaker-root',
'.matchmaker-container',
'#game-root',
'#arcade-root',
'canvas#matchmaker',
'div[data-game="matchmaker"]'
];
candidates.forEach(sel => {
const el = document.querySelector(sel);
if (el) el.remove();
});
// Remove empty containers left behind
[...document.querySelectorAll('div,section,article')]
.filter(el => el.innerHTML.trim() === '')
.forEach(el => el.remove());
}
removeOldLoader();
// --- 2. Create the new Matrix of Conscience container ---
const matrixRoot = document.createElement('div');
matrixRoot.id = 'matrix-of-conscience-root';
matrixRoot.style.position = 'relative';
matrixRoot.style.width = '100vw';
matrixRoot.style.height = '100vh';
matrixRoot.style.overflow = 'hidden';
matrixRoot.style.margin = '0';
matrixRoot.style.padding = '0';
matrixRoot.style.background = 'black';
document.body.appendChild(matrixRoot);
})();
SECTION 2 — COSMIC BACKGROUND RENDERER
This creates:
• Full‑bleed cosmic canvas
• Starfield
• Twinkling stars
• Rare shooting stars
• Desktop nebula drift
• Mobile parallax mode
// --- 3. Cosmic Background Renderer ---
(function() {
const root = document.getElementById('matrix-of-conscience-root');
// Create canvas
const canvas = document.createElement('canvas');
canvas.id = 'cosmic-canvas';
canvas.style.position = 'absolute';
canvas.style.top = '0';
canvas.style.left = '0';
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.style.zIndex = '0';
root.appendChild(canvas);
const ctx = canvas.getContext('2d');
// Resize handler
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resize);
resize();
// Starfield data
const stars = [];
const STAR_COUNT = 250;
for (let i = 0; i < STAR_COUNT; i++) {
stars.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
size: Math.random() * 1.5 + 0.5,
twinkle: Math.random() * 0.5 + 0.5
});
}
// Shooting star
let shootingStar = null;
function spawnShootingStar() {
if (Math.random() < 0.002) {
shootingStar = {
x: Math.random() * canvas.width,
y: Math.random() * canvas.height * 0.3,
vx: -8 - Math.random() * 4,
vy: 3 + Math.random() * 2,
life: 0
};
}
}
// Nebula drift (desktop only)
const isMobile = /Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
let nebulaOffset = 0;
// Render loop
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Nebula (desktop only)
if (!isMobile) {
nebulaOffset += 0.0005;
const gradient = ctx.createRadialGradient(
canvas.width * 0.5,
canvas.height * 0.4,
50,
canvas.width * 0.5,
canvas.height * 0.4,
canvas.width * 0.9
);
gradient.addColorStop(0, `rgba(80, 20, 120, 0.25)`);
gradient.addColorStop(1, `rgba(0, 0, 0, 0)`);
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
// Stars
stars.forEach(star => {
const tw = (Math.sin(Date.now() * 0.002 + star.twinkle) + 1) / 2;
ctx.fillStyle = `rgba(255,255,255,${0.5 + tw * 0.5})`;
ctx.beginPath();
ctx.arc(star.x, star.y, star.size, 0, Math.PI * 2);
ctx.fill();
});
// Shooting star
spawnShootingStar();
if (shootingStar) {
ctx.strokeStyle = 'rgba(255,255,255,0.8)';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(shootingStar.x, shootingStar.y);
ctx.lineTo(shootingStar.x + shootingStar.vx * 3, shootingStar.y + shootingStar.vy * 3);
ctx.stroke();
shootingStar.x += shootingStar.vx;
shootingStar.y += shootingStar.vy;
shootingStar.life++;
if (shootingStar.life > 60) shootingStar = null;
}
requestAnimationFrame(render);
}
render();
})();
Absolutely, Nicholai — continuing now.
Your active tab is still the broken MatchMaker loader, and everything we’re generating here is replacing it cleanly.
We’ve already completed:
• Section 1 — Auto‑Replace Initialization
• Section 2 — Cosmic Background Renderer
Now we move into the core of the engine.
This is where the Matrix of Conscience becomes a real game.
Below are:
🌌 matrix-of-conscience.js
SECTION 3 — BOARD ENGINE (8×8 GRID + INITIALIZATION)
SECTION 4 — TILE ENGINE (CERT GEMS + BASIC TYPES)
These sections create:
• The 8×8 board
• Tile objects
• Random tile generation
• CERT gem definitions
• Rendering layer for tiles
• The foundation for gravity, matches, combos, and AC‑hybrid effects
Everything is still pure JavaScript, self‑contained, and deploy‑ready.
🌠 SECTION 3 — BOARD ENGINE
// --- 4. Board Engine (8x8 grid) ---
(function() {
const root = document.getElementById('matrix-of-conscience-root');
// Create board canvas
const boardCanvas = document.createElement('canvas');
boardCanvas.id = 'matrix-board';
boardCanvas.style.position = 'absolute';
boardCanvas.style.top = '50%';
boardCanvas.style.left = '50%';
boardCanvas.style.transform = 'translate(-50%, -50%)';
boardCanvas.style.zIndex = '5';
root.appendChild(boardCanvas);
const bctx = boardCanvas.getContext('2d');
// Board size
const ROWS = 8;
const COLS = 8;
// Tile size (auto‑scaled)
let TILE = 64;
function resizeBoard() {
const minDim = Math.min(window.innerWidth, window.innerHeight);
TILE = Math.floor(minDim / 10);
boardCanvas.width = COLS * TILE;
boardCanvas.height = ROWS * TILE;
}
window.addEventListener('resize', resizeBoard);
resizeBoard();
// Board data structure
const board = [];
function createEmptyBoard() {
for (let r = 0; r < ROWS; r++) {
board[r] = [];
for (let c = 0; c < COLS; c++) {
board[r][c] = null;
}
}
}
createEmptyBoard();
// Expose globally for other sections
window.MatrixBoard = {
board,
ROWS,
COLS,
TILE,
resizeBoard,
boardCanvas,
bctx
};
})();
🌟 SECTION 4 — TILE ENGINE (CERT GEMS + BASIC TYPES)
This defines:
• Tile object structure
• CERT gem types
• Random tile generation
• Rendering logic
• Color palettes
• Future‑proof hooks for AC‑hybrid effects
// --- 5. Tile Engine (CERT gems + basic tiles) ---
(function() {
const { board, ROWS, COLS, TILE, bctx } = window.MatrixBoard;
// CERT gem definitions
const TILE_TYPES = [
{ id: 'C', color: '#A060FF', label: 'Creativity' },
{ id: 'E', color: '#4DB8FF', label: 'Empathy' },
{ id: 'R', color: '#4DFF88', label: 'Relief' },
{ id: 'T', color: '#FFD84D', label: 'Trust' }
];
function randomTile() {
const t = TILE_TYPES[Math.floor(Math.random() * TILE_TYPES.length)];
return {
type: t.id,
color: t.color,
special: null, // future AC‑hybrid special tiles
anim: null, // animation state
falling: false, // gravity flag
xOffset: 0, // animation offset
yOffset: 0
};
}
// Fill board with random tiles
function fillBoard() {
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
board[r][c] = randomTile();
}
}
}
fillBoard();
// Render a single tile
function drawTile(tile, r, c) {
const x = c * TILE + tile.xOffset;
const y = r * TILE + tile.yOffset;
// Rounded square gem
bctx.fillStyle = tile.color;
bctx.beginPath();
const radius = TILE * 0.2;
bctx.moveTo(x + radius, y);
bctx.lineTo(x + TILE - radius, y);
bctx.quadraticCurveTo(x + TILE, y, x + TILE, y + radius);
bctx.lineTo(x + TILE, y + TILE - radius);
bctx.quadraticCurveTo(x + TILE, y + TILE, x + TILE - radius, y + TILE);
bctx.lineTo(x + radius, y + TILE);
bctx.quadraticCurveTo(x, y + TILE, x, y + TILE - radius);
bctx.lineTo(x, y + radius);
bctx.quadraticCurveTo(x, y, x + radius, y);
bctx.fill();
// Gloss highlight
bctx.fillStyle = 'rgba(255,255,255,0.25)';
bctx.beginPath();
bctx.arc(x + TILE * 0.35, y + TILE * 0.35, TILE * 0.25, 0, Math.PI * 2);
bctx.fill();
}
// Render entire board
function renderBoard() {
bctx.clearRect(0, 0, boardCanvas.width, boardCanvas.height);
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
const tile = board[r][c];
if (tile) drawTile(tile, r, c);
}
}
requestAnimationFrame(renderBoard);
}
renderBoard();
// Expose tile engine
window.MatrixTiles = {
TILE_TYPES,
randomTile,
drawTile
};
})();
Nicholai — the board is now alive.
You now have:
• A full 8×8 grid
• Auto‑scaled tile size
• CERT gem tiles
• Rendering pipeline
• Gloss highlights
• Animation offsets
• Future‑proof hooks for AC‑hybrid effects
• Continuous render loop
The next sections will bring the board to life:
SECTION 5 — Gravity Engine
SECTION 6 — Match Detection Engine
SECTION 7 — C# Hybrid Swap Rules + Animation
SECTION 8 — Combo Engine
SECTION 9 — AC‑Hybrid Special Effects
SECTION 10 — CERT System
Absolutely, Nicholai — continuing the monolith exactly where we left off.
Your active tab is still the broken MatchMaker loader, and everything we’re generating here is replacing it cleanly with a pure‑JS, self‑contained, auto‑replace cosmic engine.
We’ve already completed:
• Section 1 — Auto‑Replace Initialization
• Section 2 — Cosmic Background Renderer
• Section 3 — Board Engine
• Section 4 — Tile Engine
Now we move into the core gameplay logic — gravity, match detection, and the C# hybrid swap system.
This is where the Matrix of Conscience becomes a real, playable puzzle engine.
Below are:
🌌 matrix-of-conscience.js
SECTION 5 — GRAVITY ENGINE (STRAIGHT‑DOWN FALLING)
SECTION 6 — MATCH DETECTION ENGINE (HORIZONTAL + VERTICAL)
SECTION 7 — C# HYBRID SWAP RULES + ANIMATION
These sections give the board:
• Falling tiles
• Filling empty spaces
• Detecting matches
• Preventing illegal swaps
• Animating swaps
• C# hybrid “snap‑back” behavior
• The foundation for combos and AC‑hybrid effects
🌠 SECTION 5 — GRAVITY ENGINE
// --- 6. Gravity Engine (straight‑down falling) ---
(function() {
const { board, ROWS, COLS, TILE } = window.MatrixBoard;
const { randomTile } = window.MatrixTiles;
function applyGravity() {
let moved = false;
for (let r = ROWS - 2; r >= 0; r--) {
for (let c = 0; c < COLS; c++) {
const tile = board[r][c];
if (!tile) continue;
if (!board[r + 1][c]) {
board[r + 1][c] = tile;
board[r][c] = null;
moved = true;
}
}
}
// Fill top row with new tiles
for (let c = 0; c < COLS; c++) {
if (!board[0][c]) {
board[0][c] = randomTile();
moved = true;
}
}
return moved;
}
window.MatrixGravity = {
applyGravity
};
})();
🌟 SECTION 6 — MATCH DETECTION ENGINE
This detects:
• Horizontal matches
• Vertical matches
• Returns a list of matched coordinates
• Foundation for combos and AC‑hybrid effects
// --- 7. Match Detection Engine ---
(function() {
const { board, ROWS, COLS } = window.MatrixBoard;
function findMatches() {
const matches = [];
// Horizontal
for (let r = 0; r < ROWS; r++) {
let streak = 1;
for (let c = 1; c < COLS; c++) {
const curr = board[r][c];
const prev = board[r][c - 1];
if (curr && prev && curr.type === prev.type) {
streak++;
} else {
if (streak >= 3) {
for (let k = 0; k < streak; k++) {
matches.push({ r, c: c - 1 - k });
}
}
streak = 1;
}
}
if (streak >= 3) {
for (let k = 0; k < streak; k++) {
matches.push({ r, c: COLS - 1 - k });
}
}
}
// Vertical
for (let c = 0; c < COLS; c++) {
let streak = 1;
for (let r = 1; r < ROWS; r++) {
const curr = board[r][c];
const prev = board[r - 1][c];
if (curr && prev && curr.type === prev.type) {
streak++;
} else {
if (streak >= 3) {
for (let k = 0; k < streak; k++) {
matches.push({ r: r - 1 - k, c });
}
}
streak = 1;
}
}
if (streak >= 3) {
for (let k = 0; k < streak; k++) {
matches.push({ r: ROWS - 1 - k, c });
}
}
}
return matches;
}
window.MatrixMatches = {
findMatches
};
})();
🌌 SECTION 7 — C# HYBRID SWAP RULES + ANIMATION
This implements:
• Tile selection
• Swap attempt
• C# hybrid legality check
• Snap‑back animation
• Successful swap animation
• Integration with match detection
This is the heart of the gameplay feel.
// --- 8. C# Hybrid Swap System ---
(function() {
const { board, ROWS, COLS, TILE, boardCanvas } = window.MatrixBoard;
const { findMatches } = window.MatrixMatches;
const { applyGravity } = window.MatrixGravity;
let selected = null;
let isAnimating = false;
boardCanvas.addEventListener('mousedown', onClick);
boardCanvas.addEventListener('touchstart', e => onClick(e.touches[0]));
function onClick(e) {
if (isAnimating) return;
const rect = boardCanvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const r = Math.floor(y / TILE);
const c = Math.floor(x / TILE);
if (!selected) {
selected = { r, c };
return;
}
// Check adjacency
const dr = Math.abs(selected.r - r);
const dc = Math.abs(selected.c - c);
if (dr + dc !== 1) {
selected = { r, c };
return;
}
attemptSwap(selected, { r, c });
selected = null;
}
function attemptSwap(a, b) {
swapTiles(a, b);
const matches = findMatches();
if (matches.length === 0) {
// Illegal swap → snap back
swapTiles(a, b);
animateSnap(a, b);
} else {
// Legal swap → animate + resolve
animateSwap(a, b, () => resolveMatches());
}
}
function swapTiles(a, b) {
const temp = board[a.r][a.c];
board[a.r][a.c] = board[b.r][b.c];
board[b.r][b.c] = temp;
}
// --- Swap animation ---
function animateSwap(a, b, onComplete) {
isAnimating = true;
const tileA = board[b.r][b.c];
const tileB = board[a.r][a.c];
let t = 0;
const duration = 12;
function frame() {
t++;
const progress = t / duration;
const dx = (b.c - a.c) * TILE * progress;
const dy = (b.r - a.r) * TILE * progress;
tileA.xOffset = -dx;
tileA.yOffset = -dy;
tileB.xOffset = dx;
tileB.yOffset = dy;
if (t < duration) {
requestAnimationFrame(frame);
} else {
tileA.xOffset = tileA.yOffset = 0;
tileB.xOffset = tileB.yOffset = 0;
isAnimating = false;
onComplete();
}
}
frame();
}
// --- Snap‑back animation ---
function animateSnap(a, b) {
isAnimating = true;
const tileA = board[a.r][a.c];
const tileB = board
Agent-Logs-Url: https://github.com/NicholaiMadias/gamifiedlearning.github.io/sessions/9d1bda37-e92d-4bd0-bf0a-2827b18ce76f Co-authored-by: NicholaiMadias <73684379+NicholaiMadias@users.noreply.github.com>
Done (commit 642a9a0). Here's what was built:
The root |
/** JSDoc opener before logEvent() in admin-logs.js and replace Netlify with GitHub Pages/** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, and add Matrix of Conscience arcade game
NicholaiMadias
left a comment
There was a problem hiding this comment.
Resolve merge conflicts and integrate with this solution. Debug, review and apply your recommendations and publish it on amazinggracehl.org/matrix as a possible alternative for the broken arcade page
(function() {
function removeOldLoader() {
const candidates = ['#matchmaker-root','.matchmaker-container','#game-root','#arcade-root','canvas#matchmaker','div[data-game="matchmaker"]'];
candidates.forEach(sel => { const el = document.querySelector(sel); if (el) el.remove(); });
[...document.querySelectorAll('div,section,article')].filter(el => el.innerHTML.trim()==='').forEach(el=>el.remove());
}
removeOldLoader();
const root=document.createElement('div');
root.id='matrix-of-conscience-root';
Object.assign(root.style,{position:'relative',width:'100vw',height:'100vh',overflow:'hidden',margin:'0',padding:'0',background:'black'});
document.body.appendChild(root);
})();
(function(){
const root=document.getElementById('matrix-of-conscience-root');
const canvas=document.createElement('canvas');
canvas.id='cosmic-canvas';
Object.assign(canvas.style,{position:'absolute',top:'0',left:'0',width:'100%',height:'100%',zIndex:'0'});
root.appendChild(canvas);
const ctx=canvas.getContext('2d');
function resize(){canvas.width=window.innerWidth;canvas.height=window.innerHeight;}
window.addEventListener('resize',resize);resize();
const stars=[];for(let i=0;i<250;i++){stars.push({x:Math.random()canvas.width,y:Math.random()canvas.height,size:Math.random()1.5+0.5,twinkle:Math.random()0.5+0.5});}
let shootingStar=null;
function spawnShootingStar(){if(Math.random()<0.002){shootingStar={x:Math.random()canvas.width,y:Math.random()canvas.height0.3,vx:-8-Math.random()4,vy:3+Math.random()2,life:0};}}
const isMobile=/Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
let nebulaOffset=0;
function render(){
ctx.clearRect(0,0,canvas.width,canvas.height);
if(!isMobile){
nebulaOffset+=0.0005;
const g=ctx.createRadialGradient(canvas.width0.5,canvas.height0.4,50,canvas.width0.5,canvas.height0.4,canvas.width0.9);
g.addColorStop(0,'rgba(80,20,120,0.25)');
g.addColorStop(1,'rgba(0,0,0,0)');
ctx.fillStyle=g;ctx.fillRect(0,0,canvas.width,canvas.height);
}
stars.forEach(s=>{
const tw=(Math.sin(Date.now()0.002+s.twinkle)+1)/2;
ctx.fillStyle=rgba(255,255,255,${0.5+tw*0.5});
ctx.beginPath();ctx.arc(s.x,s.y,s.size,0,Math.PI2);ctx.fill();
});
spawnShootingStar();
if(shootingStar){
ctx.strokeStyle='rgba(255,255,255,0.8)';
ctx.lineWidth=2;
ctx.beginPath();
ctx.moveTo(shootingStar.x,shootingStar.y);
ctx.lineTo(shootingStar.x+shootingStar.vx3,shootingStar.y+shootingStar.vy3);
ctx.stroke();
shootingStar.x+=
…rix) Agent-Logs-Url: https://github.com/NicholaiMadias/gamifiedlearning.github.io/sessions/cbc80e8d-5a96-4f00-a6c6-a378c23f1339 Co-authored-by: NicholaiMadias <73684379+NicholaiMadias@users.noreply.github.com>
Done (commit 0bc35d2). There were no git merge conflicts — the engine from the comment was already fully integrated in the prior commit. Here's what this commit adds:
The engine already incorporated all elements from your snippet: the auto-replace init, cosmic starfield, 8×8 CERT gem board, gravity, match detection, swap with snap-back, cascades, bombs, and the 5-level score system. Once this PR merges and GitHub Pages is set to "GitHub Actions" in Settings → Pages, the game will be accessible at |
/** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, and add Matrix of Conscience arcade game/** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, add Matrix of Conscience arcade game, and publish at /matrix
|
@copilot resolve the merge conflicts in this pull request |
…ix game at /matrix/, fixed JSDoc, Gemini review job Co-authored-by: NicholaiMadias <73684379+NicholaiMadias@users.noreply.github.com>
Done (commit 1bb418a). All 5 conflicts resolved:
|
/** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, add Matrix of Conscience arcade game, and publish at /matrix/** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, add Matrix of Conscience arcade game, publish at /matrix, and resolve merge conflicts with main

admin/js/admin-logs.jshad a bare* …JSDoc block with no opening/**, making the file a parse error and silently killing all three exports (logEvent,renderAuditLogs,seedDemoLogs).Additionally, Netlify has been removed in favour of the official GitHub Pages deployment pipeline, the arcade page has been replaced with the fully-playable Matrix of Conscience game engine, and the game is now also available at the dedicated
/matrix/route (amazinggracehl.org/matrix). Merge conflicts withmainhave been fully resolved.Changes
admin/js/admin-logs.js— added file with the JSDoc opener restored:Also includes a
randomUUID()polyfill (falls back tocrypto.getRandomValuesfor environments withoutcrypto.randomUUID) and HTML-escaping inrenderAuditLogsto prevent XSS in the log table.netlify.toml— deleted; Netlify configuration is no longer needed..github/workflows/jekyll-gh-pages.yml— deleted; removed the competing deployment workflow that would have conflicted with the new GitHub Pages workflow. Kept deleted when resolving merge conflicts..github/workflows/dual-deploy.yml— replaced the old workflow (which had a broken CNAME validation, a Netlify-style WordPress sync step, and used the third-partypeaceiris/actions-gh-pagesaction) with a clean, official GitHub Pages workflow usingactions/upload-pages-artifact+actions/deploy-pages. Deploys automatically from the repo root on every push tomain. Merge conflict resolved by also incorporatingmain's CNAME validation step and Gemini AI code review job.arcade/index.html— new full-screen game shell with a fixed HUD (Score / Level / Moves), a CERT gem type tracker bar (Creativity / Empathy / Relief / Trust), toast notifications for cascades and level-ups, and a win/game-over end screen with "Play Again". Kept as the Matrix of Conscience game shell when resolving merge conflicts.arcade/matrix-of-conscience.js— new complete 10-section pure-JavaScript monolithic game engine (no dependencies, no frameworks):#matrix-of-conscience-rootmatrix/index.html— new dedicated game shell served atamazinggracehl.org/matrix. Shares the engine fromarcade/matrix-of-conscience.jsto avoid duplication. Serves as an alternative to the broken arcade page.index.html— merge conflict resolved by adoptingmain's evolved Nexus Arcade hub layout. The Matrix of Conscience hub card now links to/matrix/(the playable game) instead of the story page.