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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

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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
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Copilot AI commented Apr 20, 2026

admin/js/admin-logs.js had 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 with main have been fully resolved.

Changes

  • admin/js/admin-logs.js — added file with the JSDoc opener restored:
// Before (syntax error — bare comment lines, no opener)
}


 * Called internally by other modules (or Firebase Cloud Functions in prod).
 * @param {{ action: string, uid: string, detail?: string }} event
 */
export function logEvent(action, uid, detail = '') {

// After
}

/**
 * Record an event in the audit log.
 * Called internally by other modules (or Firebase Cloud Functions in prod).
 *
 * @param {string} action - Event action label (e.g. 'LOGIN', 'ROLE_CHANGE').
 * @param {string} uid    - UID of the user performing the action.
 * @param {string} [detail=''] - Optional human-readable detail string.
 */
export function logEvent(action, uid, detail = '') {

Also includes a randomUUID() polyfill (falls back to crypto.getRandomValues for environments without crypto.randomUUID) and HTML-escaping in renderAuditLogs to 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-party peaceiris/actions-gh-pages action) with a clean, official GitHub Pages workflow using actions/upload-pages-artifact + actions/deploy-pages. Deploys automatically from the repo root on every push to main. Merge conflict resolved by also incorporating main'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):

    • Section 1 — Auto-replace init: removes any old MatchMaker DOM remnants and injects #matrix-of-conscience-root
    • Section 2 — Cosmic background renderer: canvas starfield with twinkling stars, nebula drift, and shooting stars
    • Section 3 — Board engine: 8×8 grid with dynamically-sized tiles (measures actual HUD height at runtime)
    • Section 4 — Tile engine: CERT gems (Creativity · Empathy · Relief · Trust) with rounded-gem rendering, gloss highlights, and bomb markers
    • Section 5 — Gravity engine: tiles fall down and new gems spawn from the top
    • Section 6 — Match detection: horizontal + vertical, 3-in-a-row minimum
    • Section 7 — Swap system: smooth swap animation + sinusoidal snap-back for illegal moves
    • Section 8 — Combo cascade resolver: 180 ms cascade delay, chain bonuses (+25 pts/cascade), bomb tile spawns on 5+ matches
    • Section 9 — AC-Hybrid bomb detonation: 3×3 area clear with expanding white flash effect
    • Section 10 — CERT score system: 5 levels with score targets and move budgets, level-up toasts, win/lose end screen, and "Play Again" reset
  • matrix/index.html — new dedicated game shell served at amazinggracehl.org/matrix. Shares the engine from arcade/matrix-of-conscience.js to avoid duplication. Serves as an alternative to the broken arcade page.

  • index.html — merge conflict resolved by adopting main's evolved Nexus Arcade hub layout. The Matrix of Conscience hub card now links to /matrix/ (the playable game) instead of the story page.

One manual step required after merge: In the repo go to Settings → Pages → Build and deployment → Source and set it to "GitHub Actions".

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Copilot AI requested review from Copilot and removed request for Copilot April 20, 2026 09:07
Copilot AI changed the title [WIP] Fix syntax error in JSDoc block before logEvent() fix: restore missing /** JSDoc opener before logEvent() in admin-logs.js Apr 20, 2026
Copilot AI requested a review from NicholaiMadias April 20, 2026 09:08
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@copilot Could you replace netify with GitHub pages so I can use this repository

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Copilot AI commented May 6, 2026

@copilot Could you replace netify with GitHub pages so I can use this repository

Done (commit b786066). Here's what changed:

  • Removed netlify.toml — Netlify configuration is gone.
  • Removed jekyll-gh-pages.yml — eliminated the competing deployment that would have conflicted.
  • Replaced dual-deploy.yml with a clean, official GitHub Pages workflow using actions/upload-pages-artifact + actions/deploy-pages. It deploys directly from the repo root on every push to main.

Once this PR merges, make sure GitHub Pages is configured in repo Settings → Pages → Source: GitHub Actions and the site will deploy automatically.

Copilot AI changed the title fix: restore missing /** JSDoc opener before logEvent() in admin-logs.js fix: restore missing /** JSDoc opener before logEvent() in admin-logs.js and replace Netlify with GitHub Pages May 6, 2026
Copilot AI requested a review from NicholaiMadias May 6, 2026 18:22
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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

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Copilot AI commented May 7, 2026

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...

Done (commit 642a9a0). Here's what was built:

arcade/index.html — full-screen game shell with:

  • Fixed HUD (Score / Level / Moves) + "← Home" link
  • CERT gem type tracker bar at the bottom (Creativity / Empathy / Relief / Trust)
  • Toast notifications for cascades/level-ups
  • Win / Game-Over end screen with "Play Again"

arcade/matrix-of-conscience.js — complete 10-section monolithic engine:

  1. Auto-replace init (removes any old MatchMaker remnants)
  2. Cosmic canvas background (starfield, nebula drift, shooting stars)
  3. 8×8 board engine (dynamically sized to the viewport)
  4. CERT gem tiles (Creativity · Empathy · Relief · Trust) with gloss highlight and bomb marker
  5. Gravity engine (tiles fall and new ones spawn from the top)
  6. Match detection (horizontal + vertical, 3-in-a-row minimum)
  7. Swap system with smooth swap animation + snap-back for illegal moves
  8. Combo cascade resolution (chain bonuses, bomb spawns on 5+ matches)
  9. AC-Hybrid bomb detonation (3×3 area clear with flash effect)
  10. CERT score system (5 levels, move budget, level-up, win/lose)

The root index.html Matrix of Conscience card now shows a ▶ Play Now button linking to /arcade/.

Copilot AI changed the title fix: restore missing /** JSDoc opener before logEvent() in admin-logs.js and replace Netlify with GitHub Pages fix: restore missing /** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, and add Matrix of Conscience arcade game May 7, 2026
Copilot AI requested a review from NicholaiMadias May 7, 2026 00:50
@NicholaiMadias NicholaiMadias marked this pull request as ready for review May 7, 2026 00:56
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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.width
0.5,canvas.height
0.4,50,canvas.width
0.5,canvas.height
0.4,canvas.width
0.9);
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.PI
2);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.vx
3,shootingStar.y+shootingStar.vy
3);
ctx.stroke();
shootingStar.x+=

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Copilot AI commented May 7, 2026

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
...

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:

  • matrix/index.html — the game is now live at amazinggracehl.org/matrix. It loads the debugged engine from ../arcade/matrix-of-conscience.js (shared, no duplication).
  • index.html — the Matrix of Conscience card on the home page now shows two buttons:
    • ▶ Play Now/matrix/ (the new primary URL)
    • 🕹 Arcade/arcade/ (the existing route)

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 https://amazinggracehl.org/matrix.

Copilot AI changed the title fix: restore missing /** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, and add Matrix of Conscience arcade game fix: restore missing /** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, add Matrix of Conscience arcade game, and publish at /matrix May 7, 2026
Copilot AI requested a review from NicholaiMadias May 7, 2026 01:03
@NicholaiMadias
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@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>
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Copilot AI commented May 11, 2026

@copilot resolve the merge conflicts in this pull request

Done (commit 1bb418a). All 5 conflicts resolved:

  • dual-deploy.yml — kept the clean upload-pages-artifact + deploy-pages approach (not peaceiris), merged in main's CNAME validation step and Gemini AI code review job.
  • jekyll-gh-pages.yml — kept deleted (avoids a competing deployment pipeline).
  • admin/js/admin-logs.js — kept the fixed /** JSDoc opener from this PR; dropped the bare-comment broken version from main.
  • arcade/index.html — kept the Matrix of Conscience game shell (your explicit request to replace the arcade page with the game).
  • index.html — adopted main's evolved Nexus Arcade hub layout, and updated the Matrix of Conscience card to link to /matrix/ (the playable game) instead of the story page.

Copilot AI changed the title fix: restore missing /** JSDoc opener in admin-logs.js, replace Netlify with GitHub Pages, add Matrix of Conscience arcade game, and publish at /matrix 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 May 11, 2026
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