Reference implementation for the Phoenix Architecture. Work in progress. aicoding.leaflet.pub/
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README.md

⚔️ Pixel Wars#

A real-time multiplayer territory capture game — 4 teams paint cells on a shared 20×20 grid. The team with the most cells when the timer hits zero wins.

Zero dependencies. Single Node.js process. Raw WebSocket. Inline HTML/Canvas UI.

Built and governed by Phoenix VCS.

Play#

npm start
# → http://localhost:3000

# Open 2+ browser tabs and start painting!

How It Works#

  1. Connect → you're assigned to the smallest team (auto-balancing)
  2. Click/tap cells to paint them your team's color
  3. You can steal territory by painting over other teams' cells
  4. 500ms cooldown between paints — speed matters, but so does strategy
  5. 2-minute rounds → winner announced → new round starts automatically

Teams#

Team Color
🔴 Red #ff4757
🔵 Blue #3742fa
🟢 Green #2ed573
🟡 Yellow #ffa502

Architecture#

spec/server.md  ─┐
spec/game.md    ─┼─→  Phoenix Bootstrap  ─→  9 IUs  ─→  Generated Code
spec/ui.md      ─┘         │
                           ├─→ 55 canonical nodes (3 DEF, 19 CTX, 31 REQ, 2 CON)
                           ├─→ 164 typed edges
                           └─→ 100% extraction coverage

The hand-written server.mts (275 lines) implements the full game using only Node.js built-ins — node:http, node:crypto, and raw WebSocket frame encoding.

Phoenix Commands#

# See the trust dashboard
phoenix status

# Visualize the full provenance pipeline
phoenix inspect

# See what happens when you change a spec
echo "- Players must be able to change teams mid-round" >> spec/game.md
phoenix ingest spec/game.md
phoenix status   # ← shows the diff, classification, and cascade