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Codex Grove (2D Codex Process Visualizer)

A small Phaser + TypeScript visualizer that turns Codex processes into 8-bit characters. Each agent animates while working and shows a completion emote when done.

Quick start

bun install
bun run dev

Open the dev server URL printed by Vite.

How it works

  • Phaser renders a simple 2D scene with pixel-art sprites.
  • Agents are managed by a small state machine (idle, working, done).
  • Events drive the visuals. You can emit events from the console or via WebSocket.

Event API

type CodexEvent =
  | { type: 'spawn'; id: string; name?: string }
  | { type: 'work'; id: string; label?: string }
  | { type: 'idle'; id: string; label?: string }
  | { type: 'done'; id: string; label?: string }
  | { type: 'remove'; id: string }

Emit events from the browser console

window.codexViz.spawn('codex-1', 'Builder')
window.codexViz.work('codex-1', 'Compiling')
window.codexViz.done('codex-1', 'Complete')
window.codexViz.remove('codex-1')

WebSocket bridge (optional)

Add ?ws=ws://localhost:8787 to the URL. The visualizer expects JSON messages containing either a single CodexEvent object or an array of events.

Example message payload:

{"type":"spawn","id":"codex-2","name":"Planner"}

URL options

  • ?mock=0 - disable the built-in mock generator.
  • ?ws=ws://localhost:8787 - stream events from a WebSocket server.
  • ?icon=7 - select a different icon tile from public/assets/icons.png.

Assets

Sprites are CC0 and sourced from OpenGameArt. See ASSET_LICENSES.md.

Project layout

  • src/main.ts - Phaser bootstrap, mock generator, WebSocket bridge.
  • src/visualizer.ts - Phaser scene, agent logic, asset slicing.
  • public/assets/ - sprite sheets and icons.

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