{"id":51317012,"url":"https://github.com/tiennm99/try-oh-my-claudecode","last_synced_at":"2026-07-01T08:31:01.409Z","repository":{"id":352336034,"uuid":"1214737938","full_name":"tiennm99/try-oh-my-claudecode","owner":"tiennm99","description":"OMC Neon Arena — a browser canvas arcade shooter built end-to-end by an oh-my-claudecode multi-agent team (engine, gameplay, UI, docs).","archived":false,"fork":false,"pushed_at":"2026-04-19T03:25:28.000Z","size":75,"stargazers_count":0,"open_issues_count":0,"forks_count":0,"subscribers_count":0,"default_branch":"main","last_synced_at":"2026-04-19T04:34:00.738Z","etag":null,"topics":["arcade-game","canvas-game","claude-code","demo","game","html5-game","javascript","multi-agent","oh-my-claudecode","vanilla-js","webgame"],"latest_commit_sha":null,"homepage":"https://tiennm99.github.io/try-oh-my-claudecode/","language":"JavaScript","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"apache-2.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/tiennm99.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null,"notice":null,"maintainers":null,"copyright":null,"agents":null,"dco":null,"cla":null}},"created_at":"2026-04-19T01:26:26.000Z","updated_at":"2026-04-19T03:25:32.000Z","dependencies_parsed_at":null,"dependency_job_id":null,"html_url":"https://github.com/tiennm99/try-oh-my-claudecode","commit_stats":null,"previous_names":["tiennm99/try-oh-my-claudecode"],"tags_count":null,"template":false,"template_full_name":null,"purl":"pkg:github/tiennm99/try-oh-my-claudecode","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tiennm99%2Ftry-oh-my-claudecode","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tiennm99%2Ftry-oh-my-claudecode/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tiennm99%2Ftry-oh-my-claudecode/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tiennm99%2Ftry-oh-my-claudecode/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/tiennm99","download_url":"https://codeload.github.com/tiennm99/try-oh-my-claudecode/tar.gz/refs/heads/main","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tiennm99%2Ftry-oh-my-claudecode/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":34999791,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-05-26T15:22:16.424Z","status":"online","status_checked_at":"2026-07-01T02:00:05.325Z","response_time":130,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["arcade-game","canvas-game","claude-code","demo","game","html5-game","javascript","multi-agent","oh-my-claudecode","vanilla-js","webgame"],"created_at":"2026-07-01T08:30:57.492Z","updated_at":"2026-07-01T08:31:01.397Z","avatar_url":"https://github.com/tiennm99.png","language":"JavaScript","funding_links":[],"categories":[],"sub_categories":[],"readme":"# OMC Neon Arena\n\nA top-down arcade survival shooter built with **oh-my-claudecode** multi-agent orchestration. Survive endless waves of neon enemies, chase the combo multiplier, and compete for the high score.\n\n## Built with oh-my-claudecode\n\nThis entire game was designed and implemented by a specialized multi-agent OMC team:\n\n- **worker-1**: Engine \u0026 scaffold (HTML5 canvas, fixed-timestep loop, input handling)\n- **worker-2**: Gameplay systems (player, enemies, bullets, waves, collision, scoring)\n- **worker-3**: UI \u0026 visual theme (HUD, menus, neon CSS aesthetic)\n- **worker-4**: Documentation (this README)\n\n**Pipeline**: strategic planning → parallel execution (engine + gameplay + UI in lockstep) → verification → release.\n\n## How to Run\n\nNo build step. Open the game in your browser:\n\n**Option 1:** Use a static server\n```bash\n# Python 3\npython -m http.server\n\n# Or Node.js\nnpx serve\n```\n\nThen visit `http://localhost:8000` (or the port shown).\n\n**Option 2:** Open directly\nOpen `index.html` in your browser. (Note: Chrome and modern browsers may block module imports from `file://` — use a server for best compatibility.)\n\n## Controls\n\n| Action | Key |\n|--------|-----|\n| Move | **WASD** or **Arrow Keys** |\n| Aim | **Mouse** |\n| Shoot | **Click** or **Space** |\n| Pause | **P** or **Escape** |\n\n## Gameplay\n\n### Player\n- **Health**: 3 HP per run\n- **Speed**: 260 px/s\n- **Shoot Cooldown**: 140ms (≈7 shots/s)\n- **Bullet Speed**: 520 px/s\n- **Invulnerability**: 0.9s after hit\n\n### Enemy Types\n\n| Type | HP | Speed | Color | Score |\n|------|----|----|-------|-------|\n| **Chaser** | 1 | 110 px/s | Magenta | 10 pts |\n| **Bruiser** | 4 | 55 px/s | Yellow | 40 pts |\n| **Splitter** | 2 | 90 px/s | Lime | 25 pts → splits into 2 **Minis** (1 HP, 5 pts each) |\n\nAll enemies seek the player. Splitters explode into two faster mini-enemies when defeated.\n\n### Waves\n\n| Wave | Contents | Spawning |\n|------|----------|----------|\n| **1** | 8 chasers | 0.35s stagger |\n| **2** | 10 chasers + 2 bruisers | 0.35s stagger |\n| **3+** | Scales: 8 + wave×2 chasers, floor(wave/2) bruisers, max(0, wave−2) splitters | 0.35s stagger |\n\nBetween waves: 2 second intermission to catch your breath.\n\n### Scoring \u0026 Combos\n\n- **Base Points**: Enemy score × combo multiplier\n- **Combo Multiplier**: 1 + floor(combo/5)\n  - Earn 1 combo per kill\n  - Combo resets if you take 2+ seconds without a kill\n  - Max multiplier at 5 kills = 2×, at 10 kills = 3×, etc.\n- **Example**: Kill a bruiser (40 pts) with 7 combo stacks → 40 × (1 + floor(7/5)) = 40 × 2 = 80 pts\n\n## Architecture\n\nThe game uses a modular, file-scoped design to allow parallel development:\n\n```\nsrc/\n├── main.js                 Entry point, bootstraps engine + game + UI\n├── engine/\n│   ├── loop.js            Fixed-timestep game loop, render loop, pause state\n│   ├── input.js           Keyboard (WASD/arrows) + pointer input\n│   └── entity.js          Base Entity class, EntityPool (free-list allocator)\n├── game/\n│   ├── game.js            Game state machine, collision dispatch, scoring/combo logic, shake FX\n│   ├── player.js          Player movement, shooting, health, knockback, invulnerability\n│   ├── enemy.js           Enemy types (chaser, bruiser, splitter, mini), pathfinding\n│   ├── waves.js           Wave scheduler, difficulty curve, enemy queue\n│   ├── bullet.js          Projectile entity, lifetime, collision tag\n│   ├── particles.js       Particle emitter system, pools, lifetime decay\n│   ├── collision.js       Broad/narrow phase collision resolution\n│   └── audio.js           Procedural Web Audio SFX (shoot, explode, hurt, wave, gameover)\n└── ui/\n    ├── hud.js             Score, health, wave, combo display updates\n    ├── menu.js            Start, pause, game-over overlay state\n    └── highscore.js       localStorage high-score persistence\n\nstyles/\n└── main.css               Neon cyan/magenta/yellow palette, glows, overlays, responsive layout\n\nindex.html                 Canvas host, HUD/menu/overlay DOM, ES module entry\n```\n\n## What OMC Demonstrated\n\n- **Parallel Task Decomposition**: Three subsystems (engine, gameplay, UI) developed independently without merge conflicts.\n- **Specialist Routing**: Each agent played to its strengths — engine builder, gameplay designer, UI/visual specialist.\n- **File-Scoped Isolation**: Strict module boundaries prevented stepping on toes; no shared mutable state between lanes.\n- **Dependency Ordering**: Engine completed first, gameplay built on top, UI integrated last — critical path was visible and managed.\n- **Verification Gates**: Each subsystem verified before integration; final pass checked gameplay balance and visual polish.\n\nThis is a proof-of-concept that multi-agent orchestration scales to interactive, real-time applications.\n\n## License\n\nUnlicensed. Built as a demo for oh-my-claudecode.","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ftiennm99%2Ftry-oh-my-claudecode","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Ftiennm99%2Ftry-oh-my-claudecode","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ftiennm99%2Ftry-oh-my-claudecode/lists"}