Tiny fast 2D/3D HTML5 game engine with many features and no dependencies.
This report summarizes scanner evidence for KilledByAPixel/LittleJS, a JavaScript project with 4,361 GitHub stars. SynthScan examined 91,613 lines of code across 408 source files, recording 60 pattern matches distributed across 2 syntactic categories. The legacy adjusted pattern signal is 0.7 (Low pattern signal); it is not an authorship estimate.
Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.
Use each vector to guide manual verification of the underlying findings.
Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.
Can maintainers explain intent, assumptions, and trade-offs? 60 finding(s).
Are imports declared and package/API names verified? 0 finding(s).
Are wrappers, guards, and repeated structures necessary? 31 finding(s).
Which changes need focused human review? 60 finding(s).
This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.
Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.
This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.
The scanner identified 60 distinct pattern matches across 2 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | plugins/postProcess.js | 135 | function postProcessContextRestored() | CODE |
| LOW | plugins/postProcess.js | 301 | function postProcessFragmentSource(shaderCode, values={}) | CODE |
| LOW | plugins/tweenSystem.js | 559 | function tweenPingPongContinuation(tween) | CODE |
| LOW | plugins/lightSystem.js | 593 | function lightSystemDirectionalPass() | CODE |
| LOW | plugins/lightSystem.js | 898 | function lightSystemContextRestored() | CODE |
| LOW | plugins/particleEffects.js | 423 | function particleEffectsAddBehavior(name, update, update3D, min=-2, max=2, value=1, description='') | CODE |
| LOW | plugins/particleEffects.js | 431 | function particleEffectUpdateCallback(behaviors, is3D) | CODE |
| LOW | plugins/particleEffects.js | 486 | function particleEffectOptionValid(setting, value) | CODE |
| LOW | plugins/particleEffects.js | 574 | function particleEffectFromEmitter(emitter, name='Effect') | CODE |
| LOW | src/engineInput.js | 102 | function setInputMouseMoveThreshold(threshold) { inputMouseMoveThreshold = threshold; } | CODE |
| LOW⚡ | src/engineInput.js | 1106 | function touchGamepadSideButtonCount(side) | CODE |
| LOW⚡ | src/engineInput.js | 1109 | function touchGamepadSideButtonBase(side) | CODE |
| LOW⚡ | src/engineInput.js | 1119 | function touchGamepadSideHasControl(side) | CODE |
| LOW | src/engineInput.js | 1439 | function touchGamepadStartBlockedAt(p, W, H) | CODE |
| LOW | src/engineInput.js | 1446 | function touchGamepadStartBlockSide(side) | CODE |
| LOW | src/engineSettings.js | 734 | function setObjectDefaultAngleDamping(damp) | CODE |
| LOW | src/engineSettings.js | 745 | function setObjectDefaultRestitution(restitution) { objectDefaultRestitution = restitution; } | CODE |
| LOW⚡ | src/engineSettings.js | 779 | function setGamepadDirectionEmulateStick(enable) { gamepadDirectionEmulateStick = enable; } | CODE |
| LOW⚡ | src/engineSettings.js | 784 | function setGamepadAxisFilterEnable(enable) { gamepadAxisFilterEnable = enable; } | CODE |
| LOW⚡ | src/engineSettings.js | 789 | function setInputWASDEmulateDirection(enable) { inputWASDEmulateDirection = enable; } | CODE |
| LOW⚡ | src/engineSettings.js | 809 | function setTouchGamepadPassthrough(passthrough) { touchGamepadPassthrough = passthrough; } | CODE |
| LOW⚡ | src/engineSettings.js | 816 | function setTouchGamepadCenterButtonSize(size) { touchGamepadCenterButtonSize = size; } | CODE |
| LOW⚡ | src/engineSettings.js | 821 | function setTouchGamepadButtonCount(count) | CODE |
| LOW | src/engineSettings.js | 842 | function setTouchGamepadLeftButtonCount(count) | CODE |
| LOW | src/engineSettings.js | 852 | function setTouchGamepadRightStick(rightStick) | CODE |
| LOW | src/engineSettings.js | 882 | function setTouchGamepadDisplayTime(time) { touchGamepadDisplayTime = time; } | CODE |
| LOW | src/engineSettings.js | 903 | function setSoundIgnoreSilentSwitch(ignore) | CODE |
| LOW | src/engine.js | 184 | function engineObjectsCollidePairAnswer(asker, other) | CODE |
| LOW | src/engine.js | 186 | function engineObjectsCollidePairAdd(asker, other, resolve=false) | CODE |
| LOW | src/engineEditor.js | 2087 | function editorSelectionDragCancel() | CODE |
| LOW | src/engineEditor.js | 2623 | function editorSetSelectedProperty(name, value) | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | REFERENCE.md | 321 | setShader(shader) // draw with a custom Shader from now on, none for the engine's own; objects set | COMMENT |
| LOW | REFERENCE.md | 781 | TileCollisionLayer.collisionRaycast(posStart, posEnd, object, normal) // Like tileCollisionRaycast for this layer only | COMMENT |
| LOW | REFERENCE.md | 801 | // tileset in the map with a margin or spacing is read where | COMMENT |
| LOW | REFERENCE.md | 841 | - Effects are plain data, {name, settings, behaviors}, the format the particle designer saves, so a designed library | COMMENT |
| LOW | REFERENCE.md | 1161 | light.castShadow = true // this light's rays stop at casters; a light inside a caster is blocked | COMMENT |
| LOW | REFERENCE.md | 1381 | camera.autoSwing = true // swing behind the way the target moves across the ground, over swingSmoothing = .6 | COMMENT |
| LOW | REFERENCE.md | 1441 | // from the camera, even across the screen like a classic depth fog | COMMENT |
| LOW | REFERENCE.md | 1461 | new DirectionalLight3D(pos3D, color, intensity=1) // a Light3D that shines from far away with no falloff, from its | COMMENT |
| LOW | REFERENCE.md | 1521 | // the material, set from each object's fields of the same names | COMMENT |
| LOW | REFERENCE.md | 1581 | // no super.update() needed; damping and angleDamping slow them as in 2D, and | COMMENT |
| LOW | REFERENCE.md | 1601 | // object with mass is kept out of, or the tile layers for a sync2D object; | COMMENT |
| LOW | REFERENCE.md | 1621 | // a sphere, an edge or a corner is nothing to stand on; a player climbs more | COMMENT |
| LOW | REFERENCE.md | 1681 | // size a number (diameter, 0 for a point), or a box, size a vec3; | COMMENT |
| LOW | REFERENCE.md | 1701 | // color on the object, editing the mesh changes them all | COMMENT |
| LOW | REFERENCE.md | 1801 | buildCone(size=1, height=1, sides=16, smooth, capped=true, bevel=0, bevelSegments=1) // point up, bevel cuts the base ri | COMMENT |
| LOW | REFERENCE.md | 1821 | // ...] nose first at the largest z, always flat; sideHeight is 0 to 1, where the side corners sit | COMMENT |
| LOW | REFERENCE.md | 1861 | COMMENT | |
| LOW | REFERENCE.md | 1881 | // emissiveMapColor from emissiveTexture and emissiveFactor, read at the base | COMMENT |
| LOW | REFERENCE.md | 1901 | // is done with; destroy the objects createObject made first | COMMENT |
| LOW | REFERENCE.md | 1921 | // randomness on speed, size and life | COMMENT |
| LOW | REFERENCE.md | 1941 | // Lens flare - light in the lens when the sun is in view | COMMENT |
| LOW | REFERENCE.md | 2221 | // heavy in the middle at the same speed); point and normal are undefined for a sensor, impulse 0 | COMMENT |
| LOW | REFERENCE.md | 2401 | // unlock is sent until Wavedash takes it, which it refuses until it has loaded | COMMENT |
| LOW | examples/module/game.js | 21 | ################################ | COMMENT |
| LOW | examples/typescript/game.js | 21 | # # | COMMENT |
| LOW | examples/typescript/game.ts | 21 | ################################ | COMMENT |
| LOW | examples/starter/game.js | 21 | # # | COMMENT |
| LOW | examples/starter/game.js | 141 | /////////////////////////////////////////////////////////////////////////////// | COMMENT |
| LOW | examples/shorts/render3dSync2D.js | 1 | const levelMap = ` | COMMENT |