AI Slop Code Risk Monitor

KilledByAPixel/LittleJS

SlopCodeMonitor badge for KilledByAPixel/LittleJS Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

Tiny fast 2D/3D HTML5 game engine with many features and no dependencies.

0.7 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

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.

0.7
Adjusted Signal
0.7
Raw Pattern Score
100%
Time Factor
2026-10-20
Last Push
4.4K
Stars
JavaScript
Language
91.6K
Lines of Code
408
Files
60
Pattern Hits
2026-10-31
Scan Date
0.00
HC Hit Rate

Risk Review · Payload v1

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.

Cognitive Ownership Risk 3.4/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 60 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.0/100 · LOW

Are imports declared and package/API names verified? 0 finding(s).

Agent Over-Engineering Ratio 1.9/100 · LOW

Are wrappers, guards, and repeated structures necessary? 31 finding(s).

PR Review Velocity Impact 3.2/100 · LOW

Which changes need focused human review? 60 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

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.

Severity Breakdown

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.

CRITICAL 0HIGH 0MEDIUM 0LOW 60

Directory Score Breakdown

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.

Pattern Findings

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.

Hyper-Verbose Identifiers31 hits · 36 pts
SeverityFileLineSnippetContext
LOWplugins/postProcess.js135 function postProcessContextRestored()CODE
LOWplugins/postProcess.js301function postProcessFragmentSource(shaderCode, values={})CODE
LOWplugins/tweenSystem.js559function tweenPingPongContinuation(tween)CODE
LOWplugins/lightSystem.js593 function lightSystemDirectionalPass()CODE
LOWplugins/lightSystem.js898 function lightSystemContextRestored()CODE
LOWplugins/particleEffects.js423function particleEffectsAddBehavior(name, update, update3D, min=-2, max=2, value=1, description='')CODE
LOWplugins/particleEffects.js431function particleEffectUpdateCallback(behaviors, is3D)CODE
LOWplugins/particleEffects.js486function particleEffectOptionValid(setting, value)CODE
LOWplugins/particleEffects.js574function particleEffectFromEmitter(emitter, name='Effect')CODE
LOWsrc/engineInput.js102function setInputMouseMoveThreshold(threshold) { inputMouseMoveThreshold = threshold; }CODE
LOW⚡src/engineInput.js1106function touchGamepadSideButtonCount(side)CODE
LOW⚡src/engineInput.js1109function touchGamepadSideButtonBase(side)CODE
LOW⚡src/engineInput.js1119function touchGamepadSideHasControl(side)CODE
LOWsrc/engineInput.js1439function touchGamepadStartBlockedAt(p, W, H)CODE
LOWsrc/engineInput.js1446function touchGamepadStartBlockSide(side)CODE
LOWsrc/engineSettings.js734function setObjectDefaultAngleDamping(damp)CODE
LOWsrc/engineSettings.js745function setObjectDefaultRestitution(restitution) { objectDefaultRestitution = restitution; }CODE
LOW⚡src/engineSettings.js779function setGamepadDirectionEmulateStick(enable) { gamepadDirectionEmulateStick = enable; }CODE
LOW⚡src/engineSettings.js784function setGamepadAxisFilterEnable(enable) { gamepadAxisFilterEnable = enable; }CODE
LOW⚡src/engineSettings.js789function setInputWASDEmulateDirection(enable) { inputWASDEmulateDirection = enable; }CODE
LOW⚡src/engineSettings.js809function setTouchGamepadPassthrough(passthrough) { touchGamepadPassthrough = passthrough; }CODE
LOW⚡src/engineSettings.js816function setTouchGamepadCenterButtonSize(size) { touchGamepadCenterButtonSize = size; }CODE
LOW⚡src/engineSettings.js821function setTouchGamepadButtonCount(count)CODE
LOWsrc/engineSettings.js842function setTouchGamepadLeftButtonCount(count)CODE
LOWsrc/engineSettings.js852function setTouchGamepadRightStick(rightStick)CODE
LOWsrc/engineSettings.js882function setTouchGamepadDisplayTime(time) { touchGamepadDisplayTime = time; }CODE
LOWsrc/engineSettings.js903function setSoundIgnoreSilentSwitch(ignore)CODE
LOWsrc/engine.js184function engineObjectsCollidePairAnswer(asker, other)CODE
LOWsrc/engine.js186function engineObjectsCollidePairAdd(asker, other, resolve=false)CODE
LOWsrc/engineEditor.js2087function editorSelectionDragCancel()CODE
LOWsrc/engineEditor.js2623function editorSetSelectedProperty(name, value)CODE
Over-Commented Block29 hits · 28 pts
SeverityFileLineSnippetContext
LOWREFERENCE.md321setShader(shader) // draw with a custom Shader from now on, none for the engine's own; objects setCOMMENT
LOWREFERENCE.md781TileCollisionLayer.collisionRaycast(posStart, posEnd, object, normal) // Like tileCollisionRaycast for this layer onlyCOMMENT
LOWREFERENCE.md801 // tileset in the map with a margin or spacing is read whereCOMMENT
LOWREFERENCE.md841- Effects are plain data, {name, settings, behaviors}, the format the particle designer saves, so a designed libraryCOMMENT
LOWREFERENCE.md1161light.castShadow = true // this light's rays stop at casters; a light inside a caster is blockedCOMMENT
LOWREFERENCE.md1381camera.autoSwing = true // swing behind the way the target moves across the ground, over swingSmoothing = .6COMMENT
LOWREFERENCE.md1441 // from the camera, even across the screen like a classic depth fogCOMMENT
LOWREFERENCE.md1461new DirectionalLight3D(pos3D, color, intensity=1) // a Light3D that shines from far away with no falloff, from itsCOMMENT
LOWREFERENCE.md1521 // the material, set from each object's fields of the same namesCOMMENT
LOWREFERENCE.md1581 // no super.update() needed; damping and angleDamping slow them as in 2D, andCOMMENT
LOWREFERENCE.md1601 // object with mass is kept out of, or the tile layers for a sync2D object;COMMENT
LOWREFERENCE.md1621 // a sphere, an edge or a corner is nothing to stand on; a player climbs moreCOMMENT
LOWREFERENCE.md1681 // size a number (diameter, 0 for a point), or a box, size a vec3;COMMENT
LOWREFERENCE.md1701 // color on the object, editing the mesh changes them allCOMMENT
LOWREFERENCE.md1801buildCone(size=1, height=1, sides=16, smooth, capped=true, bevel=0, bevelSegments=1) // point up, bevel cuts the base riCOMMENT
LOWREFERENCE.md1821 // ...] nose first at the largest z, always flat; sideHeight is 0 to 1, where the side corners sitCOMMENT
LOWREFERENCE.md1861COMMENT
LOWREFERENCE.md1881 // emissiveMapColor from emissiveTexture and emissiveFactor, read at the baseCOMMENT
LOWREFERENCE.md1901 // is done with; destroy the objects createObject made firstCOMMENT
LOWREFERENCE.md1921// randomness on speed, size and lifeCOMMENT
LOWREFERENCE.md1941// Lens flare - light in the lens when the sun is in viewCOMMENT
LOWREFERENCE.md2221// heavy in the middle at the same speed); point and normal are undefined for a sensor, impulse 0COMMENT
LOWREFERENCE.md2401 // unlock is sent until Wavedash takes it, which it refuses until it has loadedCOMMENT
LOWexamples/module/game.js21################################COMMENT
LOWexamples/typescript/game.js21# #COMMENT
LOWexamples/typescript/game.ts21################################COMMENT
LOWexamples/starter/game.js21# #COMMENT
LOWexamples/starter/game.js141///////////////////////////////////////////////////////////////////////////////COMMENT
LOWexamples/shorts/render3dSync2D.js1const levelMap = `COMMENT