19 BRICKS · V0.10.0
Kernel and
bricks.
One small kernel and a box of bricks, each its own import with its own size budget. Each page is generated from the source: the API from the type declarations, the size measured on this build.
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KERNEL3.3 KB / 4.0 KB gzip
fizletFizlet: tiny physics for your page.
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INPUT1.3 KB / 1.5 KB gzip
fizlet/inputOne controller for keys, pointer and a touch stick, mapped to named intents.
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PAD1.9 KB / 2.0 KB gzip
fizlet/padSwappable on-screen controls for touch (and mouse).
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COLLIDE1.3 KB / 1.5 KB gzip
fizlet/collideA fixed-capacity spatial hash (no allocation per insert or query) and the shape tests games need: circle–circle, circle–rect, swept segment–circle.
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GRID1.5 KB / 1.5 KB gzip
fizlet/gridThe game board.
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FX2.7 KB / 3.0 KB gzip
fizlet/fxExplosions that land.
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CAMERA1.4 KB / 1.5 KB gzip
fizlet/cameraThe page is the camera.
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SPRITE1.4 KB / 1.5 KB gzip
fizlet/spriteThe character layer's drawing primitive.
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SOUND1.0 KB / 1.5 KB gzip
fizlet/soundThe sound adapter.
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EMBED2.0 KB / 2.5 KB gzip
fizlet/embedDrop a game onto any page with one small config.
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SLOT1.7 KB / 2.0 KB gzip
fizlet/slotMount a Fizlet scene into an astro-base-engine slot, <figure class="ae-slot" data-slot-target="<page>#<slot>" role="img" aria-label="…">.
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HUD1.3 KB / 1.5 KB gzip
fizlet/hudChange-only HUD bindings that never allocate in the steady state.
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MATCH2.5 KB / 2.8 KB gzip
fizlet/matchThe match flow every game shares, intro → count → play → paused → end, on the Board UI kit's overlay (grey dim, a sticker that slams, at most two sticker keys).
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BOARD PAGE3.7 KB / 4.0 KB gzip
fizlet/board-pageThe host page as the board.
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PRESENCE1.8 KB / 2.0 KB gzip
fizlet/presenceLockstep input exchange for multiplayer, behind a tiny transport adapter.
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BOARD UI2.7 KB / 3.0 KB gzip
fizlet/uiThe tiny behaviour half of board-ui.css.
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PERF1.9 KB / 2.0 KB gzip
fizlet/perfA live performance overlay for players, off until they switch it on.
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RULES1.2 KB / 1.5 KB gzip
fizlet/rulesThe rules every arcade game repeats, as three small systems on the kernel: -
waves: a wave clock, prepare → assault → rebuild, with a spawn budget per wave; -drops: pickups that fall, wait to be collected and expire; -score: points, a combo that decays, and levels from XP thresholds. -
DEBUG0.5 KB / 1.5 KB gzip
fizlet/debugDevelopment-only checks.