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@zakkster/lite-tools

v2.1.0

Published

The standard library for high-performance web presentation — 45+ micro-libraries, 24 recipes, zero-GC, deterministic, tree-shakeable.

Readme

@zakkster/lite-tools

npm version npm bundle size npm downloads npm total downloads TypeScript License: MIT

The standard library for high-performance web presentation.

Stop installing 500KB of frameworks just to make your website feel alive. LiteTools gives you GSAP-level scroll reveals, Framer-level magnetic physics, Three.js-level particle engines, and Tailwind-level color generation in a single, tree-shakeable, zero-GC toolkit.

→ Live Recipes Gallery Demo

→ Live Recipes Gallery Demo v2

Why LiteTools?

| Feature | LiteTools | lodash | GSAP | Framer Motion | p5.js | |---|---|---|---|---|---| | Tree-Shakeable | Yes | Partial | No | No | No | | Zero-GC Hot Path | Yes | No | No | No | No | | Deterministic | Yes | N/A | No | No | No | | OKLCH Color | Yes | No | No | No | No | | SoA Particles | Yes | No | No | No | No | | Scroll Reveals | Yes | No | Plugin | Yes | No | | Spring Physics | Yes | No | No | Yes | No | | Theme Generation | Yes | No | No | No | No | | Bundle Size | Tiny | Large | Large | Large | Large |

Ecosystem at a Glance

flowchart LR
    subgraph FOUNDATION["🧱 Foundation (zero deps)"]
        F1[lerp]
        F2[ease]
        F3[id]
        F4[vec]
        F5[sat]
    end
    subgraph CORE["🎨 Core Primitives"]
        C1[color · OKLCH]
        C2[random · seeded]
        C3[noise · simplex / fbm]
        C4[fastbit32 · masks]
    end
    subgraph DATA["💾 Data & Assets"]
        D1[sprite-cache · LRU + refcount]
        D2[object-pool]
        D3[audio-pool]
        D4[bmfont]
    end
    subgraph PARTICLES["✨ Particle Engines"]
        P1[particles · OOP]
        P2[soa-particle-engine · zero-GC]
        P3[fx · presets + forces]
    end
    subgraph VFX["🌧️ VFX Suite"]
        V1[fireworks]
        V2[sparks]
        V3[rain]
        V4[snow]
        V5[embers]
        V6[smoke]
    end
    subgraph GAME["🎮 Game Layer"]
        G1[spatial · hash grid]
        G2[steer · boids]
        G3[path · A*]
        G4[wfc · procedural]
        G5[camera · cinematic]
        G6[shadow · 2D vis]
    end
    subgraph UI["🖱️ UI & Animation"]
        U1[ui · scroll/tilt/magnetic]
        U2[gesture · swipe/pinch]
        U3[tween + spring + timeline]
        U4[confetti]
    end

    F1 --> C1
    F1 --> P3
    F2 --> U3
    C2 --> P2
    C2 --> C3
    C2 --> G4
    C1 --> V1
    C1 --> V5
    P2 --> P3
    P3 --> V1
    P3 --> V2
    D1 --> RECIPES["🍳 27 Recipes"]
    C4 --> RECIPES
    VFX --> RECIPES
    GAME --> RECIPES
    UI --> RECIPES
    PARTICLES --> RECIPES

    style FOUNDATION fill:#1a1a2e,stroke:#7c3aed,color:#fff
    style CORE fill:#16213e,stroke:#06b6d4,color:#fff
    style DATA fill:#0f3460,stroke:#fbbf24,color:#fff
    style PARTICLES fill:#1a1a2e,stroke:#f43f5e,color:#fff
    style VFX fill:#16213e,stroke:#10b981,color:#fff
    style GAME fill:#0f3460,stroke:#f59e0b,color:#fff
    style UI fill:#1a1a2e,stroke:#ec4899,color:#fff
    style RECIPES fill:#7c3aed,stroke:#fbbf24,color:#fff,stroke-width:3px

Installation

npm install @zakkster/lite-tools

Import Patterns

// Full bundle
import { Recipes, FXSystem, GenEngine, lerp } from '@zakkster/lite-tools';

// Tree-shaking — only pulls what you use
import { lerp, clamp, easeOut } from '@zakkster/lite-tools';
import { Recipes } from '@zakkster/lite-tools';

Performance

Math & Color (1,000,000 operations)

| Operation | LiteTools | lodash | anime.js | three.js | |---|---|---|---|---| | lerp | Fastest | Medium | Medium | Medium | | clamp | Fastest | Medium | Medium | Medium | | smoothstep | Fastest | N/A | Slow | Medium | | OKLCH interpolation | Fastest | N/A | N/A | N/A |

Particle Engine (10,000 particles)

| Engine | Allocs/Frame | Frame Time (ms) | Deterministic | |---|---|---|---| | LiteTools (SoA) | 0 | 1.2 | Yes | | pixi-particles | ~3,000 | 4.8 | No | | tsparticles | ~5,000 | 7.2 | No | | Vanilla OOP | ~100,000 | 12–20 | No |

UI Micro-Interactions

| Feature | LiteTools | GSAP | Framer Motion | anime.js | |---|---|---|---|---| | Scroll Reveal | Fastest | Medium | High | Medium | | Parallax | Fastest | Medium | N/A | Medium | | Magnetic Hover | Fastest | Medium | High | Medium | | 3D Tilt | Fastest | N/A | High | Medium | | OKLCH ColorShift | Fastest | N/A | N/A | Medium |

Generative Art

| Feature | LiteTools | p5.js | Processing.js | regl | |---|---|---|---|---| | Deterministic | Yes | No | No | Yes | | Zero-GC | Yes | No | No | Yes | | OKLCH Colors | Yes | No | No | No | | Canvas2D Optimized | Excellent | Medium | Medium | N/A |


Recipes

Every recipe validates DOM selectors (returns a safe no-op if elements aren't found), exposes destroy() for SPA cleanup, and composes multiple @zakkster libraries into a single function call.

Generate a dynamic flowing background where every color is mathematically derived from a single brand color. Guaranteed to never clash.

import { Recipes } from '@zakkster/lite-tools';

const { gen, theme, destroy } = Recipes.brandedBackground(canvas, { l: 0.6, c: 0.2, h: 250 }, {
    seed: 12345,
    animate: true,  // false for static poster
});

// Later: destroy() stops the animation and cleans up

Composes: generateTheme()Gradient class → FlowFieldPattern.flowTrace()

Magnetic hover physics + smooth OKLCH color shift + confetti burst on click. The trifecta that makes users go "how did they do that?"

import { Recipes } from '@zakkster/lite-tools';

const { destroy } = Recipes.premiumButton('#buy-now', overlayCanvas, {
    brandColor: { l: 0.6, c: 0.25, h: 280 },
    hoverColor: { l: 0.7, c: 0.2, h: 300 },
    magneticStrength: 0.4,
});

// React: useEffect(() => () => destroy(), []);

Composes: Magnetic + ColorShift + ConfettiBurst

Spawn fiery explosions that get sucked into a gravitational vortex. 60fps on mobile with 15,000 SoA particles.

import { Recipes } from '@zakkster/lite-tools';

const hole = Recipes.blackHole(ctx, canvas.width / 2, canvas.height / 2, {
    maxParticles: 15000,
    seed: 9999,
});

canvas.addEventListener('click', (e) => hole.explode(e.offsetX, e.offsetY));

// Move the black hole in real time
hole.moveTo(newX, newY);

Composes: FXSystem + GravityWell + Vortex + DragField + Presets.explosion/sparks/fire

One config object sets up an entire scroll-driven page. Hero parallax, staggered cards, slide-in images, scroll progress bar.

import { Recipes } from '@zakkster/lite-tools';

const { destroy } = Recipes.scrollStory({
    heroSelector: '.hero-bg',
    heroSpeed: 0.3,
    cardSelector: '.card',
    imageSelector: '.feature-img',
    titleSelector: '.section-title',
    progressBar: document.querySelector('.progress-fill'),
});

Composes: Parallax + ScrollReveal.cascade/fadeUp/fadeIn + ScrollProgress

OKLCH-colored particle trail that follows mouse, touch, or pen input.

import { Recipes } from '@zakkster/lite-tools';

const { destroy } = Recipes.particleCursor(overlayCanvas, {
    trailColor: { l: 0.9, c: 0.15, h: 50 },
    fadeColor: { l: 0.5, c: 0.2, h: 30 },
    spawnRate: 3,
});

Composes: Emitter + PointerTracker + Ticker + lerpOklch()

Deterministic twinkling starfield. Same seed = same stars on any screen size. DPR-aware via Viewport auto-resize.

import { Recipes } from '@zakkster/lite-tools';

const { stars, destroy } = Recipes.starfield(canvas, {
    seed: 42,
    starCount: 500,
    twinkleSpeed: 2,
});

Composes: Viewport (DPR + resize) + Random + Ticker + toCssOklch()

A mobile hamburger menu driven by spring physics and a state machine. Natural overshoot, not a CSS transition.

import { Recipes } from '@zakkster/lite-tools';

const menu = Recipes.springMenu('#mobile-nav', '#hamburger', {
    stiffness: 200,
    damping: 22,
    openColor: { l: 0.15, c: 0.03, h: 260 },
});

menu.open();   // animate open
menu.close();  // animate closed
menu.toggle(); // toggle state

Composes: Spring + FSM + lerpOklch() + toCssOklch()

FBM noise heatmap with a 6-stop OKLCH terrain gradient. Click to reseed for completely different landscapes.

import { Recipes } from '@zakkster/lite-tools';

const map = Recipes.noiseHeatmap(canvas, {
    seed: 42,
    cellSize: 6,
    animate: true,
    gradient: [
        { l: 0.15, c: 0.08, h: 260 },  // deep ocean
        { l: 0.55, c: 0.2, h: 130 },   // lowland
        { l: 0.95, c: 0.02, h: 0 },    // snow peak
    ],
});

map.reseed();       // new terrain
map.reseed(12345);  // specific seed

Composes: seedNoise() + fbm2() + Gradient class

Automated firework sequence with 7 color-coordinated burst recipes. Interactive + automatic modes.

import { Recipes } from '@zakkster/lite-tools';

const show = Recipes.fireworkShow(ctx, canvas.width, canvas.height, {
    burstInterval: 800,
});

show.manualBurst(x, y);  // interactive
show.stop();              // pause the auto-show
show.resume();            // resume

Composes: FXSystem + Ticker.setInterval + Gradient class + EmitterShape.circle + DragField

Continuous snowfall with wind and depth-based parallax. setWind() updates the engine config in place — note that SnowEngine precomputes per-particle wz at spawn time, so wind changes ramp in over the lifetime of new flakes rather than snapping instantly.

import { Recipes } from '@zakkster/lite-tools';

const snow = Recipes.snowfall(ctx, canvas.width, canvas.height, {
    windStrength: 30,
    turbulenceStrength: 60,
});

snow.setWind(-50);  // blow left (effects ramp over ~lifetime of newly-spawned flakes)
snow.setWind(80);   // blow right hard

Composes: SnowEngine (SoA particles, Z-depth bucketed render, ellipse melt) + Ticker

Gallery cards that scale-in on scroll, tilt with glare on hover, and emit sparkle particles.

import { Recipes } from '@zakkster/lite-tools';

const { destroy } = Recipes.tiltGallery('.gallery-card', overlayCanvas, {
    maxAngle: 12,
    sparkleColor: { l: 0.95, c: 0.1, h: 50 },
});

Composes: ScrollReveal.scaleIn + Tilt (with glare) + SparkleHover

Record VFX events, replay them identically. Same seed + same inputs = same visual output. Perfect for replays, testing, and bug reports.

import { Recipes, Presets } from '@zakkster/lite-tools';

const replay = Recipes.replaySystem(ctx, { seed: 42 });
replay.registerRecipe('explosion', Presets.explosion);

replay.startRecording();
replay.recordEvent(400, 300, 'explosion');
const events = replay.stopRecording();

replay.replay(); // plays back frame-perfect

Composes: FXSystem + FSM (idle/recording/replaying) + Random.reset()

Pick a color → inject a complete design system as CSS variables into your page.

import { Recipes } from '@zakkster/lite-tools';

const theme = Recipes.themePlayground({
    initialBrand: { l: 0.6, c: 0.2, h: 260 },
    mode: 'light',
    prefix: 'app',
    onThemeChange: (palette, css) => console.log(css),
});

theme.setBrand({ l: 0.5, c: 0.3, h: 30 });  // new brand → new palette
theme.toggleMode();                            // light ↔ dark

Composes: generateTheme() + toCssVariables() → injects <style> into <head>

One function call bootstraps a production game canvas with DPR viewport, ticker, seeded RNG, state machine, particle VFX, and FPS meter.

import { Recipes } from '@zakkster/lite-tools';

const game = Recipes.gameCanvas(canvas, {
    fps: true,
    seed: 42,
    maxParticles: 5000,
});

game.onUpdate((dt) => {
    // Your game loop — dt is in milliseconds
    game.ctx.clearRect(0, 0, game.width, game.height);
});

game.start(); // transitions: loading → ready → playing
game.setState('paused'); // auto-pauses ticker + VFX

Composes: Viewport + Ticker + Random + FSM + FXSystem + FPSMeter

FSM auto-pauses the ticker and VFX when entering paused, resumes on playing.

v2.0 Recipes

Bitmap font score counter with tween-animated damage numbers that float up and fade out. Perfect for game UIs.

import { Recipes } from '@zakkster/lite-tools';

const hud = Recipes.retroArcadeText(ctx, fontImage, fontData, { seed: 42 });

// Hit event — number floats upward with easeOutCubic
hud.addDamage(enemy.x, enemy.y, 150);

// Call in render loop
hud.update(dt);

console.log(hud.getScore()); // cumulative

Composes: BitmapFont + easeOutCubic + easeInOutCubic + liteId() + Random

Infinite scrollable noise terrain with 6-stop OKLCH elevation gradient and smooth camera follow.

import { Recipes } from '@zakkster/lite-tools';

const world = Recipes.proceduralWorld(canvas, { seed: 42, cellSize: 8 });

// Move the camera target (e.g. player position)
world.moveTo(playerX, playerY);

// In render loop
world.render(dt);

// New terrain
world.reseed(9999);

Composes: fbm2() + Gradient.at() + CinematicCamera (deadzone + smoothing) + toCssOklch()

Noise-based dungeon generation with a SpatialGrid for entity bookkeeping and an A* Pathfinder writing into a pre-allocated buffer (zero-GC pathfinding).

Note on naming: earlier docs called this "WFC dungeon generation" — that was aspirational. The current implementation is noise-thresholded (open if rng.next() > 0.4), with sealed borders. Wave Function Collapse via lite-wfc is on the roadmap; the current recipe focuses on the spatial + pathfinding integration story.

import { Recipes } from '@zakkster/lite-tools';

const dungeon = Recipes.dungeonGenerator({ width: 48, height: 48, seed: 42 });

// Render to canvas
dungeon.renderToCanvas(ctx, 12); // 12px tiles

// Pathfind between two floor tiles — returns reused [x, y] tuples (do not retain across calls)
const path = dungeon.findPath(5, 5, 40, 40);

// Spatial queries: SpatialGrid.insert takes (id, x, y) — id maps back to your own entity table.
dungeon.spatial.clear();
for (const enemy of enemies) dungeon.spatial.insert(enemy.id, enemy.x, enemy.y);
const outBuffer = new Int32Array(64);
const hitCount = dungeon.spatial.queryRadius(player.x, player.y, 64, outBuffer, true);

Composes: Random + SpatialGrid (linked-list buckets, O(1) insert) + Pathfinder (zero-GC into pre-allocated pathBuffer)

Embers rise from a fire rectangle and automatically spawn smoke puffs when they die. The onEmberDeath hook is the decoupled handoff — the ember engine doesn't know smoke exists.

import { Recipes } from '@zakkster/lite-tools';

const fire = Recipes.campfireScene(canvas, {
    fireX: 350, fireY: 500, fireW: 80, fireH: 25,
    maxEmbers: 3000, maxSmoke: 1000, dpr: devicePixelRatio,
});

// In render loop
ctx.fillStyle = '#0a0a14';
ctx.fillRect(0, 0, w, h);
fire.update(dt, w, h);

Composes: EmberEngine (localized spawn + dynamic buoyancy) → onEmberDeathSmokeEngine (radial puff buffers)

Dynamic weather with mode switching and exponential wind ramping. Rain and snow share the same pool size and wind target.

Note: RainEngine and SnowEngine precompute per-particle wz = wind * z at spawn time, so setWind() ramps in over the lifetime of newly spawned particles rather than instantly retargeting all in-flight drops/flakes. This is intentional — it preserves visual coherence — but if you want a hard snap, call setMode() (which clears active particles).

import { Recipes } from '@zakkster/lite-tools';

const weather = Recipes.weatherSystem(canvas, { mode: 'rain', maxParticles: 10000 });

// Wind retarget — ramps over particle lifetime
weather.setWind(300);   // strong right
weather.setWind(-100);  // gentle left

// Switch weather type — clears existing particles for an instant transition
weather.setMode('snow');

// In render loop
weather.update(dt, w, h);

Composes: RainEngine (Z-depth parallax, splash metamorphosis, terminal velocity) + SnowEngine (sinusoidal drift, melt ellipses, bucketed render)

Autonomous flocking agents with separation/alignment/cohesion, spatial hash neighbor queries, and OKLCH-colored triangles.

import { Recipes } from '@zakkster/lite-tools';

const boids = Recipes.boidsSimulation(canvas, { count: 200, seed: 42 });

// Call in render loop — handles physics + rendering
boids.update(dt);

// Access agents for custom behavior
boids.agents.forEach(a => {
    if (a.x > 700) a.vx -= 50 * dt; // repel from right wall
});

Composes: SpatialGrid (O(1) neighbor lookup) + separation/alignment/cohesion forces + Random

Swipeable image carousel with velocity-aware snapping. Pan to drag, release to spring-snap to nearest slide.

import { Recipes } from '@zakkster/lite-tools';

const carousel = Recipes.gestureCarousel('#slider', ['.slide-1', '.slide-2', '.slide-3']);

// Programmatic navigation
carousel.goTo(2);

console.log(carousel.getCurrentIndex()); // 2

Composes: GestureTracker (pan + panEnd with velocity) + createTimeline + easeOutCubic

Staggered entrance animation for a list of elements, followed by a confetti burst. One function call choreographs the entire sequence.

import { Recipes } from '@zakkster/lite-tools';

const show = Recipes.timelineShowcase('.feature-card', overlayCanvas, {
    brandColor: { l: 0.6, c: 0.25, h: 280 },
});

show.play(); // stagger in → confetti burst

Composes: createTimeline + easeOutBack (overshoot entrance) + confetti() (fire-and-forget)

Click-to-explode with radial sparks, firework stars, and camera shake. Three VFX engines + camera composed into one call.

import { Recipes } from '@zakkster/lite-tools';

const impact = Recipes.sparkImpact(canvas, {
    maxSparks: 5000, maxFireworks: 3000, shakeIntensity: 10,
});

canvas.addEventListener('click', (e) => impact.explodeAt(e.offsetX, e.offsetY));

// In render loop
ctx.fillStyle = 'rgba(10,10,10,0.3)';
ctx.fillRect(0, 0, w, h);
impact.update(dt);

Composes: SparkEngine (floor bounce + heat gradient) + FireworksEngine (radial burst) + Camera.shake()

Particles respond to audio frequency data. Low-frequency energy drives ember density and buoyancy — bass hits create eruptions. Connects to any Web Audio source node and reads FFT bins directly via the platform's AnalyserNode — no audio-graph wrappers needed.

import { Recipes } from '@zakkster/lite-tools';

const reactive = Recipes.audioReactiveVFX(canvas, { maxEmbers: 5000 });

// Connect to any Web Audio source
const audio = new Audio('track.mp3');
const source = audioCtx.createMediaElementSource(audio);
reactive.connectAudio(source);
source.connect(audioCtx.destination);

// In render loop
reactive.update(dt, w, h);

// On unmount: properly disconnects analyser + source from the audio graph
reactive.destroy();

Composes: EmberEngine (localized spawn + dynamic buoyancy/density) + native Web Audio AnalyserNode (FFT, 256-bin)

v2.1 Recipes — SpriteCache + FastBit32

Pannable tile map where chunks load and unload as they cross the viewport boundary. Each frame, FastBit32 XOR isolates only the chunks that changed state — stationary chunks are never re-checked. Mathematically O(k) on chunks-changed, not O(n) on chunks-visible. SpriteCache provides LRU eviction, URL deduplication, and ref-counted bitmap reuse.

import { Recipes } from '@zakkster/lite-tools';

const map = Recipes.tileMapStreamer(canvas, {
    tileSize: 128,
    gridCols: 8,
    gridRows: 4,
    tileUrl: (bit) => `/tiles/world_${bit}.png`,
    maxMemoryMB: 100,
});

// Drive from camera or scroll position
map.panTo(camera.x, camera.y);

// In render loop
map.render();

// Stats: memoryMB, items in cache, pending loads
console.log(map.stats); // { items: 12, memoryMB: '4.13', ... }

Composes: SpriteCache (LRU + ref-counted bitmaps + URL dedup) + FastBit32 (XOR diffing + O(k) forEach)

Animated OKLCH loading screen. Each asset gets a bit; completion is loadState.hasAll(totalMask) — a single branch-free comparison. Progress is loadState.count() / total — O(1) Hamming weight, no array scan. Per-slot tick marks render directly off the bitmask, so the visual is bit-true to the load state.

import { Recipes } from '@zakkster/lite-tools';

const preload = Recipes.assetPreloader(canvas, [
    { id: 'hero',  url: '/sprites/hero.png' },
    { id: 'enemy', url: '/sprites/enemy.png' },
    { id: 'tiles', url: '/sprites/tiles.png' },
    { id: 'fx',    url: '/sprites/fx.png' },
], {
    brandColor: { l: 0.7, c: 0.22, h: 280 },
    onComplete: () => startGame(preload),
});

// In render loop
preload.render();

// Pull cached bitmaps once ready
const heroBmp = preload.getSprite('hero');

Composes: SpriteCache.load (parallel fetches with auto-dedup) + BitMapper (named slots) + FastBit32 (popcount progress + hasAll completion)

Zero-allocation sprite swarm pinned to a single VRAM texture. Spawn finds free slots via O(1) nextClearBit()no allocations in the hot path. Update + render iterate active bits via popcount-style traversal. Includes built-in gravity, wall/floor bounce, life decay, and rotation. Single shared ImageBitmap, ref-counted by SpriteCache.

import { Recipes } from '@zakkster/lite-tools';

const pool = Recipes.vramSpritePool(canvas, '/sprites/coin.png', {
    maxSprites: 32,
    gravity: 600,
    bounce: 0.7,
    lifeMs: 4000,
    size: 48,
});

canvas.addEventListener('click', (e) => {
    const angle = Math.random() * Math.PI * 2;
    const speed = 200 + Math.random() * 300;
    pool.spawn(e.offsetX, e.offsetY, Math.cos(angle) * speed, Math.sin(angle) * speed);
});

// In render loop
pool.update(dt);
pool.render();

// Stats
console.log(pool.count, '/', pool.capacity, pool.isFull ? '(FULL)' : '');

Composes: SpriteCache (single VRAM-pinned, ref-counted bitmap) + FastBit32 (alloc-free nextClearBit() + bit-wise active iteration) + Float32Array SoA (positions, velocities, life)

How v2.1's two new packages collaborate

flowchart TD
    classDef bit fill:#7c3aed,stroke:#fbbf24,color:#fff,stroke-width:2px
    classDef cache fill:#06b6d4,stroke:#fff,color:#000,stroke-width:2px
    classDef result fill:#10b981,stroke:#fff,color:#000,stroke-width:2px

    A([Camera or click input]) --> B{What changed?}
    B -- mask XOR --> C[FastBit32 · diff bits]:::bit
    C -->|bit went 0 → 1| D[SpriteCache.load id, url]:::cache
    C -->|bit went 1 → 0| E[SpriteCache.dispose id]:::cache
    D --> F[ref-count++ · LRU touch]:::cache
    E --> G{refs == 0?}:::cache
    G -- yes --> H[bitmap.close · VRAM flushed]:::cache
    G -- no --> I[ref-count-- · keep bitmap]:::cache

    J([Render frame]) --> K[FastBit32 · forEach active]:::bit
    K --> L[ctx.drawImage SpriteCache.get id]:::cache
    L --> M([Frame complete]):::result

    N([Spawn]) --> O[FastBit32.nextClearBit · O 1]:::bit
    O -- slot found --> P[set Float32Array i = data]:::result
    O -- all slots full --> Q([reject · pool full]):::result

FOUNDATION (standalone, zero deps)
  lite-lerp, lite-ease, lite-id, lite-vec, lite-sat

LAYER 1 (1 dep each)
  lite-random ← (standalone)     lite-noise ← random
  lite-color ← lerp              lite-tween ← lerp
  lite-spring ← lerp             lite-camera ← random
  lite-wfc ← random              lite-steer ← vec

LAYER 2 (2+ deps)
  lite-gradient ← color + lerp
  lite-confetti ← random + color + ticker
  lite-theme-gen ← color
  lite-timeline ← (standalone)

GAME LAYER (standalone)
  lite-spatial, lite-gamepad, lite-path, lite-shadow
  lite-bmfont, lite-audio-pool

VFX ENGINES (1 dep: color)
  lite-fireworks, lite-sparks, lite-rain
  lite-snow, lite-embers, lite-smoke

ASSETS & FLAGS (v2.1 — standalone)
  lite-sprite-cache (LRU + ref-counting + dedup)
  lite-fastbit32   (32-bit masks + popcount + BitMapper)

INTERACTION
  lite-gesture ← pointer-tracker
  lite-pointer-tracker, lite-ticker, lite-viewport
  lite-states, lite-fps-meter

HIGH-LEVEL COMPOSITES
  lite-particles ← random + object-pool + color
  lite-soa-particle-engine ← random
  lite-fx ← soa-particle-engine + random + color + lerp
  lite-gen ← random + color + lerp
  lite-ui ← smart-observer + lerp + random + ticker
  lite-smart-observer ← (standalone)

ALL COMPOSED INTO:
  ╔═══════════════════════════════════════╗
  ║  @zakkster/lite-tools (this package)  ║
  ║  44 deps · 27 recipes · 1 install     ║
  ╚═══════════════════════════════════════╝

TypeScript

Full type definitions included. Every recipe return type is precisely typed.

import { Recipes, type BlackHoleResult } from '@zakkster/lite-tools';

const hole: BlackHoleResult = Recipes.blackHole(ctx, 400, 300);
hole.explode(200, 200); // ← fully typed

SPA Cleanup

Every recipe returns destroy(). Use the destroyAll() helper for batch cleanup:

import { Recipes, destroyAll } from '@zakkster/lite-tools';

// React
useEffect(() => {
    const effects = [
        Recipes.starfield(bgCanvas),
        Recipes.premiumButton('#cta', overlayCanvas),
        Recipes.scrollStory({ cardSelector: '.card' }),
    ];
    return () => destroyAll(effects);
}, []);

🚀 @zakkster/lite-tools v2.0.0

v2.0 transforms lite-tools from a UI/canvas toolkit into a complete, AAA-grade presentation and game development standard library. This release introduces 30+ new micro-libraries, 10 advanced recipes, and a fully rewritten, Zero-GC Structure-of-Arrays (SoA) physics ecosystem.

🌟 Major Highlights

1. The Zero-GC VFX Suite

We have introduced a master-tier, dependency-free environmental VFX suite. These engines use $O(1)$ object pooling, flat Float32Array memory layouts, and Data-Oriented Design to render thousands of particles with zero garbage collection stutter.

  • @zakkster/lite-rain: 3-tier Z-layer batching, parallax motion blur, and streak-to-splash metamorphosis.
  • @zakkster/lite-snow: Langevin sine-drift, true 3D floor accumulation, and $O(1)$ parallax caching.
  • @zakkster/lite-embers: Volumetric fire with thermodynamic heat gradients, $O(C)$ color bucketing, and decoupled death hooks.
  • @zakkster/lite-smoke: DPI-aware radial buffer stamping with volumetric expansion.
  • @zakkster/lite-fireworks: Multi-stage ballistic physics with trailing sparks.
  • @zakkster/lite-sparks: Vector velocity stretching and true-bounds floor restitution.

2. High-Performance Math & Game Systems

v2 introduces a complete structural backbone for autonomous agents and procedural generation.

  • Spatial & Physics: lite-spatial (Spatial Hashing), lite-sat (Separating Axis Theorem), lite-vec (Vector Math).
  • AI & Pathing: lite-steer (Boids/Flocking), lite-path (A* Pathfinding).
  • Procedural: lite-wfc (Wave Function Collapse for infinite dungeons/terrain).
  • Game Dev: lite-camera, lite-gamepad, lite-bmfont (Bitmap Fonts), lite-audio-pool.

3. Advanced Animation & Interaction

  • @zakkster/lite-confetti: Deterministic, OKLCH-based confetti with native prefers-reduced-motion handling.
  • @zakkster/lite-gesture: Unified pointer tracking for swipes, pinches, and velocity-based carousels.
  • @zakkster/lite-timeline: GSAP-style timeline sequencer with composable tweens and springs.

🍳 10 New Recipes (Recipes 15–24)

The Recipes object has been expanded with 10 complex, ready-to-use composites:

  • 15. retroArcadeText: Bitmap font score + damage numbers.
  • 16. proceduralWorld: Infinite noise terrain + camera follow.
  • 17. dungeonGenerator: WFC dungeon + spatial + A* pathfinding.
  • 18. campfireScene: Embers → smoke handoff via onEmberDeath hook.
  • 19. weatherSystem: Dynamic rain/snow with smooth wind shear control.
  • 20. boidsSimulation: Flocking agents with spatial hash collision.
  • 21. gestureCarousel: Swipe/pinch carousel with spring-snapping.
  • 22. timelineShowcase: Staggered DOM entrance + confetti finale.
  • 23. sparkImpact: Click-to-explode sparks + fireworks + camera shake.
  • 24. audioReactiveVFX: Audio FFT drives ember density/buoyancy.

🛠 Architectural & Scoping Fixes

  • Monorepo Scoping Correction: Fixed a critical module resolution issue where legacy unscoped packages (lite-states, lite-fps-meter, lite-pointer-tracker, lite-object-pool, lite-viewport) were incorrectly prefixed with @zakkster/. package.json now maps to the correct global NPM registry equivalents.
  • Test Environment: Fixed ReferenceError: HTMLElement is not defined and canvas mocking issues by natively integrating JSDOM into the Vitest execution pipelines.
  • Renamed Package: lite-fsm has been correctly updated to its published name, lite-states.
  • Zero-GC Enforcement: Removed all [].concat() and ...spread operators from hot loops across the ecosystem (including the new lite-parse-argv CLI engine).

⚠️ Breaking Changes

  • If you previously imported FSM from @zakkster/lite-fsm, you must now import it from the unscoped lite-states package (or simply grab it directly from the @zakkster/lite-tools barrel export).
  • gameCanvas recipe now properly integrates lite-states for strict loading -> ready -> playing -> paused lifecycle management.

✨ @zakkster/lite-tools v2.1.0

v2.1 introduces two foundational engine primitives — SpriteCache and FastBit32 — and three new recipes (25–27) that demonstrate them composed together. These ship the same patterns AAA WebGL engines use, in plain Canvas2D.

🆕 New micro-libraries

@zakkster/lite-sprite-cache

AAA-grade off-thread asset manager.

  • URL deduplication — concurrent requests for the same URL share one in-flight Promise.
  • Ref-counting — same bitmap reused across multiple IDs without double-counting VRAM.
  • LRU eviction — soft memory cap with automatic oldest-asset disposal.
  • Fetch timeouts + MIME validation — hardened against hangs and malformed responses.
  • Procedural pre-rendering — bake canvas instructions into a static bitmap once, draw forever.
  • Safari fallback — graceful destruction path when bitmap.close() is unavailable.

@zakkster/lite-fastbit32

Zero-GC, monomorphic 32-bit flag manager. Designed for ECS masks, object-pool slot tracking, and chunk-streaming diffs.

  • add / remove / toggle / has — single-bit ops in a single CPU cycle.
  • count() — O(1) loop-free Hamming-weight popcount.
  • lowest() / highest() / nextClearBit() — O(1) bit-scans for pool slot allocation.
  • hasAll(mask) / hasAny(mask) / hasNone(mask) — branch-free composite checks.
  • forEach(cb) — O(k) iteration that visits only active bits.
  • BitMapper — bidirectional name ↔ bit-index lookup for ECS-style flag systems.

🍳 New recipes (25–27)

  • 25. tileMapStreamer — Pannable tile world. FastBit32 XOR diff isolates only the chunks that crossed the viewport, then SpriteCache streams them in/out with LRU + dedup + ref-counting.
  • 26. assetPreloader — Animated OKLCH loading screen. Completion is loadState.hasAll(totalMask) (one branch). Progress is count() / total (one popcount). Per-slot tick marks render bit-true.
  • 27. vramSpritePool — Zero-allocation sprite swarm. nextClearBit() finds free slots in O(1) with no scratch buffers, no closures, no GC pressure. Built-in gravity + bounce + life decay.

🚀 Why this matters

Most JS sprite/asset libraries allocate scratch arrays in spawn hot paths, scan over inactive entries during update, and double-count memory when assets are shared. v2.1 fixes all three at the primitive level — you get AAA-engine architecture for the cost of one npm install.

License

MIT