Particles, Callouts & Feedback

CODE CONNECTS AUTHORED ASSETS
Frame FX supplies the primary silhouette, code particles vary each event, and bitmap callouts place the logical result at the visual center. All three share the same 16-color semantics.
Particle atom
A particle contains only x/y, velocity, age, maximum age, glyph, color and size. Glyphs are restricted to bitmap ASCII such as . + - >; browser anti-aliased text is never used.
particle.vx += tilt.x * 90 * dt
particle.vy += tilt.y * 90 * dt
particle.vx *= 0.985
particle.vy *= 0.985Tilt lightly bends feedback without changing hit tests or economy.
Budgets
| Environment | Cap | Normal event | Lucky event |
|---|---|---|---|
| Web full | 48 | 9 | 18 |
| Device full | 20 | 9 | Clipped to cap |
| Reduced | 8 | 3 | 5 |
| Ambient / device sequence | 0 | 0 | 0 |
Callout tone
reward: yellow for ordinary resource gains.success: cyan/green for lucky, TEAM, purchase and save.error: red for insufficient balance, full slots and dangerous-action failure.quiet: gray/paper for explanation only.
Callouts have fixed anchors and lifetime rather than DOM flow. Firmware redraws their swept bounds, including the old area on the last frame.
Site-wide tap easter egg
The documentation backdrop reuses the same red/yellow/blue/cyan pixel language when blank space is clicked. It does not simulate economy; reduced-motion preference automatically lowers the effect.
