pub enum EffectEvent {
Show 14 variants
CameraShake {
trauma: f32,
},
Explosion {
power: f32,
is_boss: bool,
},
BossEnter,
PlayerDeath,
LevelUp,
ChaosRift {
entropy: f32,
},
Heal {
amount_fraction: f32,
},
ColorFlash {
r: f32,
g: f32,
b: f32,
intensity: f32,
duration: f32,
},
Portal,
TimeSlow {
factor: f32,
},
TimeResume,
LightningStrike,
DisplayGlitch {
intensity: f32,
duration: f32,
},
Reset,
}Expand description
High-level game events that trigger post-processing effects.
Variants§
CameraShake
Camera trauma — scales chromatic aberration, grain, and motion blur.
Explosion
Explosion at world position — grain flash, bloom spike, distortion burst.
BossEnter
Boss entity enters the scene — full cinematic effect.
PlayerDeath
Player death — color drain, vignette crush, slow fade to black.
LevelUp
Level-up or victory — hue rainbow + bloom burst.
ChaosRift
Continuous chaos rift at given entropy level (0–1). Call each frame.
Heal
Heal — green tint flash + bloom pulse.
ColorFlash
Flash a specific color (hit flash, pickup, etc.).
Portal
Portal activation — chromatic + distortion ripple.
TimeSlow
Time slow — everything desaturates and motion blur increases.
TimeResume
Resume normal speed after time slow.
LightningStrike
Lightning strike — instant white flash + chromatic.
DisplayGlitch
Trigger a scanline glitch burst.
Reset
Reset all effects to default.
Trait Implementations§
Source§impl Clone for EffectEvent
impl Clone for EffectEvent
Source§fn clone(&self) -> EffectEvent
fn clone(&self) -> EffectEvent
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreAuto Trait Implementations§
impl Freeze for EffectEvent
impl RefUnwindSafe for EffectEvent
impl Send for EffectEvent
impl Sync for EffectEvent
impl Unpin for EffectEvent
impl UnsafeUnpin for EffectEvent
impl UnwindSafe for EffectEvent
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.