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Module effects

Module effects 

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Screen effects coordinator — combines all post-processing passes into a single, driven, event-triggered system.

§Architecture

EffectsController owns all postfx parameter structs and drives them from high-level game events:

  • EffectEvent::CameraShake(trauma) → screen shake + chromatic
  • EffectEvent::Explosion(pos, power) → grain flash + bloom spike + distortion
  • EffectEvent::BossEnter → full cinematic effect sequence
  • EffectEvent::PlayerDeath → desaturation + darkening + vignette crush
  • EffectEvent::LevelUp → hue rainbow + bloom burst
  • EffectEvent::ChaosRift(entropy) → continuous chaos distortion

The controller smoothly interpolates between effect states each frame. All parameters are exposed as public fields for direct access if needed.

Structs§

EffectPresets
Pre-baked effect sequences for common scenarios.
EffectsController
The master effects coordinator.

Enums§

EffectEvent
High-level game events that trigger post-processing effects.