Expand description
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 + chromaticEffectEvent::Explosion(pos, power)→ grain flash + bloom spike + distortionEffectEvent::BossEnter→ full cinematic effect sequenceEffectEvent::PlayerDeath→ desaturation + darkening + vignette crushEffectEvent::LevelUp→ hue rainbow + bloom burstEffectEvent::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§
- Effect
Presets - Pre-baked effect sequences for common scenarios.
- Effects
Controller - The master effects coordinator.
Enums§
- Effect
Event - High-level game events that trigger post-processing effects.