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EffectsController

Struct EffectsController 

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pub struct EffectsController {
    pub bloom: BloomParams,
    pub grain: GrainParams,
    pub scanlines: ScanlineParams,
    pub chromatic: ChromaticParams,
    pub distortion: DistortionParams,
    pub motion_blur: MotionBlurParams,
    pub color_grade: ColorGradeParams,
    pub is_dead: bool,
    pub boss_mode: bool,
    pub chaos_rift_active: bool,
    pub time_slow_active: bool,
    /* private fields */
}
Expand description

The master effects coordinator.

Owns all postfx parameter structs, drives them from EffectEvents, and provides smooth spring-based transitions between states.

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§bloom: BloomParams§grain: GrainParams§scanlines: ScanlineParams§chromatic: ChromaticParams§distortion: DistortionParams§motion_blur: MotionBlurParams§color_grade: ColorGradeParams§is_dead: bool§boss_mode: bool§chaos_rift_active: bool§time_slow_active: bool

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impl EffectsController

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pub fn new() -> Self

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pub fn send(&mut self, event: EffectEvent)

Process a game event, triggering appropriate effects.

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pub fn tick(&mut self, dt: f32)

Advance all effects by dt seconds.

Call this every frame before reading the parameter blocks.

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pub fn reset(&mut self)

Reset all effects to default (no trauma, no layers, default postfx).

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pub fn trauma(&self) -> f32

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pub fn entropy(&self) -> f32

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pub fn time_slow_factor(&self) -> f32

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pub fn active_layer_count(&self) -> usize

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pub fn has_active_effects(&self) -> bool

True if any timed effects are currently running.

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pub fn debug_summary(&self) -> String

Summary string for debug overlay.

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impl Default for EffectsController

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fn default() -> Self

Returns the “default value” for a type. Read more

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