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 more