/** * A shader effect that dissolves the sprite using a noise-based threshold. * Pixels are discarded based on a pseudo-random noise pattern as the * `progress` value increases from 0 to 1. * Commonly used for death, spawn, or teleport effects. * @category Effects * @see {@link Renderable.shader} for usage * @example * // create a dissolve effect * const dissolve = new DissolveEffect(renderer); * mySprite.shader = dissolve; * * // animate the dissolve (0 = fully visible, 1 = fully dissolved) * dissolve.setProgress(0.5); */ export default class DissolveEffect extends ShaderEffect { /** * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance * @param {object} [options] - effect options * @param {number} [options.progress=0.0] - dissolve progress (0.0 = visible, 1.0 = dissolved) * @param {number[]} [options.edgeColor=[1.0, 0.5, 0.0]] - color of the dissolve edge * @param {number} [options.edgeWidth=0.1] - width of the colored edge (0.0–1.0) */ constructor(renderer: import("../webgl_renderer.js").default, options?: { progress?: number | undefined; edgeColor?: number[] | undefined; edgeWidth?: number | undefined; }); progress: number; /** * set the dissolve progress * @param {number} value - dissolve progress (0.0 = visible, 1.0 = dissolved) */ setProgress(value: number): void; /** * set the edge color * @param {number[]} color - edge color as [r, g, b] (0.0–1.0) */ setEdgeColor(color: number[]): void; } import ShaderEffect from "../shadereffect.js"; //# sourceMappingURL=dissolve.d.ts.map