/** * A shader effect that flashes the sprite with a solid color. * Commonly used for hit feedback — flash white when the player takes damage. * The `intensity` uniform controls how much of the flash color is mixed in * (0.0 = original sprite, 1.0 = fully colored). * @category Effects * @see {@link Renderable.shader} for usage * @example * // create a white flash effect * const flash = new FlashEffect(renderer); * mySprite.shader = flash; * * // trigger the flash (e.g. on hit) * flash.setIntensity(1.0); * * // fade it out over time (e.g. in update loop) * flash.setIntensity(flash.intensity - dt / 200); * @example * // red flash * const flash = new FlashEffect(renderer, { color: [1.0, 0.0, 0.0] }); */ export default class FlashEffect extends ShaderEffect { /** * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance * @param {object} [options] - effect options * @param {number[]} [options.color=[1.0, 1.0, 1.0]] - flash color as [r, g, b] (0.0–1.0) * @param {number} [options.intensity=0.0] - initial flash intensity (0.0–1.0) */ constructor(renderer: import("../webgl_renderer.js").default, options?: { color?: number[] | undefined; intensity?: number | undefined; }); intensity: number; /** * set the flash intensity * @param {number} value - flash intensity (0.0 = no flash, 1.0 = fully colored) */ setIntensity(value: number): void; /** * set the flash color * @param {number[]} color - flash color as [r, g, b] (0.0–1.0) */ setColor(color: number[]): void; } import ShaderEffect from "../shadereffect.js"; //# sourceMappingURL=flash.d.ts.map