/** * A shader effect that pulses a color overlay on the sprite. * Commonly used for status effects — poison green, freeze blue, fire red. * The `time` uniform should be updated each frame for the pulse animation. * @category Effects * @see {@link Renderable.shader} for usage * @example * // poison pulse * const poison = new TintPulseEffect(renderer, { * color: [0.0, 1.0, 0.0], * speed: 3.0, * }); * mySprite.shader = poison; * * // update each frame * poison.setTime(timer.getTime() / 1000); */ export default class TintPulseEffect extends ShaderEffect { /** * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance * @param {object} [options] - effect options * @param {number[]} [options.color=[1.0, 0.0, 0.0]] - pulse color as [r, g, b] (0.0–1.0) * @param {number} [options.speed=2.0] - pulse speed (oscillations per second) * @param {number} [options.intensity=0.3] - maximum tint strength (0.0–1.0) */ constructor(renderer: import("../webgl_renderer.js").default, options?: { color?: number[] | undefined; speed?: number | undefined; intensity?: number | undefined; }); /** * set the current time (call each frame for animation) * @param {number} time - time in seconds */ setTime(time: number): void; /** * set the pulse color * @param {number[]} color - pulse color as [r, g, b] (0.0–1.0) */ setColor(color: number[]): void; } import ShaderEffect from "../shadereffect.js"; //# sourceMappingURL=tintPulse.d.ts.map