Effects
Active vs passive
Quick start (a simple timed effect)
Apple_Pop_Effect :: class : Effect_Base {
sprite: Sprite_Renderer;
start_scale: v2;
start_pos: v2;
effect_start :: method() {
sprite = entity->get_component(Sprite_Renderer);
start_scale = entity.local_scale;
start_pos = entity.local_position;
set_duration(0.4); // auto-removes after 0.4s
}
effect_update :: method(dt: float) {
t := get_elapsed_time() / 0.4;
// Scale up then shrink to nothing
scale_curve: float;
if t < 0.3 {
scale_curve = lerp(1.0, 1.3, Ease.out_back(t / 0.3));
} else {
scale_curve = lerp(1.3, 0.0, Ease.in_back((t - 0.3) / 0.7));
}
entity->set_local_scale(start_scale * scale_curve);
// Float upward slightly
rise := Ease.out_quad(t) * 0.5;
entity->set_local_position({start_pos.x, start_pos.y + rise});
// Fade out near the end
if sprite != null {
alpha := 1.0 - Ease.in_quad(max(0.0, (t - 0.5) / 0.5));
sprite.color.w = alpha;
}
}
effect_end :: method(interrupt: bool) {
// Clean up when done (or interrupted)
entity->destroy();
}
}Effect lifecycle
Active effects (exclusive control)
Passive effects (stackable buffs / status)
API reference
Effect_Base
Effect_BaseApplying / removing effects
Checking / iterating effects
freeze_player vs disable_movement_inputs
freeze_player vs disable_movement_inputsEffect examples
Dash / roll (active effect)
Invincibility window (passive effect)
2x size for a few seconds (passive effect)
Death / respawn sequence (active effect with local UI)
Cutscene lock (active effect)
Best practices
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