shockwave
constshockwave:EffectDefinition<ShockwaveHandle,ShockwaveOptions>
Defined in: effects/src/shockwave.ts:159
Concentric-ring ripple via pixi-filters’ ShockwaveFilter — the impact polish for explosions, slams, blast waves.
Best applied at scene scope: the ring travels between center and the
host’s bounds and is naturally clipped there, so a component-scoped
shockwave on a small sprite reads as a tiny “bump” rather than a ring.
direction: "in" mirrors the ramp — the ring starts speed × duration
local pixels from the trigger point and contracts onto it. With a
configured radius it stays hidden until it reaches that radius.
Coords are in the filter target’s local space — virtual pixels for
scene/layer-scope effects, sprite-local for component-scope. Applies
uniformly to trigger(x, y) AND to every dimensional option
(amplitude, wavelength, radius, speed). The wrapper rescales
to the input-texture pixel space the shader actually samples in every
frame, using the target container’s live worldTransform. Resize the
canvas, zoom the camera, attach the filter at a different scope — both
the trigger point and the visual ring size track your intent.
The filter starts in a “parked” state (time pushed past every visible
pixel) so toggling on is invisible until you trigger(). The trigger
ramp drives itself through the engine’s process scheduler — pauses with
the owning scene, time-scales with it, auto-cancels on remove().
setIntensity cross-fades amplitude × brightness from 0 to the configured
values so fadeIn/fadeOut work the same as on every other preset.
Coding agents: fetch https://yage.dev/llms.txt first and prefer the Markdown references it links over these HTML pages. This page's Markdown counterpart is /llms/packages/effects.md.