Client API. The Codename One framework your app is built on: this runs on the device, not in a backend.
public final class Fx
- Object
- Fx
Effects: energy, magic, damage and sci-fi surfaces. Most glow through the
EMISSIVE hook, so they pair well with PostProcess.setBloom. Those that
fade out need an alpha blended or additive render state; each says so.Fields
public static final String COLOR = "fxColor" | VEC3 the effect’s main colour. |
public static final String COLOR2 = "fxColor2" | VEC3 its second colour: an edge, a core, a hot spot. |
public static final String AMOUNT = "fxAmount" | FLOAT progress or strength, 0 to 1: how dissolved, how charged. |
public static final String SCALE = "fxScale" | FLOAT pattern repeats per unit. |
public static final String SPEED = "fxSpeed" | FLOAT animation speed multiplier. |
public static final String HIT = "fxHit" | VEC4 a world point (xyz) and the time (w) it was hit, for ripples. |
Methods
public static ShaderMaterial dissolve() | Burns the surface away: pixels vanish as AMOUNT rises from 0 to 1, with a glowing COLOR edge ahead of the hole. |
public static ShaderMaterial hologram() | A hologram: scan lines climbing the surface, a bright rim, flicker and see-through body. |
public static ShaderMaterial forceField() | A force field bubble: a honeycomb that lights up at the silhouette and ripples out from the last hit (HIT). |
public static ShaderMaterial beam() | A beam or laser along the texture’s u: a white hot core, a coloured sheath and energy streaming along it. |
public static ShaderMaterial fire() | Flames on a camera facing quad: v runs from the base (0) to the tips (1). |
public static ShaderMaterial smoke() | Smoke puffs on a camera facing quad: soft billowing grey that thins toward the edges and drifts up. |
public static ShaderMaterial portal() | A swirling portal on a disc or quad centred on uv (0.5, 0.5): spiral arms pulled toward a bright rim and a dark centre. |
public static ShaderMaterial xray() | X-ray: only the silhouette glows, the body is invisible. |
public static ShaderMaterial pulse() | A damage flash and pulse: the surface keeps its look and glows COLOR by AMOUNT, throbbing. |
Inherited methods
Field details
COLOR
public static final String COLOR = "fxColor"VEC3 the effect’s main colour.COLOR2
public static final String COLOR2 = "fxColor2"VEC3 its second colour: an edge, a core, a hot spot.AMOUNT
public static final String AMOUNT = "fxAmount"FLOAT progress or strength, 0 to 1: how dissolved, how charged.SCALE
public static final String SCALE = "fxScale"FLOAT pattern repeats per unit.SPEED
public static final String SPEED = "fxSpeed"FLOAT animation speed multiplier.HIT
public static final String HIT = "fxHit"VEC4 a world point (xyz) and the time (w) it was hit, for ripples.Method details
dissolve
public static ShaderMaterial dissolve()Burns the surface away: pixels vanish as
AMOUNT rises from 0 to 1,
with a glowing COLOR edge ahead of the hole. Opaque.Returns
a new shader material
hologram
public static ShaderMaterial hologram()A hologram: scan lines climbing the surface, a bright rim, flicker and
see-through body. Alpha blended.
Returns
a new shader material
forceField
public static ShaderMaterial forceField()A force field bubble: a honeycomb that lights up at the silhouette and
ripples out from the last hit (
HIT). Additive or alpha blended.Returns
a new shader material
beam
public static ShaderMaterial beam()A beam or laser along the texture’s u: a white hot core, a coloured
sheath and energy streaming along it. Additive, on a quad or a thin
cylinder.
Returns
a new shader material
fire
public static ShaderMaterial fire()Flames on a camera facing quad: v runs from the base (0) to the tips
(1). Turbulence rises, the colour runs from
COLOR2 (hot) to COLOR
(cool) to nothing. Additive.Returns
a new shader material
smoke
public static ShaderMaterial smoke()Smoke puffs on a camera facing quad: soft billowing grey that thins
toward the edges and drifts up. Alpha blended.
Returns
a new shader material
portal
public static ShaderMaterial portal()A swirling portal on a disc or quad centred on uv (0.5, 0.5): spiral
arms pulled toward a bright rim and a dark centre. Opaque.
Returns
a new shader material
xray
public static ShaderMaterial xray()X-ray: only the silhouette glows, the body is invisible. Additive;
draw it with depth testing off to see it through walls.
Returns
a new shader material
pulse
public static ShaderMaterial pulse()A damage flash and pulse: the surface keeps its look and glows
COLOR by AMOUNT, throbbing. Drive AMOUNT from 1 down to 0 after a
hit, or hold it for a power-up. Opaque.Returns
a new shader material