clik-engine API
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    Variable GameFeelPresetsConst

    GameFeelPresets: {
        collectShrink(
            scene: Scene,
            target: object,
            config?: { duration?: number; peakScale?: number },
        ): Promise<void>;
        despawn(
            scene: Scene,
            target: object,
            config?: { duration?: number; spin?: boolean },
        ): Promise<void>;
        flashGlow(
            scene: Scene,
            target: GameObject | Phaser.GameObjects.Container,
            config?: {
                alpha?: number;
                color?: number;
                duration?: number;
                expand?: number;
                size?: number;
            },
        ): Promise<void>;
        flashTint(
            scene: Scene,
            target: Tint,
            config?: { color?: number; duration?: number },
        ): Promise<void>;
        impactPop(
            scene: Scene,
            target: object,
            config?: { duration?: number; scale?: number },
        ): Promise<void>;
        mergeSquash(
            scene: Scene,
            target: object,
            config?: {
                bounceDuration?: number;
                intensity?: number;
                settleDuration?: number;
                squashDuration?: number;
            },
        ): Promise<void>;
        numberRoll(
            scene: Scene,
            textObj: Phaser.GameObjects.Text,
            from: number,
            to: number,
            config?: {
                duration?: number;
                ease?: string;
                flash?: boolean;
                flashColor?: string;
                format?: (n: number) => string;
                originalColor?: string;
                punch?: boolean;
            },
        ): Promise<void>;
        slideTo(
            scene: Scene,
            target: object,
            toX: number,
            toY: number,
            config?: { duration?: number; ease?: string },
        ): Promise<void>;
        spawnIn(
            scene: Scene,
            target: object,
            config?: { duration?: number; ease?: string },
        ): Promise<void>;
    } = ...

    Game-feel animation presets: merge squash, impact pop, score roll, etc. All methods return Promise and build on TweenHelper.

    Type Declaration

    • collectShrink: function
      • Scale up then shrink to 0 with fade (item collect).

        Parameters

        • scene: Scene
        • target: object
        • Optionalconfig: { duration?: number; peakScale?: number }

        Returns Promise<void>

    • despawn: function
      • Death: shrink + fade + optional spin.

        Parameters

        • scene: Scene
        • target: object
        • Optionalconfig: { duration?: number; spin?: boolean }

        Returns Promise<void>

    • flashGlow: function
      • Temporary white/colored glow flash on a container. Creates a glow Graphics, fades it out, then destroys it.

        Parameters

        Returns Promise<void>

    • flashTint: function
    • impactPop: function
      • Quick scale punch (score counter, collect).

        Parameters

        • scene: Scene
        • target: object
        • Optionalconfig: { duration?: number; scale?: number }

        Returns Promise<void>

    • mergeSquash: function
      • 3-step merge animation: squash → bounce → settle. Creates a satisfying impact feel on tile merges.

        Parameters

        • scene: Scene
        • target: object
        • Optionalconfig: {
              bounceDuration?: number;
              intensity?: number;
              settleDuration?: number;
              squashDuration?: number;
          }

        Returns Promise<void>

    • numberRoll: function
      • Animate a text object's displayed number from→to with optional flash and punch.

        Parameters

        • scene: Scene
        • textObj: Phaser.GameObjects.Text
        • from: number
        • to: number
        • Optionalconfig: {
              duration?: number;
              ease?: string;
              flash?: boolean;
              flashColor?: string;
              format?: (n: number) => string;
              originalColor?: string;
              punch?: boolean;
          }

        Returns Promise<void>

    • slideTo: function
      • Slide a target to position (for grid tile movement).

        Parameters

        • scene: Scene
        • target: object
        • toX: number
        • toY: number
        • Optionalconfig: { duration?: number; ease?: string }

        Returns Promise<void>

    • spawnIn: function
      • Spawn scale from 0 with overshoot.

        Parameters

        • scene: Scene
        • target: object
        • Optionalconfig: { duration?: number; ease?: string }

        Returns Promise<void>