Combat VFX
A pickable library of dungeon ability hits ported straight from the game: slashes, fireballs, chain lightning, smites, heals, and more. Each casts on a loop at center, click to recast at the pointer, and the palette can re-tint any look.
Build a self-contained, performant Canvas 2D visual effect in a single React + TypeScript component.
Effect: "Combat VFX".
Description: A pickable library of dungeon ability hits ported straight from the game: slashes, fireballs, chain lightning, smites, heals, and more. Each casts on a loop at center, click to recast at the pointer, and the palette can re-tint any look.
Current settings: ability = Fireball, speed = 1, scale = 1, color = Signature, hue = 210, second hue = 30, auto cast on.
Tags: Canvas 2D, particles, pointer-reactive, click, pooled, game.
Requirements:
- Use requestAnimationFrame with a delta-time (dt) step, clamped to avoid jumps on tab switches.
- Render crisply: fully clear the canvas every frame (clearRect). Do NOT fake motion blur by painting a translucent background each frame, because that causes permanent 8-bit "ghost" burn-in. If you want trails, store each particle's recent positions and draw them as an explicit fading tail.
- If many short-lived particles are spawned, use an object pool (pre-allocate, reuse, swap-remove on death) to avoid GC pauses.
- Scale the backing store by devicePixelRatio (cap ~2) and handle resize.
- Pause when the tab is hidden or the canvas is off-screen; respect prefers-reduced-motion.
- Expose the listed settings as adjustable props/controls.