---
title: "Sprite effects: API"
package: "@phaser-ae/effects-2d"
tier: Free
version: 3.0.0-6
released: 2026-10-14
updated: 2026-10-20
description: "Eleven built-in looks for any single sprite, from a hit flash and a selection outline to a burn-away dissolve and a logo glint, drawn in the sprite's own sorted place."
url: https://phaser.io/packs/effects-2d/api
site: Phaser - https://phaser.io
---

# Sprite effects: API

`@phaser-ae/effects-2d` — Per-object sprite effects: glow, outline, blur, flash, tint, pixelate, wobble, glitch, dissolve, reveal and shine, drawn in each sprite's sorted place.

## The pack

### `effects2d`

```ts
function effects2d(): Pack<{ fx: EffectsApi }, {}, {}, { fx?: FxBag }>
```

The effects runtime pack. Exposes `game.fx`; registers drawer 1 so the backend hands it every run of objects
with a bag, in sorted order; runs the glow pre-pass (`effects-glow`, after `begin`, before `sprites`) and the glow
composite (`effects-glow-composite`, after `effects-glow`, `backdrops` and `lighting-under`, before `sprites`, `post` and `screen`). Every effect
in `FX_EFFECTS` is built in. WebGPU and WebGL2 share the same instance data and effect semantics. A `fx` key in a spawn spec sets the bag at spawn. A timed flash decays in the
`effects-2d.decay` simulate step. An object without a bag costs nothing.

## Helpers

### `FX_EFFECTS`

```ts
const FX_EFFECTS: ReadonlyArray<Required<FxDef>>
```

Every effect the bag takes, in the order the page describes them.

### `REVEAL_SHAPES`

```ts
const REVEAL_SHAPES: ReadonlyArray<RevealShape>
```

Every `RevealShape`, for a picker or a check.

## Constants

### `EFFECTS_DRAWER_ID`

```ts
const EFFECTS_DRAWER_ID: 1
```

The id this pack registers its drawer under.

## Types

### `EffectsApi`

```ts
interface EffectsApi
```

`game.fx`.

- `of(h: Handle): FxBag` — The live bag on an object, created empty (and the object handed to this drawer) if it had none. Mutate it freely, but a key written straight into it is only checked at draw and only in dev mode, which throws on a key that is not an effect; in production a misspelt key is simply not drawn. `set` checks at once.
- `set(h: Handle, bag: FxBag): void` — Replace the object's bag. Throws on a key that is not one of `FX_EFFECTS` (the message lists them).
- `clear(h: Handle): void` — Drop the bag; the object goes back to the plain sprite path. Safe on an object without one.
- `has(h: Handle): boolean` — Does the object carry a bag?
- `readonly available: ReadonlyArray<string>` — Every effect key the bag takes, as `FX_EFFECTS` names them.
- `readonly drawn: number` — Objects drawn through the effects shader last frame.

### `FxBag`

```ts
interface FxBag
```

The effects bag on one object — a STACKING set of modifiers. Mutual exclusion mirrors the look: ONE uv
distortion applies (pixelate over glitch over wobble), ONE alpha gate (reveal over dissolve); glow and outline
share the halo slot (outline's colour wins); flash and tint share the colour slot (flash wins). Shine stacks with
everything: it adds light over whatever the rest of the bag made of the pixels.

- `glow?: { color?: string; size?: number }` — Soft additive halo around the silhouette (a blurred stamp, half resolution), world-space objects only. `color` default white; `size` in world units, default 12.
- `outline?: { color?: string; size?: number }` — Solid rim around the silhouette. `size` world units, default 2; colour default white.
- `blur?: { size?: number }` — Gaussian-ish blur of the sprite itself. `size` world units, default 4.
- `flash?: { color?: string; amount?: number; duration?: number }` — Colour over the pixels — hit feedback. `color` default white, `amount` 0..1, default 1. With `duration` (seconds) it fades linearly on the sim clock and removes itself; assigning a new flash object restarts it.
- `tint?: { color?: string; colors?: [string, string, string, string]; amount?: number }` — Persistent colour overlay: one `color`, or a four-corner gradient `colors: [topLeft, topRight, bottomLeft, bottomRight]`. `amount` default 0.4.
- `pixelate?: { size?: number }` — Chunky-pixel downsample of this sprite only. `size` world units per cell, default 4.
- `wobble?: { size?: number }` — Horizontal band ripple (hologram). `size` world units, default 3.
- `glitch?: { amount?: number }` — Slice offsets plus RGB split. `amount` world units, default 6.
- `dissolve?: { t: number; seed?: number; color?: string }` — Organic noise dissolve: `t` 0 whole → 1 gone, with a burning edge in `color` (default '#ff9a3d').
- `reveal?: { /** Progress 0..1: 0 hidden, 1 shown. */ t: number; /** Run it the other way: 0 shown, 1 hidden. Default false. */ invert?: boolean; /** * 'circle' (the default): a soft circle growing from the centre. 'wipe': a straight soft edge crossing the sprite * at \`angle\`. 'rect': a box the sprite's shape opening from the centre. */ shape?: RevealShape; /** Wipe only: the direction the edge travels, degrees on screen (0 = in from the left, 90 = from the top, 180 = from the right, 270 = from the bottom). Default 0. */ angle?: number; /** Wipe and rect: the soft edge's width as a fraction of the sprite's diagonal, 0.001..1. Default 0.06; 0 is a hard (anti-aliased) edge. */ soft?: number; }` — A clip that opens the sprite: `t` 0 hidden → 1 shown, exactly, whatever the shape; `invert` flips it (0 shown → 1 hidden, the edge moving the same way). The shape is a circle from the centre unless it says otherwise.
- `shine?: { /** Band colour, added over the pixels. Default '#ffffff'. */ color?: string; /** Band width as a fraction of the sprite's diagonal. Default 0.18. */ width?: number; /** Direction the band travels, degrees (0 = left→right; the band itself is perpendicular). Default 20. */ angle?: number; /** Seconds between the starts of two sweeps. Default 4. */ period?: number; /** Seconds one sweep takes to cross. Default 0.8. */ sweep?: number; /** 0..2, how bright. Default 0.85. */ intensity?: number; /** Seconds added to the clock before timing, so two sprites don't shine together. Default 0. */ phase?: number; /** Manual position 0..1 (0 band before the sprite, 1 past it); when set, period/sweep/phase are ignored. */ t?: number; }` — A bright band sweeping across the sprite, only where it is opaque (a logo's glint). It repeats: every `period` seconds the band crosses in `sweep` seconds. Set `t` (0..1) to drive the band yourself instead (a one-off sweep).

### `FxDef`

```ts
interface FxDef
```

One effect `game.fx` draws: the bag key and a line saying what it does. effects-2d lists one for each of its keys
under the kernel registry's `'fx'` kind, so a pack that draws through it (title-screen) can ask what is there.

- `name: string` — The bag key: 'glow', 'outline', 'flash', 'tint', 'blur', 'pixelate', 'wobble', 'glitch', 'dissolve', 'reveal' or 'shine'.
- `description?: string` — One line for the planner's menu.

### `RevealShape`

```ts
type RevealShape = 'circle' | 'wipe' | 'rect'
```

The shapes `reveal` opens a sprite with.

---

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