📖 Documentation

SlotVFX Docs

Everything you need to master the most powerful VFX editor for 2D slot games. Explore every entity, effect, and export target.

📚 Full API Reference → 🎮 Cocos Integration Guide → 🎮 PixiJS Integration Guide →

🧱 Core Entities

✦ Particle Systems

The heart of SlotVFX. Two emitter modes — Gravity (linear physics) and Radius (orbital motion). Full control over life, speed, size, spin, color, blend modes, and render order.

  • Emission Shapes — Point, Circle, Ring, Rectangle, Image Mask (with A→B morphing)
  • Separate Axes — Independent X/Y for speed, size, and scale
  • Color Ramp — Multi-stop gradient over lifetime
  • Sprite Sheet Animation — Auto-frame tiling with FPS control and loop toggle
  • Sub-Emitters — Trail or Explosion child systems
  • Curl Noise — Fluid-like organic motion with frequency, amplitude, and evolution
  • Turbulence — X/Y axis noise with time scale and life curve
  • Damping — Air resistance (0 = none, 1 = stop instantly)
  • Velocity Stretching — Spark/rain stretch along velocity vector
  • Fake Motion Blur — Velocity → scaleX stretch without Y squash
  • Immortal Particles — Never die; persistent aura/idle effects
  • Emission Bursts — Timed bursts at specific points in the timeline
  • Life Curves — Curve presets for Size, Spin, Alpha, Speed, Scale over lifetime
  • LFO Automation — Sine/Triangle/Square waves for emission rate and wiggle

🧲 Force Fields

Influence particle motion with physics-based fields. Multiple field types with advanced targeting.

  • Radial — Attract (positive strength) or repel (negative)
  • Vortex — Tangential rotation force (CCW/CW)
  • Magnetic — Particles align to magnetic field lines
  • Dipole — North/South polarity pairing
  • Kill Radius — Black hole singularity; particles die on contact
  • Falloff Curves — Custom curves for radius attenuation
  • Path Following — Animate fields along paths with progress curves
  • Wiggle — Perpendicular oscillation along path
  • LFO Automation — Automate strength, radius, wiggle amplitude
  • Orbit Automation — Circular motion around a center point
  • Layout Anchoring — Anchor fields to layout items or grid cells

🛤️ Paths

Bezier spline paths for particle following, energy beams, lightning, and force field animation.

  • Custom Bezier — Full control points with in/out tangent handles
  • Parametric Shapes — Rectangle, Ellipse, Polygon (N-gon), Star
  • Open / Closed — Loop or endpoint modes
  • Path Animation — Noise, Sine, Turbulence, Electric animation types
  • Particle Following — Stretch or loop modes with progress, offset, and wiggle curves
  • Path Progress Speed — Override life-based progress for continuous cycling

🖼️ Scene Images

Multi-layered image compositing system with full transform, masking, and post-processing.

  • Transform — Position, Scale X/Y, Rotation, Opacity
  • Image FX Stack — Full 15-type shader pipeline per image
  • Area Masking — Particle, Circle, Square, or Custom mask modes
  • Timeline Animation — Animate position, rotation, scale, opacity over time
  • Z-Ordering — Array order controls draw order

🦴 Spine Actors

Import and display Spine skeletal animations with full integration into the VFX pipeline.

  • Full Spine Support — JSON, Atlas, multi-page textures
  • Animation & Skins — Select animation, skin, loop, scale
  • FX Stack — Apply Image FX shaders directly to Spine actors
  • Interleaving — Insert FX layers between specific Spine draw-order slots
  • Layout Anchoring — Anchor to layout items or grid cells

📦 Groups

Organize and control collections of entities with shared visibility, masking, and layer order.

  • Group Masking — Apply mask textures to entire groups with transform
  • Layer Order — Custom draw order within groups
  • Tag Colors — Visual organization in the hierarchy
  • Save to Library — Export groups as reusable presets with all dependencies

⚡ VFX Effects (Advanced Shader Effects)

⚡ Energy Beam

GPU-rendered energy beams that follow paths with extensive customization.

  • Core width/color + glow width/color
  • Noise displacement (amplitude, frequency, speed)
  • Taper start/end for natural falloff
  • Flicker intensity and speed
  • Traveling beam mode with speed control
  • Multi-layer beams with independent color/speed/opacity
  • Pulse mode (energy packets along path)
  • Beam splitters at configurable split point
  • Target tracking with smoothing
  • Collision with paths (stop/reflect/bend)
  • Distortion halo (heat-haze effect)
  • Texture mapping with UV scroll and repeat
  • Beam width over time curve
  • Startup/shutdown animation
  • Hit impact FX (flash, sparks, ring)
  • Particle emission along beam
  • Path animation (noise, sine, turbulence, electric)
  • Multi-stop color ramp
  • VFX spritesheet export

🌩️ Lightning

Procedural lightning with branching, animations, and multiple targeting modes.

  • Path Mode — Follow any path with segments and jaggedness
  • Chain Mode — Multi-target chain lightning with jump strategies (order, closest, random, furthest)
  • Ball Lightning — Central orb with emanating bolts and color ramp
  • Branching with configurable probability, length, and angle
  • Recursive branches (sub-branches up to 3 levels deep)
  • Flicker modes — Random, Rhythmic, Strobe, Pulse, Storm
  • Travel mode — Traveling bolt with loop and length control
  • Glow pulse with speed and amount
  • Strike effect — Flash + fade animation
  • Sequential target reveal
  • Multi-stop color ramp along bolt
  • Deep Glow with chromatic aberration

☀️ God Rays

Volumetric light ray effects with floating dust particles.

  • 8–32 ray count with length and width control
  • Spread angle (30°–360° for full radial)
  • Ray color, intensity, and fade start
  • Floating dust particles with density control
  • Shimmer speed animation

🔥 Fire

Path-based fire rendering with procedural flames.

  • Flame height, width, and count along path
  • Base and tip color for natural gradients
  • Intensity control
  • Follows any path shape

🎨 Path Fill

Fill the interior of closed paths with patterns, gradients, and post-processing.

  • 6 Fill Patterns — Solid, Radial Gradient, Linear Gradient, Sweep, Stripes, Checkerboard, Image
  • Image Fill — Texture fill with scale, repeat, and tint
  • 7 Animation Types — Pulse, Flow, Sweep, Shimmer, Breathe, Rotate
  • 4 Distortion Types — Wave Edge, Ripple, Noise, Bulge
  • Full FX Stack — Apply all 15 Image FX shaders to fills

🎭 Image FX Pipeline (15 Shader Effects)

Apply shader-based post-processing effects to particles, images, Spine actors, path fills, and the full screen. Stack multiple effects with individual enable/disable, blend modes, and keyframe animation.

✨ Lighten

Brightness, additive overlay, and multiplicative color adjustments.

💨 Dissolve

Noise-based dissolve with threshold, edge width, and edge color.

🌊 Ripple

Animated water ripple distortion with amplitude, frequency, and speed.

📺 Glitch

Scanline jitter, channel split, and block noise artifacts.

🔵 Blur

Gaussian blur with adjustable radius.

🟦 Pixelate

Pixelation effect with configurable pixel size.

🔭 Zoom Blur

Radial zoom blur centered on the image.

➡️ Directional Blur

Motion blur at any angle.

🌀 Noise Warp

Procedural noise displacement with strength, scale, and speed.

⭕ Vignette

Darkened edges with strength, radius, and color controls.

🎨 LUT

Color lookup table for cinematic color grading.

🌈 Chromatic Aberration

RGB channel offset for lens fringing.

💡 Bloom

Glow on bright areas with intensity and threshold.

🔪 Sharpen

Edge sharpening with adjustable intensity (0–3).

🎞️ Film Grain

Animated noise grain for cinematic texture.

🖥️ Screen FX

Full-Screen Post-Processing

Apply any of the 15 Image FX shaders as screen-wide post-processing. Supports full, half, or quarter resolution rendering. Capture full screen or a specific region with feathered edges.

Screen FX Presets

Pre-built screen effects organized by category: Ambient (atmosphere), Impact (hit/win), Transition (state changes), and LUT (color grading).

🎬 Animation & State Machine

⏱️ Timeline

Full keyframe animation system with per-entity tracks and Bezier curve interpolation.

  • Particle: visible, emission rate
  • Force Field: visible, position, strength, radius, path progress
  • VFX Effects: visible, intensity, speed, opacity
  • Images: position, rotation, scale, opacity
  • Screen FX: active toggle
  • FX Params: animate any shader parameter
  • Loop export with configurable duration

🔀 State Machine

No-code state management for game integration. Define named states with property overrides and trigger-based transitions.

  • Override any entity property (particles, spines, fields, paths, effects, images)
  • Named triggers for state transitions
  • Blend duration for smooth crossfades
  • Per-state timeline loop and duration
  • Initial state selection
  • Exports as part of project_data.json

🛠️ Editor Features

📐 Layout System

Visual slot layout with Reel, Button, Logo, UI, and Generic item types. Grid subdivision per item for precise cell-based anchoring.

📈 Curve Editor

Custom Bezier curves with tangent handles (free, aligned, auto modes). Reusable curve presets for life interpolation, falloff, and path progress.

📹 Spritesheet Recorder

Capture any region of the viewport as a spritesheet with configurable frame count, FPS, resolution, and grid layout. Includes Spine actors and background options.

🖥️ WebGL Renderer

Real-time 60fps WebGL preview with full shader pipeline. Supports all 15 FX types, VFX effects, path rendering, and Spine actors in the viewport.

📚 Asset Library

Cloud-based library for saving and sharing particles, groups, and complex presets. Tag system with search, public/private visibility, and review pipeline.

🎚️ LFO Automation

Sine, Triangle, and Square wave generators for automating emission rate, force field strength, radius, wiggle, and orbit. Curve-shaped with clamp controls.

📤 Export Targets

🎮 Cocos Creator 3.x

First-class Cocos Creator export with a full TypeScript runtime.

  • Standard Runtime — Sprite-per-particle, full features
  • Batched Runtime — GPU mesh batching (WIP)
  • Native 3D — Extends Cocos ParticleSystem (WIP)
  • Export Modes — Bundle (runtime + data), Runtime Only, Project Data Only
  • Unified project_data.json with all entities
  • VFX spritesheet export for Energy Beam & Lightning
  • Shared asset bundling
  • Selection export (export only selected entities)

🕹️ PixiJS

Complete PixiJS runtime for web-based slot games and general 2D games.

  • Full SlotFXPixiRuntime — 3000+ line runtime with all particle features
  • Force fields, path following, curves, curl noise
  • VFX spritesheets (energy beam, lightning, image FX)
  • Spine asset support in export
  • Emission shapes including image mask morphing
  • Quick Test Modal — Preview exports in PixiJS directly in the editor
  • Export Modes — Full Bundle or Runtime Only
  • Web-standard Y-down coordinates

🎁 Preset Library

Particle Presets

Shape, movement, look, and particle template presets. Instant starting points for common effects.

Complex Multi-Emitter

Combat, electricity, environment, magic, magnetic, path trail, UI, and layered multi-emitter presets with force fields and paths.

Image Animation

Pre-built animation patterns for scene images with keyframe sequences.

Force Field Library

Ready-made force field configurations for common physics behaviors.

Path Presets

Pre-built path shapes and patterns for particle following and VFX effects.

Screen & Area FX

Transitions, Impact, Ambient, and LUT screen FX. Plus area FX presets: blur, combo, dissolve, distortion, focus, glitch, lighten, LUT.

Frequently Asked Questions

Common questions about features and workflow

Open the editor at app.slotvfx.com, create a new project, and start with one of the 100+ presets. The documentation covers all features from particle emission shapes and force fields to timeline animation and state machines.

SlotVFX supports point, circle, ring, rectangle, and image mask emission shapes. Image masks support A→B morphing for smooth shape transitions at runtime.

The state machine lets you define game states (idle, spin, win, bonus) in the editor and connect them with trigger-based transitions. At runtime, call trigger('bonus_start') to switch states — all VFX automatically update visibility, properties, and timeline.

SlotVFX includes 15+ screen and area FX shaders: CRT Scanlines, Chromatic Aberration, Vignette, Bloom, Glitch, Heat Haze, Pixelation, RGB Split, Film Grain, Barrel Distortion, Edge Glow, Dissolve, Radial Blur, and more.