# XWUIGameElementalOverlay

A screen-edge elemental vignette that tints the view with an element-colored gradient when `active` is true and an `element` is set (`fire`, `ice`, `poison`, `shock`, `dark`, or `holy`). The `position` config switches between an `edges` vignette and a `full`-screen wash, and `intensity` (0-1) controls strength. Swap the element or toggle visibility with `updateData({ element, active })`, and adjust strength live via `setIntensity()`.

## Basic Usage

Mounts an active `fire` overlay in the default `edges` mode at a strong 0.7 intensity, so the warm vignette tints the screen corners immediately.

```example
file: examples/BasicUsage.ts
html: examples/BasicUsage.html
title: Basic Usage
description: An active fire vignette tinting the screen edges at a strong 0.7 intensity.
```

## Full Screen Frost

An `ice` overlay using the `full` position so the gradient covers the entire viewport rather than just the edges.

```example
file: examples/FullScreenFrost.ts
html: examples/FullScreenFrost.html
title: Full Screen Frost
description: An ice element washing the whole screen via the full position instead of an edge vignette.
```

## Escalating Poison

A dormant overlay switched to the `poison` element with `updateData()`, then intensified live via `setIntensity()` like a stacking damage-over-time effect.

```example
file: examples/EscalatingPoison.ts
html: examples/EscalatingPoison.html
title: Escalating Poison
description: A dormant overlay activated to poison via updateData() then deepened with setIntensity().
```

```api
```
