mwg API
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    Interface HaloOptions

    interface HaloOptions {
        animation?: AnimationOptions;
        blendMode?: "normal" | "add" | "multiply" | "screen";
        frames: readonly AnimationFrameInput[];
        offsetX?: number;
        offsetY?: number;
    }
    Index
    animation?: AnimationOptions

    the cycle's timing, fps/loop/startTime

    blendMode?: "normal" | "add" | "multiply" | "screen"

    How the halo is composited. Additive by default, which is what a glow wants and what Wesnoth's [halo] blend_mode=add asks for; 'normal' is there for a halo that is only an overlay.

    The list stops at what a halo is for rather than at every mode the renderer has: a caller who wants another one sets the inherited blendMode property directly.

    frames: readonly AnimationFrameInput[]

    the halo's frames, as Animation takes them: textures, or { texture, duration, offsetX, offsetY }

    offsetX?: number

    where the halo sits relative to its target, in pixels: Wesnoth's [halo] x/y

    offsetY?: number