---
title: "Image Light with Animated Environment"
description: "Demonstrates using a Dynamic Texture as an environment map for an Image Light filter, allowing real-time lighting effects to react to a scrolling and animated scene."
phaser: "4.1.0"
size: "1280x720"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/filters/image%20light/view/image-light-animated-environment
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Image Light with Animated Environment

Demonstrates using a Dynamic Texture as an environment map for an Image Light filter, allowing real-time lighting effects to react to a scrolling and animated scene.

A Phaser 4.1.0 example in [Filters / Image Light](https://phaser.io/oss/examples/v4.1.0/filters/image%20light.md). It runs at 1280 × 720, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/filters/image%20light/view/image-light-animated-environment.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### image light animated environment.js

```js
class Example extends Phaser.Scene
{
    background;
    backgroundLight;
    environmentSky;
    environmentTrees;
    environmentCompositeTexture;
    environmentCompositeImage;
    redbubble;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('bg', 'assets/textures/alien-metal.jpg');
        this.load.image('bg_n', 'assets/textures/alien-metal-n.jpg');
        this.load.image('spider', 'assets/normal-maps/spider.png');
        this.load.image('spider_n', 'assets/normal-maps/spider_n.png');
        this.load.image('ms3-sky', 'assets/skies/ms3-sky.png');
        this.load.image('ms3-trees', 'assets/skies/ms3-trees.png');
        this.load.image('redbubble', 'assets/particles/redbubble.png');
    }

    create ()
    {
        this.environmentSky = this.add.tileSprite(0, 0, 1280, 444, 'ms3-sky').setTileScale(1.5).setOrigin(0).setVisible(false);
        this.environmentTrees = this.add.tileSprite(0, 400, 1280, 320, 'ms3-trees').setOrigin(0).setVisible(false);
        this.redbubble = this.add.image(640, 128, 'redbubble').setScale(2);

        this.environmentCompositeTexture = this.textures.addDynamicTexture('environmentComposite', 1280, 720);
        this.environmentCompositeImage = this.add.image(0, 0, 'environmentComposite').setOrigin(0);

        this.spider = this.add.image(640, 360, 'spider').enableFilters();
        this.spiderLight = this.spider.filters.internal.addImageLight({
            environmentMap: 'environmentComposite',
            normalMap: 'spider_n',
            colorFactor: [ 2, 2, 2 ],
            modelRotationSource: this.spider
        });
    }

    update (time, delta)
    {
        this.environmentSky.tilePositionX = time / 60;
        this.environmentTrees.tilePositionX = time / 20;
        this.redbubble.setPosition(512 * Math.cos(time / 1000) + 640, 256 * Math.sin(time / 1000) + 360);
        this.environmentCompositeTexture.draw(this.environmentSky).draw(this.environmentTrees).draw(this.redbubble).render();

        this.spider.setRotation(0.2 * Math.sin(time/3000));
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    width: 1280,
    height: 720,
    backgroundColor: '#2d3440',
    parent: 'game-container',
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Image Light

- [Image Based Lighting Orbs](https://phaser.io/oss/examples/v4.1.0/filters/image%20light/view/image-light-orbs.md): This example demonstrates image-based lighting (IBL) using 360-degree environment maps and normal maps. It shows how applying different blur levels to an environment map simulates varying surface roughness on objects, ranging from matte to mirror-like reflections.
- [Image Based Lighting with Normal Maps](https://phaser.io/oss/examples/v4.1.0/filters/image%20light/view/image-light-from-pictures.md): Apply realistic lighting effects to sprites using normal maps and environment textures, featuring dynamic light source switching and rotation-aware lighting.
- [Image Light Smoothness](https://phaser.io/oss/examples/v4.1.0/filters/image%20light/view/image-light-smoothness.md): Demonstrates how to toggle a panorama blur filter on an environment map to create smooth image-based lighting effects on sprites using normal maps.

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
