---
title: "Sprite Filter Auto-Focus"
description: "Demonstrates how filters automatically adapt to transformed Game Objects. This example applies color shifts and dynamic motion blur to multiple rotating and moving sprites."
phaser: "4.1.0"
size: "1280x720"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/filters/view/auto-focus-filter-demo
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.

# Sprite Filter Auto-Focus

Demonstrates how filters automatically adapt to transformed Game Objects. This example applies color shifts and dynamic motion blur to multiple rotating and moving sprites.

A Phaser 4.1.0 example in [Filters](https://phaser.io/oss/examples/v4.1.0/filters.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/view/auto-focus-filter-demo.

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

### auto focus filter demo.js

```js
// This example demonstrates that transformed objects are automatically focused on by filters.

class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('thrust_ship', 'assets/sprites/thrust_ship.png');
        this.load.image('sky', 'assets/skies/pixelsky.png');
    }

    create ()
    {
        // Add a sky background.
        this.add.image(640, 360, 'sky');

        // Create a series of spaceships.
        this.ships = [];
        for (let i = 0; i < 8; i++)
        {
            const ship = this.add.image(Phaser.Math.Between(0, 1280), Phaser.Math.Between(0, 720), 'thrust_ship')
            .setScale(4)
            .setRotation(Phaser.Math.FloatBetween(0, Math.PI * 2));
            this.ships.push(ship);

            ship.enableFilters();

            const colorMatrix = ship.filters.internal.addColorMatrix();
            colorMatrix.colorMatrix.hue(Phaser.Math.Between(0, 360));

            const blur = ship.filters.internal.addBlur(1, 1, 0);
            blur.setPaddingOverride(-8, 0, 8, 0);

            // Cache properties on the ship.
            ship.blur = blur;
            ship.thrust = 0;
            ship.steering = Phaser.Math.FloatBetween(0.01, 0.02);
            ship.power = Phaser.Math.FloatBetween(0.005, 0.02);
            ship.friction = Phaser.Math.FloatBetween(0.985, 0.995);
        }

        // Add keyboard controls.
        this.keys = this.input.keyboard.createCursorKeys();
        this.wrapRect = new Phaser.Geom.Rectangle(0 - 128, 0 - 128, 1280 + 128, 720 + 128);
    }

    update (time, delta)
    {
        const d = delta / 16.666;

        // Get controls.
        const up = this.keys.up.isDown;
        const down = this.keys.down.isDown;
        const left = this.keys.left.isDown;
        const right = this.keys.right.isDown;

        // Update the spaceships.
        for (const ship of this.ships)
        {
            // Get properties.
            const { blur, steering, power, friction } = ship;
            let { thrust } = ship;

            // Update the spaceship.
            if (up)
            {
                thrust += power * d;
            }
            else
            {
                thrust *= friction / Math.max(d, 1);
            }
            if (down)
            {
                thrust -= power * d;
            }
            if (left)
            {
                ship.rotation -= steering * d * (thrust + 1);
            }
            if (right)
            {
                ship.rotation += steering * d * (thrust + 1);
            }

            thrust = Phaser.Math.Clamp(thrust, 0, 1);

            ship.x += Math.cos(ship.rotation) * thrust * d * 15;
            ship.y += Math.sin(ship.rotation) * thrust * d * 15;

            blur.strength = thrust;
            ship.thrust = thrust;
        }
        
        Phaser.Actions.WrapInRectangle(this.ships, this.wrapRect);
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    width: 1280,
    height: 720,
    parent: 'game-container',
    scene: Example,
    smoothPixelArt: true
};

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

## More in Filters

- [Additive Blend Highlighting](https://phaser.io/oss/examples/v4.1.0/filters/blend/view/blend-add-highlight-object.md): Demonstrates creating glow and highlight effects by applying additive blend filters to Render Textures, including color channel manipulation and tweening filter intensity.
- [Blocky Pixel Filter](https://phaser.io/oss/examples/v4.1.0/filters/blocky/view/blocky-pixels.md): Demonstrates applying a pixelation effect to the camera using the Blocky filter, including how to toggle the effect active state via user input.
- [Bloom Filter Impact Effect](https://phaser.io/oss/examples/v4.1.0/filters/bloom/view/destroy-planet-bloom-filter.md): Demonstrates how to apply and animate a bloom filter on game objects. When a bullet hits the planet, a tween increases the bloom's blur strength to create a glowing impact visual.
- [Bloom with Parallel Filters](https://phaser.io/oss/examples/v4.1.0/filters/parallel%20filters/view/bloom-with-parallel-filters.md): Demonstrates how to create a custom bloom effect by processing a camera through parallel filter tracks, applying threshold and blur filters to one track, and blending it back using additive blending.
- [Combine Color Matrix Alpha Transfer](https://phaser.io/oss/examples/v4.1.0/filters/combine%20color%20matrix/view/combine-color-matrix.md): Demonstrates how to use the Combine Color Matrix filter to map the brightness data of one texture onto the alpha channel of another, including how to invert the resulting alpha.
- [Container Composite Alpha](https://phaser.io/oss/examples/v4.1.0/filters/view/composite-alpha-demo.md): Demonstrates the difference between standard alpha and composite alpha in containers. Setting 'filtersForceComposite' ensures a container renders as a flattened layer, preventing overlapping child elements from showing through each other.
- [Creating a Custom Shader Filter](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-filter.md): Demonstrates how to create and apply a custom WebGL filter by defining a fragment shader, a Filter Controller, and a RenderNode to convert a bump map into a normal map in real-time.
- [Custom Filter with Secondary Texture Input](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-filter-with-image-input.md): This example demonstrates how to create a multi-pass custom filter that uses a secondary image as a strength map to selectively control blur intensity across a Game Object.
- [Custom Shine Filter](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-shine-filter.md): Learn how to apply a custom external shine filter effect to a Game Object using a specialized render node controller.
- [Custom Shine Filter with Progress Control](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-shine-filter-with-progress-control.md): Demonstrates applying a custom shine filter to an image and manually controlling its animation progress using a tween.
- [Filter Sampler](https://phaser.io/oss/examples/v4.1.0/filters/sampler/view/sampler.md): Demonstrates how to use the Sampler filter to retrieve color data from a specific pixel coordinate on an image, using the result to update the game background color.
- [Panorama Blur Filter](https://phaser.io/oss/examples/v4.1.0/filters/panorama%20blur/view/panorama-blur.md): Use the Panorama Blur filter to pre-render blurred environment maps and apply them to normal-mapped sprites via the Image Light filter.
- [All 14 examples in Filters](https://phaser.io/oss/examples/v4.1.0/filters.md)

---

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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`.
