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FolioTier 2

@blur

Apply a Pixi BlurFilter to a sprite (by slug) or the whole in-world frame.

@blur softens a sprite or the entire in-world frame, giving you a fast visual shorthand for disorientation, dreaming, intoxication, or shallow depth-of-field focus pulls. When you leave the target empty the whole scene goes hazy, which suits waking-from-sleep cuts or moments where the world itself feels unstable. Targeting a single sprite lets you pull one character out of focus while others stay sharp - useful for a flashback figure on the edge of memory or a background character the player should not yet register.

Calling @blur with an intensity of 0 is how you clear an existing blur - the filter does not disappear on its own between scenes, so always send a zero-intensity call when the effect should end. The wait parameter controls whether the next line runs immediately or after the blur finishes easing in; set it to false when you want to overlap dialogue or another stage effect on top of the ramp so a character can speak while the world blurs around them. If you blur both a specific sprite and the whole frame in the same scene, the two filters stack visually, which can push the result harder than the intensity value on either call alone suggests.

Parameters

ParameterKindRequiredDefaultNotes
targetstringno""Optional sprite tag; empty targets the whole frame.
intensitynumberno80-40 pixels. Default 8.
durationnumberno0.40-3 seconds. Default 0.4.
waitbooleannofalseBlock for the effect's duration when true; false fires and continues so effects can overlap.

Canonical example

sprite show ada
@blur(0.4, target=ada, intensity=10)
say "Ada": "(I can barely think over this noise.)"
@blur(0.4, target=ada, intensity=0)

@blur attaches a Pixi BlurFilter to either a single sprite (when target is set) or the whole in-world frame (camera container - when target is empty). The filter persists until removed; tween the strength up to apply, tween back to 0 to remove.

Target semantics

| target | What's blurred | |---|---| | "" (default) | Whole in-world frame: backdrop + all sprites. Overlays (@flash, @fade) and stage shake are NOT blurred. | | "ada" | Only the sprite whose slug is ada. Other sprites and backdrop are unaffected. |

Removing the blur

intensity=0 is the documented "off" state. When the tween completes at intensity=0, the filter is detached from the target - so it costs zero GPU time, not a full filter pass at strength 0.

@blur(0.4, target=ada, intensity=10)
say "Ada": "(I can barely think over this noise.)"
@blur(0.4, target=ada, intensity=0)

If you don't tween back to 0, the filter stays attached until either the sprite is removed (sprite hide) or the renderer destroys.

Notes

@blur runs on the Pixi stage.

See also