---
key: mechanic/phone-flashlight--family-agents
type: mechanic
id: phone-flashlight--family-agents
lang: en
title: 'Creature behavior, stealth and attention'
summary: >-
  Design scenario: a light command affects a virtual enemy or live game. The
  phyphox interface illustrates LED output, not creature detection.
updatedAt: '2026-10-22'
status: active
url: >-
  https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-agents/
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-agents.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-agents.md
aliases:
  - 'Light, stealth and agent attention'
tags:
  - Phone flashlight interactions
  - Mechanics catalog
sourceIds:
  - source-bdbe910fe2426deb
sources:
  - id: source-bdbe910fe2426deb
    title: phyphox
    url: 'https://apps.apple.com/us/app/phyphox/id1127319693?uo=4'
    verifiedAt: null
relations: []
placements:
  - catalogId: phone-flashlight
    id: family-agents
    title: Phone flashlight interactions
    url: 'https://gamemechanics.pro/en/mechanics/phone-flashlight/#family-agents'
    categoryIds:
      - section-1
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: 'Light, stealth and agent attention'
    description: >-
      Design scenario: a light command affects a virtual enemy or live game. The
      phyphox interface illustrates LED output, not creature detection.
    image:
      src: images/mechanics/sensor-phyphox-4.webp
      width: 663
      height: 1440
      crop:
        x: 0
        'y': 92
        width: 663
        height: 970
      game: phyphox
      sourceUrl: 'https://apps.apple.com/us/app/phyphox/id1127319693?uo=4'
      originalUrl: >-
        https://is1-ssl.mzstatic.com/image/thumb/PurpleSource221/v4/3e/83/1f/3e831fc9-b4dc-57f8-fad4-b2fd5cd5243c/iphone-05-strobe.png/720x1560bb.jpg
      credit: RWTH Aachen University
      rights: >-
        © RWTH Aachen University. Developer-distributed App Store screenshot.
        All rights reserved; excluded from MIT and CC BY 4.0.
      caption: 'phyphox: LED brightness, frequency and pulse duration'
      alt: 'phyphox: LED brightness, frequency and pulse duration'
      markers:
        - x: 64
          'y': 16
          label: Brightness and frequency control the phone’s physical flashlight
    tips:
      - >-
        Distinguish a programmed enemy reaction from a person observing real
        light.
    examples:
      - title: phyphox
        url: 'https://apps.apple.com/us/app/phyphox/id1127319693?uo=4'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/phone-flashlight
---
# Creature behavior, stealth and attention

id: phone-flashlight--family-agents
type: mechanic
key: mechanic/phone-flashlight--family-agents
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-agents/

Design scenario: a light command affects a virtual enemy or live game. The phyphox interface illustrates LED output, not creature detection.

## At a glance

![phyphox: LED brightness, frequency and pulse duration](https://gamemechanics.pro/images/mechanics/sensor-phyphox-4.webp)

[phyphox](https://apps.apple.com/us/app/phyphox/id1127319693?uo=4) · © RWTH Aachen University. Developer-distributed App Store screenshot. All rights reserved; excluded from MIT and CC BY 4.0.

1. Brightness and frequency control the phone’s physical flashlight

- Distinguish a programmed enemy reaction from a person observing real light.

- [phyphox](https://apps.apple.com/us/app/phyphox/id1127319693?uo=4)

## How it works

Light changes the behavior of a virtual opponent or the rules of a matched live game.

## Variants

### Variants and applications

<a id="family-agents-variants"></a>

- Scaring away. Action: The illuminated target retreats. Application: Protection from virtual shadows, clearing the passage. Requirements: Rear LED and control from the application; Software game rule. Conditions: Real animals are not predictable game agents. <a id="variant-71"></a>
- Luring. Action: The creature moves towards the light. Application: Bring a virtual companion, distract the enemy. Requirements: Rear LED and control from the application; Software game rule. Conditions: The reaction is set by the program or the agreed rules of the participants. <a id="variant-72"></a>
- The gaze stops the enemy. Action: The enemy moves only outside the illuminated sector. Application: Horror for the distribution of attention, protection of several directions. Requirements: Rear LED and control from the application; Motion sensors and calibration; Software game rule. Conditions: A sector model is needed; virtual visibility is calculated by the game... <a id="variant-73"></a>
- Short stun. Action: The impulse temporarily interrupts the action of the game target. Application: Parrying an attack, creating a window for escape. Requirements: Rear LED and control from the application; Software game rule. Conditions: The effect is virtual; do not direct real impulses into people's eyes. <a id="variant-74"></a>
- Revealing the disguise. Action: Under the light, the real type of the creature is visible. Application: Search for the impostor, checking doubles, deduction. Requirements: Rear LED and control from the application; Software game rule. Conditions: For a live game, the role is revealed by a person or an application according to an agreed rule. <a id="variant-75"></a>
- Masking by switching off. Action: Turn off the flashlight to reduce game visibility. Application: Stealth, hide and seek according to the rules, transition between shelters. Requirements: Rear LED and control from the application; Software game rule. Conditions: Actual visibility also depends on ambient lighting; it is not removed only from the LED state. <a id="variant-76"></a>
- The compromise “I see and give myself away.” Action: Turning on helps exploration, but increases the risk of detection. Application: Horror, object hunting, tactical timing. Requirements: Rear LED and app control; Software game rule. Conditions: Game detection must have a clear rule and feedback. <a id="variant-77"></a>
- A distraction aside. Action: Direct the source to another area to divert the agent's attention. Application: Rescue a companion, bypass security, control a crowd of virtual creatures. Requirements: Rear LED and control from the application; Motion sensors and calibration; Software game rule. Conditions: A real “light trail” for an agent requires external observation. <a id="variant-78"></a>
- Accompanying an ally. Action: Keep a light on the companion or his path so that he moves forward. Application: Guide the character through the darkness, combine defense and navigation. Requirements: Rear LED and app control; Motion sensors and calibration; Software game rule. Conditions: The game evaluates its goal; tracking a person in a room is a separate task. <a id="variant-79"></a>
- Forbidden target. Action: Illuminate useful objects without touching dangerous ones. Application: “Don’t wake a sleeping person”, puzzle for accuracy, test of attention. Requirements: Rear LED and control from the application; Motion sensors and calibration; Software game rule. Conditions: With a wide real beam, accurate target separation may not be possible without shielding. <a id="variant-80"></a>

## Context and limits

Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [phyphox](https://apps.apple.com/us/app/phyphox/id1127319693?uo=4) (id: source-bdbe910fe2426deb)

CC-BY-4.0 · gamemechanics.pro contributors
