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=== Assistant: Ah — now I understand exactly what’s happening. === Ah — now I understand exactly what’s happening. The reason the text “does not fade” is that in the current approach we are not actually changing the opacity of the text, and drawing a white rectangle behind it doesn’t reduce the visibility of the black text itself — it only affects the background. On a fully cleared screen, it just looks like the text appears and disappears instantly. On Playdate, there is no direct per-text alpha, so for a true fade we need to use an offscreen <code>gfx.image</code> for the text and then draw it using the image’s draw mode with alpha blending. The key steps are: # Create an offscreen image containing the text only. # Each frame, draw that image with the alpha parameter, which properly fades the text in/out. # Keep fadeAlpha updated each frame. Here’s a working version with proper smooth text fade: <syntaxhighlight lang="lua">import "CoreLibs/graphics" import "CoreLibs/timer" local gfx = playdate.graphics local W, H = 400, 240 local CX, CY = W/2, H/2 local RADIUS = 70 -- Crank tracking local lastCrank = playdate.getCrankPosition() local lastTime = playdate.getCurrentTimeMilliseconds() local crankVelocity = 0 local displayedVelocity = 0 local direction = 0 -- Velocity history local history = {} local historyDuration = 5 local sampleRate = 30 local maxSamples = historyDuration * sampleRate -- Config local damping = 0.15 local lerpRate = 0.2 local baseMaxVel = 300 -- Fade variables local fadeAlpha = 0 local fadeSpeed = 0.05 -- Create offscreen image for "Undock the crank" text local undockImage = gfx.image.new(W, H) gfx.pushContext(undockImage) gfx.setFont(gfx.getSystemFont()) gfx.setColor(gfx.kColorBlack) gfx.drawTextAligned("Undock the crank to begin", CX, CY-10, kTextAlignment.center) gfx.drawTextAligned("(Crank is currently docked)", CX, CY+10, kTextAlignment.center) gfx.popContext() local function drawDial(cx, cy, radius) for deg=0,330,30 do local rad = math.rad(deg) local x1 = cx + math.cos(rad)*(radius-8) local y1 = cy + math.sin(rad)*(radius-8) local x2 = cx + math.cos(rad)*radius local y2 = cy + math.sin(rad)*radius gfx.drawLine(x1, y1, x2, y2) end end local function addToHistory(value) table.insert(history, value) if #history > maxSamples then table.remove(history, 1) end end local function getDynamicRange() local maxAbs = 0 for _, v in ipairs(history) do maxAbs = math.max(maxAbs, math.abs(v)) end return math.min(baseMaxVel, math.max(50, maxAbs*1.2)) end local function drawVelocityGraph(x, y, width, height) gfx.drawRect(x, y, width, height) local midY = y + height/2 gfx.setLineWidth(1) gfx.drawLine(x, midY, x+width, midY) if #history < 2 then return end local maxVel = getDynamicRange() local step = width/(maxSamples-1) for i=2,#history do local v1 = math.max(-baseMaxVel, math.min(baseMaxVel, history[i-1])) local v2 = math.max(-baseMaxVel, math.min(baseMaxVel, history[i])) local y1 = midY - (v1/maxVel)*(height/2) local y2 = midY - (v2/maxVel)*(height/2) local x1 = x + (i-2)*step local x2 = x + (i-1)*step gfx.drawLine(x1, y1, x2, y2) end gfx.drawTextAligned(string.format("±%.0f°/s", getDynamicRange()), x+width/2, y-14, kTextAlignment.center) end function playdate.update() gfx.clear() local docked = playdate.isCrankDocked() -- Update fadeAlpha if docked then fadeAlpha = math.min(1, fadeAlpha + fadeSpeed) else fadeAlpha = math.max(0, fadeAlpha - fadeSpeed) end -- Draw offscreen text image with proper alpha if fadeAlpha > 0 then local alpha = math.floor(fadeAlpha*255) undockImage:draw(0, 0, alpha) -- third param is alpha (0-255) end if docked then return end -- Crank calculations local now = playdate.getCurrentTimeMilliseconds() local crank = playdate.getCrankPosition() local deltaAngle = crank - lastCrank if deltaAngle > 180 then deltaAngle = deltaAngle - 360 end if deltaAngle < -180 then deltaAngle = deltaAngle + 360 end local dt = (now-lastTime)/1000 if dt>0 then crankVelocity = deltaAngle/dt end if deltaAngle>0 then direction=1 elseif deltaAngle<0 then direction=-1 else direction=0 end lastCrank = crank lastTime = now displayedVelocity = displayedVelocity + (crankVelocity - displayedVelocity)*lerpRate if math.abs(crankVelocity)<2 then displayedVelocity = displayedVelocity*(1-damping) end addToHistory(displayedVelocity) -- Draw dial gfx.setLineWidth(2) gfx.drawCircleAtPoint(CX, CY, RADIUS) drawDial(CX, CY, RADIUS) -- Needle local needleAngle = math.rad(crank-90) local nx = CX + math.cos(needleAngle)*(RADIUS-12) local ny = CY + math.sin(needleAngle)*(RADIUS-12) gfx.setLineWidth(6) gfx.drawLine(CX+1, CY+1, nx+1, ny+1) gfx.setLineWidth(4) gfx.drawLine(CX, CY, nx, ny) gfx.fillCircleAtPoint(CX, CY, 6) -- Velocity graph drawVelocityGraph(CX-RADIUS-80, CY-50, 60, 100) -- Text info gfx.setFont(gfx.getSystemFont()) gfx.setColor(gfx.kColorBlack) gfx.drawTextAligned(string.format("Angle: %.1f°", crank), CX, CY+RADIUS+10, kTextAlignment.center) gfx.drawTextAligned("Direction: "..(direction==1 and "clockwise" or (direction==-1 and "counterclockwise" or "still")), CX, CY+RADIUS+30, kTextAlignment.center) gfx.drawTextAligned(string.format("Velocity: %.1f°/s", displayedVelocity), CX, CY+RADIUS+50, kTextAlignment.center) gfx.drawTextAligned("Turn the crank to see live velocity history", CX, 10, kTextAlignment.center) end </syntaxhighlight> ===== - The offscreen image contains the text. ===== * Each frame, we draw it with undockImage:draw(x, y, alpha), where alpha is 0–255. * fadeAlpha smoothly interpolates 0→1 for fade-in and 1→0 for fade-out. * No flicker or upside-down issues occur. If you want, I can now also make the needle and velocity graph fade slightly while docked, so the whole UI visually “pauses” — this makes the crank docked state much clearer and more polished. Do you want me to do that?
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