[LibGDX] UTE not fading out?

Hi,

I am trying to learn how to use Universal Tween Engine to have better transitions in my game, however, for whatever reason, my loading screen will not fade back to 0 opacity (or it is but isn’t being updated or something).

The fade-in code works perfectly…


	public Sprite bg;
	
	private TweenManager tweenManager;
	public LoadAssets(GameStateManager gsm) {
		super(gsm);
		tweenManager = new TweenManager();
		Tween.registerAccessor(Sprite.class, new SpriteAccessor());
		
		Texture tex = res.getTexture("load");
		bg = new Sprite(tex);
		Tween.set(bg, SpriteAccessor.ALPHA).target(0).start(tweenManager);
		Tween.to(bg, SpriteAccessor.ALPHA, 2).target(1).start(tweenManager);
		Tween.to(bg, SpriteAccessor.ALPHA, 1).target(0).delay(0.5f).start(tweenManager);
}
	public void render() {
			sb.begin();
			bg.draw(Game.sb);
			sb.setColor(bg.getColor());
			sb.end();
}
	public void update(float dt) {
		tweenManager.update(dt);
	}



Any help would be greatly appreciated as I’m sure its probably just a simple fix.

Thanks

You are setting the color/alpha after drawing the sprite.

Yeah I did that to see if it did anything, with no difference in result :frowning:

Set the delay on the secong Tween.to to 2f and see if that helps.

Can you post the acessor code?

In my opinion, I like to create a custom “target” object instead of “Sprite.Class”, so I can use any object (don’t need to be a sprite) to set fade, ease, etc.