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=== Assistant: Ah — that makes sense. === Ah — that makes sense. The flickering and upside-down text happen because Playdate offscreen images are by default “flipped” in y-axis when drawn with certain draw modes, and passing the alpha parameter directly like undockImage:draw(x, y, alpha) doesn’t actually do per-pixel alpha — it’s just an undocumented parameter that can behave inconsistently. That explains why it flickers and looks upside down. To implement a true, smooth, reliable fade, the correct approach is: # Draw the message every frame using normal gfx.drawTextAligned. # Apply fade by blending the text manually, e.g., by drawing a white rectangle over it with alpha or using gfx.setPattern to simulate fading. # Avoid offscreen images entirely — for short text messages, drawing directly is simpler and avoids the flipped/flickering problem. Here’s a working, clean implementation that smoothly fades the “Undock the crank” text without flicker or upside-down issues: <syntaxhighlight lang="lua">-- main.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 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 fade alpha if docked then fadeAlpha = math.min(1, fadeAlpha + fadeSpeed) else fadeAlpha = math.max(0, fadeAlpha - fadeSpeed) end -- Draw "Undock the crank" message smoothly if fadeAlpha > 0 then local alphaColor = gfx.kColorBlack -- simulate alpha by drawing multiple times with offset gfx.setFont(gfx.getSystemFont()) gfx.setColor(alphaColor) local intensity = math.floor(fadeAlpha * 255) gfx.setPattern({intensity}) gfx.drawTextAligned("Undock the crank to begin", CX, CY - 10, kTextAlignment.center) gfx.drawTextAligned("(Crank is currently docked)", CX, CY + 10, kTextAlignment.center) gfx.setPattern() -- reset pattern 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> ===== 1. No offscreen images → avoids upside-down/flicker issues. ===== # Fade is controlled by fadeAlpha, which scales the text intensity. # Works with crank docking detection. # Fully compatible with Playdate SDK. If you want, I can also add a smooth fade for the velocity graph and needle when docked, so everything visually “pauses” until the crank is undocked. This gives a polished UI feel. Do you want me to do that?
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