Sprite transparency not effected libGDX

Posted by Aon GoltzCrank on Game Development See other posts from Game Development or by Aon GoltzCrank
Published on 2014-06-03T19:05:11Z Indexed on 2014/06/03 21:41 UTC
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I am making a game using libGDX and Tween Universal Engine. My problem is as follows:
I have 2 screens so fars, a splash screen with the logo, and a second one which is the main menu.
In the splash screen I use a SpriteBatch and a Sprite with the Texture of the image I want (which goes through some scaling.)
Now I use the Tween engine, along with a created SpriteAccessor to control the alpha of the sprite. I fade the picture in, then fade it out, then change it to the next screen.
In the next screen I have a single sprite, and a single, 3 slot, sprite array. In this screen I also use the tween engine, I fade the single sprite into the screen (it's the background image) then I try to, using the same method, (Tween.to) to change the alpah of the sprite array (each sprite by itself.), I first set it to 0 using Tween.set, then using the method I change it.
This didn't work, after some tests I tried setting the alpha of a single sprite from the array to 0, and that didn't work.
It's like the program is ignoring the alpha value, I even printed out the alpha value, it saying 0, but the sprite is visible. How can I fix this, or why might it be caused?

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