Make a quick tap flash long enough to be seen
On fast taps the press highlight turns on and off between two screen refreshes, so the player never sees it and the button feels dead. Here is how to guarantee a minimum visible time and still fade out smoothly after a long hold.
Why this works
A response the eye never saw feels like no response at all, and a quick tap can be over in a blink. Holding the highlight for a minimum time, and counting spare time into the fade, makes every tap register the same way on any screen.
When not to use it
Don't stretch it when the action itself must feel instant, such as in a fast game where a delayed lit button hides that the next press is already allowed. Then show the result of the tap at once, and keep the flash tiny.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 31 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a quick tap flash long enough to be seen" (read_entry button-flash-always-visible-long-enough) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP