I pretty much finished my LibGDX project and now I'm just adding user-friendliness. I have a Texture (also placed in a sprite) that I would like to fade in and fade out repeatedly (NOT fast blinking). It's just rectangular funky-text that says "Touch to Start".
- I considered making an animation of 6 or so pictures with varying opacity and just keep changing slides. Is this the best way to go?
- I'm also looking for a libGDX effect that controls the transparency to avoid all the overhead and not make my animation choppy.
Can't think of any relevant code to add, Thanks for your help

EDIT
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(touchToStartImage, screenWidth / 2 - touchToStartImage.getWidth() / 2, screenHeight / 2 - touchToStartImage.getHeight() / 2);
elapsed += Gdx.graphics.getDeltaTime();
blinkFontCache.setAlphas(Interpolation.fade.apply((elapsed / 0.01f) % 1f));
blinkFontCache.draw(batch);
blinkFontCache.translate(2f, 2f);
batch.end();
I also defined blinkFontCache = new BitmapFontCache(numberPrinter); where numberPrinter is bitmapfont that is supposed to draw text. I've read the API guide for Interpolation and blinkFontCache, but unfortunately with the above I do not notice any change in the screen I have. Thanks
SOLUTION
EDIT with INTERPOLATION
elapsed += Gdx.graphics.getDeltaTime();
touchToStartSprite.setAlpha(Interpolation.fade.apply((elapsed / FADE_TIME) % 1f));
blinker.begin();
touchToStartSprite.draw(batch);
blinker.end();
EDIT with ACTIONS
definitions
text = new Image(highScoreImage);
text.addAction(Actions.alpha(0));
text.act(0);
text.addAction(Actions.forever(Actions.sequence(Actions.fadeIn(FADE_TIME), Actions.fadeOut(FADE_TIME))));
render()
blinker.begin();
text.act(Gdx.graphics.getDeltaTime());
text.draw(blinker, 1);
blinker.end();