一、初始化及常见API
pixmap = new Pixmap(800, 480, Format.RGBA8888);
pixmap.setColor(Color.BLUE);//设置pixmap的颜色
pixmap.drawLine(0, 0, 100, 100);//画线
pixmap.drawLine(200, 0, 300, 100);//起点(x1,y1)、终点(x2,y2)
pixmap.fillCircle(150, 150, 32);//画实心圆.(x,y)和半径
pixmap.drawCircle(250, 100, 50);//画空心圆.(x,y)和半径
pixmap.drawRectangle(0, 0, 150, 150);//画空心矩形.起点(x,y),(width,height)
pixmap.fillRectangle(0, 160, 100, 100);//画实心矩形.起点(x,y),(width,height)
/**
* pixmap.getHeight(): 获取pixmap的高度
* pixmap.getWidth(): 获取pixmap的宽度
* pixmap.getFormat(): 获取pixmap的格式
*/
System.out.println("pixmap.getHeight(): " + pixmap.getHeight() + ",pixmap.getWidth( " + pixmap.getWidth() + ", pixmap.getFormat()" + pixmap.getFormat());
二、应用举例
package com.example.groupactiontest;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.Input.Peripheral;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
public class MyGame implements ApplicationListener {
Stage stage;
Image image;
SpriteBatch batch;
Texture texture;
TextureRegion region;
Pixmap pixmap;
@Override
public void create() {
stage = new Stage(800,480,false);
batch = new SpriteBatch();
texture = new Texture(1024, 1024, Format.RGBA8888);
pixmap = new Pixmap(800, 480, Format.RGBA8888);
pixmap.setColor(Color.BLUE);//设置pixmap的颜色
pixmap.drawLine(0, 0, 100, 100);//画线
pixmap.setColor(Color.GREEN);
pixmap.drawLine(100, 100, 200, 0);
pixmap.setColor(Color.ORANGE);
pixmap.drawLine(200, 0, 300, 100);//起点(x1,y1)、终点(x2,y2)
pixmap.setColor(Color.WHITE);
pixmap.fillCircle(150, 150, 32);//画实心圆.(x,y)和半径
pixmap.setColor(Color.RED);
pixmap.drawCircle(250, 100, 50);//画空心圆.(x,y)和半径
pixmap.setColor(Color.YELLOW);
pixmap.drawRectangle(0, 0, 150, 150);//画空心矩形.起点(x,y),(width,height)
pixmap.setColor(Color.MAGENTA);
pixmap.fillRectangle(0, 160, 100, 100);//画实心矩形.起点(x,y),(width,height)
/**
* pixmap.getHeight(): 获取pixmap的高度
* pixmap.getWidth(): 获取pixmap的宽度
* pixmap.getFormat(): 获取pixmap的格式
*/
System.out.println("pixmap.getHeight(): " + pixmap.getHeight() + ",pixmap.getWidth( " + pixmap.getWidth() + ", pixmap.getFormat()" + pixmap.getFormat());
texture.draw(pixmap, 0, 0);//在texture中套一个pixmap图层
region = new TextureRegion(texture, 800, 480);
// image = new Image(region);
// stage.addActor(image);
//
// Gdx.input.setInputProcessor(stage);
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(region, 0, 0);
batch.end();
// stage.act();
// stage.draw();
}
@Override
public void resize(int arg0, int arg1) {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
}
四、源码下载
http://download.csdn.net/detail/caihongshijie6/7065437