转载:http://blog.csdn.net/hjd_love_zzt/article/details/21528449
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());
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