r,g,b,a 值应在 0f 到 1f 的范围内。在render() 中创建新的精灵是很糟糕的,因为它每帧都会被调用。
我将尝试用这个小代码示例来回答您的问题(在代码中留下 cmets):
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch spriteBatch;
Pixmap pixmap;
Texture texture;
Array<Sprite> sprites = new Array<Sprite>();
@Override
public void create() {
spriteBatch = new SpriteBatch();
// you should use only one Pixmap object and one Texture object
pixmap = new Pixmap(128, 128, Pixmap.Format.RGBA8888);
pixmap.setBlending(Pixmap.Blending.None);
pixmap.setColor(Color.WHITE);
pixmap.fillCircle(64, 64, 64);
texture = new Texture(pixmap);
pixmap.dispose();
// generate sprites with different colors
// r,g,b,a values should be in range from 0f to 1f
addCircleSprite(128f / 255f, 0f, 0f, 1f);
addCircleSprite(0.4f, 0.2f, 0.5f, 1f);
addCircleSprite(0.6f, 0f, 1f, 1f);
addCircleSprite(0.3f, 0.8f, 1f, 1f);
addCircleSprite(0.1f, 1f, 1f, 1f);
}
void addCircleSprite(float r, float g, float b, float a) {
// every sprite references on the same Texture object
Sprite sprite = new Sprite(texture);
sprite.setColor(r, g, b, a);
// I just set random positions, but you should handle them differently of course
sprite.setCenter(
MathUtils.random(Gdx.graphics.getWidth()),
MathUtils.random(Gdx.graphics.getHeight()));
sprites.add(sprite);
}
@Override
public void render() {
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
for (Sprite sprite : sprites) {
sprite.draw(spriteBatch);
}
spriteBatch.end();
}
@Override
public void dispose() {
texture.dispose();
}
}
还阅读此Q/A。我想你可以从带有白色圆圈的 .png 文件中加载 Texture 对象:
texture = new Texture("whiteCircle.png");
但是创建半径只有 64 像素的Pixmap 圆(然后从中创建一个Texture)也可以,应该没什么区别。