How can I insert a background image in sprite class? here is my code..Thank's and advance
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class Sprite implements ApplicationListener {
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 5, FRAME_ROWS = 1;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
Texture walkSheet;
SpriteBatch spriteBatch;
// A variable for tracking elapsed time for the animation
float stateTime;
@Override
public void create() {
// Load the sprite sheet as a
walkSheet = new Texture(Gdx.files.internal("cat2.png"));
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(walkSheet,
walkSheet.getWidth() / FRAME_COLS,
walkSheet.getHeight() / FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.075f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
}
@Override
public void resize(int width, int height) {
}
@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
// Get current frame of animation for the current stateTime
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
spriteBatch.begin();
spriteBatch.draw(currentFrame, 50, 50); // Draw current frame at (50, 50)
spriteBatch.end();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
spriteBatch.dispose();
walkSheet.dispose();
}
}