java - LIBGDX how to add sprite from a texture atlas -


i need know how can add sprite texture atlas can implement sprite main menu.

here code main menu:

public class mainmenu implements screen {      crazyzombies game;     stage stage;     textureatlas atlas;     skin skin;     spritebatch batch;      textureregion firstlayer;     textureregion secondlayer;     textureregion thirdlayer;     textureregion fourthlayer;     textureregion fifthlayer;     textureregion sixthlayer;     textureregion seventhlayer;     textureregion eighthlayer;     textureregion ninthlayer;     textureregion tenthlayer;     textureregion eleventhlayer;      public mainmenu(crazyzombies game){         this.game = game;     }      @override     public void render(float delta) {         gdx.gl.glclear(gl10.gl_color_buffer_bit);         gdx.gl.glclearcolor(0.09f, 0.28f, 0.2f, 1);          batch.begin();         batch.end();     }      @override     public void resize(int width, int height) {         gdx.input.setinputprocessor(stage);       }      @override     public void show() {         batch = new spritebatch();         skin = new skin();     }      @override     public void hide() {         dispose();     }      @override     public void pause() {      }      @override     public void resume() {      }      @override     public void dispose() {         batch.dispose();         skin.dispose();         atlas.dispose();         stage.dispose();     }      public void loadlayers() {         textureatlas atlas = new textureatlas(gdx.files.internal("data/mainmenu/mainmenu.pack"));         firstlayer = atlas.findregion("1layer");     } } 

so need go getting firstlayer onto screen , every way have tried ended crash.

you not doing right. render method doesn't have draw. take @ superjumper demo in libgdx.

to answer on how create sprite-

sprite mysprite; ... ... mysprite = new sprite(sometextureregion);         mysprite.setsize(some_width, some_height);         mysprite.setorigin(some_width/2f, some_height/2f);         mysprite.setposition(world.sprite.bounds.x, world.sprite.bounds.y); ... ... mysprite.draw(batch); 

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