@Override
  public void create() {
    float w = Gdx.graphics.getWidth();
    float h = Gdx.graphics.getHeight();

    camara = new OrthographicCamera(1, h / w);

    texturas = new Texture(Gdx.files.internal("graficos/texturas.png").toString());
    TextureRegion[][] regioesTexturas =
        TextureRegion.split(texturas, texturas.getWidth() / 4, texturas.getHeight() / 4);
    Frame[][] frames = new Frame[regioesTexturas.length][regioesTexturas[0].length];
    for (int tri = 0;
        tri < regioesTexturas.length;
        tri++) { // TextureRegion[] trArray : regioesTexturas){
      TextureRegion[] trArray = regioesTexturas[tri];
      for (int trj = 0; trj < trArray.length; trj++) {
        frames[tri][trj] = new Frame(trArray[trj]);
        frames[tri][trj].setSize(0.5f, 0.5f);
        frames[tri][trj].setPosition(-0.25f, -0.25f);
        frames[tri][trj].setOrigin(0.25f, 0.25f);
      }
    }
    animadoCiano = new ExtendedAnimation(0.1f, frames[0]);
    animadoCiano.setPlayMode(ExtendedAnimation.LOOP);
    animadoAmarelo = new ExtendedAnimation(1f, frames[1]);
    animadoAmarelo.setPlayMode(ExtendedAnimation.LOOP);
    animadoBranco = new ExtendedAnimation(1f, frames[2]);
    animadoBranco.setPlayMode(ExtendedAnimation.LOOP);
    inanimadoCastanho = new Sprite(regioesTexturas[3][0]);
    inanimadoVerde = new Sprite(regioesTexturas[3][1]);
    // inanimadoVerde.
    stateTime = 0f;
    lote = new SpriteBatch();
  }
  @Override
  public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 0);
    Gdx.gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    lote.setProjectionMatrix(camara.combined);

    stateTime += Gdx.graphics.getDeltaTime();

    Sprite ciano = animadoCiano.getKeyFrame(stateTime, true);
    // ciano.setPosition(-ciano.getWidth() / 2,
    //		-ciano.getHeight() / 2);
    // ciano.setRotation(stateTime * 10);

    // inanimadoVerde.setSize(0.5f, 0.5f);
    // inanimadoVerde.setPosition(-inanimadoVerde.getWidth() / 2,
    //		-inanimadoVerde.getHeight() / 2);

    lote.setProjectionMatrix(camara.combined);
    lote.setBlendFunction(GL11.GL_SRC_ALPHA, GL11.GL_ONE);

    lote.begin();
    ciano.draw(lote);
    // inanimadoCastanho.draw(lote);
    lote.end();
  }