Hi guys so i was trying to make this simple game in libgdx and everything was fine until i noticed that i need to apply a big force just to make the player move a little is there any way to make it need less force? This is my PlayScreen where I render the player. `
private Logang game;
//basic playscreen variables
private OrthographicCamera gamecam;
private Viewport gamePort;
//Box2d variables
private World world;
private Box2DDebugRenderer b2dr;
boolean drawn = true;
private Player p;
private int pX = 100, pY = 300;
public GameScreen(Logang game) {
this.game = game;
//create cam used to follow mario through cam world
gamecam = new OrthographicCamera();
gamecam.update();
Box2D.init();
//create our Box2D world, setting no gravity in X, -10 gravity in Y, and allow bodies to sleep
world = new World(new Vector2(0, Logang.GRAVITY), true);
//allows for debug lines of our box2d world.
b2dr = new Box2DDebugRenderer();
//create a FitViewport to maintain virtual aspect ratio despite screen size
gamePort = new ScalingViewport(Scaling.fill, Logang.GWIDTH, Logang.GHEIGHT, gamecam);
p = new Player(new Sprite(new Texture("hud_p3.png")), world, pX, pY, 1);
//initially set our gamcam to be centered correctly at the start of of map
gamecam.position.set(gamePort.getWorldWidth() / 2 , gamePort.getWorldHeight() / 2, 0);
line();
}
@Override
public void show() {
}
public void update(float dt) {
//handle user input first
p.update(dt);
//update our gamecam with correct coordinates after changes
}
@Override
public void render(float delta) {
//separate our update logic from render
update(delta);
//Clear the game screen with Black
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
world.step(1f / 60f, 6, 2);
gamecam.position.set(p.getSprite().getX(),Logang.GHEIGHT / 2, 0); // x and y could be changed by Keyboard input for example
gamecam.update();
game.getBatch().setProjectionMatrix(gamecam.combined);
//renderer our Box2DDebugLines
b2dr.render(world, gamecam.combined);
System.out.println("Player x: " + p.getSprite().getX() + " Camera X: " + gamecam.position.x + " Body X: " + p.getBody().getPosition().x);
//System.out.println("Player y: " + p.getSprite().getY() + " Camera Y: " + gamecam.position.y + " Body Y: " + p.getBody().getPosition().y);
game.getBatch().begin();
if (p.getBody() != null)
p.render(game.getBatch());
EntityManager.renderTerra(game.getBatch(), delta);
game.getBatch().end();
}
public void line() {
Texture tmp = new Texture("hud_p3.png");
tmp.setWrap(Texture.TextureWrap.MirroredRepeat, Texture.TextureWrap.MirroredRepeat);
for (int i = 0; i < 50; i++) {
EntityManager.add(new Ground(new Sprite(tmp), world, (int)(i * Logang.TILE), 1, 2));
}
// EntityManager.changeSize(((Logang.TILE) * 5),Logang.TILE);
}
@Override
public void resize(int width, int height) {
//updated our game viewport
gamePort.update(width, height);
}
public World getWorld() {
return world;
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
world.dispose();
b2dr.dispose();
}`
And this is my Entity class which is extended by the player
private World world;
private Sprite sprite;
private Body body;
private int tipo;
public Entity(Sprite sprite, World world, int x, int y, int tipo){
this.sprite = sprite;
this.world = world;
getSprite().setPosition(x, y);
getSprite().setSize(Logang.TILE , Logang.TILE);
define(tipo);
this.tipo = tipo;
}
public void update(float dt){
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){
getBody().applyLinearImpulse(new Vector2(-Logang.PPM,0f), getBody().getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){
getBody().applyLinearImpulse(new Vector2(Logang.PPM,0f), getBody().getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.SPACE)){
getBody().applyLinearImpulse(0f,-Logang.GRAVITY * Logang.PPM, getBody().getPosition().x, getBody().getPosition().y, true);
}
}
}
public void define(int tipo){
BodyDef bdef = new BodyDef();
bdef.position.set((getSprite().getX() + getSprite().getWidth() / 2), (getSprite().getY() + getSprite().getHeight() / 2));
switch(tipo){
case 1: {
bdef.type = BodyDef.BodyType.DynamicBody;
break;
}
case 2:{
bdef.type = BodyDef.BodyType.StaticBody;
break;
}
case 3:{
bdef.type = BodyDef.BodyType.DynamicBody;
break;
}
}
body = world.createBody(bdef);
FixtureDef fdef = new FixtureDef();
PolygonShape shape = new PolygonShape();
shape.setAsBox(getSprite().getWidth() / 2, getSprite().getHeight() / 2);
fdef.shape = shape;
body.createFixture(fdef);
body.setUserData(this);
shape.dispose();
}
public void render(SpriteBatch batch){
if(tipo != 2) {
float posX = getBody().getPosition().x;
float posY = getBody().getPosition().y;
getSprite().setPosition(posX - getSprite().getWidth() / 2, posY - getSprite().getHeight() / 2);
}
getSprite().draw(batch);
}
public Sprite getSprite() {
return sprite;
}
public void setSprite(Sprite sprite) {
this.sprite = sprite;
}
public Body getBody() {
return body;
}
public void setBody(Body body) {
this.body = body;
}
}
Thank everybody for any answer