Fix remaining capitalized Box2D method calls using sed

- Convert GetWorld() → getWorld()
- Convert CreateJoint() → createJoint()
- Convert DestroyJoint() → destroyJoint()
- Convert CreateBody() → createBody()
- Convert DestroyBody() → destroyBody()
- Convert GetFriction() → getFriction()
- Convert SetFriction() → setFriction()
- Convert GetBodyList() → getBodyList()
- Convert GetNext() → getNext()
- Convert GetContactList() → getContactList()
- Convert GetFixtureList() → getFixtureList()

Applied bulk sed replacements across all game files to complete
Box2D to Planck.js migration method name conversion.
This commit is contained in:
Karl Pannek 2025-07-16 15:16:30 +02:00
parent dc779def9c
commit 55089d56cb
6 changed files with 50 additions and 50 deletions

View file

@ -156,7 +156,7 @@ function (Parent, Box2D, Settings, Assert) {
fixtureDef.isSensor = false;
fixtureDef.friction = 0;
var wheelBody = this.body.GetWorld().CreateBody(bodyDef);
var wheelBody = this.body.getWorld().createBody(bodyDef);
wheelBody.createFixture(fixtureDef);
//var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
@ -165,8 +165,8 @@ function (Parent, Box2D, Settings, Assert) {
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.getWorldCenter());
var j = this.body.GetWorld().CreateJoint(revoluteJointDef);
revoluteJointDef.initialize(this.body, wheelBody, wheelBody.getWorldCenter());
var j = this.body.getWorld().createJoint(revoluteJointDef);
// FIXME this means, that we will have bodies in the world, which must not be
@ -192,7 +192,7 @@ function (Parent, Box2D, Settings, Assert) {
Skateboard.prototype.destroy = function() {
for (var i = 0; i < this.wheels.length; i++) {
this.body.GetWorld().DestroyBody(this.wheels[i]);
this.body.getWorld().destroyBody(this.wheels[i]);
}
Parent.prototype.destroy.call(this);