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Major progress on Planck.js migration - server starts without crashing
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74957807e2
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875abd60d9
7 changed files with 64 additions and 54 deletions
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@ -1,7 +1,7 @@
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define([
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"Game/" + GLOBALS.context + "/GameObjects/GameObject",
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"Lib/Utilities/Exception",
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"Lib/Vendor/Box2D",
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"Lib/Vendor/Planck",
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"Game/Config/Settings",
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"Game/" + GLOBALS.context + "/Collision/Detector",
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"Game/" + GLOBALS.context + "/GameObjects/Item",
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@ -9,7 +9,7 @@ define([
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"Lib/Utilities/Assert"
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],
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function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Assert) {
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function (Parent, Exception, planck, Settings, CollisionDetector, Item, nc, Assert) {
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"use strict";
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@ -51,12 +51,12 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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Doll.prototype = Object.create(Parent.prototype);
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Doll.prototype.getBodyDef = function() {
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.position.x = 0;
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bodyDef.position.y = 0;
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bodyDef.fixedRotation = true;
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bodyDef.linearDamping = Settings.PLAYER_LINEAR_DAMPING;
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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var bodyDef = {
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position: planck.Vec2(0, 0),
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fixedRotation: true,
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linearDamping: Settings.PLAYER_LINEAR_DAMPING,
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type: 'dynamic'
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};
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return bodyDef;
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};
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@ -83,7 +83,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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onCollisionChange: this.onImpact.bind(this)
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};
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this.body.CreateFixture(fixtureDef);
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this.body.createFixture(fixtureDef);
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var bodyShape = new Box2D.Collision.Shapes.b2PolygonShape();
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bodyShape.SetAsOrientedBox(
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@ -93,7 +93,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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);
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fixtureDef.shape = bodyShape;
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fixtureDef.isSensor = false;
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this.body.CreateFixture(fixtureDef);
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this.body.createFixture(fixtureDef);
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var legsShape = new Box2D.Collision.Shapes.b2CircleShape();
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legsShape.SetRadius(this.width / 2 / Settings.RATIO);
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@ -102,7 +102,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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fixtureDef.friction = Settings.PLAYER_FRICTION;
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fixtureDef.isSensor = false;
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this.legs = this.body.CreateFixture(fixtureDef);
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this.legs = this.body.createFixture(fixtureDef);
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fixtureDef.density = 0;
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@ -116,7 +116,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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onCollisionChange: this.onFootSensorDetection.bind(this)
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};
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this.footSensor = this.body.CreateFixture(fixtureDef);
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this.footSensor = this.body.createFixture(fixtureDef);
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var grabSensorLeftShape = new Box2D.Collision.Shapes.b2PolygonShape();
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grabSensorLeftShape.SetAsOrientedBox(
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@ -134,7 +134,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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self.onFixtureWithinReach(isColliding, "left", fixture);
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}
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};
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this.body.CreateFixture(fixtureDef);
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this.body.createFixture(fixtureDef);
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var grabSensorRightShape = new Box2D.Collision.Shapes.b2PolygonShape();
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grabSensorRightShape.SetAsOrientedBox(
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@ -154,7 +154,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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}
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};
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this.body.CreateFixture(fixtureDef);
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this.body.createFixture(fixtureDef);
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// Area Sensor
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var areaSensorShape = new Box2D.Collision.Shapes.b2PolygonShape();
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@ -188,7 +188,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, nc, Asser
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}
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};
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this.body.CreateFixture(fixtureDef);
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this.body.createFixture(fixtureDef);
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};
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Doll.prototype.setActionState = function(state) {
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