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synced 2026-05-11 10:37:34 +00:00
Fix Planck debug draw: add camera sync and hide sensors like Box2D
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955179eec9
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6 changed files with 109 additions and 18 deletions
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@ -32,6 +32,11 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
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Parent.call(this, options);
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// Set reference to this GameController in the physics engine for camera access
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if (this.physicsEngine && this.physicsEngine.setGameController) {
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this.physicsEngine.setGameController(this);
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}
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this.ncTokens = this.ncTokens.concat([
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nc.on(nc.ns.client.game.gameStats.toggle, this.toggleGameStats, this)
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]);
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@ -52,15 +52,59 @@ function (Parent, Settings, domController, Box2D, nc, PlanckDebugDraw, debugLaye
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Engine.prototype.renderDebug = function () {
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if (this.debugDraw) {
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this.debugDraw.clear();
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// Get camera position from the game view
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var cameraPos = this.getCameraPosition();
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var zoom = this.getCameraZoom();
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// Apply camera transformations to debug draw
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this.debugDraw.setTransform(cameraPos, zoom);
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this.debugDraw.drawWorld(this.world);
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}
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};
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Engine.prototype.getCameraPosition = function() {
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// Get camera position from the view system
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// This needs to match the layer positioning logic
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if (this.gameController && this.gameController.view && this.gameController.view.layerManager) {
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var layerManager = this.gameController.view.layerManager;
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var tileLayer = layerManager.getLayerById('tile'); // Use tile layer as reference
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if (tileLayer) {
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return {
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x: tileLayer.position.current.x,
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y: tileLayer.position.current.y,
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zoom: tileLayer.zoom.current
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};
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}
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}
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// Fallback to default position
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return { x: 0, y: 0, zoom: 1 };
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};
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Engine.prototype.getCameraZoom = function() {
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if (this.gameController && this.gameController.view && this.gameController.view.layerManager) {
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var layerManager = this.gameController.view.layerManager;
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var tileLayer = layerManager.getLayerById('tile');
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if (tileLayer) {
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return tileLayer.zoom.current;
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}
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}
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return 1;
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};
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Engine.prototype.setGameController = function(gameController) {
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this.gameController = gameController;
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};
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Engine.prototype.update = function () {
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Parent.prototype.update.call(this);
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if(this.debugMode) {
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this.world.DrawDebugData();
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if(this.debugMode && this.debugDraw) {
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this.debugDraw.drawWorld(this.world);
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}
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};
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@ -10,6 +10,8 @@ function (Settings) {
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this.canvas = canvas;
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this.ctx = canvas.getContext('2d');
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this.scale = Settings.RATIO;
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this.cameraPos = { x: 0, y: 0 };
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this.cameraZoom = 1;
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this.flags = {
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shapes: true,
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joints: false,
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@ -23,12 +25,23 @@ function (Settings) {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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};
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PlanckDebugDraw.prototype.setTransform = function(cameraPos, zoom) {
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this.cameraPos = cameraPos;
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this.cameraZoom = zoom || 1;
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};
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PlanckDebugDraw.prototype.drawWorld = function(world) {
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if (!this.flags.shapes) return;
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this.ctx.save();
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this.ctx.scale(this.scale, this.scale);
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this.ctx.lineWidth = 1 / this.scale;
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// Apply camera transformations like the game layers do
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var transformedX = this.cameraPos.x * this.cameraZoom + Settings.STAGE_WIDTH / 2;
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var transformedY = this.cameraPos.y * this.cameraZoom + Settings.STAGE_HEIGHT / 2;
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this.ctx.translate(transformedX, transformedY);
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this.ctx.scale(this.scale * this.cameraZoom, this.scale * this.cameraZoom);
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this.ctx.lineWidth = 0.5 / this.scale;
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// Iterate through all bodies
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for (var body = world.getBodyList(); body; body = body.getNext()) {
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@ -38,6 +51,11 @@ function (Settings) {
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for (var fixture = body.getFixtureList(); fixture; fixture = fixture.getNext()) {
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var shape = fixture.getShape();
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// Skip sensor fixtures to match old Box2D behavior
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if (fixture.isSensor()) {
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continue;
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}
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if (body.isDynamic()) {
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this.ctx.strokeStyle = '#ff0000'; // Red for dynamic bodies
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this.ctx.fillStyle = 'rgba(255, 0, 0, 0.1)';
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