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Complete Box2D to Planck.js migration
- Replace Box2D.js with Planck.js physics engine - Update all require paths from 'Lib/Vendor/Box2D' to 'Lib/Vendor/Planck' - Convert Box2D contact listeners to Planck.js event system - Fix all method name capitalization (Get* -> get*, Set* -> set*) - Update collision detection system for Planck.js compatibility - Server now starts successfully and basic physics working - Character can land on platforms - core physics functional Major milestone: Game now running on modern, maintained physics engine
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43 changed files with 701 additions and 14524 deletions
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@ -4,7 +4,7 @@ define([
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"Game/Config/Settings",
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"Lib/Utilities/RequestAnimFrame",
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"Lib/Utilities/NotificationCenter",
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"Lib/Vendor/Box2D",
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"Lib/Vendor/Planck",
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"Game/Channel/Player",
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"Game/Channel/GameObjects/GameObject",
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"Game/Channel/GameObjects/Doll",
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@ -131,8 +131,8 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player,
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/*
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var body = this.physicsEngine.world.GetBodyList();
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do {
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if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) {
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var userData = body.GetUserData();
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if((getSleeping || body.isAwake()) && body.getType() === 'dynamic') {
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var userData = body.getUserData();
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if (userData instanceof GameObject) {
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var gameObject = userData;
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