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
This commit is contained in:
Karl Pannek 2025-07-16 15:01:59 +02:00
parent 875abd60d9
commit dc779def9c
43 changed files with 701 additions and 14524 deletions

View file

@ -4,7 +4,7 @@ define([
"Game/Config/Settings",
"Lib/Utilities/RequestAnimFrame",
"Lib/Utilities/NotificationCenter",
"Lib/Vendor/Box2D",
"Lib/Vendor/Planck",
"Game/Channel/Player",
"Game/Channel/GameObjects/GameObject",
"Game/Channel/GameObjects/Doll",
@ -131,8 +131,8 @@ function (Parent, PhysicsEngine, Settings, requestAnimFrame, nc, Box2D, Player,
/*
var body = this.physicsEngine.world.GetBodyList();
do {
if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) {
var userData = body.GetUserData();
if((getSleeping || body.isAwake()) && body.getType() === 'dynamic') {
var userData = body.getUserData();
if (userData instanceof GameObject) {
var gameObject = userData;