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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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@ -1,7 +1,7 @@
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define([
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"Game/Core/GameObjects/Doll",
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"Game/Channel/GameObjects/Item",
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"Lib/Vendor/Box2D",
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"Lib/Vendor/Planck",
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"Lib/Utilities/NotificationCenter",
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"Lib/Utilities/Assert"
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],
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@ -42,14 +42,14 @@ function (Parent, Item, Box2D, nc, Assert) {
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Parent.prototype.onImpact.call(this, isColliding, fixture);
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if(isColliding) {
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var otherBody = fixture.GetBody();
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var otherBody = fixture.getBody();
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if(otherBody) {
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var item = otherBody.GetUserData();
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var item = otherBody.getUserData();
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if(item instanceof Item) {
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var itemVelocity = item.body.GetLinearVelocity();
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//var itemMass = item.body.GetMass();
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var itemVelocity = item.body.getLinearVelocity();
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//var itemMass = item.body.getMass();
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var ownVelocity = this.body.GetLinearVelocity();
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var ownVelocity = this.body.getLinearVelocity();
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var b2Math = Box2D.Common.Math.b2Math;
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var absItemVelocity = b2Math.AbsV(itemVelocity);
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@ -97,9 +97,9 @@ function (Parent, Item, Box2D, nc, Assert) {
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if(!this.isAnotherPlayerNearby()) {
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Assert.number(update.p.x, update.p.y);
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Assert.number(update.lv.x, update.lv.y);
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this.body.SetAwake(true);
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this.body.SetPosition(update.p);
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this.body.SetLinearVelocity(update.lv);
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this.body.setAwake(true);
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this.body.setPosition(update.p);
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this.body.setLinearVelocity(update.lv);
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}
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};
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