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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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@ -1,6 +1,6 @@
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define([
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"Game/Core/GameObjects/GameObject",
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"Lib/Vendor/Box2D"
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"Lib/Vendor/Planck"
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],
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function (Parent, Box2D) {
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@ -19,19 +19,19 @@ function (Parent, Box2D) {
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return null;
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}
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if (this.body.GetType() === Box2D.Dynamics.b2Body.b2_staticBody) {
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if (this.body.getType() === 'static') {
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return null;
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}
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if (!getSleeping && !this.body.IsAwake()) {
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if (!getSleeping && !this.body.isAwake()) {
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return null;
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}
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return {
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p: this.body.GetPosition(),
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a: this.body.GetAngle(),
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lv: this.body.GetLinearVelocity(),
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av: this.body.GetAngularVelocity()
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p: this.body.getPosition(),
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a: this.body.getAngle(),
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lv: this.body.getLinearVelocity(),
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av: this.body.getAngularVelocity()
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};
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}
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