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

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