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/GameController",
"Lib/Vendor/Box2D",
"Lib/Vendor/Planck",
"Game/Client/Physics/Engine",
"Game/Client/View/ViewManager",
"Game/Client/Control/PlayerController",
@ -49,6 +49,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, nc, reque
this.animationRequestId = requestAnimFrame(this.update.bind(this));
this.physicsEngine.update();
this.physicsEngine.renderDebug(); // Render Planck.js debug draw
if(this.me) {
this.me.update();