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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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875abd60d9
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43 changed files with 701 additions and 14524 deletions
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@ -276,8 +276,8 @@ function (Parent, Settings, nc, Exception, ColorConverter, Layer) {
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this.layerId,
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this.animatedMeshes[this.actionState],
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{
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x: this.body.GetPosition().x * Settings.RATIO,
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y: this.body.GetPosition().y * Settings.RATIO,
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x: this.body.getPosition().x * Settings.RATIO,
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y: this.body.getPosition().y * Settings.RATIO,
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animationSpeed: factor
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//rotation: this.body.GetAngle()
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}
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@ -287,8 +287,8 @@ function (Parent, Settings, nc, Exception, ColorConverter, Layer) {
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this.layerId,
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this.headMesh,
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{
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x: this.body.GetPosition().x * Settings.RATIO,
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y: this.body.GetPosition().y * Settings.RATIO - this.height + this.headHeight
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x: this.body.getPosition().x * Settings.RATIO,
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y: this.body.getPosition().y * Settings.RATIO - this.height + this.headHeight
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}
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)
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@ -296,8 +296,8 @@ function (Parent, Settings, nc, Exception, ColorConverter, Layer) {
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this.layerId,
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this.holdingArmMesh,
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{
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x: this.body.GetPosition().x * Settings.RATIO,
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y: this.body.GetPosition().y * Settings.RATIO
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x: this.body.getPosition().x * Settings.RATIO,
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y: this.body.getPosition().y * Settings.RATIO
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}
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)
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}
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