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

@ -276,8 +276,8 @@ function (Parent, Settings, nc, Exception, ColorConverter, Layer) {
this.layerId,
this.animatedMeshes[this.actionState],
{
x: this.body.GetPosition().x * Settings.RATIO,
y: this.body.GetPosition().y * Settings.RATIO,
x: this.body.getPosition().x * Settings.RATIO,
y: this.body.getPosition().y * Settings.RATIO,
animationSpeed: factor
//rotation: this.body.GetAngle()
}
@ -287,8 +287,8 @@ function (Parent, Settings, nc, Exception, ColorConverter, Layer) {
this.layerId,
this.headMesh,
{
x: this.body.GetPosition().x * Settings.RATIO,
y: this.body.GetPosition().y * Settings.RATIO - this.height + this.headHeight
x: this.body.getPosition().x * Settings.RATIO,
y: this.body.getPosition().y * Settings.RATIO - this.height + this.headHeight
}
)
@ -296,8 +296,8 @@ function (Parent, Settings, nc, Exception, ColorConverter, Layer) {
this.layerId,
this.holdingArmMesh,
{
x: this.body.GetPosition().x * Settings.RATIO,
y: this.body.GetPosition().y * Settings.RATIO
x: this.body.getPosition().x * Settings.RATIO,
y: this.body.getPosition().y * Settings.RATIO
}
)
}