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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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@ -65,8 +65,8 @@ function (Parent, Settings, nc, Assert, PlayerController) {
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}
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var difference = {
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x: Math.abs(this.lastServerPositionState.p.x - this.doll.body.GetPosition().x),
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y: Math.abs(this.lastServerPositionState.p.y - this.doll.body.GetPosition().y)
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x: Math.abs(this.lastServerPositionState.p.x - this.doll.body.getPosition().x),
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y: Math.abs(this.lastServerPositionState.p.y - this.doll.body.getPosition().y)
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};
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if(difference.x > Settings.ME_STATE_MAX_DIFFERENCE_METERS ||
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@ -78,8 +78,8 @@ function (Parent, Settings, nc, Assert, PlayerController) {
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Me.prototype.getPositionStateOverride = function() {
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return {
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p: this.doll.body.GetPosition().Copy(),
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lv: this.doll.body.GetLinearVelocity().Copy()
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p: this.doll.body.getPosition().clone(),
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lv: this.doll.body.getLinearVelocity().clone()
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};
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};
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@ -91,8 +91,8 @@ function (Parent, Settings, nc, Assert, PlayerController) {
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Me.prototype.resetPositionState = function(options) {
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Assert.number(options.p.x, options.p.y);
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Assert.number(options.lv.x, options.lv.y);
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this.doll.body.SetPosition(options.p);
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this.doll.body.SetLinearVelocity(options.lv);
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this.doll.body.setPosition(options.p);
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this.doll.body.setLinearVelocity(options.lv);
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};
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Me.prototype.createAndAddArrow = function() {
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