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

@ -2,13 +2,13 @@ define([
"Game/Core/Physics/Engine",
"Game/Config/Settings",
"Game/Client/View/DomController",
"Lib/Vendor/Box2D",
"Lib/Vendor/Planck",
"Lib/Utilities/NotificationCenter",
"Game/Client/View/Pixi/DebugDraw",
"Game/Client/View/Pixi/PlanckDebugDraw",
"Game/Client/View/Pixi/Layers/Debug"
],
function (Parent, Settings, domController, Box2D, nc, DebugDraw, debugLayer) {
function (Parent, Settings, domController, Box2D, nc, PlanckDebugDraw, debugLayer) {
"use strict";
@ -34,25 +34,26 @@ function (Parent, Settings, domController, Box2D, nc, DebugDraw, debugLayer) {
Engine.prototype.setupDebugDraw = function () {
// set debug draw
this.debugDraw = new DebugDraw();
// set debug draw for Planck.js
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = 'absolute';
canvas.style.top = '0';
canvas.style.left = '0';
canvas.style.pointerEvents = 'none';
canvas.style.zIndex = '1000';
document.body.appendChild(canvas);
this.debugDraw = new PlanckDebugDraw(canvas);
this.debugCanvas = canvas;
};
this.debugDraw.SetSprite(debugLayer.graphics);
this.debugDraw.SetDrawScale(Settings.RATIO);
this.debugDraw.SetFillAlpha(0.5);
this.debugDraw.SetLineThickness(1.0);
this.debugDraw.SetFlags(null
| Box2D.Dynamics.b2DebugDraw.e_shapeBit
| Box2D.Dynamics.b2DebugDraw.e_jointBit
//| Box2D.Dynamics.b2DebugDraw.e_coreShapeBit
//| Box2D.Dynamics.b2DebugDraw.e_aabbBit
//| Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit
//| Box2D.Dynamics.b2DebugDraw.e_obbBit
//| Box2D.Dynamics.b2DebugDraw.e_pairBit
);
this.world.SetDebugDraw(this.debugDraw);
Engine.prototype.renderDebug = function () {
if (this.debugDraw) {
this.debugDraw.clear();
this.debugDraw.drawWorld(this.world);
}
};
Engine.prototype.update = function () {