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

@ -1,5 +1,5 @@
define([
"Lib/Vendor/Box2D"
"Lib/Vendor/Planck"
],
function (Box2D) {

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@ -0,0 +1,154 @@
define([
"Game/Config/Settings"
],
function (Settings) {
"use strict";
function PlanckDebugDraw(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext('2d');
this.scale = Settings.RATIO;
this.flags = {
shapes: true,
joints: false,
aabb: false,
pairs: false,
centerOfMass: false
};
}
PlanckDebugDraw.prototype.clear = function() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
};
PlanckDebugDraw.prototype.drawWorld = function(world) {
if (!this.flags.shapes) return;
this.ctx.save();
this.ctx.scale(this.scale, this.scale);
this.ctx.lineWidth = 1 / this.scale;
// Iterate through all bodies
for (var body = world.getBodyList(); body; body = body.getNext()) {
var transform = body.getTransform();
// Iterate through all fixtures
for (var fixture = body.getFixtureList(); fixture; fixture = fixture.getNext()) {
var shape = fixture.getShape();
if (body.isDynamic()) {
this.ctx.strokeStyle = '#ff0000'; // Red for dynamic bodies
this.ctx.fillStyle = 'rgba(255, 0, 0, 0.1)';
} else if (body.isStatic()) {
this.ctx.strokeStyle = '#00ff00'; // Green for static bodies
this.ctx.fillStyle = 'rgba(0, 255, 0, 0.1)';
} else {
this.ctx.strokeStyle = '#0000ff'; // Blue for kinematic bodies
this.ctx.fillStyle = 'rgba(0, 0, 255, 0.1)';
}
this.drawShape(shape, transform);
}
}
this.ctx.restore();
};
PlanckDebugDraw.prototype.drawShape = function(shape, transform) {
var type = shape.getType();
if (type === 'circle') {
this.drawCircle(shape, transform);
} else if (type === 'polygon') {
this.drawPolygon(shape, transform);
} else if (type === 'edge') {
this.drawEdge(shape, transform);
} else if (type === 'chain') {
this.drawChain(shape, transform);
}
};
PlanckDebugDraw.prototype.drawCircle = function(shape, transform) {
var center = transform.p;
var radius = shape.getRadius();
this.ctx.beginPath();
this.ctx.arc(center.x, center.y, radius, 0, 2 * Math.PI);
this.ctx.fill();
this.ctx.stroke();
// Draw radius line to show rotation
this.ctx.beginPath();
this.ctx.moveTo(center.x, center.y);
this.ctx.lineTo(center.x + radius, center.y);
this.ctx.stroke();
};
PlanckDebugDraw.prototype.drawPolygon = function(shape, transform) {
var vertices = shape.m_vertices;
if (!vertices || vertices.length < 3) return;
this.ctx.beginPath();
// Transform first vertex
var v = this.transformVertex(vertices[0], transform);
this.ctx.moveTo(v.x, v.y);
// Transform and draw remaining vertices
for (var i = 1; i < vertices.length; i++) {
v = this.transformVertex(vertices[i], transform);
this.ctx.lineTo(v.x, v.y);
}
this.ctx.closePath();
this.ctx.fill();
this.ctx.stroke();
};
PlanckDebugDraw.prototype.drawEdge = function(shape, transform) {
var v1 = this.transformVertex(shape.m_vertex1, transform);
var v2 = this.transformVertex(shape.m_vertex2, transform);
this.ctx.beginPath();
this.ctx.moveTo(v1.x, v1.y);
this.ctx.lineTo(v2.x, v2.y);
this.ctx.stroke();
};
PlanckDebugDraw.prototype.drawChain = function(shape, transform) {
var vertices = shape.m_vertices;
if (!vertices || vertices.length < 2) return;
this.ctx.beginPath();
var v = this.transformVertex(vertices[0], transform);
this.ctx.moveTo(v.x, v.y);
for (var i = 1; i < vertices.length; i++) {
v = this.transformVertex(vertices[i], transform);
this.ctx.lineTo(v.x, v.y);
}
this.ctx.stroke();
};
PlanckDebugDraw.prototype.transformVertex = function(vertex, transform) {
// Apply transform: rotated_vertex = transform.q * vertex + transform.p
var cos = Math.cos(transform.q.getAngle());
var sin = Math.sin(transform.q.getAngle());
return {
x: transform.p.x + (cos * vertex.x - sin * vertex.y),
y: transform.p.y + (sin * vertex.x + cos * vertex.y)
};
};
PlanckDebugDraw.prototype.setFlags = function(flags) {
this.flags = flags;
};
return PlanckDebugDraw;
});