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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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43 changed files with 701 additions and 14524 deletions
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@ -1,5 +1,5 @@
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define([
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"Lib/Vendor/Box2D"
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"Lib/Vendor/Planck"
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],
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function (Box2D) {
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154
app/Game/Client/View/Pixi/PlanckDebugDraw.js
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154
app/Game/Client/View/Pixi/PlanckDebugDraw.js
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define([
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"Game/Config/Settings"
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],
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function (Settings) {
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"use strict";
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function PlanckDebugDraw(canvas) {
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this.canvas = canvas;
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this.ctx = canvas.getContext('2d');
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this.scale = Settings.RATIO;
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this.flags = {
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shapes: true,
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joints: false,
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aabb: false,
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pairs: false,
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centerOfMass: false
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};
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}
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PlanckDebugDraw.prototype.clear = function() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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};
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PlanckDebugDraw.prototype.drawWorld = function(world) {
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if (!this.flags.shapes) return;
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this.ctx.save();
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this.ctx.scale(this.scale, this.scale);
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this.ctx.lineWidth = 1 / this.scale;
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// Iterate through all bodies
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for (var body = world.getBodyList(); body; body = body.getNext()) {
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var transform = body.getTransform();
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// Iterate through all fixtures
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for (var fixture = body.getFixtureList(); fixture; fixture = fixture.getNext()) {
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var shape = fixture.getShape();
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if (body.isDynamic()) {
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this.ctx.strokeStyle = '#ff0000'; // Red for dynamic bodies
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this.ctx.fillStyle = 'rgba(255, 0, 0, 0.1)';
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} else if (body.isStatic()) {
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this.ctx.strokeStyle = '#00ff00'; // Green for static bodies
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this.ctx.fillStyle = 'rgba(0, 255, 0, 0.1)';
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} else {
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this.ctx.strokeStyle = '#0000ff'; // Blue for kinematic bodies
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this.ctx.fillStyle = 'rgba(0, 0, 255, 0.1)';
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}
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this.drawShape(shape, transform);
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}
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}
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this.ctx.restore();
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};
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PlanckDebugDraw.prototype.drawShape = function(shape, transform) {
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var type = shape.getType();
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if (type === 'circle') {
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this.drawCircle(shape, transform);
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} else if (type === 'polygon') {
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this.drawPolygon(shape, transform);
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} else if (type === 'edge') {
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this.drawEdge(shape, transform);
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} else if (type === 'chain') {
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this.drawChain(shape, transform);
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}
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};
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PlanckDebugDraw.prototype.drawCircle = function(shape, transform) {
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var center = transform.p;
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var radius = shape.getRadius();
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this.ctx.beginPath();
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this.ctx.arc(center.x, center.y, radius, 0, 2 * Math.PI);
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this.ctx.fill();
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this.ctx.stroke();
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// Draw radius line to show rotation
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this.ctx.beginPath();
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this.ctx.moveTo(center.x, center.y);
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this.ctx.lineTo(center.x + radius, center.y);
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this.ctx.stroke();
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};
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PlanckDebugDraw.prototype.drawPolygon = function(shape, transform) {
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var vertices = shape.m_vertices;
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if (!vertices || vertices.length < 3) return;
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this.ctx.beginPath();
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// Transform first vertex
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var v = this.transformVertex(vertices[0], transform);
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this.ctx.moveTo(v.x, v.y);
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// Transform and draw remaining vertices
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for (var i = 1; i < vertices.length; i++) {
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v = this.transformVertex(vertices[i], transform);
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this.ctx.lineTo(v.x, v.y);
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}
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this.ctx.closePath();
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this.ctx.fill();
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this.ctx.stroke();
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};
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PlanckDebugDraw.prototype.drawEdge = function(shape, transform) {
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var v1 = this.transformVertex(shape.m_vertex1, transform);
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var v2 = this.transformVertex(shape.m_vertex2, transform);
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this.ctx.beginPath();
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this.ctx.moveTo(v1.x, v1.y);
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this.ctx.lineTo(v2.x, v2.y);
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this.ctx.stroke();
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};
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PlanckDebugDraw.prototype.drawChain = function(shape, transform) {
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var vertices = shape.m_vertices;
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if (!vertices || vertices.length < 2) return;
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this.ctx.beginPath();
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var v = this.transformVertex(vertices[0], transform);
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this.ctx.moveTo(v.x, v.y);
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for (var i = 1; i < vertices.length; i++) {
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v = this.transformVertex(vertices[i], transform);
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this.ctx.lineTo(v.x, v.y);
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}
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this.ctx.stroke();
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};
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PlanckDebugDraw.prototype.transformVertex = function(vertex, transform) {
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// Apply transform: rotated_vertex = transform.q * vertex + transform.p
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var cos = Math.cos(transform.q.getAngle());
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var sin = Math.sin(transform.q.getAngle());
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return {
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x: transform.p.x + (cos * vertex.x - sin * vertex.y),
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y: transform.p.y + (sin * vertex.x + cos * vertex.y)
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};
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};
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PlanckDebugDraw.prototype.setFlags = function(flags) {
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this.flags = flags;
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};
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return PlanckDebugDraw;
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});
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