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

@ -1,6 +1,6 @@
define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Vendor/Box2D",
"Lib/Vendor/Planck",
"Game/Config/Settings",
"Lib/Utilities/Assert"
],
@ -20,12 +20,11 @@ function (Parent, Box2D, Settings, Assert) {
Assert.number(this.options.width, this.options.height);
Assert.number(this.options.weight);
var deckShape = new Box2D.Collision.Shapes.b2PolygonShape();
var w = this.options.width / Settings.RATIO;
var h = 2 / Settings.RATIO;
deckShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(4.5 / Settings.RATIO)));
var deckShape = planck.Box(w / 2, h / 2, planck.Vec2(0, -(4.5 / Settings.RATIO)));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
fixtureDef.shape = deckShape;
var offset = 4,
@ -36,7 +35,7 @@ function (Parent, Box2D, Settings, Assert) {
fixtureDef.restitution = 0.2;
fixtureDef.isSensor = false;
this.body.CreateFixture(fixtureDef);
this.body.createFixture(fixtureDef);
this.addWheel(
@ -54,18 +53,16 @@ function (Parent, Box2D, Settings, Assert) {
Skateboard.prototype.addWheel = function(x, y) {
Assert.number(x, y);
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = x / Settings.RATIO;
bodyDef.position.y = y / Settings.RATIO;
bodyDef.angle = 0;
var bodyDef = {
type: 'dynamic',
position: planck.Vec2(x / Settings.RATIO, y / Settings.RATIO),
angle: 0
};
var wheelShape = new Box2D.Collision.Shapes.b2CircleShape();
wheelShape.SetRadius(2.5 / Settings.RATIO);
wheelShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(x / Settings.RATIO, y / Settings.RATIO));
var wheelShape = planck.Circle(2.5 / Settings.RATIO, planck.Vec2(x / Settings.RATIO, y / Settings.RATIO));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
var offset = 4,
factor = 80;
var density = ((0.1 + offset) / 3 / 3) * factor;
@ -75,7 +72,7 @@ function (Parent, Box2D, Settings, Assert) {
fixtureDef.isSensor = false;
fixtureDef.friction = 0.0005;
this.body.CreateFixture(fixtureDef);
this.body.createFixture(fixtureDef);
};
Skateboard.prototype.flip = function(direction) {
@ -90,7 +87,7 @@ function (Parent, Box2D, Settings, Assert) {
/*
define([
"Game/" + GLOBALS.context + "/GameObjects/Item",
"Lib/Vendor/Box2D",
"Lib/Vendor/Planck",
"Game/Config/Settings",
"Lib/Utilities/Assert"
],
@ -121,12 +118,11 @@ function (Parent, Box2D, Settings, Assert) {
Assert.number(this.options.width, this.options.height);
Assert.number(this.options.weight);
var deckShape = new Box2D.Collision.Shapes.b2PolygonShape();
var w = this.options.width / Settings.RATIO;
var h = 1.5 / Settings.RATIO;
deckShape.SetAsOrientedBox(w / 2, h / 2, new Box2D.Common.Math.b2Vec2(0, -(4.5 / Settings.RATIO)));
var deckShape = planck.Box(w / 2, h / 2, planck.Vec2(0, -(4.5 / Settings.RATIO)));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
fixtureDef.shape = deckShape;
var offset = 4,
@ -137,23 +133,21 @@ function (Parent, Box2D, Settings, Assert) {
fixtureDef.restitution = Settings.ITEM_RESTITUTION;
fixtureDef.isSensor = false;
this.body.CreateFixture(fixtureDef);
this.body.createFixture(fixtureDef);
};
Skateboard.prototype.addWheel = function(x, y) {
Assert.number(x, y);
var bodyDef = new Box2D.Dynamics.b2BodyDef();
bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
bodyDef.position.x = x / Settings.RATIO;
bodyDef.position.y = y / Settings.RATIO;
bodyDef.angle = 0;
var bodyDef = {
type: 'dynamic',
position: planck.Vec2(x / Settings.RATIO, y / Settings.RATIO),
angle: 0
};
var wheelShape = new Box2D.Collision.Shapes.b2CircleShape();
wheelShape.SetRadius(1.5 / Settings.RATIO);
wheelShape.SetLocalPosition(new Box2D.Common.Math.b2Vec2(0, 0));
var wheelShape = planck.Circle(1.5 / Settings.RATIO, planck.Vec2(0, 0));
var fixtureDef = new Box2D.Dynamics.b2FixtureDef();
var fixtureDef = { shape: null, density: 1.0, friction: 0.3, restitution: 0.0, isSensor: false };
var offset = 4,
factor = 80;
var density = ((0.1 + offset) / 3 / 3) * factor;
@ -163,7 +157,7 @@ function (Parent, Box2D, Settings, Assert) {
fixtureDef.friction = 0;
var wheelBody = this.body.GetWorld().CreateBody(bodyDef);
wheelBody.CreateFixture(fixtureDef);
wheelBody.createFixture(fixtureDef);
//var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
var revoluteJointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
@ -171,7 +165,7 @@ function (Parent, Box2D, Settings, Assert) {
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.GetWorldCenter());
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.getWorldCenter());
var j = this.body.GetWorld().CreateJoint(revoluteJointDef);