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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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@ -1,6 +1,6 @@
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define([
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"Game/" + GLOBALS.context + "/GameObjects/GameObject",
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"Lib/Vendor/Box2D"
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"Lib/Vendor/Planck"
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],
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function (Parent, Box2D) {
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@ -14,8 +14,8 @@ function (Parent, Box2D) {
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SpectatorDoll.prototype = Object.create(Parent.prototype);
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SpectatorDoll.prototype.getBodyDef = function() {
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var bodyDef = new Box2D.Dynamics.b2BodyDef();
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bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;
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var bodyDef = { type: 'static', position: planck.Vec2(0, 0), angle: 0 };
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bodyDef.type = 'dynamic';
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bodyDef.position.x = this.getPosition().x;
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bodyDef.position.y = this.getPosition().y;
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bodyDef.angle = 0;
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