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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
6
app/Lib/Vendor/Rube/loadrube.js
vendored
6
app/Lib/Vendor/Rube/loadrube.js
vendored
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@ -68,7 +68,7 @@ function loadFixtureFromRUBE(body, fixtureJso) {
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fd.shape.m_radius = fixtureJso.circle.radius;
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if ( fixtureJso.circle.center )
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fd.shape.m_p.SetV(fixtureJso.circle.center);
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var fixture = body.CreateFixture(fd);
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var fixture = body.createFixture(fd);
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if ( fixtureJso.name )
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fixture.name = fixtureJso.name;
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}
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@ -78,7 +78,7 @@ function loadFixtureFromRUBE(body, fixtureJso) {
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for (v = 0; v < fixtureJso.polygon.vertices.x.length; v++)
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verts.push( new b2Vec2( fixtureJso.polygon.vertices.x[v], fixtureJso.polygon.vertices.y[v] ) );
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fd.shape.SetAsArray(verts, verts.length);
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var fixture = body.CreateFixture(fd);
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var fixture = body.createFixture(fd);
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if ( fixture && fixtureJso.name )
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fixture.name = fixtureJso.name;
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}
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@ -89,7 +89,7 @@ function loadFixtureFromRUBE(body, fixtureJso) {
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var thisVertex = new b2Vec2( fixtureJso.chain.vertices.x[v], fixtureJso.chain.vertices.y[v] );
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if ( v > 0 ) {
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fd.shape.SetAsEdge( lastVertex, thisVertex );
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var fixture = body.CreateFixture(fd);
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var fixture = body.createFixture(fd);
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if ( fixtureJso.name )
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fixture.name = fixtureJso.name;
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}
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