Karl Pannek
dc779def9c
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
2025-07-16 15:01:59 +02:00
Karl Pannek
875abd60d9
Major progress on Planck.js migration - server starts without crashing
2025-07-16 13:28:21 +02:00
Karl Pannek
244dc50037
Add working debug level with grass and soil tiles
...
- Created DebugLevel class that bypasses complex TiledLevel loader
- Simple platform with grass tiles (10.gif) on top, soil tiles (10.gif) underneath
- Fixed tile texture paths to work with MAPS_PATH
- Fixed null check in User.js to prevent server crashes
- Working physics collision with Box2D
- Clean test environment for physics engine migration
2025-07-16 12:51:31 +02:00
logsol
91e0e7af3f
Makes singleton variable name of QuerySelector lowercase
...
When we require a singleton, its instance name should be named
by lowercase, since it is not a class.
Fixes #128
2016-10-10 23:17:16 +02:00
logsol
ce01c8888e
Makes singleton variable name of PointerLockManager lowercase
...
When we require a singleton, its instance name should be named
by lowercase, since it is not a class.
Relates to #128
2016-10-10 22:42:22 +02:00
logsol
3cb2e39a18
Makes singleton variable name of NotificationCenter lowercase
...
When we require a singleton, its instance name should be named
by lowercase, since it is not a class.
Relates to #128
2016-10-10 22:11:55 +02:00
logsol
ffc55a204a
Makes singleton object variable names of DomController first letter lowercase
...
When we require a singleton, its instance name should be named
by lowercase, since it is not a class.
Relates to #128
2016-10-10 21:50:03 +02:00
logsol
b798e6acac
Adds forward walking on shift
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The state of the shift modifier is now distributed across the
network. Walking speeds and animation states are being updated
according to it.
Fixes #130
2016-10-09 19:56:06 +02:00
logsol
dba743cd7b
Updates obsolete/broken way of clearing fingerprints
...
When a user leaves the channel, some items need to be cleared of
their fingerprints (lastTouchedBy). This feature was broken
because it used the this.gameObjects pool which was no longer in
use.
The channel GameController now triggers an event to which all
items are subscribed to and if it is triggered, all items with that
users fingerprints clear themselves off those.
Fixes #170
2016-10-09 12:46:07 +02:00
logsol
3a5af058ef
Prevents adding damage after round has ended
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Because it created double round endings, which led to crashes.
Also moved inBetweenRound state from PlayerController to GameController.
2016-10-01 19:12:52 +02:00
logsol
8641a2dc0b
On destroy unsubscribe missing GameObjects from render event
...
fixes #71
2016-10-01 16:51:43 +02:00
logsol
8b8093b771
Stops sending gameCommands between beginRound and clientReady
...
Listen for beginRound control command
to set client to be unready again
so it can load its new level without getting
any gameCommands like worldUpdate
2016-10-01 16:08:01 +02:00
logsol
016c48ec3b
During first worldUpdate set doll positions after spawning players
...
Otherwise we get a warning.
2016-10-01 14:01:12 +02:00
logsol
a5f828a861
Adds NETWORK_LOG_FILTER setting to incoming network messages
2016-10-01 13:43:37 +02:00
logsol
fc7866f11e
Hides playercontroller within player
...
In order to not provide deep exposure to PlayerController,
we refactored it so that it is not visible anymore outside Player.
Also we renamed isInBetweenGames to inBetweenRounds.
Moved creation of PlayerController from GameController(s) to
The channel Player and client Me.
2016-10-01 12:19:02 +02:00
logsol
c87997c774
fixes #147 , fixes #136 , is related to but doesnt entirely complete #144
2016-08-28 22:40:25 +02:00
logsol
502cf72a7e
fixes #157
2016-08-28 13:24:27 +02:00
Jeena
f35b9f5ba9
fixed flip for RubeDoll
2015-08-02 17:22:41 +02:00
Jeena
0b8d885d48
Merge branch 'master' into subbodies
2015-08-02 16:06:57 +02:00
Jeena
a8adbcf140
fixes position state update and removes dev graphs for better fps
2015-08-02 16:06:32 +02:00
logsol
0edde06d67
only adds lastMovedBy when there was no damage - fixes #99
2015-08-02 11:38:45 +02:00
Jeena
2e01a093fc
first step of rotating limbs in RubeDoll
2015-06-28 16:26:52 -07:00
logsol
07dad646cf
new system for synchronizing game objects. fixes #74
2015-06-22 00:14:17 +02:00
logsol
5b68f7e2b6
improving rube doll flipping behaviour and positioning
2015-05-11 11:10:30 +02:00
logsol
f1197b3045
added swapMeshes method to swap textures of 2 meshes
2015-05-11 11:10:30 +02:00
logsol
8e70eedbce
added setting to switch off pointer lock filter
2015-05-11 11:10:30 +02:00
logsol
fb3ac40d17
implemented rubedoll direction flip and added meshIndex (z) swapping capability. #151
2015-05-11 11:10:30 +02:00
logsol
2dea240a4b
implemented rube doll to appear when dying
2015-05-11 11:10:30 +02:00
logsol
ca1ca7635b
implemented rubedoll level item (not after dying yet)
2015-05-11 11:10:30 +02:00
logsol
97da7770d0
repaired debug view (offsetting)
2015-05-11 11:09:24 +02:00
Jeena
a66a327386
fixes the sending and rendering of game stats
2015-04-19 17:31:41 +02:00
Jeena
cad112419d
fixes initial level positioning
2015-04-19 16:06:23 +02:00
Jeena
aaa1db4468
hides default layers while loading level
2015-04-19 12:33:45 +02:00
Jeena
0592e2524d
added gangsta level and tried to fix on new level
2015-04-12 18:08:11 +02:00
Jeena
aff23e8de0
better handling of dangerousnes, etc. fixes #107
2015-04-02 22:49:43 +02:00
logsol
f9d97c5a47
trying a new approach to calculating damager
2015-04-02 19:35:10 +02:00
Jeena
16826b174a
fixed debug view and ragdoll start positioning
2015-03-16 01:50:41 +01:00
Jeena
c88afc8b4c
fixes #112 finished recorder
2015-03-15 21:06:44 +01:00
Jeena
dfa71bc8e5
added ASSERT, fixed #103
2015-03-15 16:51:38 +01:00
logsol
f467aa393a
found bug in level loader
2015-03-12 19:53:08 +01:00
logsol
feca76f677
#79 added possibility to add non-colliding tile layers from tiled editor
2015-03-12 11:11:16 +01:00
logsol
61e66f5796
fixed #97 chuck stops when he shouldnt, also removed f/g for handActionRequestLeft and Right, since we don't need it for DebugDraw anymore.
2015-03-10 14:42:54 +01:00
logsol
5f5fec5b10
added optimizer scripts and some code style improvements
2015-03-09 04:56:28 +01:00
logsol
6b472dc134
added max user and refactored coordinator/serveruser a bit fixes #105
2015-03-03 23:43:15 +01:00
logsol
67507333c4
added ping histograph and made disconnect clear with page reload. fixes #104 fixes #122
2015-03-03 15:34:43 +01:00
logsol
5007ab5b02
better feedback on killing. fixes #109
2015-03-02 00:13:21 +01:00
Jeena
9f32562a8d
cleaning up after #36
2015-03-01 16:35:22 +01:00
Jeena
f4c7d9edeb
cleanup debug canvas #36
2015-03-01 15:09:14 +01:00
Jeena
8dacc83f7a
fixed #36 debug draw working
2015-03-01 14:54:56 +01:00
logsol
20a974124e
added new debug draw
2015-02-28 21:27:42 +01:00