Karl Pannek
dc779def9c
Complete Box2D to Planck.js migration
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- 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
74957807e2
Extend debug platform to the left to cover spawn area
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- Moved 4 tiles from right side (x=16-19) to left side (x=6-9)
- Platform now spans x=6-15 instead of x=10-19
- Chuck should now spawn safely on the platform without falling
2025-07-16 13:13:00 +02:00
Karl Pannek
244dc50037
Add working debug level with grass and soil tiles
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- 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
Karl Pannek
e6089687ed
2025 update!
2025-07-15 20:05:12 +02:00
1df7258b56
Upgrade socket.io to 2.x
2017-11-06 22:17:33 +01:00
Karl
1bb9539530
adds fixme comment about object.assign for merging
2016-10-28 17:46:39 +02:00
logsol
45ea2dfba3
Fixes some bugs from bulk renaming singleton object variables
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Related to #128
2016-10-10 23:41:25 +02:00
logsol
91e0e7af3f
Makes singleton variable name of QuerySelector lowercase
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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
5b3bfd4370
Makes singleton variable name of OptionsHelper 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 23:11:18 +02:00
logsol
05c4e4de81
Refactoring of Options. Renamed to OptionsHelper
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Because that is what it is.
2016-10-10 23:10:43 +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
875a40185e
Increases score limit back to a higher value
...
It had been reduced to 1 for testing.
2016-10-10 20:15:41 +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
062402db58
Adds NotificationCenter exception when triggering unknown topic
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If you forget to add a certain topic to the Nc, you will
now get an Exception with a meaningful message.
2016-10-09 19:27:10 +02:00
logsol
dba743cd7b
Updates obsolete/broken way of clearing fingerprints
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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
c068592915
Makes world in Engine private
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And some refactoring.
2016-10-01 19:09:52 +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
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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
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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
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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
logsol
e370adf746
worldupdate subbody repositioning - #99
2015-06-29 01:29:57 +02:00
Jeena
2e01a093fc
first step of rotating limbs in RubeDoll
2015-06-28 16:26:52 -07:00
logsol
7cd4cc702b
should fix a bug happening on live deployment
2015-06-28 20:11:28 +02:00
logsol
eb29a00012
only adds lastMovedBy when there was no damage - fixes #108
2015-06-28 19:44:26 +02:00
logsol
71db5a8a81
removes flashsocket - fixes #117
2015-06-28 19:11:37 +02:00
logsol
8e9ce62e19
merges from rubedoll
2015-06-22 00:22:00 +02:00
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
7115292384
added possibility to not debug-draw sensor shapes
2015-05-11 11:10:30 +02:00
logsol
cb23c1fb05
centered rubedoll head
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
da7e0758bb
changed box2d calculation config #158
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
cd956b8a28
fixed a few bugs - rube loader was manipulating the json, which resulted in coordinates flipping every second time
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
1546136303
rebuilt skateboard without joints
2015-05-11 11:10:30 +02:00
logsol
da62339a95
rebuilt skateboard without joints
2015-05-11 11:09:24 +02:00