chuck.js/app/Game/Client/Me.js
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

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3.2 KiB
JavaScript

define([
"Game/Client/Player",
"Game/Config/Settings",
"Lib/Utilities/NotificationCenter",
"Lib/Utilities/Assert",
"Game/Client/Control/PlayerController",
],
function (Parent, Settings, nc, Assert, PlayerController) {
"use strict";
function Me(id, physicsEngine, user) {
Parent.call(this, id, physicsEngine, user);
// View uses this to calculate center position
this.lookAtXY = {
x: Settings.VIEWPORT_LOOK_AHEAD,
y: 0
};
this.lastServerPositionState = {
p: {
x: 0,
y: 0
}
};
this.arrowMesh = null;
this.createAndAddArrow();
this.playerController = new PlayerController(this);
}
Me.prototype = Object.create(Parent.prototype);
Me.prototype.lookAt = function(x, y) {
this.lookAtXY = {
x: x,
y: y
};
Parent.prototype.lookAt.call(this, x, y);
};
Me.prototype.getLookAt = function() {
return {
x: this.lookAtXY.x,
y: this.lookAtXY.y
};
};
Me.prototype.setLastServerPositionState = function(update) {
this.lastServerPositionState = update;
};
// Checks if client should send out its position to server
Me.prototype.isPositionStateOverrideNeeded = function() {
if(!this.doll) {
return false;
}
if(this.doll.isAnotherPlayerNearby()) {
return false;
}
var difference = {
x: Math.abs(this.lastServerPositionState.p.x - this.doll.body.getPosition().x),
y: Math.abs(this.lastServerPositionState.p.y - this.doll.body.getPosition().y)
};
if(difference.x > Settings.ME_STATE_MAX_DIFFERENCE_METERS ||
difference.y > Settings.ME_STATE_MAX_DIFFERENCE_METERS) {
return true;
}
return false;
};
Me.prototype.getPositionStateOverride = function() {
return {
p: this.doll.body.getPosition().clone(),
lv: this.doll.body.getLinearVelocity().clone()
};
};
Me.prototype.acceptPositionStateUpdateFromServer = function() {
// gamecontroller should accept me's doll update only when another players doll is nearby.
return this.doll.isAnotherPlayerNearby();
};
Me.prototype.resetPositionState = function(options) {
Assert.number(options.p.x, options.p.y);
Assert.number(options.lv.x, options.lv.y);
this.doll.body.setPosition(options.p);
this.doll.body.setLinearVelocity(options.lv);
};
Me.prototype.createAndAddArrow = function() {
var self = this;
var position = this.getPosition();
var options = {
x: position.x * Settings.RATIO,
y: position.y * Settings.RATIO,
};
var callback = function(arrowMesh) {
self.arrowMesh = arrowMesh;
};
nc.trigger(nc.ns.client.view.playerArrow.createAndAdd, callback, options);
};
Me.prototype.render = function() {
Parent.prototype.render.call(this);
var position = this.getPosition();
var options = {
x: position.x * Settings.RATIO,
y: position.y * Settings.RATIO,
};
nc.trigger(nc.ns.client.view.playerArrow.update, this.arrowMesh, options);
};
return Me;
});