chuck.js/app/Game/Client/Physics/Engine.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

68 lines
No EOL
1.7 KiB
JavaScript
Executable file

define([
"Game/Core/Physics/Engine",
"Game/Config/Settings",
"Game/Client/View/DomController",
"Lib/Vendor/Planck",
"Lib/Utilities/NotificationCenter",
"Game/Client/View/Pixi/PlanckDebugDraw",
"Game/Client/View/Pixi/Layers/Debug"
],
function (Parent, Settings, domController, Box2D, nc, PlanckDebugDraw, debugLayer) {
"use strict";
function Engine () {
Parent.call(this);
this.debugMode = false;
nc.on(nc.ns.client.view.debugMode.toggle, this.onToggleDebugMode, this);
}
Engine.prototype = Object.create(Parent.prototype);
Engine.prototype.onToggleDebugMode = function(debugMode) {
this.debugMode = debugMode;
if(!this.debugDraw) {
this.setupDebugDraw();
}
debugLayer.container.visible = this.debugMode;
};
Engine.prototype.setupDebugDraw = function () {
// set debug draw for Planck.js
var canvas = document.createElement('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = 'absolute';
canvas.style.top = '0';
canvas.style.left = '0';
canvas.style.pointerEvents = 'none';
canvas.style.zIndex = '1000';
document.body.appendChild(canvas);
this.debugDraw = new PlanckDebugDraw(canvas);
this.debugCanvas = canvas;
};
Engine.prototype.renderDebug = function () {
if (this.debugDraw) {
this.debugDraw.clear();
this.debugDraw.drawWorld(this.world);
}
};
Engine.prototype.update = function () {
Parent.prototype.update.call(this);
if(this.debugMode) {
this.world.DrawDebugData();
}
};
return Engine;
});