overte-Armored-Dragon/examples/example/games
Howard Stearns 590ad22d89 Update spaceInvaders to use per-entity collision handlers.
Also fix bitrot:
* The 'f' key triggers a profile, after which all bets are off regarding time-dependent behavior such as lifetime and update().
 (I'm moving space-invaders "fire" to the space bar as a work-around.)

* You don't get a collision without
 a non-default shapeType property (if the object type is "Model")
 a truthy collisionsWillMove property

* Entity handles (such as returned by Entity.addEntity) no longer have a separate 'id' property, so don't reference that. Just use the handle object itself.

* When an entity's lifetime expires, Entities.getEntityProperties(theEntityHandle) returns default values.
 It looks like the space-invaders script was written at a time when this returned falsey.
 (I'm changing the script to see if the properties.type === 'Unknown'.)

NOT FIXED is that the level of detail is cutting out when showing all the invaders.
2015-05-25 17:16:35 -07:00
..
airHockey.js Merge pull request #4900 from ericrius1/hockey 2015-05-20 14:50:00 -07:00
billiards.js Use collisionSoundURL for billiards.js, instead of the global collision event. 2015-05-25 17:12:36 -07:00
cleanupChessboards.js
clonedOverlaysExample.js
grabHockey.js pull in Andrew's adjustment of paddle confinement 2015-05-18 14:10:58 -07:00
hydraGrabHockey.js added support for both right and left hydras for hydra scripts, and made picking accurate 2015-05-14 17:00:40 -07:00
planky.js Added values for friction and restitution in the entity parameters. 2015-05-16 00:43:05 +01:00
playChess.js interface decides on entityIDs rather than bouncing a temporary id through the entity server 2015-05-19 14:25:23 -07:00
spaceInvadersExample.js Update spaceInvaders to use per-entity collision handlers. 2015-05-25 17:16:35 -07:00