Body:setLinearVelocity

Body:setLinearVelocity Sets a new linear velocity for the Body. This function will not accumulate anything; any impulses previously applied since the last call to World:update will be lost. Function Synopsis Body:setLinearVelocity( x, y ) Arguments number x The x-component of the velocity vector. number y The y-component of the velocity vector. Returns Nothing. See Also Body

Body:setLinearDamping

Body:setLinearDamping Sets the linear damping of a Body See Body:getLinearDamping for a definition of linear damping. Linear damping can take any value from 0 to infinity. It is recommended to stay between 0 and 0.1, though. Other values will make the objects look "floaty"(if gravity is enabled). Function Synopsis Body:setLinearDamping( ld ) Arguments number ld The new linear damping Returns Nothing. See Also Body

Body:setInertia

Body:setInertia Set the inertia of a body. This value can also be set by the fourth argument of Body:setMass. Function Synopsis Body:setInertia( inertia ) Arguments number inertia The new moment of inertia, in kilograms * pixel squared. Returns Nothing. See Also Body

Body:setGravityScale

Body:setGravityScale Available since LÖVE 0.8.0 This method is not supported in earlier versions. Sets a new gravity scale factor for the body. Function Synopsis Body:setGravityScale( scale ) Arguments number scale The new gravity scale factor. Returns Nothing. See Also Body Body:getGravityScale

Body:setFixedRotation

Body:setFixedRotation Set whether a body has fixed rotation. Bodies with fixed rotation don't vary the speed at which they rotate. WARNING: LÖVE 0.6.2 does not yet contain the fix for a bug with this function when it is called with a false argument. Function Synopsis Body:setFixedRotation( isFixed ) Arguments boolean isFixed Whether the body should have fixed rotation. Returns Nothing. See Also Body

Body:setBullet

Body:setBullet Set the bullet status of a body. There are two methods to check for body collisions: at their location when the world is updated (default) using continuous collision detection (CCD) The default method is efficient, but a body moving very quickly may sometimes jump over another body without producing a collision. A body that is set as a bullet will use CCD. This is less efficient, but is guaranteed not to jump when moving quickly. Note that static bodies (with zero mass) a

Body:setAwake

Body:setAwake Available since LÖVE 0.8.0 This method is not supported in earlier versions. Wakes the body up or puts it to sleep. Function Synopsis Body:setAwake( awake ) Arguments boolean awake The body sleep status. Returns Nothing. See Also Body Body:isAwake

Body:setAngularVelocity

Body:setAngularVelocity Sets the angular velocity of a Body. The angular velocity is the rate of change of angle over time. This function will not accumulate anything; any impulses previously applied since the last call to World:update will be lost. Function Synopsis Body:setAngularVelocity( w ) Arguments number w The new angular velocity, in radians per second Returns Nothing. See Also Body

Body:setAngularDamping

Body:setAngularDamping Sets the angular damping of a Body See Body:getAngularDamping for a definition of angular damping. Angular damping can take any value from 0 to infinity. It is recommended to stay between 0 and 0.1, though. Other values will look unrealistic. Function Synopsis Body:setAngularDamping( damping ) Arguments number damping The new angular damping. Returns Nothing. See Also Body

Body:setAngle

Body:setAngle Set the angle of the body. The angle is measured in radians. If you need to transform it from degrees, use math.rad. A value of 0 radians will mean "looking to the right". .Although radians increase counter-clockwise, the y axis points down so it becomes clockwise from our point of view. It is possible to cause a collision with another body by changing its angle. Function Synopsis Body:setAngle( angle ) Arguments number angle The angle in radians. Returns Nothing. See Al