Body:getAngle

Body:getAngle Get the angle of the body. The angle is measured in radians. If you need to transform it to degrees, use math.deg. 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. Function Synopsis angle = Body:getAngle( ) Arguments None. Returns number angle The angle in radians. See Also Body

Body:getAllowSleeping

Body:getAllowSleeping Available since LÖVE 0.7.0 and removed in LÖVE 0.8.0 This method is not supported in earlier or later versions. Return whether a body is allowed to sleep. A sleeping body is much more efficient to simulate than when awake. Function Synopsis status = Body:getAllowSleeping( ) Arguments None. Returns boolean status True when the body is allowed to sleep. See Also Body

Body:destroy

Body:destroy Explicitly destroys the Body and all fixtures and joints attached to it. An error will occur if you attempt to use the object after calling this function. In 0.7.2, when you don't have time to wait for garbage collection, this function may be used to free the object immediately. Function Synopsis Body:destroy( ) Arguments None. Returns Nothing. See Also Body

Body:applyTorque

Body:applyTorque Apply torque to a body. Torque is like a force that will change the angular velocity (spin) of a body. The effect will depend on the rotational inertia a body has. Function Synopsis Body:applyTorque( torque ) Arguments number torque The torque to apply. Returns Nothing. See Also Body

Body:applyLinearImpulse

Body:applyLinearImpulse Available since LÖVE 0.8.0 This method is not supported in earlier versions. Applies an impulse to a body. This makes a single, instantaneous addition to the body momentum. An impulse pushes a body in a direction. A body with with a larger mass will react less. The reaction does not depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is bet

Body:applyImpulse

Body:applyImpulse Removed in LÖVE 0.8.0 It has been renamed to Body:applyLinearImpulse. Applies an impulse to a body. This makes a single, instantaneous addition to the body momentum. An impulse pushes a body in a direction. A body with with a larger mass will react less. The reaction does not depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use Bo

Body:applyForce

Body:applyForce Apply force to a Body. A force pushes a body in a direction. A body with with a larger mass will react less. The reaction also depends on how long a force is applied: since the force acts continuously over the entire timestep, a short timestep will only push the body for a short time. Thus forces are best used for many timesteps to give a continuous push to a body (like gravity). For a single push that is independent of timestep, it is better to use Body:applyLinearImpulse. I

Body:applyAngularImpulse

Body:applyAngularImpulse Available since LÖVE 0.8.0 This method is not supported in earlier versions. Applies an angular impulse to a body. This makes a single, instantaneous addition to the body momentum. A body with with a larger mass will react less. The reaction does not depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use Body:applyForce. Fun

BlendMode Formulas

BlendMode Formulas Equations used when blending drawn content with the screen or active Canvas. Color components are generally in the range of [0, 1] rather than [0, 255] for the purposes of these equations. Results are clamped to [0, 1] except when a Canvas is active that has a floating-point / HDR format. Description: dst - existing color in the screen. src - the color of the drawn object (the color output by the pixel shader, or the global color multiplied by the texture's color – if a

BezierCurve:translate

BezierCurve:translate Available since LÖVE 0.9.0 This function is not supported in earlier versions. Move the Bézier curve by an offset. Function Synopsis BezierCurve:translate(dx, dy) Arguments number dx Offset along the x axis. number dy Offset along the y axis. Returns Nothing. See Also BezierCurve:rotate BezierCurve:scale BezierCurve love.math