BezierCurve:removeControlPoint

BezierCurve:removeControlPoint Available since LÖVE 0.10.0 This function is not supported in earlier versions. Removes the specified control point. Function Synopsis BezierCurve:removeControlPoint( index ) Arguments number index The index of the control point to remove. Returns Nothing. See Also BezierCurve BezierCurve:getDegree BezierCurve:setControlPoint BezierCurve:getControlPoint BezierCurve:insertControlPoint love.math

BezierCurve:render

BezierCurve:render Available since LÖVE 0.9.0 This function is not supported in earlier versions. Get a list of coordinates to be used with love.graphics.line. This function samples the Bézier curve using recursive subdivision. You can control the recursion depth using the depth parameter. If you are just interested to know the position on the curve given a parameter, use BezierCurve:evaluate. Function Synopsis coordinates = BezierCurve:render(depth) Arguments number depth (5) Number of

BezierCurve:renderSegment

BezierCurve:renderSegment Available since LÖVE 0.10.0 This function is not supported in earlier versions. Get a list of coordinates on a specific part of the curve, to be used with love.graphics.line. This function samples the Bézier curve using recursive subdivision. You can control the recursion depth using the depth parameter. If you are just need to know the position on the curve given a parameter, use BezierCurve:evaluate. Function Synopsis coordinates = BezierCurve:renderSegment( s

BezierCurve:rotate

BezierCurve:rotate Available since LÖVE 0.9.0 This function is not supported in earlier versions. Rotate the Bézier curve by an angle. Function Synopsis BezierCurve:rotate(angle, ox, oy) Arguments number angle Rotation angle in radians. number ox (0) X coordinate of the rotation center. number oy (0) Y coordinate of the rotation center. Returns Nothing. See Also BezierCurve:translate BezierCurve:scale BezierCurve love.math

BezierCurve:scale

BezierCurve:scale Available since LÖVE 0.9.0 This function is not supported in earlier versions. Scale the Bézier curve by a factor. Function Synopsis BezierCurve:scale(s, ox, oy) Arguments number s Scale factor. number ox (0) X coordinate of the scaling center. number oy (0) Y coordinate of the scaling center. Returns Nothing. See Also BezierCurve:translate BezierCurve:rotate BezierCurve love.math

BezierCurve:setControlPoint

BezierCurve:setControlPoint Available since LÖVE 0.9.0 This function is not supported in earlier versions. Set coordinates of the i-th control point. Indices start with 1. Function Synopsis BezierCurve:setControlPoint(i, x, y) Arguments number i Index of the control point. number x Position of the control point along the x axis. number y Position of the control point along the y axis. Returns Nothing. See Also BezierCurve BezierCurve:getDegree BezierCurve:getControlPoint Bezie

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

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

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

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