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: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: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: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: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: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:getAngularDamping

Body:getAngularDamping Gets the Angular damping of the Body The angular damping is the rate of decrease of the angular velocity over time: A spinning body with no damping and no external forces will continue spinning indefinitely. A spinning body with damping will gradually stop spinning. Damping is not the same as friction - they can be modelled together. However, only damping is provided by Box2D (and LOVE). Damping parameters should be between 0 and infinity, with 0 meaning no damping,

Body:getAngularVelocity

Body:getAngularVelocity Get the angular velocity of the Body. The angular velocity is the rate of change of angle over time. It is changed in World:update by applying torques, off centre forces/impulses, and angular damping. It can be set directly with Body:setAngularVelocity. If you need the rate of change of position over time, use Body:getLinearVelocity. Function Synopsis w = Body:getAngularVelocity( ) Arguments None. Returns number w The angular velocity in radians/second. See Als

Body:getContactList

Body:getContactList Available since LÖVE 0.9.2 This method is not supported in earlier versions. Gets a list of all Contacts attached to the Body. The list can change multiple times during a World:update call, so some collisions may be missed if the World collide callbacks are not used at all. Function Synopsis contacts = Body:getContactList( ) Arguments None. Returns table contacts A list with all contacts associated with the Body. See Also Body

Body:getFixtureList

Body:getFixtureList Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns a table with all fixtures. Function Synopsis fixtures = Body:getFixtureList( ) Arguments None. Returns table fixtures A sequence with all fixtures. See Also Body