love.audio.setVelocity

love.audio.setVelocity Sets the velocity of the listener. Function Synopsis love.audio.setVelocity( x, y, z ) Arguments number x The X velocity of the listener. number y The Y velocity of the listener. number z The Z velocity of the listener. Returns Nothing. See Also love.audio

love.audio.setVolume

love.audio.setVolume Sets the master volume. Function Synopsis love.audio.setVolume( volume ) Arguments number volume 1.0 is max and 0.0 is off. Returns Nothing. See Also love.audio

love.audio.stop

love.audio.stop Stops currently played sources. Function This function will stop all currently active sources. Synopsis love.audio.stop( ) Arguments None. Returns Nothing. Function This function will only stop the specified source. Synopsis love.audio.stop( source ) Arguments Source source The source on which to stop the playback. Returns Nothing. See Also love.audio

love.conf

love.conf Introduction If a file called conf.lua is present in your game folder (or .love file), it is run before the LÖVE modules are loaded. You can use this file to overwrite the love.conf function, which is later called by the LÖVE 'boot' script. Using the love.conf function, you can set some configuration options, and change things like the default size of the window, which modules are loaded, and other stuff. love.conf The love.conf function takes one argument: a table filled with all th

love.directorydropped

love.directorydropped Available since LÖVE 0.10.0 This function is not supported in earlier versions. Callback function triggered when a directory is dragged and dropped onto the window. Function Synopsis love.directorydropped( path ) Arguments string path The full platform-dependent path to the directory. It can be used as an argument to love.filesystem.mount, in order to gain read access to the directory with love.filesystem. Returns Nothing. Notes Paths passed into this callback are

love.draw

love.draw Callback function used to draw on the screen every frame. Function Synopsis love.draw( ) Arguments None. Returns Nothing. Examples Draw an image that was loaded in love.load (putting love.graphics.newImage in love.draw would cause the image to be reloaded every frame, which would cause issues). function love.load() hamster = love.graphics.newImage("hamster.png") x = 50 y = 50 end function love.draw() love.graphics.draw(hamster, x, y) end See Also love

love.errhand

love.errhand The error handler, used to display error messages. Function Synopsis love.errhand( msg ) Arguments string msg The error message. Returns Nothing. Examples Available since LÖVE 0.10.0 This variant is not supported in earlier versions. The default function used if you don't supply your own. local function error_printer(msg, layer) print((debug.traceback("Error: " .. tostring(msg), 1+(layer or 1)):gsub("\n[^\n]+$", ""))) end   function love.errhand(msg) msg = tostring(msg)

love.event.clear

love.event.clear Clears the event queue. Function Synopsis love.event.clear() Arguments None. Returns Nothing. See Also love.event

love.event.poll

love.event.poll Returns an iterator for messages in the event queue. Function Synopsis i = love.event.poll( ) Arguments None. Returns function i Iterator function usable in a for loop. Examples Checking for events in 0.8.0 for e, a, b, c, d in love.event.poll() do if e == "quit" then -- Quit! end end Checking for events in 0.7.2 for e, a, b, c in love.event.poll() do if e == "q" then -- Quit! end end See Also love.event love.event.wait

love.event.pump

love.event.pump Pump events into the event queue. This is a low-level function, and is usually not called by the user, but by love.run. Note that this does need to be called for any OS to think you're still running, and if you want to handle OS-generated events at all (think callbacks). love.event.pump can only be called from the main thread, but afterwards, the rest of love.event can be used from any other thread. Function Synopsis love.event.pump( ) Arguments None. Returns Nothing. See Al