love.mousereleased

love.mousereleased Callback function triggered when a mouse button is released. Function Available since LÖVE 0.10.0 This variant is not supported in earlier versions. Synopsis love.mousereleased( x, y, button, istouch ) Arguments number x Mouse x position, in pixels. number y Mouse y position, in pixels. number button The button index that was released. 1 is the primary mouse button, 2 is the secondary mouse button and 3 is the middle button. Further buttons are mouse dependent. boolea

love.physics.getDistance

love.physics.getDistance Available since LÖVE 0.8.0 This function is not supported in earlier versions. Returns the two closest points between two fixtures and their distance. This function does not work correctly in 0.8.0 and may terminate LÖVE without errors. Function Synopsis distance, x1, y1, x2, y2 = love.physics.getDistance( fixture1, fixture2 ) Arguments Fixture fixture1 The first fixture. Fixture fixture2 The second fixture. Returns number distance The distance of the two poi

love.physics.getMeter

love.physics.getMeter Available since LÖVE 0.8.0 This function is not supported in earlier versions. Returns the meter scale factor. All coordinates in the physics module are divided by this number, creating a convenient way to draw the objects directly to the screen without the need for graphics transformations. It is recommended to create shapes no larger than 10 times the scale. This is important because Box2D is tuned to work well with shape sizes from 0.1 to 10 meters. Function Syno

love.physics.newBody

love.physics.newBody Creates a new body. There are three types of bodies. Static bodies do not move, have a infinite mass, and can be used for level boundaries. Dynamic bodies are the main actors in the simulation, they collide with everything. Kinematic bodies do not react to forces and only collide with dynamic bodies. The mass of the body gets calculated when a Fixture is attached or removed, but can be changed at any time with Body:setMass or Body:resetMassData. Function Availabl

love.physics.newChainShape

love.physics.newChainShape Available since LÖVE 0.8.0 This function is not supported in earlier versions. Creates a new ChainShape. Due to a limitation of the current collision algorithm, collision with chain shapes can react in a odd manner. see [here] Function Synopsis shape = love.physics.newChainShape( loop, x1, y1, x2, y2, ... ) Arguments boolean loop If the chain should loop back to the first point. number x1 The x position of the first point. number y1 The y position of the firs

love.physics.newCircleShape

love.physics.newCircleShape Script Example Missing love.physics.newCircleShape needs a script example, help out by writing one. Creates a new CircleShape. Function Available since LÖVE 0.8.0 These variants are not supported in earlier versions. Synopsis shape = love.physics.newCircleShape( radius ) Arguments number radius The radius of the circle. Returns CircleShape shape The new shape. Function Synopsis shape = love.physics.newCircleShape( x, y, radius ) Arguments number x The

love.physics.newDistanceJoint

love.physics.newDistanceJoint Creates a DistanceJoint between two bodies. This joint constrains the distance between two points on two bodies to be constant. These two points are specified in world coordinates and the two bodies are assumed to be in place when this joint is created. The first anchor point is connected to the first body and the second to the second body, and the points define the length of the distance joint. Function Available since LÖVE 0.8.0 This variant is not supporte

love.physics.newEdgeShape

love.physics.newEdgeShape Available since LÖVE 0.8.0 This function is not supported in earlier versions. Creates a new EdgeShape. Function Synopsis shape = love.physics.newEdgeShape( x1, y1, x2, y2 ) Arguments number x1 The x position of the first point. number y1 The y position of the first point. number x2 The x position of the second point. number y2 The y position of the second point. Returns EdgeShape shape The new shape. See Also love.physics EdgeShape Shape

love.physics.newFixture

love.physics.newFixture Available since LÖVE 0.8.0 This function is not supported in earlier versions. Creates and attaches a Fixture to a body. Note that the Shape object is copied rather than kept as a reference when the Fixture is created. To get the Shape object that the Fixture owns, use Fixture:getShape. Function Synopsis fixture = love.physics.newFixture( body, shape, density ) Arguments Body body The body which gets the fixture attached. Shape shape The shape to be copied to the

love.physics.newFrictionJoint

love.physics.newFrictionJoint Available since LÖVE 0.8.0 This function is not supported in earlier versions. Create a friction joint between two bodies. A FrictionJoint applies friction to a body. Function Synopsis joint = love.physics.newFrictionJoint( body1, body2, x, y, collideConnected ) Arguments Body body1 The first body to attach to the joint. Body body2 The second body to attach to the joint. number x The x position of the anchor point. number y The y position of the anchor poi