love.physics.newWheelJoint

love.physics.newWheelJoint Available since LÖVE 0.8.0 This function is not supported in earlier versions. Creates a wheel joint. Function Synopsis joint = love.physics.newWheelJoint( body1, body2, x, y, ax, ay, collideConnected ) Arguments Body body1 The first body. Body body2 The second body. number x The x position of the anchor point. number y The y position of the anchor point. number ax The x position of the axis unit vector. number ay The y position of the axis unit vector. bo

love.physics.newWorld

love.physics.newWorld Creates a new World. Function Available since LÖVE 0.8.0 This variant is not supported in earlier versions. Synopsis world = love.physics.newWorld( xg, yg, sleep ) Arguments number xg (0) The x component of gravity. number yg (0) The y component of gravity. boolean sleep (true) Whether the bodies in this world are allowed to sleep. Returns World world A brave new World. Function Removed in LÖVE 0.8.0 This variant is not supported in that and later versions.

love.physics.setMeter

love.physics.setMeter Available since LÖVE 0.8.0 This function is not supported in earlier versions. Sets the pixels to meter scale factor. All coordinates in the physics module are divided by this number and converted to meters, and it creates 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

love.quit

love.quit Available since LÖVE 0.7.0 This callback is not supported in earlier versions. Callback function triggered when the game is closed. Function Synopsis r = love.quit( ) Arguments None. Returns boolean r Abort quitting. If true, do not close the game. Example This example shows how the return value of love.quit can be used to stop the closing of the game. local quit = true function love.quit() if quit then print("We are not ready to quit yet!") quit = not qu

love.releaseerrhand

love.releaseerrhand Removed in LÖVE 0.9.0 This callback is not supported in that and later versions. Function Synopsis love.releaseerrhand( msg ) Arguments string msg The error message. Returns Nothing. Examples The default function used if you don't supply your own. function love.releaseerrhand(msg) print("An error has occured, the game has been stopped.")   if not love.graphics or not love.event or not love.graphics.isCreated() then return end   love.graphics.setCanvas() love.g

love.resize

love.resize Available since LÖVE 0.9.0 This callback is not supported in earlier versions. Called when the window is resized, for example if the user resizes the window, or if love.window.setMode is called with an unsupported width or height in fullscreen and the window chooses the closest appropriate size. Function Synopsis love.resize( w, h ) Arguments number w The new width, in pixels. number h The new height, in pixels. Returns Nothing. Notes Calls to love.window.setMode will only

love.run

love.run The main function, containing the main loop. A sensible default is used when left out. Function Synopsis love.run( ) Arguments None. Returns Nothing. Examples The default function for 0.10.0, 0.10.1, and 0.10.2, used if you don't supply your own. function love.run()   if love.math then love.math.setRandomSeed(os.time()) end   if love.load then love.load(arg) end   -- We don't want the first frame's dt to include time taken by love.load. if love.timer then love.timer.step() en

love.sound.newDecoder

love.sound.newDecoder Attempts to find a decoder for the encoded sound data in the specified file. Function Synopsis decoder = love.sound.newDecoder( file, buffer ) Arguments File file The file with encoded sound data. number buffer (2048) The size of each decoded chunk, in bytes. Returns Decoder decoder A new Decoder object. Function Synopsis decoder = love.sound.newDecoder( filename, buffer ) Arguments string filename The filename of the file with encoded sound data. number buffer (2

love.sound.newSoundData

love.sound.newSoundData Creates new SoundData from a filepath, File, or Decoder. It's also possible to create SoundData with a custom sample rate, channel and bit depth. The sound data will be decoded to the memory in a raw format. It is recommended to create only short sounds like effects, as a 3 minute song uses 30 MB of memory this way. Function Synopsis soundData = love.sound.newSoundData( filename ) Arguments string filename The file name of the file to load. Returns SoundData soundDa

love.system.getClipboardText

love.system.getClipboardText Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets text from the clipboard. Function Synopsis text = love.system.getClipboardText( ) Arguments None. Returns string text The text currently held in the system's clipboard. See Also love.system love.system.setClipboardText