Shape:getChildCount

Shape:getChildCount Available since LÖVE 0.8.0 This function is not supported in earlier versions. Returns the number of children the shape has. Function Synopsis count = Shape:getChildCount( ) Arguments None. Returns number count The number of children. See Also Shape

Shape:getCategoryBits

Shape:getCategoryBits Removed in LÖVE 0.8.0 Use Fixture:getCategory instead. Gets the categories as a 16-bit integer. A set bit indicates membership of that category. Function Synopsis An = Shape:getCategoryBits( ) Arguments None. Returns number An Integer value representing the categories. See Also Shape

Shape:getCategory

Shape:getCategory Removed in LÖVE 0.8.0 Use Fixture:setCategory instead. Gets the categories this shape is a member of. The number of categories the shape is a member of is the number of return values. Categories are used for allowing/disallowing certain collision. Function Synopsis ... = Shape:getCategory( ) Arguments None. Returns numbers ... Numbers from 1-16. See Also Shape

Shape:getBoundingBox

Shape:getBoundingBox Removed in LÖVE 0.8.0 This function is not supported in that and later versions. Gets the bounding box of the shape. This function can be used in a nested fashion with love.graphics.polygon. Function Synopsis A bounding box is the smallest rectangle that encapsulates the entire polygon. x1, y1, x2, y2, x3, y3, x4, y4 = Shape:getBoundingBox( ) Vertexes are returned starting from the bottom-left in a clockwise fashion (bottom-left, top-left, top-right, bottom-right). A

Shape:getBody

Shape:getBody Available since LÖVE 0.7.0 This function is not supported in earlier versions. Removed in LÖVE 0.8.0 This function is not supported in that and later versions. Get the Body the shape is attached to. Function Synopsis body = Shape:getBody( ) Arguments None. Returns Body body The body the shape is attached to. See Also Shape

Shape:destroy

Shape:destroy Removed in LÖVE 0.8.0 This function is not supported in that and later versions. Explicitly destroys the Shape. When you don't have time to wait for garbage collection, this function may be used to free the object immediately, but note that an error will occur if you attempt to use the object after calling this function. Note that Box2D doesn't allow destroying or creating shapes during collision callbacks. Function Synopsis Shape:destroy( ) Arguments None. Returns Nothing

Shape:computeMass

Shape:computeMass Available since LÖVE 0.8.0 This function is not supported in earlier versions. Computes the mass properties for the shape with the specified density. Function Synopsis x, y, mass, inertia = Shape:computeMass( density ) Arguments number density The shape density. Returns number x The x postition of the center of mass. number y The y postition of the center of mass. number mass The mass of the shape. number inertia The rotational inertia. See Also Shape

Shape:computeAABB

Shape:computeAABB Available since LÖVE 0.8.0 This function is not supported in earlier versions. Returns the points of the bounding box for the transformed shape. Function Synopsis topLeftX, topLeftY, bottomRightX, bottomRightY = Shape:computeAABB( tx, ty, tr, childIndex ) Arguments number tx The translation of the shape on the x-axis. number ty The translation of the shape on the y-axis. number tr The shape rotation. number childIndex (1) The index of the child to compute the bounding

Shader:sendColor

Shader:sendColor Available since LÖVE 0.10.0 This function is not supported in earlier versions. Sends one or more colors to a special (extern / uniform) vec3 or vec4 variable inside the shader. The color components must be in the range of [0, 255], unlike Shader:send. The colors are gamma-corrected if global gamma-correction is enabled. Extern variables must be marked using the extern keyword, e.g. extern vec4 Color; The corresponding sendColor call would be shader:sendColor("Color", {r

Shader:send

Shader:send Available since LÖVE 0.9.0 It has been renamed from PixelEffect:send. Sends one or more values to a special (uniform) variable inside the shader. Uniform variables have to be marked using the uniform or extern keyword, e.g. uniform float time; // "float" is the typical number type used in GLSL shaders. uniform float vars[2]; uniform vec2 light_pos; uniform vec4 colors[4]; The corresponding send calls would be shader:send("time", t) shader:send("vars",a,b) shader:send("light_p