love.physics

Can simulate 2D rigid body physics in a realistic manner. This module is based on Box2D, and this API corresponds to the Box2D 2.3.0 API as closely as possible.

love.physics is not lightweight, and not even remotely simple to use. It's a ten-ton hammer designed for heavy-lifting (er...hammer...lifting?)

If you are just trying to make a character jump around on blocks or the likes, then move along, nothing to see here.

Types

Body Bodies are objects with velocity and position.
Contact Contacts are objects created to manage collisions in worlds.
Fixture Fixtures attach shapes to bodies. 0.8.0
Joint Attach multiple bodies together to interact in unique ways.
Shape Shapes are objects used to control mass and collisions.
World A world is an object that contains all bodies and joints.

Functions

love.physics.getDistance Returns the two closest points between two fixtures and their distance. 0.8.0
love.physics.getMeter Returns the meter scale factor. 0.8.0
love.physics.newBody Creates a new body.
love.physics.newChainShape Creates a new ChainShape. 0.8.0
love.physics.newCircleShape Creates a new CircleShape.
love.physics.newDistanceJoint Creates a DistanceJoint between two bodies.
love.physics.newEdgeShape Creates a new EdgeShape. 0.8.0
love.physics.newFixture Creates and attaches a fixture. 0.8.0
love.physics.newFrictionJoint A FrictionJoint applies friction to a body. 0.8.0
love.physics.newGearJoint Create a GearJoint connecting two Joints.
love.physics.newMotorJoint Creates a joint between two bodies which controls the relative motion between them. 0.9.0
love.physics.newMouseJoint Create a joint between a body and the mouse.
love.physics.newPolygonShape Creates a new PolygonShape.
love.physics.newPrismaticJoint Creates a PrismaticJoint between two bodies.
love.physics.newPulleyJoint Creates a PulleyJoint to join two bodies to each other and the ground.
love.physics.newRectangleShape Shorthand for creating rectangular PolygonShapes.
love.physics.newRevoluteJoint Creates a pivot joint between two bodies.
love.physics.newRopeJoint Creates a joint between two bodies that enforces a max distance between them. 0.8.0
love.physics.newWeldJoint A WeldJoint essentially glues two bodies together. 0.8.0
love.physics.newWheelJoint Creates a wheel joint. 0.8.0
love.physics.newWorld Creates a new World.
love.physics.setMeter Sets the meter scale factor. 0.8.0

Enums

BodyType The types of a Body.
JointType Different types of joints.
ShapeType The different types of Shapes, as returned by Shape:getType.

See Also

  • love
  • Tutorial:Physics
  • Tutorial:PhysicsCollisionCallbacks



MotorJoint:getAngularOffset
  • References/Game Development/LÖVE/love.physics/Joint/MotorJoint

MotorJoint:getAngularOffset Available since LÖVE 0.9.0 This method is not supported in earlier versions. Gets the target angular offset between

2025-01-10 15:47:30
Body:getType
  • References/Game Development/LÖVE/love.physics/Body

Body:getType Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns the type of the body. Function

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GearJoint:getRatio
  • References/Game Development/LÖVE/love.physics/Joint/GearJoint

GearJoint:getRatio Get the ratio of a gear joint. Function

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Contact:getRestitution
  • References/Game Development/LÖVE/love.physics/Contact

Contact:getRestitution Get the restitution between two shapes that are in contact. Function Synopsis

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DistanceJoint:setLength
  • References/Game Development/LÖVE/love.physics/Joint/DistanceJoint

DistanceJoint:setLength Sets the equilibrium distance between the two Bodies. Function Synopsis

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Body:setPosition
  • References/Game Development/LÖVE/love.physics/Body

Body:setPosition Set the position of the body. Note that this may not be the center of mass of the body. This function cannot wake up the body. Function

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MouseJoint:setMaxForce
  • References/Game Development/LÖVE/love.physics/Joint/MouseJoint

MouseJoint:setMaxForce Sets the highest allowed force. Function Synopsis

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Body:getMass
  • References/Game Development/LÖVE/love.physics/Body

Body:getMass Get the mass of the body. Static bodies always have a mass of 0. Function Synopsis

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Body:getAngularVelocity
  • References/Game Development/LÖVE/love.physics/Body

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

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PulleyJoint:setMaxLengths
  • References/Game Development/LÖVE/love.physics/Joint/PulleyJoint

PulleyJoint:setMaxLengths Set the maximum lengths of the rope segments. The physics module also imposes maximum values for the rope segments. If the parameters exceed these values

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