love.keyboard.getScancodeFromKey

love.keyboard.getScancodeFromKey Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the hardware scancode corresponding to the given key. Unlike key constants, Scancodes are keyboard layout-independent. For example the scancode "w" will be generated if the key in the same place as the "w" key on an American keyboard is pressed, no matter what the key is labelled or what the user's operating system settings are. Scancodes are useful for creating default con

love.keyboard.getKeyRepeat

love.keyboard.getKeyRepeat Removed in LÖVE 0.9.0 This function is not supported in that and later versions. Returns the delay and interval of key repeating. Function Synopsis delay, interval = love.keyboard.getKeyRepeat( ) Arguments None. Returns number delay The amount of time before repeating the key (in seconds) number interval The amount of time between repeats (in seconds) See Also love.keyboard

love.keyboard.getKeyFromScancode

love.keyboard.getKeyFromScancode Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the key corresponding to the given hardware scancode. Unlike key constants, Scancodes are keyboard layout-independent. For example the scancode "w" will be generated if the key in the same place as the "w" key on an American keyboard is pressed, no matter what the key is labelled or what the user's operating system settings are. Scancodes are useful for creating default con

love.joystickremoved

love.joystickremoved Available since LÖVE 0.9.0 This function is not supported in earlier versions. Called when a Joystick is disconnected. Function Synopsis love.joystickremoved( joystick ) Arguments Joystick joystick The now-disconnected Joystick object. Returns Nothing. See Also love love.joystickadded Joystick:isConnected

love.joystickreleased

love.joystickreleased Called when a joystick button is released. Function Available since LÖVE 0.9.0 This variant is not supported in earlier versions. Synopsis love.joystickreleased( joystick, button ) Arguments Joystick joystick The joystick object. number button The button number. Returns Nothing. Function Removed in LÖVE 0.9.0 This variant is not supported in that and later versions. Synopsis love.joystickreleased( joystick, button ) Arguments number joystick The joystick num

love.joystickpressed

love.joystickpressed Called when a joystick button is pressed. Function Available since LÖVE 0.9.0 This variant is not supported in earlier versions. Synopsis love.joystickpressed( joystick, button ) Arguments Joystick joystick The joystick object. number button The button number. Returns Nothing. Examples Use getPosition to help draw a custom mouse image function love.joystickpressed(joystick,button) player:jumping() end   --inside playerClass function player:jumping() if joySt

love.joystickhat

love.joystickhat Available since LÖVE 0.9.0 This callback is not supported in earlier versions. Called when a joystick hat direction changes. Function Synopsis love.joystickhat( joystick, hat, direction ) Arguments Joystick joystick The joystick object. number hat The hat number. JoystickHat direction The new hat direction. Returns Nothing. See Also love

love.joystickaxis

love.joystickaxis Available since LÖVE 0.9.0 This callback is not supported in earlier versions. Called when a joystick axis moves. Function Synopsis love.joystickaxis( joystick, axis, value ) Arguments Joystick joystick The joystick object. number axis The axis number. number value The new axis value. Returns Nothing. See Also love

love.joystickadded

love.joystickadded Available since LÖVE 0.9.0 This function is not supported in earlier versions. Called when a Joystick is connected. Function Synopsis love.joystickadded( joystick ) Arguments Joystick joystick The newly connected Joystick object. Returns Nothing. Notes This callback is also triggered after love.load for every Joystick which was already connected when the game started up. See Also love love.joystick love.joystickremoved Joystick:isConnected

love.joystick.setGamepadMapping

love.joystick.setGamepadMapping Available since LÖVE 0.9.2 This function is not supported in earlier versions. Due to a bug, any mapping that is a suffix of another (for example "x" is a suffix to "leftx") needs to be mapped first Binds a virtual gamepad input to a button, axis or hat for all Joysticks of a certain type. For example, if this function is used with a GUID returned by a Dualshock 3 controller in OS X, the binding will affect Joystick:getGamepadAxis and Joystick:isGamepadDown