(Image):refresh

(Image):refresh Available since LÖVE 0.9.0 This function is not supported in earlier versions. Reloads the Image's contents from the ImageData or CompressedData used to create the image. Function Synopsis Image:refresh( ) Arguments None. Returns Nothing. Function Available since LÖVE 0.10.0 This variant is not supported in earlier versions. Synopsis Image:refresh( x, y, width, height ) Arguments number x The x-axis of the top-left corner of the area within the Image to reload. numbe

Source:isStatic

Source:isStatic Available since LÖVE 0.7.0 and removed in LÖVE 0.10.0 It has been replaced by Source:getType. Returns whether the Source is static. Function Synopsis static = Source:isStatic( ) Arguments None. Returns boolean static True if the Source is static, false otherwise. See Also Source SourceType

love.graphics.getDefaultImageFilter

love.graphics.getDefaultImageFilter Available since LÖVE 0.8.0 and removed in LÖVE 0.9.0 It has been renamed to love.graphics.getDefaultFilter. Returns the default scaling filters. Function Synopsis min, mag = love.graphics.getDefaultImageFilter( ) Arguments None. Returns FilterMode min Filter mode used when scaling the image down. FilterMode mag Filter mode used when scaling the image up. See Also love.graphics love.graphics.setDefaultImageFilter

love.filesystem.load

love.filesystem.load Loads a Lua file (but does not run it). Function Synopsis chunk, errormsg = love.filesystem.load( name ) Arguments string name The name (and path) of the file. Returns function chunk The loaded chunk. string errormsg (nil) The error message if file could not be opened. Example It is important to note that love.filesystem.load does not invoke the code, it just creates a function (a 'chunk') that will contain the contents of the file inside it. In order to execute the

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

DistanceJoint:setDamping

DistanceJoint:setDamping Removed in LÖVE 0.8.0 It has been replaced with DistanceJoint:setDampingRatio. Sets the damping ratio. Function Synopsis DistanceJoint:setDamping( ratio ) Arguments number ratio The damping ratio. Returns Nothing. See Also DistanceJoint

love.audio.getVelocity

love.audio.getVelocity Returns the velocity of the listener. Function Synopsis x, y, z = love.audio.getVelocity( ) Arguments None. Returns number x The X velocity of the listener. number y The Y velocity of the listener. number z The Z velocity of the listener. See Also love.audio

love.graphics.newParticleSystem

love.graphics.newParticleSystem Creates a new ParticleSystem. This function can be slow if it is called repeatedly, such as from love.update or love.draw. If you need to use a specific resource often, create it once and store it somewhere it can be reused! Function Synopsis system = love.graphics.newParticleSystem( image, buffer ) Arguments Image image The image to use. number buffer The max number of particles at the same time. Returns ParticleSystem system A new ParticleSystem. Funct

Body:getLinearDamping

Body:getLinearDamping Gets the linear damping of the Body. The linear damping is the rate of decrease of the linear velocity over time. A moving body with no damping and no external forces will continue moving indefinitely, as is the case in space. A moving body with damping will gradually stop moving. Damping is not the same as friction - they can be modelled together. Function Synopsis damping = Body:getLinearDamping( ) Arguments None. Returns number damping The value of the linear damp

Joystick:isGamepadDown

Joystick:isGamepadDown Available since LÖVE 0.9.0 This function is not supported in earlier versions. Checks if a virtual gamepad button on the Joystick is pressed. If the Joystick is not recognized as a Gamepad or isn't connected, then this function will always return false. Function Synopsis anyDown = Joystick:isGamepadDown( button1, button2, button3, ... ) Arguments GamepadButton buttonN The gamepad button to check. Returns boolean anyDown True if any supplied button is down, false