Body:setSleepingAllowed

Body:setSleepingAllowed Available since LÖVE 0.8.0 This method is not supported in earlier versions. Sets the sleeping behaviour of the body. Should sleeping be allowed, a body at rest will automatically sleep. A sleeping body is not simulated unless it collided with an awake body. Be wary that one can end up with a situation like a floating sleeping body if the floor was removed. Function Synopsis Body:setSleepingAllowed( allowed ) Arguments boolean allowed True if the body is allowed to

love.joystick.saveGamepadMappings

love.joystick.saveGamepadMappings Available since LÖVE 0.9.2 This function is not supported in earlier versions. Saves the virtual gamepad mappings of all Joysticks that are recognized as gamepads and have either been recently used or their gamepad bindings have been modified. The mappings are stored as a string for use with love.joystick.loadGamepadMappings. Function Saves the gamepad mappings of all relevant joysticks to a file. Synopsis mappings = love.joystick.saveGamepadMappings( fi

GearJoint:getRatio

GearJoint:getRatio Get the ratio of a gear joint. Function Synopsis ratio = GearJoint:getRatio( ) Arguments None. Returns number ratio The ratio of the joint. See Also GearJoint

love.mousemoved

love.mousemoved Available since LÖVE 0.9.2 This function is not supported in earlier versions. Callback function triggered when the mouse is moved. Function Available since LÖVE 0.10.0 This variant is not supported in earlier versions. Synopsis love.mousemoved( x, y, dx, dy, istouch ) Arguments number x The mouse position on the x-axis. number y The mouse position on the y-axis. number dx The amount moved along the x-axis since the last time love.mousemoved was called. number dy Th

PrismaticJoint:enableLimit

PrismaticJoint:enableLimit Available since LÖVE 0.8.0 This function is not supported in earlier versions. Removed in LÖVE 0.9.0 It has been renamed to PrismaticJoint:setLimitsEnabled. Enables or disables the limits of the joint. Function Synopsis PrismaticJoint:enableLimit( enable ) Arguments boolean enable True to enable, false to disable. Returns Nothing. See Also PrismaticJoint

PulleyJoint:getLengthA

PulleyJoint:getLengthA Available since LÖVE 0.8.0 This method is not supported in earlier versions. Get the current length of the rope segment attached to the first body. Function Synopsis length = PulleyJoint:getLengthA( ) Arguments None. Returns number length The length of the rope segment. See Also PulleyJoint

love.filesystem.getDirectoryItems

love.filesystem.getDirectoryItems Available since LÖVE 0.9.0 It has been renamed from love.filesystem.enumerate. Returns a table with the names of files and subdirectories in the specified path. The table is not sorted in any way; the order is undefined. If the path passed to the function exists in the game and the save directory, it will list the files and directories from both places. Function Synopsis files = love.filesystem.getDirectoryItems( dir ) Arguments string dir The directory

Mesh:setTexture

Mesh:setTexture Available since LÖVE 0.9.1 This function is not supported in earlier versions. 0.9.1 (bug) Textures are not released from memory automatically when nil-ing meshes. Call Mesh:setTexture() to manually clear. Sets the texture (Image or Canvas) used when drawing the Mesh. Function Synopsis Mesh:setTexture( texture ) Arguments Texture texture The Image or Canvas to texture the Mesh with when drawing. Returns Nothing. Function Synopsis Mesh:setTexture( ) Arguments None. Re

BezierCurve:insertControlPoint

BezierCurve:insertControlPoint Available since LÖVE 0.9.0 This function is not supported in earlier versions. Insert control point after the i-th control point. Indices start with 1. Negative indices wrap around: -1 is the last control point, -2 the one before the last, etc. Function Synopsis BezierCurve:insertControlPoint(x, y, i) Arguments number x Position of the control point along the x axis. number y Position of the control point along the y axis. number i (-1) Index of the contro

love.physics.newChainShape

love.physics.newChainShape Available since LÖVE 0.8.0 This function is not supported in earlier versions. Creates a new ChainShape. Due to a limitation of the current collision algorithm, collision with chain shapes can react in a odd manner. see [here] Function Synopsis shape = love.physics.newChainShape( loop, x1, y1, x2, y2, ... ) Arguments boolean loop If the chain should loop back to the first point. number x1 The x position of the first point. number y1 The y position of the firs