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.graphics.newImage

love.graphics.newImage Creates a new Image from a filepath, FileData, an ImageData, or a CompressedImageData, and optionally generates or specifies mipmaps for the image. 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 image = love.graphics.newImage( filename ) Arguments string filename The filepath to the image file. Returns I

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

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.mouse.isGrabbed

love.mouse.isGrabbed Checks if the mouse is grabbed. Function Synopsis grabbed = love.mouse.isGrabbed( ) Arguments None. Returns boolean grabbed True if the cursor is grabbed, false if it is not. Examples Toggles whether the mouse is grabbed by pressing tab, using love.mouse.setGrabbed. function love.keypressed(key) if key == "tab" then local state = not love.mouse.isGrabbed() -- the opposite of whatever it currently is love.mouse.setGrabbed(state) --Use love.mouse.setGra

love.graphics.getSystemLimits

love.graphics.getSystemLimits Available since LÖVE 0.10.0 It has replaced love.graphics.getSystemLimit. Gets the system-dependent maximum values for love.graphics features. Function Synopsis limits = love.graphics.getSystemLimits( ) Arguments None. Returns table limits A table containing GraphicsLimit keys, and number values. See Also love.graphics GraphicsLimit

enet.host:channel limit

enet.host:channel limit Sets the maximum number of channels allowed. If it is 0 then the system maximum allowable value is used. Function Synopsis host:channel_limit(limit) Arguments number limit The maximum number of channels allowed. Returns Nothing. See Also lua-enet enet.host

love.gamepadpressed

love.gamepadpressed Available since LÖVE 0.9.0 This function is not supported in earlier versions. Called when a Joystick's virtual gamepad button is pressed. Function Synopsis love.gamepadpressed( joystick, button ) Arguments Joystick joystick The joystick object. GamepadButton button The virtual gamepad button. Returns Nothing. See Also love love.gamepadreleased Joystick:isGamepad

love.filesystem.exists

love.filesystem.exists Check whether a file or directory exists. Function Synopsis exists = love.filesystem.exists( filename ) Arguments string filename The path to a potential file or directory. Returns boolean exists True if there is a file or directory with the specified name. False otherwise. See Also love.filesystem