Fixture:getDensity

Fixture:getDensity Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns the density of the fixture. Function Synopsis density = Fixture:getDensity( ) Arguments None. Returns number density The fixture density in kilograms per square meter. See Also Fixture Fixture:setDensity

Contact:setEnabled

Contact:setEnabled Available since LÖVE 0.8.0 This function is not supported in earlier versions. Enables or disables the contact. Function Synopsis Contact:setEnabled( enabled ) Arguments boolean enabled True to enable or false to disable. Returns Nothing. See Also Contact Contact:isEnabled

ParticleSystem:getAreaSpread

ParticleSystem:getAreaSpread Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the area-based spawn parameters for the particles. Function Synopsis distribution, dx, dy = ParticleSystem:getAreaSpread( ) Arguments None. Returns AreaSpreadDistribution distribution The type of distribution for new particles. number dx The maximum spawn distance from the emitter along the x-axis for uniform distribution, or the standard deviation along the x-axis for normal

love.audio.rewind

love.audio.rewind Rewinds all playing audio. Function Synopsis love.audio.rewind( ) Arguments None. Returns Nothing. Function Synopsis love.audio.rewind( source ) Arguments Source source The source to rewind. Returns Nothing. See Also love.audio

ParticleSystem:reset

ParticleSystem:reset Resets the particle emitter, removing any existing particles and resetting the lifetime counter. Function Synopsis ParticleSystem:reset( ) Arguments None. Returns Nothing. See Also ParticleSystem

love.graphics.printf

love.graphics.printf Draws formatted text, with word wrap and alignment. See additional notes in love.graphics.print. In version 0.9.2 and earlier, wrapping was implemented by breaking up words by spaces and putting them back together to make sure things fit nicely within the limit provided. However, due to the way this is done, extra spaces between words would end up missing when printed on the screen, and some lines could overflow past the provided wrap limit. In version 0.10.0 and newer th

love.graphics.setDefaultFilter

love.graphics.setDefaultFilter Available since LÖVE 0.9.0 It has been renamed from love.graphics.setDefaultImageFilter. Sets the default scaling filters used with Images, Canvases, and Fonts. Function Synopsis love.graphics.setDefaultFilter( min, mag, anisotropy ) Arguments FilterMode min Filter mode used when scaling the image down. FilterMode mag Filter mode used when scaling the image up. number anisotropy (1) Maximum amount of Anisotropic Filtering used. Returns Nothing. Notes Th

love.physics.newMouseJoint

love.physics.newMouseJoint Create a joint between a body and the mouse. This joint actually connects the body to a fixed point in the world. To make it follow the mouse, the fixed point must be updated every timestep (example below). The advantage of using a MouseJoint instead of just changing a body position directly is that collisions and reactions to other joints are handled by the physics engine. Function Synopsis joint = love.physics.newMouseJoint( body, x, y ) Arguments Body body The

love.physics.newDistanceJoint

love.physics.newDistanceJoint Creates a DistanceJoint between two bodies. This joint constrains the distance between two points on two bodies to be constant. These two points are specified in world coordinates and the two bodies are assumed to be in place when this joint is created. The first anchor point is connected to the first body and the second to the second body, and the points define the length of the distance joint. Function Available since LÖVE 0.8.0 This variant is not supporte

love.physics.newGearJoint

love.physics.newGearJoint Create a GearJoint connecting two Joints. The gear joint connects two joints that must be either prismatic or revolute joints. Using this joint requires that the joints it uses connect their respective bodies to the ground and have the ground as the first body. When destroying the bodies and joints you must make sure you destroy the gear joint before the other joints. The gear joint has a ratio the determines how the angular or distance values of the connected join