love.physics.getMeter

love.physics.getMeter Available since LÖVE 0.8.0 This function is not supported in earlier versions. Returns the meter scale factor. All coordinates in the physics module are divided by this number, creating a convenient way to draw the objects directly to the screen without the need for graphics transformations. It is recommended to create shapes no larger than 10 times the scale. This is important because Box2D is tuned to work well with shape sizes from 0.1 to 10 meters. Function Syno

MotorJoint:setAngularOffset

MotorJoint:setAngularOffset Available since LÖVE 0.9.0 This method is not supported in earlier versions. Sets the target angluar offset between the two Bodies the Joint is attached to. Function Synopsis MotorJoint:setAngularOffset( angleoffset ) Arguments number angleoffset The target angular offset in radians: the second body's angle minus the first body's angle. Returns Nothing. See Also MotorJoint MotorJoint:getAngularOffset

Source:getDistance

Source:getDistance 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 Source:getAttenuationDistances. Returns the reference and maximum distance of the source. There's a bug in 0.8.0 preventing this function from working Function Synopsis ref, max = Source:getDistance( ) Arguments None. Returns number ref The reference distance. number max The maximum distance. See Also Source

love.mouse.setVisible

love.mouse.setVisible Sets the current visibility of the cursor. Function Synopsis love.mouse.setVisible( visible ) Arguments boolean visible True to set the cursor to visible, false to hide the cursor. Returns Nothing. Examples Toggle mouse visibility by pressing tab. function love.keypressed(key) if key == "tab" then local state = not love.mouse.isVisible() -- the opposite of whatever it currently is love.mouse.setVisible(state) end end See Also love.mouse love.mo

love.mouse.getPosition

love.mouse.getPosition Returns the current position of the mouse. Function Synopsis x, y = love.mouse.getPosition( ) Arguments None. Returns number x The position of the mouse along the x-axis. number y The position of the mouse along the y-axis. Examples Use getPosition to help draw a custom mouse image function love.load() love.mouse.setVisible(false) -- make default mouse invisible img = love.graphics.newImage("mouse.png") -- load in a custom mouse image end function love.draw()

love.graphics.getCanvasFormats

love.graphics.getCanvasFormats Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the available Canvas formats, and whether each is supported. Function Synopsis formats = love.graphics.getCanvasFormats( ) Arguments None. Returns table formats A table containing CanvasFormats as keys, and a boolean indicating whether the format is supported as values. Not all systems support all formats. Examples Create a canvas with the format 'rgba16f' if it is support

love.physics.newRevoluteJoint

love.physics.newRevoluteJoint Creates a pivot joint between two bodies. This joint connects two bodies to a point around which they can pivot. Function Available since LÖVE 0.8.0 This variant is not supported in earlier versions. Synopsis joint = love.physics.newRevoluteJoint( body1, body2, x, y, collideConnected ) Arguments Body body1 The first body. Body body2 The second body. number x The x position of the connecting point. number y The y position of the connecting point. boolean

love.releaseerrhand

love.releaseerrhand Removed in LÖVE 0.9.0 This callback is not supported in that and later versions. Function Synopsis love.releaseerrhand( msg ) Arguments string msg The error message. Returns Nothing. Examples The default function used if you don't supply your own. function love.releaseerrhand(msg) print("An error has occured, the game has been stopped.")   if not love.graphics or not love.event or not love.graphics.isCreated() then return end   love.graphics.setCanvas() love.g

PrismaticJoint:enableMotor

PrismaticJoint:enableMotor 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:setMotorEnabled. Starts or stops the joint motor. Function Synopsis PrismaticJoint:enableMotor( enable ) Arguments boolean enable True to enable, false to disable. Returns Nothing. See Also PrismaticJoint

SpriteBatch:set

SpriteBatch:set Available since LÖVE 0.8.0 This method is not supported in earlier versions. Changes a sprite in the batch. This requires the identifier returned by add and addq. Function Synopsis SpriteBatch:set( id, x, y, r, sx, sy, ox, oy, kx, ky ) Arguments number id The identifier of the sprite that will be changed. number x The position to draw the object (x-axis). number y The position to draw the object (y-axis). number r (0) Orientation (radians). number sx (1) Scale factor (