ParticleSystem:setTexture

ParticleSystem:setTexture Available since LÖVE 0.9.1 It has been renamed from ParticleSystem:setImage. Sets the texture (Image or Canvas) to be used for the particles. Function Synopsis ParticleSystem:setTexture( texture ) Arguments Texture texture An Image or Canvas to use for the particles. Returns Nothing. See Also ParticleSystem ParticleSystem:getTexture

ParticleSystem:getSizes

ParticleSystem:getSizes Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the series of sizes by which the sprite is scaled. 1.0 is normal size. The particle system will interpolate between each size evenly over the particle's lifetime. Function Synopsis size1, size1, ..., size8 = ParticleSystem:getSizes( ) Arguments Nothing. Returns number size1 The first size. number size2 The second size. number size8 The eighth size. See Also ParticleSystem Pa

MouseJoint:getFrequency

MouseJoint:getFrequency Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns the frequency. Function Synopsis freq = MouseJoint:getFrequency( ) Arguments None. Returns number freq The frequency in hertz. See Also MouseJoint MouseJoint:setFrequency

ParticleSystem:isFull

ParticleSystem:isFull Removed in LÖVE 0.9.0 Use ParticleSystem:getCount and ParticleSystem:getBufferSize. Checks whether the particle system is full of particles. Function Synopsis full = ParticleSystem:isFull( ) Arguments None. Returns boolean full True if no more particles can be added, false otherwise. See Also ParticleSystem

ParticleSystem:getSpeed

ParticleSystem:getSpeed Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the speed of the particles. Function Synopsis min, max = ParticleSystem:getSpeed( ) Arguments Nothing. Returns number min The minimum linear speed of the particles. number max The maximum linear speed of the particles. See Also ParticleSystem ParticleSystem:setSpeed

Mesh:setVertices

Mesh:setVertices Available since LÖVE 0.9.0 This function is not supported in earlier versions. Replaces a range of vertices in the Mesh with new ones. The total number of vertices in a Mesh cannot be changed after it has been created. Function Available since LÖVE 0.10.0 This variant is not supported in earlier versions. Synopsis Mesh:setVertices( vertices, startvertex ) Arguments table vertices The table filled with vertex information tables for each vertex, in the form of {vertex,

Shape:setFilterData

Shape:setFilterData Removed in LÖVE 0.8.0 This function is not supported in that and later versions. Sets the filter data for a Shape. Info stolen from box2d.org: Collision filtering is a system for preventing collision between shapes. For example, say you make a character that rides a bicycle. You want the bicycle to collide with the terrain and the character to collide with the terrain, but you don't want the character to collide with the bicycle (because they must overlap). Box2D suppor

WheelJoint:getMaxMotorTorque

WheelJoint:getMaxMotorTorque Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns the maximum motor torque. Function Synopsis maxTorque = WheelJoint:getMaxMotorTorque( ) Arguments None. Returns number maxTorque The maximum torque of the joint motor in newton meters. See Also WheelJoint WheelJoint:setMaxMotorTorque

love.window.getPosition

love.window.getPosition Available since LÖVE 0.9.2 This function is not supported in earlier versions. Gets the position of the window on the screen. The window position is in the coordinate space of the display it is currently in. Function Synopsis x, y, display = love.window.getPosition( ) Arguments None. Returns number x The x-coordinate of the window's position. number y The y-coordinate of the window's position. number display The index of the display that the window is in. See

love.graphics.newCanvas

love.graphics.newCanvas Available since LÖVE 0.8.0 It has been renamed from love.graphics.newFramebuffer. Creates a new Canvas object for offscreen rendering. 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 canvas = love.graphics.newCanvas( ) Arguments None. Returns Canvas canvas A new Canvas with dimensions equal to the win