love.window.getDesktopDimensions

love.window.getDesktopDimensions Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the width and height of the desktop. Function Synopsis width, height = love.window.getDesktopDimensions( display ) Arguments number display (1) The index of the display, if multiple monitors are available. Returns number width The width of the desktop. number height The height of the desktop. Examples Show the resolution of the monitor the window is currently in funct

ParticleSystem:setRadialAcceleration

ParticleSystem:setRadialAcceleration Set the radial acceleration (away from the emitter). Function Synopsis ParticleSystem:setRadialAcceleration( min, max ) Arguments number min The minimum acceleration. number max (min) The maximum acceleration. Returns Nothing. See Also ParticleSystem ParticleSystem:getRadialAcceleration

love.graphics.setFont

love.graphics.setFont Set an already-loaded Font as the current font or create and load a new one from the file and size. It's recommended that Font objects are created with love.graphics.newFont in the loading stage and then passed to this function in the drawing stage. Function Synopsis love.graphics.setFont( font ) Arguments Font font The Font object to use. Returns Nothing. Function Removed in LÖVE 0.8.0 This variant is not supported in that and later versions. Synopsis love.graph

Channel:performAtomic

Channel:performAtomic Available since LÖVE 0.10.0 This function is not supported in earlier versions. Executes the specified function atomically with respect to this Channel. Calling multiple methods in a row on the same Channel is often useful. However if multiple Threads are calling this Channel's methods at the same time, the different calls on each Thread might end up interleaved (e.g. one or more of the second thread's calls may happen in between the first thread's calls.) This metho

Joystick:getAxis

Joystick:getAxis Available since LÖVE 0.9.0 It has been moved from love.joystick.getAxis. Gets the direction of an axis. Function Synopsis direction = Joystick:getAxis( axis ) Arguments number axis The index of the axis to be checked. Returns number direction Current value of the axis. See Also Joystick Joystick:getAxes Joystick:getAxisCount

love.font.newTrueTypeRasterizer

love.font.newTrueTypeRasterizer Available since LÖVE 0.7.0 This function is not supported in earlier versions. Creates a new TrueType Rasterizer. Function Create a TrueTypeRasterizer with the default font. Synopsis rasterizer = love.font.newTrueTypeRasterizer( size, hinting_mode ) Arguments number size The font size. HintingMode hinting_mode True Type hinting mode. Returns TrueTypeRasterizer rasterizer The rasterizer. See Also love.font love.font.newRasterizer love.font.newBMF

Body:getY

Body:getY Get the y position of the body in world coordinates. Function Synopsis y = Body:getY( ) Arguments None. Returns number y The y position in world coordinates. See Also Body

Font:getWrap

Font:getWrap Available since LÖVE 0.7.0 This function is not supported in earlier versions. Gets formatting information for text, given a wrap limit. This function accounts for newlines correctly (i.e. '\n'). Function Available since LÖVE 0.10.0 This variant is not supported in earlier versions. Synopsis width, wrappedtext = Font:getWrap( text, wraplimit ) Arguments string text The text that will be wrapped. number wraplimit The maximum width in pixels of each line that text is allo

Shape:getBody

Shape:getBody Available since LÖVE 0.7.0 This function is not supported in earlier versions. Removed in LÖVE 0.8.0 This function is not supported in that and later versions. Get the Body the shape is attached to. Function Synopsis body = Shape:getBody( ) Arguments None. Returns Body body The body the shape is attached to. See Also Shape

Body:applyAngularImpulse

Body:applyAngularImpulse Available since LÖVE 0.8.0 This method is not supported in earlier versions. Applies an angular impulse to a body. This makes a single, instantaneous addition to the body momentum. A body with with a larger mass will react less. The reaction does not depend on the timestep, and is equivalent to applying a force continuously for 1 second. Impulses are best used to give a single push to a body. For a continuous push to a body it is better to use Body:applyForce. Fun