PolygonShape:validate

PolygonShape:validate Available since LÖVE 0.9.0 This function is not supported in earlier versions. Validates whether the PolygonShape is convex. Concave PolygonShapes cannot be used in love.physics. Function Synopsis convex = PolygonShape:validate() Arguments None. Returns boolean convex Whether the PolygonShape is convex. See Also PolygonShape

love.thread.newChannel

love.thread.newChannel Available since LÖVE 0.9.0 This function is not supported in earlier versions. Create a new unnamed thread channel. One use for them is to pass new unnamed channels to other threads via Channel:push on a named channel. Function Synopsis channel = love.thread.newChannel( ) Arguments None. Returns Channel channel The new Channel object. See Also love.thread Channel

Fixture:setFilterData

Fixture:setFilterData Available since LÖVE 0.8.0 This method is not supported in earlier versions. Sets the filter data of the fixture. Groups, categories, and mask can be used to define the collision behaviour of the fixture. If two fixtures are in the same group they either always collide if the group is positive, or never collide if it's negative. If the group is zero or they do not match, then the contact filter checks if the fixtures select a category of the other fixture with their

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

Thread:getError

Thread:getError Available since LÖVE 0.9.0 This function is not supported in earlier versions. Retrieves the error string from the thread if it produced an error. Function Synopsis value = Thread:getError( ) Arguments None. Returns string value The error message. See Also Thread love.threaderror

Fixture:isSensor

Fixture:isSensor Available since LÖVE 0.8.0 This method is not supported in earlier versions. Returns whether the fixture is a sensor. Function Synopsis sensor = Fixture:isSensor( ) Arguments None. Returns boolean sensor If the fixture is a sensor. See Also Fixture Fixture:setSensor

love.physics.newPulleyJoint

love.physics.newPulleyJoint Creates a PulleyJoint to join two bodies to each other and the ground. The pulley joint simulates a pulley with an optional block and tackle. If the ratio parameter has a value different from one, then the simulated rope extends faster on one side than the other. In a pulley joint the total length of the simulated rope is the constant length1 + ratio * length2, which is set when the pulley joint is created. Pulley joints can behave unpredictably if one side is full

love.joystick.getName

love.joystick.getName Removed in LÖVE 0.9.0 It has been moved to Joystick:getName. Returns the name of a joystick. Function Synopsis name = love.joystick.getName( joystick ) Arguments number joystick The joystick to be checked Returns string name The name See Also love.joystick

love.math.randomNormal

love.math.randomNormal Available since LÖVE 0.9.0 This function is not supported in earlier versions. Get a normally distributed pseudo random number. Function Synopsis number = love.math.randomNormal( stddev, mean ) Arguments number stddev (1) Standard deviation of the distribution. number mean (0) The mean of the distribution. Returns number number Normally distributed random number with variance (stddev)² and the specified mean. See Also love.math

Joystick:isGamepadDown

Joystick:isGamepadDown Available since LÖVE 0.9.0 This function is not supported in earlier versions. Checks if a virtual gamepad button on the Joystick is pressed. If the Joystick is not recognized as a Gamepad or isn't connected, then this function will always return false. Function Synopsis anyDown = Joystick:isGamepadDown( button1, button2, button3, ... ) Arguments GamepadButton buttonN The gamepad button to check. Returns boolean anyDown True if any supplied button is down, false