love.textedited

love.textedited Available since LÖVE 0.10.0 This function is not supported in earlier versions. Called when the candidate text for an IME (Input Method Editor) has changed. The candidate text is not the final text that the user will eventually choose. Use love.textinput for that. Function Synopsis love.textedited( text, start, length ) Arguments string text The UTF-8 encoded unicode candidate text. number start The start cursor of the selected candidate text. number length The length o

MotorJoint:getLinearOffset

MotorJoint:getLinearOffset Available since LÖVE 0.9.0 This method is not supported in earlier versions. Gets the target linear offset between the two Bodies the Joint is attached to. Function Synopsis x, y = MotorJoint:getLinearOffset( ) Arguments None. Returns number x The x component of the target linear offset, relative to the first Body. number y The y component of the target linear offset, relative to the first Body. See Also MotorJoint MotorJoint:setLinearOffset

love.graphics.newScreenshot

love.graphics.newScreenshot Creates a screenshot and returns the image data. 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 screenshot = love.graphics.newScreenshot( ) Arguments None. Returns ImageData screenshot The image data of the screenshot. Function Available since LÖVE 0.9.0 This variant is not supported in earlier

Body:setLinearVelocity

Body:setLinearVelocity Sets a new linear velocity for the Body. This function will not accumulate anything; any impulses previously applied since the last call to World:update will be lost. Function Synopsis Body:setLinearVelocity( x, y ) Arguments number x The x-component of the velocity vector. number y The y-component of the velocity vector. Returns Nothing. See Also Body

Body:setAllowSleeping

Body:setAllowSleeping Removed in LÖVE 0.8.0 It has been replaced by Body:setSleepingAllowed. Set the sleep behaviour of a body. A sleeping body is much more efficient to simulate than when awake. If sleeping is allowed, a body that has come to rest will sleep. Function Synopsis Body:setAllowSleeping( permission ) Arguments boolean permission Permission for the body to sleep. Returns Nothing. See Also Body

SoundData:getBits

SoundData:getBits Removed in LÖVE 0.9.0 It has been renamed to SoundData:getBitDepth. Returns the number of bits per sample. Function Synopsis bits = SoundData:getBits( ) Arguments None. Returns number bits Either 8, or 16. See Also SoundData

Body:setBullet

Body:setBullet Set the bullet status of a body. There are two methods to check for body collisions: at their location when the world is updated (default) using continuous collision detection (CCD) The default method is efficient, but a body moving very quickly may sometimes jump over another body without producing a collision. A body that is set as a bullet will use CCD. This is less efficient, but is guaranteed not to jump when moving quickly. Note that static bodies (with zero mass) a

love.graphics.getPixelEffect

love.graphics.getPixelEffect Available since LÖVE 0.8.0 and removed in LÖVE 0.9.0 It has been renamed to love.graphics.getShader. Returns the current PixelEffect. Returns nil if none is set. Function Synopsis pe = love.graphics.getPixelEffect( ) Arguments None. Returns PixelEffect pe The current PixelEffect. See Also love.graphics love.graphics.setPixelEffect

Fixture:setGroupIndex

Fixture:setGroupIndex Available since LÖVE 0.8.0 This method is not supported in earlier versions. Sets the group the fixture belongs to. Fixtures with the same group will always collide if the group is positive or never collide if it's negative. The group zero means no group. The groups range from -32768 to 32767. Function Synopsis Fixture:setGroupIndex( group ) Arguments number group The group as an integer from -32768 to 32767. Returns Nothing. See Also Fixture Fixture:getGroupI

ParticleSystem:getOffsetY

ParticleSystem:getOffsetY Removed in LÖVE 0.9.0 It has been moved to ParticleSystem:getOffset. Get the y coordinate of the particle rotation offset. Function Synopsis yOffset = ParticleSystem:getOffsetY( ) Arguments None. Returns number yOffset The y coordinate of the rotation offset. See Also ParticleSystem ParticleSystem:getOffsetX ParticleSystem:setOffset