main function stringlengths 8 40 | chunks stringlengths 41 8.32k | repo_name stringclasses 1
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Joystick:getDeviceInfo | Joystick:getDeviceInfo
Gets the USB vendor ID, product ID, and product version numbers of joystick which consistent across operating systems.
Can be used to show different icons, etc. for different gamepads.
vendorID, productID, productVersion = Joystick:getDeviceInfo()
vendorID number The USB vendor ID of the joystic... | love2d-community.github.io/love-api |
Joystick:getGUID | Joystick:getGUID
Gets a stable GUID unique to the type of the physical joystick which does not change over time. For example, all Sony Dualshock 3 controllers in OS X have the same GUID. The value is platform-dependent.
guid = Joystick:getGUID()
guid string The Joystick type's OS-dependent unique identifier. | love2d-community.github.io/love-api |
Joystick:getGamepadAxis | Joystick:getGamepadAxis
Gets the direction of a virtual gamepad axis. If the Joystick isn't recognized as a gamepad or isn't connected, this function will always return 0.
direction = Joystick:getGamepadAxis( axis )
axis GamepadAxis The virtual axis to be checked.
direction number Current value of the axis. | love2d-community.github.io/love-api |
Joystick:getGamepadMapping | Joystick:getGamepadMapping
Gets the button, axis or hat that a virtual gamepad input is bound to.
inputtype, inputindex, hatdirection = Joystick:getGamepadMapping( axis )
axis GamepadAxis The virtual gamepad axis to get the binding for.
inputtype JoystickInputType The type of input the virtual gamepad axis is bound to.... | love2d-community.github.io/love-api |
Joystick:getGamepadMappingString | Joystick:getGamepadMappingString
Gets the full gamepad mapping string of this Joystick, or nil if it's not recognized as a gamepad.
The mapping string contains binding information used to map the Joystick's buttons an axes to the standard gamepad layout, and can be used later with love.joystick.loadGamepadMappings.
ma... | love2d-community.github.io/love-api |
Joystick:getHat | Joystick:getHat
Gets the direction of the Joystick's hat.
direction = Joystick:getHat( hat )
hat number The index of the hat to be checked.
direction JoystickHat The direction the hat is pushed. | love2d-community.github.io/love-api |
Joystick:getHatCount | Joystick:getHatCount
Gets the number of hats on the joystick.
hats = Joystick:getHatCount()
hats number How many hats the joystick has. | love2d-community.github.io/love-api |
Joystick:getID | Joystick:getID
Gets the joystick's unique identifier. The identifier will remain the same for the life of the game, even when the Joystick is disconnected and reconnected, but it '''will''' change when the game is re-launched.
id, instanceid = Joystick:getID()
id number The Joystick's unique identifier. Remains the sam... | love2d-community.github.io/love-api |
Joystick:getName | Joystick:getName
Gets the name of the joystick.
name = Joystick:getName()
name string The name of the joystick. | love2d-community.github.io/love-api |
Joystick:getVibration | Joystick:getVibration
Gets the current vibration motor strengths on a Joystick with rumble support.
left, right = Joystick:getVibration()
left number Current strength of the left vibration motor on the Joystick.
right number Current strength of the right vibration motor on the Joystick. | love2d-community.github.io/love-api |
Joystick:isConnected | Joystick:isConnected
Gets whether the Joystick is connected.
connected = Joystick:isConnected()
connected boolean True if the Joystick is currently connected, false otherwise. | love2d-community.github.io/love-api |
Joystick:isDown | Joystick:isDown
Checks if a button on the Joystick is pressed.
LÖVE 0.9.0 had a bug which required the button indices passed to Joystick:isDown to be 0-based instead of 1-based, for example button 1 would be 0 for this function. It was fixed in 0.9.1.
anyDown = Joystick:isDown( buttonN )
buttonN number The index of a ... | love2d-community.github.io/love-api |
Joystick:isGamepad | Joystick:isGamepad
Gets whether the Joystick is recognized as a gamepad. If this is the case, the Joystick's buttons and axes can be used in a standardized manner across different operating systems and joystick models via Joystick:getGamepadAxis, Joystick:isGamepadDown, love.gamepadpressed, and related functions.
LÖVE... | love2d-community.github.io/love-api |
Joystick:isGamepadDown | Joystick:isGamepadDown
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.
anyDown = Joystick:isGamepadDown( buttonN )
buttonN GamepadButton The gamepad button to check.
anyDown boolean True if any... | love2d-community.github.io/love-api |
Joystick:isVibrationSupported | Joystick:isVibrationSupported
Gets whether the Joystick supports vibration.
supported = Joystick:isVibrationSupported()
supported boolean True if rumble / force feedback vibration is supported on this Joystick, false if not. | love2d-community.github.io/love-api |
Joystick:setVibration | Joystick:setVibration
Sets the vibration motor speeds on a Joystick with rumble support. Most common gamepads have this functionality, although not all drivers give proper support. Use Joystick:isVibrationSupported to check.
success = Joystick:setVibration( left, right )
left number Strength of the left vibration motor... | love2d-community.github.io/love-api |
love.keyboard.getKeyFromScancode | love.keyboard.getKeyFromScancode
Gets the key corresponding to the given hardware scancode.
Unlike key constants, Scancodes are keyboard layout-independent. For example the scancode 'w' will be generated if the key in the same place as the 'w' key on an American keyboard is pressed, no matter what the key is labelled ... | love2d-community.github.io/love-api |
love.keyboard.getScancodeFromKey | love.keyboard.getScancodeFromKey
Gets the hardware scancode corresponding to the given key.
Unlike key constants, Scancodes are keyboard layout-independent. For example the scancode 'w' will be generated if the key in the same place as the 'w' key on an American keyboard is pressed, no matter what the key is labelled ... | love2d-community.github.io/love-api |
love.keyboard.hasKeyRepeat | love.keyboard.hasKeyRepeat
Gets whether key repeat is enabled.
enabled = love.keyboard.hasKeyRepeat()
enabled boolean Whether key repeat is enabled. | love2d-community.github.io/love-api |
love.keyboard.hasScreenKeyboard | love.keyboard.hasScreenKeyboard
Gets whether screen keyboard is supported.
supported = love.keyboard.hasScreenKeyboard()
supported boolean Whether screen keyboard is supported. | love2d-community.github.io/love-api |
love.keyboard.hasTextInput | love.keyboard.hasTextInput
Gets whether text input events are enabled.
enabled = love.keyboard.hasTextInput()
enabled boolean Whether text input events are enabled. | love2d-community.github.io/love-api |
love.keyboard.isDown | love.keyboard.isDown
Checks whether a certain key is down. Not to be confused with love.keypressed or love.keyreleased.
down = love.keyboard.isDown( key )
key KeyConstant The key to check.
down boolean True if the key is down, false if not.
anyDown = love.keyboard.isDown( key, ... )
key KeyConstant A key to check.
... ... | love2d-community.github.io/love-api |
love.keyboard.isScancodeDown | love.keyboard.isScancodeDown
Checks whether the specified Scancodes are pressed. Not to be confused with love.keypressed or love.keyreleased.
Unlike regular KeyConstants, Scancodes are keyboard layout-independent. The scancode 'w' is used if the key in the same place as the 'w' key on an American keyboard is pressed, ... | love2d-community.github.io/love-api |
love.keyboard.setKeyRepeat | love.keyboard.setKeyRepeat
Enables or disables key repeat for love.keypressed. It is disabled by default.
love.keyboard.setKeyRepeat( enable )
enable boolean Whether repeat keypress events should be enabled when a key is held down. | love2d-community.github.io/love-api |
love.keyboard.setTextInput | love.keyboard.setTextInput
Enables or disables text input events. It is enabled by default on Windows, Mac, and Linux, and disabled by default on iOS and Android.
On touch devices, this shows the system's native on-screen keyboard when it's enabled.
love.keyboard.setTextInput( enable )
enable boolean Whether text inpu... | love2d-community.github.io/love-api |
love.math.colorFromBytes | love.math.colorFromBytes
Converts a color from 0..255 to 0..1 range.
r, g, b, a = love.math.colorFromBytes( rb, gb, bb, ab )
rb number Red color component in 0..255 range.
gb number Green color component in 0..255 range.
bb number Blue color component in 0..255 range.
ab (nil) number Alpha color component in 0..255 ran... | love2d-community.github.io/love-api |
love.math.colorToBytes | love.math.colorToBytes
Converts a color from 0..1 to 0..255 range.
rb, gb, bb, ab = love.math.colorToBytes( r, g, b, a )
r number Red color component.
g number Green color component.
b number Blue color component.
a (nil) number Alpha color component.
rb number Red color component in 0..255 range.
gb number Green color... | love2d-community.github.io/love-api |
love.math.gammaToLinear | love.math.gammaToLinear
Converts a color from gamma-space (sRGB) to linear-space (RGB). This is useful when doing gamma-correct rendering and you need to do math in linear RGB in the few cases where LÖVE doesn't handle conversions automatically.
Read more about gamma-correct rendering here, here, and here.
In version... | love2d-community.github.io/love-api |
love.math.getRandomSeed | love.math.getRandomSeed
Gets the seed of the random number generator.
The seed is split into two numbers due to Lua's use of doubles for all number values - doubles can't accurately represent integer values above 2^53, but the seed can be an integer value up to 2^64.
low, high = love.math.getRandomSeed()
low number In... | love2d-community.github.io/love-api |
love.math.getRandomState | love.math.getRandomState
Gets the current state of the random number generator. This returns an opaque implementation-dependent string which is only useful for later use with love.math.setRandomState or RandomGenerator:setState.
This is different from love.math.getRandomSeed in that getRandomState gets the random numb... | love2d-community.github.io/love-api |
love.math.isConvex | love.math.isConvex
Checks whether a polygon is convex.
PolygonShapes in love.physics, some forms of Meshes, and polygons drawn with love.graphics.polygon must be simple convex polygons.
convex = love.math.isConvex( vertices )
vertices table The vertices of the polygon as a table in the form of {x1, y1, x2, y2, x3, y3,... | love2d-community.github.io/love-api |
love.math.linearToGamma | love.math.linearToGamma
Converts a color from linear-space (RGB) to gamma-space (sRGB). This is useful when storing linear RGB color values in an image, because the linear RGB color space has less precision than sRGB for dark colors, which can result in noticeable color banding when drawing.
In general, colors chosen ... | love2d-community.github.io/love-api |
love.math.newBezierCurve | love.math.newBezierCurve
Creates a new BezierCurve object.
The number of vertices in the control polygon determines the degree of the curve, e.g. three vertices define a quadratic (degree 2) Bézier curve, four vertices define a cubic (degree 3) Bézier curve, etc.
curve = love.math.newBezierCurve( vertices )
vertices t... | love2d-community.github.io/love-api |
love.math.newRandomGenerator | love.math.newRandomGenerator
Creates a new RandomGenerator object which is completely independent of other RandomGenerator objects and random functions.
rng = love.math.newRandomGenerator()
rng RandomGenerator The new Random Number Generator object.
rng = love.math.newRandomGenerator( seed )
seed number The initial see... | love2d-community.github.io/love-api |
love.math.newTransform | love.math.newTransform
Creates a new Transform object.
transform = love.math.newTransform()
transform Transform The new Transform object.
transform = love.math.newTransform( x, y, angle, sx, sy, ox, oy, kx, ky )
x number The position of the new Transform on the x-axis.
y number The position of the new Transform on the ... | love2d-community.github.io/love-api |
love.math.noise | love.math.noise
Generates a Simplex or Perlin noise value in 1-4 dimensions. The return value will always be the same, given the same arguments.
Simplex noise is closely related to Perlin noise. It is widely used for procedural content generation.
There are many webpages which discuss Perlin and Simplex noise in deta... | love2d-community.github.io/love-api |
love.math.random | love.math.random
Generates a pseudo-random number in a platform independent manner. The default love.run seeds this function at startup, so you generally don't need to seed it yourself.
number = love.math.random()
number number The pseudo-random number.
number = love.math.random( max )
max number The maximum possible v... | love2d-community.github.io/love-api |
love.math.randomNormal | love.math.randomNormal
Get a normally distributed pseudo random number.
number = love.math.randomNormal( stddev, mean )
stddev (1) number Standard deviation of the distribution.
mean (0) number The mean of the distribution.
number number Normally distributed random number with variance (stddev)² and the specified mean. | love2d-community.github.io/love-api |
love.math.setRandomSeed | love.math.setRandomSeed
Sets the seed of the random number generator using the specified integer number. This is called internally at startup, so you generally don't need to call it yourself.
love.math.setRandomSeed( seed )
seed number The integer number with which you want to seed the randomization. Must be within the... | love2d-community.github.io/love-api |
love.math.setRandomState | love.math.setRandomState
Sets the current state of the random number generator. The value used as an argument for this function is an opaque implementation-dependent string and should only originate from a previous call to love.math.getRandomState.
This is different from love.math.setRandomSeed in that setRandomState ... | love2d-community.github.io/love-api |
love.math.triangulate | love.math.triangulate
Decomposes a simple convex or concave polygon into triangles.
triangles = love.math.triangulate( polygon )
polygon table Polygon to triangulate. Must not intersect itself.
triangles table List of triangles the polygon is composed of, in the form of {{x1, y1, x2, y2, x3, y3}, {x1, y1, x2, y2, x3, y... | love2d-community.github.io/love-api |
BezierCurve:evaluate | BezierCurve:evaluate
Evaluate Bézier curve at parameter t. The parameter must be between 0 and 1 (inclusive).
This function can be used to move objects along paths or tween parameters. However it should not be used to render the curve, see BezierCurve:render for that purpose.
x, y = BezierCurve:evaluate( t )
t number ... | love2d-community.github.io/love-api |
BezierCurve:getControlPoint | BezierCurve:getControlPoint
Get coordinates of the i-th control point. Indices start with 1.
x, y = BezierCurve:getControlPoint( i )
i number Index of the control point.
x number Position of the control point along the x axis.
y number Position of the control point along the y axis. | love2d-community.github.io/love-api |
BezierCurve:getControlPointCount | BezierCurve:getControlPointCount
Get the number of control points in the Bézier curve.
count = BezierCurve:getControlPointCount()
count number The number of control points. | love2d-community.github.io/love-api |
BezierCurve:getDegree | BezierCurve:getDegree
Get degree of the Bézier curve. The degree is equal to number-of-control-points - 1.
degree = BezierCurve:getDegree()
degree number Degree of the Bézier curve. | love2d-community.github.io/love-api |
BezierCurve:getDerivative | BezierCurve:getDerivative
Get the derivative of the Bézier curve.
This function can be used to rotate sprites moving along a curve in the direction of the movement and compute the direction perpendicular to the curve at some parameter t.
derivative = BezierCurve:getDerivative()
derivative BezierCurve The derivative cu... | love2d-community.github.io/love-api |
BezierCurve:getSegment | BezierCurve:getSegment
Gets a BezierCurve that corresponds to the specified segment of this BezierCurve.
curve = BezierCurve:getSegment( startpoint, endpoint )
startpoint number The starting point along the curve. Must be between 0 and 1.
endpoint number The end of the segment. Must be between 0 and 1.
curve BezierCurv... | love2d-community.github.io/love-api |
BezierCurve:insertControlPoint | BezierCurve:insertControlPoint
Insert control point as the new i-th control point. Existing control points from i onwards are pushed back by 1. Indices start with 1. Negative indices wrap around: -1 is the last control point, -2 the one before the last, etc.
BezierCurve:insertControlPoint( x, y, i )
x number Position o... | love2d-community.github.io/love-api |
BezierCurve:removeControlPoint | BezierCurve:removeControlPoint
Removes the specified control point.
BezierCurve:removeControlPoint( index )
index number The index of the control point to remove. | love2d-community.github.io/love-api |
BezierCurve:render | BezierCurve:render
Get a list of coordinates to be used with love.graphics.line.
This function samples the Bézier curve using recursive subdivision. You can control the recursion depth using the depth parameter.
If you are just interested to know the position on the curve given a parameter, use BezierCurve:evaluate.
... | love2d-community.github.io/love-api |
BezierCurve:renderSegment | BezierCurve:renderSegment
Get a list of coordinates on a specific part of the curve, to be used with love.graphics.line.
This function samples the Bézier curve using recursive subdivision. You can control the recursion depth using the depth parameter.
If you are just need to know the position on the curve given a par... | love2d-community.github.io/love-api |
BezierCurve:rotate | BezierCurve:rotate
Rotate the Bézier curve by an angle.
BezierCurve:rotate( angle, ox, oy )
angle number Rotation angle in radians.
ox (0) number X coordinate of the rotation center.
oy (0) number Y coordinate of the rotation center. | love2d-community.github.io/love-api |
BezierCurve:scale | BezierCurve:scale
Scale the Bézier curve by a factor.
BezierCurve:scale( s, ox, oy )
s number Scale factor.
ox (0) number X coordinate of the scaling center.
oy (0) number Y coordinate of the scaling center. | love2d-community.github.io/love-api |
BezierCurve:setControlPoint | BezierCurve:setControlPoint
Set coordinates of the i-th control point. Indices start with 1.
BezierCurve:setControlPoint( i, x, y )
i number Index of the control point.
x number Position of the control point along the x axis.
y number Position of the control point along the y axis. | love2d-community.github.io/love-api |
BezierCurve:translate | BezierCurve:translate
Move the Bézier curve by an offset.
BezierCurve:translate( dx, dy )
dx number Offset along the x axis.
dy number Offset along the y axis. | love2d-community.github.io/love-api |
RandomGenerator:getSeed | RandomGenerator:getSeed
Gets the seed of the random number generator object.
The seed is split into two numbers due to Lua's use of doubles for all number values - doubles can't accurately represent integer values above 2^53, but the seed value is an integer number in the range of 2^64 - 1.
low, high = RandomGenerator... | love2d-community.github.io/love-api |
RandomGenerator:getState | RandomGenerator:getState
Gets the current state of the random number generator. This returns an opaque string which is only useful for later use with RandomGenerator:setState in the same major version of LÖVE.
This is different from RandomGenerator:getSeed in that getState gets the RandomGenerator's current state, whe... | love2d-community.github.io/love-api |
RandomGenerator:random | RandomGenerator:random
Generates a pseudo-random number in a platform independent manner.
number = RandomGenerator:random()
number number The pseudo-random number.
number = RandomGenerator:random( max )
max number The maximum possible value it should return.
number number The pseudo-random integer number.
number = Rand... | love2d-community.github.io/love-api |
RandomGenerator:randomNormal | RandomGenerator:randomNormal
Get a normally distributed pseudo random number.
number = RandomGenerator:randomNormal( stddev, mean )
stddev (1) number Standard deviation of the distribution.
mean (0) number The mean of the distribution.
number number Normally distributed random number with variance (stddev)² and the spe... | love2d-community.github.io/love-api |
RandomGenerator:setSeed | RandomGenerator:setSeed
Sets the seed of the random number generator using the specified integer number.
RandomGenerator:setSeed( seed )
seed number The integer number with which you want to seed the randomization. Must be within the range of 2^53.
RandomGenerator:setSeed( low, high )
low number The lower 32 bits of th... | love2d-community.github.io/love-api |
RandomGenerator:setState | RandomGenerator:setState
Sets the current state of the random number generator. The value used as an argument for this function is an opaque string and should only originate from a previous call to RandomGenerator:getState in the same major version of LÖVE.
This is different from RandomGenerator:setSeed in that setSta... | love2d-community.github.io/love-api |
Transform:apply | Transform:apply
Applies the given other Transform object to this one.
This effectively multiplies this Transform's internal transformation matrix with the other Transform's (i.e. self * other), and stores the result in this object.
transform = Transform:apply( other )
other Transform The other Transform object to appl... | love2d-community.github.io/love-api |
Transform:clone | Transform:clone
Creates a new copy of this Transform.
clone = Transform:clone()
clone Transform The copy of this Transform. | love2d-community.github.io/love-api |
Transform:getMatrix | Transform:getMatrix
Gets the internal 4x4 transformation matrix stored by this Transform. The matrix is returned in row-major order.
e1_1, e1_2, e1_3, e1_4, e2_1, e2_2, e2_3, e2_4, e3_1, e3_2, e3_3, e3_4, e4_1, e4_2, e4_3, e4_4 = Transform:getMatrix()
e1_1 number The first column of the first row of the matrix.
e1_2 nu... | love2d-community.github.io/love-api |
Transform:inverse | Transform:inverse
Creates a new Transform containing the inverse of this Transform.
inverse = Transform:inverse()
inverse Transform A new Transform object representing the inverse of this Transform's matrix. | love2d-community.github.io/love-api |
Transform:inverseTransformPoint | Transform:inverseTransformPoint
Applies the reverse of the Transform object's transformation to the given 2D position.
This effectively converts the given position from the local coordinate space of the Transform into global coordinates.
One use of this method can be to convert a screen-space mouse position into glob... | love2d-community.github.io/love-api |
Transform:isAffine2DTransform | Transform:isAffine2DTransform
Checks whether the Transform is an affine transformation.
affine = Transform:isAffine2DTransform()
affine boolean true if the transform object is an affine transformation, false otherwise. | love2d-community.github.io/love-api |
Transform:reset | Transform:reset
Resets the Transform to an identity state. All previously applied transformations are erased.
transform = Transform:reset()
transform Transform The Transform object the method was called on. Allows easily chaining Transform methods. | love2d-community.github.io/love-api |
Transform:rotate | Transform:rotate
Applies a rotation to the Transform's coordinate system. This method does not reset any previously applied transformations.
transform = Transform:rotate( angle )
angle number The relative angle in radians to rotate this Transform by.
transform Transform The Transform object the method was called on. Al... | love2d-community.github.io/love-api |
Transform:scale | Transform:scale
Scales the Transform's coordinate system. This method does not reset any previously applied transformations.
transform = Transform:scale( sx, sy )
sx number The relative scale factor along the x-axis.
sy (sx) number The relative scale factor along the y-axis.
transform Transform The Transform object the... | love2d-community.github.io/love-api |
Transform:setMatrix | Transform:setMatrix
Directly sets the Transform's internal 4x4 transformation matrix.
transform = Transform:setMatrix( e1_1, e1_2, e1_3, e1_4, e2_1, e2_2, e2_3, e2_4, e3_1, e3_2, e3_3, e3_4, e4_1, e4_2, e4_3, e4_4 )
e1_1 number The first column of the first row of the matrix.
e1_2 number The second column of the first ... | love2d-community.github.io/love-api |
Transform:setTransformation | Transform:setTransformation
Resets the Transform to the specified transformation parameters.
transform = Transform:setTransformation( x, y, angle, sx, sy, ox, oy, kx, ky )
x number The position of the Transform on the x-axis.
y number The position of the Transform on the y-axis.
angle (0) number The orientation of the ... | love2d-community.github.io/love-api |
Transform:shear | Transform:shear
Applies a shear factor (skew) to the Transform's coordinate system. This method does not reset any previously applied transformations.
transform = Transform:shear( kx, ky )
kx number The shear factor along the x-axis.
ky number The shear factor along the y-axis.
transform Transform The Transform object ... | love2d-community.github.io/love-api |
Transform:transformPoint | Transform:transformPoint
Applies the Transform object's transformation to the given 2D position.
This effectively converts the given position from global coordinates into the local coordinate space of the Transform.
localX, localY = Transform:transformPoint( globalX, globalY )
globalX number The x component of the pos... | love2d-community.github.io/love-api |
Transform:translate | Transform:translate
Applies a translation to the Transform's coordinate system. This method does not reset any previously applied transformations.
transform = Transform:translate( dx, dy )
dx number The relative translation along the x-axis.
dy number The relative translation along the y-axis.
transform Transform The T... | love2d-community.github.io/love-api |
love.mouse.getCursor | love.mouse.getCursor
Gets the current Cursor.
cursor = love.mouse.getCursor()
cursor Cursor The current cursor, or nil if no cursor is set. | love2d-community.github.io/love-api |
love.mouse.getPosition | love.mouse.getPosition
Returns the current position of the mouse.
x, y = love.mouse.getPosition()
x number The position of the mouse along the x-axis.
y number The position of the mouse along the y-axis. | love2d-community.github.io/love-api |
love.mouse.getRelativeMode | love.mouse.getRelativeMode
Gets whether relative mode is enabled for the mouse.
If relative mode is enabled, the cursor is hidden and doesn't move when the mouse does, but relative mouse motion events are still generated via love.mousemoved. This lets the mouse move in any direction indefinitely without the cursor get... | love2d-community.github.io/love-api |
love.mouse.getSystemCursor | love.mouse.getSystemCursor
Gets a Cursor object representing a system-native hardware cursor.
Hardware cursors are framerate-independent and work the same way as normal operating system cursors. Unlike drawing an image at the mouse's current coordinates, hardware cursors never have visible lag between when the mouse i... | love2d-community.github.io/love-api |
love.mouse.getX | love.mouse.getX
Returns the current x-position of the mouse.
x = love.mouse.getX()
x number The position of the mouse along the x-axis. | love2d-community.github.io/love-api |
love.mouse.getY | love.mouse.getY
Returns the current y-position of the mouse.
y = love.mouse.getY()
y number The position of the mouse along the y-axis. | love2d-community.github.io/love-api |
love.mouse.isCursorSupported | love.mouse.isCursorSupported
Gets whether cursor functionality is supported.
If it isn't supported, calling love.mouse.newCursor and love.mouse.getSystemCursor will cause an error. Mobile devices do not support cursors.
supported = love.mouse.isCursorSupported()
supported boolean Whether the system has cursor function... | love2d-community.github.io/love-api |
love.mouse.isDown | love.mouse.isDown
Checks whether a certain mouse button is down.
This function does not detect mouse wheel scrolling; you must use the love.wheelmoved (or love.mousepressed in version 0.9.2 and older) callback for that.
down = love.mouse.isDown( button, ... )
button number The index of a button to check. 1 is the prim... | love2d-community.github.io/love-api |
love.mouse.isGrabbed | love.mouse.isGrabbed
Checks if the mouse is grabbed.
grabbed = love.mouse.isGrabbed()
grabbed boolean True if the cursor is grabbed, false if it is not. | love2d-community.github.io/love-api |
love.mouse.isVisible | love.mouse.isVisible
Checks if the cursor is visible.
visible = love.mouse.isVisible()
visible boolean True if the cursor to visible, false if the cursor is hidden. | love2d-community.github.io/love-api |
love.mouse.newCursor | love.mouse.newCursor
Creates a new hardware Cursor object from an image file or ImageData.
Hardware cursors are framerate-independent and work the same way as normal operating system cursors. Unlike drawing an image at the mouse's current coordinates, hardware cursors never have visible lag between when the mouse is m... | love2d-community.github.io/love-api |
love.mouse.setCursor | love.mouse.setCursor
Sets the current mouse cursor.
love.mouse.setCursor( cursor )
cursor Cursor The Cursor object to use as the current mouse cursor.
love.mouse.setCursor() | love2d-community.github.io/love-api |
love.mouse.setGrabbed | love.mouse.setGrabbed
Grabs the mouse and confines it to the window.
love.mouse.setGrabbed( grab )
grab boolean True to confine the mouse, false to let it leave the window. | love2d-community.github.io/love-api |
love.mouse.setPosition | love.mouse.setPosition
Sets the current position of the mouse. Non-integer values are floored.
love.mouse.setPosition( x, y )
x number The new position of the mouse along the x-axis.
y number The new position of the mouse along the y-axis. | love2d-community.github.io/love-api |
love.mouse.setRelativeMode | love.mouse.setRelativeMode
Sets whether relative mode is enabled for the mouse.
When relative mode is enabled, the cursor is hidden and doesn't move when the mouse does, but relative mouse motion events are still generated via love.mousemoved. This lets the mouse move in any direction indefinitely without the cursor g... | love2d-community.github.io/love-api |
love.mouse.setVisible | love.mouse.setVisible
Sets the current visibility of the cursor.
love.mouse.setVisible( visible )
visible boolean True to set the cursor to visible, false to hide the cursor. | love2d-community.github.io/love-api |
love.mouse.setX | love.mouse.setX
Sets the current X position of the mouse.
Non-integer values are floored.
love.mouse.setX( x )
x number The new position of the mouse along the x-axis. | love2d-community.github.io/love-api |
love.mouse.setY | love.mouse.setY
Sets the current Y position of the mouse.
Non-integer values are floored.
love.mouse.setY( y )
y number The new position of the mouse along the y-axis. | love2d-community.github.io/love-api |
Cursor:getType | Cursor:getType
Gets the type of the Cursor.
ctype = Cursor:getType()
ctype CursorType The type of the Cursor. | love2d-community.github.io/love-api |
love.physics.getDistance | love.physics.getDistance
Returns the two closest points between two fixtures and their distance.
distance, x1, y1, x2, y2 = love.physics.getDistance( fixture1, fixture2 )
fixture1 Fixture The first fixture.
fixture2 Fixture The second fixture.
distance number The distance of the two points.
x1 number The x-coordinate o... | love2d-community.github.io/love-api |
love.physics.getMeter | love.physics.getMeter
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 impo... | love2d-community.github.io/love-api |
love.physics.newBody | love.physics.newBody
Creates a new body.
There are three types of bodies.
* Static bodies do not move, have a infinite mass, and can be used for level boundaries.
* Dynamic bodies are the main actors in the simulation, they collide with everything.
* Kinematic bodies do not react to forces and only collide with dyn... | love2d-community.github.io/love-api |
love.physics.newChainShape | love.physics.newChainShape
Creates a new ChainShape.
shape = love.physics.newChainShape( loop, x1, y1, x2, y2, ... )
loop boolean If the chain should loop back to the first point.
x1 number The x position of the first point.
y1 number The y position of the first point.
x2 number The x position of the second point.
y2 n... | love2d-community.github.io/love-api |
love.physics.newCircleShape | love.physics.newCircleShape
Creates a new CircleShape.
shape = love.physics.newCircleShape( radius )
radius number The radius of the circle.
shape CircleShape The new shape.
shape = love.physics.newCircleShape( x, y, radius )
x number The x position of the circle.
y number The y position of the circle.
radius number Th... | love2d-community.github.io/love-api |
love.physics.newDistanceJoint | love.physics.newDistanceJoint
Creates a DistanceJoint between two bodies.
This joint constrains the distance between two points on two bodies to be constant. These two points are specified in world coordinates and the two bodies are assumed to be in place when this joint is created. The first anchor point is connected... | love2d-community.github.io/love-api |
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