Category:Types

All Types

BezierCurve A Bézier curve object that can evaluate and render Bézier curves of arbitrary degree.
Body Bodies are objects with velocity and position.
Canvas A Canvas is used for off-screen rendering.
ChainShape A ChainShape consists of multiple line segments.
Channel An object which can be used to send and receive data between different threads.
CircleShape Circle extends Shape and adds a radius and a local position.
ClientObject A Client object.
CompressedData Represents compressed image data designed to stay compressed in RAM.
CompressedImageData Represents compressed image data designed to stay compressed in RAM.
Contact Contacts are objects created to manage collisions in worlds.
Cursor Represents a hardware cursor.
Data The superclass of all data.
Decoder An object which can gradually decode a sound file.
DistanceJoint Keeps two bodies at the same distance.
Drawable Superclass for all things that can be drawn on screen.
EdgeShape A EdgeShape is a line segment.
File Represents a file on the filesystem.
FileData Data representing the contents of a file.
Fixture Fixtures attach shapes to bodies.
Font Defines the shape of characters that can be drawn onto the screen.
FontData A FontData represents a font, containing the font Rasterizer and its glyphs.
Framebuffer A Framebuffer is used for off-screen rendering.
FrictionJoint A FrictionJoint applies friction to a body.
GearJoint Keeps bodies together in such a way that they act like gears.
GlyphData A GlyphData represents a drawable symbol of a font Rasterizer.
Image Drawable image type.
ImageData Raw (decoded) image data.
Joint Attach multiple bodies together to interact in unique ways.
Joystick Represents a physical joystick.
Mesh A 2D polygon mesh used for drawing arbitrary textured shapes.
MouseJoint For controlling objects with the mouse.
Object The superclass of all LÖVE types.
ParticleSystem A ParticleSystem can be used to create particle effects like fire or smoke.
PixelEffect A PixelEffect is used for advanced hardware-accelerated pixel manipulation.
PolygonShape A PolygonShape is a convex polygon with up to 8 vertices.
PrismaticJoint Restricts relative motion between Bodies to one shared axis.
PulleyJoint Allows you to simulate bodies connected through pulleys.
Quad A quadrilateral (a polygon with four sides and four corners) with texture coordinate information.
RandomGenerator A random number generation object which has its own random state.
Rasterizer A Rasterizer handles font rendering, containing the font data (image or TrueType font) and drawable glyphs.
RevoluteJoint Allow two Bodies to revolve around a shared point.
RopeJoint The RopeJoint enforces a maximum distance between two points on two bodies.
ServerObject A Server object.
Shader A Shader is used for advanced hardware-accelerated pixel or vertex manipulation.
Shape Shapes are solid 2d geometrical objects which handle the mass and collision of a Body in love.
SoundData Contains raw audio samples.
Source A Source represents audio you can play back.
SpriteBatch Using a single image, draw any number of identical copies of the image using a single call to love.
Texture Superclass for drawable objects which represent a texture.
Thread A Thread is a chunk of code that can run in parallel with other threads.
WeldJoint A WeldJoint essentially glues two bodies together.
WheelJoint Restricts a point on the second body to a line on the first body.
World A world is an object that contains all bodies and joints.