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. |
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