Difference between revisions of "Shape:setData"
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− | + | {{oldin|[[0.8.0]]|080|type=function|text=Use [[Fixture:setUserData]] instead}} | |
Set data to be passed to the collision callback. | Set data to be passed to the collision callback. | ||
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== See Also == | == See Also == | ||
* [[parent::Shape]] | * [[parent::Shape]] | ||
+ | * [[Shape:getData]] | ||
[[Category:Functions]] | [[Category:Functions]] | ||
− | {{#set:Description=Set data to be passed to the collision callback. | + | {{#set:Description=Set data to be passed to the collision callback.}} |
− | }} | + | {{#set:Since=000}} |
+ | == Other Languages == | ||
+ | {{i18n|Shape:setData}} |
Latest revision as of 17:52, 29 May 2013
Removed in LÖVE 0.8.0 |
Use Fixture:setUserData instead. |
Set data to be passed to the collision callback.
When a shape collides, the value set here will be passed to the collision callback as one of the parameters. Typically, you would want to store a table reference here, but any value can be used.
Function
Synopsis
Shape:setData( v )
Arguments
any v
- Any Lua value.
Returns
Nothing.
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
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Indonesia –
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Nederlands –
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Українська –
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日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info