General
LÖVE Potion is a work in progress, so things may be missing. Please open an issue on the GitHub repository for filing bugs and feature requests.
Constants
Like LÖVE, LÖVE Potion has defined constants which are useful and can be used for determining platform-specific information.
Variable | Description | Value |
---|---|---|
love._console | The name of the console | 3DS , Switch , or Wii u |
love._potion_version | The version of LÖVE Potion | e.g. 3.0.0 |
love._os | The running "Operating System" of the console | Horizon /Cafe |
Extended System Functions
Name | Description | Returns |
---|---|---|
love.system.getNetworkInfo | Returns whether or not the system has an active internet connection | string status, number strength |
love.system.getFriendInfo | Returns the information of the user running LÖVE Potion | { name: string, code: string } |
love.system.getPlayCoins | Returns the number of Play Coins on the Nintendo 3DS system | integer coins |
love.system.setPlayCoins | Sets the number of Play Coins on the Nintendo 3DS system | nil |
Hashing Functions (Wii U)
LÖVE itself does not have a big endian implementation for the hashing functions in the data module. Your hashing results will vary due to no proper big endian implementations.
ImageData (3DS)
If you’re not familiar with ImageData, please view the LÖVE Wiki
The main difference between LÖVE and LÖVE Potion when it comes to ImageData is the rawdata
parameter for the constructor. When it is supplied, the data must be tiled (e.g. with data from a tex3ds
generated texture). This will throw an error otherwise.