gamedev-skills/love2d-core
> delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core
Set up and debug the foundation of a LÖVE game in Lua: the callback loop, frame-rate-
independent movement, input, and screen states. Targets LÖVE 11.5.
main.lua/conf.lua, or fixing the core loop,movement that runs at the wrong speed, input handling, or screen switching.
main.lua calling love.*, a conf.lua, or a .love file.When *not* to use: Lua *language* questions unrelated to LÖVE; physics bodies/joints
(LÖVE uses Box2D via love.physics — a separate concern); shader code (love.graphics
GLSL is its own topic). For cross-engine save/load patterns, use save-systems.
main.lua; it should definelove.load() (one-time setup), love.update(dt) (state), and love.draw() (rendering).
Window/version setup goes in conf.lua (run *before* modules load).
t.version = "11.5" in conf.lua so LÖVE warns on mismatch.dt (delta time, in seconds) so speed is frame-rate independent.love.keyboard.isDown in update, for held keys) andevent (love.keypressed callback, for discrete presses).
if flags — see Patterns and references/state-stack.md.
love . from the project folder; verify the window,motion speed, and input on screen before assuming it works.
main.lua skeleton (the callback loop + input)-- main.lua — LÖVE calls these callbacks for you. Colors are 0–1 in LÖVE 11.x.
function love.load()
-- One-time setup. speed is in PIXELS PER SECOND, not per frame.
player = { x = 100, y = 100, size = 40, speed = 220 }
love.graphics.setBackgroundColor(0.1, 0.1, 0.12)
end
function love.update(dt)
-- Polled input: good for continuous movement while a key is held.
if love.keyboard.isDown("right") then player.x = player.x + player.speed * dt end
if love.keyboard.isDown("left") then player.x = player.x - player.speed * dt end
if love.keyboard.isDown("down") then player.y = player.y + player.speed * dt end
if love.keyboard.isDown("up") then player.y = player.y - player.speed * dt end
end
function love.draw()
love.graphics.setColor(0.2, 0.8, 1.0) -- tint ON
love.graphics.rectangle("fill", player.x, player.y, player.size, player.size)
love.graphics.setColor(1, 1, 1) -- reset tint before text/images
love.graphics.print("Arrow keys to move, Esc to quit", 10, 10)
end
function love.keypressed(key)
-- Event input: fires once per physical press. Use for menus, jumps, toggles.
if key == "escape" then love.event.quit() end
end
-- RIGHT: scaled by dt → same real-world speed at 30 or 240 FPS.
player.x = player.x + player.speed * dt
-- WRONG: "pixels per frame" → moves twice as fast at double the frame rate.
player.x = player.x + player.speed
conf.lua (window + version; runs before main.lua)-- conf.lua — must be its own file; love.conf will NOT run from main.lua.
function love.conf(t)
t.version = "11.5" -- the LÖVE version this game targets (string "X.Y")
t.window.title = "My LÖVE Game"
t.window.width = 800
t.window.height = 600
t.window.vsync = 1 -- number since 11.0: 1 = on, 0 = off, -1 = adaptive
t.window.resizable = false
t.modules.physics = false -- disable modules you don't use to trim startup/memory
end
-- LÖVE 11.x uses normalized floats. (Pre-11.0 code used 0–255 and will look wrong.)
love.graphics.setColor(1, 0, 0) -- opaque red
love.graphics.setColor(0.2, 0.8, 1.0, 0.5) -- translucent cyan (alpha 0.5)
-- Need to convert old byte values? Use the helper instead of dividing by hand:
love.graphics.setColor(love.math.colorFromBytes(128, 234, 255))
-- A screen is a table with optional :update(dt), :draw(), :keypressed(key).
-- Keep the active screen on a stack so pause/menu overlays are trivial to pop.
local Stack = require("state_stack") -- see references/state-stack.md for the module
function love.load() Stack.push(require("screens.menu")) end
function love.update(dt) Stack.current():update(dt) end
function love.draw() Stack.current():draw() end
function love.keypressed(key) Stack.current():keypressed(key) end
* dt. Every per-frame change to position, timers,or animation must be scaled by dt.
love.conf placed in main.lua → it silently does nothing. It must live in conf.lua,which LÖVE runs *before* loading modules.
setColor(255,0,0)clamps to white; use setColor(1,0,0) or love.math.colorFromBytes.
setColor → color is global and persists across draws.Reset with love.graphics.setColor(1, 1, 1) before drawing text/images you want untinted.
love.keypressed(key, scancode, isrepeat)fires on press (and OS key-repeat); use love.keyreleased for release, and check
isrepeat if you must ignore held-key repeats.
callbacks), read references/state-stack.md.
save-systems — saving/loading game state (engine-agnostic).input-systems — rebindable, multi-device input architecture.pygame-core / phaser-core — the same loop concepts in other lightweight engines.Take gamedev-skills/love2d-core from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.