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Love2d Core Agent Skill

> delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core

The instruction itself

12 sections, as written by the author

LÖVE (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.

When to use

  • Use when starting a LÖVE game, wiring up main.lua/conf.lua, or fixing the core loop,

movement that runs at the wrong speed, input handling, or screen switching.

  • Use when the workspace has 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.

Core workflow

  • Confirm the entry points. A LÖVE game runs main.lua; it should define

love.load() (one-time setup), love.update(dt) (state), and love.draw() (rendering).

Window/version setup goes in conf.lua (run *before* modules load).

  • Pin the version. Set t.version = "11.5" in conf.lua so LÖVE warns on mismatch.
  • Drive all motion by dt (delta time, in seconds) so speed is frame-rate independent.
  • Handle input two ways: polled (love.keyboard.isDown in update, for held keys) and

event (love.keypressed callback, for discrete presses).

  • Manage screens (menu, game, pause) with a small state stack rather than a pile of

if flags — see Patterns and references/state-stack.md.

  • Run and observe. Launch with love . from the project folder; verify the window,

motion speed, and input on screen before assuming it works.

Patterns

1. 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

2. Frame-rate independence (the single most common bug)

-- 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

3. 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

4. Color is 0–1 in LÖVE 11.x (not 0–255)

-- 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))

5. Screen states (brief — full manager in references)

-- 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

Pitfalls

  • Speed varies with FPS → you forgot * 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.

  • Colors washed out or invisible → you used 0–255 values. In 11.x, setColor(255,0,0)

clamps to white; use setColor(1,0,0) or love.math.colorFromBytes.

  • Everything tinted after one setColor → color is global and persists across draws.

Reset with love.graphics.setColor(1, 1, 1) before drawing text/images you want untinted.

  • Nothing happens on key release/repeatlove.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.

References

  • For a complete push/pop screen-state manager (menu → game → pause, with delegated

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.

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How to use it

Copy the folder

Take gamedev-skills/love2d-core from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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