love2d-core Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "love2d-core" skill by following the instructions at https://skill123.me/install/love2d-core.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/love2d-core.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 5 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
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**.
Documentation
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
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.luacallinglove.*, aconf.lua, or a.lovefile.
**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
1. **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).
2. **Pin the version.** Set t.version = "11.5" in conf.lua so LÖVE warns on mismatch.
3. **Drive all motion by dt** (delta time, in seconds) so speed is frame-rate independent.
4. **Handle input** two ways: polled (love.keyboard.isDown in update, for held keys) and
event (love.keypressed callback, for discrete presses).
5. **Manage screens** (menu, game, pause) with a small state stack rather than a pile of
if flags — see Patterns and references/state-stack.md.
6. **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
View full documentation
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/repeat** → `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.
## References
- For a complete push/pop screen-state manager (menu → game → pause, with delegated
callbacks), read `references/state-stack.md`.
## Related skills
- `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.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
