
love2d-core
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).
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads love2d-core automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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
- Confirm the entry points. A LÖVE game runs
main.lua; it should definelove.load()(one-time setup),love.update(dt)(state), andlove.draw()(rendering). Window/version setup goes inconf.lua(run before modules load). - Pin the version. Set
t.version = "11.5"inconf.luaso 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.isDowninupdate, for held keys) and event (love.keypressedcallback, for discrete presses). - Manage screens (menu, game, pause) with a small state stack rather than a pile of
ifflags — see Patterns andreferences/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
-- Call a method on the top screen only if it defines it (a menu may have no update).
local function forward(name, ...)
local screen = Stack.current()
if screen and screen[name] then screen[name](screen, ...) end
end
function love.load() Stack.push(require("screens.menu")) end
function love.update(dt) forward("update", dt) end
function love.draw() forward("draw") end
function love.keypressed(key) forward("keypressed", key) end
Pitfalls
- Speed varies with FPS → you forgot
* dt. Every per-frame change to position, timers, or animation must be scaled bydt. love.confplaced inmain.lua→ it silently does nothing. It must live inconf.lua, which LÖVE runs before loading modules.- Colors washed out or invisible → you used 0–255 values. 11.x does not rescale them;
every channel above 1 draws at full intensity, so
setColor(128, 234, 255)comes out plain white and an alpha of128is fully opaque. Use 0–1 floats orlove.math.colorFromBytes(11.3+). - Everything tinted after one
setColor→ color is global and persists across draws. Reset withlove.graphics.setColor(1, 1, 1)before drawing text/images you want untinted. - Holding a key fires
love.keypressedonly once → key repeat is off by default. Calllove.keyboard.setKeyRepeat(true)(e.g. for text fields or menu scrolling); the repeats then arrive with the third argumentisrepeatset, so a jump handler can ignore them. Releases go tolove.keyreleased(key).
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.
FAQ
What does the love2d-core skill do?
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).
How do I install love2d-core?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/love2d-core/ (personal) or .claude/skills/love2d-core/ (project).
Which AI agents can use love2d-core?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is love2d-core safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains love2d-core?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 5,286 recorded installs.
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