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).
Install
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill love2d-coreSKILL.md
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
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 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. In 11.x,
setColor(255,0,0)clamps to white; usesetColor(1,0,0)orlove.math.colorFromBytes. - 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. - Nothing happens on key release/repeat →
love.keypressed(key, scancode, isrepeat)fires on press (and OS key-repeat); uselove.keyreleasedfor release, and checkisrepeatif 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.
Related skills
godot-gdscript-patternswshobson16KMaster Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.game-enginegithub13KExpert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.unity-ecs-patternswshobson11KMaster Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.msw-defaultplayermsw-git7.9KMSW DefaultPlayer (character) management. Use the msw-general ModelBuilder to inspect/patch DefaultPlayer.model and Player.model, add/remove components, configure movement speed / jump force / HP / camera, and per-map-mode movement components. Use for DefaultPlayer model, player components, movement speed, jump force, HP, camera, physics. Keywords: player, DefaultPlayer, speed, jump, HP, camera, gravity, revive, respawn, character.
