From genres
Structures and debugs LÖVE (Love2D) games in Lua: the love.load/update/draw loop, delta-time movement, input handling, and screen state management.
How this skill is triggered — by the user, by Claude, or both
Slash command
/genres:love2d-coreThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Set up and debug the foundation of a LÖVE game in Lua: the callback loop, frame-rate-
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 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).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) and
event (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.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.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin workflowsBuilds Playdate games in Lua using the Playdate SDK. Covers game loop, sprites, graphics, input (crank, buttons, accelerometer), audio, UI, performance, and simulator/device workflow.
Guides 2D game development with DragonRuby Game Toolkit, covering tick loops, sprite rendering, input handling, collisions, animations, state management, and performance.
Provides patterns for Lua tables as arrays, dictionaries, objects, metatables, OOP, data structures, and advanced manipulation for efficient Lua applications.