Love2d Core

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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).

Instructions onlySoftware Development
AI-generated overview

Guides structuring and debugging the core loop, input, and screen states of a LÖVE 11.x game in Lua.

What it does
This skill provides instructions for setting up and debugging the foundation of a LÖVE (Love2D) game written in Lua, targeting LÖVE 11.5. It covers the love.load/update/draw callback loop, delta-time movement, polled and event-based input, conf.lua window and version setup, 0-1 color values, and a screen-state stack. It produces code patterns and pitfall guidance rather than runnable scripts.
When to use it
Use it when starting a LÖVE game, wiring up main.lua or conf.lua, or fixing the core loop, movement speed, input handling, or screen switching. It is not intended for general Lua language questions, physics bodies, or shader code.
Requirements
No scripts are shipped; it is instructions only. It assumes a LÖVE 11.x project with main.lua, conf.lua, or a .love file, and references a companion state-stack document.

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

  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)

lua
-- 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 endend
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() endend

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

lua
-- 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)

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/memoryend

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

lua
-- LÖVE 11.x uses normalized floats. (Pre-11.0 code used 0–255 and will look wrong.)love.graphics.setColor(1, 0, 0)                          -- opaque redlove.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)

lua
-- 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 modulefunction love.load()              Stack.push(require("screens.menu")) endfunction love.update(dt)          Stack.current():update(dt) endfunction love.draw()              Stack.current():draw() endfunction 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.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/other-engines/love2d-coreat commitd4b0e35

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal

More from gamedev-skills/awesome-gamedev-agent-skills