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love2d-core — Claude Code skill: what it does, how to install

Sets up the foundational loop, delta-time motion, input, and screen stacks for LÖVE 11.5 in Lua. Fixes framerate-dependent movement and configuration mistakes.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a claude-code
Open on GitHub

What love2d-core does

This skill structures LÖVE 11.5 projects across main.lua and conf.lua. It routes logic into the engine callbacks and scales motion by delta time. Movement speed stays consistent at any frame rate.

Input handling splits into polling and event callbacks. Screens rely on a push-pop stack rather than boolean flags. Colors require values between 0 and 1. Passing numbers like 255 turns surfaces solid white.

Window settings belong strictly in conf.lua. Placing love.conf inside main.lua fails silently because the engine loads configuration first. Physics and shaders are out of scope.

What it helps with

  • wire up main.lua callbacks and window setup in conf.lua
  • fix entity movement running at incorrect speeds across frame rates
  • separate continuous key polling from discrete love.keypressed events
  • build a stack-based screen manager for menu and pause overlays

Example prompts for the agent

  • Generate a clean main.lua and conf.lua skeleton targeting LÖVE 11.5
  • Fix my player movement so speed does not double on high-refresh monitors
  • Implement a state stack to pause the game and open an overlay menu

How to install love2d-core

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a claude-code

2Manually: put the files in place

~/.claude/skills/love2d-core/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/love2d-core/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about love2d-core

How to install love2d-core in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a claude-code in your project terminal.

What does the love2d-core skill do?

It equips the agent with core conventions for LÖVE 11.5, covering the main callback loop, delta-time physics scaling, input modes, and screen state flows.

Why does love.conf fail when placed in main.lua?

LÖVE evaluates conf.lua before modules load or main.lua runs. Placing love.conf inside main.lua causes the runtime to ignore the function silently.

Source text

SKILL.md · Apache-2.0
---
name: love2d-core
description: >
  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.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 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)

```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/memory
end
```

### 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 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)

```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 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 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. 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 of `128` is fully opaque. Use 0–1 floats or
  `love.math.colorFromBytes` (11.3+).
- **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.
- **Holding a key fires `love.keypressed` only once** → key repeat is off by default.
  Call `love.keyboard.setKeyRepeat(true)` (e.g. for text fields or menu scrolling); the
  repeats then arrive with the third argument `isrepeat` set, so a jump handler can
  ignore them. Releases go to `love.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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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