# love2d-core

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.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 5000 installs · ★ 4506
- Author: gamedev-skills
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/HEAD/skills/other-engines/love2d-core/SKILL.md
- Updated: 2026-10-24
- HTML: https://affpapa.org/en/nevibecode/skills/love2d-core

## What it 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.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/love2d-core/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/love2d-core/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/love2d-core/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/love2d-core/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install gamedev-skills/awesome-gamedev-agent-skills love2d-core
```

2. **Manually: put the files in place**
- File: `.github/skills/love2d-core/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/other-engines/love2d-core
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/love2d-core/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill love2d-core -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/HEAD/skills/other-engines/love2d-core/SKILL.md

## When to use it
- 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
- 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

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: a64daf4c6a6b8dcd.

BEGIN THIRD-PARTY FILE a64daf4c6a6b8dcd
````text
---
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)
````
END THIRD-PARTY FILE a64daf4c6a6b8dcd

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