Use when you have a written implementation plan to execute in a separate session with review checkpoints
npx skills add chongdashu/love2d-pocket-bomber-game --skill "love2d-gamedev"
Install specific skill from multi-skill repository
# Description
>
# SKILL.md
name: love2d-gamedev
description: >
Complete Love2D game development from prototype to polished release.
Covers core architecture, graphics, animation, tiles, collision, audio,
and iOS deployment. Use when building Love2D games, implementing game
mechanics, or deploying to mobile platforms.
Love2D Game Development
Build polished 2D games with the Love2D framework—from first prototype to iOS release.
Quick Reference
| Topic | When to Use |
|---|---|
| Core Architecture | Understanding game loop, callbacks, modules |
| Graphics & Drawing | Images, colors, transforms, screen adaptation |
| Animation | Sprite sheets, quads, frame timing |
| Tiles & Maps | Tile-based levels, map loading |
| Collision | AABB, circle, and separating axis collision |
| Audio | Sound effects, music, volume control |
| Project Structure | File organization, conf.lua, distribution |
| Libraries | Popular community libraries |
| iOS Deployment | Build, touch controls, App Store |
The Love2D Game Loop
Every Love2D game follows this pattern:
function love.load()
-- Called once at startup
-- Load assets, initialize state
end
function love.update(dt)
-- Called every frame
-- dt = time since last frame (seconds)
-- Update game logic here
end
function love.draw()
-- Called every frame after update
-- All rendering happens here
end
Key insight: dt (delta time) ensures consistent speed across frame rates.
-- WRONG: Speed varies with frame rate
player.x = player.x + 5
-- RIGHT: 200 pixels per second, regardless of FPS
player.x = player.x + 200 * dt
Essential Patterns
Loading and Drawing Images
function love.load()
playerImage = love.graphics.newImage("player.png")
end
function love.draw()
love.graphics.draw(playerImage, x, y)
-- Full signature: draw(image, x, y, rotation, scaleX, scaleY, originX, originY)
end
Input Handling
-- Polling (check every frame)
function love.update(dt)
if love.keyboard.isDown("left") then
player.x = player.x - 200 * dt
end
end
-- Event-based (fires once per press)
function love.keypressed(key)
if key == "space" then
player:jump()
end
end
Screen-Adaptive Positioning
Never hard-code screen dimensions:
function love.load()
screenW, screenH = love.graphics.getDimensions()
end
function love.resize(w, h)
screenW, screenH = w, h
end
function love.draw()
-- Position relative to screen
local centerX = screenW / 2
local bottomY = screenH - 50
end
Core Modules
| Module | Purpose | Key Functions |
|---|---|---|
love.graphics |
Rendering | draw, rectangle, circle, print, setColor |
love.audio |
Sound | newSource, play, stop, setVolume |
love.keyboard |
Keyboard input | isDown, keypressed callback |
love.mouse |
Mouse input | getPosition, isDown, callbacks |
love.touch |
Touch input | touchpressed, touchmoved, touchreleased |
love.filesystem |
File I/O | read, write, getInfo |
love.timer |
Timing | getDelta, getTime, getFPS |
love.window |
Window control | setMode, getMode, setTitle |
love.physics |
Box2D physics | newWorld, newBody, newFixture |
Project Setup
Minimal Project
my-game/
├── main.lua # Entry point (required)
└── conf.lua # Configuration (optional but recommended)
conf.lua Template
function love.conf(t)
t.window.title = "My Game"
t.window.width = 800
t.window.height = 600
t.version = "11.5" -- Love2D version
t.console = true -- Enable console on Windows
-- Disable unused modules for faster startup
t.modules.joystick = false
t.modules.physics = false
end
Running the Game
# macOS
/Applications/love.app/Contents/MacOS/love /path/to/game
# Create alias in ~/.zshrc
alias love="/Applications/love.app/Contents/MacOS/love"
Common Patterns
State Management
local gameState = "menu" -- menu, playing, paused, gameover
function love.update(dt)
if gameState == "playing" then
updateGame(dt)
end
end
function love.draw()
if gameState == "menu" then
drawMenu()
elseif gameState == "playing" then
drawGame()
end
end
Object-Oriented Entities
local Player = {}
Player.__index = Player
function Player:new(x, y)
return setmetatable({
x = x, y = y,
speed = 200,
image = love.graphics.newImage("player.png")
}, Player)
end
function Player:update(dt)
if love.keyboard.isDown("right") then
self.x = self.x + self.speed * dt
end
end
function Player:draw()
love.graphics.draw(self.image, self.x, self.y)
end
return Player
Camera/Viewport
local camera = { x = 0, y = 0 }
function love.draw()
love.graphics.push()
love.graphics.translate(-camera.x, -camera.y)
-- Draw world objects here
drawWorld()
love.graphics.pop()
-- Draw UI here (not affected by camera)
drawUI()
end
Anti-Patterns to Avoid
| Don't | Why | Do Instead |
|---|---|---|
| Hard-code coordinates | Breaks on different screens | Use percentages or anchors |
Forget dt in movement |
Speed varies with frame rate | Multiply by dt |
Load assets in update/draw |
Loads every frame, kills performance | Load once in love.load |
| Use global variables everywhere | Hard to track, name collisions | Use local variables and modules |
| Test only on desktop | Touch behaves differently | Test on device early |
iOS Development
For iOS deployment, see the iOS Overview which covers:
- Build Setup - Xcode project, libraries, signing
- Touch Controls - Virtual joysticks, buttons, gestures
- Xcode Project Structure - Manual pbxproj editing
Quick iOS checklist:
1. Download Love2D iOS source + Apple libraries
2. Copy libraries to Xcode project
3. Fix deployment target (8.0 → 15.0)
4. Create game.love (zip of Lua files)
5. Add game.love to Xcode bundle resources
6. Configure signing and deploy
Philosophy
Love2D makes game development joyful through simplicity:
- Lua is approachable - Dynamic typing, clean syntax, fast iteration
- The API is consistent - Functions follow predictable patterns
- You own the game loop - No hidden magic, full control
- Cross-platform by default - Same code runs on Windows, macOS, Linux, iOS, Android
The goal isn't just "make it work." The goal is "make it feel great."
Smooth animations, responsive controls, adaptive layouts—that's the standard for polished games.
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.