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love2d-gamedev

love2d-gamedev

github.com/chongdashuDevelopment1893 installsUpdated 39w ago
Repository

About love2d-gamedev

A reference skill for building 2D games with the Love2D framework. It covers core Lua patterns through project setup and iOS deployment.

Key features

  1. 01Game loop and callback patterns
  2. 02Rendering, animation, and maps
  3. 03Collision and physics techniques
  4. 04Audio and input handling
  5. 05Project setup and iOS deployment

Use cases

  1. 01Structuring a Love2D game loop
  2. 02Adding sprites, maps, and collisions
  3. 03Handling keyboard, mouse, or touch input
  4. 04Preparing a game for iOS

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/chongdashu/love2d-pocket-bomber-game --skill love2d-gamedev

After installing, type/love2d-gamedevin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
animation.md
audio.md
collision.md
core-architecture.md
graphics-drawing.md
libraries.md
project-structure.md
tiles-maps.md
references/ios/
overview.md
setup.md
touch-controls.md
xcode-project.md

Details

From the project README

Love2D Game Development

Build polished 2D games with the Love2D framework—from first prototype to iOS release.

Quick Reference

TopicWhen to Use
Core ArchitectureUnderstanding game loop, callbacks, modules
Graphics & DrawingImages, colors, transforms, screen adaptation
AnimationSprite sheets, quads, frame timing
Tiles & MapsTile-based levels, map loading
CollisionAABB, circle, and separating axis collision
AudioSound effects, music, volume control
Project StructureFile organization, conf.lua, distribution
LibrariesPopular community libraries
iOS DeploymentBuild, 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

ModulePurposeKey Functions
love.graphicsRenderingdraw, rectangle, circle, print, setColor
love.audioSoundnewSource, play, stop, setVolume
love.keyboardKeyboard inputisDown, keypressed callback
love.mouseMouse inputgetPosition, isDown, callbacks
love.touchTouch inputtouchpressed, touchmoved, touchreleased
love.filesystemFile I/Oread, write, getInfo
love.timerTiminggetDelta, getTime, getFPS
love.windowWindow controlsetMode, getMode, setTitle
love.physicsBox2D physicsnewWorld, 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'tWhyDo Instead
Hard-code coordinatesBreaks on different screensUse percentages or anchors
Forget dt in movementSpeed varies with frame rateMultiply by dt
Load assets in update/drawLoads every frame, kills performanceLoad once in love.load
Use global variables everywhereHard to track, name collisionsUse local variables and modules
Test only on desktopTouch behaves differentlyTest on device early

iOS Development

For iOS deployment, see the iOS Overview which covers:

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:

  1. Lua is approachable - Dynamic typing, clean syntax, fast iteration
  2. The API is consistent - Functions follow predictable patterns
  3. You own the game loop - No hidden magic, full control
  4. 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.

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