--- 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](references/core-architecture.md) | Understanding game loop, callbacks, modules | | [Graphics & Drawing](references/graphics-drawing.md) | Images, colors, transforms, screen adaptation | | [Animation](references/animation.md) | Sprite sheets, quads, frame timing | | [Tiles & Maps](references/tiles-maps.md) | Tile-based levels, map loading | | [Collision](references/collision.md) | AABB, circle, and separating axis collision | | [Audio](references/audio.md) | Sound effects, music, volume control | | [Project Structure](references/project-structure.md) | File organization, conf.lua, distribution | | [Libraries](references/libraries.md) | Popular community libraries | | [iOS Deployment](references/ios/overview.md) | Build, touch controls, App Store | --- ## The Love2D Game Loop Every Love2D game follows this pattern: ```lua 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. ```lua -- 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 ```lua 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 ```lua -- 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: ```lua 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 ```lua 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 ```bash # 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 ```lua 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 ```lua 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 ```lua 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](references/ios/overview.md) which covers: - [Build Setup](references/ios/setup.md) - Xcode project, libraries, signing - [Touch Controls](references/ios/touch-controls.md) - Virtual joysticks, buttons, gestures - [Xcode Project Structure](references/ios/xcode-project.md) - 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: 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.