--- 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 function love.load() Stack.push(require("screens.menu")) end function love.update(dt) Stack.current():update(dt) end function love.draw() Stack.current():draw() end function love.keypressed(key) Stack.current():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. In 11.x, `setColor(255,0,0)` clamps to white; use `setColor(1,0,0)` or `love.math.colorFromBytes`. - **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. - **Nothing happens on key release/repeat** → `love.keypressed(key, scancode, isrepeat)` fires on press (and OS key-repeat); use `love.keyreleased` for release, and check `isrepeat` if you must ignore held-key repeats. ## 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.