--- name: {{SKILL_NAME}} description: {{SKILL_DESCRIPTION}} Use this skill when working with time measurement, frame rate control, performance monitoring, or any time-related operations in LÖVE games. license: MIT metadata: author: Ron Dekker --- ## When to use this skill {{SKILL_DESCRIPTION}} Use this skill when working with time measurement, frame rate control, performance monitoring, or any time-related operations in LÖVE games. ## Common use cases - Measuring elapsed time and performance - Controlling game frame rate and timing - Implementing smooth animations and transitions - Profiling and optimizing game performance - Handling time-based game mechanics {{MODULES_LIST}} {{FUNCTIONS_LIST}} {{CALLBACKS_LIST}} {{TYPES_LIST}} {{ENUMS_LIST}} ## Examples ### Measuring delta time ```lua -- Use delta time for frame-rate independent movement function love.update(dt) local moveSpeed = 200 -- pixels per second local distance = moveSpeed * dt player.x = player.x + distance end ``` ### Performance measurement ```lua -- Measure function execution time local startTime = love.timer.getTime() -- Perform some operations complexOperation() local endTime = love.timer.getTime() local elapsed = endTime - startTime print("Operation took: " .. elapsed .. " seconds") ``` ## Best practices - Use delta time (dt) for all time-based calculations - Consider using love.timer for high-precision timing - Be mindful of performance when using frequent timing calls - Test timing behavior on target platforms - Use appropriate time units for different measurements ## Platform compatibility - **Desktop (Windows, macOS, Linux)**: Full timer support - **Mobile (iOS, Android)**: Full support - **Web**: Full support