| name | love2d |
| description | Build LÖVE (love2d) games: main.lua callbacks, conf.lua, locating the love binary, windowed launch in the background, luac/luacheck as cheap oracles, busted tests for pure Lua, sprites/quads/animation, fused executables and .love export. Use when the project has main.lua/conf.lua or the owner mentions LÖVE, love2d, or Lua games.
|
| version | 1.0.0 |
| author | Remedy |
| tags | ["game","love2d","lua","engine"] |
| requires | [] |
| tools | ["game_project_info","local_discover","bash_exec","file_read","file_write","file_edit","repo_search","list_dir","game_playtest","computer_screenshot","vision_decode"] |
| triggers | ["\\b(love2d|löve|love 2d|love 11|main\\.lua|conf\\.lua|lua game)\\b"] |
| local | {"binaries":[{"id":"love","names":"[Truncated]","env":"[Truncated]"}]} |
LÖVE (love2d)
A LÖVE game is a folder with main.lua. The engine is one binary; there
is no project file, no build step, and the window opens in under a second.
Lua errors show up as a blue screen in the window and on stderr when you
use lovec (Windows console build).
Fingerprint
game_project_info(path); file_read main.lua, conf.lua (window size,
title, t.version = "11.5", modules enabled).
- Layout:
lib/ for third-party (anim8, bump, hump, lume),
src/ or flat modules, assets/ for images/sounds/fonts.
.luacheckrc / .busted present ⇒ the project already has oracles;
use them.
Find love (never a wizard)
LOVE / LOVE_BIN env → local_discover → PATH (love, lovec) →
well-known dirs: %PROGRAMFILES%\LOVE\love.exe and lovec.exe (Windows),
/Applications/love.app/Contents/MacOS/love (macOS), /usr/bin/love
(Linux packages, AppImage anywhere). Prefer lovec on Windows — it keeps
a console so print and errors reach stderr. Not found → ask the owner
where it is (or if they want it installed from love2d.org) and continue
writing Lua meanwhile. love --version confirms the version.
Callbacks (the shape)
function love.load() … end
function love.update(dt) … end
function love.draw() … end
…