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Skill · Version 1.0.0

LÖVE callbacks and game states

Gives initialization, updates, drawing and input one coherent state flow. It keeps motion independent of draw frequency and defines which actions are consumed while paused or changing screens.

love-callbacks-state

See how it helps

When is it useful?

Use when restarting or pausing creates frame-dependent behavior.

What does it help you do?

  • Assigns initialization, update, draw and input callbacks one owner.
  • Dispatches states through a small consistent module interface.
  • Defines seconds-based timing and paused input consumption.

Try asking this

Build title, gameplay, pause and defeat states for our Lua platformer. Hold Jump while opening pause, resize the window and resume. The character must not jump twice, score must not advance inside draw and restarting must remove the previous round’s temporary state.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

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LÖVE — callbacks state

Use when implementing LÖVE callbacks, Lua game states, pause or restart.

Version and project gate

Inspect conf.lua and main.lua, LÖVE and Lua/LuaJIT versions, callback definitions, modules, filesystem identity, graphics/audio APIs, .love packaging and native extension dependencies. Distinguish color/API conventions across major releases. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Keep initialization, update, drawing and input callbacks under one explicit owner. Dispatch state behavior through a small module contract, preserving existing project style. Declare seconds-based timing and pause semantics; customize love.run only when the ordinary loop cannot satisfy the requirement.

Deliver

A callback/state map and complete menu-play-pause-restart behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Updating gameplay during draw or replacing a callback accidentally through a module import can make behavior frame-dependent.

Acceptance scenario

Restart repeatedly, pause with input held and compare a timed movement sequence at varied render rates. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Lilt. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md