LÖVE physics and collision
Connects physics contacts to deliberate gameplay transitions. It defines units, filters and fixed-step ownership and postpones unsafe removal, preventing repeated damage or destruction during an active world update.
love-physics-collision
See how it helpsWhen is it useful?
Use when persistent contacts trigger an action every callback.
What does it help you do?
- Defines physics ownership, world units and collision filters.
- Separates physics stepping from drawing and defers unsafe destruction.
- Converts contact state into explicit gameplay transitions.
Try asking this
Create a bouncing projectile that breaks a wall and disappears. Test simultaneous contacts with two bricks and vary rendering speed. Remove bodies only at a safe point, count each broken brick once and keep the physical path independent of how often the scene is drawn.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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LÖVE — physics collision
Use when implementing LÖVE physics worlds, callbacks, collision categories or simple custom collisions.
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
Identify love.physics versus custom collision ownership and declare world units. Keep fixed physics stepping separate from drawing. Queue body destruction outside unsafe contact processing and turn persistent contacts into explicit gameplay events. Filter collisions by intended interaction.
Deliver
A collision/physics contract and reproducible movement or combat scenario. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A contact callback may run repeatedly; reward/damage code needs entry/state semantics rather than callback count.
Acceptance scenario
Exercise two simultaneous contacts, remove a colliding body and reset the world without stale Lua references. 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
