LÖVE is a fantastic framework that leverages the Lua scripting language for developing 2D games; it is open source, free to use, and licensed under zlib/libpng
. You can learn more about Lua programming at www.lua.org.
In this chapter we'll go through the following:
All we need to get started with LÖVE
How to install LÖVE
How to run a LÖVE game
Choosing the editors
And a step further to understand the basic structure that makes a LÖVE game.
Before we build our game, we need a copy of LÖVE's engine running on our computer; a copy of the framework installed will help the computer to interpret the code we will be writing.
Direct your web browser to www.love2d.org, scroll to the download section of the site and choose the installer that is compatible with your computer.
It is advisable that we download an installer instead of the source codes, except for when we want to be geeky and build it ourselves.
Linux users are required to download the .deb
install file by clicking on build number of their operating system; users running Precise Pangolin Ubuntu OS should click on the 12.04 link. Run the install program and follow the instructions. If the LÖVE framework is fully installed, you can double-click on a .love
file to run it.
Mac users should visit the LÖVE wiki (https://www.love2d.org/wiki/Getting_Started) page for instructions on how to install LÖVE and run a packaged game.
In choosing a suitable editor, you can use any text editor that supports the Lua programming language; we recommend Notepad++; it is free and has a clean and non-confusing GUI.
First of all, we assume we do not have any LÖVE game yet. OK, then let's just write a simple "Hello World!" program and run it with LÖVE. Open up a text editor and write the following Lua code:
--create a display function love.draw() --display a text on a 800 by 600 screen in the positions x= 400, and --y=300 love.graphics.print('hello world!', 400, 300) end
Now save this code as main.lua
. Open a folder for your game project, put your main.lua
file inside the folder, and compress the content of the folder. Change the .zip
extension to .love
. You'll notice a change in the icon of the compressed file; it changes to a LÖVE logo. Now that we've done all that, we can run our game. If you follow the instructions correctly, you should see a screen similar to the following screenshot:

If you do not compress the file properly, you will get the following blue screen displaying error information:
.jpg)
Note that it is the content of your game folder that should be compressed and not the folder itself, and make sure the main.lua
file is at the top level.
There are three basic functions that make up a LÖVE game that are essential in most of the games you will be designing with LÖVE. For now, the following are the basics to make a small game:
love.load()
: This preloads all the necessary assets we need to make our game.love.update(dt)
: This is where we do most of our maths, where we deal with events; it is called before a frame is drawn.dt
is the time it takes to draw a frame (in seconds).love.draw()
: This draws all that we want to display on the screen.
The basic structure of the game is done as you can see in the following code:
--load our assets function love.load() --load all assets here end --update event function love.update(dt) --do the maths end --draw display function love.draw() --describe how you want/what to draw. end
That's just it, well... maybe! So let's play with these chunks one more time.
Now let's edit main.lua
to enable loading sample assets that we want to use within the game:
function love.load() local myfont = love.graphics.newFont(45) love.graphics.setFont(myfont) love.graphics.setColor(0,0,0,225) love.graphics.setBackgroundColor(255,153,0) end function love.update() end function love.draw() love.graphics.print('Hello World!', 200, 200) end
Before you go on and start coding your game, you need to give your video game some specs such as window width, window height, and window title. So set up a new file named
conf.lua
; inside it you can then create your game specs as shown in the following code snippet:
function love.conf(w) w.screen.width = 1024 w.screen.height = 768 w.screen.title = "Goofy's Adventure" end
You can manipulate the figures and titles any way and also change that w
to whatever variable you want.
The preceding code does the following:
Loads our font
Sets the font color
Sets the background color
Draws text on the screen
Configures the screen size
Basically we are using the
love.graphics
module; it can be used to draw (in the real sense) texts, images, and any drawable object in the scene. In the previous code snippets, we defined our fonts with the love.graphics.newFont(45)
that formats our text by declaring the size of the font as 45
. setFont()
loads the font we defined as myfont
, setColor()
colors the text in the RGB format, and setBackgroundColor()
sets the background.
Then we printed text using the love.graphics.print('text', x, y)
function in the draw
function with three parameters parsed in it: the text and the x and y coordinates. We are not going to do anything in the
love.update()
function yet, because we are not dealing with scene events.
So let's load our game as a .love
file and see what it displays:
.jpg)
Now we can grab a mug of cappuccino with Ray-Bans on and smile; we have installed the LÖVE game engine, text editor, and Visual tile-level editor (Tiled). We have also got a quick look at the basic structure for writing our game in Lua and displayed "Hello World!" in a colored background window. Next we'll go through how to draw 2D objects, move objects, and animate character sprites.