love-event

Manage and dispatch LÖVE events via poll, pump, and queue utilities.

1|Updated Jan 23, 2026
One-click install
npx skills add https://github.com/RedKenrok/skills --skill love-event
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: love-event
Source: https://github.com/RedKenrok/skills/tree/main/skills/love-event
Command: npx skills add https://github.com/RedKenrok/skills --skill love-event

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill simplifies handling LÖVE's event system, including queuing, pumping, and dispatching events, so you can focus on core game logic instead of boilerplate event management.

Core Features & Use Cases

  • Centralized management of love.event APIs (clear, poll, pump, push, wait)
  • Non-blocking polling and deterministic pumping for responsive input
  • Custom event callbacks and lifecycle handling (e.g., quit) across different platforms
  • Reusable patterns for event-driven gameplay and system events

Quick Start

Setup your update loop to pump events, poll and process them, and provide a love.quit() callback to gracefully end the game.

Frequently Asked Questions about love-event

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I handle LÖVE events without blocking my game loop?

Non-blocking LÖVE event polling uses love.event.poll() to process queued events iteratively, keeping the game loop responsive. This Skill manages that polling behavior alongside deterministic pumping to ensure input handling remains smooth.

What is love.event.pump() used for in LÖVE 2D?

love.event.pump() pushes queued events into the dispatch pipeline in LÖVE 2D. This Skill utilizes deterministic pumping to ensure events are consistently moved from the queue to their respective callbacks for processing.

How do I set up custom event callbacks and quit behavior in LÖVE?

You set up custom LÖVE event callbacks and lifecycle handling by using this Skill's helper utilities to manage the event queue, register specific handlers, and define a love.quit() callback to gracefully end the game.

Can I use this event handling approach for both desktop and mobile LÖVE targets?

Yes, this approach applies to event-driven gameplay, input handling, and custom callbacks across both desktop and mobile targets, providing reusable patterns for system events within the LÖVE framework.