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love2d-ioslove2d iOS 搜索

Agent Skill

love2d-ios 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

321

周安装

13

GitHub Stars

15

下载量

101
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:love2d-ios(love2d iOS 搜索)
来源仓库:https://github.com/chongdashu/love2d-pocket-bomber-game
仓库路径:skills/love2d-ios
安装命令:
npx skills add https://github.com/chongdashu/love2d-pocket-bomber-game --skill love2d-ios
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/chongdashu/love2d-pocket-bomber-game --skill love2d-ios

简介

用于查找、检索和筛选相关信息,支持关键词与任务场景匹配。

  • 适合在需要快速定位候选结果时使用。love2d-ios 属于研究检索类 Skill,可作为该场景下的辅助能力补充。
  • 可结合来源仓库与原始 README 继续核验具体用法。
  • 安装前建议确认权限范围与维护状态。
  • 注意是否会触发联网、命令执行或文件读写操作。

SKILL.md

Love2D iOS Development

Build games with Love2D and deploy them to iOS devices—from first prototype to App Store.

Philosophy: Mobile-First Game Development

Love2D was born on desktop, but mobile is where players are. The challenge isn't just "making it run on iOS"—it's rethinking the game for touch.

Before building for iOS, ask:

  • How will players interact without a keyboard?
  • What screen sizes and orientations should be supported?
  • Is the game's pacing appropriate for mobile sessions?
  • What gestures feel natural for this game's actions?

Core principles:

  1. Touch is not a keyboard substitute: Design touch controls that feel native, not bolted-on. A virtual d-pad is a last resort, not a first choice.
  2. Screen size is a variable, not a constant: Hard-coded coordinates break on different devices. Think in percentages and relative positions.
  3. The build pipeline is fragile: Xcode projects, code signing, and bundle resources have many failure points. Understand the system, don't just copy commands.
  4. Iterate on device early: The simulator lies. Test on real hardware as soon as possible.

Development Workflow

Desktop Development First

Develop and test on desktop before touching iOS:

# macOS: Love2D isn't in PATH by default
/Applications/love.app/Contents/MacOS/love /path/to/game

# Or create an alias in ~/.zshrc
alias love="/Applications/love.app/Contents/MacOS/love"

Project Structure

my-game/
├── conf.lua          # Window size, Love2D version
├── main.lua          # Entry point
├── touch.lua         # Mobile touch controls (optional on desktop)
└── [game modules]    # Player, enemies, etc.

iOS Build Pipeline

See references/ios-setup.md for detailed setup steps.

Quick overview:

  1. Download Love2D iOS source + Apple libraries
  2. Copy libraries to Xcode project
  3. Create game.love (zip of Lua files)
  4. Add game.love to Xcode bundle resources
  5. Configure signing and deploy

Update Workflow

Every code change requires rebuilding:

# From game directory
rm -f game.love
zip -9 -r game.love *.lua [assets/]
cp game.love /path/to/xcode/ios/
# Then build in Xcode (Cmd+R)

Touch Control Patterns

See references/touch-controls.md for implementation details.

Choosing the Right Pattern

Game TypeRecommended Control
PlatformerVirtual joystick + action buttons
PuzzleDirect touch/drag on game objects
Endless runnerTap/swipe gestures
Turn-basedTap to select, tap to confirm
Twin-stickDual virtual joysticks

Touch Event Basics

function love.touchpressed(id, x, y, dx, dy, pressure)
    -- id: unique per finger (for multitouch)
    -- x, y: screen coordinates
end

function love.touchmoved(id, x, y, dx, dy, pressure)
    -- Track finger movement
end

function love.touchreleased(id, x, y, dx, dy, pressure)
    -- Clean up touch state
end

Platform Detection

local function isMobile()
    local os = love.system.getOS()
    return os == "iOS" or os == "Android"
end

-- Use this to conditionally show touch controls
if isMobile() then
    touchControls = require("touch")
end

Screen Adaptation

Dynamic Sizing

Never hard-code 800x600. Always query dimensions:

local screenW, screenH

function love.load()
    screenW, screenH = love.graphics.getDimensions()
end

function love.resize(w, h)
    screenW, screenH = w, h
    -- Reposition UI, regenerate layouts
end

Positioning Strategies

Percentage-based:

local buttonX = screenW * 0.85  -- 85% from left
local buttonY = screenH * 0.9   -- 90% from top

Anchor-based:

local margin = 20
local rightEdge = screenW - margin
local bottomEdge = screenH - margin

Aspect-ratio aware:

local targetAspect = 16/9
local currentAspect = screenW / screenH
-- Add letterboxing or adjust game area

Anti-Patterns to Avoid

Hard-coded coordinates

-- BAD: Breaks on different screens
player.x = 400
button.y = 550

Why bad: iPhone SE and iPad Pro have very different dimensions. Better: Use percentages or anchor points relative to screen size.

Ignoring the "No-game screen" Why bad: Your game.love wasn't bundled—the app is working, your game isn't loaded. Better: Verify game.love is in "Copy Bundle Resources" build phase.

Testing only on simulator Why bad: Simulator has different performance, touch behavior, and screen characteristics. Better: Deploy to a real device early and often.

Giant virtual joysticks Why bad: Obscures gameplay, feels clunky. Better: Semi-transparent, appropriately sized (60-80px radius), positioned in thumb-reach zones.

Copying Xcode project changes blindly Why bad: You won't know how to fix it when it breaks differently. Better: Understand the project.pbxproj structure—PBXBuildFile, PBXFileReference, build phases.

Forgetting to rebuild game.love Why bad: You're testing old code and wondering why changes don't work. Better: Script the rebuild process. Make it one command.


Common Issues and Solutions

Deployment Target Errors

Error: IPHONEOS_DEPLOYMENT_TARGET is set to 8.0, but range is 12.0 to X.X

Fix:

find . -name "*.pbxproj" -exec sed -i '' \
  's/IPHONEOS_DEPLOYMENT_TARGET = 8.0/IPHONEOS_DEPLOYMENT_TARGET = 15.0/g' {} \;

"No-game screen" on Device

Cause: game.love not in bundle resources.

Fix: Add game.love to Xcode project:

  1. Right-click ios folder → Add Files
  2. Select game.love
  3. Ensure "Add to targets: love-ios" is checked

If that fails, see references/xcode-project-structure.md for manual pbxproj editing.

Signing Errors

Fix: In Xcode:

  1. Select love-ios target
  2. Signing & Capabilities → Select your Team
  3. Change Bundle Identifier to something unique

Touch Not Responding

Causes:

  • Not implementing touch callbacks
  • Touch area too small (minimum 44x44 points recommended)
  • Touch being consumed by wrong element

Variation Guidance

Touch control layouts should vary based on:

  • Game genre (platformer vs puzzle vs action)
  • Screen size (phone vs tablet)
  • Player handedness (consider offering options)
  • Game complexity (fewer buttons for simpler games)

Avoid converging on:

  • Always using virtual joystick (sometimes gestures are better)
  • Always putting fire button bottom-right (context matters)
  • Fixed button sizes (adapt to screen)

File Locations Reference

PurposePath
Xcode projectlove-X.X-ios-source/platform/xcode/love.xcodeproj
iOS librarieslove-X.X-ios-source/platform/xcode/ios/libraries/
game.love destinationlove-X.X-ios-source/platform/xcode/ios/game.love
Project configlove.xcodeproj/project.pbxproj

Remember

Love2D makes game development joyful. iOS deployment adds friction, but understanding the pipeline—not just following steps—makes you resilient when things break.

The goal isn't "run on iOS." The goal is "feel great on iOS."

Touch controls that feel native, layouts that adapt gracefully, and a build process you understand—that's the standard.

Claude is capable of building complete, polished mobile games. These guidelines illuminate the path from desktop prototype to iOS deployment.

适合场景

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用户想查找某类 Agent Skill 时

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需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

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能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.94%
按下载量换算35

Claude

29.83%
按下载量换算30

Cursor

19.11%
按下载量换算19

Gemini CLI

8.06%
按下载量换算8

安全审计

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通过

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通过

Snyk

通过

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安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

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