name: {{SKILL_NAME}} description: {{SKILL_DESCRIPTION}} Use this skill when working with time measurement, frame rate control, performance monitoring, or any time-related operations in LÖVE games. license: MIT metadata: author: Ron Dekker <rondekker.nl>
When to use this skill
{{SKILL_DESCRIPTION}} Use this skill when working with time measurement, frame rate control, performance monitoring, or any time-related operations in LÖVE games.
Common use cases
- Measuring elapsed time and performance
- Controlling game frame rate and timing
- Implementing smooth animations and transitions
- Profiling and optimizing game performance
- Handling time-based game mechanics
{{MODULES_LIST}} {{FUNCTIONS_LIST}} {{CALLBACKS_LIST}} {{TYPES_LIST}} {{ENUMS_LIST}}
Examples
Measuring delta time
-- Use delta time for frame-rate independent movement
function love.update(dt)
local moveSpeed = 200 -- pixels per second
local distance = moveSpeed * dt
player.x = player.x + distance
end
Performance measurement
-- Measure function execution time
local startTime = love.timer.getTime()
-- Perform some operations
complexOperation()
local endTime = love.timer.getTime()
local elapsed = endTime - startTime
print("Operation took: " .. elapsed .. " seconds")
Best practices
- Use delta time (dt) for all time-based calculations
- Consider using love.timer for high-precision timing
- Be mindful of performance when using frequent timing calls
- Test timing behavior on target platforms
- Use appropriate time units for different measurements
Platform compatibility
- Desktop (Windows, macOS, Linux): Full timer support
- Mobile (iOS, Android): Full support
- Web: Full support