Command Palette

Search for a command to run...

UnylyUnyly
Browse all

Lovepilot

FreeNot checked

LovePilot - MCP server for playing LÖVE2D games in real time: introspect state, simulate input, screenshots, live Lua execution, hot-reload, and push state upda

GitHubEmbed

About

LovePilot - MCP server for playing LÖVE2D games in real time: introspect state, simulate input, screenshots, live Lua execution, hot-reload, and push state updates.

README

GitHub License: MIT

LovePilot is an advanced Model Context Protocol (MCP) server designed specifically for the LÖVE / LÖVE2D game engine — the most complete MCP server for playing a live LÖVE2D game: introspect real-time state, simulate keyboard/mouse input so the AI can actually play, capture screenshots, execute Lua code, hot-reload modules, and receive push notifications the moment the game state changes.

Fork/extension of shayarnett/love2d-mcp with real-time play capabilities and a more robust TCP client.

What's different from the original

This fork adds the real-time play capabilities and reliability fixes that make an AI genuinely playable against a live LÖVE2D game, on top of the original shayarnett/love2d-mcp:

  • Real-time play — send_input lets the AI control the game through the bridge (keyboard + mouse), get_screenshot captures the window as a viewable PNG, and watch_game_state pushes state_changed events the moment anything changes (no polling).
  • Request tracking (_reqId) — every command carries a request id; a late reply from the game can never be misattributed to the wrong command after a timeout. Screenshot capture is also wrapped in pcall so a failing encode returns an error instead of crashing the game.
  • Command timeout — configurable per-command timeout (15s default) so a hung game reports an error to the AI instead of waiting forever.
  • Hot-reload that survives references — reload_code mutates module tables in place (same table identity, updated contents), so existing require() references keep working. game/handle.lua wraps non-table engine objects (physics bodies, audio sources, canvases) so even those can be re-bound safely after a reload.
  • Loaded tool set — get_objects (list or by id), run_lua, list_lua_files, reload_code, send_input, get_screenshot, watch_game_state / unwatch_game_state.

For the full technical walkthrough (development notes, in Spanish), see CAMBIOS_TIEMPO_REAL.es.md.

Features

  • Real-time introspection — query game objects, positions, properties, and state
  • AI-driven input — simulate keyboard and mouse so the AI can move, attack, and play the game
  • Screenshots — capture the running window as a PNG the AI can see
  • Dynamic code execution — run Lua code inside the live game context
  • Push notifications — the game pushes state_changed events when anything changes; no polling needed
  • Hot-reload — reload a Lua file from disk into the running game without restarting it
  • Robust transport — FIFO command queue, ordered 1:1 responses, auto-reconnect, no listener leaks
  • Proper error reporting — every tool returns isError: true with a descriptive message on failure

Architecture

┌─────────────┐ stdio  ┌─────────────┐   TCP    ┌─────────────┐
│ MCP Client  │◄──────►│  MCP Server │◄────────►│  LÖVE2D     │
│ (Claude,    │        │ (Node/TS)   │  JSON-L   │  Game (Lua) │
│  Cursor,    │        │ build/      │  per line │  + bridge   │
│  OpenCode)  │        └─────────────┘           └─────────────┘
└─────────────┘        stdio uses MCP      TCP uses JSON each line,
                        (newline-delimited)        1 response per command
  • MCP Server: Node.js/TypeScript server speaking the MCP protocol over stdio
  • LÖVE2D Bridge: small Lua TCP server embedded in the game (game/mcp_bridge.lua)
  • Communication: JSON per line over TCP; the game replies in strict FIFO order
  • Real-time push: subscribed clients receive state_changed events automatically

Requirements

Setup

git clone https://github.com/InfiniteLoopRD/lovepilot.git
cd lovepilot
npm install
npm run build

The compiled server lives at build/index.js. Run it directly (node build/index.js) or via npm start.

Quick Start

1. Start the example game

love game/

A window opens and the game starts a TCP bridge on port 12345. Use port 12345 in your own game too, or change LOVE2D_PORT at the top of src/index.ts.

2. Connect a client

With the MCP Inspector:

npx @modelcontextprotocol/inspector node build/index.js

In a config file for Claude/Cursor/OpenCode-style clients:

{
  "mcpServers": {
    "love2d": {
      "command": "node",
      "args": ["/path/to/lovepilot/build/index.js"]
    }
  }
}

Available MCP Tools

get_objects

Lists all objects in the current game scene, or gets one specific object if you pass an id. Replaces the old separate list_objects / get_object tools — same underlying query, with or without a filter.

Arguments:

  • id (string, optional): the object ID, e.g. "p1". Omit to list every object.

Returns: if id is omitted, an array of {id, type, x, y} for every game object. If id is given, the complete object data including every property (state, health, x, y, velocity, stocks…).

run_lua

Execute arbitrary Lua code in the game context.

Arguments:

  • code (string): Lua code to execute

Returns: the result (string, or table encoded as JSON).

Available in the code context: objects (all game objects), love (full LÖVE2D API), plus standard Lua libs (math, string, table, pairs, ipairs, …).

return objects.p1.x

get_screenshot

Capture a screenshot of the currently running game window.

Arguments: none

Returns: a PNG image block (base64) that the AI assistant can view. Requires love.graphics.captureScreenshot — call mcp_bridge.captureIfPending() at the end of the bridge's love.draw().

send_input

Simulate keyboard or mouse input so the AI can control the game.

Arguments:

  • type (string, required): key_down, key_up, mouse_move, mouse_down, mouse_up
  • key (string): LÖVE KeyConstant, e.g. "left", "space", "a" (for key events)
  • duration (number): optional, auto-release the key after N seconds for key_down
  • x, y (number): target position for mouse_move
  • button (number): 1 = left, 2 = right, 3 = middle (for mouse buttons)

Returns: {ok: true} on success.

Important: the game must read input through the bridge — mcp_bridge.isDown("left") instead of love.keyboard.isDown("left") — so real keyboard input and AI input coexist (see the example in game/main.lua).

watch_game_state

Subscribe to real-time updates. Every time something changes (position, health, state, …), the game pushes a state_changed notification to the AI automatically — no polling.

Arguments: none

Returns: {ok: true, message: "subscribed to state_changed events"}.

unwatch_game_state

Stop receiving state-change notifications.

Arguments: none

Returns: {ok: true, message: "unsubscribed"}.

list_lua_files

List every .lua file in the game project. Real games are usually split across several files (main.lua plus modules), so check this before deciding what to edit and pass to reload_code — don't assume everything lives in main.lua.

Arguments:

  • dir (string, optional): subfolder to scan, relative to the game's source folder. Defaults to the project root.

Returns: the list of .lua files found under the scanned directory.

reload_code

Hot-reload a Lua file from disk into the running game. LÖVE does not do this on its own — editing a .lua file while the game is running has zero effect until you restart the process, unless you call this tool.

Arguments:

  • file (string, optional): path relative to the game's source folder. Defaults to "main.lua".

Returns: {ok: true, message: "reloaded main.lua"} on success.

How it works: re-reads and re-executes the file, then calls the freshly-defined love.load() again — this behaves like restarting the level with the new code, not a state-preserving patch. Most game state lives in local variables that get re-created when the file's top-level code runs again, so expect a reset (e.g. entities repositioned to their initial values), not a seamless in-place edit. mcp_bridge.init() is safe to call twice — it detects the server is already listening and skips re-binding the port instead of erroring.

Real-Time State Watching

Instead of the AI repeatedly asking "what changed?", the game pushes updates itself:

  • The bridge compares the current state snapshot against the previous one each frame (mcp_bridge.checkAndPushStateChanges()).
  • When something differs, it sends {"event":"state_changed", "data":{...}} to all subscribed clients.
  • The MCP server forwards every push as a standard notifications/message MCP notification, so the AI receives it the moment it happens — regardless of whether a command is pending.
  • Pushes never corrupt command responses: the FIFO command queue guarantees each response is matched to the right request 1:1, even under heavy push traffic (tested with 2000+ pushes landing while commands were in flight).

Integrating with Your Own Game

  1. Copy game/mcp_bridge.lua to your game directory.

  2. In main.lua:

local mcp_bridge = require("mcp_bridge")

function love.load()
    mcp_bridge.init(12345)
    mcp_bridge.setObjectGetter(function() return objects end)
end

function love.update(dt)
    mcp_bridge.update()          -- handles commands + pushes state changes
    -- your game logic; read AI+real input via:
    --   mcp_bridge.isDown("left"), mcp_bridge.mouseIsDown(1)
end

function love.draw()
    -- draw your game...
    mcp_bridge.captureIfPending() -- end of draw, so AI screenshots see the frame
end

function love.quit()
    mcp_bridge.shutdown()
end
  1. Fill the object table with the properties the AI should see (state, health, facing, stocks…). The bridge's simple JSON encoder handles nested tables of strings/numbers/booleans.

Development

npm run dev     # tsc --watch, auto-rebuild
npm run build   # compile TypeScript once
npm start       # run the compiled server

Project structure

lovepilot/
├── src/
│   └── index.ts            # MCP server implementation + TCP client
├── build/
│   └── index.js            # compiled output (what you run)
├── game/
│   ├── main.lua            # example: bouncing balls + an AI/keyboard-controllable
│   │                       # square (idle/walking/attacking states, no real combat)
│   ├── handle.lua          # `Handle` wrapper so non-table engine objects
│   │                       # (physics, audio, canvases) survive code reloads
│   └── mcp_bridge.lua      # Lua TCP bridge module
├── CAMBIOS_TIEMPO_REAL.es.md # (Spanish) real-time features walkthrough
├── package.json
├── tsconfig.json
└── README.md

Troubleshooting

Game won't start

  • Verify LÖVE2D is installed: love --version
  • Check for syntax errors in the Lua files

MCP connection fails

  • Make sure the game is running before starting the MCP server (the server connects to port 12345 lazily on first command)
  • Check port 12345 isn't already in use; look for "MCP Bridge listening" in the game console

AI tools error with "argument 'x' (string|number) is required"

  • That tool requires at least one argument; pass it via the schema shown in tools/list

Screenshot not working

  • Call mcp_bridge.captureIfPending() at the very end of love.draw()

License

MIT — see LICENSE.

Acknowledgments

from github.com/InfiniteLoopRD/lovepilot

Installing Lovepilot

This server has no published package — it is built from source. Open the repository and follow its README.

▸ github.com/InfiniteLoopRD/lovepilot

FAQ

Is Lovepilot MCP free?

Yes, Lovepilot MCP is free — one-click install via Unyly at no cost.

Does Lovepilot need an API key?

No, Lovepilot runs without API keys or environment variables.

Is Lovepilot hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Lovepilot in Claude Desktop, Claude Code or Cursor?

Open Lovepilot on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

Related MCPs

Compare Lovepilot with

Not sure what to pick?

Find your stack in 60 seconds

Author?

Embed badge for your README

Browse similar

All ai MCPs