Video Game Design and Coding · PLECK lesson
PLECK lesson 39 · suggested week 8, day 4
Restart every piece of round state
Objective. Reset timers, objects, input and HUD consistently.
Godot Engine Standard desktop editor 4.7.2-stable, GDScript (Godot 4), Compatibility renderer. Headless Godot 4.7.2.stable.official.ed1daf0bf passed 106 assertions on the supplied scaffolds, including malformed JSON saves. Audio used the Dummy driver and a synthetic WAV, not a speaker. The visual editor, browser export, and signed-in submission were not tested. The desk still does not run a student's own upload.
About 55 minutes. The due date is chosen by a parent.
Lives, time, state transitions and replay
Suggested pace: Recall and predict 5 min; Read instruction and scaffold 12 min; Build or design the assigned artifact 25 min; Run acceptance tests 8 min; Explain and checkpoint 5 min.
Materials: Godot Standard 4.7.2 desktop editor (GDScript, Compatibility renderer), Local course folder and prior checkpoint, No paid assets or public account required.
Comes after VGC-L038.
Restart is a transaction that restores a known start, not only a visual screen change. For this small game reload_current_scene can recreate player, hazards, timers and variables. If using a Start button, the reconstructed scene should wait at Title until pressed. Make a restart checklist: phase, score, lives, clock, player position, hazards and UI focus. A hidden paused SceneTree can survive some operations, so unpause intentionally before a scene reload if you have introduced pausing.
Worked example
If phase is TITLE, a scoring event returns immediately. After start_round sets phase PLAY, the same event may add points. One exclusive phase prevents simultaneous WIN and LOSE flags. Scaffold C-STATES — Explicit game states and gated scoring Setup: Attach to Node root StateLab with child Label Status. This is a standalone demonstrator; call start_round, add_points, finish_round from buttons or Remote Inspector. In a real game the manager owns this state. Additional Player and spawner scripts must also honor the manager’s state, or be disabled when finishing. ```gdscript extends Node enum Phase { TITLE, PLAY, WIN, LOSE } var phase: Phase = Phase.TITLE var score: int = 0 func _ready() -> void: _show() func start_round() -> void: score = 0 phase = Phase.PLAY _show() func add_points(amount: int) -> void: if phase != Phase.PLAY: return score += maxi(amount, 0) _show() func finish_round(won: bool) -> void: if phase != Phase.PLAY: return phase = Phase.WIN if won else Phase.LOSE _show() func _show() -> void: $Status.text = "State: %s | Score: %d" % [Phase.keys()[phase], score] ``` Scaffold C-TIMER — Timer-based spawning with a hard cap Setup: World Node2D root contains Node2D Hazards and Timer SpawnTimer: wait_time 1.2, autostart On, one_shot Off. Hazard scene root Area2D has a CircleShape2D radius 12 and C-HAZARD. Attach script to World and drag Hazard.tscn into hazard_scene Inspector field. Set viewport 640x360. Name Hazards group not needed. This script is a separate lab; merge its _ready into an existing manager rather than declaring a second _ready. ```gdscript extends Node2D @export var hazard_scene: PackedScene @export var spawn_limit: int = 12 func _ready() -> void: $SpawnTimer.timeout.connect(_spawn) func _spawn() -> void: if hazard_scene == null or $Hazards.get_child_count() >= spawn_limit: return var hazard := hazard_scene.instantiate() as Area2D $Hazards.add_child(hazard) hazard.position = Vector2(randf_range(20.0, 620.0), -20.0) ```
Explicit game states and gated scoring
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-STATES. Copy starts from this text. The desk does not run it.
Scene and node setup
Attach to Node root StateLab with child Label Status. This is a standalone demonstrator; call start_round, add_points, finish_round from buttons or Remote Inspector. In a real game the manager owns this state. Additional Player and spawner scripts must also honor the manager’s state, or be disabled when finishing.
extends Node
enum Phase { TITLE, PLAY, WIN, LOSE }
var phase: Phase = Phase.TITLE
var score: int = 0
func _ready() -> void:
_show()
func start_round() -> void:
score = 0
phase = Phase.PLAY
_show()
func add_points(amount: int) -> void:
if phase != Phase.PLAY:
return
score += maxi(amount, 0)
_show()
func finish_round(won: bool) -> void:
if phase != Phase.PLAY:
return
phase = Phase.WIN if won else Phase.LOSE
_show()
func _show() -> void:
$Status.text = "State: %s | Score: %d" % [Phase.keys()[phase], score]
Checks to run in the editor
- Calling add_points before start does not change score.
- After finish_round, extra score events do nothing.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
Timer-based spawning with a hard cap
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-TIMER. Copy starts from this text. The desk does not run it.
Scene and node setup
World Node2D root contains Node2D Hazards and Timer SpawnTimer: wait_time 1.2, autostart On, one_shot Off. Hazard scene root Area2D has a CircleShape2D radius 12 and C-HAZARD. Attach script to World and drag Hazard.tscn into hazard_scene Inspector field. Set viewport 640x360. Name Hazards group not needed. This script is a separate lab; merge its _ready into an existing manager rather than declaring a second _ready.
extends Node2D
@export var hazard_scene: PackedScene
@export var spawn_limit: int = 12
func _ready() -> void:
$SpawnTimer.timeout.connect(_spawn)
func _spawn() -> void:
if hazard_scene == null or $Hazards.get_child_count() >= spawn_limit:
return
var hazard := hazard_scene.instantiate() as Area2D
$Hazards.add_child(hazard)
hazard.position = Vector2(randf_range(20.0, 620.0), -20.0)
Checks to run in the editor
- One object appears about each 1.2 seconds.
- At most 12 hazards exist, even during a long run.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
Restart every piece of round state — evidence task
- 1. Implement Restart and write expected initial values for seven state items.
- 2. Lose, restart, survive, restart and compare both starts.
Deliverable. Restart implementation and seven-item reset checklist.
Acceptance checks
- VGC-L039-T1. No old hazards or score remain.
- VGC-L039-T2. Clock and input behave the same after either ending.
Understanding question. What symptom suggests the timer was not reset?
Include a downloadable project ZIP with project.godot, .tscn, .gd and original asset files when code changes. A private, teacher-accessible download link to that ZIP is equivalent. Screenshots or a playthrough do not replace editable source.
If this is still shaky. Print lives and phase in one Label before adding effects. Restrict every gameplay handler to the Play state. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Test simultaneous end conditions and write a deliberate tie policy. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.
- Your first 2D game
Free public tutorial; no account; external asset download is optional, not used by this course.
· Opening this link does not submit the lesson.
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