Video Game Design and Coding

PLECK lesson 41 · suggested week 9, day 1

Add a cooldown without hiding the rule

Objective. Prevent rapid repeated damage using a visible invulnerability interval.

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.

Fair randomization, difficulty, accessibility and assessment

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-L040.

Fairness can require a short recovery window after a hit. Add an invulnerable Boolean owned by the manager and a one-shot RecoveryTimer set to one second. A valid hit sets the flag, reduces lives, starts the timer and shows “Recovering” in the HUD. Timer timeout clears the flag. Do not use rapid flashing; a steady outline and text are sufficient. Decide whether a hazard touching during recovery disappears or continues, then document that consistent rule.

Worked example

An incoming three-lane wave blocks left and center but leaves right clear. Randomly choosing among valid two-lane combinations creates variation while preserving an escape route. Scaffold C-HAZARD — Falling hazard with player notification and cleanup Setup: Area2D Hazard root on layer 4 (bit 8), mask layer 1 only, child CollisionShape2D circle radius 12. Attach this script. Player in group player. A Player damage method is deliberately not hardcoded: connect hit_player to a manager’s damage handler when instantiating. Parent Hazards must be unscaled and unrotated. ```gdscript extends Area2D signal hit_player @export var fall_speed: float = 110.0 var hit: bool = false func _ready() -> void: body_entered.connect(_on_body_entered) func _draw() -> void: draw_rect(Rect2(-12, -12, 24, 24), Color.TOMATO) draw_line(Vector2(-8,-8),Vector2(8,8),Color.BLACK,2.0) func _physics_process(delta: float) -> void: position.y += fall_speed * delta if position.y > 390.0: queue_free() func _on_body_entered(body: Node2D) -> void: if hit or not body.is_in_group("player"): return hit = true hit_player.emit() queue_free() ``` 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] ```

Falling hazard with player notification and cleanup

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-HAZARD. Copy starts from this text. The desk does not run it.

Scene and node setup

Area2D Hazard root on layer 4 (bit 8), mask layer 1 only, child CollisionShape2D circle radius 12. Attach this script. Player in group player. A Player damage method is deliberately not hardcoded: connect hit_player to a manager’s damage handler when instantiating. Parent Hazards must be unscaled and unrotated.

extends Area2D
signal hit_player
@export var fall_speed: float = 110.0
var hit: bool = false
func _ready() -> void:
    body_entered.connect(_on_body_entered)
func _draw() -> void:
    draw_rect(Rect2(-12, -12, 24, 24), Color.TOMATO)
    draw_line(Vector2(-8,-8),Vector2(8,8),Color.BLACK,2.0)
func _physics_process(delta: float) -> void:
    position.y += fall_speed * delta
    if position.y > 390.0:
        queue_free()
func _on_body_entered(body: Node2D) -> void:
    if hit or not body.is_in_group("player"):
        return
    hit = true
    hit_player.emit()
    queue_free()

Checks to run in the editor

  • Hazard moves downward and disappears beyond y390.
  • One overlap emits one damage event.

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.

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.

Add a cooldown without hiding the rule — evidence task

  1. 1. Implement a one-second recovery window with nonflashing feedback.
  2. 2. Test two overlaps within half a second and one after recovery.

Deliverable. Cooldown code and timestamped test note.

Acceptance checks

  • VGC-L041-T1. Two rapid overlaps cost only one life.
  • VGC-L041-T2. A later valid overlap costs another life and feedback clears.

Understanding question. Why is merely changing the sprite color insufficient for invulnerability?

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. Tune just hazard speed and spawn interval on a copied project. Use fixed test runs before adding more mechanics. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

Optional extra. Offer an optional challenge mode while retaining a gentle default. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

Turn in typed notes and a JPEG, PNG, or WebP screenshot. One https address is stored as text and is not opened, extracted, or run. An MP3, WAV, M4A, MP4, or WebM file up to 4 MB can show a demo. The demo does not replace editable source. Zip and code files are refused. If there is no private link, keep the project on the family computer and review the code in person.

  • 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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