PLECK lesson 50 · suggested week 10, day 5
Navigate the story with a keyboard
Objective. Verify focus, activation and a predictable return path.
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.
Branch diagrams, dialogue data, containers and keyboard focus
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-L049.
An interface is not keyboard-accessible simply because it contains buttons. Focus identifies which control receives activation. C-DIALOGUE calls grab_focus on A after showing a new passage. Test Tab, Shift-Tab and the normal accept key without clicking the mouse. Focus order should follow the reading order and never land on a hidden button. Provide an ending Restart action that returns to the entrance and resets story variables. State changes should not leave focus on a button from the previous page.
Worked example
A passage with key entrance can display any original sentence. Its choice ["Read the note", "note"] links to a stable note key even if the sentence is later edited. Scaffold C-DIALOGUE — Data-driven branching dialogue without personal data Setup: Create Control root Dialogue with VBoxContainer Box containing Label Line and Buttons A and B. Set Box anchors to full rect; Line autowrap if needed. Attach script to Dialogue. Data keys are fictional scene IDs. All three screens can fit in 640x360. This is a self-contained example; replace story text in the assignment. ```gdscript extends Control var page: String = "start" var story: Dictionary = { "start": {"text": "Two paths enter the archive.", "choices": [["Ask the keeper", "keeper"], ["Read a sign", "sign"]]}, "keeper": {"text": "The keeper offers a map.", "choices": [["Return", "start"]]}, "sign": {"text": "Quiet room to the east.", "choices": [["Return", "start"]]} } func _ready() -> void: $Box/A.pressed.connect(_choose.bind(0)) $Box/B.pressed.connect(_choose.bind(1)) _show() func _show() -> void: var entry: Dictionary = story[page] $Box/Line.text = entry["text"] var buttons: Array[Button] = [$Box/A, $Box/B] for i in range(buttons.size()): buttons[i].visible = i < entry["choices"].size() if buttons[i].visible: buttons[i].text = entry["choices"][i][0] $Box/A.grab_focus() func _choose(index: int) -> void: var choices: Array = story[page]["choices"] if index < 0 or index >= choices.size(): return page = str(choices[index][1]) _show() ```
Data-driven branching dialogue without personal data
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-DIALOGUE. Copy starts from this text. The desk does not run it.
Scene and node setup
Create Control root Dialogue with VBoxContainer Box containing Label Line and Buttons A and B. Set Box anchors to full rect; Line autowrap if needed. Attach script to Dialogue. Data keys are fictional scene IDs. All three screens can fit in 640x360. This is a self-contained example; replace story text in the assignment.
extends Control
var page: String = "start"
var story: Dictionary = {
"start": {"text": "Two paths enter the archive.", "choices": [["Ask the keeper", "keeper"], ["Read a sign", "sign"]]},
"keeper": {"text": "The keeper offers a map.", "choices": [["Return", "start"]]},
"sign": {"text": "Quiet room to the east.", "choices": [["Return", "start"]]}
}
func _ready() -> void:
$Box/A.pressed.connect(_choose.bind(0))
$Box/B.pressed.connect(_choose.bind(1))
_show()
func _show() -> void:
var entry: Dictionary = story[page]
$Box/Line.text = entry["text"]
var buttons: Array[Button] = [$Box/A, $Box/B]
for i in range(buttons.size()):
buttons[i].visible = i < entry["choices"].size()
if buttons[i].visible:
buttons[i].text = entry["choices"][i][0]
$Box/A.grab_focus()
func _choose(index: int) -> void:
var choices: Array = story[page]["choices"]
if index < 0 or index >= choices.size():
return
page = str(choices[index][1])
_show()
Checks to run in the editor
- Both start choices work.
- Return works from each branch; hidden B cannot trigger a nonexistent choice.
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.
Navigate the story with a keyboard — evidence task
- 1. Complete one story path using keyboard only.
- 2. Add or implement Restart and test a second path.
Deliverable. Keyboard-navigation checklist and updated project.
Acceptance checks
- VGC-L050-T1. Focus is visible and reaches every available action.
- VGC-L050-T2. Hidden choices cannot receive activation.
Understanding question. Why reset focus after changing passages?
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. Use three screens and two buttons with C-DIALOGUE. Draw every link before writing dialogue. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Create a branch that rejoins the main path while preserving a meaningful choice. 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.
- Godot step by step: nodes, scenes, GDScript, input, signals
Free public documentation, no account. Same class help is available within the desktop editor.
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