PLECK lesson 54 · suggested week 11, day 4
Reveal a puzzle through feedback
Objective. Explain failure without giving the whole answer immediately.
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.
Booleans, truth tables, inventory flags and testable conditions
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-L053.
A locked gate should tell the player enough to make a next decision. Distinguish “key missing,” “lever off,” and “alarm active” rather than showing the same vague failure. You may reveal one unmet condition at a time in a documented priority order. Do not punish experimentation with a permanent unwinnable state. Write a hint ladder: a gentle reminder, a more specific clue and an explicit solution available on request. Hints are an accessibility feature, not evidence that the learner failed.
Worked example
A separate practice door might require badge OR helper_present. Test each Boolean combination on paper before using the function to show an Open button. 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() ``` Scaffold C-PUZZLE — A testable gate rule Setup: Create Node root GateLab and attach this script. The pure gate_open function does not read input or change a scene. A level can call it with its inventory and lever state. Assertions run on start. For the assignment write additional tests before changing the rule. ```gdscript extends Node func gate_open(has_key: bool, lever_on: bool, alarm_on: bool) -> bool: return has_key and lever_on and not alarm_on func _ready() -> void: assert(gate_open(true, true, false)) assert(not gate_open(false, true, false)) assert(not gate_open(true, false, false)) assert(not gate_open(true, true, true)) print("Gate checks passed") ```
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.
A testable gate rule
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-PUZZLE. Copy starts from this text. The desk does not run it.
Scene and node setup
Create Node root GateLab and attach this script. The pure gate_open function does not read input or change a scene. A level can call it with its inventory and lever state. Assertions run on start. For the assignment write additional tests before changing the rule.
extends Node
func gate_open(has_key: bool, lever_on: bool, alarm_on: bool) -> bool:
return has_key and lever_on and not alarm_on
func _ready() -> void:
assert(gate_open(true, true, false))
assert(not gate_open(false, true, false))
assert(not gate_open(true, false, false))
assert(not gate_open(true, true, true))
print("Gate checks passed")
Checks to run in the editor
- Four supplied assertions pass.
- A complete truth table contains eight input combinations.
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.
Reveal a puzzle through feedback — evidence task
- 1. Implement distinct gate feedback and a three-step hint ladder.
- 2. Test each unmet condition and the solved state.
Deliverable. Gate-feedback table, hint text and project.
Acceptance checks
- VGC-L054-T1. Every blocked state suggests a meaningful next action.
- VGC-L054-T2. The solved message is not shown for an unsolved gate.
Understanding question. Why avoid a permanently consumed key when the only gate remains locked?
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 the C-PUZZLE pure function and a paper truth table before attaching conditions to UI. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Find a logically equivalent expression and verify all eight truth-table rows. 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.
· Opening this link does not submit the lesson.
This is a preview. A parent assigns the lesson and chooses the due date after the student is enrolled. The answer key is not on this page.
