PLECK lesson 66 · suggested week 14, day 1
Activate a midpoint checkpoint
Objective. Store a safe global coordinate once the player reaches it.
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.
Progress markers, camera framing, collision feedback and limited forgiveness
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-L065.
A checkpoint changes where a future retry begins. Put an Area2D on the broad middle platform; its handler calls set_checkpoint with a safe Marker2D global_position. The marker should be above the platform, not at the trigger’s edge. Change the checkpoint’s visible symbol when activated and show a short text message. Re-entering it may repeat feedback but must not move the safe position into a wall. For now checkpoints last only for the current session.
Worked example
A checkpoint trigger and safe spawn marker serve different roles. The trigger notices arrival, while the marker specifies a collision-free return location above a platform. Scaffold C-CHECKPOINT — A safe checkpoint respawn Setup: Add this pattern to a separate Node2D level root with child Player using C-PLATFORM. Call set_checkpoint with a safe global position when a player reaches a checkpoint Area2D; call respawn when entering a fall zone. This code does not connect Area2D automatically; select the area body_entered signal in editor and call these methods from its handler after checking the player group. Respawn is deferred because a physics callback may be active. ```gdscript extends Node2D @onready var player: CharacterBody2D = $Player var checkpoint: Vector2 func _ready() -> void: checkpoint = player.global_position func set_checkpoint(safe_position: Vector2) -> void: checkpoint = safe_position func respawn() -> void: _apply_respawn.call_deferred() func _apply_respawn() -> void: player.global_position = checkpoint player.velocity = Vector2.ZERO ```
A safe checkpoint respawn
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-CHECKPOINT. Copy starts from this text. The desk does not run it.
Scene and node setup
Add this pattern to a separate Node2D level root with child Player using C-PLATFORM. Call set_checkpoint with a safe global position when a player reaches a checkpoint Area2D; call respawn when entering a fall zone. This code does not connect Area2D automatically; select the area body_entered signal in editor and call these methods from its handler after checking the player group. Respawn is deferred because a physics callback may be active.
extends Node2D
@onready var player: CharacterBody2D = $Player
var checkpoint: Vector2
func _ready() -> void:
checkpoint = player.global_position
func set_checkpoint(safe_position: Vector2) -> void:
checkpoint = safe_position
func respawn() -> void:
_apply_respawn.call_deferred()
func _apply_respawn() -> void:
player.global_position = checkpoint
player.velocity = Vector2.ZERO
Checks to run in the editor
- A fall returns to last safe point, not origin.
- Player has no leftover falling velocity on return.
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.
Activate a midpoint checkpoint — evidence task
- 1. Add a midpoint Area2D and safe Marker2D.
- 2. Activate, advance, fall and verify the new respawn location.
Deliverable. Checkpoint project and before/after fall tests.
Acceptance checks
- VGC-L066-T1. Before activation, falls return to start.
- VGC-L066-T2. After activation, falls return to the midpoint safely.
Understanding question. Why store the Marker2D global_position rather than its local position?
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 one checkpoint on a broad platform and keep the camera fixed until respawn is reliable. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Compare start-only retries with a midpoint checkpoint using the same route. 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.
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.
