PLECK lesson 70 · suggested week 14, day 5
Add a distinct goal state
Objective. Detect completion once and stop accepting conflicting gameplay.
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-L069.
Place a goal Area2D after the final platform. Its signal should notify the level manager only when a player enters and the phase is Play. On completion, show Delivered, stop Player physics, and offer Restart. Do not keep teleporting a completed player through a fall zone. Reuse the exclusive-state approach from Meteor Mail rather than introducing separate won/lost flags. Goal feedback should use text and an original symbol, not sound alone.
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-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-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 ```
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.
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.
Add a distinct goal state — evidence task
- 1. Add goal detection, completion feedback and Restart.
- 2. Touch goal twice, then restart and complete again.
Deliverable. Relay Runner full-loop checkpoint and goal/reset tests.
Acceptance checks
- VGC-L070-T1. Completion occurs exactly once per round.
- VGC-L070-T2. Restart restores player motion and the initial checkpoint.
Understanding question. Why guard the goal handler if the player is disabled after winning?
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.
