PLECK lesson 112 · suggested week 23, day 2
Write a small best-score save
Objective. Use FileAccess and report failure honestly.
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.
JSON, user://, schema validation and safe failure
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-L111.
C-SAVE writes a tiny dictionary through JSON.stringify to a course-specific user:// file. FileAccess.open can fail, so check for null and return false rather than showing a false success message. Clamp a score before writing. Call write_best only after a valid round result or an explicit Save action, not every rendered frame. The baseline read prints a value but does not modify the file. Desktop persistence is the required path; browser storage has additional restrictions.
Worked example
A validated save contains known scalar fields and a version. An array instead of a dictionary is syntactically valid JSON but should still be rejected by the schema. Scaffold C-SAVE — Small, validated local best-score save Setup: Attach to Node SaveLab. Only saves version and integer best score to user://course_best.json. No nodes, paths from a save file, private data or scripts are loaded. Functions return safe defaults for missing/invalid data. Test in desktop editor, using a course-only filename so existing game saves are untouched. Do not edit unrelated user:// files. ```gdscript extends Node const PATH: String = "user://course_best.json" func write_best(best: int) -> bool: var file := FileAccess.open(PATH, FileAccess.WRITE) if file == null: return false file.store_string(JSON.stringify({"version": 1, "best": clampi(best, 0, 999999)})) file.close() return true func read_best() -> int: if not FileAccess.file_exists(PATH): return 0 var file := FileAccess.open(PATH, FileAccess.READ) if file == null: return 0 var text: String = file.get_as_text() file.close() var parser := JSON.new() if parser.parse(text) != OK: return 0 var parsed: Variant = parser.data if not parsed is Dictionary: return 0 var data: Dictionary = parsed if data.get("version", 0) != 1: return 0 var best: Variant = data.get("best", 0) if not (best is int or best is float): return 0 return clampi(int(best), 0, 999999) func _ready() -> void: print("Saved best: ", read_best()) ```
Small, validated local best-score save
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-SAVE. Copy starts from this text. The desk does not run it.
Scene and node setup
Attach to Node SaveLab. Only saves version and integer best score to user://course_best.json. No nodes, paths from a save file, private data or scripts are loaded. Functions return safe defaults for missing/invalid data. Test in desktop editor, using a course-only filename so existing game saves are untouched. Do not edit unrelated user:// files.
extends Node
const PATH: String = "user://course_best.json"
func write_best(best: int) -> bool:
var file := FileAccess.open(PATH, FileAccess.WRITE)
if file == null:
return false
file.store_string(JSON.stringify({"version": 1, "best": clampi(best, 0, 999999)}))
file.close()
return true
func read_best() -> int:
if not FileAccess.file_exists(PATH):
return 0
var file := FileAccess.open(PATH, FileAccess.READ)
if file == null:
return 0
var text: String = file.get_as_text()
file.close()
var parser := JSON.new()
if parser.parse(text) != OK:
return 0
var parsed: Variant = parser.data
if not parsed is Dictionary:
return 0
var data: Dictionary = parsed
if data.get("version", 0) != 1:
return 0
var best: Variant = data.get("best", 0)
if not (best is int or best is float):
return 0
return clampi(int(best), 0, 999999)
func _ready() -> void:
print("Saved best: ", read_best())
Checks to run in the editor
- Missing or malformed JSON returns zero without crashing.
- Write 42, stop, restart: read 42.
- String best and unknown version return zero.
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.
Write a small best-score save — evidence task
- 1. Run the C-SAVE lab and call write_best with 42 using a temporary _ready test.
- 2. Stop, remove the write call and relaunch to read the saved value.
Deliverable. Best-score lab source and stop/relaunch evidence.
Acceptance checks
- VGC-L112-T1. Relaunch reads 42 without rewriting it.
- VGC-L112-T2. The caller checks the returned success Boolean.
Understanding question. Why remove the test write before verifying a load?
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 course-specific save filenames in C-SAVE and C-STATE-SAVE. Never edit unrelated game saves or load scripts from save data. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Add a new fixed scalar field with a safe default and explicit validation. 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. - Saving games: FileAccess and JSON
Free public documentation, no account.
· 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.
