Video Game Design and Coding · PLECK lesson

PLECK lesson 124 · suggested week 25, day 4

Use hysteresis to avoid flickering states

Objective. Choose different chase-entry and chase-exit distances.

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.

Patrol, detection, chase, return and readable fairness

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-L123.

If a guard enters and exits Chase at exactly the same radius, small position changes can make it flicker between states. Hysteresis uses different thresholds: enter below 120 pixels, exit above 180. Between them, the current chase state is preserved. C-GUARD-AI returns home after escape, then resumes patrol. Test the boundary band deliberately rather than only running far away. Hysteresis is a general technique for stable decisions near a threshold.

Worked example

A patrol guard follows two points. A separate manager handles damage, leaving steering reusable in another level with different round rules. Scaffold C-GUARD-AI — A readable patrol/chase/return state machine Setup: Create CharacterBody2D Guard with visible circle or polygon and matching collider. Layer 4 mask 2 for walls. Attach script and assign target to your Player instance in Inspector. Level is one open rectangle; this is steering, not navigation around walls. Damage remains a separate sensor/manager event. Draw detection radii on a design diagram before tuning values. ```gdscript extends CharacterBody2D enum Mode { PATROL, CHASE, RETURN } @export var target: Node2D @export var speed: float = 70.0 var mode: Mode = Mode.PATROL var home: Vector2 var patrol_target: Vector2 func _ready() -> void: home = global_position patrol_target = home + Vector2(80, 0) func _physics_process(delta: float) -> void: if not is_instance_valid(target): velocity = Vector2.ZERO return var distance: float = global_position.distance_to(target.global_position) if mode != Mode.CHASE and distance < 120.0: mode = Mode.CHASE elif mode == Mode.CHASE and distance > 180.0: mode = Mode.RETURN var destination: Vector2 if mode == Mode.CHASE: destination = target.global_position elif mode == Mode.RETURN: destination = home if global_position.distance_to(home) <= maxf(3.0, speed * delta): mode = Mode.PATROL else: destination = patrol_target if global_position.distance_to(patrol_target) <= maxf(3.0, speed * delta): patrol_target = home if patrol_target != home else home + Vector2(80, 0) var offset := destination - global_position velocity = offset.normalized() * minf(speed, offset.length() / maxf(delta, 0.001)) move_and_slide() ```

A readable patrol/chase/return state machine

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-GUARD-AI. Copy starts from this text. The desk does not run it.

Scene and node setup

Create CharacterBody2D Guard with visible circle or polygon and matching collider. Layer 4 mask 2 for walls. Attach script and assign target to your Player instance in Inspector. Level is one open rectangle; this is steering, not navigation around walls. Damage remains a separate sensor/manager event. Draw detection radii on a design diagram before tuning values.

extends CharacterBody2D
enum Mode { PATROL, CHASE, RETURN }
@export var target: Node2D
@export var speed: float = 70.0
var mode: Mode = Mode.PATROL
var home: Vector2
var patrol_target: Vector2
func _ready() -> void:
    home = global_position
    patrol_target = home + Vector2(80, 0)
func _physics_process(delta: float) -> void:
    if not is_instance_valid(target):
        velocity = Vector2.ZERO
        return
    var distance: float = global_position.distance_to(target.global_position)
    if mode != Mode.CHASE and distance < 120.0:
        mode = Mode.CHASE
    elif mode == Mode.CHASE and distance > 180.0:
        mode = Mode.RETURN
    var destination: Vector2
    if mode == Mode.CHASE:
        destination = target.global_position
    elif mode == Mode.RETURN:
        destination = home
        if global_position.distance_to(home) <= maxf(3.0, speed * delta):
            mode = Mode.PATROL
    else:
        destination = patrol_target
        if global_position.distance_to(patrol_target) <= maxf(3.0, speed * delta):
            patrol_target = home if patrol_target != home else home + Vector2(80, 0)
    var offset := destination - global_position
    velocity = offset.normalized() * minf(speed, offset.length() / maxf(delta, 0.001))
    move_and_slide()

Checks to run in the editor

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.

Use hysteresis to avoid flickering states — evidence task

  1. 1. Test approach at 130 then 110 pixels, retreat to 150 then 190.
  2. 2. Record state after each step.

Deliverable. Boundary-band state trace and AI checkpoint.

Acceptance checks

Understanding question. Why should a chasing guard remain in Chase at distance 150?

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 an open room and C-PATROL before C-GUARD-AI. Do not expect direct steering to navigate a maze. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

Optional extra. Add a visible state label or icon and compare how it changes player understanding. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

Name ____________________ Date ____________________