Video Game Design and Coding · PLECK lesson
PLECK lesson 133 · suggested week 27, day 3
Test procedural edge seeds and state transitions
Objective. Combine invariant tests with human play observations.
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.
Constraints, bounded systems, seed testing and an AI assessment
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-L132.
Run a fixed seed set including zero, one, 2468 and several others. Check spawn safety, reserved route, wall count, patrol, chase, return and completion. Automated assertions can check data invariants, but a human still needs to inspect readability and fairness. A reachable route may be visually confusing or place the guard too close to the start. Record both structural pass/fail results and observed design issues. Use the exact seed in every bug report.
Worked example
A procedural bug report might say seed 17, build alpha2, start at entrance, move right, expected clear corridor, actual blocking wall. The seed makes reproduction practical. Scaffold C-GRID — A deterministic grid with a guaranteed clear route Setup: Attach to Node2D GridLab. This example draws, not physics, so the assignment adds matching wall collision only after validation. Grid is 8 columns by 6 rows at 40 pixels per cell. Row 0 and column 7 are a guaranteed clear route from (0,0) to (7,5). RNG seed is a nonpersonal integer. ```gdscript extends Node2D const COLS: int = 8 const ROWS: int = 6 const CELL: int = 40 var cells: Array = [] func _ready() -> void: var rng := RandomNumberGenerator.new() rng.seed = 2468 for y in range(ROWS): var row: Array[int] = [] for x in range(COLS): var blocked: bool = y != 0 and x != COLS - 1 and rng.randf() < 0.25 row.append(1 if blocked else 0) cells.append(row) queue_redraw() func _draw() -> void: for y in range(cells.size()): for x in range(cells[y].size()): var color := Color.DIM_GRAY if cells[y][x] == 1 else Color.BEIGE draw_rect(Rect2(x * CELL, y * CELL, CELL - 2, CELL - 2), color) ``` 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() ``` Scaffold C-TESTS — A tiny pure-function test harness Setup: Attach to Node TestLab. If using command line, create a separate SceneTree harness rather than running this Node script with --script. Run current TestLab scene in editor; assert reports a failed condition in Debugger. No external test framework or package is needed. ```gdscript extends Node func bounded_score(old_score: int, change: int) -> int: return clampi(old_score + change, 0, 999) func _ready() -> void: assert(bounded_score(10, 2) == 12) assert(bounded_score(0, -3) == 0) assert(bounded_score(998, 9) == 999) print("3 score checks passed") ```
A deterministic grid with a guaranteed clear route
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-GRID. Copy starts from this text. The desk does not run it.
Scene and node setup
Attach to Node2D GridLab. This example draws, not physics, so the assignment adds matching wall collision only after validation. Grid is 8 columns by 6 rows at 40 pixels per cell. Row 0 and column 7 are a guaranteed clear route from (0,0) to (7,5). RNG seed is a nonpersonal integer.
extends Node2D
const COLS: int = 8
const ROWS: int = 6
const CELL: int = 40
var cells: Array = []
func _ready() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 2468
for y in range(ROWS):
var row: Array[int] = []
for x in range(COLS):
var blocked: bool = y != 0 and x != COLS - 1 and rng.randf() < 0.25
row.append(1 if blocked else 0)
cells.append(row)
queue_redraw()
func _draw() -> void:
for y in range(cells.size()):
for x in range(cells[y].size()):
var color := Color.DIM_GRAY if cells[y][x] == 1 else Color.BEIGE
draw_rect(Rect2(x * CELL, y * CELL, CELL - 2, CELL - 2), color)
Checks to run in the editor
- Same seed and version produce same grid.
- All cells on top row and rightmost column are empty.
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 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
- Far player: guard patrols 80 pixels from home.
- Within 120 pixels: chase.
- Beyond 180 pixels: return, then patrol.
- Missing target stops safely rather than throwing an invalid-instance error.
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 tiny pure-function test harness
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-TESTS. Copy starts from this text. The desk does not run it.
Scene and node setup
Attach to Node TestLab. If using command line, create a separate SceneTree harness rather than running this Node script with --script. Run current TestLab scene in editor; assert reports a failed condition in Debugger. No external test framework or package is needed.
extends Node
func bounded_score(old_score: int, change: int) -> int:
return clampi(old_score + change, 0, 999)
func _ready() -> void:
assert(bounded_score(10, 2) == 12)
assert(bounded_score(0, -3) == 0)
assert(bounded_score(998, 9) == 999)
print("3 score checks passed")
Checks to run in the editor
- All three assertions pass.
- Intentionally change expected 12 to 13 and observe a failure, then restore.
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.
Test procedural edge seeds and state transitions — evidence task
- 1. Test ten named seeds with seven checks each.
- 2. Choose one problematic seed or inject a reserved-cell fault and repair it.
Deliverable. Seventy-check seed matrix and one repaired case.
Acceptance checks
- VGC-L133-T1. Every report includes seed and version.
- VGC-L133-T2. Structural tests and play observations are kept distinct.
Understanding question. Can a path-existence assertion prove the game is enjoyable or readable?
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. Keep guard patrol in a reserved open lane and the player route guaranteed. Avoid adding maze pathfinding to this project. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Add one optional guard route only if the generator can prove its lane remains clear. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.
- 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.
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