PLECK lesson 163 · suggested week 33, day 3
Finish comfort controls and clear instructions
Objective. Deliver tested alternatives rather than unverified claims.
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.
Intentional pacing, original assets, comfort options and feature freeze
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-L162.
Choose at least two appropriate comfort features such as mute, reduced motion, readable/enlarged text, pause or gentle mode. Keyboard navigation and non-color critical cues remain baseline goals. Test every instruction against actual controls. State unsupported devices or assistive technologies honestly. If an option resets at launch, document that; if it persists, validate the saved field. No player should need to provide personal information to select a setting.
Worked example
A pacing sequence introduces a rule safely, gives a practice opportunity, then combines it with a familiar challenge. Longer content is not automatically better content. Scaffold C-AUDIO — Local audio playback with a reversible mute Setup: Create Control AudioLab with Button Play and CheckButton Mute. Child AudioStreamPlayer Sound: copy the supplied student-support/audio/course-tap.wav into your project audio folder and assign it (or another short original WAV/OGG), autoplay Off, volume_db -12. Attach script to AudioLab. Recording is optional: a teacher-provided original file is equivalent. No microphone or face recording is required and all recording stays private. ```gdscript extends Control func _ready() -> void: $Play.pressed.connect(_play) $Mute.toggled.connect(_mute) func _play() -> void: if not $Mute.button_pressed: $Sound.play() func _mute(enabled: bool) -> void: if enabled: $Sound.stop() ``` Scaffold C-TWEEN — Animate only a visual child Setup: Create Node2D root Visual under a stationary physics actor, attach this script to Visual and keep its parent collider unchanged. Draw a small circle. A Tween interpolates properties over seconds; this is a visual pulse, not a flashing effect. Use modest scale changes and disable it in a reduced-motion setting. ```gdscript extends Node2D var pulse: Tween func _draw() -> void: draw_circle(Vector2.ZERO, 10.0, Color.GOLD) func _ready() -> void: pulse = create_tween().set_loops() pulse.tween_property(self, "scale", Vector2(1.08, 1.08), 0.6) pulse.tween_property(self, "scale", Vector2.ONE, 0.6) func stop_motion() -> void: if pulse != null: pulse.kill() scale = Vector2.ONE ``` Scaffold C-PAUSE — Pause with an always-processing resume control Setup: Node2D World root has CanvasLayer HUD with Button Pause, plus normal gameplay children. Set Pause button Process > Mode to Always in Inspector; leave World and gameplay as Inherit/Pausable. Attach script to World; merge into its existing _ready if present. Signal callbacks still work from the always-processing button. Label text starts Pause. ```gdscript extends Node2D func _ready() -> void: $HUD/Pause.pressed.connect(_toggle_pause) func _toggle_pause() -> void: get_tree().paused = not get_tree().paused $HUD/Pause.text = "Resume" if get_tree().paused else "Pause" ```
Local audio playback with a reversible mute
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-AUDIO. Copy starts from this text. The desk does not run it.
Scene and node setup
Create Control AudioLab with Button Play and CheckButton Mute. Child AudioStreamPlayer Sound: copy the supplied student-support/audio/course-tap.wav into your project audio folder and assign it (or another short original WAV/OGG), autoplay Off, volume_db -12. Attach script to AudioLab. Recording is optional: a teacher-provided original file is equivalent. No microphone or face recording is required and all recording stays private.
extends Control
func _ready() -> void:
$Play.pressed.connect(_play)
$Mute.toggled.connect(_mute)
func _play() -> void:
if not $Mute.button_pressed:
$Sound.play()
func _mute(enabled: bool) -> void:
if enabled:
$Sound.stop()
Checks to run in the editor
- Play produces sound only after user activation.
- Mute stops playback and suppresses future Play until unchecked.
- Equivalent visual cue remains available in assignment.
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.
Animate only a visual child
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-TWEEN. Copy starts from this text. The desk does not run it.
Scene and node setup
Create Node2D root Visual under a stationary physics actor, attach this script to Visual and keep its parent collider unchanged. Draw a small circle. A Tween interpolates properties over seconds; this is a visual pulse, not a flashing effect. Use modest scale changes and disable it in a reduced-motion setting.
extends Node2D
var pulse: Tween
func _draw() -> void:
draw_circle(Vector2.ZERO, 10.0, Color.GOLD)
func _ready() -> void:
pulse = create_tween().set_loops()
pulse.tween_property(self, "scale", Vector2(1.08, 1.08), 0.6)
pulse.tween_property(self, "scale", Vector2.ONE, 0.6)
func stop_motion() -> void:
if pulse != null:
pulse.kill()
scale = Vector2.ONE
Checks to run in the editor
- Visual gently grows and returns.
- Parent collider does not change size.
- stop_motion leaves a stable scale of one.
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.
Pause with an always-processing resume control
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-PAUSE. Copy starts from this text. The desk does not run it.
Scene and node setup
Node2D World root has CanvasLayer HUD with Button Pause, plus normal gameplay children. Set Pause button Process > Mode to Always in Inspector; leave World and gameplay as Inherit/Pausable. Attach script to World; merge into its existing _ready if present. Signal callbacks still work from the always-processing button. Label text starts Pause.
extends Node2D
func _ready() -> void:
$HUD/Pause.pressed.connect(_toggle_pause)
func _toggle_pause() -> void:
get_tree().paused = not get_tree().paused
$HUD/Pause.text = "Resume" if get_tree().paused else "Pause"
Checks to run in the editor
- Paused gameplay stops, including timers.
- Same button remains responsive and resumes gameplay.
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.
Finish comfort controls and clear instructions — evidence task
- 1. Complete two comfort features and a concise controls/help screen.
- 2. Test each feature on/off plus a keyboard-only menu path.
Deliverable. Comfort-complete checkpoint and option matrix.
Acceptance checks
- VGC-L163-T1. Instructions match current bindings.
- VGC-L163-T2. Comfort combinations preserve essential information and completion.
Understanding question. Why should a settings label explain its effect?
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. Add only the amount of content promised in the proposal. Reuse tested systems instead of duplicating new rule code per room. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Create one optional challenge that does not block the main ending. 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.
