Skeletons
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This article goes through how to use the skeleton classes to write implementations. This is the preferred way of creating new exercises, challenges, etc.
The article contains both a broad overview of the material as well as deep dives, it is recommended to start reading the broad sections and come back to the sub-sections as questions arise.
Contents
Why and how to use
The skeletons are base classes that handles things that most implementations will need or things that are required. The specialized skeletons also provides a bunch of functionality that otherwise would take a lot of work to implement.
The provided skeletons form a hierarchy where the children inherit functionality from the parent skeletons:
BasicChallenge
- Provides the most common functionalityStageChallenge
- Provides a GUI structure and a couple other featuresGameChallenge
- Provides a bunch of features realated to making a turn-based game
To use a skeleton the Challenge
class should inherit from the skeleton class.
Each skeleton has a number of required methods that need to be implemented.
We provide a basic template for each skeleton under respective heading, which are good starting points for creating a challange.
BasicChallenge
This is the base of all the skeletons and provide the essential functionality, which will be used by all other skeletons as well.
However, keep in mind that some skeletons do implement some of the BasicChallenge
methods for you.
Template for BasicChallenge
:
""" This is the module containing the challenge implementation. """ from lib.exceptions import SolutionException from lib.skeletons import BasicChallenge, LevelInfo from lib.ui import Rectangle, Text class Challenge(BasicChallenge): """ This is a challenge implementation using the basic skeleton. """ def setup_level(self, level): """ This method returns required level information for the current level. The `level` parameter is the level index, starting at 0. """ return LevelInfo(name=f"Level {level + 1}", max_score=10) def setup_state(self): """ This method is where you should do all initial setup, except for graphics. """ # For example, setting up a variable which can be used later on self.my_variable = 5 # Or writing a message in the console self.console.log("Hi console!") def setup_canvas(self): """ This method is where you should create the initial graphics. """ # For example, creating a square self.my_square = Rectangle(w=20, h=20, x=20, y=20, color="green", parent=self.canvas) # And putting text inside it self.my_text = Text("N", font_size=10, color="white", parent=self.my_square) def update_state(self): """ This method is where you should call solutions and update the current state. It is called continuously until `self.finished` is set to `True`. """ # When calling a solution you need to handle any `SolutionException` try: solution = self.context.solutions[0] # TODO: call a solution method except SolutionException: # Code put here will run if the solution crashed pass # This is a good place to update the scores self.scores[0] = self.my_variable # You will want to set this conditionally if your challenge involves multiple steps self.finished = True def update_canvas(self): """ This method is where you should update the graphics based on the current state. """ # For example, changing the text inside the square self.my_text.text = str(self.my_variable)
Required methods
setup_level(self, level)
- Must return a
LevelInfo
object which includes the information needed for the framework to handle the level. - The
level
parameter is the index of the current level, starting at 0. - The
LevelInfo
object has the following attributes:name
- The name of the levelmax_score
- The maximum possible score for a solutionshow_canvas
- Whether the level uses the canvas, defaults toTrue
setup_state(self)
- Setup the challenge state here.
- Will be called once at startup, after
setup_level
. setup_canvas(self)
- Setup the canvas here.
- Will be called once at startup, after
setup_state
, unlessshow_canvas
isFalse
. - Note that this method is implemented by most of the other skeletons, so do not add your own when using those.
update_state(self)
- Call solutions and update the challenge state here.
- When calling solutions you must catch any
SolutionException
s that are raised. - Will continuously be called until
self.finished
is set toTrue
, so remember to do that. - Note that once that happens no other method is called, so remember to also update the scores.
update_canvas(self)
- Make any changes to the canvas here.
- Will be called immediately after
update_state
, unlessshow_canvas
isFalse
. - Note that this method is implemented by most of the other skeletons, so do not add your own when using those.
Features
The main feature of this skeleton is reduced boilerplate and some minor conveniences. Here is a list of class members and what they are used for:
finished
- A boolean that should be set to
True
when the challenge has ended. scores
- A list of scores for each solution, indices match the solution indices.
- Scores start at 0 and must be updated manually.
canvas
- Represents the canvas itself and is the top of the graphical hierarchy.
console
- Represents the console, and can be used to log messages.
context
- Used to access various features, but most commonly used to access
solutions
. session
- Used for interact mode, see subsection.
settings
- Used for interact mode, see subsection.
Interact Mode
Interact mode is an advanced feature that is used to make challenges with interactive canvases. This skeleton has a couple of conveniences related to interact mode.
TODO: finish section