Learning Curriculum

Learning Curriculum

Rust taught through game features — each lesson implements one feature that exercises one concept.

Lesson Plan

# Rust Concept Feature Status

1

Variables, types, println!

Score combo counter for consecutive correct answers

FAIL

2

Functions & return values

calculate_damage() with floor-scaling for traps

FAIL

3

Enums & pattern matching

New Tile::Lava that damages per-step

FAIL

4

Structs & methods

Enemy struct with HP, position, patrol logic

FAIL

5

Ownership & borrowing

Wire enemies into game loop (borrow checker lesson)

FAIL

6

Option & Result

Save/load game state to JSON

FAIL

7

Iterators & closures

Statistics screen — filter/map/fold over history

FAIL

8

Traits

Interactable trait shared by enemies and terminals

FAIL

9

Lifetimes

Custom widget for detailed map view

FAIL

10

Error handling

TOML config file with proper error propagation

FAIL

Methodology

  • Each lesson uses crypta’s own code as examples — no abstract exercises

  • The user writes the implementation; Claude coaches

  • cargo check is the primary teacher — Rust’s compiler errors are the curriculum

  • Lessons build on each other — lesson 5 requires understanding from 1-4