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, |
Score combo counter for consecutive correct answers |
FAIL |
2 |
Functions & return values |
|
FAIL |
3 |
Enums & pattern matching |
New |
FAIL |
4 |
Structs & methods |
|
FAIL |
5 |
Ownership & borrowing |
Wire enemies into game loop (borrow checker lesson) |
FAIL |
6 |
|
Save/load game state to JSON |
FAIL |
7 |
Iterators & closures |
Statistics screen — filter/map/fold over history |
FAIL |
8 |
Traits |
|
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 checkis the primary teacher — Rust’s compiler errors are the curriculum -
Lessons build on each other — lesson 5 requires understanding from 1-4