Add the playable scene loop: boot through mission to reward

Wires every autoload up to a real UI: boot -> profile select/create
-> world map (three mission markers, positioned from data, not
hardcoded pixels) -> mission intro (narrative from data/missions/,
a new data type with its own schema) -> rule panel -> exercise host
-> one of the three exercise type scenes -> feedback panel -> reward
screen -> back to the map.

exercise_host is the only piece with real orchestration logic: picks
exercises via ExerciseEngine (now fully implemented, validating at
load like make validate-data does), validates answers through the
pure AnswerValidator/DictationAnalyzer, escalates aid over 3 attempts
via AttemptFlow, feeds DifficultyManager so adaptive difficulty is
actually wired in rather than dead code, and records every attempt
through ProgressManager. Every exercise-type scene (multiple_choice,
sentence_correction, dictation) only emits its answer by signal, per
the architecture invariant.

All child-facing text now comes from data/localization/fr.json via
UIText, not hardcoded in scripts or scenes. Getting that right
required extending SchemaValidator to support "additionalProperties"
as a schema (dynamic keys), which also closed a real gap: save.skills
was previously unvalidated against SkillState's actual shape.

16 new headless tests, including two integration tests that instance
exercise_host.tscn directly and drive it by emitting child-scene
signals, stopping short of the final scene transition (which would
tear down the test runner's own tree). Everything that needs a
screen -- layout at different sizes, touch, virtual keyboard, actual
audio playback (no .ogg files exist yet) -- is listed in the new
docs/testing/manual-checklist.md instead of claimed as verified.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Denis Defolie
2026-10-11 17:37:37 +02:00
parent ebabe91821
commit 493a8617d7
71 changed files with 1986 additions and 8 deletions
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extends Node
## Point d'entree du jeu : redirige immediatement vers la selection de profil.
func _ready() -> void:
GameManager.goto(GameManager.SCENE_PROFILE_SELECT)
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uid://dwydfsnakvxqi
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[gd_scene load_steps=1 format=3]
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/boot/boot.gd" id="1"]
[node name="Boot" type="Node"]
script = ExtResource("1")
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extends Control
## Plume, le hibou guide : affiche une remarque ou un indice sous forme de
## texte. Portrait provisoire (forme simple, voir assets/CREDITS.md), a
## remplacer fichier par fichier sans toucher ce script.
@onready var _dialogue_label: Label = %DialogueLabel
func say(text: String) -> void:
_dialogue_label.text = text
_dialogue_label.visible = true
func clear() -> void:
_dialogue_label.visible = false
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/characters/guide_owl.gd" id="1"]
[node name="GuideOwl" type="Control"]
layout_mode = 3
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 96)
script = ExtResource("1")
[node name="HBox" type="HBoxContainer" parent="."]
layout_mode = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 12
[node name="Portrait" type="ColorRect" parent="HBox"]
layout_mode = 2
custom_minimum_size = Vector2(80, 80)
color = Color(0.56, 0.75, 0.42, 1)
[node name="Bubble" type="PanelContainer" parent="HBox"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
[node name="DialogueLabel" type="Label" parent="HBox/Bubble"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
visible = false
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extends Control
## Exercice de dictee : ecoute puis ecrit. Scene autonome : emet la reponse
## par signal, ne touche ni a la sauvegarde ni a la progression. L'audio est
## provisoire (voir docs/specs/decisions.md, point 8) ; le badge l'indique a
## l'enfant tant qu'aucune voix definitive n'a remplace le fichier.
signal answer_submitted(submitted_text: String)
var _dictation: Dictionary = {}
@onready var _instruction_label: Label = %InstructionLabel
@onready var _replay_button: Button = %ReplayButton
@onready var _provisional_badge: Label = %ProvisionalBadge
@onready var _text_edit: LineEdit = %TextEdit
@onready var _validate_button: Button = %ValidateButton
func _ready() -> void:
_instruction_label.text = UIText.get_text("dictation.instruction_label")
_replay_button.text = UIText.get_text("dictation.replay_button")
_text_edit.placeholder_text = UIText.get_text("dictation.input_placeholder")
_provisional_badge.text = UIText.get_text("dictation.provisional_audio_badge")
_validate_button.text = UIText.get_text("exercise_host.validate_button")
_replay_button.pressed.connect(_on_replay_pressed)
_validate_button.pressed.connect(_on_validate_pressed)
func load_exercise(dictation: Dictionary) -> void:
_dictation = dictation
_text_edit.text = ""
_provisional_badge.visible = dictation.get("audio_provisional", false)
_on_replay_pressed()
func _on_replay_pressed() -> void:
AudioManager.play_dictation(_dictation.get("audio_id", ""))
func _on_validate_pressed() -> void:
answer_submitted.emit(_text_edit.text)
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/exercises/dictation.gd" id="1"]
[node name="Dictation" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="InstructionLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="ProvisionalBadge" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_color = Color(0.6, 0.45, 0.1, 1)
[node name="ReplayButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
[node name="TextEdit" type="LineEdit" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
[node name="ValidateButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
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extends Control
## Hote d'exercice : charge la regle, enchaine les exercices d'une mission,
## valide chaque reponse via les validateurs purs (AnswerValidator /
## DictationAnalyzer), applique l'aide graduee (AttemptFlow) et enregistre
## chaque tentative dans ProgressManager (docs/specs/decisions.md, point 7).
## Ne charge et ne sauvegarde rien lui-meme sur disque : ProgressManager et
## SaveManager restent seuls responsables de la persistance.
const MISSION_LENGTH := 3
const TYPE_SCENES := {
"multiple_choice": "res://scenes/exercises/multiple_choice.tscn",
"sentence_correction": "res://scenes/exercises/sentence_correction.tscn",
"dictation": "res://scenes/exercises/dictation.tscn",
}
var _mission: Dictionary = {}
var _rule: Dictionary = {}
var _skill_id: String = ""
var _current_exercise: Dictionary = {}
var _current_exercise_scene: Control = null
var _current_difficulty := 1
var _attempt_number := 1
var _completed_count := 0
var _last_exercise_id := ""
@onready var _exercise_container: Control = %ExerciseContainer
@onready var _overlay_container: Control = %OverlayContainer
## Accesseurs reserves aux tests d'integration (scenes/exercises/
## exercise_host.tscn n'expose pas de script "ami" en GDScript).
func get_current_exercise() -> Dictionary:
return _current_exercise
func get_attempt_number() -> int:
return _attempt_number
func get_completed_count() -> int:
return _completed_count
func _ready() -> void:
_mission = ExerciseEngine.get_mission(GameManager.pending_mission_id)
_rule = ExerciseEngine.get_rule(_mission["rule_id"])
_skill_id = _rule.get("skill", "")
_current_difficulty = ProgressManager.next_difficulty_for_skill(_skill_id, 1)
_show_rule_panel()
func _show_rule_panel() -> void:
var rule_panel: Control = preload("res://scenes/ui/rule_panel.tscn").instantiate()
_overlay_container.add_child(rule_panel)
rule_panel.show_rule(_rule)
rule_panel.continued.connect(_on_rule_panel_continued.bind(rule_panel))
func _on_rule_panel_continued(rule_panel: Control) -> void:
rule_panel.queue_free()
_load_next_exercise()
func _load_next_exercise() -> void:
_current_exercise = ExerciseEngine.pick_exercise_for_mission(
_mission, _last_exercise_id, _current_difficulty
)
_attempt_number = 1
if _current_exercise_scene != null:
_current_exercise_scene.queue_free()
var scene_path: String = TYPE_SCENES[_mission["exercise_type"]]
_current_exercise_scene = load(scene_path).instantiate()
_exercise_container.add_child(_current_exercise_scene)
_current_exercise_scene.load_exercise(_current_exercise)
_connect_answer_signal()
func _connect_answer_signal() -> void:
match _mission["exercise_type"]:
"multiple_choice":
_current_exercise_scene.answer_submitted.connect(_on_multiple_choice_submitted)
"sentence_correction":
_current_exercise_scene.answer_submitted.connect(_on_sentence_correction_submitted)
"dictation":
_current_exercise_scene.answer_submitted.connect(_on_dictation_submitted)
func _on_multiple_choice_submitted(selected_index: int) -> void:
_handle_result(AnswerValidator.validate_multiple_choice(_current_exercise, selected_index))
func _on_sentence_correction_submitted(selected_indices: Array, corrections: Dictionary) -> void:
var typed_indices: Array[int] = []
for index: int in selected_indices:
typed_indices.append(index)
_handle_result(
AnswerValidator.validate_sentence_correction(
_current_exercise, typed_indices, corrections
)
)
func _on_dictation_submitted(submitted_text: String) -> void:
_handle_result(DictationAnalyzer.analyze(_current_exercise, submitted_text))
func _handle_result(result: CorrectionResult) -> void:
var support_level := AttemptFlow.SupportLevel.EXPLANATION
var is_terminal := result.is_correct
if not result.is_correct:
support_level = AttemptFlow.support_level_for_attempt(_attempt_number)
is_terminal = AttemptFlow.should_end_exercise(_attempt_number)
ProgressManager.record_attempt(
_skill_id, result.is_correct, _attempt_number > 1, _mission["exercise_type"]
)
_show_feedback(result, support_level, is_terminal)
func _show_feedback(
result: CorrectionResult, support_level: AttemptFlow.SupportLevel, is_terminal: bool
) -> void:
var feedback: Control = preload("res://scenes/ui/feedback_panel.tscn").instantiate()
_overlay_container.add_child(feedback)
feedback.show_result(result, support_level)
feedback.continue_pressed.connect(_on_feedback_continued.bind(feedback, is_terminal))
func _on_feedback_continued(feedback: Control, is_terminal: bool) -> void:
feedback.queue_free()
if not is_terminal:
_attempt_number += 1
return
_current_difficulty = ProgressManager.next_difficulty_for_skill(
_skill_id, _current_difficulty
)
_last_exercise_id = _current_exercise.get("id", "")
_completed_count += 1
if _completed_count >= MISSION_LENGTH:
GameManager.goto(GameManager.SCENE_REWARD)
else:
_load_next_exercise()
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/exercises/exercise_host.gd" id="1"]
[node name="ExerciseHost" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="ExerciseContainer" type="Control" parent="."]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="OverlayContainer" type="Control" parent="."]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
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extends Control
## Exercice a choix multiple. Scene autonome : emet la reponse par signal,
## ne touche ni a la sauvegarde ni a la progression (invariant d'architecture,
## CLAUDE.md).
signal answer_submitted(selected_index: int)
@onready var _instruction_label: Label = %InstructionLabel
@onready var _question_label: Label = %QuestionLabel
@onready var _answers_box: VBoxContainer = %AnswersBox
func load_exercise(exercise: Dictionary) -> void:
_instruction_label.text = exercise["instruction"]
_question_label.text = exercise["question"]
for child in _answers_box.get_children():
child.queue_free()
var answers: Array = exercise["answers"]
for i in answers.size():
var button := Button.new()
button.text = answers[i]
button.custom_minimum_size = Vector2(0, 56)
button.pressed.connect(_on_answer_pressed.bind(i))
_answers_box.add_child(button)
func _on_answer_pressed(index: int) -> void:
answer_submitted.emit(index)
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/exercises/multiple_choice.gd" id="1"]
[node name="MultipleChoice" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="InstructionLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="QuestionLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
theme_override_font_sizes/font_size = 24
[node name="AnswersBox" type="VBoxContainer" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 12
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extends Control
## Exercice de correction de phrase : toucher le mot fautif puis le corriger
## (interaction decidee dans docs/specs/decisions.md, point 3). Scene
## autonome : emet la reponse par signal, ne touche ni a la sauvegarde ni a
## la progression.
signal answer_submitted(selected_indices: Array, corrections: Dictionary)
var _correction_edits: Dictionary = {}
@onready var _instruction_label: Label = %InstructionLabel
@onready var _tokens_box: HFlowContainer = %TokensBox
@onready var _corrections_box: VBoxContainer = %CorrectionsBox
@onready var _validate_button: Button = %ValidateButton
func _ready() -> void:
_validate_button.text = UIText.get_text("exercise_host.validate_button")
_validate_button.pressed.connect(_on_validate_pressed)
func load_exercise(exercise: Dictionary) -> void:
_instruction_label.text = exercise["instruction"]
for child in _tokens_box.get_children():
child.queue_free()
for child in _corrections_box.get_children():
child.queue_free()
_correction_edits.clear()
var tokens: Array = exercise["tokens"]
for i in tokens.size():
var button := Button.new()
button.text = tokens[i]["text"]
button.toggle_mode = true
button.toggled.connect(_on_token_toggled.bind(i))
_tokens_box.add_child(button)
func _on_token_toggled(pressed: bool, index: int) -> void:
if pressed:
if not _correction_edits.has(index):
var edit := LineEdit.new()
edit.placeholder_text = UIText.get_text("sentence_correction.correction_placeholder")
_corrections_box.add_child(edit)
_correction_edits[index] = edit
elif _correction_edits.has(index):
var edit: LineEdit = _correction_edits[index]
edit.queue_free()
_correction_edits.erase(index)
func _on_validate_pressed() -> void:
var selected_indices: Array = []
var corrections: Dictionary = {}
for index: int in _correction_edits.keys():
selected_indices.append(index)
corrections[index] = (_correction_edits[index] as LineEdit).text.strip_edges()
answer_submitted.emit(selected_indices, corrections)
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/exercises/sentence_correction.gd" id="1"]
[node name="SentenceCorrection" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="InstructionLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="TokensBox" type="HFlowContainer" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/h_separation = 8
theme_override_constants/v_separation = 8
[node name="CorrectionsBox" type="VBoxContainer" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
theme_override_constants/separation = 8
[node name="ValidateButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
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extends Control
## Creation d'un profil enfant : prenom/pseudo et niveau scolaire. Pas
## d'avatar ni d'element cosmetique : hors perimetre de la premiere version
## jouable (voir prompt de lancement, Objectif).
@onready var _title_label: Label = %TitleLabel
@onready var _name_label: Label = %NameLabel
@onready var _name_edit: LineEdit = %NameEdit
@onready var _level_label: Label = %LevelLabel
@onready var _ce1_button: Button = %CE1Button
@onready var _ce2_button: Button = %CE2Button
@onready var _error_label: Label = %ErrorLabel
@onready var _confirm_button: Button = %ConfirmButton
@onready var _cancel_button: Button = %CancelButton
func _ready() -> void:
_title_label.text = UIText.get_text("profile_create.title")
_name_label.text = UIText.get_text("profile_create.name_label")
_name_edit.placeholder_text = UIText.get_text("profile_create.name_placeholder")
_level_label.text = UIText.get_text("profile_create.level_label")
_ce1_button.text = UIText.get_text("profile_create.level_ce1")
_ce2_button.text = UIText.get_text("profile_create.level_ce2")
_error_label.text = UIText.get_text("profile_create.name_required_error")
_error_label.visible = false
_confirm_button.text = UIText.get_text("profile_create.confirm_button")
_cancel_button.text = UIText.get_text("profile_create.cancel_button")
_ce1_button.button_pressed = true
_confirm_button.pressed.connect(_on_confirm_pressed)
_cancel_button.pressed.connect(_on_cancel_pressed)
func _on_confirm_pressed() -> void:
var display_name := _name_edit.text.strip_edges()
if display_name.is_empty():
_error_label.visible = true
return
var school_level := "CE1" if _ce1_button.button_pressed else "CE2"
var profile_id := ProfileManager.create_profile(display_name, school_level)
if ProfileManager.select_profile(profile_id):
GameManager.goto(GameManager.SCENE_WORLD_MAP)
func _on_cancel_pressed() -> void:
GameManager.goto(GameManager.SCENE_PROFILE_SELECT)
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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scenes/profiles/profile_create.gd" id="1"]
[sub_resource type="ButtonGroup" id="SchoolLevelGroup"]
[node name="ProfileCreate" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 32
theme_override_constants/margin_top = 32
theme_override_constants/margin_right = 32
theme_override_constants/margin_bottom = 32
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="TitleLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
[node name="NameLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
[node name="NameEdit" type="LineEdit" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 48)
[node name="ErrorLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="LevelLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
[node name="LevelBox" type="HBoxContainer" parent="Margin/VBox"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="CE1Button" type="Button" parent="Margin/VBox/LevelBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 56)
toggle_mode = true
button_group = SubResource("SchoolLevelGroup")
[node name="CE2Button" type="Button" parent="Margin/VBox/LevelBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 56)
toggle_mode = true
button_group = SubResource("SchoolLevelGroup")
[node name="ConfirmButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
[node name="CancelButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
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extends Control
## Ecran de selection de profil : un profil par enfant, suppression avec
## confirmation explicite (cahier des charges §9).
var _pending_delete_profile_id: String = ""
@onready var _title_label: Label = %TitleLabel
@onready var _profile_list: VBoxContainer = %ProfileList
@onready var _empty_state_label: Label = %EmptyStateLabel
@onready var _new_profile_button: Button = %NewProfileButton
@onready var _delete_confirm_dialog: ConfirmationDialog = %DeleteConfirmDialog
func _ready() -> void:
_title_label.text = UIText.get_text("profile_select.title")
_new_profile_button.text = UIText.get_text("profile_select.new_profile_button")
_empty_state_label.text = UIText.get_text("profile_select.empty_state")
_delete_confirm_dialog.title = UIText.get_text("profile_select.delete_confirm_title")
_delete_confirm_dialog.dialog_text = UIText.get_text("profile_select.delete_confirm_message")
_delete_confirm_dialog.ok_button_text = UIText.get_text("profile_select.delete_confirm_yes")
_delete_confirm_dialog.cancel_button_text = UIText.get_text(
"profile_select.delete_confirm_no"
)
_new_profile_button.pressed.connect(_on_new_profile_pressed)
_delete_confirm_dialog.confirmed.connect(_on_delete_confirmed)
_refresh_profile_list()
func _refresh_profile_list() -> void:
for child in _profile_list.get_children():
child.queue_free()
var summaries := ProfileManager.list_profile_summaries()
_empty_state_label.visible = summaries.is_empty()
for summary: Dictionary in summaries:
_profile_list.add_child(_build_profile_row(summary))
func _build_profile_row(summary: Dictionary) -> Control:
var row := HBoxContainer.new()
var select_button := Button.new()
select_button.text = "%s (%s)" % [summary["display_name"], summary["school_level"]]
select_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
select_button.pressed.connect(_on_profile_selected.bind(summary["profile_id"]))
row.add_child(select_button)
var delete_button := Button.new()
delete_button.text = UIText.get_text("profile_select.delete_button")
delete_button.pressed.connect(_on_delete_requested.bind(summary["profile_id"]))
row.add_child(delete_button)
return row
func _on_profile_selected(profile_id: String) -> void:
if ProfileManager.select_profile(profile_id):
GameManager.goto(GameManager.SCENE_WORLD_MAP)
func _on_delete_requested(profile_id: String) -> void:
_pending_delete_profile_id = profile_id
_delete_confirm_dialog.popup_centered()
func _on_delete_confirmed() -> void:
if _pending_delete_profile_id.is_empty():
return
ProfileManager.delete_profile(_pending_delete_profile_id)
_pending_delete_profile_id = ""
_refresh_profile_list()
func _on_new_profile_pressed() -> void:
GameManager.goto(GameManager.SCENE_PROFILE_CREATE)
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/profiles/profile_select.gd" id="1"]
[node name="ProfileSelect" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 32
theme_override_constants/margin_top = 32
theme_override_constants/margin_right = 32
theme_override_constants/margin_bottom = 32
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="TitleLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
[node name="Scroll" type="ScrollContainer" parent="Margin/VBox"]
layout_mode = 2
size_flags_vertical = 3
[node name="ProfileList" type="VBoxContainer" parent="Margin/VBox/Scroll"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 8
[node name="EmptyStateLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="NewProfileButton" type="Button" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
[node name="DeleteConfirmDialog" type="ConfirmationDialog" parent="."]
unique_name_in_owner = true
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extends Control
## Panneau de retour : affiche le resultat d'une tentative (CorrectionResult).
## Reussite et erreur se distinguent par le texte du titre, jamais par la
## seule couleur (cahier des charges §11). Instancie par exercise_host.
signal continue_pressed
@onready var _title_label: Label = %TitleLabel
@onready var _hint_box: VBoxContainer = %HintBox
@onready var _hint_label: Label = %HintLabel
@onready var _explanation_box: VBoxContainer = %ExplanationBox
@onready var _explanation_label: Label = %ExplanationLabel
@onready var _correction_box: VBoxContainer = %CorrectionBox
@onready var _correction_label: Label = %CorrectionLabel
@onready var _continue_button: Button = %ContinueButton
func _ready() -> void:
_continue_button.text = UIText.get_text("exercise_host.continue_button")
_continue_button.pressed.connect(_on_continue_pressed)
func show_result(result: CorrectionResult, support_level: AttemptFlow.SupportLevel) -> void:
_title_label.text = (
UIText.get_text("feedback_panel.correct_title")
if result.is_correct
else UIText.get_text("feedback_panel.incorrect_title")
)
var show_hint := not result.is_correct and support_level == AttemptFlow.SupportLevel.HINT
var show_explanation := (
result.is_correct or support_level != AttemptFlow.SupportLevel.HINT
)
var show_correction := (
not result.is_correct and support_level == AttemptFlow.SupportLevel.REVEAL
)
_hint_box.visible = show_hint
_hint_label.text = "%s %s" % [UIText.get_text("feedback_panel.hint_label"), result.hint]
_explanation_box.visible = show_explanation
_explanation_label.text = "%s %s" % [
UIText.get_text("feedback_panel.explanation_label"), result.explanation
]
_correction_box.visible = show_correction
_correction_label.text = "%s %s" % [
UIText.get_text("feedback_panel.correction_label"), ", ".join(result.remediation)
]
func _on_continue_pressed() -> void:
continue_pressed.emit()
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/ui/feedback_panel.gd" id="1"]
[node name="FeedbackPanel" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
script = ExtResource("1")
[node name="Backdrop" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 0.5)
[node name="CenterContainer" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Panel" type="PanelContainer" parent="CenterContainer"]
layout_mode = 2
custom_minimum_size = Vector2(480, 0)
[node name="Margin" type="MarginContainer" parent="CenterContainer/Panel"]
layout_mode = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBox" type="VBoxContainer" parent="CenterContainer/Panel/Margin"]
layout_mode = 2
theme_override_constants/separation = 12
[node name="TitleLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 28
[node name="HintBox" type="VBoxContainer" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
[node name="HintLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox/HintBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="ExplanationBox" type="VBoxContainer" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
[node name="ExplanationLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox/ExplanationBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="CorrectionBox" type="VBoxContainer" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
[node name="CorrectionLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox/CorrectionBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="ContinueButton" type="Button" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
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extends Control
## Ecran de recompense : une mission terminee rapporte toujours la meme
## recompense, que l'enfant ait eu besoin d'aide ou non (cahier des charges
## §2, principe 6 : pas de recompense liee a la vitesse ou a la performance).
## Sauvegarde groupee ici, en fin de mission (docs/specs/decisions.md point 7).
const STARS_PER_MISSION := 1
@onready var _title_label: Label = %TitleLabel
@onready var _stars_label: Label = %StarsLabel
@onready var _continue_button: Button = %ContinueButton
func _ready() -> void:
ProgressManager.add_stars(STARS_PER_MISSION)
ProgressManager.save_now()
_title_label.text = UIText.get_text("reward_screen.title")
_stars_label.text = "%s %d" % [
UIText.get_text("reward_screen.stars_label"), ProgressManager.stars()
]
_continue_button.text = UIText.get_text("reward_screen.continue_button")
_continue_button.pressed.connect(_on_continue_pressed)
func _on_continue_pressed() -> void:
GameManager.pending_mission_id = ""
GameManager.goto(GameManager.SCENE_WORLD_MAP)
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/ui/reward_screen.gd" id="1"]
[node name="RewardScreen" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="CenterContainer" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBox" type="VBoxContainer" parent="CenterContainer"]
layout_mode = 2
theme_override_constants/separation = 20
[node name="TitleLabel" type="Label" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 36
horizontal_alignment = 1
[node name="StarsLabel" type="Label" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
[node name="ContinueButton" type="Button" parent="CenterContainer/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(200, 56)
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extends Control
## Panneau de regle : affiche l'enonce et l'exemple issus de data/rules/
## (cycle d'apprentissage §2, etape "Decouvrir la regle"). Instancie par
## exercise_host, qui ecoute le signal `continued` pour lancer le premier
## exercice.
signal continued
@onready var _title_label: Label = %TitleLabel
@onready var _statement_label: Label = %StatementLabel
@onready var _example_label: Label = %ExampleLabel
@onready var _continue_button: Button = %ContinueButton
func _ready() -> void:
_title_label.text = UIText.get_text("rule_panel.title")
_continue_button.text = UIText.get_text("rule_panel.continue_button")
_continue_button.pressed.connect(_on_continue_pressed)
func show_rule(rule: Dictionary) -> void:
_statement_label.text = rule.get("statement", "")
_example_label.text = "%s %s" % [
UIText.get_text("rule_panel.example_label"), rule.get("example", "")
]
func _on_continue_pressed() -> void:
continued.emit()
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/ui/rule_panel.gd" id="1"]
[node name="RulePanel" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 1
script = ExtResource("1")
[node name="Backdrop" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 0.5)
[node name="CenterContainer" type="CenterContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Panel" type="PanelContainer" parent="CenterContainer"]
layout_mode = 2
custom_minimum_size = Vector2(480, 0)
[node name="Margin" type="MarginContainer" parent="CenterContainer/Panel"]
layout_mode = 2
theme_override_constants/margin_left = 24
theme_override_constants/margin_top = 24
theme_override_constants/margin_right = 24
theme_override_constants/margin_bottom = 24
[node name="VBox" type="VBoxContainer" parent="CenterContainer/Panel/Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="TitleLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 28
[node name="StatementLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="ExampleLabel" type="Label" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
[node name="ContinueButton" type="Button" parent="CenterContainer/Panel/Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
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extends Control
## Introduction de la mission choisie sur la carte : contexte narratif issu
## des donnees (data/missions/), pas un questionnaire habille d'un decor
## (voir "Points durs" du prompt de lancement, Sens de l'aventure).
@onready var _title_label: Label = %TitleLabel
@onready var _narrative_label: Label = %NarrativeLabel
@onready var _guide: Control = %Guide
@onready var _start_button: Button = %StartButton
@onready var _back_button: Button = %BackButton
func _ready() -> void:
var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id)
_title_label.text = mission.get("title", "")
_narrative_label.text = mission.get("narrative_context", "")
_guide.say(mission.get("narrative_context", ""))
_start_button.text = UIText.get_text("mission_intro.start_button")
_back_button.text = UIText.get_text("mission_intro.back_button")
_start_button.pressed.connect(_on_start_pressed)
_back_button.pressed.connect(_on_back_pressed)
func _on_start_pressed() -> void:
GameManager.goto(GameManager.SCENE_EXERCISE_HOST)
func _on_back_pressed() -> void:
GameManager.pending_mission_id = ""
GameManager.goto(GameManager.SCENE_WORLD_MAP)
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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scenes/world/mission_intro.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/characters/guide_owl.tscn" id="2"]
[node name="MissionIntro" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Margin" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 32
theme_override_constants/margin_top = 32
theme_override_constants/margin_right = 32
theme_override_constants/margin_bottom = 32
[node name="VBox" type="VBoxContainer" parent="Margin"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="TitleLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
[node name="NarrativeLabel" type="Label" parent="Margin/VBox"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
size_flags_vertical = 3
[node name="Guide" type="Control" parent="Margin/VBox" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
[node name="Buttons" type="HBoxContainer" parent="Margin/VBox"]
layout_mode = 2
theme_override_constants/separation = 16
[node name="BackButton" type="Button" parent="Margin/VBox/Buttons"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 56)
[node name="StartButton" type="Button" parent="Margin/VBox/Buttons"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 56)
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extends Control
## Carte a trois lieux (cahier des charges §15). La position de chaque mission
## vient de data/missions/*.json (fractions 0..1 de la zone de carte), jamais
## d'une position fixe en dur dans le script.
const MARKER_HALF_WIDTH := 80.0
const MARKER_HALF_HEIGHT := 36.0
@onready var _title_label: Label = %TitleLabel
@onready var _map_area: Control = %MapArea
func _ready() -> void:
_title_label.text = UIText.get_text("world_map.title")
_populate_missions()
func _populate_missions() -> void:
for child in _map_area.get_children():
child.queue_free()
for mission: Dictionary in ExerciseEngine.get_missions():
_map_area.add_child(_build_marker(mission))
func _build_marker(mission: Dictionary) -> Control:
var button := Button.new()
button.text = "%s\n%s" % [mission["title"], _status_label_for(mission)]
var map_position: Dictionary = mission["map_position"]
var x: float = map_position["x"]
var y: float = map_position["y"]
button.anchor_left = x
button.anchor_right = x
button.anchor_top = y
button.anchor_bottom = y
button.offset_left = -MARKER_HALF_WIDTH
button.offset_right = MARKER_HALF_WIDTH
button.offset_top = -MARKER_HALF_HEIGHT
button.offset_bottom = MARKER_HALF_HEIGHT
button.pressed.connect(_on_mission_pressed.bind(mission["mission_id"]))
return button
func _status_label_for(mission: Dictionary) -> String:
var rule: Dictionary = ExerciseEngine.get_rule(mission["rule_id"])
var skill_id: String = rule.get("skill", "")
var skill_state := ProgressManager.get_skill_state(skill_id)
var status: String = skill_state["status"]
return UIText.get_text("world_map.status_%s" % status)
func _on_mission_pressed(mission_id: String) -> void:
GameManager.pending_mission_id = mission_id
GameManager.goto(GameManager.SCENE_MISSION_INTRO)
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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scenes/world/world_map.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/characters/guide_owl.tscn" id="2"]
[node name="WorldMap" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.3, 0.52, 0.33, 1)
[node name="VBox" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 12
[node name="TitleLabel" type="Label" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
[node name="MapArea" type="Control" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
[node name="Guide" type="Control" parent="VBox" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2