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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>
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extends Control
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## Creation d'un profil enfant : prenom/pseudo et niveau scolaire. Pas
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## d'avatar ni d'element cosmetique : hors perimetre de la premiere version
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## jouable (voir prompt de lancement, Objectif).
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@onready var _title_label: Label = %TitleLabel
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@onready var _name_label: Label = %NameLabel
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@onready var _name_edit: LineEdit = %NameEdit
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@onready var _level_label: Label = %LevelLabel
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@onready var _ce1_button: Button = %CE1Button
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@onready var _ce2_button: Button = %CE2Button
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@onready var _error_label: Label = %ErrorLabel
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@onready var _confirm_button: Button = %ConfirmButton
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@onready var _cancel_button: Button = %CancelButton
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func _ready() -> void:
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_title_label.text = UIText.get_text("profile_create.title")
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_name_label.text = UIText.get_text("profile_create.name_label")
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_name_edit.placeholder_text = UIText.get_text("profile_create.name_placeholder")
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_level_label.text = UIText.get_text("profile_create.level_label")
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_ce1_button.text = UIText.get_text("profile_create.level_ce1")
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_ce2_button.text = UIText.get_text("profile_create.level_ce2")
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_error_label.text = UIText.get_text("profile_create.name_required_error")
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_error_label.visible = false
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_confirm_button.text = UIText.get_text("profile_create.confirm_button")
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_cancel_button.text = UIText.get_text("profile_create.cancel_button")
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_ce1_button.button_pressed = true
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_confirm_button.pressed.connect(_on_confirm_pressed)
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_cancel_button.pressed.connect(_on_cancel_pressed)
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func _on_confirm_pressed() -> void:
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var display_name := _name_edit.text.strip_edges()
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if display_name.is_empty():
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_error_label.visible = true
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return
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var school_level := "CE1" if _ce1_button.button_pressed else "CE2"
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var profile_id := ProfileManager.create_profile(display_name, school_level)
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if ProfileManager.select_profile(profile_id):
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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func _on_cancel_pressed() -> void:
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GameManager.goto(GameManager.SCENE_PROFILE_SELECT)
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