Add mission scoring, rewards collection and save schema v2

Phase "score et récompenses" of the post-0.1.0 plan (user feedback:
wants a more game-like experience with scoring and rewards).

- MissionScoring: 1-3 stars from how each exercise was solved (never
  speed; a finished mission always gives at least one star).
- Save schema v2: mission_results (best/last stars, completions) with a
  v1->v2 migration that keeps existing stars and items.
- Total only grows by the improvement over a mission's best score.
- Data-driven collection (data/rewards, reward_item schema, validated
  incl. mission cross-check) unlocked by RewardRules.
- Reward screen, collection screen, stars on the world map.
- Version 0.2.0.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Denis Defolie
2026-10-11 22:20:59 +02:00
parent 57182172a9
commit 65a0cb46f9
47 changed files with 897 additions and 36 deletions
+23 -2
View File
@@ -7,19 +7,23 @@ extends Control
## peut basculer sur la carte CE1 pour revoir les notions precedentes.
const MARKER_HALF_WIDTH := 80.0
const MARKER_HALF_HEIGHT := 36.0
const MARKER_HALF_HEIGHT := 48.0
var _viewed_level := "CE1"
@onready var _title_label: Label = %TitleLabel
@onready var _map_area: Control = %MapArea
@onready var _level_toggle_button: Button = %LevelToggleButton
@onready var _total_stars_label: Label = %TotalStarsLabel
@onready var _collection_button: Button = %CollectionButton
func _ready() -> void:
_viewed_level = ProgressManager.school_level()
_level_toggle_button.visible = _viewed_level == "CE2"
_level_toggle_button.pressed.connect(_on_level_toggle_pressed)
_collection_button.text = UIText.get_text("world_map.collection_button")
_collection_button.pressed.connect(_on_collection_pressed)
_refresh()
@@ -30,6 +34,9 @@ func _refresh() -> void:
"world_map.review_ce1_button" if _viewed_level == "CE2" else "world_map.back_to_ce2_button"
)
_level_toggle_button.text = UIText.get_text(toggle_key)
_total_stars_label.text = (
"%s %d" % [UIText.get_text("world_map.total_stars_label"), ProgressManager.stars()]
)
_populate_missions()
@@ -42,6 +49,10 @@ func _populate_missions() -> void:
_map_area.add_child(_build_marker(mission))
func _on_collection_pressed() -> void:
GameManager.goto(GameManager.SCENE_COLLECTION)
func _on_level_toggle_pressed() -> void:
_viewed_level = "CE1" if _viewed_level == "CE2" else "CE2"
_refresh()
@@ -49,7 +60,17 @@ func _on_level_toggle_pressed() -> void:
func _build_marker(mission: Dictionary) -> Control:
var button := Button.new()
button.text = "%s\n%s" % [mission["title"], _status_label_for(mission)]
button.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
button.text = (
"%s\n%s\n%s %d/%d"
% [
mission["title"],
_status_label_for(mission),
UIText.get_text("world_map.mission_stars_label"),
ProgressManager.mission_best_stars(mission["mission_id"]),
MissionScoring.MAX_STARS,
]
)
var map_position: Dictionary = mission["map_position"]
var x: float = map_position["x"]
+10
View File
@@ -36,6 +36,11 @@ layout_mode = 2
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
[node name="TotalStarsLabel" type="Label" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
horizontal_alignment = 1
[node name="MapArea" type="Control" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
@@ -46,6 +51,11 @@ unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 48)
[node name="CollectionButton" type="Button" parent="VBox"]
unique_name_in_owner = true
layout_mode = 2
custom_minimum_size = Vector2(0, 48)
[node name="Guide" type="Control" parent="VBox" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2