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Visual overhaul: theme, illustrations, redesigned screens (0.3.0)
Phase "habillage" of the post-0.1.0 plan. Rendering was reviewed on real screenshots (new tools/screenshot.gd, `make screenshot`), which also caught and fixed map markers overlapping and truncated titles. - Global Godot theme (Atkinson Hyperlegible font, cream/green/gold palette, raised buttons, rounded cards, thick keyboard focus). - Original vector art: forest/marsh backdrops, Plume the owl, stars, exercise-type icons, correct/try-again icons, 10 collection items. - Redesigned world map (markers as cards with icon, title and stars, responsive layout), profile screens, mission intro, exercise host, rule/feedback panels, reward screen and collection grid. - Motion helper (pop-in, fade) honouring an animations setting. - Settings: animations flag; base window 1152x648 with canvas_items. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -29,6 +29,7 @@ var _pending_outcome := ""
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@onready var _exercise_container: Control = %ExerciseContainer
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@onready var _overlay_container: Control = %OverlayContainer
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@onready var _progress_label: Label = %ProgressLabel
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@onready var _progress_pill: Control = %ProgressPill
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@onready var _abandon_button: Button = %AbandonButton
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@onready var _abandon_confirm_dialog: ConfirmationDialog = %AbandonConfirmDialog
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@@ -64,6 +65,7 @@ func _ready() -> void:
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_rule = ExerciseEngine.get_rule(_mission["rule_id"])
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_skill_id = _rule.get("skill", "")
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_current_difficulty = ProgressManager.next_difficulty_for_skill(_skill_id, 1)
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$Backdrop.kind = "marsh" if _rule.get("level", "CE1") == "CE2" else "forest"
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_show_rule_panel()
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@@ -114,6 +116,7 @@ func _load_next_exercise() -> void:
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## peut faire redonner le meme exercice d'une mission a l'autre tentative :
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## sans ce repere, ca ressemble a un blocage plutot qu'a une progression.
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func _update_progress_label() -> void:
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_progress_pill.visible = true
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_progress_label.text = "%s %d/%d" % [
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UIText.get_text("exercise_host.progress_label"), _completed_count + 1, MISSION_LENGTH
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]
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