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>
This commit is contained in:
Denis Defolie
2026-10-11 22:36:43 +02:00
parent ebe2dbe3ed
commit 97a065879c
93 changed files with 2596 additions and 197 deletions
+24
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extends Control
## Decor plein ecran derriere un ecran (illustration vectorielle provisoire,
## voir assets/CREDITS.md). "forest" pour le CE1, "marsh" pour le CE2.
const TEXTURES := {
"forest": "res://assets/environments/forest_backdrop.svg",
"marsh": "res://assets/environments/marsh_backdrop.svg",
}
@export_enum("forest", "marsh") var kind: String = "forest":
set(value):
kind = value
_apply()
@onready var _picture: TextureRect = $Picture
func _ready() -> void:
_apply()
func _apply() -> void:
if _picture != null:
_picture.texture = load(TEXTURES.get(kind, TEXTURES["forest"]))