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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>
This commit is contained in:
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-11
@@ -5,23 +5,37 @@ extends Control
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## au moins une etoile. Sauvegarde groupee ici, en fin de mission
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## (docs/specs/decisions.md point 7).
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const STAR_FULL := preload("res://assets/interface/star_full.svg")
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const STAR_EMPTY := preload("res://assets/interface/star_empty.svg")
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const STAR_SIZE := 88.0
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const ITEM_SIZE := 72.0
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@onready var _backdrop: Control = %Backdrop
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@onready var _title_label: Label = %TitleLabel
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@onready var _stars_row: HBoxContainer = %StarsRow
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@onready var _stars_label: Label = %StarsLabel
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@onready var _message_label: Label = %MessageLabel
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@onready var _record_label: Label = %RecordLabel
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@onready var _total_label: Label = %TotalLabel
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@onready var _new_items_box: VBoxContainer = %NewItemsBox
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@onready var _new_items_label: Label = %NewItemsLabel
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@onready var _new_items_row: HBoxContainer = %NewItemsRow
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@onready var _collection_button: Button = %CollectionButton
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@onready var _continue_button: Button = %ContinueButton
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func _ready() -> void:
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var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id)
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var rule := ExerciseEngine.get_rule(mission.get("rule_id", ""))
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_backdrop.kind = "marsh" if rule.get("level", "CE1") == "CE2" else "forest"
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var summary := ProgressManager.complete_mission(
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GameManager.pending_mission_id, GameManager.last_outcomes
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)
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ProgressManager.save_now()
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_title_label.text = UIText.get_text("reward_screen.title")
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_show_stars(summary["stars"])
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_stars_label.text = (
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"%s %d/%d"
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% [UIText.get_text("reward_screen.stars_label"), summary["stars"], MissionScoring.MAX_STARS]
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@@ -32,17 +46,7 @@ func _ready() -> void:
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_total_label.text = (
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"%s %d" % [UIText.get_text("reward_screen.total_label"), summary["total_stars"]]
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)
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var new_items: Array = summary["new_items"]
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_new_items_label.visible = not new_items.is_empty()
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if not new_items.is_empty():
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var titles: Array[String] = []
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for item in ExerciseEngine.get_reward_items():
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if new_items.has(item["item_id"]):
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titles.append(item["title"])
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_new_items_label.text = (
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"%s\n%s" % [UIText.get_text("reward_screen.new_items_label"), "\n".join(titles)]
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)
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_show_new_items(summary["new_items"])
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_collection_button.text = UIText.get_text("reward_screen.collection_button")
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_collection_button.pressed.connect(_on_collection_pressed)
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@@ -50,6 +54,45 @@ func _ready() -> void:
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_continue_button.pressed.connect(_on_continue_pressed)
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func _show_stars(earned: int) -> void:
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for i in MissionScoring.MAX_STARS:
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var star := TextureRect.new()
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star.texture = STAR_FULL if i < earned else STAR_EMPTY
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star.custom_minimum_size = Vector2(STAR_SIZE, STAR_SIZE)
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star.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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star.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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_stars_row.add_child(star)
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if i < earned:
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Motion.pop_in(star, 0.25 + 0.2 * i)
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func _show_new_items(new_items: Array) -> void:
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_new_items_box.visible = not new_items.is_empty()
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if new_items.is_empty():
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return
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_new_items_label.text = UIText.get_text("reward_screen.new_items_label")
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var index := 0
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for item in ExerciseEngine.get_reward_items():
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if not new_items.has(item["item_id"]):
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continue
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var holder := VBoxContainer.new()
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var icon := TextureRect.new()
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icon.texture = ItemIcons.texture_for(item["item_id"])
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icon.custom_minimum_size = Vector2(ITEM_SIZE, ITEM_SIZE)
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icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
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holder.add_child(icon)
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var name_label := Label.new()
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name_label.text = item["title"]
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name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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name_label.theme_type_variation = &"Small"
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holder.add_child(name_label)
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_new_items_row.add_child(holder)
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Motion.pop_in(holder, 0.8 + 0.15 * index)
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index += 1
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func _on_collection_pressed() -> void:
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GameManager.pending_mission_id = ""
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GameManager.goto(GameManager.SCENE_COLLECTION)
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