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