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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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@@ -4,7 +4,6 @@ extends Control
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## (voir "Points durs" du prompt de lancement, Sens de l'aventure).
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@onready var _title_label: Label = %TitleLabel
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@onready var _narrative_label: Label = %NarrativeLabel
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@onready var _guide: Control = %Guide
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@onready var _start_button: Button = %StartButton
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@onready var _back_button: Button = %BackButton
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@@ -13,8 +12,9 @@ extends Control
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func _ready() -> void:
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var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id)
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_title_label.text = mission.get("title", "")
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_narrative_label.text = mission.get("narrative_context", "")
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_guide.say(mission.get("narrative_context", ""))
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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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_start_button.text = UIText.get_text("mission_intro.start_button")
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_back_button.text = UIText.get_text("mission_intro.back_button")
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