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
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class_name ItemIcons
extends RefCounted
## Illustration d'un objet de la collection, resolue par identifiant dans un
## repertoire fixe (CLAUDE.md : jamais de chemin libre dans les donnees). Un
## objet sans illustration retombe sur un cadenas : jamais d'erreur a l'ecran.
const ITEM_DIR := "res://assets/interface/items"
const FALLBACK := "res://assets/interface/icon_locked.svg"
const LOCKED := "res://assets/interface/icon_locked.svg"
static func texture_for(item_id: String) -> Texture2D:
var path := "%s/%s.svg" % [ITEM_DIR, item_id]
if ResourceLoader.exists(path):
return load(path)
return load(FALLBACK)
static func locked_texture() -> Texture2D:
return load(LOCKED)
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class_name Motion
extends RefCounted
## Petites animations d'interface (apparition, rebond). Toutes respectent le
## reglage d'animations (cahier des charges §11 : possibilite de les
## desactiver) : elles ne font alors rien et l'element est affiche tel quel.
## Fait grossir `node` depuis rien avec un leger rebond.
static func pop_in(node: Control, delay: float = 0.0) -> void:
if not SettingsManager.animations_enabled:
return
node.scale = Vector2.ZERO
await node.get_tree().process_frame
node.pivot_offset = node.size / 2.0
var tween := node.create_tween()
tween.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tween.tween_property(node, "scale", Vector2.ONE, 0.4).set_delay(delay)
## Fait apparaitre `node` en fondu.
static func fade_in(node: CanvasItem, duration: float = 0.25) -> void:
if not SettingsManager.animations_enabled:
return
node.modulate.a = 0.0
var tween := node.create_tween()
tween.tween_property(node, "modulate:a", 1.0, duration)
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