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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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class_name ItemIcons
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extends RefCounted
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## Illustration d'un objet de la collection, resolue par identifiant dans un
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## repertoire fixe (CLAUDE.md : jamais de chemin libre dans les donnees). Un
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## objet sans illustration retombe sur un cadenas : jamais d'erreur a l'ecran.
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const ITEM_DIR := "res://assets/interface/items"
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const FALLBACK := "res://assets/interface/icon_locked.svg"
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const LOCKED := "res://assets/interface/icon_locked.svg"
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static func texture_for(item_id: String) -> Texture2D:
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var path := "%s/%s.svg" % [ITEM_DIR, item_id]
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if ResourceLoader.exists(path):
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return load(path)
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return load(FALLBACK)
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static func locked_texture() -> Texture2D:
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return load(LOCKED)
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