mirror of
https://github.com/deunix-educ/aventuriers-des-mots.git
synced 2026-10-13 02:11:58 +02:00
Add several boards per level, CM1/CM2 levels and the CE1 'plage des sons' pilot board (0.6.0)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -65,8 +65,9 @@ func _ready() -> void:
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_rule = ExerciseEngine.get_rule(_mission["rule_id"])
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_skill_id = _rule.get("skill", "")
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_current_difficulty = ProgressManager.next_difficulty_for_skill(_skill_id, 1)
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$Backdrop.kind = "marsh" if _rule.get("level", "CE1") == "CE2" else "forest"
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AudioManager.play_region_music(_rule.get("level", "CE1"))
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var backdrop_kind := ExerciseEngine.backdrop_for_rule(_mission["rule_id"])
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$Backdrop.kind = backdrop_kind
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AudioManager.play_region_music(backdrop_kind)
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_show_rule_panel()
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@@ -7,8 +7,7 @@ extends Control
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@onready var _name_label: Label = %NameLabel
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@onready var _name_edit: LineEdit = %NameEdit
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@onready var _level_label: Label = %LevelLabel
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@onready var _ce1_button: Button = %CE1Button
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@onready var _ce2_button: Button = %CE2Button
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@onready var _level_box: HBoxContainer = %LevelBox
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@onready var _error_label: Label = %ErrorLabel
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@onready var _confirm_button: Button = %ConfirmButton
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@onready var _cancel_button: Button = %CancelButton
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@@ -19,26 +18,52 @@ func _ready() -> void:
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_name_label.text = UIText.get_text("profile_create.name_label")
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_name_edit.placeholder_text = UIText.get_text("profile_create.name_placeholder")
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_level_label.text = UIText.get_text("profile_create.level_label")
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_ce1_button.text = UIText.get_text("profile_create.level_ce1")
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_ce2_button.text = UIText.get_text("profile_create.level_ce2")
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_error_label.text = UIText.get_text("profile_create.name_required_error")
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_error_label.visible = false
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_confirm_button.text = UIText.get_text("profile_create.confirm_button")
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_cancel_button.text = UIText.get_text("profile_create.cancel_button")
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_ce1_button.button_pressed = true
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_build_level_buttons()
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_confirm_button.pressed.connect(_on_confirm_pressed)
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_cancel_button.pressed.connect(_on_cancel_pressed)
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## Un bouton par niveau (SchoolLevels.ALL), un seul actif a la fois ; CE1 par
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## defaut.
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func _build_level_buttons() -> void:
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var group := ButtonGroup.new()
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for level in SchoolLevels.ALL:
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# Un niveau sans contenu n'est pas propose (il apparait avec ses tableaux).
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if ExerciseEngine.get_regions_for_level(level).is_empty():
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continue
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var button := Button.new()
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button.text = UIText.get_text("profile_create.level_%s" % level.to_lower())
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button.theme_type_variation = &"SecondaryButton"
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button.toggle_mode = true
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button.button_group = group
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button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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button.custom_minimum_size = Vector2(0, 56)
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button.set_meta("level", level)
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button.button_pressed = _level_box.get_child_count() == 0
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_level_box.add_child(button)
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func _selected_level() -> String:
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for child in _level_box.get_children():
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var button := child as Button
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if button != null and button.button_pressed:
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return button.get_meta("level")
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return "CE1"
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func _on_confirm_pressed() -> void:
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var display_name := _name_edit.text.strip_edges()
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if display_name.is_empty():
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_error_label.visible = true
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return
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var school_level := "CE1" if _ce1_button.button_pressed else "CE2"
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var school_level := _selected_level()
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var profile_id := ProfileManager.create_profile(display_name, school_level)
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if ProfileManager.select_profile(profile_id):
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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@@ -1,11 +1,9 @@
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[gd_scene load_steps=4 format=3]
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://scenes/profiles/profile_create.gd" id="1"]
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[ext_resource type="PackedScene" path="res://scenes/ui/backdrop.tscn" id="backdrop"]
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[sub_resource type="ButtonGroup" id="SchoolLevelGroup"]
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[node name="ProfileCreate" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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@@ -71,27 +69,10 @@ unique_name_in_owner = true
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layout_mode = 2
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[node name="LevelBox" type="HBoxContainer" parent="Margin/Center/Card/VBox"]
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unique_name_in_owner = true
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layout_mode = 2
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theme_override_constants/separation = 16
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[node name="CE1Button" type="Button" parent="Margin/Center/Card/VBox/LevelBox"]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_horizontal = 3
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custom_minimum_size = Vector2(0, 56)
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theme_type_variation = &"SecondaryButton"
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toggle_mode = true
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button_group = SubResource("SchoolLevelGroup")
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[node name="CE2Button" type="Button" parent="Margin/Center/Card/VBox/LevelBox"]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_horizontal = 3
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custom_minimum_size = Vector2(0, 56)
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theme_type_variation = &"SecondaryButton"
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toggle_mode = true
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button_group = SubResource("SchoolLevelGroup")
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[node name="ConfirmButton" type="Button" parent="Margin/Center/Card/VBox"]
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unique_name_in_owner = true
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layout_mode = 2
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@@ -17,7 +17,7 @@ func _ready() -> void:
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_settings_button.pressed.connect(_on_settings_pressed)
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_new_profile_button.pressed.connect(_on_new_profile_pressed)
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AudioManager.play_region_music("CE1")
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AudioManager.play_region_music("forest")
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_refresh_profile_list()
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@@ -1,13 +1,9 @@
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extends Control
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## Decor plein ecran derriere un ecran (illustration vectorielle provisoire,
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## voir assets/CREDITS.md). "forest" pour le CE1, "marsh" pour le CE2.
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## voir assets/CREDITS.md). Le decor est celui du « tableau » (BackdropKinds) ;
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## un identifiant inconnu retombe sur la foret.
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const TEXTURES := {
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"forest": "res://assets/environments/forest_backdrop.svg",
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"marsh": "res://assets/environments/marsh_backdrop.svg",
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}
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@export_enum("forest", "marsh") var kind: String = "forest":
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@export var kind: String = "forest":
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set(value):
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kind = value
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_apply()
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@@ -21,4 +17,5 @@ func _ready() -> void:
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func _apply() -> void:
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if _picture != null:
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_picture.texture = load(TEXTURES.get(kind, TEXTURES["forest"]))
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var path: String = BackdropKinds.TEXTURES.get(kind, BackdropKinds.TEXTURES["forest"])
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_picture.texture = load(path)
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@@ -26,9 +26,9 @@ const ITEM_SIZE := 72.0
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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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AudioManager.play_region_music(rule.get("level", "CE1"))
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var backdrop_kind := ExerciseEngine.backdrop_for_rule(mission.get("rule_id", ""))
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_backdrop.kind = backdrop_kind
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AudioManager.play_region_music(backdrop_kind)
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var summary := ProgressManager.complete_mission(
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GameManager.pending_mission_id, GameManager.last_outcomes
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@@ -95,7 +95,7 @@ func _build_track_option() -> void:
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func _on_track_selected(index: int) -> void:
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SettingsManager.set_music_track(SoundCatalog.music_choices()[index])
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# On fait entendre le choix tout de suite.
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AudioManager.play_region_music(ProgressManager.school_level())
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AudioManager.play_region_music(AudioManager.current_backdrop_kind())
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func _on_volume_changed(value: float) -> void:
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@@ -13,8 +13,7 @@ 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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_guide.say(mission.get("narrative_context", ""))
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var rule := ExerciseEngine.get_rule(mission.get("rule_id", ""))
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$Backdrop.kind = "marsh" if rule.get("level", "CE1") == "CE2" else "forest"
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$Backdrop.kind = ExerciseEngine.backdrop_for_rule(mission.get("rule_id", ""))
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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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+68
-11
@@ -4,17 +4,20 @@ extends Control
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## etendu (docs/specs/decisions.md, points 25 et 27). La position de chaque
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## mission vient de data/missions/*.json (fractions 0..1 de la zone de
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## carte), jamais d'une position fixe en dur dans le script : chaque lieu est
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## replace quand la zone change de taille. Un profil CE2 peut basculer sur la
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## carte CE1 pour revoir les notions precedentes.
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## replace quand la zone change de taille. Chaque niveau a un a trois
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## « tableaux » (data/curriculum/) entre lesquels on circule ; un profil peut
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## basculer sur le niveau precedent pour revoir les notions deja vues.
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const MARKER_SCENE := preload("res://scenes/world/mission_marker.tscn")
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var _viewed_level := "CE1"
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var _viewed_region_id := ""
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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 _map_area: Control = %MapArea
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@onready var _level_toggle_button: Button = %LevelToggleButton
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@onready var _region_button: Button = %RegionButton
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@onready var _total_stars_label: Label = %TotalStarsLabel
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@onready var _collection_button: Button = %CollectionButton
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@onready var _profile_button: Button = %ProfileButton
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@@ -24,8 +27,9 @@ var _viewed_level := "CE1"
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func _ready() -> void:
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_viewed_level = ProgressManager.school_level()
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_level_toggle_button.visible = _viewed_level == "CE2"
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_viewed_region_id = _initial_region_id()
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_level_toggle_button.pressed.connect(_on_level_toggle_pressed)
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_region_button.pressed.connect(_on_region_pressed)
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_collection_button.text = UIText.get_text("world_map.collection_button")
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_collection_button.pressed.connect(_on_collection_pressed)
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_profile_button.text = UIText.get_text("world_map.change_profile_button")
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@@ -38,24 +42,63 @@ func _ready() -> void:
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func _refresh() -> void:
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var is_ce2 := _viewed_level == "CE2"
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_backdrop.kind = "marsh" if is_ce2 else "forest"
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AudioManager.play_region_music(_viewed_level)
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_title_label.text = UIText.get_text("world_map.title_ce2" if is_ce2 else "world_map.title")
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var own_level := ProgressManager.school_level()
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var previous_level := SchoolLevels.previous(own_level)
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var regions := ExerciseEngine.get_regions_for_level(_viewed_level)
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var region := ExerciseEngine.get_region(_viewed_region_id)
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var kind: String = region.get("backdrop", BackdropKinds.FALLBACK)
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_backdrop.kind = kind if BackdropKinds.is_valid(kind) else BackdropKinds.FALLBACK
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AudioManager.play_region_music(_backdrop.kind)
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_title_label.text = region.get("region_title", region.get("title", ""))
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# Niveau precedent : « Revoir le CE1 » / « Retour au CE2 ».
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_level_toggle_button.visible = previous_level != ""
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var target_level := own_level if _viewed_level != own_level else previous_level
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_level_toggle_button.text = UIText.get_text(
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"world_map.review_ce1_button" if is_ce2 else "world_map.back_to_ce2_button"
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)
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"world_map.review_level_button"
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if _viewed_level == own_level
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else "world_map.back_to_level_button"
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) % target_level
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# Autres tableaux du niveau affiche : un bouton qui passe au suivant.
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_region_button.visible = regions.size() > 1
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if regions.size() > 1:
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var next_region := regions[(_region_index(regions) + 1) % regions.size()]
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_region_button.text = (
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UIText.get_text("world_map.other_region_button")
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% next_region.get("region_title", next_region["title"])
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)
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_total_stars_label.text = str(ProgressManager.stars())
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if region.is_empty():
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_title_label.text = UIText.get_text("world_map.coming_soon")
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_populate_missions()
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## Tableau a afficher a l'ouverture : celui d'ou l'on vient s'il appartient
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## au niveau du profil, sinon le premier du niveau.
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func _initial_region_id() -> String:
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var regions := ExerciseEngine.get_regions_for_level(_viewed_level)
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for region in regions:
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if region["region_id"] == GameManager.map_region_id:
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return region["region_id"]
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return regions[0]["region_id"] if not regions.is_empty() else ""
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func _region_index(regions: Array[Dictionary]) -> int:
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for i in regions.size():
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if regions[i]["region_id"] == _viewed_region_id:
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return i
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return 0
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func _populate_missions() -> void:
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for child in _map_area.get_children():
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_map_area.remove_child(child)
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child.queue_free()
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var index := 0
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for mission: Dictionary in ExerciseEngine.get_missions_for_level(_viewed_level):
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for mission: Dictionary in ExerciseEngine.get_missions_for_region(_viewed_region_id):
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var marker: Button = MARKER_SCENE.instantiate()
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_map_area.add_child(marker)
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marker.set_meta("map_position", mission["map_position"])
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@@ -126,12 +169,26 @@ func _on_collection_pressed() -> void:
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func _on_level_toggle_pressed() -> void:
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_viewed_level = "CE1" if _viewed_level == "CE2" else "CE2"
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var own_level := ProgressManager.school_level()
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_viewed_level = (
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SchoolLevels.previous(own_level) if _viewed_level == own_level else own_level
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)
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_viewed_region_id = _initial_region_id()
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_refresh()
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func _on_region_pressed() -> void:
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var regions := ExerciseEngine.get_regions_for_level(_viewed_level)
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if regions.size() < 2:
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return
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_viewed_region_id = regions[(_region_index(regions) + 1) % regions.size()]["region_id"]
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GameManager.map_region_id = _viewed_region_id
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_refresh()
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func _on_mission_pressed(mission_id: String) -> void:
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GameManager.pending_mission_id = mission_id
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GameManager.map_region_id = _viewed_region_id
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GameManager.goto(GameManager.SCENE_MISSION_INTRO)
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@@ -96,6 +96,13 @@ theme_override_constants/separation = 12
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unique_name_in_owner = true
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layout_mode = 2
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[node name="RegionButton" type="Button" parent="Margin/VBox/BottomBar"]
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unique_name_in_owner = true
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theme_type_variation = &"SecondaryButton"
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layout_mode = 2
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size_flags_vertical = 4
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custom_minimum_size = Vector2(0, 52)
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[node name="LevelToggleButton" type="Button" parent="Margin/VBox/BottomBar"]
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unique_name_in_owner = true
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theme_type_variation = &"SecondaryButton"
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Reference in New Issue
Block a user