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:
Denis Defolie
2026-10-12 11:05:00 +02:00
parent 0e48b1995e
commit d0380a76af
118 changed files with 2421 additions and 111 deletions
+3 -2
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@@ -65,8 +65,9 @@ func _ready() -> void:
_rule = ExerciseEngine.get_rule(_mission["rule_id"])
_skill_id = _rule.get("skill", "")
_current_difficulty = ProgressManager.next_difficulty_for_skill(_skill_id, 1)
$Backdrop.kind = "marsh" if _rule.get("level", "CE1") == "CE2" else "forest"
AudioManager.play_region_music(_rule.get("level", "CE1"))
var backdrop_kind := ExerciseEngine.backdrop_for_rule(_mission["rule_id"])
$Backdrop.kind = backdrop_kind
AudioManager.play_region_music(backdrop_kind)
_show_rule_panel()
+31 -6
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@@ -7,8 +7,7 @@ extends Control
@onready var _name_label: Label = %NameLabel
@onready var _name_edit: LineEdit = %NameEdit
@onready var _level_label: Label = %LevelLabel
@onready var _ce1_button: Button = %CE1Button
@onready var _ce2_button: Button = %CE2Button
@onready var _level_box: HBoxContainer = %LevelBox
@onready var _error_label: Label = %ErrorLabel
@onready var _confirm_button: Button = %ConfirmButton
@onready var _cancel_button: Button = %CancelButton
@@ -19,26 +18,52 @@ func _ready() -> void:
_name_label.text = UIText.get_text("profile_create.name_label")
_name_edit.placeholder_text = UIText.get_text("profile_create.name_placeholder")
_level_label.text = UIText.get_text("profile_create.level_label")
_ce1_button.text = UIText.get_text("profile_create.level_ce1")
_ce2_button.text = UIText.get_text("profile_create.level_ce2")
_error_label.text = UIText.get_text("profile_create.name_required_error")
_error_label.visible = false
_confirm_button.text = UIText.get_text("profile_create.confirm_button")
_cancel_button.text = UIText.get_text("profile_create.cancel_button")
_ce1_button.button_pressed = true
_build_level_buttons()
_confirm_button.pressed.connect(_on_confirm_pressed)
_cancel_button.pressed.connect(_on_cancel_pressed)
## Un bouton par niveau (SchoolLevels.ALL), un seul actif a la fois ; CE1 par
## defaut.
func _build_level_buttons() -> void:
var group := ButtonGroup.new()
for level in SchoolLevels.ALL:
# Un niveau sans contenu n'est pas propose (il apparait avec ses tableaux).
if ExerciseEngine.get_regions_for_level(level).is_empty():
continue
var button := Button.new()
button.text = UIText.get_text("profile_create.level_%s" % level.to_lower())
button.theme_type_variation = &"SecondaryButton"
button.toggle_mode = true
button.button_group = group
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.custom_minimum_size = Vector2(0, 56)
button.set_meta("level", level)
button.button_pressed = _level_box.get_child_count() == 0
_level_box.add_child(button)
func _selected_level() -> String:
for child in _level_box.get_children():
var button := child as Button
if button != null and button.button_pressed:
return button.get_meta("level")
return "CE1"
func _on_confirm_pressed() -> void:
var display_name := _name_edit.text.strip_edges()
if display_name.is_empty():
_error_label.visible = true
return
var school_level := "CE1" if _ce1_button.button_pressed else "CE2"
var school_level := _selected_level()
var profile_id := ProfileManager.create_profile(display_name, school_level)
if ProfileManager.select_profile(profile_id):
GameManager.goto(GameManager.SCENE_WORLD_MAP)
+2 -21
View File
@@ -1,11 +1,9 @@
[gd_scene load_steps=4 format=3]
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scenes/profiles/profile_create.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/ui/backdrop.tscn" id="backdrop"]
[sub_resource type="ButtonGroup" id="SchoolLevelGroup"]
[node name="ProfileCreate" type="Control"]
layout_mode = 3
anchors_preset = 15
@@ -71,27 +69,10 @@ unique_name_in_owner = true
layout_mode = 2
[node name="LevelBox" type="HBoxContainer" parent="Margin/Center/Card/VBox"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 16
[node name="CE1Button" type="Button" parent="Margin/Center/Card/VBox/LevelBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 56)
theme_type_variation = &"SecondaryButton"
toggle_mode = true
button_group = SubResource("SchoolLevelGroup")
[node name="CE2Button" type="Button" parent="Margin/Center/Card/VBox/LevelBox"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
custom_minimum_size = Vector2(0, 56)
theme_type_variation = &"SecondaryButton"
toggle_mode = true
button_group = SubResource("SchoolLevelGroup")
[node name="ConfirmButton" type="Button" parent="Margin/Center/Card/VBox"]
unique_name_in_owner = true
layout_mode = 2
+1 -1
View File
@@ -17,7 +17,7 @@ func _ready() -> void:
_settings_button.pressed.connect(_on_settings_pressed)
_new_profile_button.pressed.connect(_on_new_profile_pressed)
AudioManager.play_region_music("CE1")
AudioManager.play_region_music("forest")
_refresh_profile_list()
+5 -8
View File
@@ -1,13 +1,9 @@
extends Control
## Decor plein ecran derriere un ecran (illustration vectorielle provisoire,
## voir assets/CREDITS.md). "forest" pour le CE1, "marsh" pour le CE2.
## voir assets/CREDITS.md). Le decor est celui du « tableau » (BackdropKinds) ;
## un identifiant inconnu retombe sur la foret.
const TEXTURES := {
"forest": "res://assets/environments/forest_backdrop.svg",
"marsh": "res://assets/environments/marsh_backdrop.svg",
}
@export_enum("forest", "marsh") var kind: String = "forest":
@export var kind: String = "forest":
set(value):
kind = value
_apply()
@@ -21,4 +17,5 @@ func _ready() -> void:
func _apply() -> void:
if _picture != null:
_picture.texture = load(TEXTURES.get(kind, TEXTURES["forest"]))
var path: String = BackdropKinds.TEXTURES.get(kind, BackdropKinds.TEXTURES["forest"])
_picture.texture = load(path)
+3 -3
View File
@@ -26,9 +26,9 @@ const ITEM_SIZE := 72.0
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"
AudioManager.play_region_music(rule.get("level", "CE1"))
var backdrop_kind := ExerciseEngine.backdrop_for_rule(mission.get("rule_id", ""))
_backdrop.kind = backdrop_kind
AudioManager.play_region_music(backdrop_kind)
var summary := ProgressManager.complete_mission(
GameManager.pending_mission_id, GameManager.last_outcomes
+1 -1
View File
@@ -95,7 +95,7 @@ func _build_track_option() -> void:
func _on_track_selected(index: int) -> void:
SettingsManager.set_music_track(SoundCatalog.music_choices()[index])
# On fait entendre le choix tout de suite.
AudioManager.play_region_music(ProgressManager.school_level())
AudioManager.play_region_music(AudioManager.current_backdrop_kind())
func _on_volume_changed(value: float) -> void:
+1 -2
View File
@@ -13,8 +13,7 @@ func _ready() -> void:
var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id)
_title_label.text = mission.get("title", "")
_guide.say(mission.get("narrative_context", ""))
var rule := ExerciseEngine.get_rule(mission.get("rule_id", ""))
$Backdrop.kind = "marsh" if rule.get("level", "CE1") == "CE2" else "forest"
$Backdrop.kind = ExerciseEngine.backdrop_for_rule(mission.get("rule_id", ""))
_start_button.text = UIText.get_text("mission_intro.start_button")
_back_button.text = UIText.get_text("mission_intro.back_button")
+68 -11
View File
@@ -4,17 +4,20 @@ extends Control
## etendu (docs/specs/decisions.md, points 25 et 27). La position de chaque
## mission vient de data/missions/*.json (fractions 0..1 de la zone de
## carte), jamais d'une position fixe en dur dans le script : chaque lieu est
## replace quand la zone change de taille. Un profil CE2 peut basculer sur la
## carte CE1 pour revoir les notions precedentes.
## replace quand la zone change de taille. Chaque niveau a un a trois
## « tableaux » (data/curriculum/) entre lesquels on circule ; un profil peut
## basculer sur le niveau precedent pour revoir les notions deja vues.
const MARKER_SCENE := preload("res://scenes/world/mission_marker.tscn")
var _viewed_level := "CE1"
var _viewed_region_id := ""
@onready var _backdrop: Control = %Backdrop
@onready var _title_label: Label = %TitleLabel
@onready var _map_area: Control = %MapArea
@onready var _level_toggle_button: Button = %LevelToggleButton
@onready var _region_button: Button = %RegionButton
@onready var _total_stars_label: Label = %TotalStarsLabel
@onready var _collection_button: Button = %CollectionButton
@onready var _profile_button: Button = %ProfileButton
@@ -24,8 +27,9 @@ var _viewed_level := "CE1"
func _ready() -> void:
_viewed_level = ProgressManager.school_level()
_level_toggle_button.visible = _viewed_level == "CE2"
_viewed_region_id = _initial_region_id()
_level_toggle_button.pressed.connect(_on_level_toggle_pressed)
_region_button.pressed.connect(_on_region_pressed)
_collection_button.text = UIText.get_text("world_map.collection_button")
_collection_button.pressed.connect(_on_collection_pressed)
_profile_button.text = UIText.get_text("world_map.change_profile_button")
@@ -38,24 +42,63 @@ func _ready() -> void:
func _refresh() -> void:
var is_ce2 := _viewed_level == "CE2"
_backdrop.kind = "marsh" if is_ce2 else "forest"
AudioManager.play_region_music(_viewed_level)
_title_label.text = UIText.get_text("world_map.title_ce2" if is_ce2 else "world_map.title")
var own_level := ProgressManager.school_level()
var previous_level := SchoolLevels.previous(own_level)
var regions := ExerciseEngine.get_regions_for_level(_viewed_level)
var region := ExerciseEngine.get_region(_viewed_region_id)
var kind: String = region.get("backdrop", BackdropKinds.FALLBACK)
_backdrop.kind = kind if BackdropKinds.is_valid(kind) else BackdropKinds.FALLBACK
AudioManager.play_region_music(_backdrop.kind)
_title_label.text = region.get("region_title", region.get("title", ""))
# Niveau precedent : « Revoir le CE1 » / « Retour au CE2 ».
_level_toggle_button.visible = previous_level != ""
var target_level := own_level if _viewed_level != own_level else previous_level
_level_toggle_button.text = UIText.get_text(
"world_map.review_ce1_button" if is_ce2 else "world_map.back_to_ce2_button"
)
"world_map.review_level_button"
if _viewed_level == own_level
else "world_map.back_to_level_button"
) % target_level
# Autres tableaux du niveau affiche : un bouton qui passe au suivant.
_region_button.visible = regions.size() > 1
if regions.size() > 1:
var next_region := regions[(_region_index(regions) + 1) % regions.size()]
_region_button.text = (
UIText.get_text("world_map.other_region_button")
% next_region.get("region_title", next_region["title"])
)
_total_stars_label.text = str(ProgressManager.stars())
if region.is_empty():
_title_label.text = UIText.get_text("world_map.coming_soon")
_populate_missions()
## Tableau a afficher a l'ouverture : celui d'ou l'on vient s'il appartient
## au niveau du profil, sinon le premier du niveau.
func _initial_region_id() -> String:
var regions := ExerciseEngine.get_regions_for_level(_viewed_level)
for region in regions:
if region["region_id"] == GameManager.map_region_id:
return region["region_id"]
return regions[0]["region_id"] if not regions.is_empty() else ""
func _region_index(regions: Array[Dictionary]) -> int:
for i in regions.size():
if regions[i]["region_id"] == _viewed_region_id:
return i
return 0
func _populate_missions() -> void:
for child in _map_area.get_children():
_map_area.remove_child(child)
child.queue_free()
var index := 0
for mission: Dictionary in ExerciseEngine.get_missions_for_level(_viewed_level):
for mission: Dictionary in ExerciseEngine.get_missions_for_region(_viewed_region_id):
var marker: Button = MARKER_SCENE.instantiate()
_map_area.add_child(marker)
marker.set_meta("map_position", mission["map_position"])
@@ -126,12 +169,26 @@ func _on_collection_pressed() -> void:
func _on_level_toggle_pressed() -> void:
_viewed_level = "CE1" if _viewed_level == "CE2" else "CE2"
var own_level := ProgressManager.school_level()
_viewed_level = (
SchoolLevels.previous(own_level) if _viewed_level == own_level else own_level
)
_viewed_region_id = _initial_region_id()
_refresh()
func _on_region_pressed() -> void:
var regions := ExerciseEngine.get_regions_for_level(_viewed_level)
if regions.size() < 2:
return
_viewed_region_id = regions[(_region_index(regions) + 1) % regions.size()]["region_id"]
GameManager.map_region_id = _viewed_region_id
_refresh()
func _on_mission_pressed(mission_id: String) -> void:
GameManager.pending_mission_id = mission_id
GameManager.map_region_id = _viewed_region_id
GameManager.goto(GameManager.SCENE_MISSION_INTRO)
+7
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@@ -96,6 +96,13 @@ theme_override_constants/separation = 12
unique_name_in_owner = true
layout_mode = 2
[node name="RegionButton" type="Button" parent="Margin/VBox/BottomBar"]
unique_name_in_owner = true
theme_type_variation = &"SecondaryButton"
layout_mode = 2
size_flags_vertical = 4
custom_minimum_size = Vector2(0, 52)
[node name="LevelToggleButton" type="Button" parent="Margin/VBox/BottomBar"]
unique_name_in_owner = true
theme_type_variation = &"SecondaryButton"