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https://github.com/deunix-educ/aventuriers-des-mots.git
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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>
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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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