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
+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)