Add settings screen and adult space with progress report and save export/restore (0.4.0)

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Denis Defolie
2026-10-11 22:49:01 +02:00
parent 97a065879c
commit dbf513e686
45 changed files with 1390 additions and 14 deletions
+23 -4
View File
@@ -27,15 +27,25 @@ func _initialize() -> void:
typed.append(part)
game.set("last_outcomes", typed)
# Les autoloads terminent leur _ready apres _initialize : on attend une
# image, sinon SettingsManager relirait ses reglages par-dessus les notres.
await process_frame
for arg in args:
if arg.begins_with("text_scale:"):
# Applique sans ecrire user://settings.json (reglages reels).
var settings: Node = root.get_node("SettingsManager")
settings.set("text_scale_index", int(arg.trim_prefix("text_scale:")))
settings.call("apply")
var scene: Node = load(scene_path).instantiate()
root.add_child(scene)
for i in 5:
await process_frame
# Actions optionnelles sur exercise_host, a partir du 5e argument :
# continue_rule | answer:<index> | toggle:<index> | type:<texte> | validate
# | continue_feedback
# | continue_feedback | solve_gate (espace adulte)
for action in args.slice(4):
if action.begins_with("outcomes:"):
if action.begins_with("outcomes:") or action.begins_with("text_scale:"):
continue
await _run_action(scene, action)
for i in 5:
@@ -49,9 +59,18 @@ func _initialize() -> void:
func _run_action(scene: Node, action: String) -> void:
var overlay: Node = scene.get_node("%OverlayContainer")
var exercise: Node = scene.get_node("%ExerciseContainer").get_child(0) if scene.get_node("%ExerciseContainer").get_child_count() > 0 else null
var parts := action.split(":", true, 1)
if parts[0] == "solve_gate":
# Espace adulte : saisit la bonne reponse a la barriere.
var input: LineEdit = scene.find_child("GateInput", true, false)
input.text = str(scene.get("_challenge")["answer"])
scene.call("_on_gate_submitted")
return
var overlay: Node = scene.get_node_or_null("%OverlayContainer")
var exercise_container: Node = scene.get_node_or_null("%ExerciseContainer")
var exercise: Node = null
if exercise_container != null and exercise_container.get_child_count() > 0:
exercise = exercise_container.get_child(0)
match parts[0]:
"continue_rule":
overlay.get_child(0).emit_signal("continued")