Phase "habillage" of the post-0.1.0 plan. Rendering was reviewed on real
screenshots (new tools/screenshot.gd, `make screenshot`), which also
caught and fixed map markers overlapping and truncated titles.
- Global Godot theme (Atkinson Hyperlegible font, cream/green/gold
palette, raised buttons, rounded cards, thick keyboard focus).
- Original vector art: forest/marsh backdrops, Plume the owl, stars,
exercise-type icons, correct/try-again icons, 10 collection items.
- Redesigned world map (markers as cards with icon, title and stars,
responsive layout), profile screens, mission intro, exercise host,
rule/feedback panels, reward screen and collection grid.
- Motion helper (pop-in, fade) honouring an animations setting.
- Settings: animations flag; base window 1152x648 with canvas_items.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Phase "score et récompenses" of the post-0.1.0 plan (user feedback:
wants a more game-like experience with scoring and rewards).
- MissionScoring: 1-3 stars from how each exercise was solved (never
speed; a finished mission always gives at least one star).
- Save schema v2: mission_results (best/last stars, completions) with a
v1->v2 migration that keeps existing stars and items.
- Total only grows by the improvement over a mission's best score.
- Data-driven collection (data/rewards, reward_item schema, validated
incl. mission cross-check) unlocked by RewardRules.
- Reward screen, collection screen, stars on the world map.
- Version 0.2.0.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Same directives as the CE1 chapter: 4 rules with a substitution test
each, 8 multiple-choice + 4 sentence corrections + 3 dictées per rule
(draft), 3 missions per rule, Piper audio for the 12 dictées.
21 missions don't fit on one map, so the world map now shows the
missions of the profile's school level (derived from the rule's level,
no data-format change), with a button letting a CE2 profile revisit the
CE1 map. Mission-position guard test now checks each level separately.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Wires every autoload up to a real UI: boot -> profile select/create
-> world map (three mission markers, positioned from data, not
hardcoded pixels) -> mission intro (narrative from data/missions/,
a new data type with its own schema) -> rule panel -> exercise host
-> one of the three exercise type scenes -> feedback panel -> reward
screen -> back to the map.
exercise_host is the only piece with real orchestration logic: picks
exercises via ExerciseEngine (now fully implemented, validating at
load like make validate-data does), validates answers through the
pure AnswerValidator/DictationAnalyzer, escalates aid over 3 attempts
via AttemptFlow, feeds DifficultyManager so adaptive difficulty is
actually wired in rather than dead code, and records every attempt
through ProgressManager. Every exercise-type scene (multiple_choice,
sentence_correction, dictation) only emits its answer by signal, per
the architecture invariant.
All child-facing text now comes from data/localization/fr.json via
UIText, not hardcoded in scripts or scenes. Getting that right
required extending SchemaValidator to support "additionalProperties"
as a schema (dynamic keys), which also closed a real gap: save.skills
was previously unvalidated against SkillState's actual shape.
16 new headless tests, including two integration tests that instance
exercise_host.tscn directly and drive it by emitting child-scene
signals, stopping short of the final scene transition (which would
tear down the test runner's own tree). Everything that needs a
screen -- layout at different sizes, touch, virtual keyboard, actual
audio playback (no .ogg files exist yet) -- is listed in the new
docs/testing/manual-checklist.md instead of claimed as verified.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
scripts/profiles/: SaveIO handles real file I/O in user://saves (one
file per profile_id, atomic write via temp-file-then-rename, backup
copy before each overwrite, corrupted-main falls back to backup,
schema-invalid content is rejected like corruption). SaveMigration
and SaveFactory are pure; SaveMigration refuses a schema_version it
doesn't recognize (older or newer) rather than guessing. ProgressUpdates
is pure and wires ReviewScheduler/DifficultyManager onto a save's
skills dict, including per-session overdue-review marking.
The three autoloads (SaveManager, ProfileManager, ProgressManager)
stay thin: in-memory current-profile state and orchestration only,
no logic of their own, so the actual behavior lives in the tested
pure/file-IO modules above rather than in untestable glue.
26 new headless tests, including the failure modes called out in the
launch prompt: a truncated .tmp file never corrupts the readable
save, a corrupted main file falls back to its backup, two profiles
never mix (down through the real autoload layer, not just SaveIO),
and an unknown future schema_version is rejected outright.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Pins Godot 4.6.3-stable and GUT 9.6.0 (9.6.1+ reference
AccessibilityServer, unavailable in 4.6.3) via tools/setup.sh. Wires
make check (gdlint + gdformat config for 4-space indent, headless
GUT run, and a JSON well-formedness check ahead of real schema
validation). Seven autoload stubs match the architecture in the
cahier des charges; real logic lands with the following steps.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>