Commit Graph

4 Commits

Author SHA1 Message Date
Denis Defolie ebe2dbe3ed Add way back to profile selection and abandoning a mission
World map gets a "Changer de profil" button (saves first). During a
mission, a header button asks for confirmation then leaves without
stars or items; attempts already made stay recorded and are saved.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 22:26:53 +02:00
Denis Defolie 65a0cb46f9 Add mission scoring, rewards collection and save schema v2
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>
2026-10-11 22:20:59 +02:00
Denis Defolie ffb3cd5afa Show "Exercise N/3" so repeated content doesn't look like a freeze
Manual report: after "Bravo!", clicking Continue seemed to do
nothing. An automated test proved the mission does advance (a new
exercise instance loads, completed_count increments) -- but
mission_02_pont_des_phrases has exactly one sentence_correction
exercise in the data right now, so the "next" exercise is the
identical sentence the child just solved. Nothing was broken; there
was just no visible signal that progress happened.

Added a persistent progress label at the top of exercise_host,
updated on every exercise load. Doesn't address the underlying
content-volume gap (still tracked in decisions.md point 14), but
makes the repetition legible instead of indistinguishable from a
stall.

Rebuilt both exports.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 18:18:40 +02:00
Denis Defolie 493a8617d7 Add the playable scene loop: boot through mission to reward
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>
2026-10-11 17:37:37 +02:00