Files
Denis Defolie 97a065879c Visual overhaul: theme, illustrations, redesigned screens (0.3.0)
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>
2026-10-11 22:36:43 +02:00

60 lines
2.3 KiB
GDScript

extends Control
## Panneau de retour : affiche le resultat d'une tentative (CorrectionResult).
## Reussite et erreur se distinguent par le texte du titre, jamais par la
## seule couleur (cahier des charges §11). Instancie par exercise_host.
signal continue_pressed
const ICON_CORRECT := preload("res://assets/interface/icon_correct.svg")
const ICON_TRY_AGAIN := preload("res://assets/interface/icon_try_again.svg")
@onready var _icon: TextureRect = %Icon
@onready var _title_label: Label = %TitleLabel
@onready var _hint_box: VBoxContainer = %HintBox
@onready var _hint_label: Label = %HintLabel
@onready var _explanation_box: VBoxContainer = %ExplanationBox
@onready var _explanation_label: Label = %ExplanationLabel
@onready var _correction_box: VBoxContainer = %CorrectionBox
@onready var _correction_label: Label = %CorrectionLabel
@onready var _continue_button: Button = %ContinueButton
func _ready() -> void:
_continue_button.text = UIText.get_text("exercise_host.continue_button")
_continue_button.pressed.connect(_on_continue_pressed)
func show_result(result: CorrectionResult, support_level: AttemptFlow.SupportLevel) -> void:
_icon.texture = ICON_CORRECT if result.is_correct else ICON_TRY_AGAIN
Motion.pop_in(_icon)
_title_label.text = (
UIText.get_text("feedback_panel.correct_title")
if result.is_correct
else UIText.get_text("feedback_panel.incorrect_title")
)
var show_hint := not result.is_correct and support_level == AttemptFlow.SupportLevel.HINT
var show_explanation := (
result.is_correct or support_level != AttemptFlow.SupportLevel.HINT
)
var show_correction := (
not result.is_correct and support_level == AttemptFlow.SupportLevel.REVEAL
)
_hint_box.visible = show_hint
_hint_label.text = "%s %s" % [UIText.get_text("feedback_panel.hint_label"), result.hint]
_explanation_box.visible = show_explanation
_explanation_label.text = "%s %s" % [
UIText.get_text("feedback_panel.explanation_label"), result.explanation
]
_correction_box.visible = show_correction
_correction_label.text = "%s %s" % [
UIText.get_text("feedback_panel.correction_label"), ", ".join(result.remediation)
]
func _on_continue_pressed() -> void:
continue_pressed.emit()