mirror of
https://github.com/deunix-educ/aventuriers-des-mots.git
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493a8617d7
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>
28 lines
876 B
GDScript
28 lines
876 B
GDScript
class_name UIText
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extends RefCounted
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## Textes d'interface destines a l'enfant, charges depuis
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## data/localization/fr.json : jamais en dur dans les scripts ou les scenes
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## (voir CLAUDE.md, Conventions de code).
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const LOCALIZATION_PATH := "res://data/localization/fr.json"
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static var _cache: Dictionary = {}
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static func get_text(key: String) -> String:
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if _cache.is_empty():
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_load()
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if not _cache.has(key):
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push_error("Cle de traduction manquante : %s" % key)
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return key
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return _cache[key]
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static func _load() -> void:
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var file := FileAccess.open(LOCALIZATION_PATH, FileAccess.READ)
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if file == null:
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push_error("Fichier de traduction introuvable : %s" % LOCALIZATION_PATH)
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return
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var parsed: Variant = JSON.parse_string(file.get_as_text())
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_cache = parsed if typeof(parsed) == TYPE_DICTIONARY else {}
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