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19831807b0
export_presets.cfg is hand-written (no editor GUI available here): a minimal preset per platform (name, platform, path, x86_64 architecture) is enough, since Godot fills every other option from its platform defaults. tools/setup.sh now also fetches the matching export templates (~1.2GB, cached outside the repo like the Godot binary itself) -- note the directory it unpacks into uses a dot before "stable" while .godot-version and the download URLs use a hyphen, two different spellings of the same version that are easy to conflate. Both make export-linux and make export-windows now actually run and produce a working package; tests/ and addons/gut/ are excluded from the exported .pck (124KB vs 1.5MB before -- a dev-only dependency has no business shipping to a child's machine). The Linux binary was smoke-tested headless and boots cleanly; the Windows .exe could only be confirmed as a valid PE32+ binary, since no Windows machine or Wine is available in this environment -- flagged in docs/testing/manual-checklist.md rather than claimed as verified. This closes out every step in the launch prompt's "Ordre de construction." README status lines updated to reflect the first playable prototype rather than a bare skeleton. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
45 lines
2.0 KiB
Markdown
45 lines
2.0 KiB
Markdown
# Les Aventuriers des mots (The Word Adventurers)
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An educational French-language game for 7-9 year olds (French grades CE1-CE2): an offline 2D adventure with an explorable map, a guide character, and grammar, spelling, and dictation exercises.
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Open source project, in development. Current status: first playable prototype (scope of cahier-des-charges §15) — boot, profiles, a three-location map, all three exercise types, saves, Linux/Windows exports. Pedagogical content is still minimal (see `docs/specs/decisions.md` for scoping decisions and `docs/specs/cahier-des-charges.md` for the full specification, both in French — this is a French-curriculum product).
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## Tech stack
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- Godot 4.6 (typed GDScript)
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- Exercises and pedagogical content as JSON data, validated on load
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- Headless tests (GUT), GDScript lint/format (gdtoolkit)
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## Getting started
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```sh
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make setup # installs Godot (pinned), GUT and gdtoolkit locally, nothing is committed
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make run # runs the game
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```
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## Commands
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| Command | Effect |
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| `make setup` | installs tooling (lint, tests, export templates) |
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| `make run` | runs the game |
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| `make lint` / `make format` | GDScript static analysis and formatting |
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| `make validate-data` | validates the JSON files in `data/` |
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| `make test` | headless tests |
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| `make check` | lint + validate-data + test, must pass before every commit |
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| `make export-linux` / `make export-windows` | exports into `build/` |
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## Structure
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- `autoload/`: global modules (game lifecycle, profiles, progress, exercises, saves, audio, settings)
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- `scenes/`: self-contained Godot scenes communicating via signals
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- `scripts/`: pure logic (correction, pedagogy) and data loading
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- `data/`: pedagogical content as JSON, validated against schemas
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- `assets/`: graphics and audio (placeholder at this stage, see `assets/CREDITS.md`)
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- `tests/`: headless tests (GUT)
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- `docs/specs/`: specification and scoping decisions (French)
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## License
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Code and content under the [GNU Affero General Public License v3](LICENSE).
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