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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>
24 lines
1.2 KiB
GDScript
24 lines
1.2 KiB
GDScript
extends Node
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## Cycle de vie de l'application, navigation entre scenes et etat general du
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## jeu. Porte le contexte transitoire necessaire entre deux changements de
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## scene (ex. la mission choisie sur la carte), puisque Godot libere les
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## noeuds de la scene precedente a chaque changement.
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const SCENE_BOOT := "res://scenes/boot/boot.tscn"
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const SCENE_PROFILE_SELECT := "res://scenes/profiles/profile_select.tscn"
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const SCENE_PROFILE_CREATE := "res://scenes/profiles/profile_create.tscn"
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const SCENE_WORLD_MAP := "res://scenes/world/world_map.tscn"
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const SCENE_MISSION_INTRO := "res://scenes/world/mission_intro.tscn"
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const SCENE_EXERCISE_HOST := "res://scenes/exercises/exercise_host.tscn"
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const SCENE_REWARD := "res://scenes/ui/reward_screen.tscn"
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## Mission choisie sur la carte, lue par mission_intro puis exercise_host et
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## reward_screen. Remise a vide par reward_screen au retour sur la carte.
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var pending_mission_id: String = ""
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func goto(scene_path: String) -> void:
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# Differe le changement de scene : l'appeler depuis le _ready() de la
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# scene en cours d'ajout a l'arbre echoue sinon ("Parent node is busy").
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get_tree().change_scene_to_file.call_deferred(scene_path)
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