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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>
79 lines
2.8 KiB
GDScript
79 lines
2.8 KiB
GDScript
extends Control
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## Ecran de selection de profil : un profil par enfant, suppression avec
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## confirmation explicite (cahier des charges §9).
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var _pending_delete_profile_id: String = ""
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@onready var _title_label: Label = %TitleLabel
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@onready var _profile_list: VBoxContainer = %ProfileList
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@onready var _empty_state_label: Label = %EmptyStateLabel
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@onready var _new_profile_button: Button = %NewProfileButton
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@onready var _delete_confirm_dialog: ConfirmationDialog = %DeleteConfirmDialog
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func _ready() -> void:
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_title_label.text = UIText.get_text("profile_select.title")
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_new_profile_button.text = UIText.get_text("profile_select.new_profile_button")
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_empty_state_label.text = UIText.get_text("profile_select.empty_state")
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_delete_confirm_dialog.title = UIText.get_text("profile_select.delete_confirm_title")
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_delete_confirm_dialog.dialog_text = UIText.get_text("profile_select.delete_confirm_message")
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_delete_confirm_dialog.ok_button_text = UIText.get_text("profile_select.delete_confirm_yes")
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_delete_confirm_dialog.cancel_button_text = UIText.get_text(
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"profile_select.delete_confirm_no"
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)
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_new_profile_button.pressed.connect(_on_new_profile_pressed)
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_delete_confirm_dialog.confirmed.connect(_on_delete_confirmed)
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_refresh_profile_list()
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func _refresh_profile_list() -> void:
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for child in _profile_list.get_children():
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child.queue_free()
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var summaries := ProfileManager.list_profile_summaries()
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_empty_state_label.visible = summaries.is_empty()
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for summary: Dictionary in summaries:
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_profile_list.add_child(_build_profile_row(summary))
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func _build_profile_row(summary: Dictionary) -> Control:
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var row := HBoxContainer.new()
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var select_button := Button.new()
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select_button.text = "%s (%s)" % [summary["display_name"], summary["school_level"]]
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select_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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select_button.pressed.connect(_on_profile_selected.bind(summary["profile_id"]))
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row.add_child(select_button)
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var delete_button := Button.new()
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delete_button.text = UIText.get_text("profile_select.delete_button")
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delete_button.pressed.connect(_on_delete_requested.bind(summary["profile_id"]))
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row.add_child(delete_button)
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return row
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func _on_profile_selected(profile_id: String) -> void:
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if ProfileManager.select_profile(profile_id):
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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func _on_delete_requested(profile_id: String) -> void:
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_pending_delete_profile_id = profile_id
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_delete_confirm_dialog.popup_centered()
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func _on_delete_confirmed() -> void:
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if _pending_delete_profile_id.is_empty():
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return
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ProfileManager.delete_profile(_pending_delete_profile_id)
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_pending_delete_profile_id = ""
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_refresh_profile_list()
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func _on_new_profile_pressed() -> void:
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GameManager.goto(GameManager.SCENE_PROFILE_CREATE)
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