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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>
29 lines
1.0 KiB
GDScript
29 lines
1.0 KiB
GDScript
extends Control
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## Ecran de recompense : une mission terminee rapporte toujours la meme
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## recompense, que l'enfant ait eu besoin d'aide ou non (cahier des charges
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## §2, principe 6 : pas de recompense liee a la vitesse ou a la performance).
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## Sauvegarde groupee ici, en fin de mission (docs/specs/decisions.md point 7).
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const STARS_PER_MISSION := 1
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@onready var _title_label: Label = %TitleLabel
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@onready var _stars_label: Label = %StarsLabel
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@onready var _continue_button: Button = %ContinueButton
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func _ready() -> void:
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ProgressManager.add_stars(STARS_PER_MISSION)
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ProgressManager.save_now()
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_title_label.text = UIText.get_text("reward_screen.title")
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_stars_label.text = "%s %d" % [
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UIText.get_text("reward_screen.stars_label"), ProgressManager.stars()
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]
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_continue_button.text = UIText.get_text("reward_screen.continue_button")
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_continue_button.pressed.connect(_on_continue_pressed)
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func _on_continue_pressed() -> void:
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GameManager.pending_mission_id = ""
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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