Files
aventuriers-des-mots/scenes/world/world_map.gd
T
Denis Defolie 97a065879c Visual overhaul: theme, illustrations, redesigned screens (0.3.0)
Phase "habillage" of the post-0.1.0 plan. Rendering was reviewed on real
screenshots (new tools/screenshot.gd, `make screenshot`), which also
caught and fixed map markers overlapping and truncated titles.

- Global Godot theme (Atkinson Hyperlegible font, cream/green/gold
  palette, raised buttons, rounded cards, thick keyboard focus).
- Original vector art: forest/marsh backdrops, Plume the owl, stars,
  exercise-type icons, correct/try-again icons, 10 collection items.
- Redesigned world map (markers as cards with icon, title and stars,
  responsive layout), profile screens, mission intro, exercise host,
  rule/feedback panels, reward screen and collection grid.
- Motion helper (pop-in, fade) honouring an animations setting.
- Settings: animations flag; base window 1152x648 with canvas_items.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 22:36:43 +02:00

132 lines
5.2 KiB
GDScript

extends Control
## Carte des missions du niveau scolaire du profil. Le prototype initial
## (cahier des charges §15) se limitait a trois lieux ; le perimetre a ete
## etendu (docs/specs/decisions.md, points 25 et 27). La position de chaque
## mission vient de data/missions/*.json (fractions 0..1 de la zone de
## carte), jamais d'une position fixe en dur dans le script : chaque lieu est
## replace quand la zone change de taille. Un profil CE2 peut basculer sur la
## carte CE1 pour revoir les notions precedentes.
const MARKER_SCENE := preload("res://scenes/world/mission_marker.tscn")
var _viewed_level := "CE1"
@onready var _backdrop: Control = %Backdrop
@onready var _title_label: Label = %TitleLabel
@onready var _map_area: Control = %MapArea
@onready var _level_toggle_button: Button = %LevelToggleButton
@onready var _total_stars_label: Label = %TotalStarsLabel
@onready var _collection_button: Button = %CollectionButton
@onready var _profile_button: Button = %ProfileButton
@onready var _guide: Control = %Guide
func _ready() -> void:
_viewed_level = ProgressManager.school_level()
_level_toggle_button.visible = _viewed_level == "CE2"
_level_toggle_button.pressed.connect(_on_level_toggle_pressed)
_collection_button.text = UIText.get_text("world_map.collection_button")
_collection_button.pressed.connect(_on_collection_pressed)
_profile_button.text = UIText.get_text("world_map.change_profile_button")
_profile_button.pressed.connect(_on_change_profile_pressed)
_map_area.resized.connect(_layout_markers)
_guide.say(UIText.get_text("world_map.guide_hint"))
_refresh()
func _refresh() -> void:
var is_ce2 := _viewed_level == "CE2"
_backdrop.kind = "marsh" if is_ce2 else "forest"
_title_label.text = UIText.get_text("world_map.title_ce2" if is_ce2 else "world_map.title")
_level_toggle_button.text = UIText.get_text(
"world_map.review_ce1_button" if is_ce2 else "world_map.back_to_ce2_button"
)
_total_stars_label.text = str(ProgressManager.stars())
_populate_missions()
func _populate_missions() -> void:
for child in _map_area.get_children():
_map_area.remove_child(child)
child.queue_free()
var index := 0
for mission: Dictionary in ExerciseEngine.get_missions_for_level(_viewed_level):
var marker: Button = MARKER_SCENE.instantiate()
_map_area.add_child(marker)
marker.set_meta("map_position", mission["map_position"])
marker.setup(
mission,
ProgressManager.mission_best_stars(mission["mission_id"]),
MissionScoring.MAX_STARS,
_status_label_for(mission)
)
marker.pressed.connect(_on_mission_pressed.bind(mission["mission_id"]))
Motion.pop_in(marker, 0.04 * index)
index += 1
_layout_markers()
## Replace chaque lieu selon sa position fractionnelle. Les positions du
## niveau affiche sont etalees sur toute la zone (la plus petite colle au
## bord, la plus grande au bord oppose) : les lieux restent entierement
## visibles et ne se chevauchent pas, quelle que soit la taille de la fenetre.
func _layout_markers() -> void:
var markers: Array[Control] = []
var low := Vector2(INF, INF)
var high := Vector2(-INF, -INF)
for child in _map_area.get_children():
var control := child as Control
if control == null or not control.has_meta("map_position"):
continue
var fraction: Dictionary = control.get_meta("map_position")
var point := Vector2(float(fraction["x"]), float(fraction["y"]))
low = Vector2(minf(low.x, point.x), minf(low.y, point.y))
high = Vector2(maxf(high.x, point.x), maxf(high.y, point.y))
markers.append(control)
for control in markers:
var fraction: Dictionary = control.get_meta("map_position")
var free_space := _map_area.size - control.size
control.position = Vector2(
_spread(float(fraction["x"]), low.x, high.x) * maxf(free_space.x, 0.0),
_spread(float(fraction["y"]), low.y, high.y) * maxf(free_space.y, 0.0)
)
func _spread(value: float, low: float, high: float) -> float:
if high - low < 0.0001:
return 0.5
return (value - low) / (high - low)
func _status_label_for(mission: Dictionary) -> String:
var rule: Dictionary = ExerciseEngine.get_rule(mission["rule_id"])
var skill_id: String = rule.get("skill", "")
var skill_state := ProgressManager.get_skill_state(skill_id)
var status: String = skill_state["status"]
if status == "decouverte":
return ""
return UIText.get_text("world_map.status_%s" % status)
## Revient au choix du profil sans rien perdre : la progression est ecrite
## avant de quitter la carte (le profil se rechargera a la prochaine selection).
func _on_change_profile_pressed() -> void:
ProgressManager.save_now()
GameManager.goto(GameManager.SCENE_PROFILE_SELECT)
func _on_collection_pressed() -> void:
GameManager.goto(GameManager.SCENE_COLLECTION)
func _on_level_toggle_pressed() -> void:
_viewed_level = "CE1" if _viewed_level == "CE2" else "CE2"
_refresh()
func _on_mission_pressed(mission_id: String) -> void:
GameManager.pending_mission_id = mission_id
GameManager.goto(GameManager.SCENE_MISSION_INTRO)