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97a065879c
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>
25 lines
634 B
GDScript
25 lines
634 B
GDScript
extends Control
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## Decor plein ecran derriere un ecran (illustration vectorielle provisoire,
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## voir assets/CREDITS.md). "forest" pour le CE1, "marsh" pour le CE2.
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const TEXTURES := {
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"forest": "res://assets/environments/forest_backdrop.svg",
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"marsh": "res://assets/environments/marsh_backdrop.svg",
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}
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@export_enum("forest", "marsh") var kind: String = "forest":
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set(value):
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kind = value
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_apply()
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@onready var _picture: TextureRect = $Picture
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func _ready() -> void:
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_apply()
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func _apply() -> void:
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if _picture != null:
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_picture.texture = load(TEXTURES.get(kind, TEXTURES["forest"]))
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