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https://github.com/deunix-educ/aventuriers-des-mots.git
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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>
76 lines
2.7 KiB
GDScript
76 lines
2.7 KiB
GDScript
extends Control
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## Collection d'objets gagnes avec les etoiles. Un objet non debloque reste
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## mysterieux mais indique comment l'obtenir (jamais de mystere frustrant).
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const ICON_SIZE := 72.0
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@onready var _title_label: Label = %TitleLabel
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@onready var _progress_label: Label = %ProgressLabel
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@onready var _items_box: GridContainer = %ItemsBox
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@onready var _back_button: Button = %BackButton
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func _ready() -> void:
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_title_label.text = UIText.get_text("collection.title")
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_back_button.text = UIText.get_text("collection.back_button")
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_back_button.pressed.connect(_on_back_pressed)
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var owned: Array = ProgressManager.owned_items()
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var catalog := ExerciseEngine.get_reward_items()
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var found := 0
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for item in catalog:
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var is_owned := owned.has(item["item_id"])
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if is_owned:
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found += 1
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_items_box.add_child(_build_row(item, is_owned))
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_progress_label.text = (
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"%s %d/%d" % [UIText.get_text("collection.progress_label"), found, catalog.size()]
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)
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## Une ligne = pictogramme + texte (le Label s'appelle "TextLabel").
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func _build_row(item: Dictionary, is_owned: bool) -> Control:
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var card := PanelContainer.new()
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card.theme_type_variation = &"SoftCard"
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card.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 12)
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card.add_child(row)
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var icon := TextureRect.new()
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icon.texture = (
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ItemIcons.texture_for(item["item_id"]) if is_owned else ItemIcons.locked_texture()
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)
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icon.custom_minimum_size = Vector2(ICON_SIZE, ICON_SIZE)
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icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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row.add_child(icon)
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var label := Label.new()
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label.name = "TextLabel"
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label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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if is_owned:
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label.text = "%s\n%s" % [item["title"], item["description"]]
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else:
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label.text = (
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"%s\n%s" % [UIText.get_text("collection.locked_title"), _unlock_hint(item["unlock"])]
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)
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row.add_child(label)
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return card
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func _unlock_hint(unlock: Dictionary) -> String:
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var count: int = int(unlock["count"])
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if unlock["type"] == "mission_stars":
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var mission := ExerciseEngine.get_mission(unlock.get("mission_id", ""))
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return UIText.get_text("collection.unlock_mission_stars") % [count, mission.get("title", "")]
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return UIText.get_text("collection.unlock_total_stars") % count
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func _on_back_pressed() -> void:
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GameManager.goto(GameManager.SCENE_WORLD_MAP)
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