Commit Graph

187 Commits

Author SHA1 Message Date
Adrien Ufferte fcd84fdb35 Protect against out of bounds for minigame index 2026-06-06 18:11:45 +02:00
Adrien Ufferte 2db21b597b Minigames wheel version 2 2026-06-06 11:13:22 +02:00
Adrien Ufferte a5c374ab24 New star colors in background of gardens 2026-05-28 16:27:00 +02:00
Adrien Ufferte 6a45cd4fc2 Security if language pack has less than 3 exercices in lesson 2026-05-28 15:42:15 +02:00
Adrien Ufferte 2c2e6f654a Debug boss button texture 2026-05-28 12:05:30 +02:00
Adrien Ufferte 14f1d68a47 Update boss button 2026-05-28 11:59:10 +02:00
Adrien Ufferte 9e512ec4a5 Boss buttons does not stop scrolling 2026-05-28 11:42:27 +02:00
Adrien Ufferte ba8646c1bd Place clouds behind UI buttons 2026-05-28 10:21:51 +02:00
Adrien Ufferte d55c05b53d Debug clouds "world bounds" 2026-05-28 09:31:11 +02:00
Adrien Ufferte bebc449f56 cleaning 2026-04-30 16:15:13 +02:00
Adrien Ufferte 6f0163a8db Stratify garden clouds in scroll-space, not world-space
Initial spawning placed clouds uniformly across [0, spawn_width], which
broke down at the edges of the scroll range whenever the parallax factor
was anything other than exactly 1.0:

- With parallax < 1.0 (background feel), a cloud is only ever visible at
  scrolls in [(drift_x - screen_w) / parallax, drift_x / parallax]. So a
  far cloud at drift_x near spawn_width (e.g. 28000 with parallax 0.5)
  needs scroll ~56000 to be seen, far beyond max_scroll. About half the
  spawn range was a dead zone the user could never reach.

- With parallax > 1.0 (foreground feel — what the gardens scene now uses),
  the opposite happens: clouds visible at the right edge of the scroll
  range live at drift_x = max_scroll * parallax + screen_w, which is well
  past spawn_width. The right side of the gardens stayed empty because no
  cloud was ever spawned that far out.

Add a max_scroll parameter to configure_world() and stratify in scroll
space: each cloud gets a target_scroll value in its own slot of
[0, max_scroll], and its drift_x is placed at target_scroll * parallax +
horiz_jitter. The cloud's drift_x range now matches the scroll positions
where it can actually be visible, regardless of whether parallax is below
or above 1.0. _reset_cloud is updated correspondingly to wrap clouds to
the right edge of their individual visibility range rather than the
world's right edge.

Also have configure_world refresh screen_width every call so the manager
picks up the correct viewport size even when the parent invokes it later
in the ready sequence.
2026-04-30 16:15:13 +02:00
Adrien Ufferte 63436f1782 Anchor garden clouds to world coordinates for recycling
Previously clouds in the gardens recycled based on their rendered (viewport)
position. When the user scrolled to the far right, parallax pushed every
cloud's rendered X far into the negative, triggering all of them to wrap
to the right viewport edge. Their drift_x was thus warped to roughly
scroll_offset + screen_width — so when the user scrolled back left, every
cloud sat in the world to the right of the visible area, leaving the left
side of the gardens empty.

Switch CloudsManager to use world-anchored recycling whenever spawn_width
is set: a cloud is only recycled when its drift_x (its world coordinate)
falls past the world's left edge, and it respawns at the world's right edge
rather than the viewport's. The legacy viewport-anchored path is preserved
for the minigames that don't set spawn_width.
2026-04-30 16:15:13 +02:00
Adrien Ufferte de395ab036 Add scrolling clouds to the gardens scene
Extend CloudsManager with optional scroll-driven parallax and auto-population:

- New scroll_offset property feeds an external horizontal scroll value;
  each cloud's rendered X is drift_x - scroll_offset * parallax_factor.
- min_parallax_factor / max_parallax_factor are interpolated by the same
  depth factor that drives speed and scale, so closer clouds parallax more.
- spawn_width + clouds_per_screen + configure_world() let the manager
  duplicate its template children to cover wider scrollable worlds.
- Defaults preserve the previous behavior, so parakeets / penguin / monkeys
  / boss minigames keep their existing per-frame drift unchanged.

In gardens.tscn, add a CloudsLayer (CanvasLayer, layer = 1) on top of the
existing UI with three template cloud sprites (transparent via modulate
alpha, mouse passthrough by virtue of being Sprite2D). gardens.gd configures
the cloud world width to garden_count * GARDEN_SIZE after lessons are set
up, then forwards scroll_container.scroll_horizontal to clouds.scroll_offset
each frame so clouds drift naturally and parallax with garden scrolling.
2026-04-30 16:15:13 +02:00
Adrien Ufferte a58e59f656 New garden 02 (and cleaning) 2026-04-30 16:15:13 +02:00
Adrien Ufferte 728819cac1 Fix ScrollContainer single-child warning in gardens scene
Move BossButtons, LockedLine and UnlockedLine out of the ScrollContainer
so it only contains the HBoxContainer that drives its scroll size.
BossButtons now tracks scrolling via a manual position offset in _process,
mirroring what the lines and parallax background already do.
2026-04-28 14:00:45 +02:00
Adrien Ufferte c6f7ef833d Cleaning 2026-04-17 10:10:58 +02:00
Adrien Ufferte 5fc11072e5 Small fixes 2026-04-16 16:12:26 +02:00
Adrien Ufferte af6ae59120 Clean nomenclature 2026-04-16 15:57:40 +02:00
Adrien Ufferte 24d77e19e0 Replace single garden scene with 12 fixed garden scenes with per-garden colors
Each garden (garden_01.tscn through garden_12.tscn) now has its own color
palette for lesson buttons (unlocked/completed fill and text colors).
Lesson count is validated to be between 12 and 60. The old dynamic
duplication of a single garden.tscn is replaced by instantiating the
correct scene per garden index.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 15:35:45 +02:00
Adrien Ufferte 8d0a07f55c cleaning variables 2026-04-16 14:01:31 +02:00
Adrien Ufferte cf49765d67 Fix path lines to read button positions from scene nodes
Path now reads actual button positions and sizes from the visible
LessonButton nodes instead of SLOT_CENTERS constants. This means
editing button positions in the Godot editor automatically updates
the path line.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte 9b90ba6d00 Small fixes 2026-04-16 13:54:16 +02:00
Adrien Ufferte aa161cf21e Reduce lesson button size by 20% (300→240px)
Buttons, pivot offsets and font size scaled down proportionally.
Same center positions preserved.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte 49d5fcd38b Replace old flower system with new plant assets and progressive reveal
- Add 8 garden plant assets (garden_plant_01 to 08) from victory assets
- Remove entire old flower system (FlowerSizes enum, flower generation,
  flower VFX transitions, flower_controls, flowers_visible, flowers_sizes)
- Remove Flower class from GardenLayout
- Plants are created programmatically in Garden._create_plants() at fixed
  positions matching the Explanation.png mockup layout
- All plants hidden by default, revealed progressively based on completed
  minigames ratio: 0 completed = 0 visible, all completed = all 8 visible
- Add lowercase file naming rule to CLAUDE.md
- Fix current_garden lookup to use _get_garden_index_for_lesson instead
  of removed flower_info system

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte 17f5048eb7 Fix: replace removed get_lesson_button_scene with constant size
Button size is fixed at 300x300 in the scene, no need to instantiate
and measure at runtime.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte b13fe0638d Hard-place 5 lesson buttons in garden scene with show/hide logic
Replace dynamic button instantiation with 5 fixed LessonButton instances
(Slot1-Slot5) positioned at hardcoded coordinates in the garden scene.
Garden._configure_slots() shows/hides slots based on lesson count using
the SLOT_SELECTION mapping (5→all, 4→skip middle, 3→1,3,5, etc.).

- Add error log if lesson count exceeds MAX_LESSONS (5)
- Remove dynamic _ensure_button_controls_count from garden.gd
- Replace position generation functions with SLOT_CENTERS constant
- Buttons are clickable via existing _set_up_lessons signal wiring

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte d45318606b Implement fixed 5-slot diagonal layout for garden lesson buttons
Buttons are placed at 5 fixed positions on a diagonal from bottom-left
to upper-right. When fewer lessons exist, evenly spaced slots are selected.
Reduced spread radius to keep all buttons inside the circle.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte 56f003d433 Simplify: remove dead code, unused exports, and duplicate colors
- Remove dead functions: _get_garden_background_image, _is_position_on_garden_texture,
  _get_garden_dimensions, and associated constants/caches
- Remove unused base_color/completed_color exports from LessonButton
  (colors now driven by constants in _update_visual_state)
- Use LessonButton.UNLOCKED_FILL_COLOR instead of duplicate Color("176d78")
- Inline garden dimensions as constant expression
- Remove unused color parameter from _handle_lesson_button
- Fix missing blank line in garden.gd constant block

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte dc83e7b4e2 Fix garden visuals: tint, sizing, button layout and colors
- Tint garden background #176d78 via modulate in set_background()
- Fix background as 1700x1700 centered square instead of stretched
- Make TextureButton self_modulate transparent so Center/Border are visible
- Diagonal lesson layout from bottom-left to upper-right matching mockup
- Center buttons on generated positions instead of top-left alignment
- Increase garden size back to 2400 with 850px circle radius

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte d9522bc922 Redesign gardens with circular layout and new ocean theme
Replace rectangular garden backgrounds with circular Garden_01.png asset,
arrange lesson buttons in a circular pattern instead of sine-wave layout,
and introduce three visual states for buttons (locked/unlocked/completed)
using the new lesson_circle.png texture. Add jellyfish mascot to gardens.

- Add new assets: Garden_01.png, lesson_circle.png, jellyfish.png
- Update garden background to use keep_aspect_centered circular display
- Implement circular lesson positioning with configurable radius
- Simplify position validation to circle-distance check
- Add layout cache versioning to invalidate old layouts
- Update boss_button.tscn to match new button design

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-16 13:54:16 +02:00
Adrien Ufferte 13b6c184f6 Remove useless newline 2026-03-02 12:01:31 +01:00
Adrien Ufferte f79aa14ab4 New back button system 2026-03-02 10:14:57 +01:00
Adrien Ufferte 4146d2d83d New assets and rename 2026-02-26 12:03:40 +01:00
Adrien Ufferte 53edf8a855 Merge branch '3.0.0' into return-loading 2026-02-26 10:26:31 +01:00
Adrien Ufferte e8224a4795 Merge pull request #260 from Excello-Recherche-Education/gardens-layout-fix
Fix garden layouts generation for very irregular shapes
2026-02-24 15:26:05 +01:00
Adrien Ufferte 0cc022fa0d Minigames icons outlines 2026-02-24 13:49:55 +01:00
Adrien Ufferte 5def2a8a57 Fix garden layouts generation for very irregular shapes 2026-02-24 09:45:45 +01:00
Adrien Ufferte 53d927b470 Make a "hold" system for return buttons to prevent non-wanted exit of game 2026-02-23 10:50:39 +01:00
Adrien Ufferte 2d767ce3c3 Export settings 2026-02-20 13:55:28 +01:00
Adrien Ufferte ed60f793ae Lazy load of minigames 2026-02-20 13:32:27 +01:00
Adrien Ufferte edaa61f1e6 Merge pull request #244 from Excello-Recherche-Education/gardens-scroll-to-last
Scroll to last unlocked garden when arriving from login screen
2026-02-20 12:47:12 +01:00
Adrien Ufferte 9519450a55 Security 2026-02-20 12:17:35 +01:00
Adrien Ufferte ad6622592a Scroll to last unlocked garden when arriving from login screen 2026-02-20 09:36:48 +01:00
Adrien Ufferte d07996d50b Fix the logout() when back from gardens 2026-02-19 16:20:49 +01:00
Adrien Ufferte 427ffecdf3 Keep playing tutorial speeches and launch sync timer 2026-02-19 16:12:31 +01:00
Adrien Ufferte a205d9e48d Remove brain screen and some other useless assets 2026-02-19 15:52:31 +01:00
Adrien Ufferte 6df3a122cd Debug click lessons buttons 2026-02-16 16:39:48 +01:00
Adrien Ufferte bcd1aa0ac4 Rename kalulu scenes correctly with script name 2026-02-13 16:45:55 +01:00
Adrien Ufferte 4290022732 New buttons 2026-02-13 14:32:53 +01:00
Adrien Ufferte 2413f2a80e Kalulu animations 2026-02-13 14:17:46 +01:00