Supprime le type d'écran "document" et recentre le produit sur le jeu 2D
Le document de cadrage produit cible des formateurs non techniques créant des serious games/quiz gamifiés — l'éditeur générique "document" (blocs de logique en nœuds, timeline d'animation, définitions d'objets/relations, templates réutilisables) est une complexité hors cible que l'effort d'ingénierie récent avait déjà abandonnée au profit du jeu_2d. - Onboarding : ne garde que le parcours "RPG" (jeu_2d), retire Quiz/Embranchement/Créer mon jeu de A à Z (tous document-only) - Suppression en bloc des modules exclusifs au document : routes/elements, routes/element_types, routes/objects, routes/legacy_actions, screens/elements, screens/element_types, screens/widgets, screens/legacy_actions, le rendu render_element_html.py et son cluster, templates/screen_edit.html, templates/game_dashboard.html, flow-editor.js/tabs-and-blocks.js/animation-timeline.js - Dashboard toujours simplifié (un seul mode possible désormais) - Tests document-only supprimés, tests de logique partagée (flow, événements personnalisés, animations) retargetés sur des écrans jeu_2d - Aucune régression jeu_2d : 299 tests passent Carte d'onboarding retravaillée : argumentaire RH non technique (liste à coche, badge "Compatible LMS"), taille et interaction de retournement ajustées.
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@@ -10,7 +10,7 @@ import json
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import os
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import re
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from conftest import play_js_bundle, screen_edit_js_bundle
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from conftest import play_js_bundle
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import screens
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@@ -24,9 +24,8 @@ def _create_screen(client, slug, name="Accueil"):
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return int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1))
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def _add_element(client, slug, screen_id, widget="image"):
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resp = client.post(f"/game/{slug}/screens/{screen_id}/elements/add", data={"widget": widget}, follow_redirects=False)
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return int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
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def _add_element(client, slug, screen_id, forge_character=None):
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return screens.add_scene_object(slug, screen_id, forge_character=forge_character)
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def _add_flow_node(client, slug, screen_id, **fields):
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@@ -45,11 +44,11 @@ def test_sprite_animation_action_node_persists(client, game):
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data_value = json.dumps({"frames": ["/static/characters/zombie/walk0.png", "/static/characters/zombie/walk1.png"], "fps": 8, "loop": True})
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node_id = _add_flow_node(
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client, game, screen_id, node_type="action", action_type="jouer_animation_sprite",
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target_element_id=el_id, data_value=data_value,
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target_object_id=el_id, data_value=data_value,
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)
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node = screens.get_flow_node(game, node_id)
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assert node["action_type"] == "jouer_animation_sprite"
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assert node["target_element_id"] == el_id
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assert node["target_object_id"] == el_id
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assert json.loads(node["data_value"])["fps"] == 8
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@@ -57,12 +56,13 @@ def test_orientation_action_node_persists(client, game):
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screen_id = _create_screen(client, game)
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el_id = _add_element(client, game, screen_id)
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node_id = _add_flow_node(
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client, game, screen_id, node_type="action", action_type="modifier_element",
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target_element_id=el_id, element_property="orientation", element_value="gauche",
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client, game, screen_id, node_type="action", action_type="modifier_objet_scene",
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target_object_id=el_id, element_property="orientation", element_value="gauche",
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)
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node = screens.get_flow_node(game, node_id)
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assert node["element_property"] == "orientation"
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assert node["element_value"] == "gauche"
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assert node["target_object_id"] == el_id
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def test_sprite_timeline_clip_persists(client, game):
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@@ -116,40 +116,20 @@ def test_swapping_forge_character_updates_already_configured_flow_action(client,
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depuis gameData.personnage_animations, reconstruit à chaque
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chargement de full_game_payload() à partir du personnage ACTUEL."""
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screen_id = _create_screen(client, game)
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resp = client.post(
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f"/game/{game}/screens/{screen_id}/elements/add",
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data={"widget": "personnage", "forge_character": "male-adventurer"},
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follow_redirects=False,
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)
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el_id = int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
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el_id = screens.add_scene_object(game, screen_id, forge_character="male-adventurer")
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_add_flow_node(
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client, game, screen_id, node_type="action", action_type="jouer_animation_sprite",
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target_element_id=el_id, data_value=json.dumps({"animation": "walk", "fps": 8, "loop": True}),
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target_object_id=el_id, data_value=json.dumps({"animation": "walk", "fps": 8, "loop": True}),
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)
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payload = screens.full_game_payload(game)
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assert payload["personnage_animations"][str(el_id)]["walk"][0].startswith("/static/characters/male-adventurer/")
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client.post(
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f"/game/{game}/elements/{el_id}/personnage",
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f"/game/{game}/scene-objects/{el_id}/personnage",
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data=json.dumps({"source": "forge", "forge_character": "zombie"}),
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content_type="application/json",
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)
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payload = screens.full_game_payload(game)
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assert payload["personnage_animations"][str(el_id)]["walk"][0].startswith("/static/characters/zombie/")
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def test_screen_edit_exposes_sprite_animation_editors(client, game):
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screen_id = _create_screen(client, game)
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html = client.get(f"/game/{game}/screens/{screen_id}/edit").get_data(as_text=True)
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assert "nf-action-sprite-fields" in html
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assert "nf-action-sprite-target-element" in html
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assert "anim-clip-sprite-fields" in html
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js = screen_edit_js_bundle()
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assert "jouer_animation_sprite" in js
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# Phase 8 — refonte visuelle : le sélecteur d'animation est un vrai
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# sélecteur à miniatures scopé au personnage ciblé, plus un menu
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# déroulant "Personnage Forge" global (voir test_personnage_widget.py).
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assert "onSpriteTargetElementChange" in js
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assert "populateAnimClipSpriteGrid" in js
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