Personnages : toutes les animations, tous les personnages ; retrait de l'import de sprites personnalisés
À la demande de l'utilisateur (validation de la refonte visuelle du widget Personnage), deux ajustements : - Bibliothèque de sprites Forge étendue aux 6 personnages du pack Kenney "Toon Characters" (aventurier/aventurière, personnage homme/femme, robot, zombie), avec TOUTES leurs poses (45 par personnage) plutôt que 3 — regroupées en 31 animations nommées par personnage (poses numérotées type walk0..walk7 fusionnées en un seul cycle "walk", les autres restant des poses figées à une image). ~1,2 Mo au total, toujours un sous-ensemble curé du pack source (assets/characters/, non versionné) — HD/Parts/Tilesheet/Vector toujours exclus. - Import de sprites personnalisés retiré pour le moment : plus de tuile "➕ Sprite personnalisé" dans la galerie d'ajout, plus de section d'import dans les propriétés d'un personnage — seuls les personnages Forge restent proposés. La résolution serveur de _personnage_data garde son support générique de la source "custom" (aucune migration requise si cette possibilité revient plus tard), mais plus aucune UI ne permet de la créer. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
@@ -28,11 +28,8 @@ def element_add(slug, screen_id):
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# Posé depuis la galerie "🎭 Personnages" (voir addPersonnageElement()
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# dans tree-panels.js) : remplace le personnage Forge par défaut
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# (male-adventurer, voir default_style_for_widget.py) par celui
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# réellement cliqué, ou bascule sur une source "custom" vide si la
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# tuile "➕ Sprite personnalisé" a été choisie.
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# réellement cliqué.
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forge_character = request.form.get("forge_character")
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if forge_character == "__custom__":
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screens.set_personnage_data(slug, new_id, {"source": "custom", "animations": {}})
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elif forge_character and forge_character in screens.SPRITE_LIBRARY:
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if forge_character and forge_character in screens.SPRITE_LIBRARY:
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screens.set_personnage_data(slug, new_id, {"source": "forge", "forge_character": forge_character})
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return redirect(url_for("screen_edit", slug=slug, screen_id=screen_id, selected=new_id))
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@@ -1,28 +1,54 @@
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# ---------- Bibliothèque de sprites bundlée avec Forge (Phase 7) ----------
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# ---------- Bibliothèque de sprites bundlée avec Forge (Phase 7/8) ----------
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#
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# Sous-ensemble curé (idle/marche/saut, pas les packs complets HD/Parts/
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# Tilesheet/Vector — inutiles pour un jeu 2D web) des personnages "Toon
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# Characters" de Kenney (CC0, voir static/characters/LICENSE-kenney.txt),
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# copiés dans static/characters/<slug>/*.png. Un créateur qui veut ses
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# propres sprites n'utilise pas ce catalogue : il uploade ses images (voir
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# routes/uploads/upload_file.py) et colle leurs URLs directement dans la
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# même zone de frames — voir #nf-action-sprite-fields dans
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# screen_edit.html.
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# Les 6 personnages "Toon Characters" de Kenney (CC0, voir
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# static/characters/LICENSE-kenney.txt), copiés intégralement (toutes leurs
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# poses) dans static/characters/<slug>/*.png depuis
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# assets/characters/kenney_toon-characters/ (pack source, non versionné —
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# seul ce sous-ensemble copié l'est). Un créateur qui veut ses propres
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# sprites n'utilise pas ce catalogue — cette possibilité est retirée pour
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# le moment (voir historique du plan), seuls ces personnages Forge sont
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# disponibles.
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CHARACTERS = {
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"male-adventurer": "Aventurier",
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"female-adventurer": "Aventurière",
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"male-person": "Personnage (homme)",
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"female-person": "Personnage (femme)",
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"robot": "Robot",
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"zombie": "Zombie",
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}
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# Regroupement des poses individuelles en animations nommées : les poses
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# numérotées (ex. walk0..walk7) forment un cycle à plusieurs images, les
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# autres sont des poses figées à une seule image. Mêmes noms de fichiers
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# pour les 6 personnages (confirmé sur disque), donc une seule définition
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# suffit pour tous.
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_SEQUENCE_ANIMATIONS = {
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"walk": 8, # cycle de marche
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"run": 3, # course
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"attack": 3, # attaque
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"cheer": 2, # acclamation
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"climb": 2, # escalade
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"switch": 2, # bascule/actionner
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}
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_SINGLE_POSES = [
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"idle", "jump", "fall", "duck", "hit", "back", "slide", "interact",
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"kick", "side", "shove", "shoveBack", "talk", "attackKick", "hang",
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"hold", "hurt", "behindBack", "down", "drag", "fallDown", "rope",
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"show", "think", "wide",
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]
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def _animations_for(slug):
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animations = {
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name: [f"/static/characters/{slug}/{name}{i}.png" for i in range(count)]
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for name, count in _SEQUENCE_ANIMATIONS.items()
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}
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for name in _SINGLE_POSES:
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animations[name] = [f"/static/characters/{slug}/{name}.png"]
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return animations
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SPRITE_LIBRARY = {
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"male-adventurer": {
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"label": "Aventurier",
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"animations": {
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"idle": ["/static/characters/male-adventurer/idle.png"],
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"marche": [f"/static/characters/male-adventurer/walk{i}.png" for i in range(8)],
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"saut": ["/static/characters/male-adventurer/jump.png"],
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},
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},
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"zombie": {
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"label": "Zombie",
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"animations": {
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"idle": ["/static/characters/zombie/idle.png"],
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"marche": [f"/static/characters/zombie/walk{i}.png" for i in range(8)],
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"saut": ["/static/characters/zombie/jump.png"],
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},
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},
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slug: {"label": label, "animations": _animations_for(slug)}
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for slug, label in CHARACTERS.items()
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}
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