Déplacement/animation automatiques d'un personnage (scène 2D)
Simplification demandée pour l'éditeur de jeu RPG : un personnage posé sur une scène 2D se déplace et s'anime TOUT SEUL avec ZQSD (+ E pour interagir) dès qu'il est posé — plus besoin de poser le moindre nœud de flow pour un mouvement de base. Le panneau "🕹️ Commandes" du personnage permet de remapper les 4 touches de déplacement et la touche d'interaction, et de bloquer un axe (horizontal/vertical seulement). Entièrement client (static/js/play/personnage-controller.js), réutilise heldKeys (triggers.js) et applyObjectProperty/clampSceneObjectPosition/ runSpriteAnimation (actions.js) — aucune logique dupliquée, et ça fonctionne aussi bien en ligne que dans l'export Web/SCORM (aucune requête serveur). "walk"/"idle"/"interact" (poses déjà présentes pour tout personnage Forge/CraftPix) sont utilisées telles quelles ; une pose absente dégrade silencieusement (déplacement sans animation) plutôt que de planter. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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co-authored by
Claude Sonnet 5
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"""Déplacement/animation automatiques d'un personnage posé sur une scène
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2D (voir static/js/play/personnage-controller.js) : ZQSD + E par défaut,
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sans le moindre nœud de flow à poser — le panneau "🕹️ Commandes"
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(templates/scene_edit.html) permet seulement de les remapper/bloquer un
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axe. Ce fichier teste la couche serveur (défauts, route de sauvegarde,
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exposition dans full_game_payload) ; static/js/play/__tests__/
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personnage-controller.test.js teste le comportement client (tick,
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bornage, blocage d'axe)."""
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import re
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import screens
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def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_personnage_cmd"):
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resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
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slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
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screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def _add_personnage(client, slug, screen_id, forge_character="zombie"):
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add",
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data={"kind": "personnage", "forge_character": forge_character},
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follow_redirects=False,
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)
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assert resp.status_code == 302, resp.data
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return int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
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def test_freshly_placed_personnage_gets_default_zqsd_commands(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id)
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obj = screens.get_scene_object(slug, obj_id)
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assert screens.resolve_personnage_commands(obj) == screens.DEFAULT_PERSONNAGE_COMMANDS
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def test_commands_route_persists_remapped_keys_and_axis_lock(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"haut": "ArrowUp", "bas": "ArrowDown", "gauche": "ArrowLeft", "droite": "ArrowRight", "interagir": " ", "axe": "horizontal", "vitesse": 8}',
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content_type="application/json",
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)
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assert resp.status_code == 200
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assert resp.get_json()["ok"] is True
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obj = screens.get_scene_object(slug, obj_id)
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commands = screens.resolve_personnage_commands(obj)
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assert commands == {
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"haut": "ArrowUp", "bas": "ArrowDown", "gauche": "ArrowLeft", "droite": "ArrowRight",
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"interagir": " ", "axe": "horizontal", "vitesse": 8,
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}
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def test_commands_route_rejects_invalid_axis_and_clamps_speed(client, tmp_game_slug_cleanup):
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"""Un axe inconnu retombe sur "libre", une vitesse hors bornes est
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ramenée dans [1, 20] — jamais une valeur qui planterait le calcul
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d'un déplacement côté client (voir personnage-controller.js)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"axe": "diagonal", "vitesse": 999}',
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content_type="application/json",
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)
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commands = resp.get_json()["commands"]
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assert commands["axe"] == "libre"
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assert commands["vitesse"] == 20
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def test_commands_route_falls_back_to_defaults_for_blank_or_missing_keys(client, tmp_game_slug_cleanup):
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""""" (chaîne vide)/absent retombe sur le défaut — mais PAS " "
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(Espace), une valeur ev.key parfaitement valide côté client pour
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"interagir" (voir la note dans routes/scenes/scene_object_commands.py)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"haut": "", "interagir": " "}',
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content_type="application/json",
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)
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commands = resp.get_json()["commands"]
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assert commands["haut"] == screens.DEFAULT_PERSONNAGE_COMMANDS["haut"]
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assert commands["bas"] == screens.DEFAULT_PERSONNAGE_COMMANDS["bas"] # absent du body
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assert commands["interagir"] == " "
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def test_commands_route_404s_for_missing_object(client, game):
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resp = client.post(
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f"/game/{game}/scene-objects/999999/commandes",
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data="{}", content_type="application/json",
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)
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assert resp.status_code == 404
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def test_full_game_payload_exposes_resolved_commands_for_personnage_objects(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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_add_personnage(client, slug, screen_id)
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screens.add_scene_object(slug, screen_id, kind="decor") # jamais de commandes sur un décor
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payload = screens.full_game_payload(slug)
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scene_screen = next(s for s in payload["screens"] if s["id"] == screen_id)
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personnage_obj = next(o for o in scene_screen["elements"] if o["kind"] == "personnage")
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decor_obj = next(o for o in scene_screen["elements"] if o["kind"] == "decor")
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assert personnage_obj["personnage_commandes"] == screens.DEFAULT_PERSONNAGE_COMMANDS
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assert "personnage_commandes" not in decor_obj
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