"""Vue de l'éditeur de scène 2D (routes/scenes/scene_edit_view.py) — appelée par routes/screens/screen_edit.py selon screen["kind"] (fusion des moteurs, voir screens/screens_repo/ensure_schema.py), RÉUTILISE tel quel le moteur de logique de flow partagé (flow-editor.js/tabs-and-blocks.js/ animation-timeline.js).""" import json import re import db import screens from conftest import screen_edit_js_bundle def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_scene_edit"): resp = client.post("/games/new", data={"name": name}, follow_redirects=False) slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1]) screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d") return slug, screen_id def test_document_game_still_uses_generic_editor(client, game): """Non-régression — critère de succès n°1 du plan : un jeu "document" existant continue de fonctionner à l'identique.""" resp = client.post(f"/game/{game}/screens/new", data={"name": "Accueil"}, follow_redirects=False) screen_id = int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1)) html = client.get(f"/game/{game}/screens/{screen_id}/edit").get_data(as_text=True) assert "ÉLÉMENTS DE CET ÉCRAN" in html.upper() or "Éléments de cet écran" in html assert "scene-editor.js" not in html def test_jeu2d_game_dispatches_to_scene_editor(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True) assert "Objets de cette scène" in html assert "scene-editor.js" in html assert "🎭 Personnages" in html def test_scene_edit_view_renders_with_a_personnage_object_selected(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) resp = client.post( f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "personnage", "forge_character": "zombie"}, follow_redirects=False, ) assert resp.status_code == 302 obj_id = int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1)) html = client.get(f"/game/{slug}/screens/{screen_id}/edit?selected={obj_id}").get_data(as_text=True) assert "/static/characters/zombie/idle.png" in html assert f'data-object-id="{obj_id}"' in html assert "Personnage Forge" in html def test_scene_object_geometry_route_persists_pixels(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_id = screens.add_scene_object(slug, screen_id) resp = client.post( f"/game/{slug}/scene-objects/{obj_id}/geometry", data=json.dumps({"x": 111, "y": 222, "width": 48, "height": 96}), content_type="application/json", ) assert resp.status_code == 200 obj = screens.get_scene_object(slug, obj_id) assert (obj["x"], obj["y"], obj["width"], obj["height"]) == (111, 222, 48, 96) def test_scene_object_delete_route(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_id = screens.add_scene_object(slug, screen_id) resp = client.post(f"/game/{slug}/scene-objects/{obj_id}/delete", follow_redirects=False) assert resp.status_code == 302 assert screens.get_scene_object(slug, obj_id) is None def test_flow_node_targets_scene_object(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_id = screens.add_scene_object(slug, screen_id, forge_character="zombie") resp = client.post( f"/game/{slug}/screens/{screen_id}/flow/nodes/add", data=json.dumps({ "node_type": "action", "action_type": "jouer_animation_sprite", "target_object_id": obj_id, "data_value": json.dumps({"animation": "walk", "fps": 8, "loop": True}), }), content_type="application/json", ) assert resp.status_code == 200 node_id = resp.get_json()["id"] node = screens.get_flow_node(slug, node_id) assert node["target_object_id"] == obj_id assert node["target_element_id"] is None def test_held_key_trigger_persists_and_is_in_scene_palette(client, tmp_game_slug_cleanup): """Mouvement continu (touche maintenue) — répond au manque signalé par l'utilisateur : "clavier" (keydown) ne se déclenche qu'une fois par appui, insuffisant pour faire avancer un personnage en continu tant qu'une touche reste enfoncée. Voir runScreenHeldKeyTriggers() (static/js/play/triggers.js) et TRIGGER_EVENTS (screens/flow/constants.py).""" slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) assert "touche_maintenue" in dict(screens.TRIGGER_EVENTS_2D) assert "touche_relachee" in dict(screens.TRIGGER_EVENTS_2D) resp = client.post( f"/game/{slug}/screens/{screen_id}/flow/nodes/add", data=json.dumps({"node_type": "trigger", "trigger_event": "touche_maintenue", "trigger_key": "ArrowRight"}), content_type="application/json", ) assert resp.status_code == 200 node = screens.get_flow_node(slug, resp.get_json()["id"]) assert node["trigger_event"] == "touche_maintenue" assert node["trigger_key"] == "ArrowRight" def test_flow_node_collision_condition_targets_scene_objects(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_a = screens.add_scene_object(slug, screen_id) obj_b = screens.add_scene_object(slug, screen_id, kind="decor") resp = client.post( f"/game/{slug}/screens/{screen_id}/flow/nodes/add", data=json.dumps({ "node_type": "condition", "cond_source": "collision", "cond_element_a": obj_a, "cond_element_b": obj_b, }), content_type="application/json", ) assert resp.status_code == 200 node = screens.get_flow_node(slug, resp.get_json()["id"]) assert node["cond_element_a"] == obj_a assert node["cond_element_b"] == obj_b def test_play_payload_renders_scene_objects_for_jeu2d_game(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) screens.add_scene_object(slug, screen_id, forge_character="robot") payload = screens.full_game_payload(slug) scene_payload = next(s for s in payload["screens"] if s["id"] == screen_id) assert len(scene_payload["elements"]) == 1 assert "/static/characters/robot/idle.png" in scene_payload["elements"][0]["rendered_html"] assert any(payload["personnage_animations"].values()) def test_play_html_renders_fixed_size_scene(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) screens.add_scene_object(slug, screen_id, forge_character="zombie") html = client.get(f"/game/{slug}/play").get_data(as_text=True) assert "playScene" in html assert "/static/characters/zombie/idle.png" in html assert f"width:{db.game_meta(slug)['name'] and 960}px" in html or "width:960px" in html def test_render_scene_object_carries_data_anim_target(client, tmp_game_slug_cleanup): """Bug remonté par l'utilisateur : "les animations ne se jouent pas dans l'aperçu" — applyAnimationClip() (static/js/play/screens.js) et animation-timeline.js sélectionnent TOUJOURS leur cible via [data-anim-target=...], jamais data-element-id/data-object-id. Sans cet attribut sur l'objet de scène, AUCUN clip de Timeline (sprite, Animate.css ou personnalisé) ne trouvait jamais sa cible.""" slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_id = screens.add_scene_object(slug, screen_id) html = screens.render_scene_object(screens.get_scene_object(slug, obj_id)) assert f'data-anim-target="{obj_id}"' in html def test_screen_edit_js_bundle_contains_scene_flow_helpers(): js = screen_edit_js_bundle() assert "FLOW_TARGETS_OBJECTS" in js assert "toggleFlowObjectPropertyValue" in js def test_animation_clip_add_route_accepts_a_scene_object(client, tmp_game_slug_cleanup): """Bug remonté par l'utilisateur : _animation_clips.element_id portait une VRAIE contrainte FK vers _screen_elements — poser un clip de Timeline sur un objet de scène (_scene_objects, un id space distinct) faisait échouer l'insertion avec "FOREIGN KEY constraint failed".""" slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_id = screens.add_scene_object(slug, screen_id) resp = client.post( f"/game/{slug}/screens/{screen_id}/animations/clips/add", data=json.dumps({"element_id": obj_id, "kind": "animate_css", "animate_name": "fadeIn"}), content_type="application/json", ) assert resp.status_code == 200 clip = resp.get_json() assert clip["element_id"] == obj_id def test_deleting_scene_object_cleans_up_its_animation_clips(client, tmp_game_slug_cleanup): slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup) obj_id = screens.add_scene_object(slug, screen_id) screens.add_animation_clip(slug, screen_id, obj_id, kind="animate_css", animate_name="fadeIn") screens.delete_scene_object(slug, obj_id) assert screens.list_animation_clips(slug, screen_id) == [] def test_deleting_element_cleans_up_its_animation_clips(client, game): resp = client.post(f"/game/{game}/screens/new", data={"name": "Accueil"}, follow_redirects=False) screen_id = int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1)) el_resp = client.post( f"/game/{game}/screens/{screen_id}/elements/add", data={"widget": "texte"}, follow_redirects=False, ) element_id = int(re.search(r"selected=(\d+)", el_resp.headers["Location"]).group(1)) screens.add_animation_clip(game, screen_id, element_id, kind="animate_css", animate_name="fadeIn") screens.delete_element(game, element_id) assert screens.list_animation_clips(game, screen_id) == []