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Forge-Engine/tests/test_scene_objects.py
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williamandClaude Sonnet 5 d5a59bdbd8
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Fusion des deux moteurs : type d'écran par écran, plus par projet
"document" (écrans %) et "jeu_2d" (scène pixels) devient une propriété
PAR ÉCRAN (_screens.kind, migration automatique idempotente dans
ensure_schema.py, source = l'ancien game_type au niveau projet) plutôt
qu'un choix figé pour tout le jeu — un même projet peut désormais
mélanger écrans classiques et scènes 2D librement.

- routes/screens/screen_edit.py : dispatch vers l'éditeur de scène selon
  screen["kind"] (l'écran demandé), plus game["game_type"].
- screens/payload/full_game_payload.py, templates/play.html,
  static/js/play/screens.js : le rendu jouable (payload, markup, bascule
  du mode plein-écran #playFrame) décide écran par écran, y compris en
  cours de partie (changer d'écran ne recharge pas la page).
- screens/screens_repo/create_screen.py : nouveau paramètre kind.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-02 06:21:13 +02:00

88 lines
4.2 KiB
Python

"""Objets de scène (_scene_objects) — fondations de l'éditeur de scène 2D
(écrans "jeu_2d", voir screens/screens_repo/ensure_schema.py). Positions
en PIXELS fixes (pas des %, voir ensure_scene_schema.py). kind="personnage"
réutilise TELLE QUELLE la structure _personnage_data et les fonctions
resolve_personnage_* déjà écrites pour le widget "personnage" de
l'éditeur document (Phase 8) — même bibliothèque Forge, même moteur
d'animation côté client, juste une autre table de stockage."""
import db
import screens
def _create_jeu2d_game(tmp_game_slug_cleanup, name="pytest_scene_test"):
slug = tmp_game_slug_cleanup(db.create_game(name))
screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
return slug, screen_id
def test_scene_object_defaults_to_forge_personnage(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id)
obj = screens.get_scene_object(slug, obj_id)
assert obj["kind"] == "personnage"
assert obj["attributes"]["_personnage_data"]
data = screens.resolve_personnage_data(obj)
assert data["source"] == "forge"
assert data["forge_character"] in screens.SPRITE_LIBRARY
def test_add_scene_object_with_specific_forge_character(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id, kind="personnage", forge_character="zombie")
obj = screens.get_scene_object(slug, obj_id)
assert screens.resolve_personnage_data(obj)["forge_character"] == "zombie"
def test_add_decor_scene_object(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id, kind="decor")
obj = screens.get_scene_object(slug, obj_id)
assert obj["kind"] == "decor"
def test_scene_object_geometry_is_pixels_not_percent(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id)
screens.update_scene_object_geometry(slug, obj_id, x=320, y=200, width=128, height=128)
obj = screens.get_scene_object(slug, obj_id)
assert (obj["x"], obj["y"], obj["width"], obj["height"]) == (320, 200, 128, 128)
def test_list_scene_objects_ordered_by_z_index(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
first = screens.add_scene_object(slug, screen_id)
second = screens.add_scene_object(slug, screen_id)
objs = screens.list_scene_objects(slug, screen_id)
assert [o["id"] for o in objs] == [first, second]
def test_swap_scene_object_forge_character(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id, forge_character="male-adventurer")
screens.set_scene_object_personnage_data(slug, obj_id, {"source": "forge", "forge_character": "robot"})
obj = screens.get_scene_object(slug, obj_id)
assert screens.resolve_personnage_data(obj)["forge_character"] == "robot"
def test_render_scene_object_shows_idle_frame_pixel_positioned(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id, forge_character="zombie")
screens.update_scene_object_geometry(slug, obj_id, x=50, y=60, width=64, height=64)
obj = screens.get_scene_object(slug, obj_id)
html = screens.render_scene_object(obj)
assert "/static/characters/zombie/idle.png" in html
assert "left:50" in html and "top:60" in html
assert f'data-object-id="{obj_id}"' in html
assert 'data-personnage="1"' in html
def test_delete_scene_object_cleans_up_referencing_flow_nodes(tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
obj_id = screens.add_scene_object(slug, screen_id)
node_id = screens.add_flow_node(
slug, screen_id, node_type="action", action_type="jouer_animation_sprite",
target_object_id=obj_id, data_value='{"animation":"idle","fps":8,"loop":true}',
)
screens.delete_scene_object(slug, obj_id)
assert screens.get_flow_node(slug, node_id) is None