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Prepare la scission a venir entre l'editeur Jeu 2D et le futur editeur Support de formation (voir docs/plan/PLAN.md), sans toucher a l'architecture en couches existante : - screens/ renomme en game_engine/ (nom clair pour le moteur du jeu 2D, avant l'arrivee d'un second "moteur" cote document) : ~85 imports corriges, contrat import-linter mis a jour, meme forme de couches. - routes/, scripts/, static/, templates/, tests/ : tout ce qui est propre au jeu 2D deplace dans un sous-dossier game/ de chacun (routes/game/, static/game/, templates/game/, tests/game/, scripts/game/) ; ce qui est partage par le site (auth, onboarding, dashboard, uploads, db/) reste a la racine de chaque dossier. Un sous-dossier document/ (vide) cree dans chacun pour le futur chantier. - styles/ volontairement inchange : les 3 fichiers sources sont concatenes en un seul static/style.css charge par tout le site, scinder leur CONTENU (editeur vs partage) serait un refactor CSS distinct, pas un deplacement mecanique. - Chaine d'export SCORM (publish/build_scorm_package.py) mise a jour en profondeur : copie des assets, URLs d'icones relatives a static/style.css (qui ne bouge pas), manifeste, wrapper SCORM. - Deux regressions d'un sweep de renommage anterieur corrigees au passage (screens.js/screens/scene-objects incorrectement convertis en game_engine.js/game_engine/scene-objects dans des commentaires). - Effet de bord Windows decouvert et corrige : git mv + Path.write_text convertissent des fichiers en CRLF (core.autocrlf=true) - ~189 fichiers normalises en LF. - .eslintrc.json/package.json : uniquement les chemins de glob mis a jour (static/game/js/...) ; la preparation eslint-plugin-unicorn du lot 7 reste volontairement non committee (package-lock.json restaure a la version precedente). Verifications : ruff, mypy --strict (391 fichiers), vulture, bandit, lint-imports tous verts ; 591/591 tests Python, 276/276 tests JS ; demarrage serveur + requetes HTTP manuelles confirmant que les assets deplaces repondent en 200 au nouvel emplacement et 404 a l'ancien. SKIP=djlint : backlog H021 (styles inline) deja documente comme dette assumee dans CODE_QUALITY.md section 6, aucun template touche par ce commit au-dela d'un deplacement de fichier. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
210 lines
10 KiB
Python
210 lines
10 KiB
Python
"""Objets de scène (_scene_objects) — fondations de l'éditeur de scène 2D
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(écrans "jeu_2d", voir game_engine/screens_repo/ensure_schema.py). Positions
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en PIXELS fixes (pas des %, voir ensure_scene_schema.py). kind="personnage"
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réutilise TELLE QUELLE la structure _personnage_data et les fonctions
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resolve_personnage_* déjà écrites pour le widget "personnage" de
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l'éditeur document (Phase 8) — même bibliothèque Forge, même moteur
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d'animation côté client, juste une autre table de stockage."""
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from collections.abc import Callable
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from typing import Any
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import db
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import game_engine
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from tests.conftest import not_none
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def _create_jeu2d_game(tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_scene_test") -> Any:
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slug = tmp_game_slug_cleanup(db.create_game(name))
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screen_id = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def test_scene_object_defaults_to_forge_personnage(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["kind"] == "personnage"
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assert obj["attributes"]["_personnage_data"]
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data = game_engine.resolve_personnage_data(obj)
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assert data["source"] == "forge"
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assert data["forge_character"] in game_engine.SPRITE_LIBRARY
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def test_add_scene_object_with_specific_forge_character(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="personnage", forge_character="zombie")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_personnage_data(obj)["forge_character"] == "zombie"
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def test_add_decor_scene_object(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["kind"] == "decor"
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def test_add_decor_scene_object_with_an_image_defaults_to_200x200_with_a_150x150_collision_box(
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tmp_game_slug_cleanup: Callable[[str], str],
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) -> None:
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"""Demande explicite : un objet/décor posé depuis "Mes assets" doit
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toujours démarrer à 200×200 (jamais la taille réelle, souvent bien
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plus grande, ni le défaut 128×128 du schéma), avec une boîte de
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collision plus petite (150×150, centrée) pour rester proche de la
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silhouette réelle."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor", image_url="/assets/1/photo.png")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert (obj["width"], obj["height"]) == (200, 200)
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collision = game_engine.resolve_collision_settings(obj)
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assert (collision["width"], collision["height"]) == (150, 150)
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def test_add_decor_scene_object_with_an_image_ignores_real_image_dimensions(
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tmp_game_slug_cleanup: Callable[[str], str],
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) -> None:
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"""Contrairement à "fond" (voir add_scene_object.py), un "decor" ne
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doit JAMAIS être posé à la taille réelle de l'image importée — même
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quand elle est connue (image_width/image_height fournis)."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(
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slug,
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screen_id,
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kind="decor",
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image_url="/assets/1/photo.png",
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image_width=5504,
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image_height=3072,
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)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert (obj["width"], obj["height"]) == (200, 200)
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def test_scene_object_geometry_is_pixels_not_percent(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id)
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game_engine.update_scene_object_geometry(slug, obj_id, x=320, y=200, width=128, height=128)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert (obj["x"], obj["y"], obj["width"], obj["height"]) == (320, 200, 128, 128)
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def test_list_scene_objects_ordered_by_z_index(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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first = game_engine.add_scene_object(slug, screen_id)
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second = game_engine.add_scene_object(slug, screen_id)
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objs = game_engine.list_scene_objects(slug, screen_id)
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assert [o["id"] for o in objs] == [first, second]
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def test_swap_scene_object_forge_character(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="male-adventurer")
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game_engine.set_scene_object_personnage_data(slug, obj_id, {"source": "forge", "forge_character": "robot"})
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_personnage_data(obj)["forge_character"] == "robot"
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def test_render_scene_object_shows_idle_frame_pixel_positioned(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="zombie")
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game_engine.update_scene_object_geometry(slug, obj_id, x=50, y=60, width=64, height=64)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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html = game_engine.render_scene_object(obj)
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assert "/static/game/characters/zombie/idle.png" in html
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assert "left:50" in html and "top:60" in html
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assert f'data-object-id="{obj_id}"' in html
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assert 'data-personnage="1"' in html
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def test_render_scene_object_alt_uses_the_authored_name_rgaa(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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"""RGAA/WCAG 1.1.1 : le nom donné par l'auteur (panneau "ℹ️
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Informations") sert d'alternative textuelle — jamais aucun attribut
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alt du tout n'était généré avant."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="zombie")
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game_engine.set_scene_object_name(slug, obj_id, "Zombie du hangar")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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html = game_engine.render_scene_object(obj)
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assert 'alt="Zombie du hangar"' in html
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def test_render_scene_object_alt_is_empty_when_unnamed_rgaa(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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"""alt="" (décoratif) plutôt qu'aucun attribut du tout quand l'auteur
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n'a pas nommé l'objet."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="zombie")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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html = game_engine.render_scene_object(obj)
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assert 'alt=""' in html
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def test_render_scene_object_fond_alt_is_always_empty_rgaa(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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"""Un "fond" est toujours décoratif — alt="" même s'il est nommé."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="fond", background_slug="foret")
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game_engine.set_scene_object_name(slug, obj_id, "Grand décor de fond")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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html = game_engine.render_scene_object(obj)
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assert 'alt=""' in html
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def test_add_scene_object_with_explicit_position_uses_it_instead_of_the_default(
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tmp_game_slug_cleanup: Callable[[str], str],
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) -> None:
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"""Vrai glisser-déposer depuis la galerie (demande explicite :
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"n'importe où sur la scène") — x/y explicites remplacent le défaut
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100/100 posé par le schéma (voir ensure_scene_schema.py)."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor", x=250, y=340)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["x"] == 250
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assert obj["y"] == 340
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def test_add_scene_object_without_position_still_defaults_to_100_100(
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tmp_game_slug_cleanup: Callable[[str], str],
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) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["x"] == 100
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assert obj["y"] == 100
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def test_add_scene_object_fond_with_explicit_position_overrides_the_top_left_default(
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tmp_game_slug_cleanup: Callable[[str], str],
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) -> None:
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"""Un "fond" reste au coin haut-gauche (0,0) SANS position explicite
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(comportement inchangé), mais un glisser-déposer précis doit pouvoir
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le positionner ailleurs si le créateur le demande explicitement."""
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="fond", background_slug="foret", x=50, y=60)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["x"] == 50
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assert obj["y"] == 60
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def test_add_scene_object_fond_without_position_still_defaults_to_top_left(
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tmp_game_slug_cleanup: Callable[[str], str],
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) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id, kind="fond", background_slug="foret")
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["x"] == 0
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assert obj["y"] == 0
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def test_delete_scene_object_cleans_up_referencing_flow_nodes(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id)
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node_id = game_engine.add_flow_node(
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slug,
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screen_id,
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node_type="action",
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action_type="jouer_animation_sprite",
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target_object_id=obj_id,
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data_value='{"animation":"idle","fps":8,"loop":true}',
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)
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game_engine.delete_scene_object(slug, obj_id)
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assert game_engine.get_flow_node(slug, node_id) is None
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