"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>
88 lines
4.2 KiB
Python
88 lines
4.2 KiB
Python
"""Objets de scène (_scene_objects) — fondations de l'éditeur de scène 2D
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(écrans "jeu_2d", voir screens/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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import db
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import screens
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def _create_jeu2d_game(tmp_game_slug_cleanup, name="pytest_scene_test"):
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slug = tmp_game_slug_cleanup(db.create_game(name))
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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 test_scene_object_defaults_to_forge_personnage(tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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obj = screens.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 = screens.resolve_personnage_data(obj)
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assert data["source"] == "forge"
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assert data["forge_character"] in screens.SPRITE_LIBRARY
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def test_add_scene_object_with_specific_forge_character(tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id, kind="personnage", forge_character="zombie")
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obj = screens.get_scene_object(slug, obj_id)
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assert screens.resolve_personnage_data(obj)["forge_character"] == "zombie"
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def test_add_decor_scene_object(tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id, kind="decor")
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obj = screens.get_scene_object(slug, obj_id)
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assert obj["kind"] == "decor"
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def test_scene_object_geometry_is_pixels_not_percent(tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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screens.update_scene_object_geometry(slug, obj_id, x=320, y=200, width=128, height=128)
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obj = screens.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):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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first = screens.add_scene_object(slug, screen_id)
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second = screens.add_scene_object(slug, screen_id)
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objs = screens.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):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id, forge_character="male-adventurer")
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screens.set_scene_object_personnage_data(slug, obj_id, {"source": "forge", "forge_character": "robot"})
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obj = screens.get_scene_object(slug, obj_id)
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assert screens.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):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id, forge_character="zombie")
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screens.update_scene_object_geometry(slug, obj_id, x=50, y=60, width=64, height=64)
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obj = screens.get_scene_object(slug, obj_id)
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html = screens.render_scene_object(obj)
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assert "/static/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_delete_scene_object_cleans_up_referencing_flow_nodes(tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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node_id = screens.add_flow_node(
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slug, screen_id, node_type="action", action_type="jouer_animation_sprite",
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target_object_id=obj_id, data_value='{"animation":"idle","fps":8,"loop":true}',
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)
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screens.delete_scene_object(slug, obj_id)
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assert screens.get_flow_node(slug, node_id) is None
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