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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>
142 lines
5.5 KiB
Python
142 lines
5.5 KiB
Python
"""Tests de la timeline d'animation : clips Animate.css ou personnalisés
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(images-clés), posés sur la piste d'un élément, avec un instant de départ
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et une durée sur l'axe du temps (secondes depuis l'affichage de l'écran)."""
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import json
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import re
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from typing import Any
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from conftest import play_js_bundle # type: ignore[import-not-found] # resolu par pytest, pas mypy
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from flask.testing import FlaskClient
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import game_engine as screens_module
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from tests.conftest import not_none
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def _create_screen(client: FlaskClient, slug: str, name: str = "Accueil") -> Any:
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resp = client.post(f"/game/{slug}/screens/new", data={"name": name}, follow_redirects=False)
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return int(not_none(re.search(r"/screens/(\d+)/edit", resp.headers["Location"])).group(1))
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def _add_element(client: FlaskClient, slug: str, screen_id: int, widget: str | None = None) -> Any:
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return screens_module.add_scene_object(slug, screen_id)
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def test_animate_css_clip_persists(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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el_id = _add_element(client, game, screen_id)
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resp = client.post(
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f"/game/{game}/screens/{screen_id}/animations/clips/add",
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data=json.dumps(
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{
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"element_id": el_id,
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"kind": "animate_css",
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"animate_name": "bounce",
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"start_time": "1.5",
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"duration": "2",
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"delay": "0",
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"easing": "ease",
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"iteration_count": "1",
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}
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),
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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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clip = resp.get_json()
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assert clip["kind"] == "animate_css"
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assert clip["animate_name"] == "bounce"
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assert clip["start_time"] == 1.5
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assert clip["duration"] == 2.0
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assert clip["element_id"] == el_id
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def test_custom_keyframes_clip_persists(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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el_id = _add_element(client, game, screen_id)
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keyframes = [{"percent": 0, "props": {"opacity": "0"}}, {"percent": 100, "props": {"opacity": "1"}}]
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resp = client.post(
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f"/game/{game}/screens/{screen_id}/animations/clips/add",
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data=json.dumps(
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{
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"element_id": el_id,
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"kind": "custom",
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"custom_keyframes": keyframes,
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"start_time": "0",
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"duration": "3",
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}
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),
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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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clip = resp.get_json()
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assert clip["kind"] == "custom"
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assert json.loads(clip["custom_keyframes"]) == keyframes
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def test_clip_update_changes_timing(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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el_id = _add_element(client, game, screen_id)
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clip = client.post(
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f"/game/{game}/screens/{screen_id}/animations/clips/add",
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data=json.dumps({"element_id": el_id, "kind": "animate_css", "animate_name": "fadeIn"}),
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content_type="application/json",
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).get_json()
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resp = client.post(
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f"/game/{game}/animations/clips/{clip['id']}/update",
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data=json.dumps({"start_time": "4", "duration": "0.5"}),
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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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updated = resp.get_json()
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assert updated["start_time"] == 4.0
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assert updated["duration"] == 0.5
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def test_clip_delete_removes_it(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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el_id = _add_element(client, game, screen_id)
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clip = client.post(
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f"/game/{game}/screens/{screen_id}/animations/clips/add",
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data=json.dumps({"element_id": el_id, "kind": "animate_css", "animate_name": "tada"}),
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content_type="application/json",
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).get_json()
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resp = client.post(f"/game/{game}/animations/clips/{clip['id']}/delete")
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assert resp.status_code == 200
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import game_engine
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assert game_engine.get_animation_clip(game, clip["id"]) is None
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def test_scene_editor_loads_animate_css(client: FlaskClient, game: str) -> None:
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"""L'onglet dédié "Timeline d'animation" (animTabPanel) n'existe que
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dans l'éditeur document, retiré — l'éditeur de scène 2D n'a pas encore
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d'UI dédiée pour poser un clip (voir templates/game/scene_edit.html), mais
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charge quand même animate.min.css (consommé par le runtime jouable,
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voir test_play_page_exposes_animation_runtime_and_animate_css) et
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l'API de clips ci-dessus reste pleinement fonctionnelle."""
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screen_id = _create_screen(client, game)
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html = client.get(f"/game/{game}/screens/{screen_id}/edit").data.decode()
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assert "animate.min.css" in html
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def test_play_page_exposes_animation_runtime_and_animate_css(client: FlaskClient, game: str) -> None:
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resp = client.get(f"/game/{game}/play")
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html = resp.data.decode()
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assert "animate.min.css" in html
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js = play_js_bundle()
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assert "runAnimationTimeline" in js
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assert "injectCustomKeyframes" in js
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def test_play_page_payload_includes_clip(client: FlaskClient, game: str) -> None:
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screen_id = _create_screen(client, game)
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el_id = _add_element(client, game, screen_id, "titre")
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client.post(
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f"/game/{game}/screens/{screen_id}/animations/clips/add",
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data=json.dumps({"element_id": el_id, "kind": "animate_css", "animate_name": "pulse", "start_time": "2"}),
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content_type="application/json",
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)
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html = client.get(f"/game/{game}/play").data.decode()
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assert '"animate_name": "pulse"' in html
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assert '"start_time": 2.0' in html
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