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Forge-Engine/tests/game/test_animations.py
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williamandClaude Sonnet 5 b2e933f322
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Reorganisation game/document : renommage screens->game_engine + sous-dossiers game/ dans routes, scripts, static, templates, tests
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>
2026-09-19 12:27:53 +02:00

142 lines
5.5 KiB
Python

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