Fait de tout le "monde" affiché par l'éditeur (la taille réelle d'un "fond" plus grand que la scène nominale, voir routes/scenes/ scene_edit_view.py::world_width/world_height) la scène/caméra ELLE-MÊME — jusqu'ici scene_width/scene_height n'étaient fixées qu'à la création de l'écran, jamais modifiables ensuite. Le bouton n'apparaît que quand un fond dépasse encore la scène nominale (même condition que le repère "🎥 Champ de la caméra"), affiche la taille cible, recharge la page une fois appliqué. La caméra ne recadre alors plus rien en jeu (monde == scène == viewport, voir personnage-controller.js::forgeUpdateSceneCamera). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
277 lines
14 KiB
Python
277 lines
14 KiB
Python
"""Vue de l'éditeur de scène 2D (routes/scenes/scene_edit_view.py) —
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appelée par routes/screens/screen_edit.py selon screen["kind"] (fusion des
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moteurs, voir screens/screens_repo/ensure_schema.py), RÉUTILISE tel quel
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le moteur de logique de flow partagé (flow-editor.js/tabs-and-blocks.js/
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animation-timeline.js)."""
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import json
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import re
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import db
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import screens
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from conftest import screen_edit_js_bundle
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def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_scene_edit"):
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resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
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slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
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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_document_game_still_uses_generic_editor(client, game):
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"""Non-régression — critère de succès n°1 du plan : un jeu "document"
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existant continue de fonctionner à l'identique."""
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resp = client.post(f"/game/{game}/screens/new", data={"name": "Accueil"}, follow_redirects=False)
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screen_id = int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1))
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html = client.get(f"/game/{game}/screens/{screen_id}/edit").get_data(as_text=True)
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assert "ÉLÉMENTS DE CET ÉCRAN" in html.upper() or "Éléments de cet écran" in html
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assert "scene-editor.js" not in html
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def test_jeu2d_game_dispatches_to_scene_editor(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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assert "Objets de cette scène" in html
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assert "scene-editor.js" in html
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assert "🎭 Personnages" in html
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def test_scene_edit_view_renders_with_a_personnage_object_selected(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add",
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data={"kind": "personnage", "forge_character": "zombie"},
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follow_redirects=False,
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)
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assert resp.status_code == 302
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obj_id = int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit?selected={obj_id}").get_data(as_text=True)
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assert "/static/characters/zombie/idle.png" in html
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assert f'data-object-id="{obj_id}"' in html
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assert "Personnage Forge" in html
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def test_scene_object_geometry_route_persists_pixels(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/geometry",
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data=json.dumps({"x": 111, "y": 222, "width": 48, "height": 96}),
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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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obj = screens.get_scene_object(slug, obj_id)
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assert (obj["x"], obj["y"], obj["width"], obj["height"]) == (111, 222, 48, 96)
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def test_scene_object_delete_route(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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resp = client.post(f"/game/{slug}/scene-objects/{obj_id}/delete", follow_redirects=False)
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assert resp.status_code == 302
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assert screens.get_scene_object(slug, obj_id) is None
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def test_flow_node_targets_scene_object(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id, forge_character="zombie")
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
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data=json.dumps({
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"node_type": "action", "action_type": "jouer_animation_sprite",
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"target_object_id": obj_id, "data_value": json.dumps({"animation": "walk", "fps": 8, "loop": True}),
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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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node_id = resp.get_json()["id"]
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node = screens.get_flow_node(slug, node_id)
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assert node["target_object_id"] == obj_id
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assert node["target_element_id"] is None
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def test_held_key_trigger_persists_and_is_in_scene_palette(client, tmp_game_slug_cleanup):
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"""Mouvement continu (touche maintenue) — répond au manque signalé par
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l'utilisateur : "clavier" (keydown) ne se déclenche qu'une fois par
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appui, insuffisant pour faire avancer un personnage en continu tant
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qu'une touche reste enfoncée. Voir runScreenHeldKeyTriggers()
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(static/js/play/triggers.js) et TRIGGER_EVENTS (screens/flow/constants.py)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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assert "touche_maintenue" in dict(screens.TRIGGER_EVENTS_2D)
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assert "touche_relachee" in dict(screens.TRIGGER_EVENTS_2D)
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
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data=json.dumps({"node_type": "trigger", "trigger_event": "touche_maintenue", "trigger_key": "ArrowRight"}),
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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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node = screens.get_flow_node(slug, resp.get_json()["id"])
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assert node["trigger_event"] == "touche_maintenue"
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assert node["trigger_key"] == "ArrowRight"
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def test_flow_node_collision_condition_targets_scene_objects(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_a = screens.add_scene_object(slug, screen_id)
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obj_b = screens.add_scene_object(slug, screen_id, kind="decor")
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/flow/nodes/add",
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data=json.dumps({
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"node_type": "condition", "cond_source": "collision",
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"cond_element_a": obj_a, "cond_element_b": obj_b,
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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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node = screens.get_flow_node(slug, resp.get_json()["id"])
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assert node["cond_element_a"] == obj_a
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assert node["cond_element_b"] == obj_b
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def test_play_payload_renders_scene_objects_for_jeu2d_game(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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screens.add_scene_object(slug, screen_id, forge_character="robot")
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payload = screens.full_game_payload(slug)
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scene_payload = next(s for s in payload["screens"] if s["id"] == screen_id)
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assert len(scene_payload["elements"]) == 1
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assert "/static/characters/robot/idle.png" in scene_payload["elements"][0]["rendered_html"]
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assert any(payload["personnage_animations"].values())
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def test_play_html_renders_fixed_size_scene(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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screens.add_scene_object(slug, screen_id, forge_character="zombie")
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html = client.get(f"/game/{slug}/play").get_data(as_text=True)
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assert "playScene" in html
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assert "/static/characters/zombie/idle.png" in html
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assert f"width:{db.game_meta(slug)['name'] and 960}px" in html or "width:960px" in html
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def test_render_scene_object_carries_data_anim_target(client, tmp_game_slug_cleanup):
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"""Bug remonté par l'utilisateur : "les animations ne se jouent pas
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dans l'aperçu" — applyAnimationClip() (static/js/play/screens.js) et
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animation-timeline.js sélectionnent TOUJOURS leur cible via
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[data-anim-target=...], jamais data-element-id/data-object-id. Sans cet
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attribut sur l'objet de scène, AUCUN clip de Timeline (sprite, Animate.css
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ou personnalisé) ne trouvait jamais sa cible."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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html = screens.render_scene_object(screens.get_scene_object(slug, obj_id))
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assert f'data-anim-target="{obj_id}"' in html
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def test_screen_edit_js_bundle_contains_scene_flow_helpers():
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js = screen_edit_js_bundle()
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assert "FLOW_TARGETS_OBJECTS" in js
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assert "toggleFlowObjectPropertyValue" in js
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def test_animation_clip_add_route_accepts_a_scene_object(client, tmp_game_slug_cleanup):
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"""Bug remonté par l'utilisateur : _animation_clips.element_id portait
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une VRAIE contrainte FK vers _screen_elements — poser un clip de
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Timeline sur un objet de scène (_scene_objects, un id space distinct)
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faisait échouer l'insertion avec "FOREIGN KEY constraint failed"."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/animations/clips/add",
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data=json.dumps({"element_id": obj_id, "kind": "animate_css", "animate_name": "fadeIn"}),
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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["element_id"] == obj_id
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def test_deleting_scene_object_cleans_up_its_animation_clips(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = screens.add_scene_object(slug, screen_id)
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screens.add_animation_clip(slug, screen_id, obj_id, kind="animate_css", animate_name="fadeIn")
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screens.delete_scene_object(slug, obj_id)
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assert screens.list_animation_clips(slug, screen_id) == []
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def test_deleting_element_cleans_up_its_animation_clips(client, game):
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resp = client.post(f"/game/{game}/screens/new", data={"name": "Accueil"}, follow_redirects=False)
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screen_id = int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1))
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el_resp = client.post(
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f"/game/{game}/screens/{screen_id}/elements/add",
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data={"widget": "texte"},
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follow_redirects=False,
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)
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element_id = int(re.search(r"selected=(\d+)", el_resp.headers["Location"]).group(1))
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screens.add_animation_clip(game, screen_id, element_id, kind="animate_css", animate_name="fadeIn")
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screens.delete_element(game, element_id)
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assert screens.list_animation_clips(game, screen_id) == []
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def test_scene_edit_view_world_matches_scene_when_no_oversized_fond(client, tmp_game_slug_cleanup):
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"""Pas de "fond" plus grand que la scène -> le monde affiché reste
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exactement la scène nominale, et le repère "🎥 Champ de la caméra"
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(voir static/style.css .sceneCameraFrame) ne s'affiche pas — inutile
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tant que rien ne dépasse."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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assert 'id="canvas" style="width:960px; height:540px;' in html
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assert "sceneCameraFrame" not in html
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def test_scene_edit_view_expands_world_for_an_oversized_fond(client, tmp_game_slug_cleanup):
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"""Bug corrigé (glisser-déposer figé à (0,0) pour un objet plus grand
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que la scène, voir static/js/scenes/scene-editor.js) : le canevas de
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l'éditeur doit maintenant afficher tout le "fond", pas seulement la
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scène nominale (960×540) qu'il dépasse — sinon la partie qui dépasse
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resterait invisible/injoignable à la souris malgré le fix du glisser."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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fond_id = screens.add_scene_object(slug, screen_id, kind="fond")
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screens.update_scene_object_geometry(slug, fond_id, x=0, y=0, width=1920, height=1080)
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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assert 'id="canvas" style="width:1920px; height:1080px;' in html
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# Le repère de la caméra marque toujours les bornes de la scène NOMINALE (960×540),
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# même si le canevas affiché est désormais bien plus grand.
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assert 'class="sceneCameraFrame" style="width:960px; height:540px;' in html
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def test_scene_edit_view_world_bounds_are_used_for_drag_clamping(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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fond_id = screens.add_scene_object(slug, screen_id, kind="fond")
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screens.update_scene_object_geometry(slug, fond_id, x=0, y=0, width=1920, height=1080)
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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assert "var SCENE_WIDTH = 1920;" in html
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assert "var SCENE_HEIGHT = 1080;" in html
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def test_set_scene_size_updates_screen_dimensions(tmp_game_slug_cleanup):
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""""📐 Agrandir la caméra à la zone visible" (voir templates/
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scene_edit.html) : fait du "monde" affiché la scène/caméra
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elle-même — jusqu'ici fixée à la création et jamais modifiable."""
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slug = tmp_game_slug_cleanup(db.create_game("pytest_scene_size"))
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screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
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screens.set_scene_size(slug, screen_id, 1920, 1080)
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screen = screens.get_screen(slug, screen_id)
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assert screen["scene_width"] == 1920
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assert screen["scene_height"] == 1080
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def test_screen_set_scene_size_route_persists_and_reflects_in_editor(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-size",
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data=json.dumps({"width": 1920, "height": 1080}), content_type="application/json",
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)
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assert resp.get_json() == {"ok": True}
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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assert 'id="canvas" style="width:1920px; height:1080px;' in html
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# La scène nominale == le monde désormais -> plus de repère caméra ni de bouton.
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assert "sceneCameraFrame" not in html
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assert "Agrandir la caméra" not in html
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def test_screen_set_scene_size_route_rejects_invalid_dimensions(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-size",
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data=json.dumps({"width": "oops", "height": 540}), content_type="application/json",
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)
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assert resp.status_code == 400
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