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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>
363 lines
18 KiB
Python
363 lines
18 KiB
Python
"""Vue de l'éditeur de scène 2D (routes/game/scenes/scene_edit_view.py) —
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appelée par routes/game/screens/screen_edit.py, l'unique moteur d'écran
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(jeu_2d)."""
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import json
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import re
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from collections.abc import Callable
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from typing import Any
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from flask.testing import FlaskClient
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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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_scene_edit"
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) -> Any:
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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 = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def test_jeu2d_game_dispatches_to_scene_editor(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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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_splits_my_assets_into_fond_decor_sons_videos_subsections(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Demande explicite : "des sous-menu pour voir, utiliser ou
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supprimer des son, image et video", PUIS "un bouton d'import séparé
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pour les images de fond et les objets" — "Mes assets" doit séparer
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Fonds/Décors/Sons/Vidéos (voir auth/user_asset_kind.py,
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auth/create_user_asset.py::scene_kind), chacun avec son bouton de
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suppression ; le sélecteur de fichier des actions "son"/"vidéo"
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(USER_ASSETS_OPTIONS), lui, voit TOUJOURS tout, peu importe le type."""
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import auth
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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with client.session_transaction() as sess:
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user_id = sess["user_id"]
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fond_id = auth.create_user_asset(user_id, "ciel.png", original_name="ciel.png", source="upload", scene_kind="fond")
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decor_id = auth.create_user_asset(
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user_id, "photo.png", original_name="photo.png", source="upload", scene_kind="decor"
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)
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audio_id = auth.create_user_asset(user_id, "bip.mp3", original_name="bip.mp3", source="upload")
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video_id = auth.create_user_asset(user_id, "clip.mp4", original_name="clip.mp4", source="upload")
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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m = not_none(re.search(r"var USER_ASSETS_OPTIONS = (\[.*?\]);", html))
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names = [o["name"] for o in json.loads(m.group(1))]
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assert set(names) == {"ciel.png", "photo.png", "bip.mp3", "clip.mp4"}
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fond_section = html.split("<summary>Fonds</summary>", 1)[1].split("</details>", 1)[0]
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decor_section = html.split("<summary>Décors/objets</summary>", 1)[1].split("</details>", 1)[0]
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sons_section = html.split("<summary>Sons</summary>", 1)[1].split("</details>", 1)[0]
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videos_section = html.split("<summary>Vidéos</summary>", 1)[1].split("</details>", 1)[0]
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assert "ciel.png" in fond_section and "photo.png" not in fond_section
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assert "addSceneObject('fond', null, null, {})".format(fond_id) in fond_section
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assert "photo.png" in decor_section and "ciel.png" not in decor_section
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assert "addSceneObject('decor', null, null, {})".format(decor_id) in decor_section
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assert "bip.mp3" in sons_section and "photo.png" not in sons_section
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assert "clip.mp4" in videos_section and "photo.png" not in videos_section
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# Un bouton de suppression pour chacun (demande explicite).
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for asset_id in (fond_id, decor_id, audio_id, video_id):
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assert "deleteUserAsset({},".format(asset_id) in html
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def test_scene_edit_view_defaults_a_legacy_image_without_scene_kind_to_decor(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Une image importée AVANT l'ajout de scene_kind (NULL en base) doit
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rester utilisable — comportement inchangé : "decor", jamais perdue
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dans un vide entre les deux sous-sections."""
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import auth
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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with client.session_transaction() as sess:
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user_id = sess["user_id"]
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auth.create_user_asset(user_id, "ancienne.png", original_name="ancienne.png", source="upload")
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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decor_section = html.split("<summary>Décors/objets</summary>", 1)[1].split("</details>", 1)[0]
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fond_section = html.split("<summary>Fonds</summary>", 1)[1].split("</details>", 1)[0]
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assert "ancienne.png" in decor_section
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assert "ancienne.png" not in fond_section
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def test_scene_edit_view_renders_with_a_personnage_object_selected(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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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(not_none(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/game/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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = game_engine.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 = not_none(game_engine.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: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = game_engine.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 game_engine.get_scene_object(slug, obj_id) is None
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def test_flow_node_targets_scene_object(client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(client, 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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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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{
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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": json.dumps({"animation": "walk", "fps": 8, "loop": True}),
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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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node_id = resp.get_json()["id"]
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node = not_none(game_engine.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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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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/game/js/play/triggers.js) et TRIGGER_EVENTS (game_engine/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(game_engine.TRIGGER_EVENTS_2D)
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assert "touche_relachee" in dict(game_engine.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 = not_none(game_engine.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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_a = game_engine.add_scene_object(slug, screen_id)
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obj_b = game_engine.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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{
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"node_type": "condition",
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"cond_source": "collision",
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"cond_element_a": obj_a,
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"cond_element_b": obj_b,
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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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node = not_none(game_engine.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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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game_engine.add_scene_object(slug, screen_id, forge_character="robot")
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payload = game_engine.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/game/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: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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game_engine.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/game/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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Bug remonté par l'utilisateur : "les animations ne se jouent pas
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dans l'aperçu" — applyAnimationClip() (static/game/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 = game_engine.add_scene_object(slug, screen_id)
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html = game_engine.render_scene_object(not_none(game_engine.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_animation_clip_add_route_accepts_a_scene_object(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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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 = game_engine.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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = game_engine.add_scene_object(slug, screen_id)
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game_engine.add_animation_clip(slug, screen_id, obj_id, kind="animate_css", animate_name="fadeIn")
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game_engine.delete_scene_object(slug, obj_id)
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assert game_engine.list_animation_clips(slug, screen_id) == []
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def test_scene_edit_view_world_matches_scene_when_no_oversized_fond(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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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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# "Caméra (px)" : TOUJOURS modifiable, même sans fond qui dépasse
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# (demande explicite : "l'écran de l'éditeur a une taille fixe, la
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# caméra a la même taille, c'est tout" — un réglage direct, pas
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# seulement suggéré automatiquement).
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assert 'id="scene-camera-w" class="input is-small" style="width:80px;" min="1" value="960"' in html
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assert 'id="scene-camera-h" class="input is-small" style="width:80px;" min="1" value="540"' in html
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def test_scene_edit_view_expands_world_for_an_oversized_fond(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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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/game/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 = game_engine.add_scene_object(slug, screen_id, kind="fond")
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game_engine.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(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
||
fond_id = game_engine.add_scene_object(slug, screen_id, kind="fond")
|
||
game_engine.update_scene_object_geometry(slug, fond_id, x=0, y=0, width=1920, height=1080)
|
||
html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
|
||
assert "var SCENE_WIDTH = 1920;" in html
|
||
assert "var SCENE_HEIGHT = 1080;" in html
|
||
|
||
|
||
def test_set_scene_size_updates_screen_dimensions(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
""" "Caméra (px)" (voir templates/game/scene_edit.html) : jusqu'ici
|
||
scene_width/scene_height n'étaient fixées qu'à la création de
|
||
l'écran, jamais modifiables ensuite."""
|
||
slug = tmp_game_slug_cleanup(db.create_game("pytest_scene_size"))
|
||
screen_id = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d")
|
||
game_engine.set_scene_size(slug, screen_id, 1920, 1080)
|
||
screen = not_none(game_engine.get_screen(slug, screen_id))
|
||
assert screen["scene_width"] == 1920
|
||
assert screen["scene_height"] == 1080
|
||
|
||
|
||
def test_screen_set_scene_size_route_persists_and_reflects_in_editor(
|
||
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
||
resp = client.post(
|
||
f"/game/{slug}/screens/{screen_id}/scene-size",
|
||
data=json.dumps({"width": 1920, "height": 1080}),
|
||
content_type="application/json",
|
||
)
|
||
assert resp.get_json() == {"ok": True}
|
||
html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
|
||
assert 'id="canvas" style="width:1920px; height:1080px;' in html
|
||
# La scène nominale == le monde désormais -> plus de repère caméra.
|
||
assert "sceneCameraFrame" not in html
|
||
# Les champs "Caméra (px)" restent TOUJOURS visibles (pas conditionnels),
|
||
# pré-remplis avec la nouvelle taille.
|
||
assert 'id="scene-camera-w" class="input is-small" style="width:80px;" min="1" value="1920"' in html
|
||
assert 'id="scene-camera-h" class="input is-small" style="width:80px;" min="1" value="1080"' in html
|
||
|
||
|
||
def test_screen_set_scene_size_route_rejects_invalid_dimensions(
|
||
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
||
resp = client.post(
|
||
f"/game/{slug}/screens/{screen_id}/scene-size",
|
||
data=json.dumps({"width": "oops", "height": 540}),
|
||
content_type="application/json",
|
||
)
|
||
assert resp.status_code == 400
|