game-qa

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Game QA testing with Playwright — visual regression, gameplay verification, performance, and accessibility for browser games

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NPX Install

npx skill4agent add opusgamelabs/game-creator game-qa

Game QA with Playwright

You are an expert QA engineer for browser games. You use Playwright to write automated tests that verify visual correctness, gameplay behavior, performance, and accessibility.

Reference Files

For detailed reference, see companion files in this directory:
  • visual-regression.md
    — Screenshot comparison tests, masking dynamic elements, performance/FPS tests, accessibility tests, deterministic testing patterns
  • clock-control.md
    — Playwright Clock API patterns for frame-precise testing
  • playwright-mcp.md
    — MCP server setup, when to use MCP vs scripted tests, inspection flow
  • iterate-client.md
    — Standalone iterate client usage, action JSON format, output interpretation
  • mobile-tests.md
    — Mobile input simulation and responsive layout test patterns

Tech Stack

  • Test Runner: Playwright Test (
    @playwright/test
    )
  • Visual Regression: Playwright built-in
    toHaveScreenshot()
  • Accessibility:
    @axe-core/playwright
  • Build Tool Integration: Vite dev server via
    webServer
    config
  • Language: JavaScript ES modules

Project Setup

When adding Playwright to a game project:
bash
npm install -D @playwright/test @axe-core/playwright
npx playwright install chromium
Add to
package.json
scripts:
json
{
  "scripts": {
    "test": "npx playwright test",
    "test:ui": "npx playwright test --ui",
    "test:headed": "npx playwright test --headed",
    "test:update-snapshots": "npx playwright test --update-snapshots"
  }
}

Required Directory Structure

tests/
├── e2e/
│   ├── game.spec.js       # Core game tests (boot, scenes, input, score)
│   ├── visual.spec.js     # Visual regression screenshots
│   └── perf.spec.js       # Performance and FPS tests
├── fixtures/
│   ├── game-test.js       # Custom test fixture with game helpers
│   └── screenshot.css     # CSS to mask dynamic elements for visual tests
├── helpers/
│   └── seed-random.js     # Seeded PRNG for deterministic game behavior
playwright.config.js

Playwright Config

js
import { defineConfig, devices } from '@playwright/test';

export default defineConfig({
  testDir: './tests',
  fullyParallel: true,
  forbidOnly: !!process.env.CI,
  retries: process.env.CI ? 2 : 0,
  workers: process.env.CI ? 1 : undefined,
  reporter: [['html', { open: 'never' }], ['list']],

  use: {
    baseURL: 'http://localhost:3000',
    trace: 'on-first-retry',
    screenshot: 'only-on-failure',
    video: 'retain-on-failure',
  },

  expect: {
    toHaveScreenshot: {
      maxDiffPixels: 200,
      threshold: 0.3,
    },
  },

  projects: [
    { name: 'chromium', use: { ...devices['Desktop Chrome'] } },
    { name: 'mobile-chrome', use: { ...devices['Pixel 5'] } },
  ],

  webServer: {
    command: 'npm run dev',
    url: 'http://localhost:3000',
    reuseExistingServer: !process.env.CI,
    timeout: 30000,
  },
});
Key points:
  • webServer
    auto-starts Vite before tests
  • reuseExistingServer
    reuses a running dev server locally
  • baseURL
    matches the Vite port configured in
    vite.config.js
  • Screenshot tolerance is generous (games have minor render variance)

Testability Requirements

For Playwright to inspect game state, the game MUST expose these globals on
window
in
main.js
:

1. Core globals (required)

js
// Expose for Playwright QA
window.__GAME__ = game;
window.__GAME_STATE__ = gameState;
window.__EVENT_BUS__ = eventBus;
window.__EVENTS__ = Events;

2.
render_game_to_text()
(required)

Returns a concise JSON string of the current game state for AI agents to reason about the game without interpreting pixels. Must include coordinate system, game mode, score, and player state.
js
window.render_game_to_text = () => {
  if (!game || !gameState) return JSON.stringify({ error: 'not_ready' });

  const activeScenes = game.scene.getScenes(true).map(s => s.scene.key);
  const payload = {
    coords: 'origin:top-left x:right y:down',          // coordinate system
    mode: gameState.gameOver ? 'game_over' : 'playing',
    scene: activeScenes[0] || null,
    score: gameState.score,
    bestScore: gameState.bestScore,
  };

  // Add player info when in gameplay
  const gameScene = game.scene.getScene('GameScene');
  if (gameState.started && gameScene?.player?.sprite) {
    const s = gameScene.player.sprite;
    const body = s.body;
    payload.player = {
      x: Math.round(s.x), y: Math.round(s.y),
      vx: Math.round(body.velocity.x), vy: Math.round(body.velocity.y),
      onGround: body.blocked.down,
    };
  }

  // Extend with visible entities as you add them:
  // payload.entities = obstacles.map(o => ({ x: o.x, y: o.y, type: o.type }));

  return JSON.stringify(payload);
};
Guidelines for
render_game_to_text()
:
  • Keep the payload succinct — only current, visible, interactive elements
  • Include coordinate system note (origin and axis directions)
  • Include player position/velocity, active obstacles/enemies, collectibles, timers, score, and mode flags
  • Avoid large histories; only include what's currently relevant
  • The iterate client and AI agents use this to verify game behavior without screenshots

3.
advanceTime(ms)
(required)

Lets test scripts advance the game by a precise duration. The game loop runs normally via RAF; this waits for real time to elapse.
js
window.advanceTime = (ms) => {
  return new Promise((resolve) => {
    const start = performance.now();
    function step() {
      if (performance.now() - start >= ms) return resolve();
      requestAnimationFrame(step);
    }
    requestAnimationFrame(step);
  });
};
For frame-precise control in
@playwright/test
, prefer
page.clock.install()
+
page.clock.runFor()
. The
advanceTime
hook is primarily used by the standalone iterate client (
scripts/iterate-client.js
).
For Three.js games, expose the
Game
orchestrator instance similarly.

Custom Test Fixture

Create a reusable fixture with game-specific helpers:
js
import { test as base, expect } from '@playwright/test';

export const test = base.extend({
  gamePage: async ({ page }, use) => {
    await page.goto('/');
    // Wait for Phaser to boot and canvas to render
    await page.waitForFunction(() => {
      const g = window.__GAME__;
      return g && g.isBooted && g.canvas;
    }, null, { timeout: 10000 });
    await use(page);
  },
});

export { expect };

Core Testing Patterns

1. Game Boot & Scene Flow

Test that the game initializes and scenes transition correctly.
js
import { test, expect } from '../fixtures/game-test.js';

test('game boots directly to gameplay', async ({ gamePage }) => {
  const sceneKey = await gamePage.evaluate(() => {
    return window.__GAME__.scene.getScenes(true)[0]?.scene?.key;
  });
  expect(sceneKey).toBe('GameScene');
});

2. Gameplay Verification

Test that game mechanics work — input affects state, scoring works, game over triggers.
js
test('bird flaps on space press', async ({ gamePage }) => {
  // Start game
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started);

  // Record position before flap
  const yBefore = await gamePage.evaluate(() => {
    const scene = window.__GAME__.scene.getScene('GameScene');
    return scene.bird.y;
  });

  // Flap
  await gamePage.keyboard.press('Space');
  await gamePage.waitForTimeout(100);

  // Bird should have moved up (lower y)
  const yAfter = await gamePage.evaluate(() => {
    const scene = window.__GAME__.scene.getScene('GameScene');
    return scene.bird.y;
  });
  expect(yAfter).toBeLessThan(yBefore);
});

test('game over triggers on collision', async ({ gamePage }) => {
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started);

  // Don't flap — let bird fall to ground
  await gamePage.waitForFunction(
    () => window.__GAME_STATE__.gameOver,
    null,
    { timeout: 10000 }
  );

  expect(await gamePage.evaluate(() => window.__GAME_STATE__.gameOver)).toBe(true);
});

3. Scoring

js
test('score increments when passing pipes', async ({ gamePage }) => {
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started);

  // Keep flapping to survive
  const flapInterval = setInterval(async () => {
    await gamePage.keyboard.press('Space').catch(() => {});
  }, 300);

  // Wait for at least 1 score
  await gamePage.waitForFunction(
    () => window.__GAME_STATE__.score > 0,
    null,
    { timeout: 15000 }
  );

  clearInterval(flapInterval);

  const score = await gamePage.evaluate(() => window.__GAME_STATE__.score);
  expect(score).toBeGreaterThan(0);
});

Core Gameplay Invariants

Every game built through the pipeline must pass these minimum gameplay checks. These verify the game is actually playable, not just renders without errors.

1. Scoring works

The player must be able to earn at least 1 point through normal gameplay actions:
js
test('player can score at least 1 point', async ({ gamePage }) => {
  // Start the game (space/tap)
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started, null, { timeout: 5000 });

  // Perform gameplay actions — keep the player alive
  const actionInterval = setInterval(async () => {
    await gamePage.keyboard.press('Space').catch(() => {});
  }, 400);

  // Wait for score > 0
  await gamePage.waitForFunction(
    () => window.__GAME_STATE__.score > 0,
    null,
    { timeout: 20000 }
  );
  clearInterval(actionInterval);

  const score = await gamePage.evaluate(() => window.__GAME_STATE__.score);
  expect(score).toBeGreaterThan(0);
});

2. Death/fail condition triggers

The player must be able to die or lose through inaction or collision:
js
test('game over triggers through normal gameplay', async ({ gamePage }) => {
  // Start the game
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started, null, { timeout: 5000 });

  // Do nothing — let the fail condition trigger naturally (fall, timer, collision)
  await gamePage.waitForFunction(
    () => window.__GAME_STATE__.gameOver === true,
    null,
    { timeout: 15000 }
  );

  const isOver = await gamePage.evaluate(() => window.__GAME_STATE__.gameOver);
  expect(isOver).toBe(true);
});

3. Game-over buttons have visible text

After game over, restart/play-again buttons must show their text labels:
js
test('game over buttons display text labels', async ({ gamePage }) => {
  // Trigger game over
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started, null, { timeout: 5000 });
  await gamePage.waitForFunction(() => window.__GAME_STATE__.gameOver, null, { timeout: 15000 });

  // Wait for GameOverScene to render
  await gamePage.waitForFunction(() => {
    const scenes = window.__GAME__.scene.getScenes(true);
    return scenes.some(s => s.scene.key === 'GameOverScene');
  }, null, { timeout: 5000 });
  await gamePage.waitForTimeout(500);

  // Check that text objects exist and are visible in the scene
  const hasVisibleText = await gamePage.evaluate(() => {
    const scene = window.__GAME__.scene.getScene('GameOverScene');
    if (!scene) return false;
    const textObjects = scene.children.list.filter(
      child => child.type === 'Text' && child.visible && child.alpha > 0
    );
    // Should have at least: title ("GAME OVER"), score, and button label ("PLAY AGAIN")
    return textObjects.length >= 3;
  });
  expect(hasVisibleText).toBe(true);
});

4.
render_game_to_text()
returns valid state

The AI-readable state function must return parseable JSON with required fields:
js
test('render_game_to_text returns valid game state', async ({ gamePage }) => {
  const stateStr = await gamePage.evaluate(() => window.render_game_to_text());
  const state = JSON.parse(stateStr);

  expect(state).toHaveProperty('mode');
  expect(state).toHaveProperty('score');
  expect(['playing', 'game_over']).toContain(state.mode);
  expect(typeof state.score).toBe('number');
});

5. Design Intent

Tests that catch mechanics which technically exist but are too weak to affect gameplay. These use values from
Constants.js
to set meaningful thresholds instead of trivial
> 0
checks.
Detecting win/lose state: Read
GameState.js
for
won
,
result
, or similar boolean/enum fields. Check
render_game_to_text()
in
main.js
for distinct outcome modes (
'win'
vs
'game_over'
). If either exists, the game has a lose state — write lose-condition tests.
Using design-brief.md: If
design-brief.md
exists in the project root, read it for expected magnitudes, rates, and win/lose reachability. Use these values to set test thresholds instead of deriving from Constants.js alone.
Non-negotiable assertion: The no-input lose test must assert the losing outcome. Never write a passing test for a no-input win — if the player wins by doing nothing, that is a bug, and the test exists to catch it.
Lose condition — verify the player can actually lose:
js
test('player loses when providing no input', async ({ gamePage }) => {
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started);

  await gamePage.waitForFunction(
    () => window.__GAME_STATE__.gameOver,
    null,
    { timeout: 45000 }
  );

  const result = await gamePage.evaluate(() => window.__GAME_STATE__.result);
  expect(result).toBe('lose');
});
Opponent/AI pressure — verify AI mechanics produce substantial state changes:
js
test('opponent reaches 25% within half the round duration', async ({ gamePage }) => {
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started);

  const { halfDuration, maxValue } = await gamePage.evaluate(() => {
    return {
      halfDuration: window.Constants?.ROUND_DURATION_MS / 2 || 15000,
      maxValue: window.Constants?.MAX_VALUATION || 100,
    };
  });

  await gamePage.waitForTimeout(halfDuration);

  const opponentValue = await gamePage.evaluate(() => {
    return window.__GAME_STATE__.opponentScore;
  });

  expect(opponentValue).toBeGreaterThanOrEqual(maxValue * 0.25);
});
Win condition — verify active input leads to a win:
js
test('player wins with active input', async ({ gamePage }) => {
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started);

  const inputInterval = setInterval(async () => {
    await gamePage.keyboard.press('Space').catch(() => {});
  }, 100);

  await gamePage.waitForFunction(
    () => window.__GAME_STATE__.gameOver,
    null,
    { timeout: 45000 }
  );

  clearInterval(inputInterval);

  const result = await gamePage.evaluate(() => window.__GAME_STATE__.result);
  expect(result).toBe('win');
});
Adapt field names (
result
,
opponentScore
, constant names) to match the specific game's GameState and Constants. The patterns above are templates — read the actual game code to determine the correct fields and thresholds.

6. Entity Interaction Audit

Audit collision and interaction logic for asymmetries. A first-time player expects consistent rules: if visible objects interact with some entities, they expect them to interact with all relevant entities.
What to check: Read all collision handlers in GameScene.js. Map entity→entity interactions. Flag any visible moving entity that interacts with one side but not the other.
Using design-brief.md: If an "Entity Interactions" section exists, verify each documented interaction matches the code. Flag any entity documented as "no player interaction" that isn't clearly background/decoration.
Output: Add
// QA FLAG: asymmetric interaction
comments in game.spec.js for any flagged entity. This is informational — the flag surfaces the issue for human review, it doesn't fail the test suite.

7. Mute Button Exists and Toggles

Every game with audio must have a mute toggle. Test that
isMuted
exists on GameState and responds to the M key shortcut:
js
test('mute button exists and toggles audio state', async ({ gamePage }) => {
  await gamePage.keyboard.press('Space');
  await gamePage.waitForFunction(() => window.__GAME_STATE__.started, null, { timeout: 5000 });

  const hasMuteState = await gamePage.evaluate(() => {
    return typeof window.__GAME_STATE__.isMuted === 'boolean';
  });
  expect(hasMuteState).toBe(true);

  const before = await gamePage.evaluate(() => window.__GAME_STATE__.isMuted);
  await gamePage.keyboard.press('m');
  await gamePage.waitForTimeout(100);
  const after = await gamePage.evaluate(() => window.__GAME_STATE__.isMuted);
  expect(after).toBe(!before);

  await gamePage.keyboard.press('m');
  await gamePage.waitForTimeout(100);
  const restored = await gamePage.evaluate(() => window.__GAME_STATE__.isMuted);
  expect(restored).toBe(before);
});
The M key is a testable proxy for the mute button — if the event wiring exists, the visual button does too. Playwright cannot inspect Phaser Graphics objects directly.

When Adding QA to a Game

  1. Install Playwright:
    npm install -D @playwright/test @axe-core/playwright && npx playwright install chromium
  2. Create
    playwright.config.js
    with the game's dev server port
  3. Expose
    window.__GAME__
    ,
    window.__GAME_STATE__
    ,
    window.__EVENT_BUS__
    in
    main.js
  4. Create
    tests/fixtures/game-test.js
    with the
    gamePage
    fixture
  5. Create
    tests/helpers/seed-random.js
    for deterministic behavior
  6. Write tests in
    tests/e2e/
    :
    • game.spec.js
      — boot, scene flow, input, scoring, game over
    • visual.spec.js
      — screenshot regression for each scene
    • perf.spec.js
      — load time, FPS budget
  7. Add npm scripts:
    test
    ,
    test:ui
    ,
    test:headed
    ,
    test:update-snapshots
  8. Generate initial baselines:
    npm run test:update-snapshots

What NOT to Test (Automated)

  • Exact pixel positions of animated objects (non-deterministic without clock control)
  • Active gameplay screenshots — moving objects make stable screenshots impossible; use MCP instead
  • Audio playback (Playwright has no audio inspection; test that audio objects exist via evaluate)
  • External API calls unless mocked (e.g., Play.fun SDK — mock with
    page.route()
    )
  • Subjective visual quality — use MCP for "does this look good?" evaluations