game-qa
Original:🇺🇸 English
Translated
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-qaTags
Translated version includes tags in frontmatterSKILL.md Content
View Translation Comparison →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:
- — Screenshot comparison tests, masking dynamic elements, performance/FPS tests, accessibility tests, deterministic testing patterns
visual-regression.md - — Playwright Clock API patterns for frame-precise testing
clock-control.md - — MCP server setup, when to use MCP vs scripted tests, inspection flow
playwright-mcp.md - — Standalone iterate client usage, action JSON format, output interpretation
iterate-client.md - — Mobile input simulation and responsive layout test patterns
mobile-tests.md
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 config
webServer - 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 chromiumAdd to scripts:
package.jsonjson
{
"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.jsPlaywright 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:
- auto-starts Vite before tests
webServer - reuses a running dev server locally
reuseExistingServer - matches the Vite port configured in
baseURLvite.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 in :
windowmain.js1. 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)
render_game_to_text()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)
advanceTime(ms)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 , prefer + . The hook is primarily used by the standalone iterate client ().
@playwright/testpage.clock.install()page.clock.runFor()advanceTimescripts/iterate-client.jsFor Three.js games, expose the orchestrator instance similarly.
GameCustom 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
render_game_to_text()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 to set meaningful thresholds instead of trivial checks.
Constants.js> 0Detecting win/lose state: Read for , , or similar boolean/enum fields. Check in for distinct outcome modes ( vs ). If either exists, the game has a lose state — write lose-condition tests.
GameState.jswonresultrender_game_to_text()main.js'win''game_over'Using design-brief.md: If 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.
design-brief.mdNon-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 (, , 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.
resultopponentScore6. 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 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.
// QA FLAG: asymmetric interaction7. Mute Button Exists and Toggles
Every game with audio must have a mute toggle. Test that exists on GameState and responds to the M key shortcut:
isMutedjs
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
- Install Playwright:
npm install -D @playwright/test @axe-core/playwright && npx playwright install chromium - Create with the game's dev server port
playwright.config.js - Expose ,
window.__GAME__,window.__GAME_STATE__inwindow.__EVENT_BUS__main.js - Create with the
tests/fixtures/game-test.jsfixturegamePage - Create for deterministic behavior
tests/helpers/seed-random.js - Write tests in :
tests/e2e/- — boot, scene flow, input, scoring, game over
game.spec.js - — screenshot regression for each scene
visual.spec.js - — load time, FPS budget
perf.spec.js
- Add npm scripts: ,
test,test:ui,test:headedtest:update-snapshots - 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