game-qa
npx skills add https://github.com/opusgamelabs/game-creator --skill game-qa
Agent 安装分布
Skill 文档
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.mdâ Screenshot comparison tests, masking dynamic elements, performance/FPS tests, accessibility tests, deterministic testing patternsclock-control.mdâ Playwright Clock API patterns for frame-precise testingplaywright-mcp.mdâ MCP server setup, when to use MCP vs scripted tests, inspection flowiterate-client.mdâ Standalone iterate client usage, action JSON format, output interpretationmobile-tests.mdâ 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
webServerconfig - Language: JavaScript ES modules
Project Setup
When adding Playwright to a game project:
npm install -D @playwright/test @axe-core/playwright
npx playwright install chromium
Add to package.json scripts:
{
"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/
âââ e2e/
â âââ game.spec.js # Core game tests (boot, scenes, input, score)
â âââ visual.spec.js # Visual regression screenshots
â âââ perf.spec.js # Performance and FPS tests
âââ fixtures/
â âââ game-test.js # Custom test fixture with game helpers
â âââ screenshot.css # CSS to mask dynamic elements for visual tests
âââ helpers/
â âââ seed-random.js # Seeded PRNG for deterministic game behavior
playwright.config.js
Playwright Config
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:
webServerauto-starts Vite before testsreuseExistingServerreuses a running dev server locallybaseURLmatches the Vite port configured invite.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)
// 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.
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 â 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.
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:
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.
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 â input affects state, scoring works, game over triggers.
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 â 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
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:
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 â 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:
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 â 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:
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:
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 â 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 â if the player wins by doing nothing, that is a bug, and the test exists to catch it.
Lose condition â verify the player can actually lose:
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 â verify AI mechanics produce substantial state changes:
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 â verify active input leads to a win:
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 â 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 entityâentity 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 â 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:
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 â 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
playwright.config.jswith the game’s dev server port - Expose
window.__GAME__,window.__GAME_STATE__,window.__EVENT_BUS__inmain.js - Create
tests/fixtures/game-test.jswith thegamePagefixture - Create
tests/helpers/seed-random.jsfor deterministic behavior - Write tests in
tests/e2e/:game.spec.jsâ boot, scene flow, input, scoring, game overvisual.spec.jsâ screenshot regression for each sceneperf.spec.jsâ load time, FPS budget
- Add npm scripts:
test,test:ui,test:headed,test: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 â 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 â mock with
page.route()) - Subjective visual quality â use MCP for “does this look good?” evaluations