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.
Performance Notes
- Take your time with each step. Quality is more important than speed.
- Do not skip validation steps — they catch issues early.
- Read the full context of each file before making changes.
- Write tests that verify gameplay, not just that the page loads.
Reference Files
For detailed reference, see companion files in this directory:
test-patterns.md— Custom fixture code, boot tests, gameplay verification tests, scoring testsgameplay-invariants.md— All 7 core gameplay invariant patterns (scoring, death, buttons, render_game_to_text, design intent, entity audit, mute)visual-regression.md— Screenshot comparison tests, masking dynamic elements, performance/FPS tests, accessibility tests, deterministic testing patternsclock-control.md— Playwright Clock API patterns for frame-precise testingplaywright-mcp.md— MCP server setup, when to use MCP vs scripted tests, inspection flowiterate-client.md— Standalone iterate client usage, action JSON format, output interpretationmobile-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
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/
├── 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
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 — 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.
See test-patterns.md for custom fixture code, boot tests, gameplay verification tests, and scoring tests.
See gameplay-invariants.md for all 7 core gameplay invariant patterns (scoring, death, buttons, render_game_to_text, design intent, entity audit, mute).
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.js— boot, scene flow, input, scoring, game overvisual.spec.js— screenshot regression for each sceneperf.spec.js— 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 — 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