# Phaser Testing

> writing or designing tests for…

- Skill: `codyswanngt/phaser-testing` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add codyswanngt/phaser-testing`
- Raw SKILL.md: https://api.skillmd.com/api/skills/codyswanngt/phaser-testing/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools, Finance & Business
- Author: codyswanngt (https://skillmd.com/u/codyswanngt)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/codyswanngt/phaser-testing

---


# Phaser 4 Testing

## Overview

Games are testable when the game is not welded to the engine. The stack's test
pyramid, bottom-up:

1. **Vitest unit tests** over `src/logic/**` — the bulk of coverage.
2. **Manifest/contract tests** — cheap structural checks (asset packs, scene
   keys, anim definitions).
3. **Headless integration** (sparingly) — `Phaser.HEADLESS` for things that
   genuinely need the engine loop.
4. **Playwright smoke** — the game boots in a real browser, renders past the
   Preloader, no console errors.
5. **CI runtime gates** — scenes/entities are excluded from unit coverage and
   instead verified by deterministic runtime gates: boot smoke, allocation/perf
   budget, leak gate, determinism gate, visual regression, bundle-size budget.

There is no official Phaser testing harness — this layering IS the strategy. The
dividing line: pure logic is unit-tested; everything that needs the engine is a
runtime gate, never a brittle unit test that mocks the world.

## Layer 1: pure logic under Vitest (the rule that makes it possible)

`src/logic/**` contains game rules as plain TypeScript with **no `phaser`
imports**: damage calculation, wave spawning schedules, inventory, scoring,
state machines, procedural generation. Scenes call logic; logic never touches
GameObjects.

```ts
// src/logic/score.ts
export function comboMultiplier(streak: number): number { … }

// tests/logic/score.test.ts — plain vitest, node environment, no browser
import { comboMultiplier } from "../../src/logic/score";
it("caps the combo multiplier at 8x", () => {
  expect(comboMultiplier(999)).toBe(8);
});
```

Determinism makes this work for anything random: logic takes a
`Phaser.Math.RandomDataGenerator`-compatible interface (or just a `() => number`)
as a parameter, production passes the seeded RND, tests pass a fixed sequence.

If a piece of "logic" can't be tested without constructing a Scene, that is a
design smell — extract the rule from the scene first, then test it.

## Layer 2: contract tests

Cheap tests that catch the silent runtime failures Phaser is famous for:

- **Asset coverage**: every key constant in `src/assets.ts` appears in
  `public/assets/pack.json` (and optionally vice versa). A missing pack entry
  otherwise ships as a green-square texture (the official `loading-assets` skill).
- **Scene registry**: every `SceneKeys` constant has a scene class registered in
  the game config's `scene` array.
- These are plain Vitest tests reading JSON/TS — no Phaser instance needed.

## Layer 3: booting Phaser in tests (use sparingly)

`Phaser.HEADLESS` (renderer type 3) boots a Game without creating a canvas or
WebGL context — but Phaser still expects DOM-ish globals, so it needs a
browser-like environment (jsdom/happy-dom) and careful teardown
(`game.destroy(true)`). Reserve headless boots for integration tests of things
that genuinely need the engine loop (scene transitions, timer events). Most of
what people reach for headless to test belongs in Layer 1 instead.

## Layer 4: Playwright smoke

The non-negotiable end of the pyramid — proof the game runs:

```ts
test("game boots and renders", async ({ page }) => {
  const errors: string[] = [];
  page.on("pageerror", e => errors.push(e.message));
  await page.goto("/");
  const canvas = page.locator("canvas");
  await expect(canvas).toBeVisible();
  // Past the Preloader: poll a window hook the game sets, e.g. in MainMenu.create()
  await page.waitForFunction(() => (window as never as { __sceneReady?: string }).__sceneReady === "MainMenu");
  expect(errors).toEqual([]);
  await expect(page).toHaveScreenshot("boot.png", { maxDiffPixelRatio: 0.02 });
});
```

Convention: scenes set `window.__sceneReady = key` in `create()` (dev/test
builds) so tests await real readiness instead of sleeping. Run against
`bun run dev` (or `vite preview` in CI).

## Layer 5: CI runtime gates (how scenes get verified)

Scenes and entities are deliberately **excluded from unit coverage** — mocking
the engine to "unit test" a scene tests the mock. Instead, CI runs a set of
deterministic gates against a real (or headless) game. Each gate fails the build
on regression; together they are the contract that the engine-coupled layer
keeps working.

**Boot smoke** — the Playwright test above, hardened: page error listener, wait
for `__sceneReady`, assert zero console errors. This is the floor.

**Allocation / perf budget** — run the game for N frames and assert the frame
budget and heap growth. Per-frame allocation is what the `no-allocation-in-update`
and `no-create-in-update` lint rules forbid statically; this gate catches what
slips through dynamically.

```ts
test("steady-state frames stay within budget", async ({ page }) => {
  await page.goto("/"); await bootTo(page, "Game");
  const stats = await page.evaluate(async () => {
    const g = (window as any).__game as Phaser.Game;
    const frames: number[] = []; let last = performance.now();
    for (let i = 0; i < 600; i++) { await new Promise(r => g.events.once("postrender", r)); const n = performance.now(); frames.push(n - last); last = n; }
    return { p95: frames.sort((a,b)=>a-b)[Math.floor(frames.length*0.95)], heap: (performance as any).memory?.usedJSHeapSize };
  });
  expect(stats.p95).toBeLessThan(20); // ~50fps floor on CI hardware
});
```

**Leak gate** — start and stop a scene N times and assert that texture count,
event-listener count, active tweens, and timers all return to baseline. This is
the runtime enforcement of the `require-shutdown-cleanup` rule and the
on/off-discipline in [[phaser-services]].

```ts
test("scene start/stop leaves no leaks", async ({ page }) => {
  await page.goto("/"); await bootTo(page, "MainMenu");
  const before = await page.evaluate(() => (window as any).__game.textures.getTextureKeys().length);
  for (let i = 0; i < 20; i++) await page.evaluate(async () => {
    const g = (window as any).__game as Phaser.Game; g.scene.start("Game");
    await new Promise(r => setTimeout(r, 50)); g.scene.stop("Game");
    await new Promise(r => setTimeout(r, 50));
  });
  const after = await page.evaluate(() => (window as any).__game.textures.getTextureKeys().length);
  expect(after).toBeLessThanOrEqual(before); // no per-cycle texture growth
});
```

**Determinism gate** — boot twice with the same seed, drive the same inputs, and
assert an identical state hash. Logic exposes a serializable snapshot; the gate
hashes it. Same seed → same hash, always. This is the runtime backstop for the
no-`Math.random()`/`Date.now()`/`performance.now()` rules ([[phaser-services]]).

```ts
const run = (seed: number) => page.evaluate(s => (window as any).__sim(s, REPLAY), seed);
expect(hash(await run(1234))).toBe(hash(await run(1234)));
```

**Deterministic visual regression** — `toHaveScreenshot` under **software GL**
(`--use-gl=swiftshader`), a **frozen frame** (pause the loop / step a fixed
number of ticks at a fixed delta), and **masked dynamic regions** (timers,
particles). Without all three, screenshots flake. Pin Playwright's browser and
OS in CI so the baseline is stable.

```ts
await page.evaluate(() => { const g=(window as any).__game; g.loop.sleep(); g.step(0,16.6); });
await expect(page).toHaveScreenshot("game.png", { mask: [page.locator("#timer")], maxDiffPixelRatio: 0.01 });
```

**Bundle-size budget** — assert the built bundle stays under a byte budget so a
stray dependency or an un-split `phaser` chunk fails the PR. Wire it to the prod
build's `manualChunks` split ([[phaser-build-deploy]]).

```jsonc
// size-limit / custom check after `bun run build`
[{ "path": "dist/assets/index-*.js", "limit": "60 kB" },
 { "path": "dist/assets/phaser-*.js", "limit": "400 kB" }]
```

## Project conventions

- `bun run test` = Vitest (layers 1–2, coverage-gated **over `src/logic/**`
  only** — scenes/entities are out of scope here). The layer-5 gates run as their
  own CI jobs against a built `vite preview` (and a headless boot for the
  determinism gate).
- Build pins are part of the contract: `phaser ^4.2.0`, Vite, TypeScript 6.
- Tests never assert on private scene fields; they assert on logic outputs
  (layer 1), observable behavior (layer 4), or the runtime invariants the gates
  measure (layer 5).

## Verification

The testing setup itself is verified when `bun run test` passes with coverage
over `src/logic/**`, the Playwright smoke fails when you deliberately break boot
(rename a pack file), and each layer-5 gate fails on its targeted regression —
leak gate when a listener loses its `.off()`, determinism gate when a
`Math.random()` sneaks in, visual gate when the frame changes. A gate that
can't fail is decoration.

