import { chromium } from 'playwright'; import { spawn } from 'child_process'; const PORT = 4202; const server = spawn('node', ['node_modules/vite/bin/vite.js', 'preview', '--port', String(PORT), '--strictPort'], { cwd: process.cwd(), stdio: 'pipe' }); const waitServer = () => new Promise((res, rej) => { const t=setTimeout(()=>rej('timeout'),30000); server.stdout.on('data',d=>{if(d.toString().includes('Local:')){clearTimeout(t);res();}}); server.stderr.on('data',d=>{if(d.toString().includes('Local:')){clearTimeout(t);res();}});}); try { await waitServer(); const browser = await chromium.launch(); const page = await browser.newPage({ viewport: { width: 960, height: 540 } }); page.on('pageerror', (e) => console.log('PAGEERR', e.message)); await page.goto(`http://localhost:${PORT}/`, { waitUntil: 'load', timeout: 15000 }); await page.waitForTimeout(800); await page.keyboard.press('Enter'); await page.waitForTimeout(1200); // dismiss dialogue await page.keyboard.press('e'); await page.waitForTimeout(200); await page.keyboard.press('e'); await page.waitForTimeout(200); // Test: is UIScene dialogue blocking? Check UIScene input handlers consume keydown // Focus the canvas await page.click('canvas'); await page.waitForTimeout(200); // Test arrow keys (cursors) and check global keydown listener await page.keyboard.down('ArrowRight'); await page.waitForTimeout(200); const arrowState = await page.evaluate(() => { const h = window.game.scene.getScene('HouseScene'); return { cursorRight: h.cursors.right.isDown, wasdD: h.wasd.D.isDown, inputEnabled: h.input.enabled }; }); console.log('ArrowRight held:', JSON.stringify(arrowState)); await page.keyboard.up('ArrowRight'); // Check if maybe the scene's update isn't running (frozen?) const updateCheck = await page.evaluate(() => { const h = window.game.scene.getScene('HouseScene'); return { sceneActive: h.scene.isActive(), frozen: h.player.frozen, lastUpdate: h.sys.settings.active }; }); console.log('scene status:', JSON.stringify(updateCheck)); await browser.close(); } catch(e){ console.log('FAIL', e.message); } finally { server.kill('SIGTERM'); }