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godot-web-e2e

使用Chrome DevTools和本地HTTP服务器对任何Godot网页导出进行端到端测试。当需要在Web构建(非编辑器)中验证游戏行为,并且你需要可重复的DevTools驱动的输入检查和控制台证据时,请使用此方法。

person作者: jakexiaohubgithub

Godot Web E2e

Overview

Verify Godot gameplay in Web exports using Chrome DevTools only. Export, serve, open in Chrome, focus the canvas, inject input events via DevTools tools, and confirm outcomes via console logs or visible state changes. This skill is project-agnostic; fill in paths, export preset names, and ports for the current project.

Workflow

1) Export Web build

Locate the Godot executable and the project path. Identify the Web export preset name from export_presets.cfg (e.g., Web).

Run:

godot --headless --path "<PROJECT_PATH>" --export-release "<WEB_PRESET_NAME>" "<WEB_EXPORT_PATH>"

2) Serve the build

Run from the export directory (the folder containing the HTML/JS/WASM):

python -m http.server <PORT>

3) Open in Chrome DevTools

Open:

http://localhost:<PORT>/<EXPORT_HTML_FILENAME>

Use Chrome DevTools tools to:

  • Focus canvas.
  • Send input (press/hold keys).
  • Read console logs for movement/blocking/transport/respawn confirmation.

4) Required validation signals

Confirm at least one of each category in DevTools Console:

  • Movement: any position/velocity/animation log shows a change after left/right input.
  • Blocking/Action: state toggles after block/action input.
  • Transport/Transition: log shows section/scene switch.
  • Respawn/Restart: log indicates respawn or restart completed.

5) Cleanup

Stop any python -m http.server processes started for the test.

Rules

  • Use Chrome DevTools for E2E input checks.
  • Do NOT use in-game auto input scripts or WebInputTest as a substitute.