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physics-debug-validator

Boots the generated game in headless Chromium with physics debug mode enabled, captures screenshots of all physics bodies, and emits a structured report of hitbox positions vs sprite positions. Use this to catch invisible hitbox misalignment bugs that only appear visually. Run in parallel with the other QA checks.

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ar9av/game-exa
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29 de abril de 2026 a las 09:04
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SKILL.md
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physics-debug-validator
description
Boots the generated game in headless Chromium with physics debug mode enabled, captures screenshots of all physics bodies, and emits a structured report of hitbox positions vs sprite positions. Use this to catch invisible hitbox misalignment bugs that only appear visually. Run in parallel with the other QA checks.
# Physics Debug Validator — Hitbox Alignment The single most invisible class of AI-generated game bugs: physics bodies that are offset, undersized, or oversized relative to their visual sprites. The player gets hit by an attack that visually missed, or falls through a platform that looks solid. This validator catches all of it. ## When to use In parallel with `dynamic_check.mjs` and `run_qa.mjs` during the parallel-qa-orchestra pass. Also run standalone when the user reports "hitboxes feel wrong" or "invisible collision." ## Method 1. Boot the game in Playwright with a JS init script that enables `physics.arcade.debug = true` on the live Phaser game object (no source-file modification needed). 2. Wait for `window.__gameReady`. 3. Capture a canvas screenshot — physics debug mode draws colored rectangles around every body. 4. Also capture body metadata via `page.evaluate()` reading `window.__game.physics.world.bodies.entries`. 5. Emit a JSON report with body positions, sizes, and their paired sprite positions. 6. The host agent (or Claude vision) reviews the screenshot to flag misaligned bodies. ## Output contract ```jsonc { "ok": true, "screenshotPath": "qa/physics-debug.png", "bodies": [ { "label": "KNIGHT", "bodyX": 160, "bodyY": 288, "bodyW": 22, "bodyH": 27, "spriteX": 160, "spriteY": 288, "spriteW": 32, "spriteH": 32, "offsetX": 0, "offsetY": 0, "aligned": true }, { "label": "SLIME", "bodyX": 480, "bodyY": 144, "bodyW": 32, "bodyH": 32, "spriteX": 480, "spriteY": 132, "spriteW": 32, "spriteH": 32, "offsetY": 12, "aligned": false, "issue": "body Y offset 12px below sprite top — may clip floor tile" } ], "misalignedCount": 1 } ``` `ok = true` means the script ran successfully (not necessarily zero issues — the host agent reviews body data to determine severity). ## Physics debug injection (no source modification) The script uses `page.addInitScript()` to patch the Phaser Game constructor before it runs: ```js await page.addInitScript(() => { const _Game = window.Phaser?.Game; // Patch applied after Phaser loads via window.__patchPhysicsDebug flag window.__patchPhysicsDebug = true; }); // After gameReady, toggle debug on live game: await page.evaluate(() => { if (window.__game?.physics?.world) { window.__game.physics.world.drawDebug = true; window.__game.physics.world.debugGraphic?.clear?.(); } }); ``` ## Known limitations - Debug rectangles are rendered on a graphics layer; they may not perfectly align with the Phaser camera if the camera is scrolled. The script waits for the player to settle at spawn before screenshotting. - Kinematic bodies (sensors, fixed) show in a different color (typically cyan vs green for dynamic). - The host agent should look for bodies where the colored rectangle is significantly (> 20%) outside the visible sprite boundary. ## Process 1. Run `scripts/validate_physics.mjs <project-dir> [--port N]` 2. Script starts vite dev server on the given port (default: auto-find free port). 3. Playwright boots game, injects debug, screenshots. 4. Script writes `qa/physics-debug.png` + `qa/physics-bodies.json`. 5. Host agent reviews both artifacts. Misaligned bodies are fed to refiner as `hitbox-misaligned` failures. ## Scripts - `scripts/validate_physics.mjs <project-dir> [--port N]` — boots, injects debug, screenshots, emits body report.
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