ModernWormfare — PvE Test

Automated Playwright run · 2026-07-21 · single-player vs AI · dev server on :5080

Screenshots

Loadout
1. Loadout — count badges, drag-drop, click-to-sell
Game start
2. In-game — textured terrain & sky (Seedream pixel art)
Ninja rope
3. Ninja rope attached (rope line rendered to anchor)
Game turn
4. Turn progression (player → AI → player)

Report

Date: 2026-07-21

Mode: Single-player vs AI (SyncRoundBased), map Hills, race Worm

Server: dev server ./dev.sh server on http://localhost:5080 (no sudo)

Tester: automated via Playwright (headless Chromium)

Environment

Features exercised

1. Loadout overhaul — PASS

2. Pixel-art textures — PASS

3. Ninja Rope — PASS (attach); release inconclusive live

4. Turn flow / AI — PASS

Known issues found

1. Sync-mode live canvas goes stale between turns.

When the game is idle (player's turn, no projectile in flight) or during the AI turn/replay, the client Tick() returns early and drawFrame is not called, so the canvas shows the last drawn frame. This made live verification of the rope release (and other mid-turn state) unreliable. Aim/status text still update via throttled Razor renders, but the canvas does not redraw continuously. This is a pre-existing sync-mode rendering behaviour, not introduced by the ninja-rope change.

Unit-test coverage (relevant)

Conclusion

The PvE loop works: loadout editing (drag-drop / sell / count badges), textured terrain + sky, ninja-rope attach, and AI turn progression all function. The main follow-up is the sync-mode canvas-redraw quirk (Known issue #1), which affects live visual feedback between turns.