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Generate and record gameplay video footage for Cuttle. Use when the user describes an in-game situation and a sequence of moves and wants a video clip of it — e.g. "record a video of…", "make a clip showing…", "generate footage of…", "film a scenario where…". Optionally organizes the clip under a named topic/category (the tutorial video it's for). Translates the description into a Cypress test in tests/e2e/specs/playground/videoPlayground.spec.js, marks it .only(), clears every other .only(), runs Cypress headless with video, and saves a named .mp4 to tests/e2e/videos/.

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Record Cuttle gameplay video

This skill turns a plain-English scenario ("both players have glasses, player has two point cards and a queen out, a two and a point card in hand; opponent plays an ace, player counters, opponent resolves, player wins with points") into a recorded .mp4 of that exact sequence.

Everything you need already exists in the repo: fixtures, custom Cypress commands, and timing helpers. Your job is to translate the description into a test using the vocabulary below, then run it. Do not invent new Cypress commands or helpers — reuse what is documented here.

End-to-end procedure

  1. Parse the scenario into a loadGameFixture object, and note any topic the user names (see Scenario → Fixture).
  2. Parse the move sequence into ordered Cypress steps (see Moves → Cypress steps).
  3. Add or reuse the test in tests/e2e/specs/playground/videoPlayground.spec.js — reuse/edit a matching existing test if there is one, else add a new it(...) under the right topic/seat block, with a markClipStart() call right after loadGameFixture. Tests are kept for reuse; give the target .only and clear every other .only (see Writing the test).
  4. Run it headless with video (see Running).
  5. Trim & save the video: cut everything before the marker so the clip opens with the cards in place, name it with a scenario slug, and report the path (see Trimming & saving the video).

Confirm the fixture and move list with the user in prose before running if the scenario is ambiguous — a wrong fixture wastes a ~15s recording run.


Scenario → Fixture

Set up state with cy.loadGameFixture(pNum, fixture) after the beforeEach game setup. The human/"player" is p0 by default; use p1 only when the scenario reads better from the second player's seat (or when you want the opponent to move first — as p1 the opponent is p0, who goes first). The seat decides three things that must agree: the loadGameFixture pNum (0/1), which setup runs in the enclosing beforeEach (cy.setupGameAsP0() / cy.setupGameAsP1()), and where the test is placed — see Writing the test.

Cards come from import { Card } from '../../fixtures/cards'; — names are Card.RANK_OF_SUIT, e.g. Card.EIGHT_OF_SPADES, Card.TWO_OF_HEARTS.

Rank ↔ number (used in DOM selectors as rank-suit): Ace=1, 2–10 as themselves, Jack=11, Queen=12, King=13. Suit ↔ number: Clubs=0, Diamonds=1, Hearts=2, Spades=3. So the Eight of Spades is 8-3; the Two of Hearts is 2-2.

Fixture keys

cy.loadGameFixture(0, {
  p0Hand:      [ /* Card[] */ ],   // required
  p0Points:    [ /* Card[] */ ],   // required — point cards on p0's field
  p0FaceCards: [ /* Card[] */ ],   // required — royals + glasses eights on p0's field
  p1Hand:      [ /* Card[] */ ],   // required
  p1Points:    [ /* Card[] */ ],   // required
  p1FaceCards: [ /* Card[] */ ],   // required
  topCard:     Card.X,             // optional — face-up top of deck (7s draw from here)
  secondCard:  Card.Y,             // optional — second revealed deck card (used by 7 one-off)
  scrap:       [ /* Card[] */ ],   // optional — discard pile (3 one-off recovers from here)
  deck:        [ /* Card[] */ ],   // optional — remaining deck; deck:[] means "deck empty"
});

loadGameFixture asserts the player's hand renders with the expected length, so the six required arrays must be exactly right for the seat you set up.

⚠️ Every card must be unique

The Sails backend runs validateGamestate and rejects any fixture that uses the same card in two places with a 400 (Duplicate Card 5H), which fails the test before recording. Each of the 52 cards may appear at most once across all zones for both players (p0Hand, p0Points, p0FaceCards, p1Hand, p1Points, p1FaceCards, topCard, secondCard, scrap, deck). Double-check for duplicates before running. (The existing Plays Points test in the file has this bug — don't copy it as a template.)

Vocabulary glossary (from docs/game-rules.md)

Phrase in the descriptionWhere it goes in the fixture
"has glasses" / "glasses out"an Eight in that player's *FaceCards (renders .glasses, reveals the opponent's hand)
"queen out" / "has a queen"a Queen in *FaceCards (protects other cards from targeting)
"king out" / "N kings"a King in *FaceCards (lowers points-to-win: 1K→14, 2K→10, 3K→5, 4K→0)
"jack on a point card"a Jack in *FaceCards (a stolen point card is a point card whose control flipped)
"N point cards" / "has X points"number cards in *Points; "points" = sum of their ranks (Ace=1 … Ten=10)
"a two in hand", "a point card in hand"those cards in *Hand
"both players have glasses"an Eight in both p0FaceCards and p1FaceCards (different suits — cards are unique!)

Moves → Cypress steps

Two actors: the player (the seat under test — drives the real UI via clicks) and the opponent (driven over the socket by cy.*Opponent commands). Interleave them in turn order. Keep the existing cy.wait(...) cadence so footage is watchable, and start the recorded section with a // START RECORDING // comment as the file already does.

Player moves (UI clicks)

Select a hand card, then pick the move; targeted moves then click the target:

cy.get('[data-player-hand-card=RANK-SUIT]').click();       // e.g. 2-2 for Two of Hearts
cy.get('[data-move-choice=MOVE]').click();                 // MOVE ∈ points | scuttle | jack
                                                           //        | faceCard | oneOff | targetedOneOff
// scuttle / jack / targetedOneOff then click a target:
cy.get('[data-opponent-point-card=RANK-SUIT]').click();    // scuttle target, jack target, or point target
cy.get('[data-opponent-face-card=RANK-SUIT]').click();     // 2-to-scrap-royal / 9 / targeted-two on a royal

Move-choice mapping: points = play for points; scuttle = destroy a lower opponent point card; jack = steal a point card; faceCard = play a royal or glasses eight; oneOff = untargeted one-off (Ace/3/5/6/7); targetedOneOff = targeted one-off (2-on-a-royal / 4 / 9).

Reusable timing helpers are defined at the top of the spec file — prefer them for the player side:

  • playerPointsWithDelay(card)
  • playerScuttleWithDelay(playedCard, targetCard)
  • playerJackWithDelay(playedCard, targetPointCard)
  • playerMoveWithDelay(card, moveType) (generic: select card + pick move choice)

Opponent moves (socket commands, from tests/e2e/support/commands.js)

MoveCommand
Drawcy.drawCardOpponent()
Pointscy.playPointsOpponent(card)
Scuttlecy.scuttleOpponent(card, targetPointCard)
Jack (steal)cy.playJackOpponent(card, targetPointCard)
Untargeted one-off (Ace/3/5/6/7)cy.playOneOffOpponent(card)
Targeted one-off (2-on-royal/4/9)cy.playTargetedOneOffOpponent(card, target, targetType) — targetType ∈ 'faceCard' | 'point' | 'jack'
Counter a one-offcy.counterOpponent(card)
Resolve (decline to counter)cy.resolveOpponent()
Resolve a 3 (take from scrap)cy.resolveThreeOpponent(card)
Resolve a 5 (discard, may be null)cy.resolveFiveOpponent(card)
Resolve a 4 (discard 1–2)cy.discardOpponent(card1, card2)
Pass / concede / stalematecy.passOpponent() / cy.concedeOpponent() / cy.stalemateOpponent()

Playing a card off a revealed 7 uses the *FromSevenOpponent family (playPointsFromSevenOpponent, playJackFromSevenOpponent, scuttleFromSevenOpponent, playOneOffFromSevenOpponent, etc.).

Delay opponent moves for pacing, e.g. opponentPointsWithDelay(card) (helper in the file) or a plain cy.wait(1500) before the cy.*Opponent call.

When the PLAYER counters an opponent's one-off

The opponent plays a one-off, then the player counters through the counter dialog:

cy.playOneOffOpponent(Card.ACE_OF_CLUBS);      // opponent's one-off
cy.wait(1500);
cy.get('#counter-dialog').should('be.visible')
  .get('[data-cy=counter]').click();           // choose to counter
cy.wait(1000);
cy.get('#choose-two-dialog').should('be.visible')
  .get('[data-counter-dialog-card=2-2]').click();  // pick which 2 to counter with (RANK-SUIT)
cy.wait(1000);
cy.get('#waiting-for-opponent-counter-scrim').should('be.visible');
cy.resolveOpponent();                          // opponent declines to re-counter
cy.wait(1000);
cy.get('#turn-indicator').contains('YOUR TURN');

Ending on a win, loss, or stalemate

Whenever the prompt says a player wins or loses, or the game ends in a stalemate, the game is over — finish the test by asserting the game-over dialog is visible, then holding on it so the clip lingers on the result. These are the last two statements of the test:

cy.get('#game-over-dialog').should('be.visible');
cy.wait(3000);   // keep the result dialog on screen; its entrance animation takes ~3s

Use .should('be.visible') (not just .should('exist')) so the dialog has actually rendered before the hold. The trailing cy.wait(3000) must be the final line — the game-over dialog has an entrance animation that runs ~3s, so a shorter hold cuts away before it settles.

Useful scrims/dialogs to wait on for realistic timing and correctness: #waiting-for-opponent-counter-scrim, #waiting-for-opponent-discard-scrim, #counter-dialog, #choose-two-dialog, #three-dialog, #turn-indicator (contains('YOUR TURN'|'OPPONENT'S TURN')), #game-over-dialog (for wins). Study the existing tests in the spec for full worked examples of every one-off (Two through Nine, jacks, god combo, counters).


Writing the test

Add (or update) an it('<clear scenario title>', () => { ... }) in the file's existing style and cy.wait cadence. Where it goes depends on whether the user names a topic.

Test code is a persistent, reusable library

The generated tests are kept, never deleted — videoPlayground.spec.js is a growing (tracked) library of reproducible scenarios. Do not remove test code as "cleanup." Concretely:

  • Re-record an existing clip (e.g. after a UI change) → just re-run; the test is already there.
  • Tweak a clip (different cards, timing, an extra move) → edit the existing it(...) in place, then re-run. Don't add a near-duplicate.
  • New scenario → add a new it(...).

So before writing, search the file for a test that already matches the request (by title / topic / fixture) and reuse or edit it; only add a fresh it(...) when none matches. The only per-run throwaway change is which single test carries .only (see Exclusive .only).

Shared timing helpers must be at module scope

The pacing helpers (playerMoveWithDelay, playerPointsWithDelay, playerScuttleWithDelay, playerJackWithDelay, opponentPointsWithDelay, opponentScuttleWithDelay, opponentDrawWithDelay) let any block reuse consistent timing. They must live at module scope (top of the file, outside every describe) so topic/seat blocks can call them. If they are still nested inside describe('Video Playground'), hoist them to module scope once — this is non-breaking (nested describes can still reference module-scope functions), and it's a prerequisite for topic blocks.

The clip-start marker (enables auto-trimming)

Every clip must open with the cards already in place — not with the app loading or the game being set up. To make the trim point deterministic (setup time varies run to run), each test flashes a full-screen black frame the instant loadGameFixture resolves; the trim step later finds that black frame with ffmpeg blackdetect and cuts to its end.

Critical: Chrome's screencast (what Cypress records) only captures a frame on visual change, so a static black overlay — or any still hold, like a display-only clip — can drop to a single frame or none, which blackdetect then can't find. The helper works around this two ways: (1) an invisible 2px "ticker" that animates forever, keeping frames flowing during static periods; and (2) the marker overlay itself pulses between two near-black shades (both still "black" to blackdetect) so the marker reliably records. Ensure this helper exists at module scope (add it once if missing):

function markClipStart(holdMs = 600) {
  cy.document().then((doc) => {
    if (!doc.getElementById('clip-ticker-style')) {
      const style = doc.createElement('style');
      style.id = 'clip-ticker-style';
      style.textContent =
        '@keyframes clipTick{from{left:0}to{left:2px}}' +
        '#clip-ticker{position:fixed;bottom:0;left:0;width:2px;height:2px;' +
        'background:rgba(0,0,0,0.01);z-index:2147483646;pointer-events:none;' +
        'animation:clipTick 40ms linear infinite alternate}' +
        '@keyframes clipMarkerPulse{from{background:#000}to{background:#030303}}' +
        '#clip-start-marker{position:fixed;inset:0;z-index:2147483647;background:#000;' +
        'animation:clipMarkerPulse 40ms steps(1) infinite alternate}';
      doc.head.appendChild(style);
      const ticker = doc.createElement('div');
      ticker.id = 'clip-ticker';
      doc.body.appendChild(ticker);
    }
    const overlay = doc.createElement('div');
    overlay.id = 'clip-start-marker';
    doc.body.appendChild(overlay);
  });
  cy.wait(holdMs);
  cy.get('#clip-start-marker').then(($el) => $el.remove());
}

Every generated test body follows this shape:

cy.loadGameFixture(<pNum>, { /* … */ });
markClipStart();          // ← trim point: cards are in place
cy.wait(1500);            // brief static hold so the clip opens on a settled board
// START RECORDING //
// … moves …
// If the scenario ends the game (win / loss / stalemate), finish with:
cy.get('#game-over-dialog').should('be.visible');
cy.wait(3000);            // hold ~3s for the game-over dialog's entrance animation

Use cy.document() (the app's document), not document (that's the Cypress runner frame). The overlay is removed within the test, and the black frames are trimmed out of the final clip.

No topic given (default)

Add the it(...) to the existing seat block: describe('Video Playground') for a p0 clip, or describe('Playground as p1') for a p1 clip. (These carry their own setupGameAsP0 / setupGameAsP1 beforeEach.)

Topic given — organize by topic, then by seat

A topic is the tutorial video the clip will appear in (e.g. "Countering", "One-Off Basics", "Endgames"). Structure:

describe('<Topic>', () => {
  describe('Player perspective (P0)', () => {
    beforeEach(() => cy.setupGameAsP0());

    it('<scenario title>', () => { /* cy.loadGameFixture(0, …) + moves */ });
  });

  describe('Opponent perspective (P1)', () => {
    beforeEach(() => cy.setupGameAsP1());

    it('<scenario title>', () => { /* cy.loadGameFixture(1, …) + moves */ });
  });
});

Rules:

  • Find or create the topic block. Search for an existing top-level describe('<Topic>') (match case-insensitively / on the obvious intent). Reuse it if present; otherwise add it as a new top-level describe, a sibling of describe('Video Playground').
  • Find or create the seat block inside the topic. Create only the seat(s) you need — a topic may have just P0, just P1, or both ("as necessary"). Each seat describe owns its beforeEach (cy.setupGameAsP0() or cy.setupGameAsP1()); do not depend on the top-level Video Playground setup. Use consistent seat titles like 'Player perspective (P0)' and 'Opponent perspective (P1)' (no apostrophes — they'd break the single-quoted string).
  • Add the it(...) inside the matching seat block.

Exclusive .only (both cases)

  • Put .only on the single test you're recording this run (it.only('…', …)) and remove .only from every other it/describe. This only toggles which test runs — it never deletes any test. There are nested describes — scan the whole file. Exactly one .only must remain. Verify:

    grep -rn '\.only' tests/e2e/specs/playground/videoPlayground.spec.js   # expect exactly 1 line
    
  • .only trips eslint-plugin-no-only-tests (npm run lint) and would fail CI if playground specs run there. It's fine while recording, but before committing, remove the lone .only (turning it.only( back into it() so grep '.only' returns nothing. The scenarios themselves stay in the file for reuse and reproducibility — only the .only marker is transient.


Running

The dev app must be up. Probe it, and start it in the background only if it's down:

curl -s -o /dev/null -w '%{http_code}' --max-time 4 http://localhost:8080   # expect 200
# if not 200:  npm run start:dev   (run in background; starts Vite :8080 + Sails :1337; wait for both)

Then run headless under Chrome with the dedicated cypress.video.config.js:

npx cypress run --browser chrome --no-runner-ui \
  --config-file cypress.video.config.js \
  --spec tests/e2e/specs/playground/videoPlayground.spec.js

The cypress.video.config.js file (repo root) extends cypress.config.js and bakes in everything the recording needs — recreate it if it's missing (contents below). It exists because:

  • Window size — headless browsers default to a ~1280px-wide window, which clips the top/bottom of the game board (the board is laid out in vh/vw against the real window, so the opponent username gets cut off). A before:browser:launch hook forces a true 1920×1080 recording window (--window-size=1920,1168 — Chrome reserves ~88px of height for window chrome — plus --force-device-scale-factor=1 and --hide-scrollbars).
  • video: true — there is no --video CLI flag in Cypress 15; the base config sets it false.
  • excludeSpecPattern: [] — the base config excludes playground specs from headless runs.
  • trashAssetsBeforeRuns: false — otherwise Cypress empties tests/e2e/videos/ before every run, deleting previously-saved clips.
// cypress.video.config.js
const { defineConfig } = require('cypress');
const base = require('./cypress.config');
const W = 1920, H = 1080, CHROME_HEIGHT_OVERHEAD = 88;
module.exports = defineConfig({
  ...base,
  video: true,
  e2e: {
    ...base.e2e,
    excludeSpecPattern: [],
    setupNodeEvents(on) {
      on('before:browser:launch', (browser = {}, launchOptions) => {
        if (browser.family === 'chromium') {
          launchOptions.args.push(`--window-size=${W},${H + CHROME_HEIGHT_OVERHEAD}`);
          launchOptions.args.push('--force-device-scale-factor=1', '--hide-scrollbars');
        } else if (browser.name === 'electron') {
          launchOptions.preferences.width = W;
          launchOptions.preferences.height = H;
        }
        return launchOptions;
      });
    },
  },
  trashAssetsBeforeRuns: false,
});

.only restricts execution to the one test, so the single spec-level video contains only your scenario. The run should end with the target test passing — a failure means the video is incomplete (most often a duplicate card in the fixture, or an out-of-turn move). Fix and re-run. (While iterating you can add --config retries=0 for faster feedback.) Confirm the raw video is 1920×1080 (ffprobe -v error -select_streams v:0 -show_entries stream=width,height <file>).


Trimming & saving the video

Cypress writes tests/e2e/videos/videoPlayground.spec.js.mp4 (the raw clip, including app load + game setup). Trim it so it opens on the settled board, using the markClipStart() black frame as the cut point. Requires ffmpeg (brew install ffmpeg if command -v ffmpeg is empty).

RAW="tests/e2e/videos/videoPlayground.spec.js.mp4"
SLUG="<scenario-slug>"                                   # e.g. two-counter-then-points-win

# 1. Find the end of the marker's black frame (seconds from video start)
BLACK_END=$(ffmpeg -hide_banner -i "$RAW" -vf "blackdetect=d=0.1:pic_th=0.85" -an -f null - 2>&1 \
  | grep -oE 'black_end:[0-9.]+' | head -1 | cut -d: -f2)

if [ -z "$BLACK_END" ]; then
  echo "No black marker found — leaving raw clip untrimmed at $RAW"       # investigate: did markClipStart() run?
else
  # 2. Re-encode from BLACK_END (frame-accurate), drop audio, then delete the untrimmed raw
  ffmpeg -hide_banner -y -i "$RAW" -ss "$BLACK_END" \
    -c:v libx264 -preset veryfast -crf 20 -an \
    "tests/e2e/videos/${SLUG}.mp4"
  rm -f "$RAW"
  echo "Trimmed clip: tests/e2e/videos/${SLUG}.mp4 (cut at ${BLACK_END}s)"
fi

Notes:

  • Delete the untrimmed raw once the trimmed <slug>.mp4 is produced — the raw is throwaway (it just holds the app-load/setup prefix that was trimmed off), and keeping raws doubles disk use.
  • blackdetect reports the first fully-black interval; that's the marker (the game board is a wooden table, never black, so there are no false positives). pic_th=0.85 tolerates scrollbars/edges.
  • Accumulation across runs relies on trashAssetsBeforeRuns=false (see Running); otherwise the next run wipes tests/e2e/videos/. The folder is gitignored, so clips stay local.
  • Report the trimmed <slug>.mp4 path to the user. If the run failed, do not present a video — report the failure and the fix instead.