Best Python code snippet using playwright-python
map_editor.py
Source:map_editor.py  
1import pygame, os, json, pygame_textinput, startMenu2from map_tile import MapTile3from button import Button4# Load Images5fileDir = os.path.dirname(__file__)6assetDir = os.path.join(fileDir, 'assets')7grass = pygame.image.load(os.path.join(assetDir, "grass.png"))8# Load transparent squares9red = pygame.image.load(os.path.join(assetDir, "red_square.png"))10blue = pygame.image.load(os.path.join(assetDir, "blue_square.png"))11green = pygame.image.load(os.path.join(assetDir, "green_square.png"))12grey = pygame.image.load(os.path.join(assetDir, "grey_square.png"))13# Load Button Images14vpImg = pygame.image.load(os.path.join(assetDir, "viewProperties_button.png"))15spawnImg = pygame.image.load(os.path.join(assetDir, "setSpawn_button.png"))16changeOcImg = pygame.image.load(os.path.join(assetDir, "changeOccupied_button.png"))17jsonImg = pygame.image.load(os.path.join(assetDir, "saveAsJson_button.png"))18saveImg = pygame.image.load(os.path.join(assetDir, "saveAsImg_button.png"))19emptyImg = pygame.image.load(os.path.join(assetDir, "setEmpty_button.png"))20collImg = pygame.image.load(os.path.join(assetDir, "setCollision_button.png"))21# Create GUI Buttons22spawn_Button = Button(spawnImg, 1000, 500, 100, 40)23changeOc_Button = Button(changeOcImg, 1100, 500, 100, 40)24json_Button = Button(jsonImg, 1100, 540, 100, 40)25save_Button = Button(saveImg, 1000, 540, 100, 40)26vp_Button = Button(vpImg, 1000, 580, 100, 40)27empty_Button = Button(emptyImg, 1100, 580, 100, 40)28collision_Button = Button(collImg, 1000, 620, 100, 40)29# Toggle switches30viewToggle = True31spawnToggle = True32occupiedToggle = True33emptyToggle = True34collToggle = True35# Create run window36screen_width, screen_height = 1200, 100037STEP = 10038WIN = pygame.display.set_mode((screen_width, screen_height), pygame.RESIZABLE)39pygame.display.set_caption("Map Editor")40info = pygame.display.Info()41width, height = info.current_w, info.current_h42# Global map variables43global mapX44global mapY45mapX = 046mapY = 047def createMap(name, width, height, terrain, tileImg, window):48    # Create an array of MapTiles that can be accessed anywhere in the file49    global mapArray50    global NAME51    NAME = name52    #print(NAME)53    mapArray = []54    for i in range(0, width, STEP):55        sub = []56        for j in range(0, height, STEP): 57            #if i >= 1000 or j >= 1000:58            #    sub.append(MapTile(terrain, (i, j), False, False, False, False))59            #else:60            window.blit(tileImg, (i, j))61            sub.append(MapTile(terrain, (i, j)))62        mapArray.append(sub)63    #print(len(mapArray), len(mapArray[0]))64def loadMap(name, window):65    # Declare Global Vars66    global mapArray67    global NAME68    NAME = name69    70    # Take the name of the map71    fileName = name + ".json"72    filePath = os.path.join(assetDir, fileName)73    # Load map Image74    mapImg = pygame.image.load(os.path.join(assetDir, name + ".png"))75    window.blit(mapImg, (mapX, mapY))76    77    # Open JSON file78    with open(filePath) as inFile:79        mapData = json.load(inFile)80    81    dimensions = mapData["Dimensions"]82    mapArray = []83    for i in range(0, dimensions[0]):84        sub = []85        for j in range(0, dimensions[1]):86            key = i, j87            data = mapData[str(key)]88            sub.append(MapTile(data['terrain'], data['location'], data['isOccupied'], data['isSpawn'], data['isCollision']))89        mapArray.append(sub)90def uniformSize():91    # x, y92    tup = (len(mapArray), len(mapArray[0]))93    return tup94def moveTools(button):95    size = uniformSize()96    width = size[0] * 10097    height = size[1] * 10098    button.setX(width)99    button.setY(height)100def moveSecondaryTools(buttonA, buttonB):101    # Move buttonA alongside buttonB102    dim = buttonB.getDimensions()103    loc = buttonB.getLocation()104    newX = loc[0] + dim[0]105    newY = loc[1] + dim[1]106    buttonA.setX(newX)107    buttonA.setY(newY)108def getTileLoc():109    # Gets the tile that the mouse is hovering over110    size = uniformSize()111    #width, height = pygame.display.get_surface().get_size()112    for i in range(size[0]):113        for j in range(size[1]):114            if mapArray[i][j].isMouseOver():115                return mapArray[i][j].getLocation()116 117# The Following functions are called on mouse click, Both functions are for drawing tiles(terrains)118# drawTile draws overtop of the previous tile, but does not update the MapTile119# changeTile changes the terrain of the MapTile, and then calls the MapTile draw function to replace the previous tile120def drawTile(tileImg, window):121    # Grabs the location of MapTile, then draws over top122    location = getTileLoc()123    window.blit(tileImg, (location))124    pygame.display.update()125   126def changeTile (terrain, window):127    # grab the location of MapTile, then change the terrain and the call the class draw func128    location = getTileLoc()129    # //10 will give the location of the MapTile in the 2d array130    x, y = location[0]//STEP, location[1]//STEP131    mapArray[x][y].setTerrain(terrain)132    mapArray[x][y].drawMapTile(window)133def setSpawn():134    # change the spawn property of the maptile135    pos = pygame.mouse.get_pos()136    size = uniformSize()137    if spawnToggle == False:138        if pos[0] >= 0 and pos[0] < (1000):139            if pos[1] >= 0 and pos[1] < (1000):140                if event.type == pygame.MOUSEBUTTONDOWN:141                    loc = getTileLoc()142                    mapArray[loc[0]//STEP][loc[1]//STEP].setSpawn(True)143                144def setOccupied():145    pos = pygame.mouse.get_pos()146    size = uniformSize()147    if occupiedToggle == False:148        if pos[0] >= 0 and pos[0] < (1000):149            if pos[1] >= 0 and pos[1] < (1000):150                if event.type == pygame.MOUSEBUTTONDOWN:151                    loc = getTileLoc()152                    mapArray[loc[0]//STEP][loc[1]//STEP].setOccupied(True)153def setCollision():154    pos = pygame.mouse.get_pos()155    size = uniformSize()156    if collToggle == False:157        if pos[0] >= 0 and pos[0] < (1000):158            if pos[1] >= 0 and pos[1] < (1000):159                if event.type == pygame.MOUSEBUTTONDOWN:160                    loc = getTileLoc()161                    mapArray[loc[0]//STEP][loc[1]//STEP].setCollision(True)162def setEmpty():163    pos = pygame.mouse.get_pos()164    size = uniformSize()165    if emptyToggle == False:166        if pos[0] >= 0 and pos[0] < (1000):167            if pos[1] >= 0 and pos[1] < (1000):168                if event.type == pygame.MOUSEBUTTONDOWN:169                    loc = getTileLoc()170                    mapArray[loc[0]//STEP][loc[1]//STEP].setEmpty()171def viewProperties(window):172    # If viewing is false then not viewing properties, set to true and view properties173    # If viewing is true, then viewing properties, set to false and stop viewing properties174    size = uniformSize()175    if viewToggle == False:176        #width, height = pygame.display.get_surface().get_size()177        for i in range(size[0]):178            for j in range(size[1]):179                # x, y = i//STEP, j//STEP180                if mapArray[i][j].getCollision():181                    # If the tile is a collision tile - set to grey182                    loc = mapArray[i][j].getLocation()183                    window.blit(grey, (loc))184                if mapArray[i][j].getSpawn():185                    # If the tile is a spawn tile - set to green186                    loc = mapArray[i][j].getLocation()187                    window.blit(green, (loc))188                if mapArray[i][j].getOccupied():189                    # If the tile is occupied - set to red190                    loc = mapArray[i][j].getLocation()191                    window.blit(red, (loc))192                if mapArray[i][j].getEmpty():193                    # If set to neither - set to blue194                    loc = mapArray[i][j].getLocation()195                    window.blit(blue, (loc))196    pygame.display.update()197def saveJson():198    size = uniformSize()199    fileName = NAME + ".json"200    stream = os.path.join(assetDir, fileName)201    data = {}202    data["Dimensions"] = (size[0], size[1])203    #data["Dimensions"].append((str(size[0]), str(size[1])))204    for i in range(size[0]):205        for j in range(size[1]):206            # x, y = i//STEP, j//STEP207            #info = mapArray[i][j].getLocation()208            #key = info[0]//STEP, info[1]//STEP209            #data[str(key)] = (mapArray[i][j].getInfo())210            #data[str(key)].append(str(mapArray[i][j]))211            212            tup = i, j213            data[str(tup)] = mapArray[i][j].saveDict()214        215    with open(stream, 'w') as outFile:216        json.dump(data, outFile)217def savePNG(window):218    fileName = NAME + ".png"219    stream = os.path.join(assetDir, fileName)220    size = uniformSize()221    rect = pygame.Rect(0,0,size[0] * STEP, size[1] * STEP)222    sub = window.subsurface(rect)223    pygame.image.save(sub, stream)224# Create the map225if startMenu.loadToggle:226    loadMap(startMenu.name, WIN)227else:228    createMap(startMenu.name,startMenu.width,startMenu.height,"grass",grass,WIN)  229def moveMap(direction, distance):230    # Counters for each direction Up/Down(-/+), Right/Left(-/+)231    size = uniformSize()232    # e.g. size[0] = 12, 1000//STEP = 10, therefore scroll up to 2 spaces233    #maxDist = size[0] - 10, size[1] - 10 # (x, y)234    235    if direction == "Up": # Scroll Up236        for i in range(size[0]):237            for j in range(size[1]):238                mapArray[i][j].move(100, "Up")239    if direction == "Down": # Scroll Down 240        for i in range(size[0]):241            for j in range(size[1]):242                mapArray[i][j].move(100, "Down")243    if direction == "Right": # Scroll Right244       for i in range(size[0]):245            for j in range(size[1]):246                mapArray[i][j].move(100, "Right")247    if direction == "Left": # Scroll Left248        for i in range(size[0]):249            for j in range(size[1]):250                mapArray[i][j].move(100, "Left")251    252    # Check if maptile is offscreen253    '''254    for i in range(size[0]):255        for j in range(size[1]):256            if i  * STEP >= 1000 or j  * STEP >= 1000:257                mapArray[i][j].setVisible(False)258            else:259                mapArray[i][j].setVisible(True)260    '''261def redraw():262    263    size = uniformSize()264    for i in range(size[0]):265        for j in range(size[1]):266            mapArray[i][j].drawMapTile(WIN)267    # Draw properties268    viewProperties(WIN)269    # Draw Toolbar Rectangle270    toolbar = pygame.Rect(1000, 0, 1000, 1200)271    pygame.draw.rect(WIN, (0,0,0), toolbar)272    # Draw Buttons273    274    vp_Button.drawButton(WIN)275    spawn_Button.drawButton(WIN)276    json_Button.drawButton(WIN)277    save_Button.drawButton(WIN)278    changeOc_Button.drawButton(WIN)279    empty_Button.drawButton(WIN)280    collision_Button.drawButton(WIN)281    # Update 282    pygame.display.update()283# Run Loop284running = True285size = uniformSize()286maxDist = size[0] - 10, size[1] - 10 # (x, y)287mapX, mapY = 0, 0288while running:289    redraw()290    keys = pygame.key.get_pressed()291    for event in pygame.event.get():292        if event.type == pygame.QUIT:293            running = False294            pygame.quit()295            quit()296        if event.type == pygame.VIDEORESIZE:297            WIN = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)298        299        # If Buttons are clicked300        if event.type == pygame.MOUSEBUTTONDOWN:301            if vp_Button.mouseOver(): # View Properties Button302                viewToggle = not viewToggle303            if spawn_Button.mouseOver(): # Spawn Button304                spawnToggle = not spawnToggle305                occupiedToggle = True306                emptyToggle = True307                collToggle = True308            if changeOc_Button.mouseOver(): # Change Occupied Button309                occupiedToggle = not occupiedToggle310                spawnToggle = True311                emptyToggle = True312                collToggle = True313            if collision_Button.mouseOver(): # Set Collision Button314                collToggle = not collToggle315                spawnToggle = True316                occupiedToggle = True317                emptyToggle = True318            if empty_Button.mouseOver(): # Set Empty Button319                emptyToggle = not emptyToggle320                spawnToggle = True321                occupiedToggle = True322                collToggle = True323            if json_Button.mouseOver():324                saveJson()325            if save_Button.mouseOver():326                savePNG(WIN)327    328        if keys[pygame.K_UP] and mapY > -maxDist[1]:329            mapY -= 1330            moveMap("Up", 100)331            332        if keys[pygame.K_DOWN] and mapY < 0:333            mapY += 1334            moveMap("Down", 100)335            336        if keys[pygame.K_RIGHT] and mapX > -maxDist[0]:337            mapX -= 1338            moveMap("Right", 100)339            340        if keys[pygame.K_LEFT] and mapX < 0:341            mapX += 1342            moveMap("Left", 100)343        344    # Run Tools345    setSpawn()346    setOccupied()347    setCollision()348    setEmpty()349    # Update Display350    pygame.display.update()...asset_opener.py
Source:asset_opener.py  
1import os, sys2from guerilla import Document3from PySide import QtGui4from variables import *5class assetOpener(QtGui.QWidget):6	def __init__(self):7		super(assetOpener, self).__init__()8		self.setWindowTitle('Liquerilla Opener')9		QtGui.QApplication.setStyle(QtGui.QStyleFactory.create('Cleanlooks'))10		self.resize(200,200)11		# scroll buttons12		self.assSeq = QtGui.QComboBox(self)13		self.typeBox = QtGui.QComboBox(self)14		self.assetBox = QtGui.QComboBox(self)15		self.versionBox = QtGui.QComboBox(self)16		self.openButton = QtGui.QPushButton('Open Scene File !')17		self.folderButton = QtGui.QPushButton('The Mighty Folder Opener')18		# ...in a vertical layout19		vbox = QtGui.QVBoxLayout()20		vbox.addWidget(self.assSeq)21		vbox.addWidget(self.typeBox)22		vbox.addWidget(self.assetBox)23		vbox.addWidget(self.versionBox)24		vbox.addWidget(self.openButton)25		vbox.addWidget(self.folderButton)26		# set our vertical layout27		self.setLayout(vbox)28		self.fillAssSeq()29		self.fillTypes()30		self.fillAssets()31		self.fillVersions()32		# connect signals33		self.assSeq.currentIndexChanged.connect(self.fillTypes)34		self.typeBox.currentIndexChanged.connect(self.fillAssets)35		self.assetBox.currentIndexChanged.connect(self.fillVersions)36		self.openButton.clicked.connect(self.openAsset)37		self.folderButton.clicked.connect(self.openFolder)38	def fillAssSeq(self):39		self.assSeq.clear()40		dirs = ['assets', 'seq']41		for each in dirs:42			self.assSeq.addItem(each)43	def fillTypes(self):44		self.typeBox.clear()45		assSeq = self.assSeq.currentText()46		dirs = os.listdir(project_dir + '/prod/' + assSeq)47		for each in dirs:48			self.typeBox.addItem(each)49	def fillAssets(self):50		self.assetBox.clear()51		assSeq = self.assSeq.currentText()52		assetDir = project_dir + '/prod/' + assSeq53		assetType = self.typeBox.currentText()54		if assSeq == 'assets':55			dirs = os.listdir(assetDir + '/' + assetType)56		else:57			dirs = os.listdir(assetDir + '/' + assetType + '/shots')58			self.assetBox.addItem('lookdev')59		for each in dirs:60			self.assetBox.addItem(each)61	def fillVersions(self):62		self.versionBox.clear()63		assSeq = self.assSeq.currentText()64		assetDir = project_dir + '/prod/' + assSeq65		assetType = self.typeBox.currentText()66		assetName = self.assetBox.currentText()67		if assSeq == 'assets':68			dirs = os.listdir(assetDir + '/' + assetType + '/' + assetName + '/lookdev/guerilla')69		else:70			if assetName == 'lookdev':71				dirs = os.listdir(assetDir + '/' + assetType + '/' + assetName + '/guerilla')72			else:73				dirs = os.listdir(assetDir + '/' + assetType + '/shots/' + assetName + '/lookdev/guerilla')74		if not dirs == []:75				for each in dirs:76					self.versionBox.addItem(each)77	def printVer(self):78		assetIndex = self.versionBox.currentIndex()79		assetType = self.versionBox.currentText()80	def openAsset(self):81		assSeq = str(self.assSeq.currentText())82		assetDir = project_dir + '/prod/' + assSeq83		assetType = str(self.typeBox.currentText())84		assetName = str(self.assetBox.currentText())85		assetVersion= str(self.versionBox.currentText())86		if assSeq == 'assets':87			asset_file = assetDir + '/' + assetType + '/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'88		elif assetName == 'lookdev':89			asset_file = assetDir + '/' + assetType + '/' + assetName + '/guerilla/' + assetVersion + '/lookdev.gproject'90		else:91			asset_file = assetDir + '/' + assetType + '/shots/' + assetName + '/lookdev/guerilla/' + assetVersion + '/lookdev.gproject'92		d = Document()93		d.load(asset_file)94	def openFolder(self):95		import subprocess96		doc = Document()97		file_name = doc.getfilename()98		charvalue = str(file_name).split('/')99		charvalue.pop(-1)100		charvalue.pop(-1)101		charvalue.pop(-1)102		file_name = '\\'.join(charvalue)103		subprocess.call('explorer ' + file_name, shell=True)104app = QtGui.QApplication.instance()105if app is None:106	app = QtGui.QApplication(sys.argv)107aO = assetOpener()...gen_config.py
Source:gen_config.py  
1#!/usr/bin/env python32#-*- coding: utf-8 -*-3from genericpath import isfile4import json5import os6from posix import listdir7import sys8import tarfile9import subprocess10import time11import traceback12list = {}13games = [f for f in os.listdir("./games/") if os.path.isdir("./games/"+f)]14oldAssets = {}15with open("assets.json", 'r', encoding='utf-8') as oldAssetsFile:16    oldAssets = json.load(oldAssetsFile)17lastVersions = {}18# with open("last_versions.json", 'r', encoding='utf-8') as lastVersionsFile:19#     lastVersions = json.load(lastVersionsFile)20for game in games:21    print("Game: "+game)22    path = "./games/"+game+"/"23    try:24        with open(path+"/base_files/config.json", 'r', encoding='utf-8') as configFile:25            config = json.load(configFile)26            list[game] = {27                "name": config["name"],28                "assets": {}29            }30    except Exception as e:31        print(e)32        continue33    34    assetDirs = [f for f in os.listdir(path) if os.path.isdir(path+f)]35    print("Assets: "+str(assetDirs))36    for assetDir in assetDirs:37        assetPath = "./games/"+game+"/"+assetDir+"/"38        modified = True if float(config.get("version", 0)) > float(lastVersions.get(f'{game}.{assetDir}', 0)) else False39        lastVersions[f'{game}.{assetDir}'] = config.get("version", 0)40        if modified:41            deleteOldZips = subprocess.Popen(42                ["rm "+path+"*"+assetDir+".7z*"],43                shell=True44            )45            deleteOldZips.communicate()46        print(">"+assetPath)47        print("Was modified", modified)48        try:49            with open(assetPath+"config.json", 'r', encoding='utf-8') as configFile:50                config = json.load(configFile)51                52                files = {}53                if modified:54                    _zip = subprocess.Popen([55                        "7z", "-r", "a",56                        "./games/"+game+"/"+game+"."+assetDir+".7z",57                        "./games/"+game+"/"+assetDir58                    ])59                    result = _zip.communicate()60                    fileNames = [f for f in os.listdir("./games/"+game+"/") if f.startswith(game+"."+assetDir+".7z")]61                    for f in fileNames:62                        files[f] = {63                            "name": f,64                            "size": os.path.getsize("./games/"+game+"/"+f)65                        }66                else:67                    files = oldAssets[game]["assets"][assetDir]["files"]68                list[game]["assets"][assetDir] = {69                    "name": config.get("name"),70                    "credits": config.get("credits"),71                    "description": config.get("description"),72                    "files": files,73                    "version": config.get("version"),74                    "has_stage_data": len(config.get("stage_to_codename", {})) > 0,75                    "has_eyesight_data": len(config.get("eyesights", {})) > 076                }77                with open(assetPath+"README.md", 'w', encoding='utf-8') as readme:78                    readme.write("# "+config.get("name", "")+"\n\n")79                    readme.write("## Description: \n\n"+config.get("description", "")+"\n\n")80                    readme.write("## Credits: \n\n"+config.get("credits", "")+"\n\n")81        except Exception as e:82            print(traceback.format_exc())83with open('assets.json', 'w') as outfile:84    json.dump(list, outfile, indent=4, sort_keys=True)85with open('last_versions.json', 'w') as outfile:...nuke_opener.py
Source:nuke_opener.py  
1import os, sys2import nuke3from PySide import QtGui, QtCore4from variables import *5class assetOpener(QtGui.QWidget):6	def __init__(self):7		super(assetOpener, self).__init__()8		self.setWindowTitle('LiqueNuke Opener')9		QtGui.QApplication.setStyle(QtGui.QStyleFactory.create('Cleanlooks'))10		self.resize(250,200)11		# scroll buttons12		self.assSeq = QtGui.QComboBox(self)13		self.typeBox = QtGui.QComboBox(self)14		self.assetBox = QtGui.QComboBox(self)15		self.versionBox = QtGui.QComboBox(self)16		self.openButton = QtGui.QPushButton('Open Nuke Script !')17		# ...in a vertical layout18		vbox = QtGui.QVBoxLayout()19		vbox.addWidget(self.assSeq)20		vbox.addWidget(self.typeBox)21		vbox.addWidget(self.assetBox)22		vbox.addWidget(self.versionBox)23		vbox.addWidget(self.openButton)24		# set our vertical layout25		self.setLayout(vbox)26		self.fillAssSeq()27		self.fillTypes()28		self.fillAssets()29		self.fillVersions()30		# connect signals31		self.assSeq.currentIndexChanged.connect(self.fillTypes)32		self.typeBox.currentIndexChanged.connect(self.fillAssets)33		self.assetBox.currentIndexChanged.connect(self.fillVersions)34		self.openButton.clicked.connect(self.openAsset)35	def fillAssSeq(self):36		self.assSeq.clear()37		dirs = ['assets', 'seq']38		for each in dirs:39			self.assSeq.addItem(each)40	def fillTypes(self):41		self.typeBox.clear()42		assSeq = self.assSeq.currentText()43		dirs = os.listdir(project_dir + '/post/compo/'+ assSeq)44		if 'compo_out' in dirs:45			dirs.remove('compo_out')46		for each in dirs:47			self.typeBox.addItem(each)48	def fillAssets(self):49		self.assetBox.clear()50		assSeq = self.assSeq.currentText()51		assetDir = project_dir + '/post/compo/' + assSeq52		assetType = self.typeBox.currentText()53		dirs = os.listdir(assetDir + '/' + assetType)54		if 'compo_out' in dirs:55			dirs.remove('compo_out')56		for each in dirs:57			self.assetBox.addItem(each)58	def fillVersions(self):59		self.versionBox.clear()60		assSeq = self.assSeq.currentText()61		assetDir = project_dir + '/post/compo/' + assSeq62		assetType = self.typeBox.currentText()63		assetName = self.assetBox.currentText()64		dirs = os.listdir(assetDir + '/' + assetType + '/' + assetName)65		if 'compo_out' in dirs:66			dirs.remove('compo_out')67		if not dirs == []:68				for each in dirs:69					self.versionBox.addItem(each)70	def printVer(self):71		assetIndex = self.versionBox.currentIndex()72		assetType = self.versionBox.currentText()73	def openAsset(self):74		assSeq = self.assSeq.currentText()75		assetDir = project_dir + '/post/compo/' + assSeq76		assetType = str(self.typeBox.currentText())77		assetName = str(self.assetBox.currentText())78		assetVersion= str(self.versionBox.currentText())79		if not assetVersion:80			asset_file = assetDir + '/' + assetType + '/' + assetName81		else:82			asset_file = assetDir + '/' + assetType + '/' + assetName + '/' + assetVersion83		print(asset_file)84		nuke.scriptOpen(asset_file)85def main():86	87	aO = assetOpener()88	aO.show()89	app = QtGui.QApplication.instance(aO)90	if app is None:91		app = QtGui.QApplication(sys.argv)92	sys.exit(app.exec_())93if __name__ == '__main__':...LambdaTest’s Playwright tutorial will give you a broader idea about the Playwright automation framework, its unique features, and use cases with examples to exceed your understanding of Playwright testing. This tutorial will give A to Z guidance, from installing the Playwright framework to some best practices and advanced concepts.
Get 100 minutes of automation test minutes FREE!!
