Create the headless Phaser game and wait until READY.
Run frames until maxFrames or shouldAbort. Resolves with the result.
Advance exactly one frame. Returns the abort reason if shouldAbort fires
this frame, otherwise undefined. Throws on step errors.
Runs one headless clik-engine game instance under a Scenario. Drives the Phaser loop manually via
game.headlessStep(time, delta)at a fixed delta so runs fast-forward and never block on RAF.You rarely use this directly — prefer HarnessRunner.run which boots and pools many instances at once. Use
HeadlessRunnerdirectly when you need frame-level control (stepFrame) or a single-instance repro.The runner forces
headless: true,debug: false, and appends a ScriptedProvider to any configuredinputProvidersso scenarios can press actions without real DOM events.Example