Cocos Creator integration
Cocos Creator 3.x games run as plain HTML5 builds, and the app injects the GameReels bridge before your first statement — so the package is one typed TypeScript wrapper you drop into your project.
Install
Download flickcade-sdk.ts from the downloads page and place it anywhere under assets/scripts/.
Minimum integration
import { flickcade } from './flickcade-sdk';
import { _decorator, Component, director } from 'cc';
const { ccclass } = _decorator;
@ccclass('GameRoot')
export class GameRoot extends Component {
onLoad() {
flickcade.on('appActive', () => { director.resume(); /* + resume audio */ });
flickcade.on('appHidden', () => { director.pause(); /* + pause audio */ });
flickcade.ready(); // when gameplay could start
}
}Your game boots hidden — don't start gameplay or audio in
onLoad; start on the first appActive (flickcade.visible reads the current state). Pause your AudioSources along with the director.Gameplay events
flickcade.levelStart(3);
flickcade.levelEnd(3, 'win', { ms: 41200 });
flickcade.score(1250);
flickcade.reward('currency', 'coin', 25);
flickcade.custom('boss_phase', { n: 2 });
flickcade.adBreak();Semantics and limits are the same as the JavaScript surface — see the API reference. Every call returns boolean — true when the bridge accepted the event — and flickcade.version reads the bridge version. Outside Flickcade (including the Creator preview browser) every call is a safe no-op returning false, so the same build runs everywhere unchanged.