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Web / HTML5 integration

For every engine that exports to plain HTML5: Phaser, PixiJS, three.js, Godot 4 (Web), Construct, GDevelop, vanilla JS — anything that runs in a browser.

Install

Inside Flickcade you install nothing — the app injects window.GameReelsbefore your first statement. Including the script yourself is still recommended so your build behaves identically outside Flickcade (local dev, your own site). It is idempotent; the app's injected copy always wins on-device.

index.html
<script src="gamereels-bridge.js"></script>

Download the file on the downloads page and ship it next to your index.html. TypeScript projects can also grab flickcade-sdk.d.ts for types and autocomplete.

Minimum integration

JavaScript
GameReels.on('appActive', () => game.resume());  // you're on screen
GameReels.on('appHidden', () => game.pause());   // off screen — stop EVERYTHING
window.addEventListener('load', () => GameReels.ready());
Your game boots hidden. Never start gameplay, audio or timers on load — start on the first appActive (GameReels.visible reads the current state). This is the #1 integration mistake.

Engine notes

Phaser: this.scene.pause() / resume() plus this.sound.mute. PixiJS: app.ticker.stop() / start(). Godot Web: use a JavaScript bridge singleton to subscribe and pause the scene tree (get_tree().paused). three.js / vanilla: gate your requestAnimationFrame loop on a running flag.

Gameplay events go wherever those moments already happen in your code — see the API reference.