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how to load ads in every time the payer lose ?

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@dataj I already shared the documentation with you:
See the "Preload the ad" section to preload the ad when the game starts.
See the "Show the as" section to show the ad when the player loses.
I am not sure you need to know more than that.

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sorry for being noob hhhh but i have just a small knowledge about HTML5 this my index please where should i add the  Show the as  code

thanks a lot my brother .

 <!DOCTYPE html>

<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
     <meta charset="UTF-8" />
	 <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
	 <title>Candy Blocks </title>
	 <!-- Standardised web app manifest -->
	 <link rel="manifest" href="appmanifest.json" />
	 <!-- Allow fullscreen mode on iOS devices. (These are Apple specific meta tags.) -->
	 <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no, minimal-ui" />
	 <meta name="apple-mobile-web-app-capable" content="yes" />
	 <meta name="apple-mobile-web-app-status-bar-style" content="black" />
	 <link rel="apple-touch-icon" sizes="256x256" href="icon-256.png" />
	 <meta name="HandheldFriendly" content="true" />
	 <!-- Chrome for Android web app tags -->
	 <meta name="mobile-web-app-capable" content="yes" />
	 <link rel="shortcut icon" sizes="256x256" href="icon-256.png" />

     <!-- All margins and padding must be zero for the canvas to fill the screen. -->
	 <style type="text/css">
		* {
			padding: 0;
			margin: 0;
		html, body {
			background: #000;
			color: #fff;
			overflow: hidden;
			touch-action: none;
			-ms-touch-action: none;
		canvas {
			touch-action-delay: none;
			touch-action: none;
			-ms-touch-action: none;

	 <div id="fb-root"></div>
	// Issue a warning if trying to preview an exported project on disk.
		// Check for running exported on file protocol
		if (window.location.protocol.substr(0, 4) === "file")
			alert("Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)");
	 <!-- The canvas must be inside a div called c2canvasdiv -->
	 <div id="c2canvasdiv">
		 <!-- The canvas the project will render to.  If you change its ID, don't forget to change the
		ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). -->
		 <canvas id="c2canvas" width="720" height="1280">
			 <!-- This text is displayed if the visitor's browser does not support HTML5.
			You can change it, but it is a good idea to link to a description of a browser
			and provide some links to download some popular HTML5-compatible browsers. -->
			 <h1>Your browser does not ______ to support HTML5.  ___ upgrading your browser to ___ latest version.   <a href="">What is a browser? </a>
			 <br /><br /><a href="">Microsoft Internet Explorer </a><br />
			 <a href="">Mozilla Firefox </a><br />
			 <a href="">Google Chrome </a><br />
			 <a href="">Apple Safari </a></h1>
	 <!-- Pages load faster with scripts at the bottom -->
	 <!-- Construct 2 exported games require jQuery. -->
	 <script src="jquery-2.1.1.min.js"></script>

     <!-- The runtime script.  You can rename it, but don't forget to rename the reference here as well.
    This file will have been minified and obfuscated if you enabled "Minify script" during export. -->
	 <script src="c2runtime.js"></script>

		// Start the Construct 2 project running on window load.
		jQuery(document).ready(function ()
			// Create new runtime using the c2canvas
		// Pause and resume on page becoming visible/invisible
		function onVisibilityChanged() {
			if (document.hidden || document.mozHidden || document.webkitHidden || document.msHidden)
		document.addEventListener("visibilitychange", onVisibilityChanged, false);
		document.addEventListener("mozvisibilitychange", onVisibilityChanged, false);
		document.addEventListener("webkitvisibilitychange", onVisibilityChanged, false);
		document.addEventListener("msvisibilitychange", onVisibilityChanged, false);
		function OnRegisterSWError(e)
			console.warn("Failed to register service worker: ", e);
		// Runtime calls this global method when ready to start caching (i.e. after startup).
		// This registers the service worker which caches resources for offline support.
		window.C2_RegisterSW = function C2_RegisterSW()
			if (!navigator.serviceWorker)
				return;		// no SW support, ignore call
			try {
				navigator.serviceWorker.register("sw.js", { scope: "./" })
				.then(function (reg)
					console.log("Registered service worker on " + reg.scope);
			catch (e)
			<script>window.onload = function(){
					<script src=""></script>

<script type="text/javascript">

    // This demo won't run until you configure your app

    // and replace these constants with proper values.

    // Please see the or go to 


    // for further instructions

    const INTERSTITIAL_PLACEMENT_ID = '318989408788582_316528756870';

    var watchedInterstitials = 0;

    var preloadedInterstitial = null;

    window.onload = function() {

      FBInstant.initializeAsync().then(function() {

        FBInstant.startGameAsync().then(function() {

          var supportedAPIs = FBInstant.getSupportedAPIs();

          if (supportedAPIs.includes('getInterstitialAdAsync')){


            // Preload Interstitial



              INTERSTITIAL_PLACEMENT_ID, // Your Ad Placement Id

            ).then(function(interstitial) {

              // Load the Ad asynchronously

              preloadedInterstitial = interstitial;

              return preloadedInterstitial.loadAsync();

            }).then(function() {

            // show interstial 



              displayError('Interstitial failed to preload: ' + err.message);


          } else {

            displayError('Ads not supported in this session');






    function showInterstitial() {      


      .then(function() {

        // Perform post-ad success operation



      .catch(function(e) {






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