Convert html5 game to H5P

Hello,

I am making an educational VR game using godot. I am able to export it to html5 and play it through the browser. Is there any way to turn it into H5P, so it would have automatic integration with moodle? I want it so that some actions taken within the game will register as 'test' answers or something similar, like keeping track of how many mistakes you did or how long you took. I am able to use javascript commands in the game code to send out such data.

According to what I've seen, the only viable ways to integrate it into moodle is either using SCORM or H5P. Are there any resources dedicated for this or something similar? I'm pretty new and don't know where to start, seeing as most of the tutorials are how to create learning content using already pre-existing tools and templates. 

Content types: 

<!DOCTYPE html>
<!--
NOTES:
1. All tokens are represented by '$' sign in the template.
2. You can write your code only wherever mentioned.
3. All occurrences of existing tokens will be replaced by their appropriate values.
4. Blank lines will be removed automatically.
5. Remove unnecessary comments before creating your template.
-->
<html>
<head>
<meta charset="UTF-8">
<meta name="authoring-tool" content="Adobe_Animate_CC">
<title>Moodle_Benefits</title>
<!-- write your code here -->
<script src="https://code.createjs.com/1.0.0/createjs.min.js"></script>
<script src="Moodle_Benefits.js"></script>
<script>
var canvas, stage, exportRoot, anim_container, dom_overlay_container, fnStartAnimation;
function init() {
canvas = document.getElementById("canvas");
anim_container = document.getElementById("animation_container");
dom_overlay_container = document.getElementById("dom_overlay_container");
var comp=AdobeAn.getComposition("9E2ABF708EC6453F9B07BEDFD956634A");
var lib=comp.getLibrary();
var loader = new createjs.LoadQueue(false);
loader.addEventListener("fileload", function(evt){handleFileLoad(evt,comp)});
loader.addEventListener("complete", function(evt){handleComplete(evt,comp)});
var lib=comp.getLibrary();
loader.loadManifest(lib.properties.manifest);
}
function handleFileLoad(evt, comp) {
var images=comp.getImages();
if (evt && (evt.item.type == "image")) { images[evt.item.id] = evt.result; }
}
function handleComplete(evt,comp) {
//This function is always called, irrespective of the content. You can use the variable "stage" after it is created in token create_stage.
var lib=comp.getLibrary();
var ss=comp.getSpriteSheet();
var queue = evt.target;
var ssMetadata = lib.ssMetadata;
for(i=0; i<ssMetadata.length; i++) {
ss[ssMetadata[i].name] = new createjs.SpriteSheet( {"images": [queue.getResult(ssMetadata[i].name)], "frames": ssMetadata[i].frames} )
}
exportRoot = new lib.Moodle_Benefits();
stage = new lib.Stage(canvas);
stage.enableMouseOver();
//Registers the "tick" event listener.
fnStartAnimation = function() {
stage.addChild(exportRoot);
createjs.Ticker.framerate = lib.properties.fps;
createjs.Ticker.addEventListener("tick", stage);
}
//Code to support hidpi screens and responsive scaling.
AdobeAn.makeResponsive(true,'both',false,1,[canvas,anim_container,dom_overlay_container]);
AdobeAn.compositionLoaded(lib.properties.id);
fnStartAnimation();
}
</script>
<!-- write your code here -->
</head>
<body onload="init();" style="margin:0px;">
<div id="animation_container" style="background-color:rgba(255, 255, 255, 1.00); width:980px; height:769px">
<canvas id="canvas" width="980" height="769" style="position: absolute; display: block; background-color:rgba(255, 255, 255, 1.00);"></canvas>
<div id="dom_overlay_container" style="pointer-events:none; overflow:hidden; width:980px; height:769px; position: absolute; left: 0px; top: 0px; display: block;">
</div>
</div>
</body>
</html>

Attachments: