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splinterlands-js

v1.0.1

Published

Splinterlands JavaScript Client Library

Downloads

2

Readme

Client-Side JS SDK for Splinterlands

CDN URLs

<script src="https://cdn.jsdelivr.net/gh/steem-monsters/splinterlands-js@master/dist/splinterlands.min.js"></script>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/gh/steem-monsters/splinterlands-js@master/dist/splinterlands.min.css" />

Init

Initializes the SDK with the API server URL and WebSocket server URL.

// Production URLs
await splinterlands.init({ api_url: 'https://steemmonsters.com', ws_url: 'wss://ws.steemmonsters.io' });

// QA Site URLs
await splinterlands.init({ api_url: 'https://testnet.steemmonsters.io', ws_url: 'wss://sm-ws.mrosen.com' });

Login

Log in to the game using a Steem blockchain account.

If no parameters are specified, it will attempt to log in using the login information stored in the browser's local storage. The has_saved_login() method can be used to check whether or not the user has credentials stored locally in the browser.

if(splinterlands.has_saved_login()) {
	// Attempt to log in using saved credentials
	let login_response = await splinterlands.login();

	if(!login_response.error) {
		// If there is no error, the user was successfully logged in and you can proceed to show the home screen
		// The "login_response" variable will contain the player information returned by the server
	} else {
		// If there was an error, just show the log in screen
	}
}

If only a username is specified, it will attempt to log in using the Steem Keychain browser extension which securely stores the Steem account passwords. Finally, if both a username and a password are specified, it will use that information to attempt to log in.

// Attempt to log in using saved credentials
let login_response = await splinterlands.login(username, password (optional));

if(login_response.error) {
	// Display the error message to the user
} else {
	// Proceed to show the home screen. The "login_response" variable will contain the player information returned by the server
}