Docs · login

login

5 login commands, generated from the engine's own registry — signatures, parameters and a worked example each. A does something command acts on the game; a needs x() one answers a confident wrong answer when its client hooks are missing.

atLoginScreen returns bool
atLoginScreen() -> bool

True while the login screen is up.

Example
if atLoginScreen() { login() }
loggedIn returns bool
loggedIn() -> bool

True in the game world, false on the login screen.

Example
if not loggedIn() { login() }
login does something returns bool
login() -> bool

Clicks the login button for the current login screen and waits. On the existing-user form it submits and waits for the world; on the welcome screen it opens the form. Returns whether it made progress, so loop it until loggedIn(). It submits whatever username and password are already entered.

Example
if not loggedIn() { login() }
loginAvailable returns bool
loginAvailable() -> bool

True when this build's mapping can answer the login state at all.

Example
if loginAvailable() and not loggedIn() { login() }
loginStage returns int
loginStage() -> int

Which login sub-screen: 0 the welcome choice, 1 new user, 2 the existing-user form.

Example
if loginStage() == 2 { login() }