App.splash_hide
App.splash_hide() -> void
Dismisses the boot splash. Safe to call when there is no splash, and safe to call twice.
A bundled game shows a splash while it starts: ludic bundle records app splash from the manifest into the bundle, and the runtime puts it on screen before main runs, out of the asset pack. Nothing takes it down on its own, because nothing else knows when the game has a first frame worth showing - a splash that disappears while the terrain is still loading leaves the same black gap it was there to cover.
So the game says when:
``ludic skip
program MyGame {
entry {
load_the_world() # the slow part the splash is covering
open_the_window()
draw_one_frame()
App.splash_hide() # ...and only now
}
}
``
Headless there is no splash and no window, and the call lowers to nothing.
See also: shipping a game.