ludic/app-splash_hide.html
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<title>App.splash_hide — Ludic</title>
<meta name="description" content="Dismiss the boot splash.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-app.html">App</a> <span>›</span> <span class="here">App.splash_hide</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">App.splash_hide</h1>
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<code class="sig">App.splash_hide() -&gt; void</code>
<div class="desc"><p>Dismisses the boot splash. Safe to call when there is no splash, and safe to call twice.</p><p>A bundled game shows a splash while it starts: <code>ludic bundle</code> records <code>app splash</code> from the manifest into the bundle, and the runtime puts it on screen before <code>main</code> 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.</p><p>So the game says when:</p><p>``<code>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
}
}
</code>``</p><p>Headless there is no splash and no window, and the call lowers to nothing.</p><p>See also: <a href="../../SHIPPING">shipping a game</a>.</p></div>
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