Screen helpers · function

holdSplash

Keep the engine's badge up until until settles, as well as until the game's first frame: a game whose first screen loads for longer than that frame — a stage, figures and their pictures on a first visit — is seen whole rather than loading. capMs is the game's own ceiling on the badge in place of the engine's twenty seconds, longer for a slow first visit or shorter, so a load that never settles is still shown in the end; the longest of several holds' wins, and the minimum hold is unchanged.

Explained in Recording and clips.

function holdSplash(until: PromiseLike<unknown>, options?:
import { holdSplash } from '@driftengine/core';

Parameters

ParameterTypeDescription
untilPromiseLike<unknown>
options?{ capMs?: number; }

In depth

Frames run while the game loads behind the plate, since a load may need them, and are held once it has settled, for whatever is left of the minimum, as they are after a first frame with no hold. Returns whether there was a badge to hold: none in a packaged build, whose shell shows its own until the first frame, nor where splash: false or ?splash=0 turned it off.