04-05-2011 09:42 PM
Add it to the stage in a Bitmap or Image component as a normal display object on top of your application. When the system splash disappears, yours will remain until you remove it.
04-05-2011 11:39 PM - edited 04-05-2011 11:43 PM
The app UI isn't always initialized/built fully when the splash screen disappears. Better to appear just a little slower than completely broken and locked up (perhaps just an opinion).
It also allows a smooth transition to take the splash screen away instead of the jerky, instant default.
04-06-2011 12:10 AM
I added a duplicate copy of my splashscreen to the display list on top of my app, and tweened it off smoothly when I wanted too.
You can see the end result here:
Otherwise the splashscreen just appears and blinks off.... too clunky IMO...
04-06-2011 02:16 AM
In your application root node use splashScreenMinimumDisplayTime. Provide values in milliseconds.
This would display splash screen for at least 4 seconds.
Hope this helps.
04-06-2011 05:06 AM - edited 04-06-2011 05:10 AM
My splashscreen is just the first frame of a 2-second animation showing my developer logo. The program plays the rest of the animation before fading away and fading up to the main menu. My app is lightweight, so I don't really need this. Indeed, I don't even load most of the game components until after the animation is removed from the stage and from memory, but I can get away with the indulgence it because it's a game.
It's interesting to know that there is manual control over the splashscreen duration for cases when you want to be sure that the app finishes running through a constructor class or something, but you might want to consider an in-app animation display or loading screen instead, which runs concurrently. It solves your problem and adds a little class to the proceedings :-) But of course, I wouldn't know if that would be more or less efficient without testing multiple methods.
I'm curious to hear what you end up going with and why.