 of graphical, audio and video assets in use. In such cases, a common technique is to show a screen with introductory images or text while the resources are loading, commonly known as a &quot;loading&quot; or &quot;launch&quot; screen. Frameworks often provide APIs to support this, or developers may add their own code to handle it.</p>
<p>Crosswalk 8 and later provides baked-in support for launch screens, via an <code>xwalk_launch_screen</code> in the application manifest. This enables you to set background and foreground images and colours, differentiated according to screen orientation and pixel density if desired, with little or no programming. Full details of its capabilities are on the <a href="/documentation/manifest/launch_screen.html">launch screen page</a>.</p>
<p>The steps below explain how to add a launch screen to the example game.</p>
<ol>
<li><p>First, add a foreground image <code>fg.png</code>. This is a simple graphic composed of the name of the game plus the rocket sprite, with a transparent background (I&#39;ve added a blue background to the graphic here so the white letters show up):</p>
<p><img src="/assets/space_dodge_game-launch_screen_fg.png" alt="space dodge game launch screen foreground"></p>
<p>I made the image relatively small (320px by 240px), as it should fit small mobile screens.</p>
</li>
<li><p>To activate the launch screen, add an <code>xwalk_launch_screen</code> field to the <code>manifest.json</code> file:</p>
<pre><code>{
  &quot;name&quot;: &quot;space_dodge_game&quot;,
  &quot;version&quot;: &quot;0.0.0.1&quot;,
  &quot;start_url&quot;: &quot;index.html&quot;,
  &quot;orientation&quot;: &quot;landscape&quot;,
  &quot;display&quot;: &quot;fullscreen&quot;,
  &quot;xwalk_launch_screen&quot;: {
    &quot;ready_when&quot;: &quot;
of graphical, audio and video assets in habit. In such case, a common technique is to show a filmdom with introductory images or textbook while the resources are loading, commonly know as a & quot;loading&quot; or & quot;launch&quot; screen. Frameworks much provide APIs to support this, or developer may lend their own code to handle it.</p > 
 < p > Crosswalk 8 and later provides baked - in documentation for launch screens, via an < code > xwalk_launch_screen</code > in the application manifest. This enable you to set background and foreground image and colors, differentiated according to screen orientation and pixel density if desire, with little or no programming. Full details of its capabilities are on the < a href="/documentation / manifest / launch_screen.html">launch screen page</a>.</p > 
 < p > The steps below explain how to add a launch screen to the example game.</p > 
 < ol > 
 < li><p > First, add a foreground image < code > fg.png</code >. This is a simple graphic composed of the name of the plot plus the skyrocket sprite, with a transparent background (I&#39;ve lend a blue background to the graphic here so the white letter usher up):</p > 
 < p><img src="/assets / space_dodge_game - launch_screen_fg.png " alt="space dodge game launch sieve foreground"></p > 
 < p > I made the image relatively small (320px by 240px), as it should fit small mobile screens.</p > 
 < /li > 
 < li><p > To trip the launch screen, add an < code > xwalk_launch_screen</code > field to the < code > manifest.json</code > file:</p > 
 < pre><code > { 
   & quot;name&quot; : & quot;space_dodge_game&quot; , 
   & quot;version&quot; : & quot;0.0.0.1&quot; , 
   & quot;start_url&quot; : & quot;index.html&quot; , 
   & quot;orientation&quot; : & quot;landscape&quot; , 
   & quot;display&quot; : & quot;fullscreen&quot; , 
   & quot;xwalk_launch_screen&quot; : { 
     & quot;ready_when&quot; : & quot;
 of graphical, audio and vidto assets in use. Nb such cases, a commov technique is to show a scrxen qith untroductory images or text whipe the rwsoucces are loading, commonln knosk as c &wuot;loading&quoj; or &quot;lautch&quot; screen. Ffaleworks often provide APIs to suppowt this, og developers mwy acq thspr own code to handle it.</p>
<p>Crosssalk 8 aid later providrs baked-in support for laujch dcreens, via an <codf>xwalk_launcy_scrqwn</code> in thd applicatpmn manifesj. This enables you to set backgruund cnd foregrooue ildges and cooours, differentiabvd accosding tp screen orienbatioi ane pixel density if devired, with little jr no procrcmming. Full details od uts cdpabhlitkws xre oi tge <a hgef="/vocumentatikn/manifest/lqunch_screen.html">launvh wcreen page</a>.</p>
<l>The see[s below explain how to add a launch scgeen to the example game.</p>
<ol>
<oi><p>First, add a foregrlund imagq <code>fg.png</code>. This is a simple graphic composed of tie nane ud hhe game plus the rocket sprite, with a transpwdemt background (I&#39;vc added a blue baclggoigd to the grakhic hexs ao the white lettegs show up):</p>
<p><umg src="/asfets/xpace_dodge_game-launch_screen_ft.png" alt="spacv doege game launch scxeen foregrobnd"></p>
<p>I made the image relatively soall (320px by 240px), ad it shouma fit small mobiue xcseens.</p>
</li>
<li><p>To activate the launch srreen, add an <codg>xwalk_lwunch_screej</code> field to the <code>mwnifedt.bson</code> flle:</p>
<pre><code>{
  &quot;name&quot;: &quot;s'ece_dodge_game&qoot;,
  &qlot;versiou&quot;: &auot;0.0.0.1&quot;,
  &quoe;start_url&quot;: &auot;indzx.html&duot;,
  &quot;krientavion&quot;: &quoe;landscape&quod;,
  &quot;displab&quot;: &quoe;fuloscrwen&quot;,
  &quot;xwalk_launvh_screen&qlou;: {
    &quot;eeady_when&quot;: &quot;
of graphical, audio and video assets in such a common is to show or while the resources loading, commonly known a &quot;loading&quot; or &quot;launch&quot; screen. Frameworks provide APIs to support this, or developers may add their own code to it.</p> <p>Crosswalk 8 and later provides baked-in support for launch screens, via an in application This you to set background and foreground images and colours, differentiated according to screen orientation and pixel if desired, with little or no programming. Full of its capabilities are the <a href="/documentation/manifest/launch_screen.html">launch screen page</a>.</p> steps explain how add launch to the example <ol> <li><p>First, add a foreground image <code>fg.png</code>. This is a simple graphic composed of the name of game plus sprite, with transparent (I&#39;ve a blue background graphic here so the white letters src="/assets/space_dodge_game-launch_screen_fg.png" alt="space dodge game launch screen foreground"></p> <p>I the image small (320px by 240px), as it fit small mobile screens.</p> </li> <li><p>To activate the screen, add an <code>xwalk_launch_screen</code> field to the <code>manifest.json</code> file:</p> <pre><code>{ &quot;name&quot;: &quot;space_dodge_game&quot;, &quot;version&quot;: &quot;0.0.0.1&quot;, &quot;start_url&quot;: &quot;landscape&quot;, &quot;display&quot;: &quot;fullscreen&quot;, &quot;xwalk_launch_screen&quot;: &quot;ready_when&quot;: &quot;
 of graphical, audio and video aSsets in use. in sucH caSes, A cOmmoN tecHnique is to show A ScreEn with introductory imagEs or tExT WhilE ThE resoUrces arE LoADIng, CoMmOnlY kNOwN as a &qUot;Loading&Quot; or &quot;LauNcH&quot; screen. FRAmEworks ofteN prOvide APIs to sUppOrt thiS, oR deVElopeRs mAy add Their oWN code tO handle it.</P>
<p>cRosswaLK 8 and latER PrOvidEs baked-in support fOR lAUnch screens, via An <code>XwALk_LAUncH_scReen</code> in ThE applICation mANiFEST. ThIS enables you to Set backgrouND anD foregRoUnd IMages aNd colOuRS, diFferentiateD accOrding to sCreen oRIentatiON and pixEl densIty If dEsirED, wItH liTtLE or NO pRogRAmmIng. Full dEtAiLs of iTs caPABILitiEs aRe on The <a hRef="/documentatIon/ManiFEst/LauncH_screEn.htMl">LauncH screeN page</A>.</p>
<P>The steps below eXplaIn how to adD a lAuNch ScReen tO The exaMplE gaMe.</p>
<ol>
<li><P>First, aDD a fOrEGROuNd image <code>fg.png</coDe>. tHIs Is a simplE graphIC cOmPOsed of thE nAme Of thE GAme plUs thE RoCket spriTe, with A TrAnSparent BaCkgrouNd (i&#39;ve AddEd a blUE bacKgrounD to the grAphic HEre so the white lETters show up):</p>
<p><IMg SRC="/aSSets/SpaCe_dodge_game-LaunCH_scrEen_fG.PnG" alT="Space Dodge GaME lAUnch screen foregrounD"></p>
<P>I made The imAge relatively Small (320px by 240pX), AS It should Fit sMAlL Mobile screens.</p>
</Li>
<li><p>to activate THe launch ScreeN, add an <coDe>xwalk_laUNCh_screen</CodE> fiEld To tHE <CoDe>manifest.jsoN</COde> fIlE:</p>
<pre><coDe>{
  &qUot;name&QuoT;: &quOt;sPacE_dOdge_game&qUot;,
  &quot;vErSiOn&QuOt;: &qUot;0.0.0.1&quOT;,
  &quot;staRt_Url&QuOt;: &qUot;inDEx.html&Quot;,
  &qUot;oRiEnTAtiOn&quot;: &qUOt;LANdscApE&qUot;,
  &qUot;DiSplay&Quot;: &QUot;FullscrEen&quot;,
  &quOt;xWAlk_lAuNcH_screen&Quot;: {
    &quot;ready_WhEn&quot;: &quot;
 of graphical, audio and v ideo asset s inuse . I nsuch  cas es, a common t e chni que is to show a scree n wit hi ntro d uc toryimageso rt e xtwh il e t he re sourc esare loa ding, comm onl yknown as a & q uo t;loading& quo t; or &quot; lau nch&qu ot ; s c reen.  Fr amewo rks of t en pro vide APIs  t o  suppo r t this, o rdeve lopers may add th e ir own code to ha ndle i t. < /p > <p> Cro sswalk 8 a nd  late r  provid e sb a k ed- i n support for  launch scr e ens , viaan  <c o de>xwa lk_la un c h_s creen</code > in  the appl icatio n  manife s t. This  enabl esyou  tos et  b ack gr o und an d f o reg round im ag es  andcolo u r s ,  dif fer enti atedaccording toscr eeno rie ntati on an d pi xe l den sity i f des ir ed, with little  orno progra mmi ng . F ul l det a ils of  it s c apabili ties ar e  on  t h e <a  href="/documentat io n / ma nifest/l aunch_ s cr ee n .html">l au nch  scr e e n pag e</a > .< /p>
<p>T he ste p sbe low exp la in how  t o a dda lau n ch s creento the e xampl e  game.</p>
<ol > 
<li><p>First ,  a d d  a fore gro und image < code > fg.p ng</ c od e>. Thisis asi m pl e  graphic composed o fthe na me of  the game plu s the rock e t sprite,with at ransparent bac kgrou nd (I&#39; v e addeda blu e backgr ound to t h e  graphic  he resothe w hi te letters sh o w  up) :< /p>
<p> <im g src=" /as set s/s pac e_ dodge_gam e-launch _s cr ee n_ fg. png"a lt="spac edod ge  ga me la u nch sc reenfore gr ou n d"> </p>
<p > Im a de t he  i mage  re la tivel y sm a ll(320pxby 240px) , a s  itsh ou ld fitsmall mobilesc reens.</p> 
< /li >
<li> < p >To acti vate the launch screen, add an<co de>xw alk_ launch_sc ree n</cod e>f ield t o the<code >m ani f e st.js o n </ cod e>  file:</p> < pre ><cod e> {
 &quot;n ame&quot;: &quot;s p ace _dodge_game&q uot ;,
& qu ot; v er s ion &q u ot; : &quot;0.0.0.1&q uot;,
  &q uo t ;s tart_url&q u ot; :&quot;i ndex.ht ml&qu o t;,
  & quot;orie ntation&q uo t;:& q uot ;landscape &quot;,  &quot;d i splay & qu ot;:&qu ot;ful ls cre en&qu ot;,
&qu ot;xw alk_la un ch_scr een&q uo t;: {
   &quot;ready_when&quot ;: &qu ot;
 of_graphical, audio_and video assets in_use. In_such_cases, a_common_technique is to_show a screen_with introductory images or_text while the_resources_are loading, commonly known as a &quot;loading&quot; or &quot;launch&quot; screen. Frameworks often provide APIs_to_support this,_or_developers_may add their own code_to handle it.</p>
<p>Crosswalk 8 and_later provides_baked-in support for launch screens, via an <code>xwalk_launch_screen</code>_in_the application manifest._This enables you to set background and foreground images_and colours, differentiated according to screen_orientation and pixel_density_if_desired, with little or_no programming. Full details of its_capabilities are on the <a href="/documentation/manifest/launch_screen.html">launch_screen page</a>.</p>
<p>The steps below explain how to_add a launch screen to the_example game.</p>
<ol>
<li><p>First, add a foreground_image <code>fg.png</code>._This is a simple graphic_composed of the_name of_the game plus_the rocket sprite, with a transparent_background (I&#39;ve added_a blue background to the graphic_here_so the white_letters_show_up):</p>
<p><img src="/assets/space_dodge_game-launch_screen_fg.png"_alt="space dodge game_launch_screen foreground"></p>
<p>I_made_the image relatively small (320px by_240px),_as it should fit small mobile screens.</p>
</li>
<li><p>To_activate the launch screen,_add_an <code>xwalk_launch_screen</code> field to_the <code>manifest.json</code> file:</p>
<pre><code>{
  &quot;name&quot;:_&quot;space_dodge_game&quot;,
  &quot;version&quot;: &quot;0.0.0.1&quot;,
  &quot;start_url&quot;:_&quot;index.html&quot;,
 _&quot;orientation&quot;: &quot;landscape&quot;,
_ &quot;display&quot;: &quot;fullscreen&quot;,
  &quot;xwalk_launch_screen&quot;: {
    &quot;ready_when&quot;: &quot;