feat(assets): #82 incremental asset preloading + loading-scene pattern
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Assets loaded synchronously in Boot stalled the first frame(s). Adds an
Assets.* preload queue over the #81 atlas: Assets.enqueue(name, path) queues a
named image without loading it, Assets.pump(max) loads up to max per frame
(returns how many), and Assets.total/loaded/ready/progress (0..100) drive a
progress bar. A loading scene pumps a few per frame, draws Assets.progress(),
and becomes the play scene once Assets.ready() — the deterministic, no-threads
form of async preloading (work spread across frames; same enqueue+pump order
loads identically every run). Loaded assets are reachable by name via
Assets.get / Sprite.named.

Example preload (enqueue 3, pump incrementally 0->33->66->100, ready flips, get
by name) prints 3 0 0 0 1 33 66 1 100 1. 6 docs pages. Full suite 117/0,
fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 08:19:19 +03:00
parent 23e232e380
commit f2cb3cd7e8
12 changed files with 22197 additions and 21863 deletions

View file

@ -43,6 +43,16 @@ var at_name_str: pointers = null # name per named sprite
var at_name_id: words = null # atlas id per name
var at_nname: int = 0
# #82 — an incremental preload queue: enqueue named image files, then load a
# bounded number per frame (Assets.pump) so a loading scene stays responsive and
# a game only enters play once Assets.ready(). Deterministic: the same enqueue +
# pump order loads the same assets in the same order on every run.
const ATLAS_MAX_QUEUE: int = 512
var at_q_name: pointers = null # name to register the loaded sprite under
var at_q_path: pointers = null # file path to load
var at_q_n: int = 0 # how many enqueued
var at_q_pos: int = 0 # how many loaded so far
function atlas_init() -> void {
if at_sheet_img != null { return }
at_sheet_img = words(ATLAS_MAX_SHEET)
@ -55,6 +65,17 @@ function atlas_init() -> void {
at_spr_h = words(ATLAS_MAX_SPR)
at_name_str = bytes(ATLAS_MAX_NAME * 8) # a pointer (8 bytes) per name slot
at_name_id = words(ATLAS_MAX_NAME)
at_q_name = bytes(ATLAS_MAX_QUEUE * 8)
at_q_path = bytes(ATLAS_MAX_QUEUE * 8)
}
# register (name -> atlas id) in the name table so Assets.get / Sprite.named find it.
function atlas_register_name(name: pointer, id: int) -> void {
atlas_init()
if at_nname >= ATLAS_MAX_NAME { return }
at_name_str[at_nname] = name
at_name_id[at_nname] = id
at_nname = at_nname + 1
}
# load a spritesheet PNG whose cells are cw x ch px; returns a sheet handle (>= 0).
@ -210,3 +231,39 @@ function atlas_draw_scaled(id: int, dx: int, dy: int, sc: int) -> void {
# an atlas sprite's pixel size — handy for centering / layout.
function atlas_width(id: int) -> int { atlas_init(); if (id < 0) or (id >= at_nspr) { return 0 }; return at_spr_w[id] }
function atlas_height(id: int) -> int { atlas_init(); if (id < 0) or (id >= at_nspr) { return 0 }; return at_spr_h[id] }
# ---- incremental preload (#82) --------------------------------------------
# Enqueue a named image file to load later (does not load it now).
function assets_enqueue(name: pointer, path: pointer) -> void {
atlas_init()
if at_q_n >= ATLAS_MAX_QUEUE { return }
at_q_name[at_q_n] = name
at_q_path[at_q_n] = path
at_q_n = at_q_n + 1
}
# Load up to `max` queued assets this frame, registering each under its name, and
# return how many were loaded by this call. Call it each frame in a loading scene
# (a small `max` keeps the frame short); Assets.ready() flips true when done.
function assets_pump(max: int) -> int {
atlas_init()
var done = 0
while (done < max) and (at_q_pos < at_q_n) {
let id = atlas_image(at_q_path[at_q_pos])
atlas_register_name(at_q_name[at_q_pos], id)
at_q_pos = at_q_pos + 1
done = done + 1
}
return done
}
function assets_total() -> int { atlas_init(); return at_q_n }
function assets_loaded() -> int { atlas_init(); return at_q_pos }
function assets_ready() -> int { atlas_init(); if at_q_pos >= at_q_n { return 1 }; return 0 }
# loading progress as a whole-number percent (0..100); an empty queue is 100.
function assets_progress() -> int {
atlas_init()
if at_q_n <= 0 { return 100 }
return at_q_pos * 100 / at_q_n
}