ludic/docs/language/assets/assets-ready.md
Orkuncakilkaya 57b66bdf47 feat(lang): L4 type checker between parse and emit
selfhost/check/ walks every function, the entry, tests, globals' initializers and
@On listeners with real scopes, and refuses mixed number kinds, text and numbers,
two record types, mismatched slices and fn types, wrong argument counts, wrong
returns and wrong push elements - every mix-up at once, each at its line.
LUDIC_CHECK_REPORT=1 lists them by category. pointer stays untyped (L7's).

What it found is fixed: render3d's HDR scan calling the float-bits extern f_lt
with floats; ludic.shooter's right-stick aim overflowing past half a push;
prof.ludic storing longs in []int; extern arguments now coerced to their
parameters. Text-returning runtime functions say string; Assets.ready says bool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 01:34:49 +03:00

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Markdown

---
id: assets-ready
name: Assets.ready
category: assets
kind: namespace-method
tokens: Assets.ready
sig: Assets.ready() -> bool
tip: true once every enqueued asset has loaded.
order: 8
ns: Assets
member: ready
---
Returns <code>1</code> once every enqueued asset has been loaded (the queue is drained), else <code>0</code>. A loading scene pumps until this is true, then enters play (e.g. <code>become</code> the game scene).