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>
14 lines
388 B
Markdown
14 lines
388 B
Markdown
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id: assets-progress
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name: Assets.progress
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category: assets
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kind: namespace-method
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tokens: Assets.progress
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sig: Assets.progress() -> int
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tip: Loading progress as a 0..100 percent.
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order: 9
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ns: Assets
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member: progress
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---
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Returns the loading progress as a whole-number percent (<code>0..100</code>); an empty queue is <code>100</code>. Draw it as a progress bar on the loading screen.
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