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>
3 lines
1 KiB
Markdown
3 lines
1 KiB
Markdown
bump: minor
|
|
type: feat
|
|
Incremental asset preloading (#82). Assets used to load synchronously inside Boot/Start (`png_load`, `Audio.load`), stalling the first frame(s) as content grows, with no built-in loading phase. Adds an `Assets.*` preload queue: `Assets.enqueue(name, path)` queues a named image without loading it, `Assets.pump(max)` loads up to `max` queued assets per frame (returning how many it loaded), and `Assets.total` / `loaded` / `ready` / `progress` (0..100) drive a progress bar. A loading scene pumps a few assets per frame, draws `Assets.progress()`, and `become`s the play scene once `Assets.ready()`, so the game shows a responsive loading screen and only enters play once content is ready — the deterministic, no-threads form of async preloading (the work is spread across frames instead of stalling one, and the same enqueue+pump order loads identically every run). Loaded assets are reachable by name via `Assets.get` / `Sprite.named`. Builds on the #81 atlas. Example: `examples/library/preload.ludic`.
|