ludic/docs/language/assets/assets-enqueue.md
Orkuncakilkaya f2cb3cd7e8
All checks were successful
bootstrap / cfree-fixpoint (push) Successful in 22s
ci / build-and-test (push) Successful in 2m27s
commit-lint / conventional-commits (push) Successful in 5s
docs / build-and-deploy (push) Successful in 28s
feat(assets): #82 incremental asset preloading + loading-scene pattern
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>
2026-09-02 08:19:19 +03:00

14 lines
645 B
Markdown

---
id: assets-enqueue
name: Assets.enqueue
category: assets
kind: namespace-method
tokens: Assets.enqueue
sig: Assets.enqueue(name, path)
tip: Queue a named image file to preload later.
order: 4
ns: Assets
member: enqueue
---
Adds a named image file to the preload queue without loading it now. Load the queue incrementally with <a href="assets-pump"><code>Assets.pump</code></a> from a loading scene, then reach each asset by name with <a href="assets-get"><code>Assets.get</code></a> once <a href="assets-ready"><code>Assets.ready</code></a>. Enqueueing is deterministic — the same order loads the same assets in the same order every run.