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>
701 B
701 B
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| assets-pump | Assets.pump | assets | namespace-method | Assets.pump | Assets.pump(max) -> int | Load up to max queued assets this frame; returns how many it loaded. | 5 | Assets | pump |
Loads up to max queued assets this frame, registering each under its name, and returns how many it loaded. Call it each frame in a loading scene with a small max so the frame stays short and the loading screen animates; Assets.ready flips true when the queue is drained. This is the deterministic, no-threads form of async preloading — the work is spread across frames instead of stalling one.