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
645 B
Markdown
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.
|