Description

'preload <type> <asset> [blocking]'
'preload character <id> <sprite> [blocking]'
'preload block <block_id> [blocking]'

The preload action allows you to load assets into memory before they are needed. This prevents lag or loading delays during gameplay, ensuring a smooth experience for the player.

Action ID: Preload

Reversible: No (Reverting does nothing)

Requires User Interaction: No

Parameters

Parameter Description
type The category of the asset (see Supported Categories below).
asset The name/identifier of the asset to preload (as registered in monogatari.assets()).
id When preloading a character, the character’s ID.
sprite When preloading a character, the sprite name (as defined in the character’s sprites object).
block_id When using preload block, the ID of the defined preload block to load.
blocking (Optional) If included, the game will wait for the asset(s) to finish loading before proceeding to the next statement.

Supported Categories

Default Audio Categories (use audio loader)

  • music - Background music tracks
  • sounds or sound - Sound effects
  • voices or voice - Voice clips

Default Image Categories (use image loader)

  • scenes or scene - Scene backgrounds
  • images or image - General images
  • characters - Character sprites (uses special syntax, see examples)

Note: Singular forms (sound, voice, scene, image) are aliases for their plural counterparts.

Examples

Preload a single music track

'preload music theme_song'

Preload a scene (blocking)

'preload scene library blocking'

Preload a sound effect

'preload sound explosion blocking'

Preload a character sprite

'preload character y happy blocking'

Preload a predefined block of assets

'preload block Chapter1'

Preload Blocks

Preload blocks allow you to group multiple assets together to be preloaded at once. These are defined using monogatari.action('Preload').blocks().

The default Block

The default block is a special preload block that runs automatically during the game’s initial loading screen. Assets defined in the default block are:

  • Decoded and cached - Audio is decoded to AudioBuffers, images are pre-decoded for immediate display
  • Loaded before gameplay - Players see the loading progress bar while these assets load
  • Ready for instant playback - No delay when first using these assets in-game
monogatari.action('Preload').blocks({
    'default': {
        music: ['main_theme', 'menu_music'],
        scenes: ['title_screen', 'chapter1_intro'],
        sounds: ['click', 'notification'],
        characters: {
            'y': ['normal', 'happy', 'sad']
        }
    }
});

TIP

Use the default block for assets needed immediately or frequently throughout the game. For chapter-specific assets, use named blocks and the preload block action.

Default Block vs. Legacy Preloading

With default Block Without default Block (Legacy)
Only specified assets are preloaded ALL registered assets are preloaded
Audio is decoded to AudioBuffers Audio is only fetched to browser cache
Images are pre-decoded Images are only fetched to browser cache
Faster first playback May have slight delay on first use
More control over initial load time Longer initial load with many assets

Defining Named Blocks

Named blocks are loaded on-demand using preload block <name> in your script:

monogatari.action('Preload').blocks({
    'default': {
        // Loaded automatically at game start
        music: ['main_theme'],
        scenes: ['intro']
    },
    'Chapter1': {
        // Loaded when you use 'preload block Chapter1'
        music: ['theme_song', 'battle_music'],
        scenes: ['school_gate', 'classroom'],
        sounds: ['door_open', 'footsteps'],
        characters: {
            'y': ['happy', 'sad', 'normal']
        }
    },
    'Chapter2': {
        music: ['dramatic_theme'],
        scenes: ['rooftop'],
        images: ['sunset_photo']
    }
});

Block Structure

interface PreloadBlock {
    music?: string[];       // Asset names from monogatari.assets('music', {...})
    sounds?: string[];      // Asset names from monogatari.assets('sounds', {...})
    voices?: string[];      // Asset names from monogatari.assets('voices', {...})
    scenes?: string[];      // Asset names from monogatari.assets('scenes', {...})
    images?: string[];      // Asset names from monogatari.assets('images', {...})
    characters?: {          // Character sprite names
        [characterId: string]: string[]  // Sprite names from character's sprites object
    };
    [customCategory: string]: string[] | undefined;  // Custom categories (see below)
}

Using Blocks in Scripts

monogatari.script({
    'Start': [
        'Before the chapter begins, let\'s load assets...',
        'preload block Chapter1 blocking',
        'All assets are now loaded!',
        // ... rest of chapter
    ]
});

Blocking vs Non-Blocking

By default, preload is non-blocking - the game immediately advances to the next statement while assets load in the background. This is useful for preloading assets you’ll need later.

Adding the blocking keyword makes the action wait for the preload to complete before advancing. This is useful when you need the asset immediately after the preload statement.

// Non-blocking: loads in background while dialogue continues
'preload music boss_battle',
'The hero approaches the castle...',

// Blocking: waits for asset to load before continuing
'preload scene castle_interior blocking',
'show scene castle_interior'

Advanced: Custom Categories

You can register custom asset categories to use with the preload system.

Registering a Custom Category

// Register a custom category 'posters' that uses the image loader
monogatari.action('Preload').registerCategory('posters', 'image');

// Configure the assets path for your custom category
const assetsPath = monogatari.setting('AssetsPath');
assetsPath.posters = 'images/posters';
monogatari.setting('AssetsPath', assetsPath);

// Register assets for your custom category
monogatari.assets('posters', {
    'movie_poster': 'avengers.jpg',
    'concert_poster': 'live_show.png'
});

Using Custom Categories

Once registered, custom categories work like built-in ones:

// Single asset preload
'preload posters movie_poster blocking'

// In preload blocks
monogatari.action('Preload').blocks({
    'theater_scene': {
        posters: ['movie_poster', 'concert_poster'],
        music: ['theater_ambience']
    }
});

Advanced: Custom Loaders

For advanced use cases, you can register entirely custom loaders for new asset types.

Registering a Custom Loader

monogatari.action('Preload').registerLoader('video', {
    loader: async (url, engine) => {
        // Custom loading logic
        const video = document.createElement('video');
        video.src = url;
        await new Promise((resolve, reject) => {
            video.onloadeddata = resolve;
            video.onerror = reject;
        });
        return video;
    },
    cache: {
        get: (engine, key) => engine.videoCache?.(key),
        set: (engine, key, value) => engine.videoCache?.(key, value),
        delete: (engine, key) => engine.videoUncache?.(key),
        clear: (engine, prefix) => engine.videoClearCache?.(prefix)
    }
});

// Then register categories to use this loader
monogatari.action('Preload').registerCategory('videos', 'video');
  • Unload - Release assets from memory when no longer needed