mk-
It sounds like your are doing the right thing on the animation side by
preloading the images ...
http://where.com/create/reference/globalfunctions.php#loadImage.
What are you doing to redraw ? document.redraw() ?
The fetch() method is synchronous. So you are correct, it is
blocking. That said, animation and networking are probably the 2
biggest CPU intensive activities for the device.
You can try placing the fetch() into another thread like so (I have
debugged any of this, but hopefully you get the idea) ...
<script>
var animThread;
var fetchThread;
function doTheFetch() {
animThread = new Thread('doAnimation()', 1000);
animThread.start();
fetchThread = new Thread('doRealFetch()', 10000);
fetchThread.start();
}
function doAnimation() {
// same logic u have
}
// threaded now to run once
function doRealFetch() {
// I have never tried killing thread here, but it should be fine
fetchThread.stop();
var res = document.someForm.fetch();
// perform your response logic here
}
Let me know how that works. Also try messing around with your sleep
time for animation.