Resource Bundles
Functions
Section titled “Functions”When you are finished with the resources in a bundle, you can free them all by calling this procedure. It will free the resource bundle and all of the associated resources.
Parameters:
| Name | Type | Description |
|---|---|---|
| name | String | The name of the resource bundle to be freed |
Signatures:
void free_resource_bundle(const string name)public static void SplashKit.FreeResourceBundle(string name);def free_resource_bundle(name):procedure FreeResourceBundle(name: String)Returns true when the named resource bundle has already been loaded.
Parameters:
| Name | Type | Description |
|---|---|---|
| name | String | The name of the resource bundle. |
Return Type: Boolean
Returns: True when the bundle is already loaded.
Signatures:
bool has_resource_bundle(const string &name)public static bool SplashKit.HasResourceBundle(string name);def has_resource_bundle(name):function HasResourceBundle(const name: String): BooleanLoads all of the resources in the resource bundle. The resource bundle is a text file that describes the resources you want to load. These rescources are then loaded when you call this procedure, and can all be released when you call release_resource_bundle. Save the resource bundle text files into your projects Resources in the bundles folder. Use the following as the format for each of the resources. Start a line with a // to have it ignored when the bundle is loaded. This can be used to add comments to your bundle. - To load an animation use the format: ANIM,name,filename For example, the following will load an animation named “WalkingScript” that loads the animation from “kermit.txt” in your games animation Resources. ANIM,WalkingScript,kermit.txt - To load a bitmap use the format: BMP,name,filename For example, the following will load a bitmap named “Logo” using the “Logo.png” file. BITMAP,Logo,logo.png - To load a bitmap that has a number of cells, you can extend the bitmap format with the cell details. This has the format: BMP,name,filename,cell-width,cell-height,columns,rows,count The following will setup the “Player” bitmap to have cells that are 75 pixels wide, and 42 pixels height. There are 4 columns in 1 row, giving a total of 4 cells. BITMAP,Player,player.png,75,42,4,1,4 - To load a font use FONT,name,filename. For example, the following loads a font named “GameFont” that represents the “demolition.otf”. FONT,GameFont,demolition.otf - To load music, use MUSIC,name,filename. The following loads “GameMusic” for the “magical_night.ogg” file. MUSIC,GameMusic,magical_night.ogg - To load a sound effect, use SOUND,name,filename. For example the following loads “error” from the “error.wav” file. SOUND,error,error.wav - To create a timer use TIMER,name. The following creates a timer named as “my timer”. TIMER,my timer - You can also load another resource bundle using BUNDLE,name,filename. The following loads “another bundle” from the “another.txt” file. BUNDLE,another bundle,another.txt
Parameters:
| Name | Type | Description |
|---|---|---|
| name | String | The name of the bundle when it is loaded. |
| filename | String | The filename to load. |
Signatures:
void load_resource_bundle(const string &name, const string &filename)public static void SplashKit.LoadResourceBundle(string name, string filename);def load_resource_bundle(name, filename):procedure LoadResourceBundle(const name: String; const filename: String)Usage: {</>}