Skip to content

Resource Bundles

Functions

Free Resource Bundle

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

NameTypeDescription
nameStringThe name of the resource bundle to be freed

Signatures

void free_resource_bundle(const string name)

Has Resource Bundle

Returns true when the named resource bundle has already been loaded.

Parameters

NameTypeDescription
nameStringThe name of the resource bundle.

Return Type - Boolean

Signatures

bool has_resource_bundle(const string &name)

Load Resource Bundle

Loads 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

NameTypeDescription
nameStringThe name of the bundle when it is loaded.
filenameStringThe filename to load.

Signatures

void load_resource_bundle(const string &name, const string &filename)