Supports the loading and freeing of game resource bundles. Resource types
include images, sounds, music and animation files to name a few. Resource
files must be saved in specific locations of a Resources
folder for
your game.
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
-
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 ResourceBundle.FreeResourceBundle(string name); public static void SplashKit.FreeResourceBundle(string name);
procedure FreeResourceBundle(name: String)
def free_resource_bundle(name):
Has Resource Bundle
Returns true when the named resource bundle has already been loaded.
- Return Type
-
Boolean
True when the bundle is already loaded.
- Parameters
-
Name Type Description Name String
The name of the resource bundle.
- Signatures
-
bool has_resource_bundle(const string &name)
public static bool ResourceBundle.HasResourceBundle(string name); public static bool SplashKit.HasResourceBundle(string name);
function HasResourceBundle(const name: String): Boolean
def has_resource_bundle(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
-
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 ResourceBundle.LoadResourceBundle(string name, string filename); public static void SplashKit.LoadResourceBundle(string name, string filename);
procedure LoadResourceBundle(const name: String; const filename: String)
def load_resource_bundle(name, filename):