Loading Resources with Bundles

Written by Andrew Cain on Jun 5 2018

Games often require a large number of resources. With different levels, characters, animations, music, and sound effects, it can be cumbersome to have to load each of these individually in your code. To help overcome this, SplashKit provides bundles.

Bundle Contents

Conceptually, a bundle is a collection of resources that can be loaded by SplashKit as a group. This is achieved by creating a bundle script that lists all of the resources that you want loaded, and then loading this bundle in your code by calling using the Load Resource Bundle. You can then use the resources loaded, accessing them by name. Once you’re done with a bundle you can release it from memory by calling Free Resource Bundle. This releases all the resources loaded in the bundle from memory.

The bundle scripts are located in the Resources/bundles folder. Each script is a text file that contains the details of the resources to load. Each line of the file describes a single resource, with comma separated fields. The first field contains the type of resource to load being one of the following:

  • ANIM to load an animation
  • BITMAP to load an image
  • BUNDLE to load another bundle
  • FONT to load a font
  • MUSIC to load music
  • SOUND to load a sound effect
  • TIMER to create a timer.

Following the resource kind is the resources name and the associated filename for the resource. The name is used to access the resource once the bundle is loaded, while the filename indicates which resource to load. You need to ensure that the names are unique for each resource otherwise some of the resources will not be accessible.

Extra Details

Bitmap and font resources also require additional information.

BITMAP can optionally be followed by bitmap cell details useful for animation (see ). This is in the format: BITMAP, name, filename, width, height, cellCols, cellRows, cellCount. Once the bitmap is loaded the bundle will set the cell details from the information given.

FONT must be followed by the point size for the font.


The following is an example of a bundle script file, it includes an example of each resource kinds you can load in SplashKit.

BITMAP,mySpriteSheet,image1_name.png, 500, 100, 10, 2, 19 

As you can see from the example, bundles can load a variety of resources including other bundles. Bitmaps can be loaded with cells and without cells.