2018-07-24 02:03:11 +00:00
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// Copyright 2018 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2019-05-22 18:48:10 +00:00
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import from "../lobster/"
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import monster_generated
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2018-07-24 02:03:11 +00:00
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// Example of how to use FlatBuffers to create and read binary buffers.
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// Create a builder.
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let b = flatbuffers_builder {}
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// Create some weapons for our monster.
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let weapon_names = [ "Sword", "Axe" ]
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let weapon_damages = [ 3, 5 ]
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2019-05-22 18:48:10 +00:00
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let weapon_offsets = map(weapon_names) name, i:
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2018-07-24 02:03:11 +00:00
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let ns = b.CreateString(name)
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2019-05-23 02:42:13 +00:00
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MyGame_Sample_WeaponBuilder { b }
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.start()
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.add_name(ns)
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.add_damage(weapon_damages[i])
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.end()
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2018-07-24 02:03:11 +00:00
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let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
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// Name of the monster.
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let name = b.CreateString("Orc")
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// Inventory.
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let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
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// Now pack it all together in our root monster object.
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2019-05-23 02:42:13 +00:00
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let orc = MyGame_Sample_MonsterBuilder { b }
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.start()
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.add_pos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
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.add_hp(300)
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.add_name(name)
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.add_inventory(inv)
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.add_color(MyGame_Sample_Color_Red)
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.add_weapons(weapons)
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.add_equipped_type(MyGame_Sample_Equipment_Weapon)
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.add_equipped(weapon_offsets[1])
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.end()
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2018-07-24 02:03:11 +00:00
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// Finish the buffer!
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b.Finish(orc)
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// We now have a FlatBuffer that we could store on disk or send over a network.
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let buf = b.SizedCopy()
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// ...Saving to file or sending over a network code goes here...
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// Instead, we are going to access this buffer right away (as if we just
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// received it).
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// Get the root object accessor.
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let monster = MyGame_Sample_GetRootAsMonster(buf)
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// Note: We did not set the `mana` field explicitly, so we get a default value.
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assert monster.mana == 150
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assert monster.hp == 300
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assert monster.name == "Orc"
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assert monster.color == MyGame_Sample_Color_Red
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let pos = monster.pos
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assert pos
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assert pos.x == 1.0
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assert pos.y == 2.0
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assert pos.z == 3.0
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// Get and test the `inventory` FlatBuffer vector.
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for(monster.inventory_length) e, i:
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assert monster.inventory(i) == e
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// Get and test the `weapons` FlatBuffer vector of tables.
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for(monster.weapons_length) i:
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assert monster.weapons(i).name == weapon_names[i]
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assert monster.weapons(i).damage == weapon_damages[i]
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// Get and test the `equipped` FlatBuffer union.
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assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon
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// Now that we know the union value is a weapon, we can safely call as_Weapon:
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let union_weapon = monster.equipped_as_Weapon
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assert union_weapon.name == "Axe"
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assert union_weapon.damage == 5
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print "The FlatBuffer was successfully created and verified!"
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