107 lines
4.0 KiB
JavaScript
107 lines
4.0 KiB
JavaScript
/*
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* Copyright 2015 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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*/
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// To run, use the `javascript_sample.sh` script.
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var assert = require('assert');
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var flatbuffers = require('../js/flatbuffers').flatbuffers;
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var MyGame = require('./monster_generated').MyGame;
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// Example how to use FlatBuffers to create and read binary buffers.
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function main() {
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var builder = new flatbuffers.Builder(0);
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// Create some weapons for our Monster ('Sword' and 'Axe').
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var weaponOne = builder.createString('Sword');
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var weaponTwo = builder.createString('Axe');
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MyGame.Sample.Weapon.startWeapon(builder);
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MyGame.Sample.Weapon.addName(builder, weaponOne);
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MyGame.Sample.Weapon.addDamage(builder, 3);
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var sword = MyGame.Sample.Weapon.endWeapon(builder);
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MyGame.Sample.Weapon.startWeapon(builder);
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MyGame.Sample.Weapon.addName(builder, weaponTwo);
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MyGame.Sample.Weapon.addDamage(builder, 5);
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var axe = MyGame.Sample.Weapon.endWeapon(builder);
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// Serialize the FlatBuffer data.
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var name = builder.createString('Orc');
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var treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
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var inv = MyGame.Sample.Monster.createInventoryVector(builder, treasure);
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var weaps = [sword, axe];
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var weapons = MyGame.Sample.Monster.createWeaponsVector(builder, weaps);
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var pos = MyGame.Sample.Vec3.createVec3(builder, 1.0, 2.0, 3.0);
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MyGame.Sample.Monster.startMonster(builder);
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MyGame.Sample.Monster.addPos(builder, pos);
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MyGame.Sample.Monster.addHp(builder, 300);
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MyGame.Sample.Monster.addColor(builder, MyGame.Sample.Color.Red)
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MyGame.Sample.Monster.addName(builder, name);
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MyGame.Sample.Monster.addInventory(builder, inv);
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MyGame.Sample.Monster.addWeapons(builder, weapons);
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MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon);
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MyGame.Sample.Monster.addEquipped(builder, weaps[1]);
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var orc = MyGame.Sample.Monster.endMonster(builder);
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builder.finish(orc); // You may also call 'MyGame.Example.Monster.finishMonsterBuffer(builder, orc);'.
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// We now have a FlatBuffer that can be stored on disk or sent over a network.
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// ...Code to store to disk or send over a network goes here...
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// Instead, we are going to access it right away, as if we just received it.
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var buf = builder.dataBuffer();
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// Get access to the root:
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var monster = MyGame.Sample.Monster.getRootAsMonster(buf);
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// Note: We did not set the `mana` field explicitly, so we get back the default value.
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assert.equal(monster.mana(), 150);
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assert.equal(monster.hp(), 300);
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assert.equal(monster.name(), 'Orc');
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assert.equal(monster.color(), MyGame.Sample.Color.Red);
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assert.equal(monster.pos().x(), 1.0);
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assert.equal(monster.pos().y(), 2.0);
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assert.equal(monster.pos().z(), 3.0);
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// Get and test the `inventory` FlatBuffer `vector`.
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for (var i = 0; i < monster.inventoryLength(); i++) {
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assert.equal(monster.inventory(i), i);
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}
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// Get and test the `weapons` FlatBuffer `vector` of `table`s.
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var expectedWeaponNames = ['Sword', 'Axe'];
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var expectedWeaponDamages = [3, 5];
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for (var i = 0; i < monster.weaponsLength(); i++) {
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assert.equal(monster.weapons(i).name(), expectedWeaponNames[i]);
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assert.equal(monster.weapons(i).damage(), expectedWeaponDamages[i]);
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}
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// Get and test the `equipped` FlatBuffer `union`.
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assert.equal(monster.equippedType(), MyGame.Sample.Equipment.Weapon);
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assert.equal(monster.equipped(new MyGame.Sample.Weapon()).name(), 'Axe');
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assert.equal(monster.equipped(new MyGame.Sample.Weapon()).damage(), 5);
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console.log('The FlatBuffer was successfully created and verified!');
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}
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main();
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