Austin Schuh | e89fa2d | 2019-08-14 20:24:23 -0700 | [diff] [blame] | 1 | /* |
| 2 | * Copyright 2015 Google Inc. All rights reserved. |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | // To run, use the `javascript_sample.sh` script. |
| 18 | |
| 19 | var assert = require('assert'); |
| 20 | var flatbuffers = require('../js/flatbuffers').flatbuffers; |
| 21 | var MyGame = require('./monster_generated').MyGame; |
| 22 | |
| 23 | // Example how to use FlatBuffers to create and read binary buffers. |
| 24 | function main() { |
| 25 | var builder = new flatbuffers.Builder(0); |
| 26 | |
| 27 | // Create some weapons for our Monster ('Sword' and 'Axe'). |
| 28 | var weaponOne = builder.createString('Sword'); |
| 29 | var weaponTwo = builder.createString('Axe'); |
| 30 | |
| 31 | MyGame.Sample.Weapon.startWeapon(builder); |
| 32 | MyGame.Sample.Weapon.addName(builder, weaponOne); |
| 33 | MyGame.Sample.Weapon.addDamage(builder, 3); |
| 34 | var sword = MyGame.Sample.Weapon.endWeapon(builder); |
| 35 | |
| 36 | MyGame.Sample.Weapon.startWeapon(builder); |
| 37 | MyGame.Sample.Weapon.addName(builder, weaponTwo); |
| 38 | MyGame.Sample.Weapon.addDamage(builder, 5); |
| 39 | var axe = MyGame.Sample.Weapon.endWeapon(builder); |
| 40 | |
| 41 | // Serialize the FlatBuffer data. |
| 42 | var name = builder.createString('Orc'); |
| 43 | |
| 44 | var treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]; |
| 45 | var inv = MyGame.Sample.Monster.createInventoryVector(builder, treasure); |
| 46 | |
| 47 | var weaps = [sword, axe]; |
| 48 | var weapons = MyGame.Sample.Monster.createWeaponsVector(builder, weaps); |
| 49 | |
| 50 | var pos = MyGame.Sample.Vec3.createVec3(builder, 1.0, 2.0, 3.0); |
| 51 | |
| 52 | MyGame.Sample.Monster.startMonster(builder); |
| 53 | MyGame.Sample.Monster.addPos(builder, pos); |
| 54 | MyGame.Sample.Monster.addHp(builder, 300); |
| 55 | MyGame.Sample.Monster.addColor(builder, MyGame.Sample.Color.Red) |
| 56 | MyGame.Sample.Monster.addName(builder, name); |
| 57 | MyGame.Sample.Monster.addInventory(builder, inv); |
| 58 | MyGame.Sample.Monster.addWeapons(builder, weapons); |
| 59 | MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon); |
| 60 | MyGame.Sample.Monster.addEquipped(builder, weaps[1]); |
| 61 | var orc = MyGame.Sample.Monster.endMonster(builder); |
| 62 | |
| 63 | builder.finish(orc); // You may also call 'MyGame.Example.Monster.finishMonsterBuffer(builder, orc);'. |
| 64 | |
| 65 | // We now have a FlatBuffer that can be stored on disk or sent over a network. |
| 66 | |
| 67 | // ...Code to store to disk or send over a network goes here... |
| 68 | |
| 69 | // Instead, we are going to access it right away, as if we just received it. |
| 70 | |
| 71 | var buf = builder.dataBuffer(); |
| 72 | |
| 73 | // Get access to the root: |
| 74 | var monster = MyGame.Sample.Monster.getRootAsMonster(buf); |
| 75 | |
| 76 | // Note: We did not set the `mana` field explicitly, so we get back the default value. |
| 77 | assert.equal(monster.mana(), 150); |
| 78 | assert.equal(monster.hp(), 300); |
| 79 | assert.equal(monster.name(), 'Orc'); |
| 80 | assert.equal(monster.color(), MyGame.Sample.Color.Red); |
| 81 | assert.equal(monster.pos().x(), 1.0); |
| 82 | assert.equal(monster.pos().y(), 2.0); |
| 83 | assert.equal(monster.pos().z(), 3.0); |
| 84 | |
| 85 | // Get and test the `inventory` FlatBuffer `vector`. |
| 86 | for (var i = 0; i < monster.inventoryLength(); i++) { |
| 87 | assert.equal(monster.inventory(i), i); |
| 88 | } |
| 89 | |
| 90 | // Get and test the `weapons` FlatBuffer `vector` of `table`s. |
| 91 | var expectedWeaponNames = ['Sword', 'Axe']; |
| 92 | var expectedWeaponDamages = [3, 5]; |
| 93 | for (var i = 0; i < monster.weaponsLength(); i++) { |
| 94 | assert.equal(monster.weapons(i).name(), expectedWeaponNames[i]); |
| 95 | assert.equal(monster.weapons(i).damage(), expectedWeaponDamages[i]); |
| 96 | } |
| 97 | |
| 98 | // Get and test the `equipped` FlatBuffer `union`. |
| 99 | assert.equal(monster.equippedType(), MyGame.Sample.Equipment.Weapon); |
| 100 | assert.equal(monster.equipped(new MyGame.Sample.Weapon()).name(), 'Axe'); |
| 101 | assert.equal(monster.equipped(new MyGame.Sample.Weapon()).damage(), 5); |
| 102 | |
| 103 | console.log('The FlatBuffer was successfully created and verified!'); |
| 104 | } |
| 105 | |
| 106 | main(); |