// automatically generated by the FlatBuffers compiler, do not modify /** * @const * @namespace */ var MyGame = MyGame || {}; /** * @const * @namespace */ MyGame.Sample = MyGame.Sample || {}; /** * @enum {number} */ MyGame.Sample.Color = { Red: 0, Green: 1, Blue: 2 }; /** * @enum {string} */ MyGame.Sample.ColorName = { '0': 'Red', '1': 'Green', '2': 'Blue' }; /** * @enum {number} */ MyGame.Sample.Equipment = { NONE: 0, Weapon: 1 }; /** * @enum {string} */ MyGame.Sample.EquipmentName = { '0': 'NONE', '1': 'Weapon' }; /** * @constructor */ MyGame.Sample.Vec3 = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Sample.Vec3} */ MyGame.Sample.Vec3.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @returns {number} */ MyGame.Sample.Vec3.prototype.x = function() { return this.bb.readFloat32(this.bb_pos); }; /** * @returns {number} */ MyGame.Sample.Vec3.prototype.y = function() { return this.bb.readFloat32(this.bb_pos + 4); }; /** * @returns {number} */ MyGame.Sample.Vec3.prototype.z = function() { return this.bb.readFloat32(this.bb_pos + 8); }; /** * @param {flatbuffers.Builder} builder * @param {number} x * @param {number} y * @param {number} z * @returns {flatbuffers.Offset} */ MyGame.Sample.Vec3.createVec3 = function(builder, x, y, z) { builder.prep(4, 12); builder.writeFloat32(z); builder.writeFloat32(y); builder.writeFloat32(x); return builder.offset(); }; /** * @constructor */ MyGame.Sample.Monster = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Sample.Monster} */ MyGame.Sample.Monster.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Sample.Monster=} obj * @returns {MyGame.Sample.Monster} */ MyGame.Sample.Monster.getRootAsMonster = function(bb, obj) { return (obj || new MyGame.Sample.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Sample.Monster=} obj * @returns {MyGame.Sample.Monster} */ MyGame.Sample.Monster.getSizePrefixedRootAsMonster = function(bb, obj) { bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH); return (obj || new MyGame.Sample.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {MyGame.Sample.Vec3=} obj * @returns {MyGame.Sample.Vec3|null} */ MyGame.Sample.Monster.prototype.pos = function(obj) { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? (obj || new MyGame.Sample.Vec3).__init(this.bb_pos + offset, this.bb) : null; }; /** * @returns {number} */ MyGame.Sample.Monster.prototype.mana = function() { var offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.readInt16(this.bb_pos + offset) : 150; }; /** * @returns {number} */ MyGame.Sample.Monster.prototype.hp = function() { var offset = this.bb.__offset(this.bb_pos, 8); return offset ? this.bb.readInt16(this.bb_pos + offset) : 100; }; /** * @param {flatbuffers.Encoding=} optionalEncoding * @returns {string|Uint8Array|null} */ MyGame.Sample.Monster.prototype.name = function(optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 10); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; }; /** * @param {number} index * @returns {number} */ MyGame.Sample.Monster.prototype.inventory = function(index) { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? this.bb.readUint8(this.bb.__vector(this.bb_pos + offset) + index) : 0; }; /** * @returns {number} */ MyGame.Sample.Monster.prototype.inventoryLength = function() { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Uint8Array} */ MyGame.Sample.Monster.prototype.inventoryArray = function() { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? new Uint8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @returns {MyGame.Sample.Color} */ MyGame.Sample.Monster.prototype.color = function() { var offset = this.bb.__offset(this.bb_pos, 16); return offset ? /** @type {MyGame.Sample.Color} */ (this.bb.readInt8(this.bb_pos + offset)) : MyGame.Sample.Color.Blue; }; /** * @param {number} index * @param {MyGame.Sample.Weapon=} obj * @returns {MyGame.Sample.Weapon} */ MyGame.Sample.Monster.prototype.weapons = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 18); return offset ? (obj || new MyGame.Sample.Weapon).__init(this.bb.__indirect(this.bb.__vector(this.bb_pos + offset) + index * 4), this.bb) : null; }; /** * @returns {number} */ MyGame.Sample.Monster.prototype.weaponsLength = function() { var offset = this.bb.__offset(this.bb_pos, 18); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {MyGame.Sample.Equipment} */ MyGame.Sample.Monster.prototype.equippedType = function() { var offset = this.bb.__offset(this.bb_pos, 20); return offset ? /** @type {MyGame.Sample.Equipment} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Sample.Equipment.NONE; }; /** * @param {flatbuffers.Table} obj * @returns {?flatbuffers.Table} */ MyGame.Sample.Monster.prototype.equipped = function(obj) { var offset = this.bb.__offset(this.bb_pos, 22); return offset ? this.bb.__union(obj, this.bb_pos + offset) : null; }; /** * @param {number} index * @param {MyGame.Sample.Vec3=} obj * @returns {MyGame.Sample.Vec3} */ MyGame.Sample.Monster.prototype.path = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? (obj || new MyGame.Sample.Vec3).__init(this.bb.__vector(this.bb_pos + offset) + index * 12, this.bb) : null; }; /** * @returns {number} */ MyGame.Sample.Monster.prototype.pathLength = function() { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Sample.Monster.startMonster = function(builder) { builder.startObject(11); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} posOffset */ MyGame.Sample.Monster.addPos = function(builder, posOffset) { builder.addFieldStruct(0, posOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} mana */ MyGame.Sample.Monster.addMana = function(builder, mana) { builder.addFieldInt16(1, mana, 150); }; /** * @param {flatbuffers.Builder} builder * @param {number} hp */ MyGame.Sample.Monster.addHp = function(builder, hp) { builder.addFieldInt16(2, hp, 100); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} nameOffset */ MyGame.Sample.Monster.addName = function(builder, nameOffset) { builder.addFieldOffset(3, nameOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} inventoryOffset */ MyGame.Sample.Monster.addInventory = function(builder, inventoryOffset) { builder.addFieldOffset(5, inventoryOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Sample.Monster.createInventoryVector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Sample.Monster.startInventoryVector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Sample.Color} color */ MyGame.Sample.Monster.addColor = function(builder, color) { builder.addFieldInt8(6, color, MyGame.Sample.Color.Blue); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} weaponsOffset */ MyGame.Sample.Monster.addWeapons = function(builder, weaponsOffset) { builder.addFieldOffset(7, weaponsOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Sample.Monster.createWeaponsVector = function(builder, data) { builder.startVector(4, data.length, 4); for (var i = data.length - 1; i >= 0; i--) { builder.addOffset(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Sample.Monster.startWeaponsVector = function(builder, numElems) { builder.startVector(4, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Sample.Equipment} equippedType */ MyGame.Sample.Monster.addEquippedType = function(builder, equippedType) { builder.addFieldInt8(8, equippedType, MyGame.Sample.Equipment.NONE); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} equippedOffset */ MyGame.Sample.Monster.addEquipped = function(builder, equippedOffset) { builder.addFieldOffset(9, equippedOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} pathOffset */ MyGame.Sample.Monster.addPath = function(builder, pathOffset) { builder.addFieldOffset(10, pathOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Sample.Monster.startPathVector = function(builder, numElems) { builder.startVector(12, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Sample.Monster.endMonster = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} offset */ MyGame.Sample.Monster.finishMonsterBuffer = function(builder, offset) { builder.finish(offset); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} offset */ MyGame.Sample.Monster.finishSizePrefixedMonsterBuffer = function(builder, offset) { builder.finish(offset, undefined, true); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} posOffset * @param {number} mana * @param {number} hp * @param {flatbuffers.Offset} nameOffset * @param {flatbuffers.Offset} inventoryOffset * @param {MyGame.Sample.Color} color * @param {flatbuffers.Offset} weaponsOffset * @param {MyGame.Sample.Equipment} equippedType * @param {flatbuffers.Offset} equippedOffset * @param {flatbuffers.Offset} pathOffset * @returns {flatbuffers.Offset} */ MyGame.Sample.Monster.createMonster = function(builder, posOffset, mana, hp, nameOffset, inventoryOffset, color, weaponsOffset, equippedType, equippedOffset, pathOffset) { MyGame.Sample.Monster.startMonster(builder); MyGame.Sample.Monster.addPos(builder, posOffset); MyGame.Sample.Monster.addMana(builder, mana); MyGame.Sample.Monster.addHp(builder, hp); MyGame.Sample.Monster.addName(builder, nameOffset); MyGame.Sample.Monster.addInventory(builder, inventoryOffset); MyGame.Sample.Monster.addColor(builder, color); MyGame.Sample.Monster.addWeapons(builder, weaponsOffset); MyGame.Sample.Monster.addEquippedType(builder, equippedType); MyGame.Sample.Monster.addEquipped(builder, equippedOffset); MyGame.Sample.Monster.addPath(builder, pathOffset); return MyGame.Sample.Monster.endMonster(builder); } /** * @constructor */ MyGame.Sample.Weapon = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Sample.Weapon} */ MyGame.Sample.Weapon.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Sample.Weapon=} obj * @returns {MyGame.Sample.Weapon} */ MyGame.Sample.Weapon.getRootAsWeapon = function(bb, obj) { return (obj || new MyGame.Sample.Weapon).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Sample.Weapon=} obj * @returns {MyGame.Sample.Weapon} */ MyGame.Sample.Weapon.getSizePrefixedRootAsWeapon = function(bb, obj) { bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH); return (obj || new MyGame.Sample.Weapon).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.Encoding=} optionalEncoding * @returns {string|Uint8Array|null} */ MyGame.Sample.Weapon.prototype.name = function(optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; }; /** * @returns {number} */ MyGame.Sample.Weapon.prototype.damage = function() { var offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.readInt16(this.bb_pos + offset) : 0; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Sample.Weapon.startWeapon = function(builder) { builder.startObject(2); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} nameOffset */ MyGame.Sample.Weapon.addName = function(builder, nameOffset) { builder.addFieldOffset(0, nameOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} damage */ MyGame.Sample.Weapon.addDamage = function(builder, damage) { builder.addFieldInt16(1, damage, 0); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Sample.Weapon.endWeapon = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} nameOffset * @param {number} damage * @returns {flatbuffers.Offset} */ MyGame.Sample.Weapon.createWeapon = function(builder, nameOffset, damage) { MyGame.Sample.Weapon.startWeapon(builder); MyGame.Sample.Weapon.addName(builder, nameOffset); MyGame.Sample.Weapon.addDamage(builder, damage); return MyGame.Sample.Weapon.endWeapon(builder); } // Exports for Node.js and RequireJS this.MyGame = MyGame;