How I should enable debug draw with Cocos2d-x 3.0? There are some codes that do that with cocos2d-x 2.0 but they don't even compile on Cocos2d-x. Unfortunately I am new to both cocos2d-x and Box2d and I don't know how to port them. That would be great if you would share the method how you draw shapes.
EDIT:
I have found this:
http://blog.csdn.net/tian2kong/article/details/20386213
I have overridden the draw
method of my applications main Layer
like this:
void HelloWorld::draw()
{
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION);
kmGLPushMatrix();
m_world->drawDebugData();
kmGLPopMatrix();
}
And also have done this:
GLESDebugDraw *debugDraw = new GLESDebugDraw(PTM_RATIO);
m_world.SetDebugDraw(debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
/*
flags += b2Draw::e_jointBit;
flags += b2Draw::e_centerOfMassBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
*/
debugDraw->SetFlags(flags);
And it worked! But when I addChild a sprite, the shapes stay blow my sprites. How to bring them front?
Open spotlight and search for GLES-Render.cpp. This file will be there in a path in the cocos2dx folder. Open the enclosing folder and drag the files GLES-Render.h and GLES-Render.cpp to the project. Then add the following code in the init method
b2Draw *m_debugDraw = new GLESDebugDraw(PTM_RATIO);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
H_world->SetDebugDraw(m_debugDraw);
Then add the draw method.
void HelloWorld::draw()
{
kmGLPushMatrix();
H_world->DrawDebugData();
kmGLPopMatrix();
}
Don't forget to include GLES-Render.h