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Cocos2d-X Game Development Blueprints

You're reading from   Cocos2d-X Game Development Blueprints Build a plethora of games for various genres using one of the most powerful game engines, Cocos2d-x

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Product type Paperback
Published in Jul 2015
Publisher Packt
ISBN-13 9781783985265
Length 392 pages
Edition 1st Edition
Languages
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Author (1):
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Karan Sequeira Karan Sequeira
Author Profile Icon Karan Sequeira
Karan Sequeira
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Toc

Table of Contents (12) Chapters Close

Preface 1. A Colorful Start FREE CHAPTER 2. How to Fly a Dragon! 3. Not Just a Space Game 4. Back to the Drawing Board 5. Let's Get Physical! 6. Creativity with Textures 7. Old is Gold! 8. Box2D Meets RUBE 9. The Two Towers 10. Cross-platform Building Index

Using debug draw


While creating an object of the GLESDebugDraw class, we need only pass in the pixel-to-meter ratio so the class knows exactly how much to scale the rendering of our physics objects. This class also gives us the option of choosing the elements we want to be drawn on to the screen. For this game, we only want our bodies' shapes to be drawn so all other flags are commented. Doing this will not render the shapes on the screen and we must add the following code to our layer's draw function:

#ifdef ENABLE_DEBUG_DRAW
void GameWorld::draw()
{
  CCLayer::draw();
  ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
  kmGLPushMatrix();
  world_->DrawDebugData();
  kmGLPopMatrix();
}
#endif

An important thing to remember is that the GLESDebugDraw class is intended for debugging purposes only and should be turned off unless absolutely required. This is why the preceding code is wrapped inside a pre-processor conditional. You might use this class the most in the initial stages...

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