We have navigated the challenges of a mole thumping game, and survived intact. In this chapter we have covered a few interesting concepts. We learned how to use Z-ordering to trick the eye. We created persistent objects that can be reused (the moles). We have also worked with using instances of CCNode
as containers for other objects for both the molehills and the moles. We have spent considerable time discussing actions and animations, both of which are core to a successful cocos2d game design.
In the next chapter, we will explore a snake game. From snakes eating mice to scaling difficulty levels, the chapter will cover some familiar ground and some new terrain.