We have covered a lot of (physics enabled) ground here. We have discussed the basics of Box2D, and we have built a pretty good brick breaker. We have focused on the core mechanics of the physics world, and how to translate between the Box2D and cocos2d positioning (using the PTM_RATIO
). We have learned how to implement power-ups that affect the physics of the Box2D world during gameplay, and learned how to use a contact listener, and how to decide which collisions cause destruction.
In the next chapter, we will explore head-to-head action gaming with two players on the same device as well as our first two device game. Let's roll!