Book Image

Learning iPhone Game Development with Cocos2D 3.0

By : Kirill Muzykov
Book Image

Learning iPhone Game Development with Cocos2D 3.0

By: Kirill Muzykov

Overview of this book

Table of Contents (19 chapters)
Learning iPhone Game Development with Cocos2D 3.0
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


In this chapter, we've learned the basics of using a physics engine in your game. Although we learned how to create and manipulate physics bodies, detect collisions, and apply forces and impulses, we barely scratched the surface of what you can do with a physics engine.

We haven't created more complicated physics bodies using polygon shapes or even multi-shape bodies. We didn't use sensors and haven't created complicated mechanisms using joints.

However, I think that information presented in this chapter might be already too overwhelming, especially if you have only just begun to learn how to use physics in your games. Nonetheless, I'm sure this chapter has everything you need to know to start creating physics-enabled games and continue learning advanced topics. I can assure you that the result of learning will be totally worth it!

In the next chapter, we will see how to create larger worlds using tile maps.