With Inverse Universe, we went back to the drawing board and came out with flying colors! You learned the difference between CCDrawingPrimitives
and CCDrawNode
. We also extended the CCDrawNode
class to create each and every one of our game's elements. We implemented circle-to-circle collision detection and finally understood how tilt controls or the accelerometer work in Cocos2d-x. As a good game design principle, you also learned how to add progression to a game that is not level-based, while still keeping it open-ended.
In our next chapter, we'll get acquainted with an extremely lively friend, a friend that you can keep applying forces to, and a friend that can take any shape and size that you'd like—yes it's none other than our great friend Box2D!
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