Chapter 3. Building a Tower Defense Game
In the previous chapter, you learned the fundamentals of cocos2d, and now you are able to develop a basic game with this library. However, most games use more than a single scene, and their complexity it is not limited to collisions and input detection.
With our next game, we will dive into the cocos2d modules that provide us the advanced functionality we are looking for: menus, transitions, scheduled actions, and an efficient way of storing level graphics.
In this chapter, we will cover these topics:
- How to manipulate sprites with cocos2d actions
- Using tile maps as background layers
- Animated transitions between game scenes
- How to create scenes that act as menus and cut scenes
- Building a full-fledged cocos2d application with all the ingredients you have learned so far