In this chapter, we have learned three seemingly unrelated concepts that help us to detect and react to events.
First, we added physics collisions to the game, and now we know how to use the collision listeners to both perform an action on collision and to ignore a collision. Secondly, we have identified basic events that happen throughout the game, on collisions, or simple in time, and we learned when and how to react to them. Lastly, we learned how to play sound effects on different events happening in different places.
In the next chapter, we are going to see some advanced physics such as multiple fixtures, joints, and collision filtering. The chapter will improve the look and feel (UX) of our game.