Here are the classes, structs, unions and interfaces with brief descriptions:
| AppDelegate | The Application Delegate which receives all the OS callbacks |
| AssetHelper | Makes loading device-dependant resoures (assets) easier |
| GameBackground | Provides the background image/animations of the scene |
| GameHUD | Displays Score Labels and could also be used to show the graphic frames enclosing score labels (optional) |
| GameObjects | Contains all moving game objects which can be given a Path |
| GamePaths | Contains, manages and creates all Paths |
| GameScene | The scene (CCLayer) where the game takes place |
| GameUI | Displays the User Interface the player can interact with during the game |
| IncomingMarker | They are the small warning signs that appear at the screen borders when a new object is moving in from outside the screen |
| MainMenu | MainMenu is a placeholder for your pregame menu |
| MathHelper | Helpful Math routines and commonly used calculations |
| Motivationals | Manages motivational labels when landing, praising the player so he wants to see more of them |
| MovingObject | Moving objects are the objects the player can touch to draw a Path for them |
| ObjectDef | Contains all configurable gameplay parameters of any MovingObject |
| ObjectDefs | Singleton that gives you access to all Object Definitions and is the central class for creating MovingObject types |
| Path | A path is a list of CGPoint with special attributes that are drawn on screen |
| PathPoint | All information to define a single PathPoint |
| <PauseDelegateProtocol> | Callback for bringing up the game pause menu |
| TargetObject | Defines the position, radius and type of places where your objects can land, dock, etc |
| TargetObjects | TargetObjects manages the landing pads, docks or whatever you choose |