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Game development on MAUI (Part 3: Enemies)

This chapter is where the game starts to feel interactive, not just animated. It combines scene layering, enemy spawn loops, and attack-window logic to establish the core combat rhythm.

What you’ll learn

  • How to add and layer a dedicated enemy canvas over the existing game scene
  • A state machine approach for enemy rise, idle, and death animation phases
  • Spawn-loop patterns to control pacing and cap active enemies
  • Collision and hurtbox timing tied to specific Hydra attack frames
  • Debug-friendly rendering techniques for validating interaction zones

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