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