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Abstract

As a next step in developing our game, let us introduce some peril to the player by adding dangerous enemies. The enemies are generally not controlled by the player (that would make it too easy). Therefore, we need to define some kind of smart (or stupid) behavior. In this chapter, we build different types of enemy that exhibit different types of behavior. As a result, the player will have different gameplay options, and has to develop different strategies to complete each level. We use inheritance to create variety in the behavior of enemies.

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© 2013 Springer-Verlag Berlin Heidelberg

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Egges, A., Fokker, J.D., Overmars, M.H. (2013). Intelligent Enemies. In: Learning C# by Programming Games. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-36580-5_28

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  • DOI: https://doi.org/10.1007/978-3-642-36580-5_28

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-36579-9

  • Online ISBN: 978-3-642-36580-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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