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Classic Game Programming on the NES
book

Classic Game Programming on the NES

by Tony Cruise
July 2024
Beginner to intermediate
320 pages
8h 13m
English
Manning Publications
Audiobook available
Content preview from Classic Game Programming on the NES

12 More enemies

This chapter covers

  • Defining more enemy types
  • Keeping track of enemies
  • Changing our enemy spawn code
  • Changing our enemy movement code
  • Making our smart bomb smarter

So far, our game only has one type of enemy, which always moves the same way. This does not present much of a challenge to the gamer and does not make the game very interesting.

In this chapter, we are going to look at how we define different types of enemies in our game code. Then we will look at how we will keep track of more information about each enemy. This will allow us to make the enemies move in different directions and patterns and to introduce some animation.

12.1 Defining more enemy types

To make our game more interesting, let’s add some more enemy types ...

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Publisher Resources

ISBN: 9781633438019Publisher SupportPublisher WebsiteErrata Page