Now, the first thing to finish is how the enemies move around the map. In Chapter 7, Tower Defense Basics, we saw how to script them in order to make them move from one waypoint to another. As a short recap, a waypoint is a special point on the map where the enemies change their direction to move towards another waypoint. They can contain logic to actually lead the character to specific places that change over time, such as next to the player. They can also perform part of the decision-making process. For example, imagine a Tower Defense game where the path of the enemies splits in two. In this case, the waypoints can be used to decide which direction a particular enemy should take. The advantage of waypoints is that, in some cases, they can be more efficient than implementing a complete Pathfinding algorithm.
Here, we don't need to implement a particular logic behind the waypoints. However, they are a useful tool since they allow us to move enemies around the map easily...