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articles/tutorials/building_2d_games/11_input_management/index.md

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@@ -366,7 +366,7 @@ Now that we have our input management system complete, we will update our game t
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The `Core` class serves as our base game class, so we will update it to add and expose the `InputManager` globally. Open the *Core.cs* file in the *MonoGameLibrary* project and update it to the following:
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[!code-csharp[](./snippets/core.cs?highlight=5-6,39-47,91-92,106107,110121)]
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[!code-csharp[](./snippets/core.cs?highlight=5-6,39-47,91-92,106-107,110-121)]
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The key changes to the `Core` class are:
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Now we can update our `Game1` class to use the new input management system through the `Core` class. Open `Game1.cs` in the game project and update it to the following:
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[!code-csharp[](./snippets/game1.cs?highlight=1,7,73,79,85,91,97,105,110,113,117,123,125-126,131,137,143,149)]
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[!code-csharp[](./snippets/game1.cs?highlight=1,7,72,78,84,90,96,104,109,112,116,122,124-125,130,136,142,148)]
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The key changes to the `Game1` class are:
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articles/tutorials/building_2d_games/12_collision_detection/index.md

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@@ -311,7 +311,7 @@ If you run the game right now and move the slime around, you will notice a few i
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We can now implement these features using collision detection and response in our game. In the *DungeonSlime* project (your main game project), open the `Game1.cs` file and make the following changes to the `Game1` class:
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[!code-csharp[](./snippets/game1.cs?highlight=1,5,25-29,40-45,76177,182194,294295)]
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[!code-csharp[](./snippets/game1.cs?highlight=1,5,25-29,40-45,76-177,182-194,294-295)]
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The key changes made here are:
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articles/tutorials/building_2d_games/13_working_with_tilemaps/index.md

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@@ -186,7 +186,7 @@ This tilemap configuration creates a simple dungeon layout with walls around the
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With all of the assets now in place and configured, we can update the `Game1` class to load the tilemap and draw it. We will also need to update the collision logic so that the boundary is no longer the edge of the screen, but instead the edges of the wall tiles of the tilemap. Open `Game1.cs` and make the following updates:
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[!code-csharp[](./snippets/game1.cs?highlight=31-35,46-61,80-82,109,111,113,125,118,120,122,124,142,145,147,150,153,156,158,161,177179,301302)]
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[!code-csharp[](./snippets/game1.cs?highlight=31-35,46-61,80-82,109,111,113,125,118,120,122,124,142,145,147,150,153,156,158,161,177-179,301-302)]
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The key changes to the `Game1` class include:
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articles/tutorials/building_2d_games/15_audio_controller/index.md

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@@ -117,7 +117,7 @@ Now that we have the audio controller class complete, we can update the game to
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The `Core` class serves as our base game class, so we will update it first to add and expose the `AudioController` globally. Open the `Core.cs` file in the *MonoGameLibrary* project and update it to the following:
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[!code-csharp[](./snippets/core.cs?highlight=6,50-53,115116,119125,132133)]
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[!code-csharp[](./snippets/core.cs?highlight=6,50-53,115-116,119-125,132-133)]
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The key changes made here are:
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Next, update the `Game1` class to use the audio controller for audio playback. Open `Game1.cs` and make the following updates:
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[!code-csharp[](./snippets/game1.cs?highlight=45-46,77-78,104-105,195196,214215,268286)]
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[!code-csharp[](./snippets/game1.cs?highlight=45-46,77-78,104-105,195-196,214-215,268-286)]
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> [!NOTE]
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> Note there were a lot of replacements in the `LoadContent` method, switching from loading and initializing the background Song and replacing it with a call to the new `AudioController` to do all the work managing the Song reference. Much cleaner.

articles/tutorials/building_2d_games/16_working_with_spritefonts/index.md

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Finally, open the `Game1.cs` file and make the following changes:
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[!code-csharp[](./snippets/game1.cs?highlight=48-58,93-99,129-130,241-242,386-397)]
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[!code-csharp[](./snippets/game1.cs?highlight=48-58,93-99,128-129,241-242,386-397)]
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The key changes made are:
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