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articles/tutorials/building_2d_games/10_handling_input/index.md

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description: "Learn how to handle keyboard, mouse, and gamepad input in MonoGame."
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When you play a game, you need ways to control what's happening; using a keyboard or gamepad to control a character or clicking the mouse to navigate a menu, MonoGame helps us handle all these different types of controls through dedicated input classes:
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When you play a game, you need ways to control what is happening; using a keyboard or gamepad to control a character or clicking the mouse to navigate a menu, MonoGame helps us handle all these different types of controls through dedicated input classes:
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- [**Keyboard**](xref:Microsoft.Xna.Framework.Input.Keyboard): Detects which keys are being pressed.
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- [**Mouse**](xref:Microsoft.Xna.Framework.Input.Mouse): Tracks mouse movement, button clicks, and scroll wheel use.
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Storing the state in a variable is more efficient and ensures consistent input checking within a frame. Each `GetState` call polls the device, which can impact performance if called repeatedly.
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2. What's the main difference between how keyboard and mouse/gamepad button states are checked?
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2. What is the main difference between how keyboard and mouse/gamepad button states are checked?
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:::question-answer
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Keyboard input uses [**IsKeyUp**](xref:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys))/[**IsKeyDown**](xref:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys)) methods, while mouse and gamepad buttons return a [**ButtonState**](xref:Microsoft.Xna.Framework.Input.ButtonState) enum value (Pressed or Released).
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The thumbstick Y-axis values (-1.0f down to 1.0f up) are inverted compared to MonoGame's screen coordinate system (Y increases downward). Multiplying by -1 aligns the thumbstick direction with screen movement.
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4. What's the difference between analog and digital trigger input on a gamepad?
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4. What is the difference between analog and digital trigger input on a gamepad?
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Analog triggers provide values between 0.0f and 1.0f based on how far they're pressed, while digital triggers only report 0.0f (not pressed) or 1.0f (pressed). This affects how you handle trigger input in your game.
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5. What's the key difference between [**TouchPanel.GetState**](xref:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState) and [**TouchPanel.ReadGesture**](xref:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture)?
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5. What is the key difference between [**TouchPanel.GetState**](xref:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState) and [**TouchPanel.ReadGesture**](xref:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture)?
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[**TouchPanel.GetState**](xref:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState) returns information about current touch points on the screen, while [**TouchPanel.ReadGesture**](xref:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture) provides information about specific gesture patterns like taps, drags, and pinches that have been performed.

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

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## Test Your Knowledge
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1. What's the difference between checking if an input is "down" versus checking if it was "just pressed"?
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1. What is the difference between checking if an input is "down" versus checking if it was "just pressed"?
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"Down" checks if an input is currently being held, returning true every frame while held. "Just pressed" only returns true on the first frame when the input changes from up to down, requiring comparison between current and previous states.

articles/tutorials/building_2d_games/12_collision_detection/index.md

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#### Rectangle Collision Detection
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Rectangles, often called *bounding boxes*, typically uses what's called *Axis-Aligned Bounding Box* (AABB) collision detection to determine if two rectangle shapes overlap. Unlike circles, to perform AABB collision detection, the x- and y-axes of both rectangles must be aligned with the x- and y-axes of the screen. This is just another way of saying that the rectangles cannot be rotated.
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Rectangles, often called *bounding boxes*, typically uses what is called *Axis-Aligned Bounding Box* (AABB) collision detection to determine if two rectangle shapes overlap. Unlike circles, to perform AABB collision detection, the x- and y-axes of both rectangles must be aligned with the x- and y-axes of the screen. This is just another way of saying that the rectangles cannot be rotated.
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| ![Figure 12-2: The rectangle on the left is axis-aligned since both the axes are aligned with the screen axes. The rectangle on the right is non axis-aligned sine it is rotated and the axes do not align with the screen axe.](./images/aabb-vs-non-aabb.svg) |
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| :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: |

articles/tutorials/building_2d_games/14_soundeffects_and_music/index.md

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For sound effects, .wav files are generally best because they're uncompressed and load quickly into memory for immediate playback. For music, compressed formats like .mp3 or .ogg are better suited because they greatly reduce file size while maintaining good audio quality, which is important for longer audio that's streamed rather than fully loaded.
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4. What's the difference between using [**SoundEffect.Play**](xref:Microsoft.Xna.Framework.Audio.SoundEffect.Play) directly and creating a [**SoundEffectInstance**](xref:Microsoft.Xna.Framework.Audio.SoundEffectInstance)?
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4. What is the difference between using [**SoundEffect.Play**](xref:Microsoft.Xna.Framework.Audio.SoundEffect.Play) directly and creating a [**SoundEffectInstance**](xref:Microsoft.Xna.Framework.Audio.SoundEffectInstance)?
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articles/tutorials/building_2d_games/index.md

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I am particularly grateful to the members of the MonoGame Discord community who reviewed early drafts of this content, providing feedback that helped shape these chapters into more a accessible and comprehensive learning resource.
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To the many developers of games, such as Celeste, thank you for demonstrating what's possible with MonoGame and inspiring newcomers to explore this framework.
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To the many developers of games, such as Celeste, thank you for demonstrating what is possible with MonoGame and inspiring newcomers to explore this framework.
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Finally, I would like to thank all the creators and contributors to open-source libraries and tools for MonoGame, including the the creators of Gum, Nez, and MonoGame.Extended and many other libraries that have helped make game development in MonoGame more accessible.
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