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* Update core.cs * Update tilemap.cs * Update core.cs * Update core.cs * Update core.cs * Update index.md
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  • articles/tutorials/building_2d_games

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articles/tutorials/building_2d_games/04_creating_a_class_library/snippets/core.cs

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@@ -66,7 +66,7 @@ public Core(string title, int width, int height, bool fullScreen)
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// Set the window title
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Window.Title = title;
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// Set the core's content manager to a reference of hte base Game's
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// Set the core's content manager to a reference of the base Game's
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// content manager.
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Content = base.Content;
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@@ -88,4 +88,4 @@ protected override void Initialize()
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// Create the sprite batch instance.
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SpriteBatch = new SpriteBatch(GraphicsDevice);
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}
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}
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}

articles/tutorials/building_2d_games/11_input_management/snippets/core.cs

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@@ -78,7 +78,7 @@ public Core(string title, int width, int height, bool fullScreen)
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// Set the window title
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Window.Title = title;
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// Set the core's content manager to a reference of hte base Game's
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// Set the core's content manager to a reference of the base Game's
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// content manager.
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Content = base.Content;
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@@ -116,4 +116,4 @@ protected override void Update(GameTime gameTime)
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base.Update(gameTime);
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}
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}
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}

articles/tutorials/building_2d_games/13_working_with_tilemaps/snippets/tilemap.cs

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@@ -108,7 +108,7 @@ public TextureRegion GetTile(int index)
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/// column and row.
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/// </summary>
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/// <param name="column">The column of the tile in this tilemap.</param>
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/// <param name="row">The row of hte tile in this tilemap.</param>
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/// <param name="row">The row of the tile in this tilemap.</param>
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/// <returns>The texture region of the tile from this tilemap at the specified column and row.</returns>
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public TextureRegion GetTile(int column, int row)
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{

articles/tutorials/building_2d_games/15_audio_controller/snippets/core.cs

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@@ -84,7 +84,7 @@ public Core(string title, int width, int height, bool fullScreen)
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// Set the window title
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Window.Title = title;
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// Set the core's content manager to a reference of hte base Game's
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// Set the core's content manager to a reference of the base Game's
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// content manager.
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Content = base.Content;
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@@ -136,4 +136,4 @@ protected override void Update(GameTime gameTime)
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base.Update(gameTime);
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}
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}
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}

articles/tutorials/building_2d_games/17_scenes/snippets/core.cs

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@@ -91,7 +91,7 @@ public Core(string title, int width, int height, bool fullScreen)
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// Set the window title
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Window.Title = title;
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// Set the core's content manager to a reference of hte base Game's
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// Set the core's content manager to a reference of the base Game's
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// content manager.
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Content = base.Content;
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@@ -203,4 +203,4 @@ private static void TransitionScene()
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s_activeScene.Initialize();
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}
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}
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}
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}

articles/tutorials/building_2d_games/20_implementing_ui_with_gum/index.md

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@@ -451,7 +451,7 @@ Each button registers a `Click` event handler to respond when the players select
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[!code-csharp[](./snippets/titlescene/handlestartclicked.cs)]
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When the "Start" button is clicked and this method is called, it will play the UI sound effect for auditory feedback then change the scene tot he game scene so the player can start playing the game.
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When the "Start" button is clicked and this method is called, it will play the UI sound effect for auditory feedback then change the scene to the game scene so the player can start playing the game.
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Next is the handler for the "Options" button. Add the following method to the `TitleScene` class after the `HandleStartClicked` method:
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