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An Input Manager Class

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Input in Games is handled through a series of events that trigger either mouse, keyboard, etc. input. Often, trying to have multiple states of the game as well as hundreds of sprites all trying to grab input at the same time through meager event handling can be difficult. And how about when more than one key is held down? And how can you make this...
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Basic Bounding Boxes

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In games, it is a very common operation to check whether or not two or more "sprites" (objects with an image) are colliding and if so, then they take action. I will now demonstrate this idea with a program that moves 2 balls closer toward each other until they meet, at which time, they will stop moving. I do this by testing a collision...

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March 2020

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