Chapter 3. Getting Player Input

In this chapter, you will

  • Find out how Microsoft XNA represents the gamepads and keyboards.

  • Discover the C# language structures that let us get player input.

  • Write some really silly games and scare people with them.

Introduction

You now know the basics of computer game programming. You know that a program is actually a sequence of statements, each of which performs a single action. You have seen that statements are held inside methods, each of which performs a particular task, and that methods are held in classes along with data. The program itself works on data values, which are held in variables of a particular type, and the program can make decisions based on the values that the variables have. (If none of this makes ...

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