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articles/tutorials/building_2d_games/03_the_game1_file/index.md

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@@ -108,7 +108,7 @@ In the next chapter, you will start working with sprites and learn how to load a
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1. Can the `Game1` class be renamed or is it required to be called `Game1`
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:::question-answer
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It is not a requirement that it be called `Game1`. This is just the default name given to it by the templates when creating a new MonoGame game project. However, you cannot change the name of the Base class `Game`, as this is a MonoGame construct.
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It is not a requirement that it be called `Game1`. This is just the default name given to it by the templates when creating a new MonoGame game project. However, you cannot change the name of the *BASE* class `Game`, as this is a MonoGame construct.
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:::
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2. What is the [**SpriteBatch**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch) used for?

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

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2. Place it in the **same folder** as the `.spritefont` file.
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> [!IMPORTANT]
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> You place the font file in the **same folder** as the *.spritefont* file directly, not through the MGCB Editor.
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> You place the font file in the **same folder** as the `.spritefont` file directly, not through the MGCB Editor.
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3. Update the `<FontName>` element to include the exact filename with extension.
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articles/tutorials/building_2d_games/17_scenes/index.md

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In Chapter 03, you learned the basic [lifecycle of the `Game` class](../03_the_game1_file/index.md#exploring-the-game1-class). To be consistent, we can borrow from this lifecycle and adapt it for our scenes. The order of operations for this lifecycle will be:
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1. A scene is created and set as the active scene.
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2. The initial active scene is initialized and content loaded.
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2. The first screen is made active and is initialized and content loaded.
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3. The active scene is updated and drawn each cycle.
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4. When transitioning to a new scene, or when the scene ends:
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1. The current scene is unloaded and disposed of.

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