#1 GDNet+ - Reputation: 521
Posted 30 October 2012 - 07:49 PM
{
switch(wParam)
{
case ID_TIMER:
{
HRESULT hr=D3DXCreateFont(g_pd3dDevice, //D3D Device
22, //Font height
10, //Font width
FW_NORMAL, //Font Weight
1, //MipLevels
false, //Italic
DEFAULT_CHARSET, //CharSet
OUT_DEFAULT_PRECIS, //OutputPrecision
ANTIALIASED_QUALITY, //Quality
DEFAULT_PITCH|FF_DONTCARE,//PitchAndFamily
"Arial", //pFacename,
&g_font); //ppFont
D3DCOLOR fontColor = D3DCOLOR_XRGB(0,0,0);
RECT rct;
rct.left=200;
rct.right=600;
rct.top=20;
rct.bottom =50;
g_font-> DrawText(NULL,"Welcome to DX9 Pong",-1,&rct,DT_CENTER,fontColor);
KillTimer(hWnd,ID_TIMER);
}
break;
}
return 0;
}
I am using the windows timer function to draw black text to the screen to cover up red text which I already drew to the screen.
I am trying to erase text for my pong game.I have done a lot of research on this topic but I still need help.
#2 Moderators - Reputation: 6663
Posted 30 October 2012 - 07:56 PM
#3 GDNet+ - Reputation: 521
Posted 30 October 2012 - 08:06 PM
#4 Crossbones+ - Reputation: 5181
Posted 30 October 2012 - 09:20 PM

I already know what is inside before I click it:
- A code dump.
- Without [CODE] tags.
- 1 or 2 sentences explaining what he wants to happen.
- But not what actually happens.
- No actual question.
I just won $1 (approximately).
I tend to just stay away from these topics because just reading them frustrates me.
phil67rpg, you can read any other topic anywhere else on the forum to see how a proper question looks, what it contains, the fact that code is inside [CODE] tags, etc.
You have been here long enough to have actually seen other topics before, so there is no excuse for the way you ask questions.
Even after you were asked to actually ask a question, you didn’t!
You just explained what you want, not what actually happens, and there was no question. Twice!
How hard is it to ask a question? Check any other post. You have literally 10’s of thousands of examples.
There are even places you could check online that are meant to specifically help you learn how to ask questions.
http://www.google.co... Ask a Question
Thank you for the $1, but I couldn’t help you even if I tried. No one can.
You don’t know how to ask for help. You give no information at all that someone could use to help you. Every. Single. Time.
Others are obviously just as frustrated by it.
Until you learn how to ask questions…
L. Spiro
Edited by L. Spiro, 30 October 2012 - 09:23 PM.
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
#6 GDNet+ - Reputation: 521
Posted 01 November 2012 - 04:58 PM
#7 Members - Reputation: 3714
Posted 01 November 2012 - 05:28 PM
The voices in my head may not be real, but they have some good ideas!
#8 Members - Reputation: 266
Posted 01 November 2012 - 05:35 PM
If ( bSplashScreen )
// draw text
#9 Members - Reputation: 1874
Posted 01 November 2012 - 05:39 PM
What I want to do is that after the text is sent to the screen that the text would be cleared from the screen
I have tried printing text to the screen in red color and then printing the same text to the screen in black but it does not erase the text that is already printed there.
You cannot erase what is already drawn to the screen. If you had an integer x, would you be able to see what values it previously held? No, keeping track of such data for every variable and every pixel is infeasible. It is faster and easier to redraw everything, excluding the stuff you don't want visible.
Phil, I strongly recommend researching game loops and structuring your game accordingly. In your case, it probably look something like this:
load_fonts
load_resources
while ( not user_quit ) {
while ( events_to_be_processed )
process_window_event()
clear_screen()
draw_game()
if ( should_draw_instructions )
draw_instructions()
}
release_resources
release_fonts
Edited by fastcall22, 01 November 2012 - 05:51 PM.
#10 Crossbones+ - Reputation: 5181
Posted 01 November 2012 - 05:49 PM
As was mentioned, standard practice is to clear the screen every frame within a game loop, such as the one provided by fastcall22.
Each frame you draw only what you want to be on the screen. This way you don’t have to keep track of what you had drawn in the past.
Imagine any 3D game that had to keep track of what it had drawn last frame and carefully erase that before putting a new image up.
Therefor you redraw the entire screen every frame after clearing it to black at the start of the frame. Draw only what you want to appear each frame and don’t draw what you don’t want to appear. No fuss with timers.
L. Spiro
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
#13 GDNet+ - Reputation: 521
Posted 03 November 2012 - 02:03 PM
#15 Members - Reputation: 3828
Posted 03 November 2012 - 06:27 PM
When you're drawing stuff you don't just set down a baseline and then only change stuff that needs to be changed.
Instead, for each frame, you first clear the screen - everything goes away - then you draw everything all over again. The "draw everything all over again" part is where you can remove stuff that you don't want to draw and add new stuff that you do want.
This flies in the face of all logic if you come from an "everything is software" mode of thinking, but this is actually the way GPUs like to be used. So don't try anything tricksy to circumvent it; instead use your GPU the way it wants to be used and it will be good to you in return.
If by now you're recoiling in horror and thinking "surely that's going to give awful performance" - remember - Quake did this in 1996. It wasn't a problem then and it's not a problem now.
Edited by mhagain, 03 November 2012 - 06:33 PM.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
#17 Members - Reputation: 408
Posted 03 November 2012 - 08:40 PM
I would suggest you to learn about it first, you are missing the basic of it while you are trying to create a game.
If you don't want to get stuck in every single thing you want to do you should learn how DirectX works.
http://directxtutorial.com this is a good site to get started.






