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phil67rpg

breakout game scoring

12 posts in this topic

Well I am able to write the score of 100 to the screen but then I want to write a black number to the screen. Then I want to write the next  highest score to the screen. Basically I am having a problem of blacking out the score so I can overwrite it. Well what it does now is it prints the score to the screen and then it overwrites it with the next highest score. I have almost solved this problem I just need someone to give me a hint.

void
 
 
drawBitmapText(char *string,float x,float y,float z) 
{ 
char
 
 
*c;
glPushAttrib(
 
GL_CURRENT_BIT);
glColor3f(1.0f,1.0f,1.0f);
glRasterPos3f(
 
x, y,z);
for
 
 
(c=string; *c != '\0'; c++) 
{
glutBitmapCharacter(
 
GLUT_BITMAP_TIMES_ROMAN_24, *c);
}
glPopAttrib();
}
void
 
 
drawBitmapText_clear(char *string,float x,float y,float z) 
{ 
char
 
 
*c;
glPushAttrib(
 
GL_CURRENT_BIT);
glColor3f(0.0f,0.0f,0.0f);
glRasterPos3f(
 
x, y,z);
for
 
 
(c=string; *c != '\0'; c++) 
{
glutBitmapCharacter(
 
GLUT_BITMAP_TIMES_ROMAN_24, *c);
}
glPopAttrib();
}
void
 
 
brick_collision()
{
 
 
GLint n=0;
 
 
if(bricks[2][4]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText_clear(str,0.0f,2.0f,0.0f); 
drawBitmapText(str,0.0f,2.0f,0.0f);
}
 
 
if(bricks[2][3]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText_clear(str,0.0f,2.0f,0.0f); 
drawBitmapText(str,0.0f,2.0f,0.0f); 
}
 
 
if(bricks[2][2]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText_clear(str,0.0f,2.0f,0.0f); 
drawBitmapText(str,0.0f,2.0f,0.0f); 
}
 
 
if(bricks[2][1]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText_clear(str,0.0f,2.0f,0.0f); 
drawBitmapText(str,0.0f,2.0f,0.0f); 
}
 
 
if(bricks[2][0]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText_clear(str,0.0f,2.0f,0.0f); 
drawBitmapText(str,0.0f,2.0f,0.0f); 
}

thanks for all the help

cleardot.gif

 

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Maybe it is a little offtopic but you should use new modern OpenGL (3.2+), and also you should write your own font rendering class (Bitmap fonts, or TrueType) and it will be easier because new OpenGL is much cleaner and easier IMO.

Edited by Damian.
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Why should you need to black out the score in order to overwrite it? Clearing the buffer should take care of this. If it's not, check your clearing code.
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Look up glClear. GL_CLEAR_COLOR will clear the framebuffer, if you use depth (e.g. you're doing 3D stuff) you should OR it with GL_CLEAR_DEPTH too.

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You're supposed to redraw all of it.

 

Moreover, you aren't guaranteed that what was there before will stay there (becomes obvious when you alt+tab for a moment, you will get stuff from what was on screen at that place). In other words, clear the entire screen and redraw it all. In the long term it'll be easier too (no need to keep track of what changed).

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well I have solved my problem thanks for all the help

 

Please provide the solution, so the next guy with the same problem and can learn from it. Thanks :)

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here is my solution

void
 
 
drawBitmapText(char *string,float x,float y,float z) 
{ 
char
 
 
*c;
glPushAttrib(
 
GL_CURRENT_BIT);
glClear(
 
GL_COLOR_BUFFER_BIT);
brick();
paddle();
ball();
glColor3f(1.0f,1.0f,1.0f);
glRasterPos3f(
 
x, y,z);
for
 
 
(c=string; *c != '\0'; c++) 
{
glutBitmapCharacter(
 
GLUT_BITMAP_TIMES_ROMAN_24, *c);
}
glPopAttrib();
}
void
 
 
brick_collision()
{
 
 
GLint n=0;
 
 
if(bricks[2][4]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText(str,0.0f,2.0f,0.0f);
}
 
 
if(bricks[2][3]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText(str,0.0f,2.0f,0.0f); 
}
 
 
if(bricks[2][2]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText(str,0.0f,2.0f,0.0f); 
}
 
 
if(bricks[2][1]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText(str,0.0f,2.0f,0.0f); 
}
 
 
if(bricks[2][0]==true)
{
n+=100;
str=itoa(n,buffer,10);
drawBitmapText(str,0.0f,2.0f,0.0f); 
}

basically I just redrew the screen as was suggested

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