Hey Thomas
Yeah i thought of that aswel of course after i had solved it the other way. 
i dont make life easy for myself
thanks
gav


>From: Thomas Hruska <[EMAIL PROTECTED]>
>Reply-To: [email protected]
>To: [email protected]
>Subject: Re: [c-prog] Asteroids Timer question
>Date: Wed, 11 Apr 2007 14:51:19 -0400
>
>glogic_1 wrote:
> > hey all
> > This time im having problems with the timer in my 2d game(Borland).
> > (Deep breath)  i use the timer to call all the functions such as
> > update ship, update bullets, update asteroids etc etc. Then when the
> > player loses all their lives the timer is disabled and a function that
> > deals with the high scores is called which shows the user a input box
> > for the players name . This works fine but what i would like is for
> > the asteroids to be still moving in the background behind the
> > inputbox. but if the timer is left enabled the call for the scores
> > function is in one of the functions called in the timer and obviously
> > enough is continously called to the screen not allowing input.. how
> > should i approach this to avoid this problem?? hope that made sense
> > thanks
> > gav
>
>Saw that you solved this, but the solution is simple enough:  Use a
>second timer to call the scoreboard routine and don't kill the first
>timer.  Modal dialogs keep pumping the message queue, so the WM_TIMERs
>will keep firing.
>
>--
>Thomas Hruska
>CubicleSoft President
>Ph: 517-803-4197
>
>*NEW* VerifyMyPC 2.5
>Change tracking and management tool.
>Reduce tech. support times from 2 hours to 5 minutes.
>
>http://www.CubicleSoft.com/VerifyMyPC/
>

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