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/ > _________________________________________________________________ Get a FREE Web site, company branded e-mail and more from Microsoft Office Live! http://clk.atdmt.com/MRT/go/mcrssaub0050001411mrt/direct/01/
