Get text on screen
Blitz3D Forums/Blitz3D Programming/Get text on screen
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I have a problem with the text command. Whereever I put the text command on my code, the text usually ends up on either my cube or sphere. Does anyone know how to get my text like on the screen and not on any of my shapes. Below is a sample of my code. I have about one month left to get this done, so can you please hurry. Thanks. ;This creates the program's screen Graphics3D 800,600 SetBuffer BackBuffer() ;These lines creates the types used for collisions type_player=1 type_computer=2 type_walls=3 ;creates the camera camera=CreateCamera() ;creates a light light=CreateLight() ;This creates the racetrack wall1=LoadMesh("inside wall.x") tex=LoadTexture("Wall texture.jpg"): SetBuffer TextureBuffer(tex) ClsColor 256,6,56 Cls EntityTexture wall1,tex PositionEntity wall1, 1,0,0 ScaleEntity wall1, .07,.07,.07 ;This creates the object the player would control racer1=CreateSphere(10) ;This creates a texture for the player vehicle racer1tex=CreateTexture(16,16): SetBuffer TextureBuffer(racer1tex) ;When the Cls command goes active, it will clear to the color defined below ClsColor 200,5,67 ;;This places the color described in the ClsColor command Cls ;This places the texture on the player's racer EntityTexture racer1,racer1tex ;This places where the racer is in the program PositionEntity racer1, 0,0,0 ;This places the racer in the type player EntityType racer1,type_player ;This creates the object that the computer would control racerc=CreateCube() ;This creates the texture for this object racerctex=CreateTexture(16,16): SetBuffer TextureBuffer(racerctex) ;This places the color into the texture when the Cls command is initiated ClsColor 35,79,100 ;This places the color described in the ClsColor command Cls ;This places the texture around the computer controlled object EntityTexture racerc,racerctex ;This places where the racer is in the program PositionEntity racerc, 3,0,0 ;This places the racer in the type computer EntityType racerc,type_computer ;This code makes the program run While Not KeyDown(1) ;When the left key is held, the racer will turn left If KeyDown(205)=True Then TurnEntity racer1, 0,-1,0 ;When the left key is held, the camera will turn left If KeyDown(205)=True Then TurnEntity camera, 0,-1,0 ;When the right key is held, the racer will turn right If KeyDown(203)=True Then TurnEntity racer1, 0,1,0 ;When the right key is held, the camera will turn right If KeyDown(203)=True Then TurnEntity camera, 0,1,0 ;When the up key is held, the racer will move forward If KeyDown(200)=True Then MoveEntity racer1, 0,0,.05 ;When the up key is held, the camera will move forward If KeyDown(200)=True Then MoveEntity camera, 0,0,.5 ;When the spacebar is held, the racer will move backwards If KeyDown(57)=True Then MoveEntity racer1, 0,0,-.03 ;When the spacebar is held, the camera will move backwards If KeyDown(57)=True Then MoveEntity camera, 0,0,-.03 ;This command places the camera as racer1 PositionEntity camera,EntityX(racer1),0,EntityZ(racer1) ;This command places the camera back enough to see racer1 in action MoveEntity camera, 0,0,-5 ;This creates the collision between the player's racer with the computer's racer Collisions type_player,type_computer,2,2 Collisions type_player,type_walls,2,2 ;This command checks for collisions in the program's world. UpdateWorld RenderWorld Text 0,0,"45",False,False Flip ;This ends the while command Wend End |
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"[codebox]" |
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Ah yeah you forgot to set the buffer back to the back buffer. insert:SetBuffer BackBuffer() before the main loop. Also if those are your real camera and player controls... they're seriously messed up. But i will assume those were just for demo purposses for the forums ;-) |
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Thanks for the Help! |
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Welcome. If you really do need help on camera and player controls, I can help with that too. |