I have some code, which is painted to a canvas. I switched to Lars'
buffer canvas today, but this problem occurs in a regular one and the
buffered one. I'm pretty sure it is just me using it wrongly, but
sometimes the same code will work, other times it will just fill the
canvas with black.
The method which seems to be working, is the one I manually call
periodically -
sub updateGameScreen()
Dim g As Graphics = GD.GameCanvas1.Graphics
g.DrawPicture(GameBack, 0 ,0) // this is a full frame PNG
g.TextFont = "ARIAL"
g.Bold = TRUE
g.TextSize = 30
g.forecolor = RGB(255, 255, 255)
g.DrawString("Team : " + currentTeam, 10, 50)
g.DrawString("Captain : " + currentCaptain, 10, 90)
GD.GameCanvas1.PaintBuffered() // if I don't use these all over, the
frame gets filled with black
g.forecolor = Team1Color
g.DrawString( ControlWindow.TeamName(0).text, 250, 680)
g.forecolor = Team2Color
g.DrawString( ControlWindow.TeamName(1).text, 250, 740)
GD.GameCanvas1.PaintBuffered()
Dim tStyle As New StyledText
tStyle = StyledTextIO.LoadStyledText( Qlist(1).styledQ )
// this is using an extension of graphics by J.J. at RS
g.DrawStyledText( tStyle, 30, 160 , 960 )
--------------------------------------------------------------
However to make it work, I have to keep sprinkling
GD.GameCanvas1.PaintBuffered() throughout. Is this normal, or am I just
doing something pretty screwed up?
I have nothing in my paint event in the canvas. Do I need to? Something
about persistence of background?
Sorry, I've been saving this part of my project till last, hoping to
pick up enough familiarity with RB to have a clue, but, it seems I
still need one. I don't have a good handle on how to employ canvases in
a dynamic way. My goal is to use a single canvas into which I draw
everything, rather than a bunch of canvases. It will include styled
text, animation, and pictures.
I plan to look through some of the samples I've collected next, but
thought I ask you guys as well.
Thanks for the pointers, as usual.
--
Troy
RPSystems, Ltd.
http://www.rpsystems.net
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