plop problem

Blitz3D Forums/Blitz3D Programming/plop problem

I am having a bit of a bugabear problem... I want to clear the baord and plop new cubes but it doesn't seem to want to do that... I know it is me and I am hoping one of you geniuses can helpage me...
; ############################# 
; Board Thingy
;
; If you use something from this a THANK YOU would be nice!
; Rook Zimbabwe aka SSG R. W. Dunn TXSG
; 5 MARCH 2005
; ############################# 
Graphics3D 800,600,32,1
SetBuffer BackBuffer()
SeedRnd=(MilliSecs())

camera=CreateCamera()
PositionEntity camera,0,0,-85
lights=CreateLight()
; make some arrays... I use them to compare things simply
Dim boardarea(9,9)
Dim boardx(9)
Dim boardy(9)
Dim turnpiecex(9)
Dim turnpiecey(9)
; some globals for the game I have in mind
Global square
Global xx
Global yy
Global what
Global wp
Global bp
Global colorflag
; ################################### MAKE INITIAL COLOR ARRAY FOR BOARD
For fillx = 0 To 9
	For filly=0 To 9
		colr=Rnd(5)
		boardarea(fillx,filly)=colr
	Next
Next
; ###################################
; Arrays to hold positions... I use it later in mousepick etc.
boardx(0)=-45
boardx(1)=-35
boardx(2)=-25
boardx(3)=-15
boardx(4)=-5
boardx(5)=5
boardx(6)=15
boardx(7)=25
boardx(8)=35
boardx(9)=45

boardy(0)=-45
boardy(1)=-35
boardy(2)=-25
boardy(3)=-15
boardy(4)=-5
boardy(5)=5
boardy(6)=15
boardy(7)=25
boardy(8)=35
boardy(9)=45
; ############################## Make simple colors for y'all
red=CreateBrush(255,0,0)
blue=CreateBrush(0,0,255)
yellow=CreateBrush(255,255,0)
green=CreateBrush(0,255,0)
orange=CreateBrush(255,80,0)
violet=CreateBrush(122,23,255) 
; ############################# Make the board pieces here and paint them with the brushes
Global mesh=CreateCube()
ScaleEntity mesh,4,4,4
PaintEntity mesh,red
HideEntity mesh
;DebugLog "mesh created"
Global mesh2=CopyEntity(mesh)
PaintEntity mesh2,blue
HideEntity mesh2
;DebugLog "mesh2 created"
Global mesh3=CopyEntity(mesh)
PaintEntity mesh3,yellow
HideEntity mesh3
;DebugLog "mesh3 created"
Global mesh4=CopyEntity(mesh)
PaintEntity mesh4,green
HideEntity mesh4
;DebugLog "mesh4 created"
Global mesh5=CopyEntity(mesh)
PaintEntity mesh5,orange
HideEntity mesh5
;DebugLog "mesh5 created"
Global mesh6=CopyEntity(mesh)
PaintEntity mesh6,violet
HideEntity mesh6
;DebugLog "mesh6 created"
; ############################# Light it
PointEntity lights,mesh
; ############################# CALL setupboard() function to plop the board peices accd
; ############################# TO COLOR in the array BOARDAREA
setupboard()
; ############################# START OF PROGRAM LOOP
While Not KeyHit(1)


  If KeyDown(57) Then 
		Cls
		For fillx = 0 To 9
			For filly=0 To 9
				colr=Rnd(5)
				boardarea(fillx,filly)=colr
			Next
		Next
	setupboard()
	EndIf
	
  ;If KeyDown(208) Then MoveEntity camera,0,0,-1

  UpdateWorld()
  RenderWorld()

; ############################# PRINT the array so I can check it... 
; ############################# for some reason my array shows backwards... I did some thing silly!
Text 0,10,"ROW  1: "+boardarea(0,9)+boardarea(1,9)+boardarea(2,9)+boardarea(3,9)+boardarea(4,9)+boardarea(5,9)+boardarea(6,9)+boardarea(7,9)+boardarea(8,9)+boardarea(9,9)
Text 0,20,"ROW  2: "+boardarea(0,8)+boardarea(1,8)+boardarea(2,8)+boardarea(3,8)+boardarea(4,8)+boardarea(5,8)+boardarea(6,8)+boardarea(7,8)+boardarea(8,8)+boardarea(9,8)
Text 0,30,"ROW  3: "+boardarea(0,7)+boardarea(1,7)+boardarea(2,7)+boardarea(3,7)+boardarea(4,7)+boardarea(5,7)+boardarea(6,7)+boardarea(7,7)+boardarea(8,7)+boardarea(9,7)	
Text 0,40,"ROW  4: "+boardarea(0,6)+boardarea(1,6)+boardarea(2,6)+boardarea(3,6)+boardarea(4,6)+boardarea(5,6)+boardarea(6,6)+boardarea(7,6)+boardarea(8,6)+boardarea(9,6)	
Text 0,50,"ROW  5: "+boardarea(0,5)+boardarea(1,5)+boardarea(2,5)+boardarea(3,5)+boardarea(4,5)+boardarea(5,5)+boardarea(6,5)+boardarea(7,5)+boardarea(8,5)+boardarea(9,5)	
Text 0,60,"ROW  6: "+boardarea(0,4)+boardarea(1,4)+boardarea(2,4)+boardarea(3,4)+boardarea(4,4)+boardarea(5,4)+boardarea(6,4)+boardarea(7,4)+boardarea(8,4)+boardarea(9,4)	
Text 0,70,"ROW  7: "+boardarea(0,3)+boardarea(1,3)+boardarea(2,3)+boardarea(3,3)+boardarea(4,3)+boardarea(5,3)+boardarea(6,3)+boardarea(7,3)+boardarea(8,3)+boardarea(9,3)
Text 0,80,"ROW  8: "+boardarea(0,2)+boardarea(1,2)+boardarea(2,2)+boardarea(3,2)+boardarea(4,2)+boardarea(5,2)+boardarea(6,2)+boardarea(7,2)+boardarea(8,2)+boardarea(9,2)
Text 0,90,"ROW  9: "+boardarea(0,1)+boardarea(1,1)+boardarea(2,1)+boardarea(3,1)+boardarea(4,1)+boardarea(5,1)+boardarea(6,1)+boardarea(7,1)+boardarea(8,1)+boardarea(9,1)
Text 0,100,"ROW 10: "+boardarea(0,0)+boardarea(1,0)+boardarea(2,0)+boardarea(3,0)+boardarea(4,0)+boardarea(5,0)+boardarea(6,0)+boardarea(7,0)+boardarea(8,0)+boardarea(9,0)
; ############################# This is the real problem HIT SPACEBAR and watch what happens
; ############################# How can I clear the models OFF the Screen and plop new ones???
Text 0,140,"TrisRendered "+TrisRendered()

Flip

Wend

End
; ######################################################################## FUNCTIONS
Function setupboard()

For row=0 To 9
	For col=0 To 9
		what=boardarea(row,col)
		Select what
			Case 0 
			 red=CopyEntity (mesh)
				PositionEntity red,boardx(row),boardy(col),0
			
			Case 1 
			 blue=CopyEntity (mesh2)
				PositionEntity blue,boardx(row),boardy(col),0
			
			Case 2 
			 grey=CopyEntity (mesh3)
				PositionEntity grey,boardx(row),boardy(col),0
			
			Case 3 
			 purp=CopyEntity (mesh4)
				PositionEntity purp,boardx(row),boardy(col),0
			
			Case 4 
			 orng=CopyEntity (mesh5)
				PositionEntity orng,boardx(row),boardy(col),0
			
			Case 5 
			 yell=CopyEntity (mesh6)
				PositionEntity yell,boardx(row),boardy(col),0
			End Select
	Next
Next

End Function
; end of all things
There are a lot of good things there... Am I thinking like an Atari Programmer again??? : )
-RZ