//--------------------------------
void GameStatusDisplay::draw3dFont(void){
    GameStatus *status;
    status = GameStatus::getInstance();
    
    //ofEnableLighting();
    
    //light.enable();
    //material.begin();
    cam.begin();
    MediaUtils::billboardBegin();//always facing the camera
	{
        ofScale(1, -1, 1);  // Flip back since we're in 3D.
        //font.drawString(str, font.stringWidth(str) * -0.5f, font.stringHeight(str) * 0.5f);
        ofSetColor(5, 200, 220);
		
		font.drawString(str+"  "+ofToString(status->GetCurrentPlayerScore(), 2), -450, -250);
		
		
        //font.drawString("FPS  "+ofToString(ofGetFrameRate(), 0), -450, -200);
        font.drawString("balls  "+ofToString(status->GetRemainingLifes(), 0), -450, -200);
    }
    MediaUtils::billboardEnd();
    cam.end();
    //material.end();
    
}
void GameStatusDisplay::draw2dFont(void){
    GameStatus *status;
    
    int posX = startPositionX;
    int posY = startPositionY;
    
    int lineSpacing = 15;
    status = GameStatus::getInstance();
    
    ofSetColor(255, 255, 255);
    
    string fpsStr = "Remaining lives: "+ofToString(status->GetRemainingLifes(), 2);
    ofDrawBitmapString(fpsStr, posX,posY);
    posY += lineSpacing;
    fpsStr = "Remaining missions: "+ofToString(status->GetRemainingMissions(), 2);
    ofDrawBitmapString(fpsStr, posX,posY);
    posY += lineSpacing;
    fpsStr = "Player id: "+ofToString(status->GetPlayerId(), 2);
    ofDrawBitmapString(fpsStr, posX,posY);
    posY += lineSpacing;
    fpsStr = "Player score: "+ofToString(status->GetCurrentPlayerScore(), 2);
    ofDrawBitmapString(fpsStr, posX,posY);
    posY += lineSpacing;
    fpsStr = "FPS: "+ofToString(ofGetFrameRate(), 0);
    ofDrawBitmapString(fpsStr, posX,posY);
    posY += lineSpacing;
    
    switch(status->GetGameStatus()){
        case GameStatus::WAITING_NEW_PLAYER:
            fpsStr = "GameStatus: WAITING_NEW_PLAYER";
            ofDrawBitmapString(fpsStr, posX,posY);
            posY += lineSpacing;
            break;
        case GameStatus::SETTING_UP_THE_GAME:
            fpsStr = "GameStatus: SETTING_UP_THE_GAME";
            ofDrawBitmapString(fpsStr, posX,posY);
            posY += lineSpacing;
            break;
        case GameStatus::WAITING_START_PLAY:
            fpsStr = "GameStatus: WAITING_START_PLAY";
            ofDrawBitmapString(fpsStr, posX,posY);
            posY += lineSpacing;
            break;
        case GameStatus::PLAYING:
            fpsStr = "GameStatus: PLAYING";
            ofDrawBitmapString(fpsStr, posX,posY);
            posY += lineSpacing;
            break;
        case GameStatus::DEAD:
            fpsStr = "GameStatus: DEAD";
            ofDrawBitmapString(fpsStr, posX,posY);
            posY += lineSpacing;
            break;
        default:
            break;
    }

    
}