I'm new to Windows programming and DirectX, but I feel I'm moving along at a good pace, but I seem to have hit a wall. I just learned about fullscreen mode with DirectX, and I successfully programmed a working program that just drew a rectangle the size of the screen that constantly changed colors. Now I am trying to make a program that draws a rectangle of random size, randomly on the screen, and then have it bounce around the screen without going off (while changing its color). This program works 100% in windowed mode, but in fullscreen mode I get an error when the Direct3D Device is trying to be created... here is the code (for fullscreen mode, only thing i change between fullscreen and windowed mode is the d3dpp.windowed = true/false);

here is the code...

Code:
//Bouncing Screen Project
#include<windows.h>
#include<time.h>
#include<d3d9.h>
#include<d3dx9.h>
#include<string>
using namespace std;

#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "d3d9.lib")

#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code)) & 0x8000) ? 1 : 0)

bool gameover = false;
bool goingup = true, goingright = true;
const int SCREENH = 640;
const int SCREENW = 480;

RECT rect;

//Direct 3D Objects
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer;
LPDIRECT3DSURFACE9 surface;


bool Game_Init(HWND window)
{
	d3d = Direct3DCreate9(D3D_SDK_VERSION);
	if(d3d == 0)
	{
		MessageBox(window, "Error Initilizing Direct3D", "Error", MB_OK);
		return false;
	}

	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.Windowed = false;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
	d3dpp.BackBufferCount = 1;
	d3dpp.BackBufferWidth = SCREENW;
	d3dpp.BackBufferHeight = SCREENH;
	d3dpp.hDeviceWindow = window;

	d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,  D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);

	if(d3ddev == NULL) //<------------- Is equal to true when run in fullscreen mode
	{
		MessageBox(window, "Error creating Direct3D Device", "Error", MB_OK);
		return false;
	}

	srand(time(NULL));

	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

	d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);

	int boxh = rand() % 100;
	int boxw = rand() % 100;
	boxh++;
	boxw++;

	HRESULT result = d3ddev->CreateOffscreenPlainSurface(boxw, boxh,
														 D3DFMT_X8R8G8B8,
														 D3DPOOL_DEFAULT,
														 &surface,
														 NULL);

	rect.top = rand() % SCREENH;
	rect.bottom = rect.top + boxh;
	while(rect.bottom > SCREENH)
	{
		rect.bottom--;
		rect.top--;
	}
	rect.left = rand() % SCREENW;
	rect.right = rect.left + boxw;
	while(rect.right > SCREENW)
	{
		rect.right--;
		rect.left--;
	}

	if(!SUCCEEDED(result))
		return false;

	return true;
}

void Game_Run(HWND hWnd)
{
	if(!d3ddev)
		return;

	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

	if(d3ddev->BeginScene())
	{
		int r = rand() % 255, g = rand() % 255, b = rand() % 255;
		d3ddev->ColorFill(surface, NULL, D3DCOLOR_XRGB(r, g, b));

		d3ddev->StretchRect(surface, NULL, backbuffer, &rect, D3DTEXF_NONE);

		d3ddev->EndScene();
	}

	d3ddev->Present(NULL, NULL, NULL, NULL);

	if(goingup)
	{
		if((rect.top - 1) < 0)
		{
			goingup = false;
			rect.top++;
			rect.bottom++;
		}
		else
		{
			rect.top--;
			rect.bottom--;
		}
	}
	else if(!goingup)
	{
		if((rect.bottom + 1) > SCREENH)
		{
			goingup = true;
			rect.top--;
			rect.bottom--;
		}
		else
		{
			rect.top++;
			rect.bottom++;
		}
	}
	if(goingright)
	{
		if((rect.right + 1) > SCREENW)
		{
			goingright = false;
			rect.right--;
			rect.left--;
		}
		else
		{
			rect.right++;
			rect.left++;
		}
	}
	else if(!goingright)
	{
		if((rect.left - 1) < 0)
		{
			goingright = true;
			rect.right++;
			rect.left++;
		}
		else
		{
			rect.right--;
			rect.left--;
		}
	}

	if(KEY_DOWN(VK_ESCAPE)
		PostMessage(hWnd, WM_DESTROY, 0, 0);
}

void Game_End(HWND hWnd)
{
	if(surface)
		surface->Release();
	if(d3ddev)
		d3ddev->Release();
	if(d3d)
		d3d->Release();
}

LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch(msg)
	{
	case WM_DESTROY:
		gameover = true;
		PostQuitMessage(0);
		return 0;
	}

	return DefWindowProc(hWnd, msg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX wc;
	wc.cbSize = sizeof(WNDCLASSEX);
	wc.style = CS_HREDRAW | CS_VREDRAW;
	wc.cbClsExtra = 0;
	wc.cbWndExtra = 0;
	wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
	wc.hCursor = LoadCursor(NULL, IDC_ARROW);
	wc.hIcon = NULL;
	wc.hIconSm = NULL;
	wc.hInstance = hInstance;
	wc.lpfnWndProc = WinProc;
	wc.lpszClassName = "Bouncy";
	wc.lpszMenuName = NULL;
	RegisterClassEx(&wc);

	HWND window = CreateWindow("Bouncy", "Bouncy", WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT, SCREENW, SCREENH, NULL, NULL, hInstance, NULL);

	if(window == 0)
		return 0;

	ShowWindow(window, nCmdShow);
	UpdateWindow(window);

	MessageBox(window, "About to load Direct3D...", "BreakPoint", MB_OK);

	if(!Game_Init(window))
		return 0;

	MSG message;

	while(!gameover)
	{
		if(PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&message);
			DispatchMessage(&message);
		}

		Game_Run(window);
	}

	Game_End(window);

	return message.wParam;
}