#title SetSpriteZ [RCBasic Doc] #header Sub SetSpriteZ(sprite, z) Sets the drawing priority for sprites. Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top #code isFullScreen = false vSync = true winWidth = 640 winHeight = 480 canViewPortX = 0 canViewPortY = 0 OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync) sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) Canvas(sCanvas) DIM eye DIM eyeW DIM eyeH DIM sword DIM swordW DIM swordH ReleaseKey = 0 eye = LoadImage("theEye.png") GetImageSize(eye, eyeW, eyeH) sword = LoadImage("sword.png") GetImageSize(sword, swordW, swordH) eyeSprite = CreateSprite(eye, eyeW, eyeH) SetSpritePosition(eyeSprite, 100, 100) SetSpriteZ(eyeSprite, 1) swordSprite = CreateSprite(sword, swordW, swordH) SetSpritePosition(swordSprite, 89, 75) SetSpriteZ(swordSprite, 5) While Not Key(K_ESCAPE) If Key(K_SPACE) And ReleaseKey = 0 Then SetSpriteZ(eyeSprite, 10) 'This will cause the eye to be drawn behind the sword ReleaseKey = 1 ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then ReleaseKey = 0 End If Update() Wend #/code #image "images/theEye.png" #image "images/sword.png" #ref SpriteZ