#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

