Since you don't have the same setup I am using, it is hard for someone to try and reproduce it.
For starters, it is being done in Tier 2.
Then there are a number of classes being used to do all the different things.
If anyone is going to be able to come up with a shareable project that demonstrates the issue, it will have to be me.
Simple demos likes this are not enough to demo the issue:
// set a default resolution (for landscape iPhone)
SetVirtualResolution(960,640)
// set up for only one landscape
SetOrientationAllowed(0,0,1,1)
// load up images and create sprites
LoadImage(2,"/media/main.png")
CreateSprite(2,2)
SetSpriteOffset(2,640.0,512.0)
SetSpriteDepth(2,5)
SetSpriteSize(2,1280.0,1024.0)
SetSpritePositionByOffset(2,480.0,320.0)
LoadImage(998,"/media/small_ball.png")
CreateSprite(998,998)
SetSpriteOffset(998,22.5,22.5)
SetSpriteDepth(998,3)
SetSpritePositionByOffset(998,480.0,520.0)
LoadImage(10,"/media/score.png")
CreateSprite(10,10)
SetSpriteOffset(10,640.0,512.0)
SetSpriteDepth(10,4)
SetSpriteSize(10,1280.0,1024.0)
SetSpritePositionByOffset(10,480.0,320.0)
// main loop
do
// a message
Print("1. Main in front of score")
Print("2. Score in front of main")
Print("Q. quit")
// check for key presses
if GetRawKeyPressed(81) = 1
exit
else
if GetRawKeyPressed(49) = 1
SetSpriteDepth(2,5)
SetSpriteDepth(10,5001)
else
if GetRawKeyPressed(50) = 1
SetSpriteDepth(2,5000)
SetSpriteDepth(10,4)
endif
endif
endif
// synchronize
Sync()
loop
end
v1076 is pretty stable. The v108+ are not yet as stable.
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master