[SOLVED] If a local run-time bullet needs to go under a bridge...

Any ideas on this. There does not seem to be a enough control over z of objects making ordering a pain for depth.

Does anyone have an elegant solution. Remember the bullet is locally created in run-time. Thanks for any thoughts. [import]uid: 21331 topic_id: 13318 reply_id: 313318[/import]

just make sure the bridge is always on top
bridge:toFront()
or create several groups

gameGroup()
objectsGroup()
bulletGroup()
bridgeGroup()

then insert objects into one of the bottom three groups
and insert each of these groups into gameGroup() make sure bridgeGroup() is last [import]uid: 7911 topic_id: 13318 reply_id: 48908[/import]

Thanks for the quick response.

Let me attempt to add a blank bulletGroup into the gameGroup before the bullet is generated and see if i can make this work. [import]uid: 21331 topic_id: 13318 reply_id: 48909[/import]

Creating the empty bulletGroup during level generation was the ticket. Thank you for giving me a kick. I should have tried before wasting the Forums time! :slight_smile:
[import]uid: 21331 topic_id: 13318 reply_id: 48910[/import]

your welcome
we all need a little kick sometimes [import]uid: 7911 topic_id: 13318 reply_id: 48911[/import]