I've poured over the documentation and various forums, but I can't seem to figure out the effect of the z order parameter for the AtlasSpriteManager. No matter what z order parameter I give the AtlasSpritemanager, I cannot draw ANY non-atlas sprite/node below the AtlasSprites attached to the AtlasSpriteManager. For example, I cannot have a ParticleSystem emitted draw particles beneath any AtlasSprites. E.g. is psuedocode:
AtlasSpriteManager ASMgr = [AtlasSpriteManager spriteManagerWithFile:@"GPSatlas.png" capacity:50];
[self addChild:ASMgr z:0 tag:0]; // NOTE: manager z order is 0
AtlasSprite ASsprite = [...];
[ASMgr addChild:ASsprite z:255]; // NOTE: atlas sprite z order is 255
ParticleSystem *emitter = [..];
[self addChild:emitter z:128]; // NOTE emitter z order is 128
In this scenario, it renders the particles on top of the atlas sprite. I don't understand why. Can someone explain how the z ordering of nodes is effected by AtlasSprites and the manager?
So my question is,how can I render a particlesystem emitter BELOW some of my atlas sprites? Right now, I all do is either have the emitter draw on top of ALL atlas sprites or below ALL atlas sprites. No way to squeeze it in between?
Any help is appreciated.
Thanks,
Jeff.