Oops sorry. I have pplayed with it a bit longer and found that the order in which the sprite is loaded, seems to determine the priority , but according to the docs all sprites are loaded with the same priority, unless I;m talking out of my fundament!
hide mouse
sync on
`get sprite in
load bitmap "ant.bmp",3
get image 3,0,0,255,189
sprite 3,500,100,3
`get sprite in
load bitmap "boots2.bmp",2
get image 2,0,0,202,195
sprite 2,300,100,2
`get sprite in
load bitmap "swiper.bmp",4
get image 4,0,0,171,189
sprite 4,700,100,4
`get sprite in
load bitmap "d002.bmp",1
get image 1,0,0,140,189
sprite 1,100,100,1
`set center for sprite offsets
for SpriteOffset = 1 to 4
offset sprite SpriteOffset, sprite width(SpriteOffset) / 2 , sprite height(SpriteOffset) / 2
next SpriteOffset
`get sprite in for mouse pointer
load bitmap "point10.bmp", 2
get image 30,0,0,85,60
sprite 30,100,100,30
offset sprite 30, 85,8
` get it drawn over the top of the others
set sprite priority 30,50
`Load background bitmap
LOAD BITMAP "back.bmp", 0
get image 31,0,0,800,600
`set the working sticker to something else
` the later references will fail if this is zero
CurrWorkSpr = 1
`start the game loop
do
`pickup the mouse stats and put em in easy var names
mx = mousex() : my = mousey() : mc = mouseclick()
` stick the background up
paste image 31,0,0
` move the pointer to the mouse coords
sprite 30,mx,my,30
`pick up the sprite the pointer just hit
CurrWorkSpr = sprite hit (30,0)
`debug it out to screen
text 10,10,str$(CurrWorkSpr )
`if the mouse is down
if mc = 1
`move the current sticker about
sprite CurrWorkSpr ,mx, my, CurrWorkSpr
endif
sync
loop