// SetZ: default parameters
sprite.z 0
sprite.transform.matrix (a=1, b=0, c=0, d=1, tx=0, ty=0)
sprite.transform.matrix3D null
// SetZ: set .z=0
sprite.z 0
sprite.transform.matrix null
sprite.transform.matrix3D [object Matrix3D]
sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1
// SetZ: set .z=50
sprite.z 50
sprite.transform.matrix null
sprite.transform.matrix3D [object Matrix3D]
sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,50,1
// SetZ: set .z=-50
sprite.z -50
sprite.transform.matrix null
sprite.transform.matrix3D [object Matrix3D]
sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,-50,1
// SetZ: set .z=1000000000
sprite.z 1000000000
sprite.transform.matrix null
sprite.transform.matrix3D [object Matrix3D]
sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,1000000000,1
// SetZ: set .z=-1000000000
sprite.z -1000000000
sprite.transform.matrix null
sprite.transform.matrix3D [object Matrix3D]
sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,-1000000000,1
// SetZ: set .transform.matrix3D=null
sprite.z 0
sprite.transform.matrix (a=1, b=0, c=0, d=1, tx=0, ty=0)
sprite.transform.matrix3D null
// SetZ: set .transform.matrix=null
sprite.z 0
sprite.transform.matrix null
sprite.transform.matrix3D [object Matrix3D]
sprite.transform.matrix3D.rawData 1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1


