So earlier I was asking for help with something else related to this that has been somewhat resolved. My problem now is that the bubbles being created by the following code are appearing in the foreground no mater where I move the layer order.

Is there any sort of code that would put the bubbles in the background? I was thinking using .swapDepths could work somehow, but I can't seem to get it to work right if it is what I should use.

Thanks for your help.

PHP Code:
kNbrBalls 20;
gravK = -0.0;            // gravity
dampK 01;           // lower numbers make more air resistance
dampCollision .99;     // energy retained in collisions

ballRadius 15;
ballWidth ballRadius*2;

SH Stage.height;
SW Stage.width;

MovieClip.prototype.handleCollisions = function()
{
    for (var 
mcs.length-1>= 1; --i) {
        var 
x1 mcs[i]._x;
        var 
y1 mcs[i]._y;
        for (
i-1>= 0; --j) {
            var 
dx mcs[j]._x x1;
            var 
dy mcs[j]._y y1;
            var 
dist Math.sqrt(dx*dx+dy*dy);
            if (
dist ballWidth) {
                
// collide - trade energy (mag1,mag2), and travel in opposite direction of collision
                
var mag1 Math.sqrt(mcs[i].vx*mcs[i].vx+mcs[i].vy*mcs[i].vy);
                var 
mag2 Math.sqrt(mcs[j].vx*mcs[j].vx+mcs[j].vy*mcs[j].vy);
                
mcs[j].vx = (mag1*dx/dist)*dampCollision;
                
mcs[j].vy = (mag1*dy/dist)*dampCollision;
                
mcs[i].vx = -(mag2*dx/dist)*dampCollision;
                
mcs[i].vy = -(mag2*dy/dist)*dampCollision;
            }
        }
    }
}



MovieClip.prototype.moveBall = function()
{
    
// compute forces on ball
    
if (!this.isDragging) {
        
this.vx *= dampK;    // damping due to air resistance
        
this.vy *= dampK;

        
this.vy += gravK;    // gravity
        
        // bounce off floor and ceiling
        
if (this._y+ballRadius this.vy >= SH ||
            (
this._y-ballRadius) + this.vy 0)
        {
            
this.vy *= -dampCollision;
        }
        
// bounce off right and left walls
        
if ((this._x-ballRadius) + this.vx <= ||
             
this._x+ballRadius this.vx >= SW)
        {
            
this.vx *= -dampCollision;
        }
        
this._x += this.vx;
        
this._y += this.vy;
    }
}

mcs = [];
for (var 
0kNbrBalls; ++i) {
  var 
mc this.attachMovie("superball_mc""mc"+i1+i);
  
mcs[i] = mc;
  
mc._x ballRadius+random(Stage.width-ballWidth);
  
mc._y ballRadius+random(Stage.height-ballWidth);
  
mc.vx Math.random()*32-16;
  
mc.vy Math.random()*32-16;
  
mc._width ballRadius*2;
  
mc._height ballRadius*2;
  
mc.onEnterFrame mc.moveBall;
  
mc.stop();
    
choice Math.round(Math.random()*4);

    switch (
choice) {

    case 
:

        
mc.gotoAndPlay(1);

        break;

    case 
:

        
mc.gotoAndPlay(90);

        break;

    case 
:

        
mc.gotoAndPlay(180);

        break;

    case 
:

        
mc.gotoAndPlay(270);

        break;

    case 
:

        
mc.gotoAndPlay(360);

        break;
        }
}

_root.onEnterFrame handleCollisions