title: Stage.addchild to bring object to front
body: <p>I have a sorting game with 10 elements to drag and drop in the correct order.</p>
  
  <p>When i begin to drag an object i want it to appear in front of all the other objects. Since createjs does not have a zindex property I was told to readd the item to the stage with stage.adchild(sequenceNumbers); </p>
  
  <p>How do I properly add this to the mousedown or pressmove function? </p>
  
  <pre><code>for (var a = 0; a &lt; gameData.Terms.length; a++) {
    rect = new createjs.Shape();
    rect.graphics.beginFill("blue").drawRoundRect(0, 0, 350, 30, 8);
    rect.name = a;
  
    var name = new createjs.Text(gameData.Terms[a].Definition, "14pt arial bold", "white");
    name.id = gameData.Terms[a].Name;
    name.textAlign = "left";
    name.y = rect.y + 2;
    name.x = rect.x + 4;
  
    var sequenceNumbers = new createjs.Container();
  
    sequenceNumbers.landingSpot = landingSpots[a];
    landingSpots[a].sequenceNumber = sequenceNumbers;
  
    sequenceNumbers.addChild(rect, name);
    stage.addChild(sequenceNumbers);
    sequenceNumbers.x = 300;
    sequenceNumbers.y = xOffset;
    xOffset += 40;
  
    var startPositionX;
    var startPostitionY;
    sequenceNumbers.on('mousedown', function (e) {
      stage.adchild(sequenceNumbers);
  
      var posX = e.stageX;
      var posY = e.stageY;
      startPositionX = e.stageX;
      startPositionY = e.stageY;
      this.offset = { x: this.x - posX, y: this.y - posY };
    });
  
    sequenceNumbers.on("pressmove", function (evt) {
      evt.currentTarget.x = evt.stageX;
      evt.currentTarget.y = evt.stageY;
      var posX = evt.stageX;
      var posY = evt.stageY;
      this.x = posX + this.offset.x;
      this.y = posY + this.offset.y;
  
      stage.update();
    });
  
    sequenceNumbers.on("pressup", function (evt) {
      var stuffUnderMouse = landingSpotContainer.getObjectsUnderPoint(evt.rawX, evt.rawY, 0);
      var oldSpot = evt.currentTarget.landingSpot;
      var spotToMoveTo = null;
      for (var i = 0; i &lt; stuffUnderMouse.length; ++i) {
        if (typeof stuffUnderMouse[i].landingSpot !== 'undefined' &amp;&amp; stuffUnderMouse[i].landingSpot != oldSpot) {
          spotToMoveTo = stuffUnderMouse[i].landingSpot;
          break;
        }
      }
    }
  </code></pre>