A simple program drag / move. Bug

Hello.

I have a simple drag and drop of app to learn English. You hear for example: banana and need to drop this object at a certain area.

When my kid play she finds bugs - she's my researcher.

It is difficult to explain the bug as it is difficult to obtain, but children can easily. You click on the target object and drag it a bit, then quickly set it but do not drag IE: release the button of the mouse as it goes back to its original position. You move the mouse away and and the object following mouse even though you do not now drag and you can't fall.

I know it's hard to imagine this, but maybe it of a bug about to slip and falls.

private void dragHandler(e:MouseEvent)
{
e.currentTarget.startDrag ();
xIni = e.currentTarget.x;
yIni = e.currentTarget.y;
}

You have the following has an event listener for mouse event.

private void checkDrag(e:MouseEvent)
{
e.currentTarget.stopDrag ();
If (this.currentBubble.hitTestObject (this.dragTarget))
{
If (currentBubble & & currentBubble == e.currentTarget)
{
currentBubble.visible = false;
blnCorrect = true;
points = this.points + 10;
score.score_txt. Text = String (points);
good ++;
vehiclePosition += 100;
TweenLite.to (animation, 1, {x: vehiclePosition})
trace("correct="+correct);
If (OK == 10)
{
endGame();
return;
}
Bubbles.splice (currentIndexArray, 1); You must specify the parameter 1 IE: remove 1
sndChannel = soundCorrect.play ();
sndChannel.addEventListener (Event.SOUND_COMPLETE, soundCorrectComplete)

}
}
on the other
{
incorrect ++;
sndChannel = soundIncorrect.play ();
sndChannel.addEventListener (Event.SOUND_COMPLETE, soundIncorrectComplete);

TweenLite.to (e.currentTarget, 1, {x: xIni, y: yIni, ease:Strong.easeOut, onComplete:onFinishTween});})

}
}

Thus, the code should be like this:

private function dragHandler(e:MouseEvent):void
{
     e.currentTarget.startDrag();
     stage.addEventListener(MouseEvent.MOUSE_UP, checkDrag);
     xIni = e.currentTarget.x;
     yIni = e.currentTarget.y;
}

private function checkDrag(e:MouseEvent):void
{
     stopDrag();
     stage.removeEventListener(MouseEvent.MOUSE_UP, checkDrag);
}

Also, I suggest you get into the habit of ALWAYS declaring data types, including what are the functions return - this is good for memory and performance. In your case: Sub should be function return datatype.

In addition, you must stopDrag() on an object - since a single object can be moved at a time - just call stopDrag() is sufficient.

Tags: Adobe Animate

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