Drag and drop several times

Is there a way to make an article, that can be move on stage mulitple times? While making beats in music applications. You select a sample and drag it to the stage. Is this possible?

Yes.  What you do is create a new instance of the object when you click on the sample and have your code target the instance newly added for drag-and-drop interaction.

Tags: Adobe Animate

Similar Questions

  • Captivate 8 Drag and Drop several legends of text for your comments

    Hello

    I am creating an interaction with an element with which the learner can drag for four different images representing the different categories of data classification.  The idea of the interaction is for the learner to discover each of the four different categories, by trial and error.    I want them to provide comments through text captions that the answer is right or wrong, but each piece of comments will be different and the user should be able to drag the item several times until they found the right answer.  I can't fwork how to do this.

    I just upgraded to Captivate 8 week last, after having previously used Captivate 5.   Therefore, I've never used the installation drag - d├⌐poser and I don't know if he's going to do what I'm trying to achieve or if it's something I could achieve with shares advanced instead, or if it is not possible to do. I tried searching for similar topics, but either did not understand the answer or scenarios seemed different.  I don't really know where everything is still 8 Captivate, and while I have used certain actions in Captivate 5 tip, I'm not that comfortable with them, so simple is good.  The interaction doesn't have to be reported on.

    Is anyone able to help me please?

    Thanks in advance for your help.

    Hello

    According to my understanding, you have a source element that can drag and drop on 4 different targets (different images). For every drop of a sort of legend should appear on stage the feedback to the corresponding user from the target source. (Correct me if I'm wrong)

    This can be achieved with Drag and drop interaction.

    1. Insert the source 4times and overlap each other (since you can drag and drop 1 number 4 times, you must have this element to work as a source of slippage 4 up to 4 items).

    2. make the 4 elements as drag source and group them into a single type. (With the help of add option)

    3. you have your 4 images on stage and Mark as targets of drag.

    4. Insert the rear power legends and put them near their targets. Disable their 'Visible output' flag on Bill pro forma.

    5. now match the Correct ANS on stage.i.e of one of the source type to a target correct years.

    6. Select each target and open their box "Actions of the object". (from Panel drag / move)

    7. uncheck the ' accept all the ' option and the value of count 1. Add the action of 'travel' to show their legends of Feedback now under Drag source Type. (which were hidden). This should be through "Advanced Actions.

    8. now after for each target open the dialog box 'Good years' drag and drop the Panel. (it will be under options and so visible from the source or target is selected)

    9. here under the table, you can see that the value of count is 4. This is to reduce the value to 1. (double-click to change)

    Interaction is now ready. Please don't answer if that's what you wanted to achieve and if you do all the steps above.

    Derrick

  • Several Drag and Drop, several targets. CS5

    Hello:

    I do a Multiple of Drag and Drop in several objectives educational puzzle for child 6-7 years trying to teach them a little on which plants grow in environments in the country. So I have a map of the Mexico divided into 3 different areas: desert, forest and tropic and 6 different plants (3 different groups: cactus, pine and tropical flowers, 2 of each) scattered across the stage and around the map. The goal is for children to put plants in the box to the right and then click on "check" button, which triggers a validation process. Each video clip of the plant has 2 frames with a stop(); action on all: the graph of the plant extends on both images and the second picture has a red sign error graphic that indicates an error occurred (if this is the case). Then the validation process triggered by the "check" button is supposed to move the playback cursor in each placed wrongly move clip factory for the second image to show what plants are displaced and move the playhead of the main timeline to a picture that contains a "Please try again" text and a button "restart Puzzle." If the answers are good, an animation plays saying it was VERY WELL DONE! .

    I searched the Internet for some tutorials and found a file which is pretty close to what I need. I tried to adapt the code to my puzzle but failed miserably. The file is here if you want to check (scroll to the bottom of the page, it is called Soldier.fla). I'm not sticking the code here because it is VERY long, but I will if necessary. If you want that I download the files somewhere else and link them here, I will. If you need me to send them, I'll be happy.

    Here is the structure and instance names in my file:

    Departure:

    -Intro animation

    Map:

    -3 video clips: target_1, target_2 and target_3.

    -Each movie clip has two executives with a stop(); action on each.

    -Each movie clip has a frame-by-frame with a color change to show when a clip of plant fell on her.

    Plants:

    -6 video clips: drag_1, drag_2, drag_3, drag_4, drag_5 and drag_6.

    -Each movie clip has two executives with a stop(); action on each.

    -Each video clip has an invisible button in its background layer called dragbutton1 to dragbutton6 respectively.

    -In the second frame of each clip, I placed a sign of error to be displayed when the boy dropped the clip in the wrong target.

    Placement:

    -video clips drag_1 and drag_3 must be embedded in the target_1.

    -video clips drag_2 and drag_4 must be embedded in the target_2.

    -video clips drag_5 and drag_6 must be embedded in the target_3.

    Buttons:

    -Puzzle AutoScan: main playhead moves to an image named 'play '. It shows after the Intro animation.

    -Check the button: Validation process. If there is any mistakes sends the playhead to main to a named 'wrong' image (here is the text of "Please try" again). If there is no error, sends the playhead to main to a framework called 'good' where begins the animation "Very well done". It shows when start the puzzle.

    -Restart the Puzzle button: moves the main playback head to frame of 'Play '. It shows when start the puzzle.

    -Start button: just restarts. It shows after "Very well done" animation.

    Phew, it was long!

    Now, I'm not a programmer, I'm a designer. I can do buttons and other small things very simplistic but it's just out of my League. Programmers do things my office like PHP (Wordpress, Joomla), a few JS and things like that, but they don't do any ActionScript. They are trying to help but let drop the ball and I tried to understand this since Friday (I took this as a challenge and he lost). The customer wants in AS2, but if you can help me in AS3, screw the customer!

    If one of you can help me with the code, or point me to the right place, I'll be in debt to you. Forever.

    Thank you very much.

    This is a typo and should be:

    var dragA:Array = [drag_1, drag_2, drag_3, drag_4, drag_5, drag_6];

    for (var i: Number = 0; i<>

    [i] dragA dragA [i] ._x = .startX;

    [i] dragA .startY dragA [i] ._y =

    If (i == 0 |) I == 2) {}

    dragA [i] .target = target_1;

    } else if (i == 1 |) I == 3) {}

    Dropped [i] .target = target_2;

    } else {}

    Dropped [i] .target = target_3;

    }

    {dragA [i] .onPress = function ()}

    this.startDrag ();

    }

    dragA [i] .onRelease = function () {}

    this.stopDrag ();

    checkTarget (this);

    }

    }

    function checkTarget(drag_mc:MovieClip):Void {}

    {if (drag_mc. HitTest (drag_mc. Target))}

    feedback. Text = "done Well! »

    } else {}

    feedback. Text = "Missed";

    drag_mc._x = drag_mc.startX;

    drag_mc._y = drag_mc.startY;

    }

  • Drag and drop more timer

    With the help of kglad.com, I got my work to deposit slip. Now, I've added a timer. I want students to have 45 seconds to finsih the game. I can code a timer OK, I even can't she jumps into a period of "time's up", with a reset button that takes you to where intro page for drag drop n.

    2 problems:

    • If you click on one of the visible navigation two btns on the n would be the page BEFORE the timer has stopped, you get an error.
    • I have no idea how to do to stop the timer after fishing the n is game within the time limit (either correctly place 12 pegs). As it is, you finish the game, a text field said "Congratulations!" (which is good), but you still get MTBF (which is bad).

    As always, thanks in advance - it is the last step of my small prototype edu soft.

    Here is the protruding part of the code (I think) and I deleted all the code that comes after the important part:

    var counter: Number = 0;

    var startX:Number;

    var startY: number;

    reparentedBalls = [];

    Stop();


    var: number = 45;

    var myTimer:Timer = new Timer(1000,count);

    myTimer.addEventListener (TimerEvent.TIMER, count);

    myTimer.start ();


    function countdown(event:TimerEvent):void {}

    myTime_txt.text = String ((count) - myTimer.currentCount);


    If (myTime_txt.text == "0") {}

    gotoAndStop ("timesup");

    }

    }




    restart_btn.addEventListener (MouseEvent.CLICK, restartClicked);

    function restartClicked(event:MouseEvent):void

    {

    SoundMixer.stopAll ();

    {if(reparentedBalls!=null)}

    for (var i: uint = 0; i < reparentedBalls.length; i ++) {}

    If (reparentedBalls [i]! = null & & reparentedBalls [i] .parent! = null) {}

    reparentedBalls [i].parent.removeChild (reparentedBalls [i]);

    }

    }

    }

    gotoAndStop ("play")

    }


    peg1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg4_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg4_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg5_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg5_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg6_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg6_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg7_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg7_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg8_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg8_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg9_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg9_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg10_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg10_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg11_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg11_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg12_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg12_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    function pickUp(event:MouseEvent):void {}

    event.target.startDrag (true);

    reply_txt. Text = "";

    event.target.parent.addChild (event.target);

    reparentedBalls.push (event.target);

    startX = event.target.x;

    startY = event.target.y;

    }

    function dropIt(event:MouseEvent):void {}

    event.target.stopDrag ();

    var myTargetName:String = "target" + event.target.name;

    var myTarget:DisplayObject = getChildByName (myTargetName);

    If (event.target.dropTarget! = null & & event.target.dropTarget.parent == myTarget) {}

    reply_txt. Text = "Good Job!"

    event.target.removeEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    event.target.removeEventListener (MouseEvent.MOUSE_UP, dropIt);

    event.target.buttonMode = false;

    Event.Target.x = myTarget.x;

    Event.Target.y = myTarget.y;

    counter ++;

    } else {}

    reply_txt. Text = "Try Again!";

    Event.Target.x = startX;

    Event.Target.y = startY;

    }

    if(Counter == 12) {}

    reply_txt. Text = "congratulations, you're done!"

    }

    }

    apply your stop() method in your reboot and home listeners and:

    var counter: Number = 0;

    var startX:Number;

    var startY: number;

    reparentedBalls = [];

    Stop();


    var: number = 45;

    var myTimer:Timer = new Timer(1000,count);

    myTimer.addEventListener (TimerEvent.TIMER, count);

    myTimer.start ();


    function countdown(event:TimerEvent):void {}

    myTime_txt.text = String ((count) - myTimer.currentCount);


    If (myTime_txt.text == "0") {}

    gotoAndStop ("timesup");

    }

    }




    restart_btn.addEventListener (MouseEvent.CLICK, restartClicked);

    function restartClicked(event:MouseEvent):void

    {

    SoundMixer.stopAll ();

    {if(reparentedBalls!=null)}

    for (var i: uint = 0; i<>

    {if(reparentedBalls[i]!=null&&reparentedBalls[i].parent!=null)}

    reparentedBalls [i].parent.removeChild (reparentedBalls [i]);

    }

    }

    }

    gotoAndStop ("play")

    }


    peg1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg4_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg4_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg5_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg5_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg6_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg6_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg7_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg7_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg8_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg8_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg9_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg9_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg10_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg10_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg11_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg11_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    peg12_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    peg12_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    function pickUp(event:MouseEvent):void {}

    event.target.startDrag (true);

    reply_txt. Text = "";

    event.target.parent.addChild (event.target);

    reparentedBalls.push (event.target);

    startX = event.target.x;

    startY = event.target.y;

    }

    function dropIt(event:MouseEvent):void {}

    event.target.stopDrag ();

    var myTargetName:String = "target" + event.target.name;

    var myTarget:DisplayObject = getChildByName (myTargetName);

    If (event.target.dropTarget! = null & event.target.dropTarget.parent == myTarget) {}

    reply_txt. Text = "Good Job!"

    event.target.removeEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    event.target.removeEventListener (MouseEvent.MOUSE_UP, dropIt);

    event.target.buttonMode = false;

    Event.Target.x = myTarget.x;

    Event.Target.y = myTarget.y;

    counter ++;

    } else {}

    reply_txt. Text = "Try Again!";

    Event.Target.x = startX;

    Event.Target.y = startY;

    }

    if(Counter == 12) {}

    reply_txt. Text = "congratulations, you're done!"

    MyEventArgs;

    }

    }

  • Cannot drag and Drop active browser web form generator

    I know that it worked at some point. But I can't drag and drop several items at a time. Just one at a time.

    I got the active generator: v 17.03.2015

    I'm using firefox ESR: 38.3.0

    I also tried Safari: 9.0.1 (9537.86.2.7.2)

    We support multiple drag and drop now. It is coming in our next release.

    Neil

  • How to drag and drop multiple movieclips at the same time

    Hello world

    I'm a new actonscript 3 and adobe flash CC user and I am building an application but I have been stuck for several days. I have looked everywhere and tried everything I could think of, but I can't yet find a solution to my problem that I thought were pretty basic.

    Basically, let's say I have a rectangle and a circle on the stage. Once I did of the movieclips and assigned an instance name to each of them, I want to be able to perform a drag and drop the Rectangle so that both the rectangle and the circle become movable at the same time.

    For now, I have a mouse down events listener associated with the instance of rectangle, a method startDrag assigned to the rectangle instance and another assigned to the circle. But in this configuration, when I click on and drag the rectangle, only the circle is mobile (only the last line in the code is taken into account).

    I don't know if what I'm trying to achieve is feasible, but any help will be greatly appreciated, thank you!

    The startDrag() method can only work for one object at a time, so in your case the Treaty the last of them, designated the task.  This approach is to temporarily to plant the two objects in a container and then drag the container.

    rectangle.addEventListener (MouseEvent.MOUSE_DOWN, fl_ClickToDrag);  When I click on the rectangle

    var dragMC:MovieClip = new MovieClip();
    addChild (dragMC);

    function fl_ClickToDrag(event:MouseEvent):void

    {
    dragMC.addChild (rectangle);        move objects in the container
    dragMC.addChild (circle);
    dragMC.startDrag ();
    }

    stage.addEventListener (MouseEvent.MOUSE_UP, fl_ReleaseToDrop); When I release the mouse button

    function fl_ReleaseToDrop(event:MouseEvent):void

    {
    dragMC.stopDrag ();
    Rectangle.x += dragMC.x;         Adjust the positions of the objects to their new location
    Rectangle.y += dragMC.y;
    Circle.x += dragMC.x;
    Circle.y += dragMC.y
    addChild (rectangle);                 move back to the scene objects
    addChild (circle);
    dragMC.x = dragMC.y = 0;       reset the benchmark for the dragMC
    }

    All this stuff of repositioning in the Drop function is necessary because when you drag the container, the positions of the content are still on their original coordinates inside the container.  So when you drop them they will resume their x / y positions in their new parent, meaning they go back where they were.  Reposition them where they have been trained to take into account the change in the position of the dragMC.

  • Can I drag and drop files from my Mac in the time Capsule to free up space on my Mac?

    I currently use my Time Capsule in sync with Time Machine as a return "where" upward... I would like to know if I can drag and drop files to transport CANADA to free up space on my Mac.

    I would like to know if I can drag and drop files to transport CANADA to free up space on my Mac.

    Yes, but the fact that you can do something does not suggest that it would be wise to do. Please take a minute to think about it per.

    If you delete files on your Mac for free space and move them to the TC... so that only one copy of these files you will be on the TC.  What will happen to the files when... not if... you have a problem with the TC?

    A plan much better, faster and more secure would be to add a USB to your Mac and move your files there. Then, Time Machine can back up your Mac and the USB attached to your Mac to the TC.  It would be a minimum backup... plan your files 'master' on the USB drive and 'backups' on the TC.

  • Several monitors, drag and drop questions

    Windows 7 Edition Home Premium. Running two monitors with extended desktop. With several windows open, I try to drag and drop items between windows, to move files or to copy text from one place to another, for example. After that selection is made, as soon as I move the mouse to drag, all windows size, shift to different areas of the desktop (s) to decrease and darkens slightly. The mouse arrow becomes a crossed circle.

    I tried using a non Aero theme without effect and am unsure if this is a windows problem, a problem of mouse or a monitor problem. I also made changes but advanced Visual effects, that does not work. In this screenshot, the Firefox window is full-screen on the right monitor, Thunderbird is full screen on the left and the other windows are different sizes on both. I am trying to drag and drop a few folders and that's what I have.

    Thanks for your help.

    I was able to troubleshoot and resolve this problem on mine. He was unrelated to monitors, etc.

    The unusual behavior occurred during left click drag and drop operations. Using a different mouse, I found normal operations. After some research, I found a dark environment on a Logitech mouse. Using setpoint, I disabled the application switcher function and monitor / several window performance and behavior returns to normal.

    Thanks for trying.

  • Drag-and-drop success Message and Timer on all chassis in Captivate

    Hi all

    I'm trying to do two things in a captivate project that I am working. They are:-

    1. I have an exercise slide - déposer I chose the setting that the decline does not accept point slide wrong and sends it back immediately. I'm doing a legend of success as 'Good work' or something displayed on the user put all the drag source in the correct deposit boxes. I do not use the submit button. Once appears the legend of success, the user can click a next button to move to the next slide. I am not able to put the legend of success.

    2. I'm trying to put a timer on the blades so that the user can see the total length of the e-Learning, time elapsed or time left on all slides.

    Can you guys help me with these questions I have.

    Thank you

    Aashish

    Hello

    1. you define the activity of Auto submit the correct answers. It is under the accordion of Options in properties of Drag and Drop. Then run an advanced action to display the legend of success and the next button on the success of the activity.

    2. to do this, I would recommend the blog of Lilybiri here.

    Displays the time information - Captivate blog

    Anthony

  • Drag and drop the legend of failure time

    Hello

    I did a Drag and Drop in captivate 8.

    I want to keep the legend of failure more visible.

    Is it possible to increase the time of the legend of failure?

    Thank you

    Select the legend of failure and change "timing" in synchronization properties panel:

  • Drag and Drop Error1010 of the time?

    I have a drag and drop game that uses arrays for targets.  I have a property on the table of "permitted" so that I can have 4 zones "targets".

    However, I had a problem in the sense that I kept getting an error 1010 due to the use of the authorized property (if I dropped the mc outside the target, it was likely that I would see an error 1010).

    I realized that I had to add my property 'allowed' to all my other movieclips, and it works most of the time.  However, it seems that if I drop my clips on the border of an another movieclip, I get error 1010.

    I applied my property 'allowed' to everything that I could find, event 'root' (due to some images that were also causing the error 1010) and this continues to be.

    Any ideas?

    so each target has a permitted ownership which is the array of authorized interrupted movieclips?  If so, which should cause no problems.  in your drop listener function:

    function dropF(e:MouseEvent):void {}

    {if (MovieClip (e.currentTarget). DropTarget.Allowed)}

    {if (MovieClip (e.currentTarget). {(DropTarget.allowed.IndexOf (e.currentTarget) >-1)}

    This is allowed dropped target

    } else {}

    wrong target

    } else {}

    fell not on any target

    }

    }

  • Newbie request for assistance with several drag-and-drop &amp; multiple targets

    I know that this question has been asked a million times, but I get always very well the solution.  I know that the solution called for me the use of tables in a part of my code, but I have problems understanding how to implement it.  I use Flash CS 5.5 with AS3.

    I have a flash drag-and-drop file which is divided into 4 distinct zones on the stage.  On each box, there are 7 places, for 7 different "puzzle pieces".  The first two spaces on each quadrant have very a very specific order for the correct puzzle pieces, while the 5 additional places on each quadrant also have specific parts, but the order is not important.  I have included my code below for reference (note that I have not all instances, finished yet).

    Basically, in code that's been created, the following bodies have specific targets with specific command:

    D1_1_mc, D1_2_mc, D1_1_mc, D2_2_mc, D3_1_mc, D3_2_mc, D4_1_mc and D4_2_mc.

    All other instances, such as D1_3_mc, D2_3_mc, D2_4_mc, etc. have specific quadrants on which they need to fall, but what about the last 5 'spaces' in each quadrant, the order does not matter.  I know that I can continue to do what I do, but I would have preferred that the last 5 pieces on each quandrant do not have to be in a specific order.

    You can provide any assistance is greatly appreciated!

    var startX:Number;

    var startY: number;

    var counter: Number = 0;

    D1_1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D1_1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D1_2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D1_2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D1_3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D1_3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D2_1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D2_1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D2_2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D2_2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D2_3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D2_3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D2_4_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D2_4_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D3_1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D3_1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D3_2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D3_2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D3_3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D3_3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D4_1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D4_1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D4_2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D4_2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D4_3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D4_3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    D4_4_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    D4_4_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    function pickUp(event:MouseEvent):void {}

    event.target.startDrag (true);

    reply_txt. Text = "";

    event.target.parent.addChild (event.target);

    startX = event.target.x;

    startY = event.target.y;

    }

    function dropIt(event:MouseEvent):void {}

    event.target.stopDrag ();

    var myTargetName:String = "target_" + event.target.name;

    var myTarget:DisplayObject = getChildByName (myTargetName);

    If (event.target.dropTarget! = null & & event.target.dropTarget.parent == myTarget) {}

    reply_txt. Text = "Good Job!"

    event.target.removeEventListener (MouseEvent.MOUSE_DOWN, Pick-up);

    event.target.removeEventListener (MouseEvent.MOUSE_UP, dropIt);

    event.target.buttonMode = false;

    Event.Target.x = myTarget.x;

    Event.Target.y = myTarget.y;

    counter ++;

    } else {}

    reply_txt. Text = "Try Again!";

    Event.Target.x = startX;

    Event.Target.y = startY;

    }

    if(Counter == 5) {}

    reply_txt. Text = "congratulations, you did!"

    }

    }

    D1_1_mc.buttonMode = true;

    D1_2_mc.buttonMode = true;

    D1_3_mc.buttonMode = true;

    D2_1_mc.buttonMode = true;

    D2_2_mc.buttonMode = true;

    D2_3_mc.buttonMode = true;

    D2_4_mc.buttonMode = true;

    D3_1_mc.buttonMode = true;

    D3_2_mc.buttonMode = true;

    D3_2_mc.buttonMode = true;

    D4_1_mc.buttonMode = true;

    D4_2_mc.buttonMode = true;

    D4_3_mc.buttonMode = true;

    D4_4_mc.buttonMode = true;

    Since it seems to afew possible gaps in the code you showed, and what I offer myself in response to your questions, I spent a little time get a working model of what I guess you just using the three targets and the fall of four objects.  If you want, I can make the file available for you, but for now, here's the code that works...

    var startX:Number;
    var startY: number;
    var counter: Number = 0;

    target_D2_1_mc.allowed = new Array (D2_1_mc);
    target_D2_2_mc.allowed = new Array (D2_2_mc);
    target_D2_3_mc.allowed = new Array (D2_3_mc, D2_4_mc);

    D2_1_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);
    D2_1_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);
    D2_2_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);
    D2_2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);
    D2_3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);
    D2_3_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);
    D2_4_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);
    D2_4_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);

    function pickUp(event:MouseEvent):void {}

    reply_txt. Text = "Good Luck."
    event.target.startDrag (true);
    event.target.parent.addChild (event.target);
    startX = event.target.x;
    startY = event.target.y;
    }

    function dropIt(event:MouseEvent):void {}

    event.target.stopDrag ();

    If (event.target.dropTarget! = null & MovieClip (event.target.dropTarget.parent).allowed.indexOf (event.target) >-1) {}
    reply_txt. Text = "Good Job!"
    event.target.removeEventListener (MouseEvent.MOUSE_DOWN, Pick-up);
    event.target.removeEventListener (MouseEvent.MOUSE_UP, dropIt);
    event.target.buttonMode = false;
    Event.Target.x = MovieClip (event.target.dropTarget.parent) .x;
    Event.Target.y = there MovieClip (event.target.dropTarget.parent);
    counter ++;
    } else {}
    reply_txt. Text = "Try Again!";
    Event.Target.x = startX;
    Event.Target.y = startY;
    }

    if(Counter == 5) {}
    reply_txt. Text = "congratulations, you did!"
    }
    }

    D2_1_mc.buttonMode = true;
    D2_2_mc.buttonMode = true;
    D2_3_mc.buttonMode = true;
    D2_4_mc.buttonMode = true;

  • How to move several JPEGs from one file to another not to drag and drop.

    I'm a prolific snapper and need to move from an intermediate file jpeg images to a monthly file without the risks of drag and drop. Anything involving pictures would be useful.

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    Your question is vague. Is it a complete folder of images? Or a selection from a folder of images?

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  • Interaction drag-and - drop - time after the presentation of the self.

    Captivate 8.0.1.242 - Windows 7 - 64 bit - SWF - sensitive Format format not


    I drag and drop interactions in my class. I allowed for the correct drag auto shipping option and file the response. But when I publish the course and run the course online, there is a delay after drag / drop the right answer. There is no sign of loading or whatever it is. Just a delay, then I see the next slide. Its strange to students they start clicking on random areas, thinking that they have made a mistake.


    I would like to know as to why there is this delay and how to remove it.



    Hello

    I think the problem is with Actions that are currently assigned to the interaction. If you look closely, you will probably find that the slide is a break to 1.5 seconds. And the action assigned to the right answer is probably "continue." This means that play resumes and it takes another 1.5 seconds to visit the next slide.

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