Help improve my Drag & Drop code

Nice day!

I have here my code for a simple drag and drop exercise and it looks like a little redundant. I want to improve and reduce efficiency, but I don't really know how I was supposed to do. Also, I have a problem when you select a drag object; When I click on it, it is lost. I don't really know why this is happening, I just follow a tutorial I've seen on the internet. Help would be really appreciated!

Sincerely,

Mr. Milo

MY CODE ARE THE FOLLOWING:

AT1.addEventListener (MouseEvent.MOUSE_DOWN, pickAT);
In1.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
In2.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
in3.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
IN4.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
IN5.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
in6.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
IN7.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
IN8.addEventListener (MouseEvent.MOUSE_DOWN, pickIN);
on1.addEventListener (MouseEvent.MOUSE_DOWN, pickON);
On2.addEventListener (MouseEvent.MOUSE_DOWN, pickON);

AT1.addEventListener (MouseEvent.MOUSE_UP, dropAT);
In1.addEventListener (MouseEvent.MOUSE_UP, dropIN);
In2.addEventListener (MouseEvent.MOUSE_UP, dropIN);
in3.addEventListener (MouseEvent.MOUSE_UP, dropIN);
IN4.addEventListener (MouseEvent.MOUSE_UP, dropIN);
IN5.addEventListener (MouseEvent.MOUSE_UP, dropIN);
in6.addEventListener (MouseEvent.MOUSE_UP, dropIN);
IN7.addEventListener (MouseEvent.MOUSE_UP, dropIN);
IN8.addEventListener (MouseEvent.MOUSE_UP, dropIN);
on1.addEventListener (MouseEvent.MOUSE_UP, dropON);
On2.addEventListener (MouseEvent.MOUSE_UP, dropON);

AT1.buttonMode = true;
In1.buttonMode = true;
In2.buttonMode = true;
in3.buttonMode = true;
IN4.buttonMode = true;
IN5.buttonMode = true;
in6.buttonMode = true;
IN7.buttonMode = true;
IN8.buttonMode = true;
on1.buttonMode = true;
On2.buttonMode = true;

var startX: number;
var startY: number;
var right: number = 0;
var attempt: number = 0;

I think I have a problem here

function pickAT(event:MouseEvent): void {}
var obj = event.target;
obj.startDrag ();
obj.x = startX;
obj.y = startY;
}

function pickIN(event:MouseEvent): void {}
var obj = event.target;
obj.startDrag ();
obj.x = startX;
obj.y = startY;
}

function pickON(event:MouseEvent): void {}
var obj = event.target;
obj.startDrag ();
obj.x = startX;
obj.y = startY;
}

function dropAT(event:MouseEvent): void {}
var object = event.target;
object.stopDrag)
If (object.dropTarget! = null & & object.hitTestObject (targetAT1)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickAT);
object.removeEventListener (MouseEvent.MOUSE_UP, dropAT);
object.buttonMode = false;
Object.x = targetAT1.x;
Object.y = targetAT1.y;
}
else {}
attempt of ++;
attemptCounter.text = String (attempt);
Object.x = startX;
Object.y = startY;
}
}

function dropIN(event:MouseEvent): void {}
var object = event.target;
object.stopDrag)
If (object.dropTarget! = null & & object.hitTestObject (targetIN1)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN1.x;
Object.y = targetIN1.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN2)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN2.x;
Object.y = targetIN2.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN3)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN3.x;
Object.y = targetIN3.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN4)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN4.x;
Object.y = targetIN4.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN5)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN5.x;
Object.y = targetIN5.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN6)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN6.x;
Object.y = targetIN6.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN7)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN7.x;
Object.y = targetIN7.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetIN8)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickIN);
object.removeEventListener (MouseEvent.MOUSE_UP, dropIN);
object.buttonMode = false;
Object.x = targetIN8.x;
Object.y = targetIN8.y;
}

else {}
attempt of ++;
attemptCounter.text = String (attempt);
Object.x = startX;
Object.y = startY;
}
}

function dropON(event:MouseEvent): void {}
var object = event.target;
object.stopDrag)
If (object.dropTarget! = null & & object.hitTestObject (targetON1)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickON);
object.removeEventListener (MouseEvent.MOUSE_UP, dropON);
object.buttonMode = false;
Object.x = targetON1.x;
Object.y = targetON1.y;
}

ElseIf (object.dropTarget! = null & & object.hitTestObject (targetON2)) {}
attempt of ++;
good ++;
attemptCounter.text = String (attempt);
correctCounter.text = String (correct);
object.removeEventListener (MouseEvent.MOUSE_DOWN, pickON);
object.removeEventListener (MouseEvent.MOUSE_UP, dropON);
object.buttonMode = false;
Object.x = targetON2.x;
Object.y = targetON2.y;
}


else {}
attempt of ++;
attemptCounter.text = String (attempt);
Object.x = startX;
Object.y = startY;
}
}

Ned,

Please look in the code and in pointing to errors.

Milo,

I was grabbing on top of head and, of course, forgetting some things. I hope this works:

var startX: Number;
var startY: Number;
var correct: Number = 0;
var attempt: Number = 0;

var currentlyDragged:MovieClip;
// collection of objects stored in array
// so that you can reference them programmatically
var objects:Array = [at1, in1, in2, in3, in4, in5, in6, in7, in8, on1, on2];

activateObjects();
// assigns listeners and other functionality to the objects in objects array
function activateObjects():void {
     for each(var mc:MovieClip in objects) {
          mc.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
          mc.buttonMode = true;
          // assign drop targets based on names
          switch(String(mc.name).substring(0, 2)) {
               case "at":
                    mc.dropTargets = [targetAT1];
               break;

               case "in":
                    mc.dropTargets = [targetIN1, targetIN2, targetIN3, targetIN4, targetIN5, targetIN6, targetIN7, targetIN8];
               break;

               case "on":
                    mc.dropTargets = [targetON1, targetON2];
               break;
          }
     }
}

function pickObject(e:MouseEvent):void {
     currentlyDragged = MovieClip(e.currentTarget);
     currentlyDragged.startDrag();
     startX = currentlyDragged.x;
     startY = currentlyDragged.y;
     stage.addEventListener(MouseEvent.MOUSE_UP, dropObject);
}

function dropObject(e:MouseEvent):void {
     stage.removeEventListener(MouseEvent.MOUSE_UP, dropObject);
     stopDrag();
     var droppedOn:MovieClip;
     if (currentlyDragged.dropTarget) {
          // loop through targets belonging to the currently dragged clip
          for each(var mc:MovieClip in currentlyDragged.dropTargets) {
               if (currentlyDragged.hitTestObject(mc)) {
                    // get the target
                    droppedOn = mc;
                    currentlyDragged.removeEventListener(MouseEvent.MOUSE_DOWN, pickObject);
                    currentlyDragged.buttonMode = false;
                    currentlyDragged.x = droppedOn.x;
                    currentlyDragged.y = droppedOn.y;
                    correct++;
                    correctCounter.text = String(correct);
                    // stop loop - it is not necessary to continue
                    break;
               }
          }
     }
     attempt++;
     attemptCounter.text = String(attempt);
     // return to the initial position if there is no hit
     if (!droppedOn) {
        currentlyDragged.x = startX;
        currentlyDragged.y = startY;
     }
}

Post edited by: Andrei1

Tags: Adobe Animate

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    How can I feed the data, that are generated inside the second loop, while in these sub - VI that I loaded to the sub-panels? I have to do in case of timeout I suppose, but how can I join the Subvi from there then?

    Ask if you need more questions. Sorry for any possible incomprehensible sentence above

    BR, Palazzo

    Well Yes, there are many different options to pass data to the slot - loaded VI. At some point, you need to store the reference to the loaded VI and use this reference to manipulate the VI. Here's a quick and easy way to make using a local variable of the table:

    It is not very scalable and it certainly has a disadvantage right off the bat. This table will always grow and never get more small, so you'll get overlap VI references. It should still work, but if you kept Drag and drop you would possibly have a memory problem. With a few adjustments, you can solve this problem (specific table indices may be designated for each school, so clear you always the current reference to this specific location of table before loading the secondary).

    FYI, your 1ms waiting is too small. Isn't that nobody have CPU for this.

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