Several drag and drop - when the correct triggers something

I am very new to Flash, so I hope that what I try to do is not beyond my capabilities.

I want to create a game in which you have to drag and drop three correct items for a target area. When the three correct items are removed, the game should move forward to the next part.

I tried to get help on this, but I don't know what exactly I should look for (IE what terms, keywords).

Any help would be much appreciated, even if it's just to tell me the terms Flash I need to point me in the direction of assistance.

Thank you!

Here are a few terms to look on...

startDrag()

stopDrag()

_droptarget

hitTest()

If you search Google using terms such as "StartDrag AS2 tutorial", you may be able to find something that describes everything what you want for your design

Tags: Adobe Animate

Similar Questions

  • Drag And Drop - check the correct answers

    I've been playing with this code and need a bit of help!

    I'm after finding that drag and drops are correct, so I can score accordingly rather than simply having a single throughout the score. I need to know if the circle was successfully deleted or the square etc. Ideally, I would like to have this interaction as a command on a button, but my AS3 is let me down!

    Any help would be appreciated.

    Mike

    var score:Number = 0;
    var startX:Number;
    var startY:Number;
    var startLineX:Number;
    var startLineY:Number;
    //-----------------------------
    setup(circleMc);
    setup(squreMc);
    setup(errowMc);
    setup(polygonMc);
    
    
    //add function for submitBtn button
    submitBtn.addEventListener(MouseEvent.MOUSE_DOWN, checkScore);
    //function for checking whats right and wrong
    function checkScore():void {
         //
    }
    
    
    function setup(shape:MovieClip):void {
         shape.addEventListener(MouseEvent.MOUSE_DOWN, dragThis);
         shape.addEventListener(MouseEvent.MOUSE_UP, dropThis);
         shape.addChildAt(new Sprite(), 1);
         shape.startX = shape.x;
         shape.startY = shape.y;
         shape.mouseChildren = false;
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    function dragThis(event:MouseEvent):void {
         event.target.startDrag(true);
         stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove);
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    function onMove(m:MouseEvent):void {
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    }
    function drawLine(item:MovieClip):void {
         var line:Sprite = Sprite(item.getChildAt(1));
         var localStart:Point = item.globalToLocal(new Point(item.startX, item.startY));
         var localItem:Point = line.globalToLocal(new Point(item.x, item.y));
         with (line.graphics) {
              clear();
              moveTo(localStart.x, localStart.y);
              lineStyle(2, 0);
              lineTo(localItem.x, localItem.y);
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    }
    
    function dropThis(event:MouseEvent):void {
         //stop dragging
         event.target.stopDrag();
         //stop drawing the line
         stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMove);
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         var myTargetName:String = "target_" + event.target.name;
         //get dragged object name
         var myTarget:DisplayObject = getChildByName(myTargetName);
         //if you've done it right
         if (event.target.dropTarget != null && event.target.dropTarget.parent == myTarget) {
              event.target.removeEventListener(MouseEvent.MOUSE_DOWN, dragThis);
              event.target.removeEventListener(MouseEvent.MOUSE_DOWN, dropThis);
              event.target.buttonMode = false;
              event.target.x = myTarget.x;
              event.target.y = myTarget.y;
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    Everything that happens this condition will have been placed correctly.

    If (event.target.dropTarget! = null & event.target.dropTarget.pa...)

    So everything you really need to do is assign a variable for this object that indicates it is properly placed.  If these are the MovieClip objects, you can assign this variable dynamically, so in the following code the test condition you could set event.target.placedCorrectly = true; (or something similar).  Then later you can loop through and see objects have the placeCorrectly value assigned as true.

    One thing that you may have to attend is to use currentTarget instead of the target.  target can point to any object in the object that has the assigned listener.  currentTarget pointing to the object that has the assigned listener.

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  • Drag and drop from the tree to datagrid does not

    Hello
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    "adeelmahmood" wrote in message
    News:g81gjh$FEC$1@forums. Macromedia.com...
    > Hi there
    > I'm trying a very simple setup drag and drop from the tree to datagrid
    > and I
    > see weird behavior... when I drag a node of the tree for the
    > datagrid
    > .. It is added to the DataGrid, but gets also reproduced in the source
    > tree
    > (except the first moved node)
    > Here is the link where you can see what is happening
    > http://mankatomoose.org/temp/treedragtest/TreeDragTest.html
    > View source is enabled then please take a look and let me know what I am
    > making
    > evil

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    http://weblogs.Macromedia.com/pent/archives/2006/11/tree_drag_and_d_1.html.

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  • in any case to allow drag and drop on the BACK window?

    How to enable drag and drop on the BACK window?
    THX

    Hi fs - ab,

    You can use 3rd party tools that replace or enhance the Explorer.

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  • 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! .

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

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    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) {}

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    } 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;

    }

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

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    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;

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    var startY: number;
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    D2_2_mc.addEventListener (MouseEvent.MOUSE_UP, dropIt);
    D2_3_mc.addEventListener (MouseEvent.MOUSE_DOWN, Pick-up);
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    D2_2_mc.buttonMode = true;
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