ActionScript 2.0 :: Drag Two Objects At Same Time With 'StartDrag' Script?
Feb 5, 2001
Can we drag two objects at the same time with the "StartDrag" script?I put in the first frame of my movie two "StartDrag"s but it always took in consideration one.
I have to incorperate flash animations aswel. Im just wondering about a drag and drop function. I have a fair idea how to do a basic drag and drop function.
i want to use the simple startDrag-function to drag a movieclip. when the option to lock the movieclip is set to false, there's no problem but when i set this option to true, so the movieclip should follow the mouse locked to the center, my movieclip just disappears. i used this code:
I am trying to use startDrag to drag my square movie clip and while i drag it up the square should rototate right and when I drag down it should rotate left, everything works except of the rotation part
is there a way to drag multiple movieClips at the same time? Flash help explicitly says: Only one movie clip can be dragged at a time. After a startDrag() operation is executed, the movie clip remains draggable until it is explicitly stopped by stopDrag() or until a startDrag() action for another movie clip is called. anyone know of a way to do it anyway? maybe combining them in a dynamic mc or something?
I would like to start drag objects which is located in stage.There is movie clips in the stage which also encloses so many objects.when i click on any of the object it should be startdraged..Do u have any solution?
addEventListener(MouseEvent.MOUSE_UP, targetMC); function targetMC(MouseEvent:Event):void {
i have an .as class that extends mx.containers.Canvas (it's a draggable border of a resizable component), it becomes draggable on MOUSE_DOWN and stops being draggable on MOUSE_UP, MOUSE_OUT and ROLL_OUT. before calling startDrag() i create a Rectangle to define the drag area, i also have a _dragging: Boolean variable to control if it's draggable at the moment. the problem is that when i click this border it jumps to a negative coordinate without calling startDrag or switching _dragging to true.
i've overriden get x, set x, get y, set y and move() methods in order to solve it but the only thing i got was the fact that position changes without calling coords setters or move(), but at the moment it's changed a getter is called and returns new (negative) value so my question is what happens on startDrag() and how to filter unwanted incoming coords values?
I have an image on the stage which is bigger than the stage itself:
The stage is 700x550
The image is 2100x1650, and it's registration point is at its center, if I remember correctly.The initial location of the image on the stage is 350,75.I want to make sure that the user will be able to drag the image, as long as the edges of the image doesn't show.here's what I did:
mapRect = new Rectangle(0-mapMC.width/2, 0-mapMC.height/2, mapMC.width, mapMC.height);
and later on:
mapMC.startDrag(false,mapRect);
The the top and the left of the image are bounded well, but as far as the bottom and the right side of the image.
as you can see, I have a container MC which I have added to the stage. I set its drag constraints using a Rectangle(). I then add the 'cat' child movieclip to the container, and I want this to be dragable too. However, as soon as I click on my cat when testing the MC. It shoots to point x=0 y=0 on the stage and doesn't move.
The container MC can be moved without any trouble.
If I remove the rectangle bounds from the containers startdrag() function. both MC's can be dragged without any issue.
I'm creating a little project that allows you to drag some images. I get this Error when I try to drag the images Code: ReferenceError: Error #1069: Property startDrag not found on flash.display.Loader and there is no default value. at Icon03/beginDrag() Here is my code
I need to drag more than one Mc at the time: n.b. emc2 is a mc on the main timeline. This code is in a nested MC. prnt: MovieClip = this.parent as Movieclip; function drag(e:MouseEvent):void{ if((e.type == "mouseDown") && (GlobalVar.stat == "clicked")){ this.startDrag(); prnt.emc2.startDrag(); } if((e.type == "mouseUp") && (GlobalVar.stat == "clicked")){ this.stopDrag(); prnt.emc2.stopDrag(); GlobalVar.drag = false; }} This.startdrag() stop to works when I add prnt.emc2.startDrag().. why?
seen a few different as 2.0 code for a drag and drop, doesn't have the smoothness of as 3. Anyone have a link to drag and drop multiple movieclips, no target necessary. Just a smooth drag and drop.
I am trying to create a drag and drop tutorial by building a chemistry set.
The object of the tutorial is to drag and drop the appropriate instruments onto the target to build the kit.
I have the chemistry stand which had been designated as the target and five instruments which the user can drag and drop though only one will connect to the stand and send the user to the next frame. The instruments that are not correct snap back to their original position.
This process continues over 6 seperate frames.
The whole drag and drop process works fine, the only issue is that when the user picks up the wrong instrument and it snaps back to original position, and the user then picks up the correct instrument and send the user to the next frame, the wrong instrument (only the one that was picked up) is behind all the other new objects.
How do I get the wrong object that was picked up in the previous frame to not be in the new frame?
I have also included the actionscript for both the correct and and incorrect instrument.
I have unit A: on a mouseEvent: MouseUp and MouseDown event. I'm going click and dragging objects. Unit A when I pick it up says I have picked up Unit A. I drop it in a location and it stays. GOOD I pick up Unit B and it says I picked up Unit B. I drop it on top of Unit A and it says I have dropped Unit A. NOT GOOD.
I only want to drop unit B, not A. So I looked at the events: Target: The InteractiveObject instance under the pointing device. The target is not always the object in the display list that registered the event listener. Use the currentTarget property to access the object in the display list that is currently processing the event.
So I use currentTarget instead: currentTarget: The object that is actively processing the Event object with an event listener. Except they both return the same. Both will register Unit A, even though I am holding Unit A.
I am wondering how it is possible to simulate the behaviour like in windows, where you drag on the stage and select all the objects (movieclips) in the drag area, so that you can move them?
I am doing a lesson on electricity with my class. I have a range of electrical symbols which the kids use to create simple circuits by dragging and dropping on the interactive whiteboard. I only have one of each symbol displayed - when a student drags one away I want the symbol/object to replicate itself at the same point that one was dragged away
I have to make a timer that starts off set at one minute and plays an animation mapped to the time remaining in the timer. I need it to start and stop on a button press, and once it has gone through the minute, I need to be able to add time to it and start it again (with the animation mapped to the new amount of time) by clicking and dragging (or maybe with a slider). I have the basic functions down, but I can't figure out how to get it to start over with the time added by dragging. Here is my code so far:
how can I drag a specific image without dragging all the other objects. The image to be dragged is exported dynamically from the library and activated on a mouse over. Here is the code:
function myImage(event:MouseEvent):void { var img:BitmapData=new livery(0,0); var MyImg:Bitmap=new Bitmap(img);
i want to be able to drag and drop multiple objects. In this code the Encryption_mc doesnt return to its original position.it returns to the position of the Message_mc.any idea how i can return it to its original position?
var encOffset:Point = new Point();var encOffset1:Point = new Point(); Message_MC.addEventListener(MouseEvent.MOUSE_DOWN,dragPoly);Message_MC.addEventListener(MouseEvent.MOUSE_UP,dropPoly);
i have tried a lot of time to make my project into a success.this is the link to my swf... all objects are accepted when i drop it into the plastic bin.URL..
I am designing a simple classify drag and drop game, but I got several objects and targets, for example square shape object can only go to square shape target, however when I have 2 or more square, then the square2 and square3 can not go to square target!
Code: var objectoriginalX:Number; var objectoriginalY:Number; var counter:Number = 0; triangle_mc.buttonMode = true; triangle_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickupObject); [Code] .....