ActionScript 3.0 :: Drag And Drop With Multiple Points
Nov 9, 2010
When you make this draggable and droppable, the object automatically jumps to the cursor of the mouse, but at the location set at (0, 0)? Well, is there a way to counteract this, so if the mouse is over it and you click it you can still move it but the object will stay where it is relative to the mouse cursor? I'm using ActionScript 3.0 with Flash CS5
im kind of new to flash, and i have a question. On my scene, i have buttons generated from a xml file that can be dragged. I took the code from a tutorial on the web and added the drag function. I also have a drop zone where i put the button and it do some function. Here is my question, when i drop the button on the drop zone, the button stay in the center of the drop zone. If i drop another button to the drop zone, i want the previous button to return to its original position. How ?
Is there some kind of function to retrieve the last button used ? But even with this function, the problem is that if you click a new button, but change your mind and click on another one without dropping it in the drop zone, the last button is not the one in the drop zone anymore.
I'm Trying to develop a small game where the user chooses from a range of boxes of the left of screen and can drag 3 of them separatley to 3 holding boxes on ther right. each box can be dragged to any location and the order is not important. Once the 3 holding boxes are all full I want a new button to appear. I completed a tutorial and I've got one box working perfectly but no matter what i try I can't get it working with multiple boxes and locations. Below is a list of the instance names of the movie clips plus my actionscript. I've attached a link to the flash file.
[URL]
INSTANCE NAMES
box 1 = "circle_mc" box 2 = "circle_mc2" both the grey boxes are called = "targetCircle"
I want to be able to drag any of the 4 objects onto any of the targets, right now all I can manage is to allow each object drop onto one specific target only.
I thought by calling all my target names by the same instance name eg target_mc that would work but only one target will ever work.
I'm making a Multiple Drag and Drop in Multiple Targets educational puzzle for 6-7 y/o kids that tries to teach them a bit about which plants grow in which environments in the country. So, I have a map of Mexico divided in 3 diferent zones: desert, forest and tropic, and 6 different plants (of 3 different groups: cacti, pines and tropical flowers, 2 of each) scattered across the stage and around the map. The goal is for the kids to drop the plants in the right zone and then to click a "verify" button that triggers a validation process. Each of the plant's movie clip has 2 frames with a stop(); action on each: the plant graphic spans across both frames and the second frame has a red error sign over the graphic that indicates an error has occured (if that's the case). Then the validation process triggered by the "verify" button is supposed to move the playhead of each wrongly placed plant move clip to the second frame to show which plants are misplaced and move the main timeline's playhead to a frame that contains a "Please try again" text and a "Restart Puzzle" button. If all the answers are right, an animation plays saying that it was VERY WELL DONE! .
I searched the internet for some tutorials and found a file that is pretty close to what I need. I've tried to adapt the code to my puzzle but have failed miserably. The file is here if you want to check it out (scroll to the bottom of the page, it's called Soldier.fla). I'm not pasting the code here because it's VERY long, but I will if required. If you want me to upload the files somewhere else and link them here, I will. If you need me to send them to you I'll be glad.
I have created a simple drag and drop game with 4 signs to be dragged onto 4 targets. As two of the answers are the same I need to be able to have the possibility of both signs to be dragged onto either target.
Quote:
stop(); // Second Level Quit button // loads second.swf in again quit_mc.addEventListener(MouseEvent.CLICK, fl_ClickToLoadUnloadSWF_2);
Im trying to create a simple drag and drop app where you can drap a movieclip into multiple areas.This is the code i have so far (taken from a tutorial i found) thats works perfectly for 1 target but not for multiples. I initially tried giving the targets the same instance name but that didnt work.
Is there a way to make an item, which can be draged onto the stage mulitple times? Like in making beats in music apps. You select a sample and drag it into the stage.
I'm having a problem find a solution to my drag and drop problem. Here is what this flash piece is basically supposed to do: 9 dragable items on the stage5 targets, numbers 1 - 5, where the items can be placed5 of the 9 dragable items are the correct answer and the user needs to drag them to the correct target, and have to be in order from 1-5. (eg. let's say the instructions are: Please place the, in the correct order, the 5 steps to getting ready in the morning. Drag items Targets Brush teeth 1. Change oil in car 2. Wash Face 3. Put pants on 4. Shower 5. Get out of bed Do tax's
So far I have it so if you drop the correct answer into its correct target it snaps to it and disable it's eventListeners. If you drop the drag item on the other targets they snap to it and disable it as well. They only problem is if the user accidentally drops the item anywheres else on the stage it locks it in place. Instead I want it to return to the original x and y position.
Here is my code DragDrop.as package{ import flash.display.MovieClip; import flash.events.MouseEvent; import flash.filters.DropShadowFilter; public class DragDrop extends MovieClip { public var _targetPiece:*; public function DragDrop() { [Code] .....
I have 3 movieclips each containing an audio. These will be dragged and dropped on stage.However I need to be able to click a MC and have it "copy", or whatever, it self to be dragged so I can drag n' drop a mc multiple times.So for instance lets say I have 3 movieclips a_mc, b_mc and c_mc, on stage.In the area I want to drop them lets say I want to do thisa_mc, a_mc, c_mc, -or- b_mc,c_mc,c_mc etc... but still leaving a_mc, b_mc and c_mc in there original area.
I'm using the script "drag & drop multiple targets", with the swapDepth enabled, making the last clicked item to come in front of all the clips on the board.So far, so good. But I have some of the draggers made up by small circles, stacked/glued together vertically (7 in a row) which make these new draggers taller than the majority. The problem is that when I try to drag and snap them, the bottom circle doesn't center into the middle of the dropping zone like the others. These new draggers center themselves with their vertical center into the center of the dragging zones.
I really need to have all these taller draggers centered themselves with the bottom cercle into the middle of the dropping targets, like the simple draggers made up by a single circle.Is there a way to work around, applying a rule to the chosen individual objects without specifically applying to the main script? I mean when you drop the item, forcing it to snap a little bit higher in relation with Y coordinate of the dropping zones.
I've made a drag and drop quiz where you have to drag the labels to the right placeotherwise they just go back to where they were. That was easy enough. But now the bosses decided that they want it so you can get it wrong as well, which means multiple targets. My poor little brain cannot handle it! I've been looking at changing a variable with the target x and y on mouseover, but that just seems to stop the onRelease function.
1. Need it to do: when the correct word is placed in the box, it stays there. Currently it disappears. I think this is because we are removing the child, but if we don't remove the child - it stays in all scenes and frames and interferes with being able to drop more words in the target box.
2. If you incorrectly guess, then correctly guess.. the incorrect guess is visible throughout the rest of the scenes and frames (this is a big one, i need this fixed somehow).
3. Not as important, but in order to make this work, I had to go into each scene and make sure all my variables were named differently then the other scenes. There must be a way around this.
1. I created the dropzone script, in which has to be dynamic in size so that people can the tiles to design their floor board. Problem is, if the dropzones are too close to each other, the app has problems deciding where to drop the tile. (the tile floor is diagonal, imagine a diamond looking tile) I dont know what to do in order to securely place tiles where it shuld be... the dropzones are too close to each other..!the tile can either be full tile, 1/2 and 1/4 tile. How do I do this? I managed to get the drag n drop for full tile to work, but I dont know how can I do it with 1/2 or 1/4 tile. Should I split the dropzones into 4 sections? If I did, then I'll have a problem with full tile? For dropping let say, a pyramid-shaped tile onto a Full Tile would be very2 confusing
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'm trying to create an interactive game where multiple movieclips can be dragged onto a single target. I understand that the target and the movie clip have to have the same name, like "book_mc" has to have a target of "targetbook_mc", but is there another way to do this so that "book_mc" and "pencil_mc" can both have the same target?
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'm trying to build a drag and drop quiz where you have a list of countries, and have to drag the correct country into a blank spot in a paragraph to correctly fill out the sentence (see attached). I can get the first country to drag and drop properly. But when I tried to code the second country in the list, I get the following error message: "1021 duplicate function definition" Following is my code:
I want to create a game in which you need to drag and drop three correct items to a target area. When all three correct items are dropped, the game should progress to the next part.I've tried searching for on this, but I don't know what exactly I should search for (ie what terms, keywords)
I have been trying forever to figure out how to add multiple mc's (images) with different instance names to 1 target only (another image). All of the mc's and the target are placed on the same layer. All I want it to do is snap different images to the same target. I have tried placing the target on a seperate layer but it does not work either.
Basically they drag letters into a box to spell words.I have managed to get the letters to drag to the box but I would like the child to be able to reset all of the letters to their original positions.
I am trying to make a quiz on metals. I have several elements which i want to fall into multiple target areas (e.g. the target areas are shaded grey in the following swf; metal_mc, nonmetal_mc, metalloid_mc). I can make individuals match to target areas (as there are tutorials for that) but i want each one to be able to slide in to any target area (and someday i want to create a solve button which will then place each element in the correct place). have started all over and have designated only chlorine to move (for the moment) but how do i code it to allow it to fall into any of the grey areas?
var objectoriginalX:Number;var objectoriginalY:Number;chlorine_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);chlorine_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt);function
I want to create an interactive learning module that would use a simple drag and drop test. I've already browsed the net for guides and it led me to monkeyflash.com that gave me a very helpful guide. On the guide, there can only be one object be dragged to a target. But then, I wanted my test to have multiple objects (movie clips) be dropped on a single target (also a movie clip) only and stick to it. I'm thinking that I could place my draggable objects on an array, but I really had difficulty on executing this.
On the code below, a drag object can only be placed on one target only (i.e dragIn1 can only be dropped on targetdragIn1 but not on targetdragIn2). Yet, I want all dragAt objects be dragged on all targetAt, dragIn with targetIn, and dragOn with targetOn.
I've been trying to do a drag and drop game, the logic of the game is that I have 4 blocks grey1_mc, .
grey4_mc, and 8 targets target1_mc,target8_mc.Now, grey1_mc can be dropped only on targetgrey1_mc and targetgrey2_mc, similarly grey2_mc on targetgrey5_mc and targetgrey6_mc grey3_mc on targetgrey1_mc and targetgrey2_mc grey4_mc on targetgrey5_mc and targetgrey6_mc
when grey1_mc or any other greyBlock hits it assigned target it should be locked onto the target and should not be clickable. Also it should play a movieclip inside of it i.e., a Green Tick Mark. if grey1_mc hits any other target it should lock on to that target play a " Red Wrong Movie" and then snap back to its original position.
similar functionality is going to be used for the rest of the grey movieclips.the code that i've written is this...
var originalX:Number; var originalY:Number; var greyBox:Array = [grey1_mc, grey2_mc, grey3_mc, grey4_mc];
I'm doing a project where I have a movieClip grey1_mc and I have 2 white boxes, which are also movieClips white1_mc and white2_mc. What I want to do is to add a Drag and Drop functionality such that, grey1_mc can lock onto white1_mc if droped on white1_mc, also grey1_mc can can lock onto white2_mc, if dropped on white2_mc. And the usual snapping back to original position if placed elsewhere on the stage.
This is just for one movieClip grey1_mc. I've got 4 such movieClips [grey1_mc, grey2_mc, grey3_mc, grey4_mc,] and 8 targets [white1_mc, white2_mc, white3_mc, white4_mc, white5_mc, white6_mc, white7_mc, white8_mc,] ,.... So, grey1_mc can hit white1_mc or white2_mc. grey2_mc can hit white3_mc or white4_mc. grey3_mc can hit white1_mc or white2_mc. grey4_mc can hit white3_mc or white4_mc. MovieClips white5_mc to movieClip8_mc are only to show a error message in the o/p window.
I have a full page calendar that uses a duplicate movieclip to add the day squares (actionscript adds the day number)
I want to add a target to that "day" movieclip. (I can do this)
Now the part i don't know how to code:
I want to add a star at the top that can be dragged to the target "day". BUT... On any of the days and multiple days.
So i guess the star needs to duplicate movieclip and be able to drag and drop to any of the targets. The target is on a duplicate movieclip itself so the instance name will need to be the same on all days (or i could have it append 1,2.3 ect to the end of the instance name like: target_mc1, target_mc2...)