Next button in drag and drop button doesnt function - actionscript-3

I am trying to create a drag and drop game. I want to create a next button and it didnt work. If I remove the next button, the drag and drop game works fine but once I add the drag and drop button, then the whole game doesnt function. Here is my code. Can anyone help me?
import flash.events.MouseEvent;
var objectOriginalX:Number;
var objectOriginalY:Number;
answer.buttonMode = true;
answer.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
answer.addEventListener(MouseEvent.MOUSE_UP, dropObject);
answer1.buttonMode = true;
answer1.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
answer1.addEventListener(MouseEvent.MOUSE_UP, dropObject);
answer2.buttonMode = true;
answer2.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
answer2.addEventListener(MouseEvent.MOUSE_UP, dropObject);
answer3.buttonMode = true;
answer3.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
answer3.addEventListener(MouseEvent.MOUSE_UP, dropObject);
next_btn.buttonMode = true;
next_btn.addEventListener(MouseEvent.CLICK, next_btn);
/*next_btn.addEventListener(MouseEvent.CLICK,next_btn)
next_btn.buttonMode = true;*/
/*stop();
function next_btn(event:MouseEvent):void
{
gotoAndStop(5);
}*/
function pickObject(event:MouseEvent):void
{
event.target.startDrag();
event.target.parent.addChild(event.target);
objectOriginalX = event.target.x;
objectOriginalY = event.target.y;
}
function dropObject (event:MouseEvent):void
{
event.target.stopDrag();
var matchingTargetName:String = event.target.name + "Target" ;
var matchingTarget: DisplayObject = getChildByName(matchingTargetName);
if(event.target.dropTarget != null && event.target.dropTarget.parent == matchingTarget)
{
event.target.removeEventListener(MouseEvent.MOUSE_DOWN,pickObject);
event.target.removeEventListener(MouseEvent.MOUSE_UP,dropObject);
event.target.buttonMode = false;
event.target.x = matchingTarget.x;
event.target.y = matchingTarget.y;
}
else {
event.target.x = objectOriginalX;
event.target.y = objectOriginalY;
}
function next_btn.MovieClip(event:MouseEvent):void
{
gotoAndStop(5);
}
}
stop();

Related

Object showing back at frame 1

Hi I'm new to flash and as3 and have very basic knowledge with as3, I'm trying to create a simple drag and drop games, my goal the games need to be work as a stack layering objects like making a hamburger ( sorry I don't know how to say this but as below pictures )
My Timeline
My actions for frame 1
stop();
bantenbiakaon.addEventListener(MouseEvent.CLICK, bantenbiakaonquiz);
function bantenbiakaonquiz ( event:MouseEvent):void
{
gotoAndStop(2);
}
Actions at frame 2
stop();
import flash.events.MouseEvent;
import flash.display.DisplayObject;
var objectoriginalX:Number;
var objectoriginalY:Number;
sidi.buttonMode = true;
sidi.addEventListener(MouseEvent.MOUSE_DOWN, pickupObject);
sidi.addEventListener(MouseEvent.MOUSE_UP, dropObject);
function pickupObject(event:MouseEvent):void
{
event.target.startDrag();
event.target.parent.addChild(event.target);
objectoriginalX = event.target.x;
objectoriginalY = event.target.y;
}
function dropObject(event:MouseEvent):void
{
event.target.stopDrag();
var matchingTargetName:String = "target" + event.target.name;
var matchingTarget:DisplayObject = getChildByName(matchingTargetName);
if(event.target.dropTarget != null && event.target.dropTarget.parent == matchingTarget)
{
event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickupObject);
event.target.removeEventListener(MouseEvent.MOUSE_UP, dropObject);
event.target.buttonMode = false;
event.target.x = matchingTarget.x;
event.target.y = matchingTarget.y;
gotoAndStop(3);
}
else
{
event.target.x = objectoriginalX;
event.target.y = objectoriginalY;
}
}
Actions at frame 3 will drag and drop to target and then open frame 4
Actions at frame 4 a Symbol MouseEvent gotoAndPlay(1); to frame 1
My problem when all object has been put into the target when the Symbol Button click back to frame 1, the object still appear. How actually to fix my problem.
Problem screenshot at frame 1

Actionscript 3 drag and drop multiple objects to target with well done

The drag and drop works, however, I have no idea how to create an if statement that goes to the next scene when all movieclips have been placed on the target.
I've tried placing the instance names in an if statement with the hittestobject however, no luck.
import flash.events.TouchEvent;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
import flash.display.MovieClip;
/* Touch and Drag Event
Allows the object to be moved by holding and dragging the object.
*/
var objectoriginalX:Number;
var objectoriginalY:Number;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
var lemons:Array = [lemon1_mc, lemon2_mc, lemon3_mc, lemon4_mc, lemon5_mc];
for each(var lemonMC:MovieClip in lemons)
{
lemonMC.buttonMode = true;
lemonMC.addEventListener(TouchEvent.TOUCH_BEGIN, pickobject);
lemonMC.addEventListener(TouchEvent.TOUCH_END, dropobject);
lemonMC.startX = lemonMC.x;
lemonMC.startY = lemonMC.y;
}
var fl_DragBounds:Rectangle = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
function pickobject(event:TouchEvent):void
{
event.target.startTouchDrag(event.touchPointID, false, fl_DragBounds);
event.target.parent.addChild(event.target);
objectoriginalX = event.target.x;
objectoriginalY = event.target.y;
}
function dropobject(event:TouchEvent):void
{
if(event.target.hitTestObject(target_mc)){
event.target.buttonMode = false;
event.target.x = target_mc.x;
event.target.y = target_mc.y;
event.target.visible = false;
} else {
event.target.x = event.target.startX;
event.target.y = event.target.startY;
event.target.buttonMode = true;
}
}
var melons:Array = [melon1_mc, melon2_mc, melon3_mc, melon4_mc, melon5_mc, melon6_mc, melon7_mc];
for each(var melonMC:MovieClip in melons)
{
melonMC.buttonMode = true;
melonMC.addEventListener(TouchEvent.TOUCH_BEGIN, pickobject2);
melonMC.addEventListener(TouchEvent.TOUCH_END, dropobject2);
melonMC.startX = melonMC.x;
melonMC.startY = melonMC.y;
}
var fl_DragBounds2:Rectangle = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
function pickobject2(event:TouchEvent):void
{
event.target.startTouchDrag(event.touchPointID, false, fl_DragBounds2);
event.target.parent.addChild(event.target);
objectoriginalX = event.target.x;
objectoriginalY = event.target.y;
}
function dropobject2(event:TouchEvent):void
{
if(event.target.hitTestObject(target_null)){
event.target.buttonMode = false;
event.target.x = target_mc.x;
event.target.y = target_mc.y;
event.target.visible = false;
} else {
event.target.x = event.target.startX;
event.target.y = event.target.startY;
event.target.buttonMode = true;
}
}
How about adding a counter that is equal to number of objects to drag, then every time you drop object (and detect if it was on target) you decrements the counter and at the end of the function you check if it's 0?
An easy way to do this would be to remove your lemons/melons from their arrays when they pass the hit test. Then check if each array is empty and continue to the next scene should that be the case.
You can actually reduce redundant code and use the same function (dropobject) for both lemons and melons.
function dropobject(event:TouchEvent):void {
//Figure out which array this belongs to (is it a lemon or a melon)
var array:Array; //the array the dropped item belongs to
var hitMC:MovieClip; //the hit object for the lemon or melon
if(lemons.indexOf(event.currentTarget) > -1){ //if the lemon array contains the currentTarget
array = lemons;
hitMC = target_mc;
}else{
array = melons;
hitMC = target_null;
}
if(event.currentTarget.hitTestObject(hitMC)){
event.currentTarget.buttonMode = false;
event.currentTarget.x = hitMC.x;
event.currentTarget.y = hitMC.y;
event.currentTarget.visible = false;
//remove the item from it's array
array.removeAt(array.indexOf(event.currentTarget));
//check if there are any items left
if(lemons.length < 1 && melons.length < 1){
//both arrays are empty, so move on
play(); //or however you want to move on
}
}
}
Getting more advanced, a better way to do this would be to make a base class for your lemons, melons and anything else you want to drag in the future. Then you can add the dragging functionality into that base class and add properties for the hit target and an event for when it's hit it's target. This would give you one code base that can be easily applied to any library object.

Error in Drag and Drop quiz done of Flash

I am trying to create a drag and drop game on flash. But i end up got one error, syntax error of #error1083,else is unexpected.
The error shows at the line 42, and i dont have any idea which line should i did mistake.
Can someone tell me what is wrong with the code?
Here is the codes
import flash.events.MouseEvent;
var objectoriginalX:Number;
var objectoriginalY:Number;
blue.buttonMode = true;
blue.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
blue.addEventListener(MouseEvent.MOUSE_UP, dropObject);
green.buttonMode = true;
green.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
green.addEventListener(MouseEvent.MOUSE_UP, dropObject);
red.buttonMode = true;
red.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
red.addEventListener(MouseEvent.MOUSE_UP, dropObject);
function pickupObject(event:MouseEvent):void
{
event.target.startDrag();
event.target.parent.addChild(event.target);
objectOriginalX = event.target.x;
objectOriginalY = event.target.y;
}
function dropObject (event:MouseEvent):void
{
event.target.stopDrag();
var matchingTargetName:String = event.target.name + "target" ;
var matchingTarget: DisplayObject = getChildByName(matchingTargetName);
if(event.target.dropTarget != null && event.target.dropTarget.parent == matchingTarget);
{
event.target.removeEventListener(MouseEvent.MOUSE_DOWN,pickupObject);
event.target.removeEventListener(MouseEvent.MOUSE_UP,dropObject);
event.target.buttonMode = false;
event.target.x = matchingTarget.x;
event.target.y = matchingTarget.y;
}
else { // here is where i got error 1083
event.target.x = objectOriginalX;
event.target.y = objectOriginalY;
}
}
Remove ; at the end of the line:
if(event.target.dropTarget != null && event.target.dropTarget.parent == matchingTarget);
Regarding objectOriginalX and friends, the problem is that you are not initializing the variables. Unlike int, which initializes to 0, Number variables don't initialize to actual values, instead they are NaN (not-a-number). You must set those values before you use them in calculation, as in...
var objectoriginalX:Number = 0;
var objectoriginalY:Number = 0;
...or set them to their starting points first. Also, you might be trying to add pickObject before you've initialized it. Object initializes to null, so you need to assign pickObject to something before it gets used. For example, in this line...
blue.addEventListener(MouseEvent.MOUSE_DOWN, pickObject);
...does pickObject exist yet? It must not be null; it must be assigned before you use it.

Disable stop the object when it is hit on the right position

I want to be a drag and drop game.When I will to start drag my object be a small size to a drop position.It is performed correctly.But when drag object is touched hit point, it could not stop drag. Can I stop drag?Here is my code.....
drag_6.buttonMode = true;
drag_6.addEventListener(MouseEvent.MOUSE_UP, dropMe6);
drag_6.addEventListener(MouseEvent.MOUSE_DOWN, dragMe6);
var back_6X:Number = back_6.x;
var back_6Y:Number = back_6.y;
var hit_6X:Number = hit_6.x;
var hit_6Y:Number = hit_6.y;
var drop_6H:Number = drop_6.height;
var drop_6W:Number = drop_6.width
function dragMe6(event:MouseEvent)
{
drag_6.startDrag();
drag_6.height=drop_6H;
drag_6.width=drop_6W;
setChildIndex(drag_6, this.numChildren-1);
}
function dropMe6(event:MouseEvent)
{
drag_6.stopDrag();
if (drag_6.hitTestObject(drop_6))
{
TweenMax.to(drag_6, 0.5, {x:hit_6X, y:hit_6Y, ease:Cubic.easeOut});
drag_6.mouseEnabled = false;
SoundMixer.stopAll();
drag_6.alpha = 0 ;
hit_6.alpha = 1;
drag_6.buttonMode = false;
}
else
{
TweenMax.to(drag_6, 0.5, {x:back_6X, y:back_6Y, ease:Bounce.easeOut});
SoundMixer.stopAll();
}
}
The reason is the mouseup event is not firing at all. The best a simple way to add event listeners to stage. `
drag_6.buttonMode = true;
drag_6.addEventListener(MouseEvent.MOUSE_DOWN, dragMe6);
var back_6X:Number = back_6.x;
var back_6Y:Number = back_6.y;
var hit_6X:Number = hit_6.x;
var hit_6Y:Number = hit_6.y;
var drop_6H:Number = drop_6.height;
var drop_6W:Number = drop_6.width
function dragMe6(event:MouseEvent)
{
stage.addEventListener(MouseEvent.MOUSE_UP, dropMe6);
drag_6.startDrag();
drag_6.height=drop_6H;
drag_6.width=drop_6W;
setChildIndex(drag_6, this.numChildren-1);
}
function dropMe6(event:MouseEvent)
{
stage.removeEventListener(MouseEvent.MOUSE_UP, dropMe6);
drag_6.stopDrag();
if (drag_6.hitTestObject(drop_6))
{
TweenMax.to(drag_6, 0.5, {x:hit_6X, y:hit_6Y, ease:Cubic.easeOut});
drag_6.mouseEnabled = false;
SoundMixer.stopAll();
drag_6.alpha = 0 ;
hit_6.alpha = 1;
drag_6.buttonMode = false;
}
else
{
TweenMax.to(drag_6, 0.5, {x:back_6X, y:back_6Y, ease:Bounce.easeOut});
SoundMixer.stopAll();
}
}
Make sure the global stage object is accessible.

How to load an external image on a drag & drop object using AS3?

NEW MESSAGE - THE SOLUTION I ENDED UP APPLYING
This is what I used to load an external image into a movie clip and drag and drop.
The feedback part is pretty much the same from the old code.
var holdermc_Arr:Array = new Array(4);
for(var i:uint = 0; i < holdermc_Arr.length; i++)
{
holdermc_Arr[i] = this["panel" + (i+1) + "_mc"];
var myLoader:Loader = new Loader();
var fileRequest:URLRequest = new URLRequest("images/" + (i+1) + ".jpg");
myLoader.load(fileRequest);
holdermc_Arr[i].addChild(myLoader);
holdermc_Arr[i].addEventListener(MouseEvent.MOUSE_DOWN, pickUp);
holdermc_Arr[i].addEventListener(MouseEvent.MOUSE_UP, dropIt);
holdermc_Arr[i].buttonMode = true;
}
var startX:Number;
var startY:Number;
var counter:Number = 0;
function pickUp(event:MouseEvent):void {
startX = event.currentTarget.x;
startY = event.currentTarget.y;
setChildIndex(MovieClip(event.currentTarget),numChildren-1);
event.currentTarget.startDrag();
reply_txt.text = "";
}
OLD MESSAGE BELLOW
This is my latest attempt with the current error I am getting.
I actually would like to work with the code of my previous attempt because to me is easier that way to add multiple draggable movie clips.
But whichever the code, what seems to be the fundamental problem is that I am not setting up the property correctly for the "Loader".
Let me know if a link to the example is needed.
The error is the following:
ReferenceError: Error #1069: Property dropTarget not found on
flash.display.Loader and there is no default value. at
cs5test_fla::MainTimeline/ReleaseToDrop()
The code is the following
var myLoader:Loader = new Loader();
panel1_mc.addChild(myLoader);
var url:URLRequest = new URLRequest("uploadedImages/photo_1.jpeg");
myLoader.load(url);
var startX:Number;
var startY:Number;
var counter:Number = 0;
panel1_mc.addEventListener(MouseEvent.MOUSE_DOWN, ClickToDrag);
function ClickToDrag(event:MouseEvent):void
{
panel1_mc.startDrag();
startX = event.target.x;
startY = event.target.y;
reply_txt.text = "";
event.target.parent.addChild(event.target);
}
stage.addEventListener(MouseEvent.MOUSE_UP, ReleaseToDrop);
function ReleaseToDrop(event:MouseEvent):void
{
panel1_mc.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.x = myTarget.x;
event.target.y = myTarget.y;
event.target.removeEventListener(MouseEvent.MOUSE_DOWN, ClickToDrag);
event.target.removeEventListener(MouseEvent.MOUSE_UP, ReleaseToDrop);
event.target.buttonMode = false;
counter++;
} else {
reply_txt.text = "Try Again!";
event.target.x = startX;
event.target.y = startY;
}
if(counter == 1){
reply_txt.text = "Congrats, you're finished!";
}
}
OLDER MESSAGE BELLOW
I am still struggling.
I am new to all this so I am really tying the best I can to grasp it.
The ActionScript I am trying to work with is all the way at the bottom.
I'd really appreciate if someone tries to look at this code and tell me how can I load external images to each draggable movie clip with out getting the following error.
ReferenceError: Error #1069: Property startDrag not found on
flash.display.Loader and there is no default value. at
dragdropDilema_fla::MainTimeline/pickUp() ReferenceError: Error #1069:
Property stopDrag not found on flash.display.Loader and there is no
default value. at dragdropDilema_fla::MainTimeline/dropIt()
I tried to use a simple var loader but for what I can see on the error, I have to set up the startDrag property to work with the Loaded image and not with the draggable movie clips that are currently in place??
I thought I would have just been simple if I had use the following for each:
var myLoader:Loader = new Loader();
imageHolder.addChild(myLoader);
var url:URLRequest = new URLRequest("uploadedImages/photo_1.jpeg");
myLoader.load(url);
and then do something like:
square_mc.imageHolder.addChild(myLoader);
but when I do that I get the error anyway when I click on the image.
Here is the entire code: It is supposed to count when the object meet their target and gives a message all through out and at the end.
panel1_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp);
panel1_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt);
panel1_mc.buttonMode = true;
var startX:Number;
var startY:Number;
var counter:Number = 0;
function pickUp(event:MouseEvent):void {
startX = event.target.x;
startY = event.target.y;
event.target.startDrag(true);
reply_txt.text = "";
event.target.parent.addChild(event.target);
}
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.x = myTarget.x;
event.target.y = myTarget.y;
event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp);
event.target.removeEventListener(MouseEvent.MOUSE_UP, dropIt);
event.target.buttonMode = false;
counter++;
} else {
reply_txt.text = "Try Again!";
event.target.x = startX;
event.target.y = startY;
}
if(counter == 1){
reply_txt.text = "Congrats, you're finished!";
}
}
Thanks.
import flash.display.DisplayObjectContainer;
import flash.display.Loader;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.net.URLRequest;
var _dragMc:MovieClip = new MovieClip();
addChild(_dragMc);
loadImage("image.jpg")
function loadImage(path:String):void
{
var _loader:Loader = new Loader();
var _loaderToLoad:URLRequest = new URLRequest(path);
_loader.load(_loaderToLoad);
_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded, false, 0, true);
}
function imageLoaded(evt:Event):void
{
addLoader(evt.currentTarget.loader, _dragMc);
}
function addLoader(loader:Loader, container:DisplayObjectContainer):void
{
container.addChild(loader);
addListeners();
}
function addListeners():void
{
_dragMc.addEventListener(MouseEvent.MOUSE_DOWN, setDrag, false, 0, true);
}
function setDrag(evt:MouseEvent):void
{
_dragMc.addEventListener(MouseEvent.MOUSE_MOVE, doDrag, false, 0, true);
_dragMc.removeEventListener(MouseEvent.MOUSE_DOWN, setDrag);
}
function doDrag(evt:MouseEvent):void
{
_dragMc.startDrag(false, null);
stage.addEventListener(MouseEvent.MOUSE_UP, endDrag, false, 0, true);
_dragMc.removeEventListener(MouseEvent.MOUSE_MOVE, doDrag);
}
function endDrag(evt:MouseEvent):void
{
_dragMc.stopDrag();
_dragMc.addEventListener(MouseEvent.MOUSE_DOWN, setDrag, false, 0, true);
stage.removeEventListener(MouseEvent.MOUSE_UP, endDrag);
}
This loads an image onto a MovieClip called _dragMc. The rest from there is up to you. I also added some quick code that will enable you to drag _dragMc around.