How can I hide drag and drop items once they have been dragged into place - actionscript-3

I have made a flash application and in this flash application I have included a jigsaw puzzle. The application is wrote on one timeline and certain frames are used as different pages within the application.
The problem is once the jigsaw drag and drop are moved the pieces are displayed on all frames instead of just the one jigsaw puzzle frame I created.
How can I make these drag and drop items not be shown on the other frames?
Here is the code I have used for the jigsaw puzzle.
var hitArray:Array = new Array(Tar1_mc,Tar2_mc,Tar3_mc,Tar4_mc,Tar5_mc,Tar6_mc);
var dropArray:Array = new Array(Piece1_mc,Piece2_mc,Piece3_mc,Piece4_mc,Piece5_mc,Piece6_mc);
var positionsArray:Array = new Array();
for (var i:int = 0; i < dropArray.length; i++)
{
dropArray[i].buttonMode = true;
dropArray[i].addEventListener(MouseEvent.MOUSE_DOWN, mdown);
dropArray[i].addEventListener(MouseEvent.MOUSE_UP, mUp);
positionsArray.push({xPos:dropArray[i].x, yPos:dropArray[i].y});
}
function mdown(e:MouseEvent):void
{
e.currentTarget.startDrag();
setChildIndex(MovieClip(e.currentTarget), numChildren - 1);
}
function mUp(e:MouseEvent):void
{
var dropIndex:int = dropArray.indexOf(e.currentTarget);
var target:MovieClip = e.currentTarget as MovieClip;
target.stopDrag();
if (target.hitTestObject(hitArray[dropIndex]))
{
target.x = hitArray[dropIndex].x;
target.y = hitArray[dropIndex].y;
}
else
{
target.x = positionsArray[dropIndex].xPos;
target.y = positionsArray[dropIndex].yPos;
}
}
reset_btn.addEventListener(MouseEvent.CLICK, backObjects);
function backObjects(e:MouseEvent):void
{ for(var i:int = 0; i < dropArray.length; i++){
if(dropArray[i].x == hitArray[i].x && dropArray[i].y == hitArray[i].y){
dropArray[i].x = positionsArray[i].xPos;
dropArray[i].y = positionsArray[i].yPos;
}
}
}
Thank you in advance for any help provided.

You should really try and use external classes when creating games. But to fix your problem you can remove the pieces from the stage when you go to a certain frame. So in the frame you want them to dissapear you could write the following:
for(var i:int = 0; i < dropArray.length; i++){
if(this != null && this.contains(dropArray[i])){
removeChild(dropArray[i]);
}
}
if you need to come back to this frame however, you could toggle the visiblabilty property of each puzzle piece. you would loop through but would just change the visibilty like so:
dropArray[i].visible = false;

Related

drag and drop with target

I am kinda new in flash as3, however am doing courseware app that involves dragging words into their appropriate targets with scores if correctly matched and also includes a 20sec timer that an exercise should be done. But my problem is after i drag the words correct to their positions and get relevant score (I use 10 marks each correct answer) still I can drag the word and score again and again using every dragged word (i.e I want to unable dragged words from dragging) which makes a user to score more exceeding the higher score (i.e 90 marks because there 9 words to drag).
Here is my coding;
stop();
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
var myscore1 = 0; score.text = myscore1+"";
var hitArray:Array = new Array(love_tgt, am_stud_tgt, living_tgt, is_improv_tgt, speak_tgt,
means_tgt, are_help_tgt, want_tgt, miss_tgt);
var dropArray:Array = new Array(love, am_stud, living, is_improv, speak, means, are_help,
want, miss);
var positionsArray:Array = new Array();
for (var i:int = 0; i < dropArray.length; i++) {
dropArray[i].buttonMode = true;
dropArray[i].addEventListener(MouseEvent.MOUSE_DOWN, mdown);
dropArray[i].addEventListener(MouseEvent.MOUSE_UP, mUp);
positionsArray.push({xPos:dropArray[i].x, yPos:dropArray[i].y});
}
function mdown(e:MouseEvent):void {
e.currentTarget.startDrag();
setChildIndex(MovieClip(e.currentTarget), numChildren - 1);
}
function mUp(e:MouseEvent):void {
var dropIndex:int = dropArray.indexOf(e.currentTarget);
var target:MovieClip = e.currentTarget as MovieClip;
target.stopDrag();
if (target.hitTestObject(hitArray[dropIndex])) {
myscore1+=10;
score.text = myscore1+"";
target.x = hitArray[dropIndex].x;
target.y = hitArray[dropIndex].y;
}else{
target.x = positionsArray[dropIndex].xPos;
target.y = positionsArray[dropIndex].yPos;
}
}
var myTimer1:Timer = new Timer(1000);
myTimer1.addEventListener(TimerEvent.TIMER, countdownHandler1);
function countdownHandler1(event:TimerEvent):void{
countdown.text = 20-myTimer1.currentCount+" s remaining";
if(myTimer1.currentCount==20){
gotoAndStop(46);
} }
myTimer1.start();
}
You still can drag the objects because they still have event listeners. All you need to do is to remove it.
if (target.hitTestObject(hitArray[dropIndex])) {
myscore1+=10;
score.text = myscore1+"";
target.x = hitArray[dropIndex].x;
target.y = hitArray[dropIndex].y;
//add these 2 lines---------------------------------------------
target.removeEventListener(MouseEvent.MOUSE_DOWN, mdown);
target.removeEventListener(MouseEvent.MOUSE_UP, mUp);
//--------------------------------------------------------------
}else{
target.x = positionsArray[dropIndex].xPos;
target.y = positionsArray[dropIndex].yPos;
}

How can i check by actionscript 3 if every items of an array had hitTestObject the items of the second array

I have this code for a drag and drop game.
How can i check by actionscript 3 if every item of an array had hitTestObject the items of the second array so something else can happens for example show a well done message.
var hitArray:Array = new Array(hitTarget1,hitTarget2,hitTarget3,hitTarget4,hitTarget5);
var dropArray:Array = new Array(drop1,drop2,drop3,drop4,drop5);
var positionsArray:Array = new Array();
for (var i:int = 0; i < dropArray.length; i++) {
dropArray[i].buttonMode = true;
dropArray[i].addEventListener(MouseEvent.MOUSE_DOWN, mdown);
dropArray[i].addEventListener(MouseEvent.MOUSE_UP, mUp);
positionsArray.push({xPos:dropArray[i].x, yPos:dropArray[i].y});
}
function mdown(e:MouseEvent):void {
e.currentTarget.startDrag();
setChildIndex(MovieClip(e.currentTarget), numChildren - 1);
}
function mUp(e:MouseEvent):void {
var dropIndex:int = dropArray.indexOf(e.currentTarget);
var target:MovieClip = e.currentTarget as MovieClip;
target.stopDrag();
if (target.hitTestObject(hitArray[dropIndex])) {
target.x = hitArray[dropIndex].x;
target.y = hitArray[dropIndex].y;
playSound(sosto);
}else{
target.x = positionsArray[dropIndex].xPos;
target.y = positionsArray[dropIndex].yPos;
}
}
reset.addEventListener(MouseEvent.CLICK, backObjects);
function backObjects(e:MouseEvent):void{
for(var i:int = 0; i < dropArray.length; i++){
if(dropArray[i].x == hitArray[i].x && dropArray[i].y == hitArray[i].y){
dropArray[i].x = positionsArray[i].xPos;
dropArray[i].y = positionsArray[i].yPos;
}
}
}
function playSound(SoundName:Class):void{
var sound = new SoundName();
var channel:SoundChannel = sound.play();
}
playSound(sosto);
Let's create a function to tell us if every "hitTarget" and its corresponding "drop" are touching each other.
function allCorrect():Boolean {
//for each item in the hitArray, we repeat the action
//we assume that length of hitArray and dropArray are the same
for (var i=0;i<hitArray.length;i++) {
//if the corresponding target and drop do not hit each other, return false
if (!(hitArray[i].hitTestObject(dropArray[i])) {
return false
//if we return false, this function will continue no further
}
}
//We have cycled through all of the items in the arrays, and none of the
//hitTestObjects have been false, so we return true
return true
}
We want to test if everything is correct when we update the positions of our "drops". So, in your mUp function, add this line to the bottom
if (allCorrect()) {
//display "youz a cool cat, bro"
//remove all of your event listeners to improve performance
}
hope this answers your question!
Try adding this line:
stage.addEventListener(Event.ENTER_FRAME, loop);
Where "loop" is a function that contains the rest of your code, which looks something like...
function loop (e:Event):void
{
//Your Code
}
Good luck!

Multiple sprites added in loop, but only last sprite clickable

I have multiple bitmap images added into sprites(each image added into 1 sprite) in a loop, then all the sprites added to 1 _contentHolder(Sprite) then that is added to a viewport.
What the problem is, the multiple sprites that are added inside the loop, everything displays with no problem but only the last sprite added is clickable. None of the sprite added before it is clickable. Wondering what the problem is, they are not overlapping and when i hover the mouse over the top of all the sprites, it turns into the mouse clicker but it just won't click.
Thanks for your time!
My code:
function onImageLoaded(e:Event):void {
loadedArray.push(e.target.content as Bitmap);
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
var image: Sprite= new Sprite;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
image.mouseChildren = true; // ignore children mouseEvents
image.mouseEnabled = true; // enable mouse on the object - normally set to true by default
image.useHandCursor = true; // add hand cursor on mouse over
image.buttonMode = true;
image.addChild(loadedArray[i]);
_contentHolder.addChild(image);
}
newArray.push(image);
var viewport:Viewport = new Viewport();
viewport.y = 0;
viewport.addChild(_contentHolder);
var scroller:TouchScroller = new TouchScroller();
scroller.width = 300;
scroller.height = 265;
scroller.x = 10;
scroller.y = 100;
scroller.viewport = viewport;
addChild(scroller);
image.addEventListener(MouseEvent.CLICK, gotoscene);
}
loadImage();
Edit:
function gotoscene(e: MouseEvent):void{
var index:Number;
index = newArray.indexOf(e.target);
trace(index);
blackBox.graphics.beginFill(0x000000);
blackBox.graphics.drawRect( -1, -1, stage.width, stage.height);
blackBox.alpha = 0.7;
addChild(blackBox);
var originalBitmap : BitmapData = loadedArray[index].bitmapData;
var duplicate:Bitmap = new Bitmap(originalBitmap);
duplicate.width = stage.width;
_contentHolder1.addChild(duplicate);
// Use counter here to only add _contentHolder1 once
//Assuming that `samedata` is a class member (I can't see the rest of your code)
addChild(_contentHolder1);
}
Edit2:
private var image:Array = new Array;
//In the For loop
image[i] = new Sprite();
image[i].addChild(loadedArray[i]);
image[i].addEventListener(MouseEvent.CLICK, gotoscene);
function gotoscene(e:MouseEvent):void{
index = image.indexOf(e.target);
trace(index);
}
You should move image.addEventListener(MouseEvent.CLICK, gotoscene); statement into the loop where you add child sprites. Once you do, the listener will be added to all of the sprites, not just the last one that's currently stored in image variable, and is the only one that responds to your clicks.
for(var i:int = 0; i < loadedArray.length; i++){
var currentY1:int = 200;
var image: Sprite= new Sprite;
e.currentTarget.loader.content.height =200;
e.currentTarget.loader.content.y += currentY1;
image.mouseChildren = true; // ignore children mouseEvents
image.mouseEnabled = true; // enable mouse on the object - normally set to true by default
image.useHandCursor = true; // add hand cursor on mouse over
image.buttonMode = true;
image.addEventListener(MouseEvent.CLICK, gotoscene); // <-- THIS
image.addChild(loadedArray[i]);
_contentHolder.addChild(image);
}
And for all that is holy, learn to indent your code, so that you will be able to visually find the start and end of your loops and see if a certain statement is within the loop or not.
I did work for a few years in AS3 and this was a weird an usual problem. I used to solve it with a function that adds the event to each clip:
function someFunction():void {
for (...) {
var image:Sprite = new Sprite();
addSceneListener(image);
}
}
function addSceneListener(mc:Sprite):void {
mc.addEventListener(MouseEvent.CLICK, gogoscene);
}

AS3 not recognising MovieClips - 1046: Type was not found or was not a compile-time constant: MP_00

So Im new to AS3, trying to make a simple videogame for smartphones.
And it was all going smooth until I hit this problem.
I was using and manipulating objects from timeline without a problem and than all the sudden whatever I try I get the 1046.
Here is some code that gets an error:
mp = new MP_00();
And at the top I have this:
import flash.display.MovieClip;
var mp:Movieclip;
And at the end this:
function mapMove(){
mp.y = mp.y - playerSpeed;
}
Im searching for a solution all the time, but nobody seems to have the same problem.
I do have AS linkage set to MP_00 and witch ever object I try to put in, it dosent work.
While objects put in on the same way before, they work.
For example I have this
var player:MovieClip;
player = new Player();
with AS Linkage set to Player, and that works.
This is all done in Flash Professional cs6
EDIT 1
full code
Keep in mind that a lot of stuff is placeholder or just not finished code.
On this code Im getting the error twice for the same object
Scene 1 1046: Type was not found or was not a compile-time constant:
MP_00.
Scene 1, Layer 'Actions', Frame 1, Line 165 1046: Type was not
found or was not a compile-time constant: MP_00.
Thats the errors.
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.engine.SpaceJustifier;
import flashx.textLayout.operations.MoveChildrenOperation;
/*----------------------------Main VARs-----------------------------*/
var STATE_START:String="STATE_START";
var STATE_START_PLAYER:String="STATE_START_PLAYER";
var STATE_PLAY:String="STATE_PLAY";
var STATE_END:String="STATE_END";
var gameState:String;
var player:MovieClip;
var playerSpeed:Number;
var map:Array;
var bullets:Array;
//holds civil vehicles
var civil:Array;
//holds enemy vehicles
var enemy:Array;
var explosions:Array;
var BBullet:MovieClip;
//maps
var mp:MovieClip;
/*
var MP_01:MovieClip;
var MP_02:MovieClip;
var MP_03:MovieClip;
*/
//sets the bullet type and properties
var BType = "BBasic";
var BProp:Array;
//bullet preperties by type
var BBasic:Array = new Array(1, 1, 100, 50, 0, new BBasicA());
/**
ARRAY SETTING
0 = bullet position (middle , back, sides etc...)
1-middle front
2-left side front
3-right side front
4-left and right side middle
5-back
7-left and right side wheels
1 = bullet direction
1-forward
2-back
3-sides
2 = fire speed (in millisecounds so 1000 = 1sec)
3 = speed of movement
4 = damage 10-100
5 = name of the firing animation in library
6 = name of launch animation in library
7 = name of impact animation in library
**/
var level:Number;
//BCivil speed and randomness
var BCSpeed:Number = 3;
var BCRand:Number = 120;
/*------------------------------Setup-------------------------------*/
introScreen.visible = false;
loadingScreen.visible = false;
gameScreen.visible = false;
endScreen.visible = false;
//map visibility
//MpRSimple.visible = false;
/*---------------------------Intro screen--------------------------*/
/*-----------------------------mainScreen---------------------------*/
mainScreen.play_btn.addEventListener(MouseEvent.CLICK, clickAway);
function clickAway(event:MouseEvent):void
{
gameStart();
}
function gameStart():void
{
//Move main screen from stage
mainScreen.visible = false;
//Begin loading the game
loadingScreen.visible = true;
gameState = STATE_START;
trace (gameState);
addEventListener(Event.ENTER_FRAME, gameLoop);
}
/*----------------------------gameLoop-----------------------------*/
function gameLoop(e:Event):void
{
switch(gameState)
{
case STATE_START:
startGame();
break;
case STATE_START_PLAYER:
startPlayer();
break;
case STATE_PLAY:
playGame();
break;
case STATE_END:
endGame();
break;
}
}
/*-_________________________-Game STATES-_________________________-*/
/*---------------------------STATE_START---------------------------*/
function startGame():void
{
level = 1; //setting level for enemies
//Graphics
//player icon
player = new Player();
//add bullet holder
bullets = new Array();
//basicCivil icon
civil = new Array();
//basicEnemy icon
enemy = new Array();
//holds explosions
explosions = new Array();
//map
//mp = new MP_00();
//var mp:MP_00 = new MP_00();
//Load map parts
//End startGame
gameState = STATE_START_PLAYER;
trace(gameState);
}
/*------------------------STATE_START_PLAYER-----------------------*/
function startPlayer():void
{
//start the player
//set possition of player
player.y = stage.stageHeight - player.height;
addChild(player);
addEventListener(Event.ENTER_FRAME, movePlayer);
//changing screens
gameScreen.visible = true;
//start game
gameState = STATE_PLAY;
trace(gameState);
}
//player controll
function movePlayer(e:Event):void
{
//gameScreen.visible = true;
//mouse\touch recognition
player.x = stage.mouseX;
player.y = stage.mouseY;
//player does not move out of the stage
if (player.x < 0)
{
player.x = 0;
}
else if (player.x > (stage.stageWidth - player.width))
{
player.x = stage.stageWidth + player.width;
}
}
//setting bullet type
if (BType == "BBasic")
{
BProp = BBasic;
/*case BMissile;
BProp = BMissile;
break; */
}
//creating bullets
//gameScreen.fire_btn.addEventListener(MouseEvent.CLICK, fireHandler());
/*
function fireHandler():void
{
var bulletTimer:Timer = new Timer (500);
bulletTimer.addEventListener(TimerEvent.TIMER, timerListener);
bulletTimer.start();
trace("nja");
}
function timerListener(e:TimerEvent):void
{
//need and if statement to determine the bullet speed and travel depended on type of bullet
var tempBullet:MovieClip = /*BProp[5] new BBasicA();
//shoots bullets in the middle
tempBullet.x = player.x +(player.width/2);
tempBullet.y = player.y;
//shooting speed
tempBullet.speed = 10;
bullets.push(tempBullet);
addChild(tempBullet);
//bullets movement forward
for(var i=bullets.length-1; i>=0; i--)
{
tempBullet = bullets[i];
tempBullet.y -= tempBullet.speed;
}
}
*/
/*----------------------------STATE_PLAY---------------------------*/
function playGame():void
{
//gameplay
//speedUp();
mapMove();
//fire();
makeBCivil();
makeBEnemy();
moveBCivil();
moveBEnemy();
vhDrops();
testCollision();
testForEnd();
removeExEplosions();
}
function mapMove(){
mp.y = mp.y - playerSpeed;
}
/*
function speedUp():void
{
var f:Number;
for (f<10; f++;)
{
var playerSpeed = playerSpeed + 1;
f = 0;
//mapMove();
MpRSimple = new MP_RS();
MpRSimple.y = MpRSimple.y - playerSpeed;
trace ("speed reset");
}
trace (f);
}
*/
function makeBCivil():void
{
//random chance
var chance:Number = Math.floor(Math.random()*BCRand);
if (chance <= 1 + level)
{
var tempBCivil:MovieClip;
//generate enemies
tempBCivil = new BCivil();
tempBCivil.speed = BCSpeed;
tempBCivil.x = Math.round(Math.random()*800);
addChild(tempBCivil);
civil.push(tempBCivil);
}
}
function moveBCivil():void
{
//move enemies
var tempBCivil:MovieClip;
for(var i:int = civil.length-1; i>=0; i--)
{
tempBCivil = civil[i];
tempBCivil.y += tempBCivil.speed
}
//testion colision with the player and screen out
if (tempBCivil.y > stage.stageHeight /* || tempBCivil.hitTestObject(player) */)
{
trace("ds hit");
//makeExplosion (player.x, player.y);
removeCivil(i);
//gameState = STATE_END;
}
}
//Test bullet colision
function testCollision():void
{
var tempBCivil:MovieClip;
var tempBEnemy:MovieClip;
var tempBullet:MovieClip;
//civil/bullet colision
civils:for(var i:int=civil.length-1; i>=0; i--)
{
tempBCivil = civil[i];
for (var j:int=bullets.length-1; j>=0; j--)
{
tempBullet = bullets[j];
if (tempBCivil.hitTestObject(tempBullet))
{
trace("laser hit the civil");
makeExplosion (tempBCivil.x, tempBCivil.y);
removeCivil(i);
removeBullet(j);
break civils;
}
}
}
//enemy/bullet colision
enemy:for(var k:int=enemy.length-1; k>=0; k--)
{
tempBEnemy = enemy[k];
for (var l:int=bullets.length-1; l>=0; l--)
{
tempBullet = bullets[l];
if (tempBEnemy.hitTestObject(tempBullet))
{
trace("bullet hit the Enemy");
makeExplosion (tempBEnemy.x, tempBEnemy.y);
removeEnemy(k);
removeBullet(l);
break enemy;
}
}
}
}
function makeExplosion(ex:Number, ey:Number):void
{
var tempExplosion:MovieClip;
tempExplosion = new boom();
tempExplosion.x = ex;
tempExplosion.y = ey;
addChild(tempExplosion)
explosions.push(tempExplosion);
}
function makeBEnemy():void
{
//random chance
var chance:Number = Math.floor(Math.random()*BCRand);
if (chance <= 1 + level)
{
var tempBEnemy:MovieClip;
//generate enemies
tempBEnemy = new BEnemy();
tempBEnemy.speed = BCSpeed;
tempBEnemy.x = Math.round(Math.random()*800);
addChild(tempBEnemy);
enemy.push(tempBEnemy);
}
}
function moveBEnemy():void
{
//move enemies
var tempBEnemy:MovieClip;
for(var i:int = enemy.length-1; i>=0; i--)
{
tempBEnemy = enemy[i];
tempBEnemy.y += tempBEnemy.speed
}
//testion colision with the player and screen out
if (tempBEnemy.y > stage.stageHeight /* || tempBCivil.hitTestObject(player) */)
{
trace("enemy");
//makeExplosion (player.x, player.y);
removeEnemy(i);
//gameState = STATE_END;
}
}
function vhDrops():void
{}
function testForEnd():void
{
//check damage
//end game
//gameState = STATE_END;
trace(gameState);
}
/*--------------------REMOVING BS FROM STAGE-----------------------*/
//removing civils
function removeCivil(idx:int):void
{
if(idx >= 0)
{
removeChild(civil[idx]);
civil.splice(idx, 1);
}
}
//removing enemies
function removeEnemy(idx:int):void
{
if(idx >= 0)
{
removeChild(enemy[idx]);
enemy.splice(idx, 1);
}
}
//removing civils
function removeBullet(idx:int):void
{
if(idx >= 0)
{
removeChild(bullets[idx]);
bullets.splice(idx, 1);
}
}
//removing expired explosions
function removeExEplosions():void
{
var tempExplosion:MovieClip;
for(var i=explosions.length-1; i>=0; i--)
{
tempExplosion = explosions[i];
if (tempExplosion.currentFrame >= tempExplosion.totalFrames)
{
removeExplosion(i);
}
}
}
//removing civils
function removeExplosion(idx:int):void
{
if(idx >= 0)
{
removeChild(explosions[idx]);
explosions.splice(idx, 1);
}
}
/*--------------------------STATE_END------------------------------*/
function endGame():void
{
}
/*gameScreen*/
/*endScreen*/
And Im sure theres some other bad code here but that doesent matter now.
Export for AS and AS Linkage is set:
http://i.stack.imgur.com/UvMAt.png
EDIT: removed the 2nd var declaration, still get the same error.
It would be great if you give more code and explanations, but here what I found about 1046 :
"One reason you will get this error is if you have an object on the stage with the same name as an object in your library."
Look at : http://curtismorley.com/2007/06/20/flash-cs3-flex-2-as3-error-1046/
Did you search any explanation on the Web for code 1046 ? Have you checked this one ?
I see that you have two var mp declaration. Try to remove the first one, var mp:MovieClip;. If it doesn't work, check your Flash Library carefully, be sure that MP_00 is a name available. If it's a MovieClip, check that it is exported for ActionScript. If it's an instance name, check that it's not used twice.
EDIT.
My suggestion is :
1- Change all references of mp to mp1. Maybe there is a conflict with an instance "...an object on the stage with the same name as an object in your library."
2- var mp1:MP_00; instead of var mp:MovieClip; in the declaration section.
3- Put the mp1 = new MP_00(); back in the startGame() function
4- Be sure that your new mp1 variable is everywhere you need and you have no more ref. to mp variable.
If... it's still doesn't work. I suggest : Change the name of your MovieClip linkage, like TestA, or whatever. Yes I know, a doubt on everything, but there is no magic, testing everything will show the problem for sure.
EDIT.
For mapMove() function...
First : be sure the speedUp() function is available, not in comments, and call it in your playGame() function. Your playerSpeed variable must have a value, so change : var playerSpeed = playerSpeed + 1; for playerSpeed = playerSpeed + 1;. Do not use var declaration twice for the same variable. (See var playerSpeed:Number; in header file.)
Beside... you have to know if the MP_00 clip on stage is YOUR mp1 clip. (I assumed you published all the code you have.)
Case A : MP_00 is on stage when you start your Clip.
If you actually see your MP_00 on screen, that mean you don't have to do mp1 = new MP_00(); and addchild(mp1);. It's already done for you (dragging a clip from library and giving a name instance, is the same as doing new and addchild).
Find the instance name (or give one). You should get your instance name and move your object (here the instance name is mp1):
mp1.y = mp1.y - playerSpeed;
Case B : MP_00 is NOT on stage when you start your Clip.
Do :
1- your declaration : var mp1:MP_00;
2- allocation memory : mp1 = new MP_00();
3- add to the display list : addchild(mp1);
4- "Shake it bb" : mp1.y = mp1.y - playerSpeed; or mp1.y -= playerSpeed;
I don't know what is your knowledge level exactly, so I tried to put everything. Sorry if it's too much.

Related to ActionScript 3

I am creating a drag and drop game using AS3. This is the code i used to do the drag and drop. The game will provide a hint for the user where the user has to drag a particular answer out of the three options to the correct position. This coding will allow the user to select all the three options. What i want to do is restrict the user from selecting multiple options. Can someone help me with this?
var myArray:Array = [apple, grapes, gava];
var matchImage:Array = [imgApple, imgGrapes, imgGuava];
var posArray:Array = [ {x:55.3, y:55.6}, {x:100.45, y:100.6}, {x:300.5, y:250.7} ];
var currentClip:MovieClip;
var Xpos:Number;
var Ypos:Number;
for(var i:int = 0; i < wordArray.length; i++) {
myArray[i].buttonMode = true;
myArray[i].addEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
}
function item_onMouseDown(event:MouseEvent):void {
currentClip = MovieClip(event.currentTarget);
Xpos = currentClip.x;
Ypos = currentClip.y;
addChild(currentClip);
currentClip.startDrag();
stage.addEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);
}
function stage_onMouseUp(event:MouseEvent):void {
stage.removeEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);
currentClip.stopDrag();
var index:int = myArray.indexOf(thisClip);
var equalClip:MovieClip = MovieClip(matchImage[index]);
if(matchImage.hitTestPoint(thisClip.x, thisClip.y, true)) {
currentClip.x = posArray[index].x;
currentClip.y = posArray[index].y;
currentClip.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
currentClip.buttonMode = false;
}
else
{
currentClip.x = startXposition;
currentClip.y = startYposition;
}
}
Once you detect MouseEvent.MOUSE_DOWN on any of the clips you should remove the listeners on the other clips, this will prevent them from being dragged.
Once your done with the dragging you can add them back to allow the user to start dragging again.