Im trying to make a drag and drop game where i can drag words into a table which then makes a Tick

Im having trouble with this and its going wrong. I need to use actionscript 2 and im on flash cs3. Can anyone give me a code i could use to do this or maybe a tutorial?
Thanks

if you can't explain, you can't get specific help.  you can still use google to search for tutorials and you may get enough help to see you past the problem(s) you're having.

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  • When i drag and drop to my ipod it wants to sync everything, but if i make changes to the syncing options and apply it wants to sync it all to make it work. i have 12000 songs and takes two days to sync everything. is there an easier way to drag and drop

    when i drag and drop to my ipod it wants to sync everything, but if i make changes to the syncing options and apply it wants to sync it all to make it work. i have 12000 songs and takes two days to sync everything. is there an easier way to drag and drop just one album without making settings changes?

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  • Drag and Drop game with only two targets

    I created a drag and drop activity where their are five boxes that are supposed to go in to two columns in any order. I found a tutorial online that I based this activity off of.
    The problem is that the tutorial shows you how to make a target for each mc which has worked for all the activities I've made except for this one where I need only two targets. How would I change it so I can have multiple mc's drop on to one target?
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    var score:Number = 0;
    var objectoriginalX:Number;
    var objectoriginalY:Number;
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    growing_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickupObject);
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    gorging_mc.buttonMode = true;
    gorging_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickupObject);
    gorging_mc.addEventListener(MouseEvent.MOUSE_UP, dropObject);
    dormancy_mc.buttonMode = true;
    dormancy_mc.addEventListener(MouseEvent.MOUSE_DOWN  , pickupObject);
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    cystform_mc.buttonMode = true;
    cystform_mc.addEventListener(MouseEvent.MOUSE_DOWN  , pickupObject);
    cystform_mc.addEventListener(MouseEvent.MOUSE_UP, dropObject);
    hosttrans_mc.buttonMode = true;
    hosttrans_mc.addEventListener(MouseEvent.MOUSE_DOW  N, pickupObject);
    hosttrans_mc.addEventListener(MouseEvent.MOUSE_UP, dropObject);
    function pickupObject(event:MouseEvent):void {
    event.target.startDrag(true);
    event.target.parent.addChild(event.target);
    objectoriginalX = event.target.x;
    objectoriginalY = event.target.y;
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    event.target.stopDrag();
    var matchingTargetName:String = "target" + event.target.name;
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    if (event.target.dropTarget != null && event.target.dropTarget.parent == matchingTarget){
    event.target.removeEventListener(MouseEvent.MOUSE_  DOWN, pickupObject);
    event.target.removeEventListener(MouseEvent.MOUSE_  UP, dropObject);
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    event.target.x = matchingTarget.x;
    event.target.y = matchingTarget.y;
    score++;
    scoreField.text = String(score);
    } else {
    event.target.x = objectoriginalX;
    event.target.y = objectoriginalY;
    if(score == 5){
    response_mc.gotoAndStop(2);

    var matchingTargetName:String =(event.target.name).substring(0, 1);
    Change the name of the target to A and B and the mc A1, A2, A3, A4... and B1, B2,B3...

  • A drag and drop game with dynamic text response

    Hi,
    I am a teacher and my school has recently upgraded to Adobe Design Premium.  Our previous version was about 5 versions out of date.
    I teach A Level which requires students to create an Interactice Multimedia product.
    In the previous 6 years, I have taught students how to create simple drag and drop game with dynamic text responses.
    Since the upgrade to Actionscript 3.0 the dynamic text response has ceased working.
    When creating the game from scratch, I need to move to Actionscript 2.0 as 3.0 does not allow me to add actionscript to objects - I know and am sure that this is a better way of doing things, but I would prefer to keep working the way I am used to.
    I use a switch case statement which I have copied below to make the drag and drop work.  The objects I apply the code to work in that they can be dragged, however, my dynamic text box with a variable name of "answer" is no longer displaying the response when an answer is left on a dropzone (rectangle converted to a symbol and given an instance name).
    on(press) {
    startdrag(this);
    on(release) {
    stopdrag();
    switch(this._droptarget) {
      case "/dropzoneB":
       _root.answer="Well done";
       break;
      case "/dropzoneA":
      case "/dropzoneC":
       _root.answer="Hopeless";
       break;
      default:
       _root.answer="";
       break;
    Any help would be much apeciated.
    Thanks
    Adrian

    To drag in as3
    blie_btn is the instance of the object drawin on the stage. In AS3 you have to assign a even listener, in this case MOUSE_DOWN, and MOUSE_UP, as we want the drag to stop if the mouse is not clicked. Then we fire the functions, and tell the object to start drag.
    // Register mouse event functions
    blue_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
    blue_btn.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
    red_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
    red_btn.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
    // Define a mouse down handler (user is dragging)
    function mouseDownHandler(evt:MouseEvent):void {
         var object = evt.target;
         // we should limit dragging to the area inside the canvas
         object.startDrag();
    function mouseUpHandler(evt:MouseEvent):void {
         var obj = evt.target;
              obj.stopDrag();
    if you want to make the text do what you want then something like this might work.
    In the function, you could add a text box onto the stage, give it a instance of something like outputText
    and then:
    outputText = ("Bla Bla Bla");
    (^Not sure if this will work exactly^)
    PS. I am currently a A-level student

  • Need help with drag and drop game, Urgent!

    Hi I have created a drag and drop game, the drag and drop is
    working alright however once the right word has been placed in the
    box, and moves on to the next question the previous correct answer
    stays where it was placed, how can i get it to snap back to its
    original location? Also when the right word is draged in to the the
    white box i want it to snap into place in that box so it fits in
    there.
    Also if you have any other thoughts and advice on how i can
    improve on this please email me thanx
    Can someone please help, my .fla file can be found here:
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    http://www.freshlemon.co.uk/timeline.fla.zip
    thanx

    tellTarget is ancient
    I forget what it even used to do??? hahaha
    seriously, just put in the instance name and what you want it
    to do:
    tellTarget("movieclip"){
    play();
    is now just
    movieclip.play();

  • Is it too much to ask to make it an option to disable drag-and-drop altogether so I can finally ditch IE and start using your product?

    I suppose drag and drop is a fine feature for those who want it but it irritates the crap out of me and it seems like it should be simple enough to add in a button or a check-box to turn it off.

    Things to change:
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    Replace new with gcnew
    Replace NULL with nullptr
    Replace "pExcel->get_Workbooks();" with "pExcel->Workbooks;
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  • After drag and drop initiation get rid of dragged symbol

    Here is the code I have now for the drag and drop initation
    onMouseMove = function(){
    updateAfterEvent();
    redCircle.onPress = function(){
    startDrag(this,true)
    redCircle.onRelease = function(){
    this.stopDrag();
    checkTarget(this);
    redCircle.onReleaseOutside = function(){
    this.stopDrag();
    checkTarget(this);
    function checkTarget(drag){
    // _dropTarget method (commented so non active)
    // trace(drag+ "has been dropped on "+eval(drag._droptarget));
    if (drag.hitTest(greyCircle)) {
    drag+ gotoAndStop (32);
    } else {
    gotoAndStop (31);
    What I want to happen is that after you drop the dragged symbol into the landing area the symbol disappears instead of staying in the landing area.
    I am just wondering how to do this.

    try:
    onMouseMove = function(){
    updateAfterEvent();
    redCircle.onPress = function(){
    startDrag(this,true)
    redCircle.onRelease = function(){
    this.stopDrag();
    checkTarget(this);
    redCircle.onReleaseOutside = function(){
    this.stopDrag();
    checkTarget(this);
    function checkTarget(drag){
    // _dropTarget method (commented so non active)
    // trace(drag+ "has been dropped on "+eval(drag._droptarget));
    if (drag.hitTest(greyCircle)) {
    drag+ gotoAndStop (32);  //<- what's that supposed to do?   <----------That makes the timeline go to frame 32 when the symbol is dropped into the                                                                                                              //landing area
    drag.removeMovieClip();
    } else {
    gotoAndStop (31);
    What I want to happen is that after you drop the dragged symbol into the landing area the symbol disappears instead of staying in the landing area.
    I am just wondering how to do this.         
    the drag.removeMovieClip(); did not work the movie clip drop symbol was still was visible when it was placed in the landing area

  • How so I drag and drop a card from my email list into a group?

    Hi, when I try to drag and drop a card into a group folder it will not accept it. What am I doing wrong? Thank you.
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  • Match, drag and drop game

    Hello,
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    I got stucked with Instance and Movie clip names since they have to be unique, and the code itself works on the principle of names paring - object: name, target: "target"+object name.
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    I hope that I was clear,
    thanks,
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        else
            event.target.x = objectoriginalX;
            event.target.y = objectoriginalY;
    function testIfMatch(_drop:String, _target:String):Boolean
        if (_drop.substr(0, 1) == _target.substr(0, 1))
            return true;
        else
            return false

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  • Drag and Drop with snap and response

    Ok, first of all I'm new to all of this as I'm just doing some parttime work. I'm trying to make a drag and drop game where the images (imported and made into movie clips with instance names "peg1 - peg7") are to be dragged onto targets (images, made into movie clips with instance names "targetpeg1-targetpet7").
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    peg1.buttonMode = true;
    peg2.buttonMode = true;
    peg3.buttonMode = true;
    peg3.buttonMode = true;
    peg4.buttonMode = true;
    peg5.buttonMode = true;
    peg6.buttonMode = true;
    peg7.buttonMode = true;
    peg1.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg2.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg3.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg4.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg5.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg6.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg7.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    function fl_ClickToDrag(event:MouseEvent):void
    event.currentTarget.startDrag();
    reply_txt.text = "Drag the image to its correct location"
    peg1.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg2.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg3.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg4.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg5.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg6.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg7.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    function fl_ReleaseToDrop(event:MouseEvent):void
    event.currentTarget.stopDrag();
    var myTargetName:String = "target" + event.target.name;
    var myTarget:DisplayObject = getChildByName("myTargetName");
    if (event.target.stopDrag != null && event.target.stopDrag.parent == myTarget){
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    } else {
        reply_txt.text = "Try Again!";
    function checkTarget(drag){
    if (drag.hitTest(targetpeg1)) {
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    trace("you missed the target");

    use:
    peg1.buttonMode = true;
    peg2.buttonMode = true;
    peg3.buttonMode = true;
    peg3.buttonMode = true;
    peg4.buttonMode = true;
    peg5.buttonMode = true;
    peg6.buttonMode = true;
    peg7.buttonMode = true;
    peg1.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg2.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg3.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg4.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg5.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg6.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    peg7.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
    function fl_ClickToDrag(event:MouseEvent):void
    event.currentTarget.startDrag();
    reply_txt.text = "Drag the image to its correct location"
    peg1.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg2.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg3.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg4.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg5.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg6.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    peg7.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
    function fl_ReleaseToDrop(event:MouseEvent):void
    event.currentTarget.stopDrag();
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    if(event.currentTarget.dropTarget.parent == myTarget){
        reply_txt.text = "Good Job!";
    } else {
        reply_txt.text = "Try Again!";

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