将多个项目拖放到一个目标



我找到了一个执行我要做的事情的SWF文件。因此,我将其加载并进行了分配,因此我可以学习正确执行的操作。然后将其应用于我正在从事的工作。应该有很多项目,个人将其拖入正确的类似物中。如果释放时正确,则保持原状,如果Incorect将其移回开始。看起来

我已经对原始文件进行了几次更改,因为它无法正常工作。您可以看到(OnClipeVent)中的原始代码。我似乎已经解决了大多数问题,但是我无法将拖动的项目释放到正确的位置。我还为精灵添加了动作脚本。每个彩色三角形从左到右将它们从一个到5号(希望这是正确的)感谢您的帮助。沮丧的科学老师。

    // Action script…
// [onClipEvent of sprite 2 in]
//onClipEvent (load)
this.addEventListener(Event.ENTER_FRAME, this.loading);
function loading(e:Event)
{
this.numItems = 2;
}
// [onClipEvent of sprite 2 in]
//onClipEvent (load)
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(event:Event){
this.numItems = 3;
}
// [onClipEvent of sprite 2 in]
//onClipEvent (load)
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(event:Event){
this.numItems = 3;
}
// [onClipEvent of sprite 8 in]
//onClipEvent (load)
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(event:Event){
    this.defx = _x;
    this.defy = _y;
    if (this.theText.text.length > 20)
    {
        this.theText._height = 31;
        this.theBox._height = 27;
    }
    else
    {
        this.theText._height = 19;
        this.theBox._height = 19;
    } // end else if
}
// [onClipEvent of sprite 8 in frame 1]
//on (press)
this.addEventListener(MouseEvent.MOUSE_DOWN, pressed);
function pressed(event:Event){
    if (this.noDrag != true)
    {
        startDrag (this, false);
    } // end if
}
// [onClipEvent of sprite 8 in frame 1]
//on (release)
this.addEventListener(MouseEvent.MOUSE_UP, relea);
function relea(event:Event){
    if (this.noDrag != true)
    {
        stopDrag ();
        if(this.hitTest(_root["dz" + this.answer]))
        {
            totalHeight = 0;
            for (v = 0; v < _root.dbCount; v++)
            {
                if (_root["dbutton" + v].answer == this.answer)
                {
                    totalHeight = totalHeight + _root["button" + v].theBox._height ;
                } // end if
            } // end of for
            ++_root.dbCount;
            this .duplicateMovieClip("dbutton" + _root.dbCount, _root.dbCount * 100);
            _root["dbutton" + _root.dbCount]._x = this.defX;
            _root["dbutton" + _root.dbCount]._y = this.defY;
            _root["dbutton" + _root.dbCount].answer = _root.answerdest[_root.dbCount + 1];
            _root["dbutton" + _root.dbCount].theText.text = _root.answername[_root.dbCount +1];
            if (_root["dbutton" + _root.dbCount].theText.text == "undefined")
            {
                _root["dbutton" + _root.dbCount].theText.text = "Finished!";
                _root["dbutton" + _root.dbCount].noDrag = true;
            } // end if
            this.noDrag = true;
            this._y = _root["dz" + this.answer]._y + totalHeight;
            this._x = _root["dz" + this.answer]._x - _root["dz" + this.answer]._width / 2;
            ++_root["dz" + this.answer].numItems;
            _root.glamp1.gotoAndPlay (1);
        }
        else
        {
            this.x = this.defX;
            this._y = this.defY;
            _root.rlamp1.gotoAndPlay(1);
        } // end if
    } // end else if
}
// [onClipEvent of sprite 2 in frame 1]
//onClipEvent (load)
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(event:Event){
this.numItems = 2;
}
// [onClipEvent of sprite 2 in frame 1]
//onClipEvent (load)
this.addEventListener(Event.ENTER_FRAME, loading);
function loading(event:Event){
this.numItems = 3;
}
// [Action in Frame 1]
answername = Array();
answerdest = Array();
answername[0] = "gravel";
answerdest[0] = "1";
answername[1] = "water";
answerdest[1] = "2";
dbCount = 0;
dbutton.duplicateMovieClip("dbutton" + dbCount,dbCount * 100);
dbutton.visible = false;
dbutton0.answer = answerdest[dbCount];
dbutton0.theText.text = answername[dbCount];
//on (release)
this.addEventListener(MouseEvent.MOUSE_UP, relea);
function relea(event:Event){

应该是

//on (release)
this.addEventListener(MouseEvent.MOUSE_UP, relea);
function relea(event:MouseEvent){ // **** MouseEvent, not Event

你看到了吗?您告诉relea功能期望Event。应该期望MouseEvent。是否修复?

感谢您的帮助,我发现这个问题的答案是,我最终将相同的代码放置在"精灵"动作框架中,并且在主要时间线行动框架中,只能是在精灵中。

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