The following code appears in the button of the drag objects we'll start with the ON PRESS event first:
on (press) {
mydepth = _root.howmany * 2 here we are setting a variable to a certain depth (z)order so it will always appear on top as you are dragging it around the screen.
this.swapDepths(mydepth); this is where we actually set the depth of the object
startDrag (this, true); this allows us to drag the object
for (i = 0; i <_root.howmany; i++) {
if (this.hitTest(_root["t" add i])) {
_root.code.cover[i] = 0
break;
}
}
}
The above for loop is used to set the cover of a target to 0 or False. The reason we are doing this is that if you placed an object on a target then moved it off the target - then we wanted to be able to allow other objects to be placed on that target. If an object is placed on a target we set the cover to 1 or True so no other object can be placed on that target.
for (i = 0; i <_root.howmany; i++) { This function checks to see
if (this.hitTest(_root["t" add i])) { if you have landed on a target
var hit_success = 1 If so it sets a variable hit_success
break; equal to 1 or TRUE
}else{
var hit_success = 0 If not it sets the same variable
} hit_success equal to 0 or FALSE
}