I made three pictures pulled to stick with three others, and it was done successfully. I wanted to add a reinforcement sound if the attachment was pulled and attached correctly, and another voice indicates dissatisfaction when the operation is not successful, Problem: Booster still works on all images after a one-time success, and failure sound does not work. That is, I was not able to correctly formulate symbols that control sounds from inside the library to work. Please help solve the problem
In the code: Names of images being pulled (r1, r2, r3), names of still images (m1, m2, m3), the sound of success mus1 and the sound of failure mus2
////////////////
stop();
r1.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
function fl_ClickToDrag(event:MouseEvent):void
{
r1.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
function fl_ReleaseToDrop(event:MouseEvent):void
{
r1.stopDrag();
if(r1.hitTestObject(m1))
{
r1.x=m1.x
r1.y=m1.y
}
else
{
r1.x=30.05
r1.y=155.95
}
}
r2.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag_2);
function fl_ClickToDrag_2(event:MouseEvent):void
{
r2.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_2);
function fl_ReleaseToDrop_2(event:MouseEvent):void
{
r2.stopDrag();
if(r2.hitTestObject(m2))
{
r2.x=m2.x
r2.y=m2.y
///////////////Sound code for reinforcement
var musAPlay:Ahsant = new Ahsant();
var musA1Channel:SoundChannel = new SoundChannel();
SoundMixer.stopAll();
musA1Channel.stop();
musA1Channel = musAPlay.play();
}
else
{
r2.x=30.05
r2.y=249.4
//////////////Sound code not being successful
var musBPlay:noah = new noah();
var musB1Channel:SoundChannel = new SoundChannel();
SoundMixer.stopAll();
musB1Channel.stop();
musB1Channel = musBPlay.play();
}
}
r3.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag_3);
function fl_ClickToDrag_3(event:MouseEvent):void
{
r3.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_3);
function fl_ReleaseToDrop_3(event:MouseEvent):void
{
r3.stopDrag();
if(r3.hitTestObject(m3))
{
r3.x=m3.x
r3.y=m3.y
}
else
{
r3.x=30.05
r3.y=347.4
}
if(r1.hitTestObject(m1)&& r2.hitTestObject(m2) && r3.hitTestObject(m3))
gotoAndPlay (5)
}
//////////////////////////
I was able to solve the problem by replacing the stage with the name of the button, and after the code for the sound indicating for success, I put the following: button.removeEventListener(MouseEvent.MOUSE_DOWN, fl_ReleaseToDrop); button.removeEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
Where button is replaced with the custom name according to work