no, that is all the code. 1. yes 2. no. and "fall" is what i named my function
import flash.events.Event;
stage.addEventListener(MouseEvent.MOUSE_DOWN,gotomouse)
function gotomouse(event:Event){
ball.x = mouseX; // are you sure you don't want to animate this?
ball.y = mouseY; // " "
var gravity:Number = 1
trace(gravity);
if(!ball.hasEventListener(Event.ENTER_FRAME)){
ball.addEventListener(Event.ENTER_FRAME,fall);
}
}
function fall(event:Event){
gravity += gravity/2;
ball.y += gravity;
if(ball.y>stage.stageHeight+ball.height){
ball.removeEventListener(Event.ENTER_FRAME,fall);
ball.parent.removeChild(ball);
}
}
*********************************************************************************************************************
/* the above will work for one ball, but that's going to be pretty boring, so i would expect something different like clicking on one of a number of balls will trigger its fall */
for(var i=0;i<ballNum;i++){
this["ball_"+i].addEventListener(MouseEvent.MOUSE_DOWN,gotomouse);
}
function gotomouse(e:Event){
e.currentTarget.x = mouseX
e.currentTarget.y = mouseY
e.currentTarget.gravity = 1;
if(!e.currentTarget.hasEventListener(Event.ENTER_FRAME)){
e.currentTarget.addEventListener(Event.ENTER_FRAME,fall);
}
}
function fall(e:Event){
e.currentTarget.gravity += e.currentTarget.gravity/2;
e.currentTarget.y += e.currentTarget.gravity;
if(e.currentTarget.y>stage.stageHeight+ball.height){
e.currentTarget.removeEventListener(Event.ENTER_FRAME,fall);
e.currentTarget.removeEventListener(MouseEvent.MOUSE_DOWN,gotomouse);
e.currentTarget.parent.removeChild(e.currentTarget);
}
}