重要地方说明:
1、获取当前点击元件的实例:e.target.name。感谢etall跟蓝色海洋。。。要想获取当前点击元件就得e.target。
2、将元件调到最高级。。。
my_Spr.setChildIndex(DisplayObject(e.target),my_Spr.numChildren-1);
在使用DisplayObject之前,需要导入该类。import .display.DisplayObject;
3、关于拖曳其实比较简单。主要是获取当前点击的这个比较难。
1、在FLA中建四个球,分别实例"ball1"、"ball2"、"ball3"、"ball4"。
2、main.as:
package   
{ 
import flash.display.Sprite; 
import flash.events.MouseEvent; 
import flash.display.DisplayObject; 
/** 
* ... 
* @author 沙子 QQ:8286659 http://www.ta*os**haw.com 
*/ 
public class main extends Sprite 
{ 
  //定义四个球 
  private var my_ball1:ball1; 
  private var my_ball2:ball2; 
  private var my_ball3:ball3; 
  private var my_ball4:ball4; 
  private var my_Spr:Sprite; 
  public function main()  
  { 
   _showball1(); 
   _showball2(); 
   _showball3(); 
   _showball4(); 
   my_Spr = new Sprite(); 
   //将第一个球显示在第一层, 
   my_Spr.addChildAt(my_ball1, 0) 
   //将第二个球显示在第二层, 
   my_Spr.addChildAt(my_ball2, 1) 
   //将第一个球显示在第三层, 
   my_Spr.addChildAt(my_ball3, 2) 
   //将第一个球显示在第一层, 
   my_Spr.addChildAt(my_ball4, 3) 
   my_ball1.addEventListener(MouseEvent.MOUSE_DOWN, startDrags) 
   my_ball1.addEventListener(MouseEvent.MOUSE_UP, stopDrags) 
   my_ball2.addEventListener(MouseEvent.MOUSE_DOWN, startDrags) 
   my_ball2.addEventListener(MouseEvent.MOUSE_UP, stopDrags) 
   my_ball3.addEventListener(MouseEvent.MOUSE_DOWN, startDrags) 
   my_ball3.addEventListener(MouseEvent.MOUSE_UP, stopDrags) 
   my_ball4.addEventListener(MouseEvent.MOUSE_DOWN, startDrags) 
   my_ball4.addEventListener(MouseEvent.MOUSE_UP, stopDrags) 
   //此句非要不可,否则出错. 
   addChild(my_Spr) 
  } 
   
  private function stopDrags(e:MouseEvent):void  
  { 
   e.target.stopDrag(); 
  } 
   
  private function startDrags(e:MouseEvent):void  
  { 
   e.target.startDrag(); 
   //将当前点击的元件的层级设置为my_Spr所有子项目数的最高层. 
   my_Spr.setChildIndex(DisplayObject(e.target),my_Spr.numChildren-1) 
  } 
   
  private function _showball4():void 
  { 
   my_ball1 = new ball1(); 
   my_ball1.x = 100; 
   my_ball1.y = 200; 
    
  } 
   
  private function _showball3():void 
  { 
   my_ball2 = new ball2(); 
   my_ball2.x = 150; 
   my_ball2.y = 200; 
  } 
   
  private function _showball2():void 
  { 
   my_ball3 = new ball3(); 
   my_ball3.x = 200; 
   my_ball3.y = 200; 
  } 
  //显示第一个球体 
  private function _showball1():void 
  { 
   my_ball4 = new ball4(); 
   my_ball4.x = 250; 
   my_ball4.y = 200; 
  } 
   
} 
}