I don't even know where to go looking for this.
I have a game with a timer.
Lots of moveable pieces using startDrag and stopDrag on a dropTarget.
when the timer hits Zero, all the pieces are disabled using enabled=false;
but if I am mid-drag with a piece when the clock runs out,
I can't get rid of it, and it won't let me hit my "reset" button.
I get completely stuck.
Unacceptable for the users! (whoops)
Any ideas to globally stopDrag?
Since stopDrag() takes no arguments, you should be able to issue that command from the same function that disables everything else.
Thanks! That basically did the trick.