I'm having a difficult time figuring out having objects with multiple bounds for a drag-able object. HitTest isn't working because when dragging fast, the object will overlap before HitTest fires. I was wondering if there was a more efficient way for figuring out this interaction.
I'm going to try to store each rectangle x,y,width,height, and then loop through those, to figure out if the object has touched and stop the player from being draggable in that direction.

DisplayList, there is absolutely NO NEED to use Box2D, which by the way is a physics engine that also has collision detection built in. If you only want to test collision against bounds of these objects you can usedraggable.bounds.intersects(blueStuff.bounds). - GioVectoror anArrayof those intersectable sites and check them in aforloop inEvent.ENTER_FRAMEhandler, which would start listening after starting a drag and would stop after finishing the drag. - Gio