local UserInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local fruitDragging = nil
local lockedZPosition = 17 -- Lock Z position

local function onMouseButtonDown(input)
    if input.UserInputType == Enum.UserInputType.MouseButton1 then
        local target = mouse.Target
        if target and (target.Name == "GreyApple" or target.Name == "PurpleFruit") then
            fruitDragging = target
            -- Disable collisions temporarily to avoid interfering with dragging
            target.CanCollide = false
            -- Unanchor the fruit to allow movement
            target.Anchored = false
        end
    end
end

local function onMouseMoved(input)
    if fruitDragging then
        local mousePosition = mouse.Hit.p
        -- Keep the Z position locked
        fruitDragging.Position = Vector3.new(mousePosition.X, mousePosition.Y, lockedZPosition)
    end
end

local function onMouseButtonUp(input)
    if input.UserInputType == Enum.UserInputType.MouseButton1 and fruitDragging then
        -- Re-enable collisions
        fruitDragging.CanCollide = true
        -- Anchor the fruit to stop it from moving
        fruitDragging.Anchored = true
        
        -- Check if dragged into the correct box based on color
        local correctBoxName = fruitDragging.Name == "GreyApple" and "BlueBox" or fruitDragging.Name == "PurpleFruit" and "PurpleBox"
        local correctBox = game.Workspace:FindFirstChild(correctBoxName)

        if correctBox and (correctBox.Position - fruitDragging.Position).Magnitude < 5 then
            print("Correctly placed!")
            wait(2)
            fruitDragging:Destroy()  -- Optionally destroy or count
        else
            print("Incorrect placement!")
            wait(2)
            fruitDragging:Destroy()
        end

        fruitDragging = nil
    end
end

UserInputService.InputBegan:Connect(onMouseButtonDown)
UserInputService.InputChanged:Connect(onMouseMoved)
UserInputService.InputEnded:Connect(onMouseButtonUp)
 

Lua online compiler

Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.3. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.

Taking inputs (stdin)

OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.

name = io.read("*a")
print ("Hello ", name)

About Lua

Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end