The front page explains it all, and also presents the layout, to the side, of the finished game. One caution however, once committed to a move, please see it through. Being hesitant, ie, releasing the mouse prior to destination will drop the piece which creates data errors which I've not reconciled.
This is quite complex and I could find little assistance in forums. There are a few persons who wrote programs about magnets; some of their routines gave me some thoughts as to force a moved piece to go to an exact destination. Construction, not in order of development: The background was drawn from the Library and converted to Vector. It has been used twice. In the first instance the graphic and text on the front screen were built. In the second instance 32 sprites, Peg(x), were created. The Red lattice was programmed using Pen. NEVER appearing on screen, but in the Sprites area is a GREEN dot, Sprite2. I was having difficulty trying to understand the mechanics of my array. Under its programming is a "When I receive 'load' hat". Its programming has been split since it would place a green sprite in the very centre of the lattice (which has to be empty). I have let it exist as it may give some understandings as to the logic of the " If ... And ... " that I have used. Since that Sprite is located at [0,0], it may give some understanding as to how variable names allowed me to attach this code to all active Sprites (Pegs). It is important to realise that programming does NOT prevent one to jump off screen!!!!!! For instance, the second most Sprite on the left arm of the cross may jump across a Sprite into the "wilderness"! Ugh! (In a different programming environment I'd address that in my coding - here I am often struggling to translate from my knowledge of structured languages to Scratch). To make a Peg disappear after being jumped required a 'table' of variables to be created. Those variables initialise with the Sprite's loaded x,y co-ords. They then need to be referenced by a moved Sprite; a Sprite whose co-ords are under the 'jump' path is sent a message to relocate off screen whilst the attacker's co-ords are updated on arrival at its destination.