There are many different ways you could do this, all depending on how you want to design your game and also depending on if you are using physics enabled sprites.
Example 1: No physics
Without physics, a very elementary way of doing this which you probably would like to expand on. For instance this would cause the paddle to jump to the position of the pointer at a click.
if getSpriteHit(screenToWorldX(getPointerX()), screenToWorldY(getPointerY())) = paddle.ID and getPointerState() = 1 then setSpritePositionByOffset(paddle getPointerX(getPointerX()), paddle.y#)
Code not tested
Example 2: With physics enabled on paddle
pointerX# = screenToWorldX(getPointerX()
pointerY# = screenToWorldY(getPointerY()
if getSpriteHit(pointerX#, pointerY#) = paddle then paddleGrabbed = 1 else paddleGrabbed = 0
if paddleGrabbed = 1 and getPointerPressed() = 1 then createMouseJoint(1, paddle, input.tapX#, input.tapY#, 6000 )
if getPointerReleased() = 1 and paddleGrabbed = 1
deleteJoint(1)
paddleGrabbed = 0
endIf
if getPointerState() = 1 and paddleGrabbed = 1 then setJointMouseTarget(1 , pointerX#, paddle.y#)
Right I haven't tested this but I hope it gives you ideas of what you can do
If you need more specifics let me know
My hovercraft is full of eels