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I didn't added that because of performance. Once you click on a box2d object it will go through some calculations. You can see it in B2FlxMouseJoint::mouseDown(). It needs to query all fixtures that may overlap the provided AABB. After that it needs to know whether the body is draggable or not.
My game uses box2d with a lot of bodies. The controls are just FlxButtons, but every time I press on the screen, it doesn't have to query all the fixtures.
Nope, ain't going to happen. I don't want any specific joint to be in B2FlxShape. It will also have some problem with multitouch support (if I ever managed to get that working properly). I need multiple mouse joints for that.
Not sure if this is how Box2D works, but adding
add(new B2FlxMouseJoint());
Makes setDraggable actually work. Why not just always add a mouse joint in B2FlxState?
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