Greetings fellow Constructors !
I just finished my own drag & drop system because the one included in C2 isn't really receptive with any physical behavior (as far as I know, at least). I worked with Chipmunk plugin to be able to use better joins. Everything is functional, I get the results I wanted. Still, I have to stabilize one or two things, especially...a collision issue. Original, huh ?
So, as I said, it's a drag & drop system. Everything is under Chipmunk physic, my system uses its joints (it's basically a pivot joint between the cursor and the imagepoint X of the cube). We have a cube on the ground, the user can drag and throw the cube away with the cursor without restriction. BUT. If I use revolute join with usual physic, everything is ok. However, with Chipmunk...I can "force" the draged object IN the ground or the walls or any immovable sprite.
As you may understand, it should stop ! The cube should stay stuck against the surface and that's it. Absolutely not pass through it with a very odd behavior. I wonder if you guys have any suggestion to fix this problem. I'm working on some events supposed to destroy the pivot joint when the object is overlapping another one...but for now, "overlapping" includes "on the ground" so my drag & drop system doesn't even work anymore because we can't drag the cube as it's placed on the ground...
Any help/advices will be appreciated !