Ashley, Actually it doesn't make sense... I know nothing about box2d other than alot of assumptions on how it works but decided to add kinematics myself because I need them. I changed the Immovable property to body type in edit time and provided 3 options (static, kinematic, dynamic). Then, in run time, I declared the body definition to be whatever it was declared as in the property and presto: I have kinematic bodies. This took 30 minutes, most of which was finding the things I thought needed to be done and learning a bit about box2d. Obviously I need to create some expressions/modify some older ones for full functionality... but ultimately I don't see the complications everyone was saying would exist? Grant it, I only changed asm and not the other two. Is it really more difficult than simply exposing box2d functionality to construct? It seems really strange to me to have all the code in the behaviour to do these things but not be able to access it in construct.
The question being: will that also work in the cocoonJS physic engine, since it does not have the same functionnalities as box2D (and you cannot just throw it away, nor do things only for box2D I think, or else people will again be complaining that their precious cocoonJS is once again the victim)