love.physics.newMouseJoint
Create a joint between a body and the mouse.
This joint actually connects the body to a fixed point in the world. To make it follow the mouse, the fixed point must be updated every timestep (example below).
The advantage of using a MouseJoint instead of just changing a body position directly is that collisions and reactions to other joints are handled by the physics engine.
Function
Synopsis
joint = love.physics.newMouseJoint( body, x, y )
Arguments
Body body- The body to attach to the mouse.
 number x- The x position of the connecting point.
 number y- The y position of the connecting point.
 
Returns
MouseJoint joint- The new mouse joint.
 
Examples
function love.load()
    world = love.physics.newWorld(0, 0)
    body = love.physics.newBody(world, love.mouse.getX(), love.mouse.getY(), "dynamic")
    shape = love.physics.newCircleShape(20)
    fixture = love.physics.newFixture(body, shape)
    joint = love.physics.newMouseJoint(body, love.mouse.getPosition())
end
 
function love.draw()
    love.graphics.circle("fill", body:getX(), body:getY(), shape:getRadius())
end
 
function love.update(dt)
    joint:setTarget(love.mouse.getPosition())
    world:update(dt)
end See Also
 
    © 2006–2020 LÖVE Development Team
Licensed under the GNU Free Documentation License, Version 1.3.
    https://love2d.org/wiki/love.physics.newMouseJoint