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# 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

`Joint joint`
  The new mouse joint.

## Examples

###

function love.load()
w=love.physics.newWorld(0,0,1000,1000)
b=love.physics.newBody(w,love.mouse.getX(),love.mouse.getY(),"dynamic")
s=love.physics.newCircleShape(20)
f=love.physics.newFixture(b, s)
j=love.physics.newMouseJoint(b,love.mouse.getPosition())
end
function love.draw()
love.graphics.circle("fill",b:getX(),b:getY(),s:getRadius(),20)
end
function love.update(dt)
j:setTarget(love.mouse.getPosition())
w:update(dt)
end

## See Also

- love.physics
- MouseJoint
- Joint

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Retrieved from "https://www.love2d.org/wiki/love.physics.newMouseJoint"
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