mattb
In event 21 you use the loopindex expression and the "for each collision pair" doesn't set it to anything, so the contactpointX() expessions will always return 0, since loopindex defaults to -1 when not in a repeat, for, or "for each sprite" loop. Each collision pair can have more than 1 contact point so adding a repeat Player.Chipmunk.ContactCount times condition to event 21 will help.
Pin joints aren't like the pin behavior. They are a rod connecting two objects. So when you add the joint the distance between the anchor points are kept. See the js demo of it here:
https://dl.dropboxusercontent.com/u/249 ... oints.html
According to the chipmunk forums the way to join two objects together is with two joints. A pivot and a gear joint. I apologize fo the seeminly complicated formula used for the phase of the gear joint. It's the signed angle difference between the two object angles. angle(0,0,cos(a-b),sin(a-b))