After a quick look this is looking really great, I haven't exported a version to test on my iPod yet (would that work yet if I tried?)
I've found how you create the different body types..
-> b2CreateStaticBody() in create event for an un-movable static object that you want physics objects to interact with.
-> b2CreateDynamicCircle() in create event for an circular/round actor.
-> b2bCreateDynamicBody() in create event for a box/rectangular object.
-> b2ActorUpdate in the draw event for any movable physics object - which allows the physics to work.
Could you explain bsWorldStep(a,b,c) a bit please?
SetRotation(int); <- this works fine. I did expect to set it using radians like SetRotation(degtorad(int)), i like the fact that it expects an int, makes it more user friendly
Also being able to set the scale & rotation in the Actor Control is really useful
SetScale(float); <- works perfectly
I've noticed that if an objects scale is changed after it has been created the bounding polygon used for collision is not updated. Possibly something like b2UpdateDynamicBody/b2UpdateDynamicCircle methods would solve this if possible? Then if for some reason we changed the scale or rotation in an event we could also recreate the collision polygon manually. It would make the system a bit more flexible, but as it is now it is already very usable!
This already has huge potential for new games, I've got one in mind already
Amazing work you've done here Akr!