| I tried to draw box2d rects by myself and applyforces but neither seem to really work: 
 
 
 Import mojo
 Import box2d
 Import box2d.dynamics
Import box2d.collision
Import box2d.collision.shapes
Import box2d.dynamics.joints
Import box2d.dynamics.contacts
Import box2d.common
Import box2d.common.math
 Function Main:Int()
 New myapp
 End Function
 
 
 
 Class block
 Field myBody:b2Body
 Field track:int
 End Class
 
 Class myapp Extends App
 Field m_world:b2World
 Field width:Int = 640
    Field height:Int = 480
       Const dwidth := 6.0
    Const dheight := 30.0
    Field ddensity:Float
    Const dfriction:Float = 0.6
        Field m_physScale:Float = 30
            Field m_velocityIterations:Int = 10
    Field m_positionIterations:Int = 10
    Const physicsRate:Int = 60
    Field m_timeStep:Float = 1.0/physicsRate
  	Field onepixel:Image
  		Method OnCreate:Int()
  		onepixel=LoadImage("onepixel.png")
  		onepixel.SetHandle(0.5,0.5)
  		Local worldAABB :b2AABB = New b2AABB()
        worldAABB.lowerBound.Set(-1000.0, -1000.0)
        worldAABB.upperBound.Set(1000.0, 1000.0)
        '// Define the gravity vector
        Local gravity :b2Vec2 = New b2Vec2(0.0, 10.0)
        '// Allow bodies to sleep
        Local doSleep :Bool = True
        '// Construct a world object
        m_world = New b2World(gravity, doSleep)
        m_world.SetWarmStarting(True)
        
         Local wall :b2PolygonShape= New b2PolygonShape()
        Local wallBd :b2BodyDef = New b2BodyDef()
        Local wallB :b2Body
        
                 wallBd.position.Set( 0, 480)
        wall.SetAsBox(600, 10)
        wallB = m_world.CreateBody(wallBd)
        wallB.CreateFixture2(wall)
        #rem
         wallBd.position.Set( -95 / m_physScale, height / m_physScale / 2)
        wall.SetAsBox(100/m_physScale, height+100/m_physScale/2)
        wallB = m_world.CreateBody(wallBd)
        wallB.CreateFixture2(wall)
        '// Right
        wallBd.position.Set((width+95) / m_physScale, height / m_physScale / 2)
        wallB = m_world.CreateBody(wallBd)
        wallB.CreateFixture2(wall)
        '// Top
        wallBd.position.Set(width / m_physScale / 2, -95 / m_physScale)
        wall.SetAsBox(width+100/m_physScale/2, 100/m_physScale)
        wallB = m_world.CreateBody(wallBd)
        wallB.CreateFixture2(wall)
        '// Bottom
        wall.SetAsBox(width+100/m_physScale/2, 100/m_physScale)
        wallBd.position.Set(width / m_physScale / 2, (height + 95) / m_physScale)
        wallB = m_world.CreateBody(wallBd)
        wallB.CreateFixture2(wall)
        
        Local x:Float=200
        Local y:Float=200
        Local horizontal:Bool=true
        	Local sd:b2PolygonShape = New b2PolygonShape()
        Local fd :b2FixtureDef = New b2FixtureDef()
        bd  = New b2BodyDef()
        bd.type = b2Body.b2_Body
		sd.SetAsBox(0.5*dwidth/m_physScale, 0.5*dheight/m_physScale)
        fd.density = ddensity
        fd.friction = dfriction
        fd.restitution = 0.2
        fd.shape = sd
		bd.position.Set( x/m_physScale, y/m_physScale)
   		If horizontal
			bd.angle = Constants.PI*0.5
		Else
			bd.angle = 0.0
		End
        myBody= m_world.CreateBody(bd)
        myBody.CreateFixture(fd)
        #end
        
        Local x:Float=200
        Local y:Float=200
        Local horizontal:Bool=True
        
        	Local sd:b2PolygonShape = New b2PolygonShape()
        Local fd :b2FixtureDef = New b2FixtureDef()
        bd  = New b2BodyDef()
        bd.type = b2Body.b2_Body
		sd.SetAsBox(50, 10)
        fd.density = ddensity
        fd.friction = dfriction
        fd.restitution = 0.2
        fd.shape = sd
		
		blocks=New List<block>
        
		For Local iter:Int=0 To 10
		bd.position.Set( (iter*60)+x, y)
   		If horizontal
			bd.angle = Constants.PI*0.5
		Else
			bd.angle = 0.0
		End
        myBody= m_world.CreateBody(bd)
        myBody.CreateFixture(fd)
        Local bl:block=New block
         If iter=0
		bl.track=True
		Endif
        bl.myBody=myBody
        blocks.AddLast(bl)
        Next
        
        For Local iter:Int=0 To 10
		bd.position.Set( (iter*100), y-80)
		
   		horizontal=False
   		If horizontal
			bd.angle = Constants.PI*0.5
		Else
			bd.angle = 0.0
		End
        myBody= m_world.CreateBody(bd)
        myBody.CreateFixture(fd)
        Local bl:block=New block
       
        bl.myBody=myBody
        blocks.AddLast(bl)
        Next
        PiHelper=180/Constants.PI
        End Method
        Field blocks:List<block>
        Field bd:b2BodyDef
        Field myBody:b2Body
        Field PiHelper:Float
        Method OnRender:Int()
        Cls()
       'Print "x "+myBody.GetPosition.x
        
        'Print "y "+myBody.GetPosition.y
       
        'DrawText "dom",myBody.GetPosition.x,myBody.GetPosition.y
        For Local b:block=Eachin blocks
      
        PushMatrix()
        Translate b.myBody.GetPosition.x,b.myBody.GetPosition.y
        Local rot:Float=(b.myBody.GetAngle()*PiHelper)
        Rotate rot
       	Scale 50,20
        DrawImage onepixel,0,0
        PopMatrix()
        Next
        End Method
        
        Method OnUpdate:Int()
        If KeyHit(KEY_LMB)
        Print "LMB"
        For Local b:block=Eachin blocks
         b.myBody.ApplyTorque(5000);
        next
        Endif
         m_world.TimeStep(m_timeStep, m_velocityIterations, m_positionIterations)
        'm_world.ClearForces()
        End Method
  End Class
I created a one pixel image and scaled it for each rect,
 
 
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