code: function(e) {
          if (this._dragging) return;
          this._dragging = true;
  
          // TODO: remove this and instead lock on pointer control events in future
          Crafty.s("Mouse").bind("MouseMove", this._ondrag);
          Crafty.s("Mouse").bind("MouseUp", this._onup);
  
          // if event undefined, use the last known position of the mouse
          this.trigger("StartDrag", e || Crafty.s("Mouse").lastMouseEvent);
          return this;
      }
docs: @
  #.startDrag
  @comp MouseDrag
  @kind Method
  
  @sign public this .startDrag(void)
  
  Make the entity produce drag events, essentially making the entity follow the mouse positions.
  
  @see .stopDrag