Triangles
Triangles are solid, fixed obstacles. But not every obstacle is bad news: a ball that hits a triangle's slope rides up along it. Approach from the right side and a triangle becomes a ramp that costs you no ink.
How triangles behave
A triangle is made of the same solid material as the floor: it bounces a little more than a ramp (restitution 0.35) and has some friction. A typical triangle sitting on the floor has one sloped face and one vertical face. Coming at the slope, the ball rolls up and launches off the top. Coming at the vertical face, it bounces back as if from a wall.
Triangles are introduced at the start of Level 2. Some float in the air or hang from the ceiling instead of sitting on the floor; they steer the ball by the slope of their faces in the same way.
Using a triangle as a ramp
- Speed matters: a triangle's face is usually steeper than a ramp you'd draw. A slow ball can't climb it and rolls back. Shoot hard enough to reach the top.
- The angle at the top: the ball leaves the peak at the angle of the slope, which is often steeper than you want. A short ramp or spring near the peak changes the launch angle.
- Free height: when the hole is high and a triangle is in the ball's way, using it instead of drawing your own ramp saves a lot of ink. For 3 stars this is often essential.
When a triangle blocks the way
On some stages the vertical face points at you and cuts off the ball's path. You have two options: get the ball over it, or treat the vertical face as a wall and bounce the ball back. A short ramp or a tilted spring in front of the ball is usually enough to clear it.
In the desert, sand dunes have a similar effect to a triangle's slope, except they slow the ball down.
More in this section
- SpikesTouch them and the ball pops and the stage restarts. Your margin is a few centimetres.
- PitsA ball that falls in is lost. Jump it, or cross it at speed.
- PipesTakes a slow ball from the floor and drops it from the ceiling. Speed is everything.
- GatesSlides up and down in front of the hole. When you shoot matters as much as what you draw.
- Wall behind the ballThe target is behind you. Send the ball forward, then bring it back.
- No-draw zonesYou can't draw in the hatched area. The solution has to live outside it.
- Rubber blocksBounces the ball without losing speed. Think of it as a spring you can't move.
- Magnetic floorsSlows a touching ball by 18 m/s every second. Cross fast or don't touch it.
- Sticky floorsThe ball sticks and the shot ends. Your drawings stay, though.
- PistonsExtends from the floor or ceiling and pulls back. You get past by choosing your moment.
- Ceiling targetThe hole is in the ceiling, not the wall. You have to send the ball up through it.
- Black holesPulls in a passing ball and swallows one that gets too close. A slingshot at the right distance.
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