transfer momentum from the cue ball and pocket numbered targets in order
Billiards simulates a cue ball and numbered object balls with circular collision impulses, cushion reflection, and rolling friction. The current target must be contacted before later balls. A legal collision transfers momentum through the table, and a ball only counts when its center crosses a pocket radius.
Use Left and Right to rotate the cue direction. Press action or Space to strike when every ball is nearly stopped; the shot power cycles visibly so release timing matters. Input is locked while balls roll. Reset racks the table and clears the run while the locally stored best remains available.
Pocketing the required numbered ball awards points and advances the target. Sinking a later ball first returns it to the table, while scratching the cue ball costs one life and ends the current run. Cushion combinations and consecutive legal pockets add bonuses. A new rack begins after every target is cleared.
Plan the cue-ball contact point, not just a straight line to the pocket. A fuller hit sends the object ball along the aiming line, while a thin cut leaves more sideways cue movement. Avoid excessive force near corner pockets, use cushions to retain position, and wait for the table to settle before reading the next shot.
The touch row gives broad angle and strike controls without overlaying pockets. Debug mode aims at different legal contacts, includes imperfect cuts, and waits for motion to settle. Exported state contains every ball position and velocity, target number, aim, power, score, combo, and lives, proving momentum-based table play.
Plan the cue-ball contact point, not just a straight line to the pocket.
The touch row gives broad angle and strike controls without overlaying pockets.
Billiards: Pocketing the required numbered ball awards points and advances the target
transfer momentum from the cue ball and pocket numbered targets in order