PixelProduct

These are like Pixel balls, except they can't be moved around, and detonate rather more violently.

Ball ID: 
PixelProduct
<ball name="PixelProduct"
      shape="rectangle,32,32"
      walkforce="500" 
      mass="30"
      towermass="3.0" 
      strands="2" 
      walkspeed="0.1"
      climbspeed="2.0"
      speedvariance="0.2"
	  detachable="false"
      blinkcolor="0,0,0"
      jump="0.0,0.3"
 
	  burntime="2.0"
      detonateforce="500"
      detonateradius="100"
 
	  draggable="false"
	  grumpy="true"
 
	  explosionparticles="BallExplode_ISH"
      >
 
 
  <particles id="ish_sleepyZzz" states="sleeping" overball="true" />
  <particles id="ish_smallfire" states="onfire" overball="true" />
 
  <strand type="spring" 
          image="IMAGE_BALL_PIXELPRODUCT_ARM" 
          inactiveimage="IMAGE_BALL_PIXELPRODUCT_ARM" 
          springconstmin="9" springconstmax="9" 
          dampfac="0.9" 
          maxlen2="140" maxlen1="200" 
          maxforce="600"
          minlen="100"
 
		  burntimage="IMAGE_BALL_PIXELPRODUCT_ARM" 
          ignitedelay="0"
          burnspeed="3"
          fireparticles="ish_smallfire"
          />
 
  <splat image="IMAGE_BALL_PIXELPRODUCT_SPLAT1,IMAGE_BALL_PIXELPRODUCT_SPLAT2"/>
 
  <part name="body"
        layer="0"
        rotate="true"
        x="0" y="0"
        image="IMAGE_BALL_PIXELPRODUCT_BODY"
        stretch="24,1.75,0.65"
        scale="0.5"
        />
 
 
 
  <!-- walking animations -->
  <sinvariance freq="1.2" amp="0.1" shift="0.0">
    <sinanim part="lefteye,righteye" state="walking" type="translate" axis="y" freq="2.0" amp="2"   shift="0" />
    <sinanim part="righteye"         state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0" />
    <sinanim part="lefteye"          state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0.5" />
  </sinvariance>
 
  <!-- standing animations -->
 
  <!-- dragging animations -->
  <sinvariance freq="1.5" amp="0.5" shift="0">
    <sinanim part="righteye" state="dragging" type="translate" axis="x" freq="1.0" amp="-1" shift="0" />
    <sinanim part="lefteye"  state="dragging" type="translate" axis="x" freq="1.0" amp="1" shift="0" />
  </sinvariance>
 
  <!-- tank state animations -->
  <sinvariance freq="0.3" amp="0.02" shift="0.0">
    <sinanim part="righteye"         state="tank" type="translate" axis="x" freq="1.0" amp="0.2" shift="0" />
    <sinanim part="lefteye"          state="tank" type="translate" axis="x" freq="1.0" amp="0.2" shift="0.5" />
  </sinvariance>
  <sinvariance freq="0.1" amp="1" shift="0.0">
    <sinanim part="lefteye,righteye" state="tank" type="translate" axis="y" freq="0.4" amp="3" shift="0"   />
  </sinvariance>
 
 
  <!-- Sound FX -->
 
  <sound event="marker"       id="SOUND_BALL_GENERIC_ROLLOVER1,SOUND_BALL_GENERIC_ROLLOVER2,SOUND_BALL_GENERIC_ROLLOVER3,SOUND_BALL_GENERIC_ROLLOVER4,SOUND_BALL_GENERIC_ROLLOVER5,SOUND_BALL_GENERIC_ROLLOVER6,SOUND_BALL_GENERIC_ROLLOVER7,SOUND_BALL_GENERIC_ROLLOVER8"/>
  <sound event="pickup"       id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
 
  <sound event="drop"         id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
  <sound event="throw"        id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/>
 
  <sound event="bounce"       id="SOUND_BALL_GENERIC_BOUNCE1,SOUND_BALL_GENERIC_BOUNCE2,SOUND_BALL_GENERIC_BOUNCE3,SOUND_BALL_GENERIC_BOUNCE4"/>
  <sound event="land"         id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
 
  <sound event="attach"       id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/>
  <sound event="attachcloser" id="SOUND_BALL_GENERIC_GLEE1,SOUND_BALL_GENERIC_GLEE2,SOUND_BALL_GENERIC_GLEE3,SOUND_BALL_GENERIC_GLEE4,SOUND_BALL_GENERIC_GLEE5,SOUND_BALL_GENERIC_GLEE6,SOUND_BALL_GENERIC_GLEE7,SOUND_BALL_GENERIC_GLEE8,SOUND_BALL_GENERIC_GLEE9,SOUND_BALL_GENERIC_GLEE10,SOUND_BALL_GENERIC_GLEE11"/>
  <sound event="detaching"    id="SOUND_BALL_GENERIC_DETACHING1"/>
  <sound event="detached"     id="SOUND_BALL_GENERIC_DETACHED1"/>
 
  <sound event="snap"         id="SOUND_BALL_GENERIC_SNAP1"/>
 
  <sound event="death"        id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
  <sound event="deathfall"    id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/>
 
  <sound event="suction"      id="SOUND_BALL_GENERIC_DETACHED1"/>
  <sound event="exit"         id=""/>
 
  <sound event="ignite"       id="SOUND_BALL_PIXELPRODUCT_IGNITE01,SOUND_BALL_PIXELPRODUCT_IGNITE02,SOUND_BALL_PIXELPRODUCT_IGNITE03,SOUND_BALL_PIXELPRODUCT_IGNITE04"/>
  <sound event="detonate"     id="SOUND_BALL_PIXELPRODUCT_POP01,SOUND_BALL_PIXELPRODUCT_POP02,SOUND_BALL_PIXELPRODUCT_POP03,SOUND_BALL_PIXELPRODUCT_POP04,SOUND_BALL_PIXELPRODUCT_POP05,SOUND_BALL_PIXELPRODUCT_POP06,SOUND_BALL_PIXELPRODUCT_POP07"/>
 
 
</ball>