These square "3D" balls can't be shot, but you can drag them around. You use them to build structures in the "3D" levels.
<ball name="Pixel" 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="0.1" detonateforce="0.01" detonateradius="10" explosionparticles="BallExplode_ISH" > <!-- For the marker, we need to be able to specify images for each player --> <marker drag="IMAGE_BALL_PIXEL_DRAGMARKER_P1" detach="IMAGE_BALL_PIXEL_DRAGMARKER_P1" rotspeed="-2"/> <particles id="ish_sleepyZzz" states="sleeping" overball="true" /> <particles id="ish_smallfire" states="onfire" overball="true" /> <strand type="spring" image="IMAGE_BALL_PIXEL_ARM" inactiveimage="IMAGE_BALL_PIXEL_ARM" springconstmin="9" springconstmax="9" dampfac="0.9" maxlen2="140" maxlen1="200" maxforce="600" minlen="100" burntimage="IMAGE_BALL_PIXEL_ARM" ignitedelay="0" burnspeed="3" fireparticles="ish_smallfire" /> <splat image="IMAGE_BALL_PIXEL_SPLAT1,IMAGE_BALL_PIXEL_SPLAT2"/> <part name="body" layer="0" rotate="true" x="0" y="0" image="IMAGE_BALL_PIXEL_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_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="pickup" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="drop" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="throw" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="bounce" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="land" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="attach" id="SOUND_BALL_PIXEL_CHIRPUP01,SOUND_BALL_PIXEL_CHIRPUP02,SOUND_BALL_PIXEL_CHIRPUP03,SOUND_BALL_PIXEL_CHIRPUP04"/> <sound event="attachcloser" id="SOUND_BALL_PIXEL_CHIRPUP01,SOUND_BALL_PIXEL_CHIRPUP02,SOUND_BALL_PIXEL_CHIRPUP03,SOUND_BALL_PIXEL_CHIRPUP04"/> <sound event="death" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="deathfall" id="SOUND_BALL_PIXEL_CHIRP01,SOUND_BALL_PIXEL_CHIRP02,SOUND_BALL_PIXEL_CHIRP03,SOUND_BALL_PIXEL_CHIRP04"/> <sound event="ignite" id="SOUND_BALL_PIXEL_IGNITE01,SOUND_BALL_PIXEL_IGNITE02,SOUND_BALL_PIXEL_IGNITE03,SOUND_BALL_PIXEL_IGNITE04"/> <sound event="detonate" id="SOUND_BALL_PIXEL_POP01,SOUND_BALL_PIXEL_POP02,SOUND_BALL_PIXEL_POP03,SOUND_BALL_PIXEL_POP04,SOUND_BALL_PIXEL_POP05,SOUND_BALL_PIXEL_POP06,SOUND_BALL_PIXEL_POP07"/> </ball>