thanks, guys
as the play suggests, i wanted to keep it simple and finish something (fully playable) for a change. IE, not a sim. and, i'll re-write before i add anything "substantial", at this point.
the only real "difficulties" was/is detecting new contacts for each ball. it's still not 100%. IE, if you "cut" a ball too thin, the physics works but the "contact" reporting is spotty leaving silence vs the sound effect playing (similar to the contact issue i have in g-breaker - at this point, i'm calling it an issue with box2d). there must be a threshhold inside but if the ball moves/spins, it seems it should be able to report it no matter how minute?
otherwise, i think the majority of the time was spent sorting out the saves. if i drew things out like i'm supposed to, i expect it would have been easier
and trying to juggle HTML & windows versions at the same time was a bit of a chore.
right now, i don't see a need for online high scores, as is. you'll find the high score table fills with near-identical entries pretty quickly (especially so with the 9-ball version i think i prefer and might return).
if i go deeper into this, i'll add a harder mode, removing the line drawn from the pointer to the target (which should make it more competetive vs casual) then consider devling into english/spin, etc, and online scores where they should be more-scattered.
thanks for playing!