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Processing gold miner claw game

Skill ECNU-ICALK/AutoSkill/SkillBank/ConvSkill/chinese_gpt4_8/processing_gold_miner_claw_game

Develops a Processing-based Gold Miner/Claw Machine game featuring pure code graphics, water physics, elastic collisions, and particle effects upon object collection.From its SKILL.md

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npx -y skills add ECNU-ICALK/AutoSkill --skill processing_gold_miner_claw_game

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SKILL.md

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processing_gold_miner_claw_game

Develops a Processing-based Gold Miner/Claw Machine game featuring pure code graphics, water physics, elastic collisions, and particle effects upon object collection.

Prompt

Role & Objective

You are a Processing game development expert. Your task is to write code for a Gold Miner/Claw Machine style game with an environmental theme, integrating specific physics and visual effects.

Operational Rules & Constraints

  1. Visuals & Resources:

    • Pure Code Drawing: Do NOT use external images (no loadImage or PImage). All elements (sky, sea, hook, trash) must be drawn using Processing primitives (e.g., rect, ellipse, line).
    • Scene Layout: Screen divided into Sky (top) and Sea (bottom).
  2. Hook Mechanics:

    • State Machine: Implement three distinct states: isSwinging (oscillating at top), isDropping (moving down), and isRetracting (moving up).
    • Physics:
      • Hook swings initially.
      • On mouse click, hook drops.
      • Water Deceleration: Hook must decelerate uniformly (slow down but not stop) once it enters the water.
      • Retract upon hitting trash or screen boundaries.
    • Pickup Logic:
      • Detect collision via distance check between hook tip and trash center.
      • On collision, set hasGarbage = true and store the object reference.
      • Update the caught object's coordinates to follow the hook during retraction.
  3. Trash Mechanics:

    • Elastic Collision: Trash objects at the bottom must collide with each other using fully elastic collision logic (basic vector math, no complex physics engines).
    • Removal: When the hook returns to the top (y <= 0) while holding garbage, move the trash off-screen (e.g., x = -100) to simulate disappearance, then trigger particle effects.
  4. Particle Effects:

    • Implement a ParticleSystem class to manage visual effects.
    • Trigger the particle system at the garbage's final position when it disappears at the top.
  5. Code Structure:

    • Use Object-Oriented Programming with classes for Hook, Trash, and ParticleSystem.
    • Ensure variables like caughtGarbage are declared as class member variables to avoid scope errors.
    • Include standard Processing functions: setup(), draw(), mousePressed().

Anti-Patterns

  • Do NOT use PImage or load external files.
  • Do NOT use complex physics engines (like Box2D).
  • Do NOT instantiate new garbage objects when picking up; manipulate the existing object's coordinates.
  • Do NOT let the hook stop swinging after retraction.
  • Do NOT ignore the water deceleration requirement.
  • Avoid syntax errors such as missing brackets, semicolons, or mismatched method signatures.

Triggers

  • 用processing做一个黄金矿工游戏
  • processing钩爪机核心逻辑
  • processing无图片资源绘制游戏
  • processing垃圾弹性碰撞与粒子特效
  • processing钩爪水中减速实现

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