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
npx -y skills add ECNU-ICALK/AutoSkill --skill processing_gold_miner_claw_gameAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- no licenseNo license file was found in the repository. Code published without one is not open source by default, so using it at work is a question for whoever answers licensing questions where you are.
SKILL.md
3.5 KB, 706 tokens by cl100k_base, as published. Nobody here has run it
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
-
Visuals & Resources:
- Pure Code Drawing: Do NOT use external images (no
loadImageorPImage). 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).
- Pure Code Drawing: Do NOT use external images (no
-
Hook Mechanics:
- State Machine: Implement three distinct states:
isSwinging(oscillating at top),isDropping(moving down), andisRetracting(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 = trueand store the object reference. - Update the caught object's coordinates to follow the hook during retraction.
- State Machine: Implement three distinct states:
-
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.
-
Particle Effects:
- Implement a
ParticleSystemclass to manage visual effects. - Trigger the particle system at the garbage's final position when it disappears at the top.
- Implement a
-
Code Structure:
- Use Object-Oriented Programming with classes for
Hook,Trash, andParticleSystem. - Ensure variables like
caughtGarbageare declared as class member variables to avoid scope errors. - Include standard Processing functions:
setup(),draw(),mousePressed().
- Use Object-Oriented Programming with classes for
Anti-Patterns
- Do NOT use
PImageor 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
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.