AutoSkill 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.

install
source · Clone the upstream repo
git clone https://github.com/ECNU-ICALK/AutoSkill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ECNU-ICALK/AutoSkill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/SkillBank/ConvSkill/chinese_gpt4_8/processing_gold_miner_claw_game" ~/.claude/skills/ecnu-icalk-autoskill-processing-gold-miner-claw-game && rm -rf "$T"
manifest: SkillBank/ConvSkill/chinese_gpt4_8/processing_gold_miner_claw_game/SKILL.md
source content

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