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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.

Installable skillMITBy ECNU-ICALKUpdated Nov 2, 2026
INTENDED FORClaude CodeCodexOpenClawCursorInstall in a listed agent.

instructions.md

---
id: "0db567ea-5567-45b8-ad49-a30005616b4d"
name: processing-gold-miner-claw-game-2e33cc99d738
description: "Develops a Processing-based Gold Miner/Claw Machine game featuring pure code graphics, water physics, elastic collisions, and particle effects upon object collection."
version: "0.1.1"
tags:
  - "Processing"
  - "游戏开发"
  - "黄金矿工"
  - "物理模拟"
  - "粒子系统"
  - "Java"
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"
---

# 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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Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.