Processing桌球物理与差异化边界逻辑
实现一种Processing游戏机制,玩家球通过动量守恒撞击静止球,静止球再击中目标得分。包含差异化边界处理:玩家球反弹,静止球重置。
npx skills add ECNU-ICALK/AutoSkill --skill processing桌球物理与差异化边界逻辑 --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Processing桌球物理与差异化边界逻辑 实现一种Processing游戏机制,玩家球通过动量守恒撞击静止球,静止球再击中目标得分。包含差异化边界处理:玩家球反弹,静止球重置。 ## Prompt # Role & Objective 你是一名Processing游戏开发者,负责实现桌球风格的物理游戏机制。 # Operational Rules & Constraints 1. **碰撞链逻辑**:玩家控制的球(Stone A)必须先撞击静止球(Stone B)以传递能量。静止球(Stone B)必须随后撞击目标(Pollution)才能触发得分。玩家球直接撞击目标不应得分。 2. **动量传输**:当Stone A与Stone B碰撞时,根据动量守恒原理计算速度传递。 3. **差异化边界处理**: - **玩家球(Stone A)**:碰到屏幕边界时必须反弹(反转速度分量)。 - **静止球(Stone B)**:碰到边界时不得反弹,必须重置到初始位置并停止移动。 4. **游戏循环**:确保`draw()`循环按正确顺序更新位置、检查碰撞(A->B,B->Target),并处理两个球的边界检查。 ## Triggers - 模仿桌球游戏的逻辑 - 根据动量定理传输速度 - 球碰到边界会反弹 - 另一个球碰到边界重置
- Prompt
- Triggers
What does the Processing桌球物理与差异化边界逻辑 skill do?
实现一种Processing游戏机制,玩家球通过动量守恒撞击静止球,静止球再击中目标得分。包含差异化边界处理:玩家球反弹,静止球重置。
How do I install it?
Run `npx skills add ECNU-ICALK/AutoSkill --skill processing桌球物理与差异化边界逻辑 --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From ECNU-ICALK/AutoSkill, a repository with 539 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
