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Processing桌球物理与差异化边界逻辑

ASecurity

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。

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  • Added September 27, 2026
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Scanned September 27, 2026

npx -y skills add David-Li0406/meta-skill-evloving --skill 'processing桌球物理与差异化边界逻辑' --agent claude-code

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SKILL.md
---
id: "f1630c29-704d-4e6e-812f-931f7bd286eb"
name: "Processing桌球物理与差异化边界逻辑"
description: "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。"
version: "0.1.0"
tags:
  - "Processing"
  - "游戏物理"
  - "桌球"
  - "碰撞检测"
  - "边界逻辑"
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"
---

# 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

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