说到 射箭游戏,第一反应就是那种 拉弓、瞄准、松弦 的感觉——箭飞出去,正中靶心时的满足感能让人忍不住笑出声。
但真要自己写一个这样的游戏,要设计 弓箭物理轨迹、瞄准判定、靶心得分计算、关卡难度,每一步都是工程。
有了 Trae IDE,这些复杂的事一句话就能搞定。
💡 我想要的玩法
我脑子里的画面很明确:
- 拉弓射箭的感觉要真实:能看到弓弦拉开,松手箭飞出;操作简单:鼠标点击或按住蓄力,松开就能发箭;精准瞄准靶子:射中靶心得分最高,边缘分数低一点;逐渐增加难度:靶子距离越来越远,或者会左右移动;画面清新:像射箭场一样,有木制靶子、草地背景。
于是我只输入了一句话:
“生成射箭游戏,玩家瞄准靶子并射箭,目标是射中靶心。”
✨ Trae 的“神操作”
几秒钟后,Trae 就给了我一个 完整的射箭游戏:
✅ 弓箭射击手感到位:点击蓄力,松开时箭会“嗖”地射出去;
✅ 靶子判定精准:命中靶心显示高分,偏一点分数自动递减;
✅ 得分系统完善:每一箭都有得分提示,实时累积分数;
✅ 渐进式挑战:后面靶子会动起来,还会变小,更考验技术;
✅ 音效细节满分:拉弦有“嗡”的声音,命中靶心还有清脆提示音。
🧩 试玩体验
第一箭射出去的那一刻,我直接笑了:
🏹 第一发刚好中靶心,那种“精准狙击”的快感让人超满足;
🎯 后面靶子开始移动,我立刻紧张,算准时机才射出一箭;
🔥 箭射歪时,界面会显示偏差和分数,瞬间有“必须再试一次”的冲动。
Trae 生成的不只是“能射箭”,而是 真能让你沉浸在射箭的过程里。
🛠 想加花样?一句话就能实现
Trae 的玩法扩展简直上瘾,比如:
- “加风向和风速影响” → 射箭变得更有技巧,要算风偏;“加入倒计时模式” → 限时射中更多靶子才算赢;“加弓箭升级系统” → 换强力弓,箭速更快、精准度更高;“做一个多人对战模式” → 两个人轮流射,看谁分数高。
一句话,Trae 自动补上逻辑和 UI。
🎮 过去 vs 现在
过去写射箭游戏:
- 设计 物理轨迹 & 瞄准机制;写 得分判定 & 动态靶逻辑;搞 音效、动画、关卡。
现在用 Trae:
👉 一句话 → 射箭核心功能直接上线;
👉 想升级 → 再说一句,Trae 秒补代码。
✅ 结语
如果你也想体验一下 从拉弓到命中靶心的爽感,打开 Trae,只需要输入:
“生成射箭游戏,玩家瞄准靶子并射箭,目标是射中靶心。”
几秒后,一个 能射、能瞄、能挑战自我 的射箭游戏就能玩上:箭飞得漂亮,靶心打得精准,成就感直接拉满。
这就是 Trae 的魅力 —— 一句话,就能让你成为游戏里的“神射手”。
<!DOCTYPE html><html lang="zh-CN"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>射箭游戏</title> <style> body { font-family: Arial, sans-serif; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; background-color: #f0f8ff; overflow: hidden; } .game-container { position: relative; width: 800px; height: 600px; margin-top: 20px; border: 2px solid #333; background-image: linear-gradient(to bottom, #87ceeb, #e0f7fa); overflow: hidden; } .target { position: absolute; right: 100px; top: 50%; transform: translateY(-50%); width: 120px; height: 120px; border-radius: 50%; background: radial-gradient( circle, #ff0000 10%, #ffffff 10%, #ffffff 20%, #0000ff 20%, #0000ff 30%, #ffffff 30%, #ffffff 40%, #ff0000 40%, #ff0000 50%, #ffffff 50%, #ffffff 60%, #0000ff 60%, #0000ff 70%, #ffffff 70%, #ffffff 80%, #ff0000 80%, #ff0000 90%, #ffff00 90% ); box-shadow: 0 0 10px rgba(0, 0, 0, 0.5); } .archer { position: absolute; left: 50px; bottom: 50px; width: 60px; height: 100px; background-color: #8b4513; border-radius: 10px 10px 0 0; } .bow { position: absolute; left: 110px; bottom: 100px; width: 10px; height: 60px; background-color: #a0522d; border-radius: 5px; transform-origin: center; transform: rotate(0deg); } .arrow { position: absolute; width: 50px; height: 5px; background-color: #8b4513; border-radius: 0 5px 5px 0; display: none; } .arrow::before { content: ''; position: absolute; right: -10px; top: -5px; border-left: 10px solid #8b4513; border-top: 7.5px solid transparent; border-bottom: 7.5px solid transparent; } .arrow::after { content: ''; position: absolute; left: 0; top: -2.5px; width: 10px; height: 10px; background-color: #708090; border-radius: 50%; } .controls { margin-top: 20px; display: flex; flex-direction: column; align-items: center; } .power-meter { width: 200px; height: 20px; border: 1px solid #333; margin-bottom: 10px; position: relative; } .power-fill { height: 100%; width: 0%; background-color: #ff6347; transition: width 0.1s; } .angle-control { width: 200px; margin-bottom: 10px; } .score-board { margin-top: 10px; font-size: 24px; font-weight: bold; } button { padding: 10px 20px; background-color: #4caf50; color: white; border: none; border-radius: 5px; cursor: pointer; font-size: 16px; margin: 5px; } button:hover { background-color: #45a049; } .wind-indicator { position: absolute; top: 20px; left: 20px; background-color: rgba(255, 255, 255, 0.7); padding: 5px 10px; border-radius: 5px; font-size: 14px; } .instructions { margin-top: 20px; text-align: center; max-width: 600px; background-color: rgba(255, 255, 255, 0.7); padding: 10px; border-radius: 5px; } .game-options { display: flex; justify-content: space-between; width: 100%; margin-top: 15px; padding: 10px; background-color: rgba(255, 255, 255, 0.7); border-radius: 5px; } .difficulty { display: flex; align-items: center; gap: 10px; } select { padding: 5px 10px; border-radius: 5px; border: 1px solid #ccc; background-color: white; font-size: 14px; } #reset-btn { background-color: #ff6347; } #reset-btn:hover { background-color: #e55a40; } </style></head><body> <h1>射箭游戏</h1> <div class="game-container"> <div class="target"></div> <div class="archer"></div> <div class="bow"></div> <div class="arrow"></div> <div class="wind-indicator">风力: <span id="wind-value">0</span></div> </div> <div class="controls"> <label for="angle">角度: <span id="angle-value">45</span>°</label> <input type="range" id="angle" class="angle-control" min="0" max="90" value="45"> <div class="power-meter"> <div class="power-fill" id="power-fill"></div> </div> <button id="shoot-btn">按住蓄力,松开射箭</button> <div class="score-board"> 分数: <span id="score">0</span> </div> <div class="game-options"> <button id="reset-btn">重置游戏</button> <div class="difficulty"> <label for="difficulty">难度:</label> <select id="difficulty-select"> <option value="easy">简单</option> <option value="medium" selected>中等</option> <option value="hard">困难</option> </select> </div> </div> </div> <div class="instructions"> <h3>游戏说明</h3> <p>1. 调整角度滑块来改变射箭角度</p> <p>2. 按住射箭按钮蓄力,松开发射</p> <p>3. 注意风力影响,风力为正时箭向右偏,为负时向左偏</p> <p>4. 射中靶心得10分,外圈依次为9、8、7、6、5分</p> </div> <script> // 获取DOM元素 const gameContainer = document.querySelector('.game-container'); const target = document.querySelector('.target'); const bow = document.querySelector('.bow'); const arrow = document.querySelector('.arrow'); const angleInput = document.getElementById('angle'); const angleValue = document.getElementById('angle-value'); const powerFill = document.getElementById('power-fill'); const shootBtn = document.getElementById('shoot-btn'); const scoreElement = document.getElementById('score'); const windValue = document.getElementById('wind-value'); const resetBtn = document.getElementById('reset-btn'); const difficultySelect = document.getElementById('difficulty-select'); // 游戏变量 let power = 0; let angle = 45; let score = 0; let wind = 0; let isCharging = false; let arrowFlying = false; let arrowX = 0; let arrowY = 0; let arrowVelocityX = 0; let arrowVelocityY = 0; let gravity = 0.2; let windStrength = 1.0; // 风力强度系数 let animationId = null; let difficulty = 'medium'; // 难度设置 const difficultySettings = { easy: { gravity: 0.15, windStrength: 0.5, targetSize: 1.2 }, medium: { gravity: 0.2, windStrength: 1.0, targetSize: 1.0 }, hard: { gravity: 0.25, windStrength: 1.5, targetSize: 0.8 } }; // 初始化游戏 function initGame() { // 设置初始角度 updateAngle(45); // 应用难度设置 applyDifficulty(); // 生成随机风力 updateWind(); // 重置分数 score = 0; scoreElement.textContent = score; // 重置箭 resetArrow(); } // 应用难度设置 function applyDifficulty() { difficulty = difficultySelect.value; const settings = difficultySettings[difficulty]; // 应用重力和风力设置 gravity = settings.gravity; windStrength = settings.windStrength; // 调整目标大小 target.style.transform = `translateY(-50%) scale(${settings.targetSize})`; } // 更新风力 function updateWind() { // 根据难度调整风力范围 wind = Math.round((Math.random() * 10 - 5) * windStrength * 10) / 10; windValue.textContent = wind > 0 ? `+${wind}` : wind; } // 更新角度 function updateAngle(newAngle) { angle = newAngle; angleValue.textContent = angle; bow.style.transform = `rotate(${-angle}deg)`; } // 蓄力 function chargePower() { if (arrowFlying) return; isCharging = true; power = 0; function increasePower() { if (!isCharging) return; power += 2; if (power > 100) power = 100; powerFill.style.width = `${power}%`; if (power < 100) { requestAnimationFrame(increasePower); } } increasePower(); } // 射箭 function shootArrow() { if (arrowFlying || !isCharging) return; isCharging = false; arrowFlying = true; // 设置箭的初始位置 - 修正计算方式,确保从弓的正确位置发射 const bowRect = bow.getBoundingClientRect(); const containerRect = gameContainer.getBoundingClientRect(); // 根据弓的角度计算箭的起始位置 const radians = angle * Math.PI / 180; const bowCenterX = bowRect.left + bowRect.width / 2 - containerRect.left; const bowCenterY = bowRect.top + bowRect.height / 2 - containerRect.top; // 箭从弓的末端发射 const bowLength = bowRect.height; arrowX = bowCenterX + Math.cos(radians) * (bowLength / 2); arrowY = bowCenterY - Math.sin(radians) * (bowLength / 2); // 计算初始速度 const speed = power * 0.2; arrowVelocityX = Math.cos(radians) * speed; arrowVelocityY = -Math.sin(radians) * speed; // 显示箭 arrow.style.display = 'block'; arrow.style.left = `${arrowX}px`; arrow.style.top = `${arrowY}px`; arrow.style.transform = `rotate(${-angle}deg)`; // 开始动画 animateArrow(); } // 箭的动画 function animateArrow() { // 应用重力和风力 arrowVelocityY += gravity; arrowVelocityX += wind * 0.01; // 更新位置 arrowX += arrowVelocityX; arrowY += arrowVelocityY; // 计算箭的角度 const arrowAngle = Math.atan2(arrowVelocityY, arrowVelocityX) * 180 / Math.PI; // 更新箭的位置和旋转 arrow.style.left = `${arrowX}px`; arrow.style.top = `${arrowY}px`; arrow.style.transform = `rotate(${arrowAngle}deg)`; // 检查是否击中目标 const hit = checkHit(); // 如果击中目标,停止动画循环 if (hit) { return; } // 检查是否超出边界 const containerWidth = gameContainer.clientWidth; const containerHeight = gameContainer.clientHeight; if (arrowX > containerWidth || arrowY > containerHeight || arrowX < 0) { resetArrow(); // 如果箭未击中目标并超出边界,更新风力 updateWind(); return; } // 继续动画 animationId = requestAnimationFrame(animateArrow); } // 检查是否击中目标 function checkHit() { const targetRect = target.getBoundingClientRect(); const containerRect = gameContainer.getBoundingClientRect(); const targetX = targetRect.left + targetRect.width / 2 - containerRect.left; const targetY = targetRect.top + targetRect.height / 2 - containerRect.top; const targetRadius = targetRect.width / 2; // 计算箭到目标中心的距离 const dx = arrowX - targetX; const dy = arrowY - targetY; const distance = Math.sqrt(dx * dx + dy * dy); // 如果箭在目标范围内 if (distance <= targetRadius) { // 停止箭的动画 cancelAnimationFrame(animationId); // 计算得分 (根据距离到中心的比例) const hitRatio = distance / targetRadius; let hitScore = 0; if (hitRatio <= 0.1) hitScore = 10; // 靶心 else if (hitRatio <= 0.2) hitScore = 9; // 第一圈 else if (hitRatio <= 0.3) hitScore = 8; // 第二圈 else if (hitRatio <= 0.4) hitScore = 7; // 第三圈 else if (hitRatio <= 0.5) hitScore = 6; // 第四圈 else if (hitRatio <= 0.6) hitScore = 5; // 第五圈 else if (hitRatio <= 0.7) hitScore = 4; // 第六圈 else if (hitRatio <= 0.8) hitScore = 3; // 第七圈 else if (hitRatio <= 0.9) hitScore = 2; // 第八圈 else hitScore = 1; // 第九圈 // 更新分数 score += hitScore; scoreElement.textContent = score; // 显示得分效果 showHitEffect(arrowX, arrowY, hitScore); // 让箭保持在目标上一段时间,然后再消失 setTimeout(() => { resetArrow(); // 更新风力 updateWind(); }, 800); return true; // 表示已击中 } return false; // 表示未击中 } // 显示命中效果 function showHitEffect(x, y, hitScore) { const effect = document.createElement('div'); effect.textContent = `+${hitScore}`; effect.style.position = 'absolute'; effect.style.left = `${x}px`; effect.style.top = `${y}px`; effect.style.color = hitScore === 10 ? 'gold' : 'white'; effect.style.fontWeight = 'bold'; effect.style.fontSize = hitScore === 10 ? '24px' : '18px'; effect.style.textShadow = '0 0 5px black'; effect.style.zIndex = '100'; effect.style.pointerEvents = 'none'; gameContainer.appendChild(effect); // 动画效果 let opacity = 1; let posY = y; function animateEffect() { opacity -= 0.02; posY -= 1; effect.style.opacity = opacity; effect.style.top = `${posY}px`; if (opacity > 0) { requestAnimationFrame(animateEffect); } else { gameContainer.removeChild(effect); } } animateEffect(); } // 重置箭 function resetArrow() { cancelAnimationFrame(animationId); arrow.style.display = 'none'; arrowFlying = false; powerFill.style.width = '0%'; } // 事件监听 angleInput.addEventListener('input', () => { updateAngle(parseInt(angleInput.value)); }); // 鼠标事件 - 修复鼠标移出按钮区域的问题 shootBtn.addEventListener('mousedown', () => { chargePower(); // 添加全局鼠标事件,确保即使鼠标移出按钮也能触发射箭 document.addEventListener('mouseup', handleGlobalMouseUp); }); function handleGlobalMouseUp() { if (isCharging) { shootArrow(); } document.removeEventListener('mouseup', handleGlobalMouseUp); } // 触摸事件 shootBtn.addEventListener('touchstart', chargePower); shootBtn.addEventListener('touchend', shootArrow); // 键盘控制 document.addEventListener('keydown', (e) => { // 空格键射箭 if (e.code === 'Space' && !arrowFlying && !isCharging) { chargePower(); } // 上下箭头调整角度 if (e.code === 'ArrowUp') { const newAngle = Math.min(angle + 5, 90); angleInput.value = newAngle; updateAngle(newAngle); } if (e.code === 'ArrowDown') { const newAngle = Math.max(angle - 5, 0); angleInput.value = newAngle; updateAngle(newAngle); } }); document.addEventListener('keyup', (e) => { // 松开空格键射箭 if (e.code === 'Space' && isCharging) { shootArrow(); } }); // 触摸设备上防止滚动 gameContainer.addEventListener('touchmove', (e) => { e.preventDefault(); }, { passive: false }); // 页面离开时清理 window.addEventListener('beforeunload', () => { cancelAnimationFrame(animationId); }); // 重置按钮事件 resetBtn.addEventListener('click', () => { initGame(); }); // 难度选择事件 difficultySelect.addEventListener('change', () => { applyDifficulty(); updateWind(); }); // 初始化游戏 initGame(); </script></body></html>