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"。
ini
<!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>