"跳跃小球"看似简单:一个小球在平台上跳来跳去,玩家只要控制它避开障碍物,不要掉下去 。 可真要自己开发,背后可是一堆活儿------跳跃动作的平滑动画、碰撞检测、重力效果、掉落判定、动态背景 ...... 现在有了 Trae IDE ,这一切只需要 一句话。
💡 我想要的玩法
脑子里最初的画面很简单:
- 小球会跳:按一下按键,小球轻盈跳起;按两下能连跳,增加趣味性。
- 障碍物要躲:屏幕上会随机生成小方块或尖刺,必须跳过去。
- 平台要踩稳:一旦跳空或掉下去,直接 Game Over。
- 背景活泼:有动态背景或渐变色,让画面不单调。
于是我直接输入了一句:
"生成一个跳跃小球游戏,玩家控制小球跳跃,避免碰到障碍物或掉落。"

✨ Trae 怎么"读懂"并生成
只花了几秒,Trae 就把一个完整的"跳跃小球"端了上来:
✅ 顺滑的跳跃逻辑 :点击或按空格,小球自然弹起,还支持连跳。 ✅ 障碍物与平台系统 :障碍物随机生成,平台错落摆放,增加难度。 ✅ 碰撞 & 掉落检测 :碰到障碍物或掉下平台,游戏立刻结束,提示重新开始。 ✅ 动态背景:渐变色和轻微的背景移动,让游戏看起来更"活"。

🧩 试玩的感觉
试玩时,我整个人陷进去了:
🎮 第一次跳跃很轻松 ,小球顺滑地越过第一个障碍; ⚠ 障碍越来越多 ,必须精确掌握跳跃时机; 💥 一不小心掉下去 ,屏幕一黑,Game Over......立刻想重来!
那种 **"想挑战下一局"的冲动**,是 Trae 自动生成游戏最让人惊讶的地方。
🛠 想升级玩法?一句话就行
Trae 的神奇之处在于,你可以随时给它追加需求,比如:
- "加个积分系统" → 每跳过一个障碍加分,形成挑战感。
- "让背景变成白天/夜晚切换" → 游戏多了变化,更耐玩。
- "加入道具" → 跳到道具能获得护盾、加速等 buff。
- "增加关卡模式" → 每关障碍不同,难度递进。
一句自然语言,Trae 就会自动改进逻辑,无需手动修改代码。
🎮 开发小游戏的"新方式"
过去写这种小游戏,开发者得:
- 写 跳跃物理曲线;
- 调整 障碍物与平台的随机逻辑;
- 做 碰撞检测,保证游戏体验自然;
- 最后还要不断 调试背景动画。
繁琐又耗时。
现在有了 Trae: 👉 一句话生成核心玩法 ; 👉 再说几句话,就能补上所有想法。
开发变成了"创意对话",写游戏就像给游戏发指令。
✅ 结语
如果你也想做一个"让人停不下来的跳跃小游戏",打开 Trae,只要输入:
"生成一个跳跃小球游戏,玩家控制小球跳跃,避免碰到障碍物或掉落。"
几秒后,你就能玩到一个完整的小游戏:小球跳跃顺滑、障碍刺激、背景灵动,还能不断拓展新玩法。
这就是 Trae 的魅力------写游戏不再是苦力活,而是纯粹的乐趣和创意释放。
html
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>跳跃小球游戏</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Arial', sans-serif;
background-color: #f0f0f0;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
overflow: hidden;
}
.game-container {
position: relative;
width: 800px;
height: 500px;
background: linear-gradient(to bottom, #1a237e, #283593, #3949ab);
border-radius: 10px;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.3);
overflow: hidden;
}
.score-container {
position: absolute;
top: 20px;
left: 20px;
background-color: rgba(255, 255, 255, 0.8);
padding: 10px 15px;
border-radius: 5px;
font-size: 18px;
font-weight: bold;
color: #333;
z-index: 10;
}
.ball {
position: absolute;
width: 40px;
height: 40px;
background: radial-gradient(circle at 30% 30%, #ffeb3b, #ffc107);
border-radius: 50%;
bottom: 100px;
left: 100px;
z-index: 5;
box-shadow: 0 3px 5px rgba(0, 0, 0, 0.3);
}
.platform {
position: absolute;
height: 15px;
background: linear-gradient(to bottom, #4CAF50, #388E3C);
border-radius: 5px;
z-index: 3;
}
.obstacle {
position: absolute;
background: linear-gradient(to bottom, #f44336, #d32f2f);
border-radius: 5px;
z-index: 3;
}
.star {
position: absolute;
width: 25px;
height: 25px;
background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="%23FFD700"><path d="M12 17.27L18.18 21l-1.64-7.03L22 9.24l-7.19-.61L12 2 9.19 8.63 2 9.24l5.46 4.73L5.82 21z"/></svg>');
background-size: contain;
z-index: 4;
}
.game-over {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 20;
display: none;
}
.game-over-title {
font-size: 48px;
font-weight: bold;
color: white;
margin-bottom: 20px;
text-align: center;
}
.final-score {
font-size: 36px;
color: white;
margin-bottom: 30px;
text-align: center;
}
.restart-button {
padding: 15px 30px;
font-size: 20px;
font-weight: bold;
background-color: #4CAF50;
color: white;
border: none;
border-radius: 5px;
cursor: pointer;
transition: all 0.3s;
}
.restart-button:hover {
background-color: #45a049;
transform: scale(1.05);
}
.start-screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.7);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 20;
}
.start-screen-title {
font-size: 48px;
font-weight: bold;
color: white;
margin-bottom: 20px;
text-align: center;
}
.start-screen-subtitle {
font-size: 24px;
color: white;
margin-bottom: 30px;
text-align: center;
max-width: 80%;
line-height: 1.4;
}
.start-button {
padding: 15px 30px;
font-size: 20px;
font-weight: bold;
background-color: #4CAF50;
color: white;
border: none;
border-radius: 5px;
cursor: pointer;
transition: all 0.3s;
}
.start-button:hover {
background-color: #45a049;
transform: scale(1.05);
}
.level-indicator {
position: absolute;
top: 20px;
right: 20px;
background-color: rgba(255, 255, 255, 0.8);
padding: 10px 15px;
border-radius: 5px;
font-size: 18px;
font-weight: bold;
color: #333;
z-index: 10;
}
</style>
</head>
<body>
<div class="game-container" id="game-container">
<div class="score-container">
分数: <span id="score">0</span>
</div>
<div class="level-indicator">
关卡: <span id="level">1</span>
</div>
<div class="ball" id="ball"></div>
<div class="game-over" id="game-over">
<div class="game-over-title">游戏结束</div>
<div class="final-score">最终得分: <span id="final-score">0</span></div>
<button class="restart-button" id="restart-button">再玩一次</button>
</div>
<div class="start-screen" id="start-screen">
<div class="start-screen-title">跳跃小球游戏</div>
<div class="start-screen-subtitle">按空格键或点击屏幕让小球跳跃,收集星星并避开障碍物。小球只能在平台上跳跃,不要掉落!</div>
<button class="start-button" id="start-button">开始游戏</button>
</div>
</div>
<script>
// 游戏元素
const gameContainer = document.getElementById('game-container');
const ball = document.getElementById('ball');
const scoreElement = document.getElementById('score');
const levelElement = document.getElementById('level');
const gameOver = document.getElementById('game-over');
const finalScore = document.getElementById('final-score');
const restartButton = document.getElementById('restart-button');
const startScreen = document.getElementById('start-screen');
const startButton = document.getElementById('start-button');
// 游戏配置
const containerWidth = gameContainer.offsetWidth;
const containerHeight = gameContainer.offsetHeight;
const ballSize = 40;
const gravity = 0.6;
const jumpStrength = -15;
const moveSpeed = 5;
const platformGenerationInterval = 2000; // 毫秒
// 游戏状态
let ballX = 100;
let ballY = containerHeight - 100;
let ballVelocityY = 0;
let ballVelocityX = 0;
let isJumping = false;
let canJump = false;
let score = 0;
let level = 1;
let platforms = [];
let obstacles = [];
let stars = [];
let gameRunning = false;
let gameLoop;
let platformInterval;
let obstacleInterval;
let starInterval;
let levelInterval;
let rightPressed = false;
let leftPressed = false;
// 初始化游戏
function initGame() {
// 隐藏开始屏幕
startScreen.style.display = 'none';
// 重置游戏状态
ballX = 100;
ballY = containerHeight - 100;
ballVelocityY = 0;
ballVelocityX = 0;
isJumping = false;
canJump = false;
score = 0;
level = 1;
platforms = [];
obstacles = [];
stars = [];
// 清除所有元素
const existingPlatforms = document.querySelectorAll('.platform');
existingPlatforms.forEach(platform => platform.remove());
const existingObstacles = document.querySelectorAll('.obstacle');
existingObstacles.forEach(obstacle => obstacle.remove());
const existingStars = document.querySelectorAll('.star');
existingStars.forEach(star => star.remove());
// 更新显示
scoreElement.textContent = score;
levelElement.textContent = level;
ball.style.left = `${ballX}px`;
ball.style.bottom = `${containerHeight - ballY - ballSize}px`;
// 创建初始平台
createInitialPlatforms();
// 开始游戏循环
gameRunning = true;
gameLoop = setInterval(updateGame, 16); // 约60帧每秒
// 开始生成平台
platformInterval = setInterval(generatePlatform, platformGenerationInterval);
// 开始生成障碍物
obstacleInterval = setInterval(generateObstacle, platformGenerationInterval * 1.5);
// 开始生成星星
starInterval = setInterval(generateStar, platformGenerationInterval * 2);
// 随着时间增加难度
levelInterval = setInterval(() => {
if (gameRunning) {
level++;
levelElement.textContent = level;
}
}, 30000); // 每30秒增加一次难度
}
// 创建初始平台
function createInitialPlatforms() {
// 创建起始平台
createPlatform(50, containerHeight - 100, 200);
// 创建几个随机平台
for (let i = 0; i < 5; i++) {
const x = Math.random() * (containerWidth - 100) + 50;
const y = Math.random() * (containerHeight - 200) + 100;
const width = Math.random() * 100 + 100;
createPlatform(x, y, width);
}
}
// 创建平台
function createPlatform(x, y, width) {
const platform = document.createElement('div');
platform.className = 'platform';
platform.style.width = `${width}px`;
platform.style.left = `${x}px`;
platform.style.bottom = `${y}px`;
gameContainer.appendChild(platform);
platforms.push({
element: platform,
x: x,
y: y,
width: width
});
}
// 生成新平台
function generatePlatform() {
if (!gameRunning) return;
const width = Math.random() * 100 + 80;
const x = containerWidth;
const y = Math.random() * (containerHeight - 200) + 50;
createPlatform(x, y, width);
}
// 生成障碍物
function generateObstacle() {
if (!gameRunning) return;
// 随机选择一个平台放置障碍物
if (platforms.length > 0) {
const platformIndex = Math.floor(Math.random() * platforms.length);
const platform = platforms[platformIndex];
// 只在平台上生成障碍物
if (platform.x < containerWidth && platform.x + platform.width > 0) {
const obstacle = document.createElement('div');
obstacle.className = 'obstacle';
const obstacleWidth = 20;
const obstacleHeight = 30;
const obstacleX = platform.x + Math.random() * (platform.width - obstacleWidth);
const obstacleY = platform.y + 15; // 放在平台上
obstacle.style.width = `${obstacleWidth}px`;
obstacle.style.height = `${obstacleHeight}px`;
obstacle.style.left = `${obstacleX}px`;
obstacle.style.bottom = `${obstacleY}px`;
gameContainer.appendChild(obstacle);
obstacles.push({
element: obstacle,
x: obstacleX,
y: obstacleY,
width: obstacleWidth,
height: obstacleHeight,
platformIndex: platformIndex
});
}
}
}
// 生成星星
function generateStar() {
if (!gameRunning) return;
const star = document.createElement('div');
star.className = 'star';
const starSize = 25;
const starX = containerWidth;
const starY = Math.random() * (containerHeight - 100) + 50;
star.style.width = `${starSize}px`;
star.style.height = `${starSize}px`;
star.style.left = `${starX}px`;
star.style.bottom = `${starY}px`;
gameContainer.appendChild(star);
stars.push({
element: star,
x: starX,
y: starY,
size: starSize,
collected: false
});
}
// 更新游戏状态
function updateGame() {
if (!gameRunning) return;
// 应用重力
ballVelocityY += gravity;
// 应用水平移动
if (rightPressed) {
ballVelocityX = moveSpeed;
} else if (leftPressed) {
ballVelocityX = -moveSpeed;
} else {
// 水平减速
ballVelocityX *= 0.9;
}
// 更新小球位置
ballX += ballVelocityX;
ballY += ballVelocityY;
// 边界检查
if (ballX < 0) {
ballX = 0;
ballVelocityX = 0;
} else if (ballX > containerWidth - ballSize) {
ballX = containerWidth - ballSize;
ballVelocityX = 0;
}
// 检查是否掉出屏幕底部
if (ballY > containerHeight) {
endGame();
return;
}
// 更新小球位置
ball.style.left = `${ballX}px`;
ball.style.bottom = `${containerHeight - ballY - ballSize}px`;
// 重置跳跃状态
canJump = false;
// 检查平台碰撞
platforms.forEach((platform, index) => {
// 移动平台
platform.x -= moveSpeed * (1 + level * 0.1);
platform.element.style.left = `${platform.x}px`;
// 检查小球是否站在平台上
if (ballVelocityY >= 0 &&
ballX + ballSize > platform.x &&
ballX < platform.x + platform.width &&
ballY + ballSize >= platform.y &&
ballY < platform.y + 15) {
ballY = platform.y - ballSize;
ballVelocityY = 0;
canJump = true;
}
// 移除屏幕外的平台
if (platform.x + platform.width < 0) {
platform.element.remove();
platforms.splice(index, 1);
}
});
// 更新障碍物
obstacles.forEach((obstacle, index) => {
// 如果障碍物关联的平台还存在,则跟随平台移动
if (platforms[obstacle.platformIndex]) {
const platform = platforms[obstacle.platformIndex];
const relativeX = obstacle.x - platform.x;
obstacle.x = platform.x + relativeX;
obstacle.element.style.left = `${obstacle.x}px`;
} else {
// 如果平台不存在,则移除障碍物
obstacle.element.remove();
obstacles.splice(index, 1);
return;
}
// 检查碰撞
if (ballX + ballSize > obstacle.x &&
ballX < obstacle.x + obstacle.width &&
ballY + ballSize > obstacle.y &&
ballY < obstacle.y + obstacle.height) {
endGame();
return;
}
// 移除屏幕外的障碍物
if (obstacle.x + obstacle.width < 0) {
obstacle.element.remove();
obstacles.splice(index, 1);
}
});
// 更新星星
stars.forEach((star, index) => {
// 移动星星
star.x -= moveSpeed * (1 + level * 0.1);
star.element.style.left = `${star.x}px`;
// 检查收集
if (!star.collected &&
ballX + ballSize > star.x &&
ballX < star.x + star.size &&
ballY + ballSize > star.y &&
ballY < star.y + star.size) {
star.collected = true;
star.element.style.display = 'none';
// 增加分数
score += 10;
scoreElement.textContent = score;
}
// 移除屏幕外的星星
if (star.x + star.size < 0) {
star.element.remove();
stars.splice(index, 1);
}
});
}
// 小球跳跃
function jump() {
if (canJump && gameRunning) {
ballVelocityY = jumpStrength;
canJump = false;
}
}
// 结束游戏
function endGame() {
gameRunning = false;
clearInterval(gameLoop);
clearInterval(platformInterval);
clearInterval(obstacleInterval);
clearInterval(starInterval);
clearInterval(levelInterval);
// 显示游戏结束界面
gameOver.style.display = 'flex';
document.getElementById('final-score').textContent = score;
}
// 键盘控制
document.addEventListener('keydown', (e) => {
if (e.code === 'Space' || e.key === ' ') {
jump();
e.preventDefault(); // 防止空格键滚动页面
} else if (e.code === 'ArrowRight' || e.key === 'ArrowRight') {
rightPressed = true;
} else if (e.code === 'ArrowLeft' || e.key === 'ArrowLeft') {
leftPressed = true;
}
});
document.addEventListener('keyup', (e) => {
if (e.code === 'ArrowRight' || e.key === 'ArrowRight') {
rightPressed = false;
} else if (e.code === 'ArrowLeft' || e.key === 'ArrowLeft') {
leftPressed = false;
}
});
// 触摸控制(移动设备)
gameContainer.addEventListener('touchstart', () => {
jump();
});
// 鼠标控制
gameContainer.addEventListener('click', () => {
jump();
});
// 事件监听
restartButton.addEventListener('click', () => {
gameOver.style.display = 'none';
initGame();
});
startButton.addEventListener('click', () => {
initGame();
});
</script>
</body>
</html>