提到"快打旋风",脑海里立刻浮现出那种 街机厅的热血回忆------一个角色站在街头,用拳脚和连招将敌人一一击飞,伴随着酷炫的特效,操作爽到停不下来。
可如果要自己写这样一款格斗游戏,工作量可不小:角色动作帧动画 、连招判定 、敌人 AI 、场景渲染 、生命值系统......光是搞定攻击判定区域和连招逻辑,就能让开发者熬好几个夜晚。
但现在,有了 Trae IDE ,这些复杂到爆炸的逻辑,一句指令就能生成。
💡 我想要的格斗体验
我的需求其实非常直白:
- 能打得爽:玩家控制的角色必须能连击,拳、脚、技能一气呵成。
- 有敌人能揍:敌人不能只是木桩,要能走位、攻击,还能掉血倒地。
- 场景酷炫:战斗背景要有街头风格,动作得有特效,打击感要够强。
- 简单操作:方向键控制移动,A 键出拳,B 键出脚,连按能打出 combo。
于是我打开 Trae,敲下了一句:
"生成一个快打旋风游戏,玩家控制角色使用连招击败对手。"

✨ Trae 怎么"理解"并完成
几秒钟后,Trae 就输出了一个能直接玩的格斗游戏,核心功能全到位:
✅ 角色控制系统 :方向键走位顺滑,出拳、踢腿、跳跃一应俱全。 ✅ 连招逻辑 :快速连击会自动触发 combo,比如"拳-拳-脚"连起来就是一套连击。 ✅ 敌人 AI :敌人会接近玩家、出手攻击,被打时会后退甚至倒地,互动真实。 ✅ 血条与得分系统 :屏幕上有玩家和敌人的血条,击败敌人能得分,带来明显进度感。 ✅ 战斗场景与特效:背景是经典街头风格,攻击时有闪光、爆裂特效,打击感拉满。

🧩 上手试玩的感觉
第一次运行 Trae 生成的"快打旋风",我忍不住笑了:
🎮 A 键出拳,B 键出脚 ,连续敲键盘就能打出爽快 combo; 💥 敌人被击中飞出去的瞬间 ,伴随闪光特效,仿佛回到童年街机厅; ⚡ 连击打满,屏幕上飘出"COMBO x5!"的提示,让人肾上腺素飙升。
整个游戏虽然是自动生成的,但操作手感和打击反馈一点不假,真的能玩得停不下来。
🛠 想加什么?一句话
Trae 最大的魔力在于,任何拓展功能都可以直接说出来,比如:
- "加个大招系统" → 连击蓄力后能按"C"键释放大招。
- "加关卡模式" → 打完一波敌人进入下一关,场景变化。
- "让敌人会掉武器" → 打倒敌人后能捡棍子、刀来打。
- "加双人对战模式" → 两个玩家能在同一屏幕上联机格斗。
一句指令,Trae 就会自动补上逻辑,丝滑整合进游戏里。
🎮 开发格斗游戏的全新体验
以前做这种游戏,开发者要:
- 一帧帧切动画、写攻击判定;
- 手动写连击触发逻辑;
- 设计敌人 AI 追击路线;
- 反复调试打击感和特效 timing。
不仅繁琐,而且非常费时间。
现在,有了 Trae: 👉 一句话 就能自动生成基础游戏; 👉 再说几句话就能完成扩展和优化。
你不再是"代码工人",而是 给游戏下命令的导演。
✅ 结语
如果你也想做一款能打出 combo 的"快打旋风",不用再为动作帧和连招逻辑伤脑筋了。打开 Trae,只要输入:
"生成一个快打旋风游戏,玩家控制角色使用连招击败对手。"
几秒后,一个带有连击、敌人 AI、打击特效和血条的格斗游戏就会出现。
这不仅仅是写游戏更快了,而是让开发本身变成了更轻松、更有创造力的乐趣。
html
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>快打旋风</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Arial', sans-serif;
background-color: #000;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
overflow: hidden;
}
.game-container {
position: relative;
width: 800px;
height: 500px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="800" height="500" viewBox="0 0 800 500"><defs><linearGradient id="sky" x1="0%" y1="0%" x2="0%" y2="100%"><stop offset="0%" stop-color="%231a1a4c"/><stop offset="100%" stop-color="%234a4a8c"/></linearGradient></defs><rect width="800" height="500" fill="url(%23sky)"/><rect width="800" height="150" y="350" fill="%23996633"/><ellipse cx="400" cy="350" rx="300" ry="30" fill="%23664422"/><path d="M50,320 Q200,250 400,300 Q600,350 750,280" stroke="%23664422" stroke-width="5" fill="none"/><path d="M100,200 L120,100 L140,200 M120,100 L120,180" stroke="%23664422" stroke-width="10" fill="none"/><path d="M700,200 L680,80 L660,200 M680,80 L680,180" stroke="%23664422" stroke-width="10" fill="none"/><circle cx="200" cy="80" r="30" fill="%23ffcc00"/><circle cx="600" cy="120" r="20" fill="%23ffffff"/></svg>');
background-size: cover;
border: 4px solid #333;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.5);
overflow: hidden;
}
.health-bar-container {
position: absolute;
top: 20px;
left: 0;
width: 100%;
display: flex;
justify-content: space-between;
padding: 0 20px;
z-index: 10;
}
.health-bar {
width: 300px;
height: 30px;
background-color: #333;
border: 2px solid #fff;
position: relative;
}
.health-bar-fill {
height: 100%;
width: 100%;
background-color: #f00;
transition: width 0.3s;
}
.player-name {
color: #fff;
font-size: 18px;
font-weight: bold;
text-shadow: 2px 2px 2px #000;
margin-bottom: 5px;
}
.player {
position: absolute;
bottom: 150px;
width: 100px;
height: 200px;
transition: transform 0.1s;
}
.player-1 {
left: 100px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="200" viewBox="0 0 100 200"><rect x="35" y="30" width="30" height="40" rx="10" fill="%23ff0000"/><circle cx="50" cy="25" r="20" fill="%23ffccaa"/><rect x="40" y="70" width="20" height="60" fill="%23ff0000"/><rect x="30" y="70" width="10" height="50" fill="%23ff0000"/><rect x="60" y="70" width="10" height="50" fill="%23ff0000"/><rect x="40" y="130" width="10" height="50" fill="%230000ff"/><rect x="50" y="130" width="10" height="50" fill="%230000ff"/><circle cx="43" cy="20" r="3" fill="%23000"/><circle cx="57" cy="20" r="3" fill="%23000"/><path d="M40,35 Q50,40 60,35" stroke="%23000" stroke-width="2" fill="none"/><path d="M30,25 L20,40 M70,25 L80,40" stroke="%23000" stroke-width="2" fill="none"/></svg>');
background-repeat: no-repeat;
transform: scaleX(1);
}
.player-2 {
right: 100px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="100" height="200" viewBox="0 0 100 200"><rect x="35" y="30" width="30" height="40" rx="10" fill="%23ffcc00"/><circle cx="50" cy="25" r="20" fill="%23ffccaa"/><rect x="40" y="70" width="20" height="60" fill="%23ffcc00"/><rect x="30" y="70" width="10" height="50" fill="%23ffcc00"/><rect x="60" y="70" width="10" height="50" fill="%23ffcc00"/><rect x="40" y="130" width="10" height="50" fill="%23000000"/><rect x="50" y="130" width="10" height="50" fill="%23000000"/><circle cx="43" cy="20" r="3" fill="%23000"/><circle cx="57" cy="20" r="3" fill="%23000"/><path d="M40,35 Q50,40 60,35" stroke="%23000" stroke-width="2" fill="none"/><path d="M30,25 L20,40 M70,25 L80,40" stroke="%23000" stroke-width="2" fill="none"/></svg>');
background-repeat: no-repeat;
transform: scaleX(-1);
}
.punch {
position: absolute;
width: 50px;
height: 20px;
background-color: transparent;
top: 90px;
display: none;
}
.player-1 .punch {
right: -30px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="50" height="20" viewBox="0 0 50 20"><path d="M0,10 L40,10 L50,15 L40,20 L30,10 L40,0 L50,5 L40,10" fill="%23ff0000"/></svg>');
}
.player-2 .punch {
left: -30px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="50" height="20" viewBox="0 0 50 20"><path d="M50,10 L10,10 L0,15 L10,20 L20,10 L10,0 L0,5 L10,10" fill="%23ffcc00"/></svg>');
}
.kick {
position: absolute;
width: 60px;
height: 20px;
background-color: transparent;
top: 150px;
display: none;
}
.player-1 .kick {
right: -40px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="60" height="20" viewBox="0 0 60 20"><path d="M0,10 L50,10 L60,15 L50,20 L40,10 L50,0 L60,5 L50,10" fill="%230000ff"/></svg>');
}
.player-2 .kick {
left: -40px;
background-image: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" width="60" height="20" viewBox="0 0 60 20"><path d="M60,10 L10,10 L0,15 L10,20 L20,10 L10,0 L0,5 L10,10" fill="%23000000"/></svg>');
}
.combo-display {
position: absolute;
color: #fff;
font-size: 24px;
font-weight: bold;
text-shadow: 2px 2px 4px #000;
display: none;
}
.player-1-combo {
left: 150px;
top: 100px;
}
.player-2-combo {
right: 150px;
top: 100px;
}
.game-message {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: #fff;
font-size: 48px;
font-weight: bold;
text-shadow: 2px 2px 4px #000;
display: none;
z-index: 20;
}
.controls {
position: absolute;
bottom: 10px;
left: 10px;
color: #fff;
font-size: 14px;
text-shadow: 1px 1px 2px #000;
background-color: rgba(0, 0, 0, 0.5);
padding: 5px;
border-radius: 5px;
}
.start-screen {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, 0.8);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
z-index: 30;
}
.start-screen h1 {
color: #f00;
font-size: 48px;
margin-bottom: 20px;
text-shadow: 2px 2px 4px #000;
}
.start-screen button {
background-color: #f00;
color: #fff;
border: none;
padding: 10px 20px;
font-size: 20px;
cursor: pointer;
border-radius: 5px;
transition: all 0.3s;
}
.start-screen button:hover {
background-color: #ff3333;
transform: scale(1.1);
}
</style>
</head>
<body>
<div class="game-container">
<div class="health-bar-container">
<div>
<div class="player-name">玩家 1</div>
<div class="health-bar">
<div class="health-bar-fill" id="player-1-health"></div>
</div>
</div>
<div>
<div class="player-name">玩家 2</div>
<div class="health-bar">
<div class="health-bar-fill" id="player-2-health"></div>
</div>
</div>
</div>
<div class="player player-1" id="player-1">
<div class="punch" id="player-1-punch"></div>
<div class="kick" id="player-1-kick"></div>
</div>
<div class="player player-2" id="player-2">
<div class="punch" id="player-2-punch"></div>
<div class="kick" id="player-2-kick"></div>
</div>
<div class="combo-display player-1-combo" id="player-1-combo">连招 x3!</div>
<div class="combo-display player-2-combo" id="player-2-combo">连招 x3!</div>
<div class="game-message" id="game-message">玩家 1 胜利!</div>
<div class="controls">
<div>玩家1: A/D - 移动, W - 拳击, S - 踢腿</div>
<div>玩家2: ←/→ - 移动, ↑ - 拳击, ↓ - 踢腿</div>
<div>连招提示: 快速连续按攻击键可触发连招!</div>
</div>
<div class="start-screen" id="start-screen">
<h1>快打旋风</h1>
<button id="start-button">开始游戏</button>
</div>
</div>
<script>
// 游戏元素
const player1 = document.getElementById('player-1');
const player2 = document.getElementById('player-2');
const player1Health = document.getElementById('player-1-health');
const player2Health = document.getElementById('player-2-health');
const player1Punch = document.getElementById('player-1-punch');
const player1Kick = document.getElementById('player-1-kick');
const player2Punch = document.getElementById('player-2-punch');
const player2Kick = document.getElementById('player-2-kick');
const player1Combo = document.getElementById('player-1-combo');
const player2Combo = document.getElementById('player-2-combo');
const gameMessage = document.getElementById('game-message');
const startScreen = document.getElementById('start-screen');
const startButton = document.getElementById('start-button');
// 游戏状态
let gameRunning = false;
let player1Pos = 100;
let player2Pos = 600;
let player1Health_value = 100;
let player2Health_value = 100;
let player1ComboCount = 0;
let player2ComboCount = 0;
let player1LastAttack = 0;
let player2LastAttack = 0;
const comboTimeWindow = 500; // 连招时间窗口(毫秒)
// 按键状态
const keys = {
a: false, // 玩家1左移
d: false, // 玩家1右移
w: false, // 玩家1拳击
s: false, // 玩家1踢腿
ArrowLeft: false, // 玩家2左移
ArrowRight: false, // 玩家2右移
ArrowUp: false, // 玩家2拳击
ArrowDown: false // 玩家2踢腿
};
// 游戏参数
const playerSpeed = 5;
const attackDamage = 5;
const comboDamageMultiplier = 1.5;
// 初始化游戏
function initGame() {
player1Pos = 100;
player2Pos = 600;
player1Health_value = 100;
player2Health_value = 100;
player1ComboCount = 0;
player2ComboCount = 0;
player1LastAttack = 0;
player2LastAttack = 0;
updatePlayerPositions();
updateHealthBars();
gameRunning = true;
gameLoop();
}
// 游戏主循环
function gameLoop() {
if (!gameRunning) return;
// 处理玩家移动
if (keys.a && player1Pos > 50) {
player1Pos -= playerSpeed;
}
if (keys.d && player1Pos < player2Pos - 100) {
player1Pos += playerSpeed;
}
if (keys.ArrowLeft && player2Pos > player1Pos + 100) {
player2Pos -= playerSpeed;
}
if (keys.ArrowRight && player2Pos < 650) {
player2Pos += playerSpeed;
}
updatePlayerPositions();
requestAnimationFrame(gameLoop);
}
// 更新玩家位置
function updatePlayerPositions() {
player1.style.left = player1Pos + 'px';
player2.style.left = player2Pos + 'px';
}
// 更新血量条
function updateHealthBars() {
player1Health.style.width = player1Health_value + '%';
player2Health.style.width = player2Health_value + '%';
}
// 玩家1攻击
function player1Attack(attackType) {
if (!gameRunning) return;
const now = Date.now();
let damage = attackDamage;
// 检查连招
if (now - player1LastAttack < comboTimeWindow) {
player1ComboCount++;
if (player1ComboCount >= 3) {
damage *= comboDamageMultiplier;
showCombo(1, player1ComboCount);
}
} else {
player1ComboCount = 1;
}
player1LastAttack = now;
// 显示攻击动画
if (attackType === 'punch') {
player1Punch.style.display = 'block';
setTimeout(() => {
player1Punch.style.display = 'none';
}, 200);
} else {
player1Kick.style.display = 'block';
setTimeout(() => {
player1Kick.style.display = 'none';
}, 200);
}
// 检查是否击中
if (player2Pos - player1Pos < 150) {
player2Health_value -= damage;
if (player2Health_value <= 0) {
player2Health_value = 0;
endGame(1);
}
updateHealthBars();
}
}
// 玩家2攻击
function player2Attack(attackType) {
if (!gameRunning) return;
const now = Date.now();
let damage = attackDamage;
// 检查连招
if (now - player2LastAttack < comboTimeWindow) {
player2ComboCount++;
if (player2ComboCount >= 3) {
damage *= comboDamageMultiplier;
showCombo(2, player2ComboCount);
}
} else {
player2ComboCount = 1;
}
player2LastAttack = now;
// 显示攻击动画
if (attackType === 'punch') {
player2Punch.style.display = 'block';
setTimeout(() => {
player2Punch.style.display = 'none';
}, 200);
} else {
player2Kick.style.display = 'block';
setTimeout(() => {
player2Kick.style.display = 'none';
}, 200);
}
// 检查是否击中
if (player2Pos - player1Pos < 150) {
player1Health_value -= damage;
if (player1Health_value <= 0) {
player1Health_value = 0;
endGame(2);
}
updateHealthBars();
}
}
// 显示连招
function showCombo(player, count) {
const comboElement = player === 1 ? player1Combo : player2Combo;
comboElement.textContent = `连招 x${count}!`;
comboElement.style.display = 'block';
setTimeout(() => {
comboElement.style.display = 'none';
}, 1000);
}
// 结束游戏
function endGame(winner) {
gameRunning = false;
gameMessage.textContent = `玩家 ${winner} 胜利!`;
gameMessage.style.display = 'block';
setTimeout(() => {
gameMessage.style.display = 'none';
startScreen.style.display = 'flex';
}, 3000);
}
// 键盘事件监听
document.addEventListener('keydown', (e) => {
if (keys.hasOwnProperty(e.key)) {
if (!keys[e.key]) {
keys[e.key] = true;
// 处理攻击
if (e.key === 'w') {
player1Attack('punch');
} else if (e.key === 's') {
player1Attack('kick');
} else if (e.key === 'ArrowUp') {
player2Attack('punch');
} else if (e.key === 'ArrowDown') {
player2Attack('kick');
}
}
e.preventDefault();
}
});
document.addEventListener('keyup', (e) => {
if (keys.hasOwnProperty(e.key)) {
keys[e.key] = false;
e.preventDefault();
}
});
// 开始按钮事件
startButton.addEventListener('click', () => {
startScreen.style.display = 'none';
initGame();
});
</script>
</body>
</html>