最近chatgpt和claude都在使用,其实大部分日常使用场景表现都没有相差太多,想搞一个有趣的小实验,如果同时让chatgpt和claude开发俄罗斯方块谁会表现的更好呢,说干就干!
prompt
我选择了用英文描述,毕竟英文数据库更丰富,而且claude封禁比较严格,语言上也是小心翼翼
prompt:I have few development experience, and I want to develope the game 'Tetris' totally basing on html5, css and javascript. I have a few requests: 1, we need a start button, 2, a scoreboard recording score 3, pop up gameover 4, full functionality of a complete Tetris game, their movement, collision detection, scoring, and clearing lines give me all the codes, that can run the game in the browse.
我的开发经验不多,我想开发一款完全基于 html5、css 和 javascript 的 "俄罗斯方块 "游戏。我有几个要求: 1、我们需要一个开始按钮;2、一个记录得分的记分板;3、弹出式游戏结束界面;4、一个完整俄罗斯方块游戏的全部功能,包括移动、碰撞检测、得分和清线。
chatgpt回答
// Define variables and constants
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const startButton = document.getElementById('startButton');
const scoreboard = document.getElementById('score');
const gameOver = document.getElementById('gameOver');
let score = 0;
let gameInterval;
let gameOverFlag = false;
// Define Tetris pieces and their colors
const pieces = [
[[1, 1, 1, 1]], // I
[[1, 1, 1], [0, 1, 0]], // T
[[1, 1, 0], [0, 1, 1]], // Z
[[0, 1, 1], [1, 1, 0]], // S
[[1, 1, 1], [0, 1, 0]], // L
[[1, 1, 1], [1, 0, 0]], // J
[[1, 1], [1, 1]], // O
];
const colors = ['#00FFFF', '#FF00FF', '#FFA500', '#FFFF00', '#00FF00', '#0000FF', '#FF0000'];
// Define functions for game logic (e.g., draw, move, rotate, check collision, etc.)
// Implement game logic
// Implement startGame function
// Implement gameOver function
// Implement key event listeners for controlling the game (e.g., arrow keys for movement)
// Implement the main game loop
// Implement functions for clearing lines, updating score, etc.
// Implement collision detection and game over check
// Implement rendering functions (e.g., drawPiece, drawBoard, etc.)
// Implement functions for moving and rotating pieces
// Implement functions for handling user input (e.g., start game, pause, resume, etc.)
// Start the game when the start button is clicked
startButton.addEventListener('click', startGame);
考虑篇幅关系,忽略了html和css部分截图,文章最后会给出源码!!!
可以看出chatgpt的做了一些方法定义,但是并没有实现。
claude回答
const canvas = document.getElementById('game-canvas');
const ctx = canvas.getContext('2d');
const scoreDisplay = document.getElementById('score');
const startButton = document.getElementById('start-button');
const gameOverMessage = document.getElementById('game-over-message');
// Game constants
const ROWS = 20;
const COLS = 10;
const BLOCK_SIZE = 20;
const LINE_CLEAR_POINTS = 100;
// Game state
let board = [];
let piece = null;
let isGameOver = false;
let isPlaying = false;
let score = 0;
// Tetromino shapes
const shapes = [
[
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0],
[0, 0, 0, 0]
],
[
[1, 0, 0],
[1, 1, 1],
[0, 0, 0]
],
[
[0, 0, 1],
[1, 1, 1],
[0, 0, 0]
],
[
[1, 1, 0],
[0, 1, 1],
[0, 0, 0]
],
[
[0, 1, 1],
[1, 1, 0],
[0, 0, 0]
],
[
[1, 1],
[1, 1]
],
[
[0, 1, 0],
[1, 1, 1],
[0, 0, 0]
]
];
// Helper functions
function drawBoard() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let row = 0; row < ROWS; row++) {
for (let col = 0; col < COLS; col++) {
if (board[row][col]) {
ctx.fillStyle = 'yellow';
ctx.fillRect(col * BLOCK_SIZE, row * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);
}
}
}
if (piece) {
drawPiece(piece.shape, piece.x, piece.y);
}
}
function drawPiece(shape, x, y) {
ctx.fillStyle = 'red';
for (let row = 0; row < shape.length; row++) {
for (let col = 0; col < shape[row].length; col++) {
if (shape[row][col]) {
ctx.fillRect((x + col) * BLOCK_SIZE, (y + row) * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);
}
}
}
}
function resetBoard() {
board = Array.from({ length: ROWS }, () => Array(COLS).fill(0));
}
function randomPiece() {
const randomIndex = Math.floor(Math.random() * shapes.length);
return {
shape: shapes[randomIndex],
x: 3,
y: 0
};
}
function movePiece(direction) {
if (!piece) return;
const newX = piece.x + (direction === 'left' ? -1 : direction === 'right' ? 1 : 0);
const newY = piece.y + (direction === 'down' ? 1 : 0);
if (canMove(piece.shape, newX, newY)) {
piece.x = newX;
piece.y = newY;
} else if (direction === 'down') {
placePiece();
clearLines();
if (!isGameOver) {
piece = randomPiece();
}
}
drawBoard();
}
function canMove(shape, x, y) {
for (let row = 0; row < shape.length; row++) {
for (let col = 0; col < shape[row].length; col++) {
if (shape[row][col]) {
const newX = x + col;
const newY = y + row;
if (
newX < 0 ||
newX >= COLS ||
newY >= ROWS ||
(newY >= 0 && board[newY][newX])
) {
return false;
}
}
}
}
return true;
}
function placePiece() {
if (!piece) return;
for (let row = 0; row < piece.shape.length; row++) {
for (let col = 0; col < piece.shape[row].length; col++) {
if (piece.shape[row][col]) {
board[piece.y + row][piece.x + col] = 1;
}
}
}
}
function clearLines() {
let linesCleared = 0;
for (let row = ROWS - 1; row >= 0; row--) {
let isFull = true;
for (let col = 0; col < COLS; col++) {
if (!board[row][col]) {
isFull = false;
break;
}
}
if (isFull) {
linesCleared++;
for (let r = row; r > 0; r--) {
for (let c = 0; c < COLS; c++) {
board[r][c] = board[r - 1][c];
}
}
for (let c = 0; c < COLS; c++) {
board[0][c] = 0;
}
}
}
score += linesCleared * LINE_CLEAR_POINTS;
scoreDisplay.textContent = `Score: ${score}`;
}
function rotatePiece() {
if (!piece) return;
const newShape = Array.from({ length: piece.shape[0].length }, () =>
Array(piece.shape.length).fill(0)
);
for (let row = 0; row < piece.shape.length; row++) {
for (let col = 0; col < piece.shape[row].length; col++) {
newShape[col][piece.shape.length - 1 - row] = piece.shape[row][col];
}
}
if (canMove(newShape, piece.x, piece.y)) {
piece.shape = newShape;
}
drawBoard();
}
function isGameOverCheck() {
for (let col = 0; col < COLS; col++) {
if (board[0][col]) {
isGameOver = true;
gameOverMessage.classList.remove('hidden');
break;
}
}
}
// Event listeners
document.addEventListener('keydown', (event) => {
if (!isPlaying) return;
switch (event.code) {
case 'ArrowLeft':
movePiece('left');
break;
case 'ArrowRight':
movePiece('right');
break;
case 'ArrowDown':
movePiece('down');
break;
case 'ArrowUp':
rotatePiece();
break;
}
});
startButton.addEventListener('click', () => {
if (isPlaying) {
isPlaying = false;
startButton.textContent = 'Start';
gameOverMessage.classList.add('hidden');
} else {
isPlaying = true;
startButton.textContent = 'Pause';
isGameOver = false;
score = 0;
scoreDisplay.textContent = `Score: ${score}`;
resetBoard();
piece = randomPiece();
drawBoard();
}
});
// Game loop
function gameLoop() {
if (!isPlaying) return;
movePiece('down');
isGameOverCheck();
if (!isGameOver) {
requestAnimationFrame(gameLoop);
}
}
// Start the game
resetBoard();
piece = randomPiece();
drawBoard();
gameLoop();
同样只贴出js部分的代码。可以看到claude给出了相对完善的js逻辑,所以我们直接选择用claude回答的代码进行调试,看看是否能正常在浏览器中运行。
贴出代码:
浏览器打开tetris运行效果:
可以看到,点击开始后方块不会自动下落,需要手动按下,继续反馈优化:
反馈完善功能
prompt:I mean when the game starts without pressing the down button, the cube falls at a constant speed
即当游戏开始时,方块保持匀速下落。
const canvas = document.getElementById('game-canvas');
const ctx = canvas.getContext('2d');
const scoreDisplay = document.getElementById('score');
const startButton = document.getElementById('start-button');
const gameOverMessage = document.getElementById('game-over-message');
// Game constants
const ROWS = 20;
const COLS = 10;
const BLOCK_SIZE = 20;
const LINE_CLEAR_POINTS = 100;
const FALL_SPEED = 500; // Adjust this value to control the falling speed (in milliseconds)
// Game state
let board = [];
let piece = null;
let isGameOver = false;
let isPlaying = false;
let score = 0;
let lastTime = 0;
let fallInterval = null;
// Tetromino shapes
// ... (shapes array remains the same)
// Helper functions
// ... (drawBoard, drawPiece, resetBoard, randomPiece, movePiece, canMove, placePiece, clearLines, rotatePiece, isGameOverCheck functions remain the same)
// Event listeners
document.addEventListener('keydown', (event) => {
if (!isPlaying) return;
switch (event.code) {
case 'ArrowLeft':
movePiece('left');
break;
case 'ArrowRight':
movePiece('right');
break;
case 'ArrowUp':
rotatePiece();
break;
}
});
startButton.addEventListener('click', () => {
if (isPlaying) {
isPlaying = false;
startButton.textContent = 'Start';
gameOverMessage.classList.add('hidden');
clearInterval(fallInterval); // Stop the automatic falling
} else {
isPlaying = true;
startButton.textContent = 'Pause';
isGameOver = false;
score = 0;
scoreDisplay.textContent = `Score: ${score}`;
resetBoard();
piece = randomPiece();
drawBoard();
lastTime = performance.now(); // Get the current time
fallInterval = setInterval(gameLoop, FALL_SPEED); // Start the automatic falling
}
});
// Game loop
function gameLoop() {
if (!isPlaying) return;
const currentTime = performance.now();
const deltaTime = currentTime - lastTime;
if (deltaTime >= FALL_SPEED) {
movePiece('down');
isGameOverCheck();
lastTime = currentTime;
}
if (!isGameOver) {
requestAnimationFrame(gameLoop);
} else {
clearInterval(fallInterval); // Stop the automatic falling when the game is over
}
}
// Start the game
resetBoard();
piece = randomPiece();
drawBoard();
可以看到claude会的的js代码里增加了方块下落的逻辑。点击开始后方块就能匀速下落
当然后面还有几个小问题,比如按下键没有加速下落,方块无法移动到最右端,这些都通过反馈cluade得到了解决,最终能正常运行记分,效果如下:
源码及claude导出文件
https://github.com/JiangSanJie/gpt-practice/
总结:
claude稳定账号获取
在本次俄罗斯方块的开发prompt中,claude回答相对完善,通过少量的反馈即可完成开发。当然其实chatgpt也能完成,但是需要prompt更加细致,可能针对回答的反馈会繁琐一些,这个感兴趣的读者可以去实验。我相信好的prompt会提高回答满意率!