💡 摘要
一款使用Flutter和AI辅助技术开发的复古风格街机太空射击游戏。
🎯 适合人群
🤖 AI 吐槽: “这个游戏就像是从过去的复古爆炸中回归,但有AI在背后做重活——真是个强大的提升!”
README没有直接指示任何安全风险,但使用Flutter和AI代理等外部依赖可能引入漏洞。定期更新依赖项并进行安全审计以降低风险。
Space Shooter
A retro-style arcade space shooting game built with Flutter and Flame Engine.
Built with AI: This game was developed using self-evolving-agent's
/evolveskill - an autonomous AI agent that learns and iterates until goals are achieved.
Play Now
Screenshots

Features
Weapon System (5 Types × 4 Levels)
| Type | Color | Special Ability | |------|-------|-----------------| | Standard | Green | Balanced power | | Spread | Yellow-Green | Wide coverage | | Laser | Cyan | Piercing (hits multiple enemies) | | Missile | Orange | Homing (tracks enemies) | | Plasma | Purple | High damage |
Each weapon has 4 upgrade levels increasing bullet count and power.
Power-ups (12 Types)
Basic Power-ups (20% drop rate)
| Item | Color | Effect | |------|-------|--------| | Weapon Upgrade (W) | Orange | Level up current weapon | | Shield (S) | Blue | 8s protection | | Rapid Fire (R) | Purple | 5s double fire rate | | Speed Boost (>) | Yellow | 6s faster movement | | Bomb (B) | Red | Clear all enemies | | Extra Life (+) | Green | +1 life |
Weapon Type Power-ups
| Item | Color | Effect | |------|-------|--------| | Spread (SP) | Yellow-Green | Switch to spread weapon | | Laser (LA) | Cyan | Switch to laser weapon | | Missile (MI) | Deep Orange | Switch to missile weapon | | Plasma (PL) | Violet | Switch to plasma weapon |
Formation Bonus
| Item | Color | Effect | |------|-------|--------| | Mega Bonus (★) | Gold | +500 score + random power-up |
Enemy Types (8 Types)
| Type | Shape | Behavior | Spawn Direction | |------|-------|----------|-----------------| | Basic | Hexagon (Red) | Sine wave movement | Top | | Fast | Triangle (Orange) | High-speed straight | Top/Diagonal | | Tank | Square (Gray) | Slow but 3 HP | Top | | Shooter | Diamond (Purple) | Fires bullets | Top | | Zigzag | Star (Cyan) | Side-to-side movement | Top | | Tracker | Pentagon (Pink) | Follows player | Any direction | | Diver | Arrow (Yellow) | Dive attacks | Top | | Orbiter | Circle (Blue) | Orbital movement | Left/Right |
Spawn Directions: Top, Left, Right, Top-Left, Top-Right
Enemy Formations (5 Types)
- V-Shape: Classic formation
- Line: Horizontal row
- Circle: Circular pattern
- Arrow: Pointed formation
- Wave: Sine wave pattern
Formation Bonus: Destroy all enemies in a formation to get guaranteed bonus drops!
Boss Battles (Enhanced)
- Appears every 5 waves
- 3-Phase difficulty system:
- Phase 1 (>70% HP): Basic patterns
- Phase 2 (40-70% HP): More bullets, faster fire
- Phase 3 (<40% HP): Enraged mode with spiral attacks
- Enraged Mode (<30% HP): Speed boost + aggressive patterns
- Health: 1.5-2x higher than before
- Drops 3 random power-ups on defeat
Controls
| Key | Action | |-----|--------| | ↑↓←→ / WASD | Move | | SPACE | Shoot | | ESC | Pause |
How This Game Was Built
This project demonstrates AI-assisted game development using the self-evolving-agent workflow:
Step 1: Create Domain Skill
First, a Flame Engine skill was created based on the Flame Engine documentation. This skill encapsulates:
- Flame architecture patterns (FlameGame, Components, World/Camera)
- Input handling (keyboard, touch, joystick)
- Collision detection system
- Sprite animation patterns
- Audio integration
- Common game patterns (object pooling, spawners, parallax)
Step 2: Evolve the Game
With the Flame skill in place, the /evolve command was used to iteratively build the game:
/evolve 建立一個太空射擊遊戲 /evolve 加入武器升級和道具掉落系統 /evolve 加入多種敵人類型和 Boss /evolve 部署到 GitHub Pages
The self-evolving-agent autonomously:
- Searched memory for relevant patterns
- Applied Flame Engine best practices from the skill
- Implemented features with proper architecture
- Tested and fixed issues iteratively
- Deployed the final product
Development Time: ~40 minutes (initial) + ~20 minutes (enhancements)
Initial build (~40 minutes):
- Game architecture setup
- Player with 4-level weapon system
- 6 types of power-ups with drop system
- 5 enemy types with unique behaviors
- Boss battle system
- Wave progression
- HUD with lives display
- GitHub Pages deployment
Enhancement update (~20 minutes):
- 5 weapon types with unique properties
- 3 new enemy types with multi-directional spawning
- Enhanced Boss with 3-phase difficulty
- 12 power-up types
- Formation bonus system
Bug fixes (2026-01-13):
- Fixed Bomb power-up not clearing enemies (recursive search for nested components)
- Added visual confirmation flash effect when Bomb triggers
Why This Approach?
| Traditional | AI-Assisted | |-------------|-------------| | Read docs → Write code → Debug | Skill captures expertise → AI applies patterns | | Manual iteration | Autonomous PDCA cycles | | Knowledge in developer's head | Knowledge encoded in reusable skills | | Hours to days | ~40 minutes |
Skills are "packaged judgment" - they tell AI when to use what patterns, reducing decision points and ensuring consistency.
Tech Stack
- Flutter 3.x
- Flame Engine 1.x
- Dart 3.x
- AI Agent: self-evolving-agent
Development
# Install dependencies flutter pub get # Run in development flutter run -d chrome # Build for production flutter build web --release
Deployment
The game is deployed to GitHub Pages using the gh-pages branch.
# Build and deploy flutter build web --release # Copy build/web/* to gh-pages branch
License
MIT License
Credits
- Built with Flame Engine - A minimalist 2D game engine for Flutter
- Developed using self-evolving-agent - An autonomous AI development workflow
优点
- 引人入胜的复古风格游戏玩法
- AI辅助开发减少编码时间
- 多样的武器和敌人类型增强重玩性
- 通过GitHub Pages轻松部署
缺点
- 复古游戏典型的图形和音效设计有限
- 可能不吸引偏好现代图形的玩家
- AI依赖可能限制自定义
- 快速开发周期可能导致潜在的错误
相关技能
免责声明:本内容来源于 GitHub 开源项目,仅供展示和评分分析使用。
版权归原作者所有 miles990.
