Co-Pilot / 辅助式
更新于 25 days ago

flame_demo_game

Mmiles990
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miles990/flame_demo_game
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💡 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

对AI辅助开发感兴趣的游戏开发者复古游戏爱好者寻找游戏示例的Flutter开发者学习游戏设计的学生寻求有趣射击体验的休闲玩家

🤖 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!

安全分析低风险

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 /evolve skill - an autonomous AI agent that learns and iterates until goals are achieved.

Play Now

Play Space Shooter

Screenshots

Space Shooter Gameplay

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

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

五维分析
清晰度8/10
创新性8/10
实用性9/10
完整性8/10
可维护性7/10
优缺点分析

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

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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.