flame-demo-game

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原始内容

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