This video show how to create a free local space shooter game with just text prompt using Mistral Nemo LLM.
Full Prompt:
"""
Create a Python program that generates a customizable space shooter game. The game should have the following features:
A player ship that can be customized with a choice of 3 colors and 2 weapon types
3 types of enemies with unique behaviors and difficulty levels
2 power-ups that can be collected by the player
5 levels with increasing difficulty
A boss fight at the end of level 5
The program should use the Pygame library and generate the game assets (sprites, backgrounds, etc.) using AI algorithms. The game should be playable from the terminal.
Customization Options:
Player ship color (red, blue, or green)
Player ship weapon type (laser or missiles)
AI-Generated Assets:
Player ship sprite
Enemy sprites (3 types)
Power-up icons (2 types)
Backgrounds (5 levels)
Gameplay Logic:
Player movement and shooting
Enemy AI behaviors (patrolling, chasing, etc.)
Collision detection and response
Scoring and level progression
Test the AI model's ability to generate a functional and engaging space shooter game with customization options.
"""
Full Game Code:
```python
import pygame
import random
# Initialize Pygame
pygame.init()
# Set up some constants
WIDTH, HEIGHT = 800, 600
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
LIVES = 3
# Set up the display
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
clock = pygame.time.Clock()
# Player class
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((50, 50))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
print("Left key pressed")
self.speed_x = -5
if keys[pygame.K_RIGHT]:
print("Right key pressed")
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > WIDTH:
self.rect.right = WIDTH
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
# Enemy class
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((30, 30))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed_y = random.randrange(1, 8)
def update(self):
self.rect.y += self.speed_y
if self.rect.top > HEIGHT + 10:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed_y = random.randrange(1, 8)
# Bullet class
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((10, 20))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.top = y
self.speed_y = -10
def update(self):
self.rect.y += self.speed_y
if self.rect.bottom < 0:
self.kill()
# Create sprite groups
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# Create player instance
player = Player()
all_sprites.add(player)
# Create enemy instances
for i in range(10):
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# Main game loop
running = True
lives = LIVES
while running:
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
print("Spacebar pressed")
player.shoot()
# Update
all_sprites.update()
# Check for bullet-enemy collisions
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# Check if player collides with an enemy
if pygame.sprite.spritecollideany(player, enemies):
lives -= 1
print(f"Lives left: {lives}")
if lives == 0:
running = False
else:
player.rect.centerx = WIDTH // 2
player.rect.bottom = HEIGHT - 10
# Draw
screen.fill(BLACK)
all_sprites.draw(screen)
# Flip the display
pygame.display.flip()
pygame.quit()
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