ghosthunter-RL / gym /webXOS_ghosthunter_gym_v1.html
webxos's picture
Rename webXOS_ghosthunter_gym_v1.html to gym/webXOS_ghosthunter_gym_v1.html
967cfcc verified
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>GHOST HUNTER · DATA SET GYM</title>
<!-- 8-bit font -->
<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
<style>
body {
margin: 0;
overflow: hidden;
font-family: 'Press Start 2P', 'Courier New', monospace;
background-color: black;
image-rendering: pixelated;
image-rendering: crisp-edges;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: #8af0ff;
text-shadow: 2px 2px 0 #004466;
font-size: 0.7rem;
z-index: 100;
background: #001c28;
padding: 6px 10px;
border: 2px solid #3ecfcf;
outline: 2px solid #005f7a;
letter-spacing: 0.5px;
pointer-events: none;
box-shadow: 4px 4px 0 #001018;
}
#timer-round {
position: absolute;
top: 10px;
left: 50%;
transform: translateX(-50%);
color: #ffffaa;
font-size: 0.9rem;
text-shadow: 2px 2px 0 #886600;
background: #1a2a1a;
padding: 6px 12px;
border: 2px solid #aaff55;
outline: 2px solid #3f9f3f;
z-index: 100;
letter-spacing: 0.5px;
white-space: nowrap;
box-shadow: 4px 4px 0 #0a1f0a;
}
#ghost-count {
position: absolute;
top: 10px;
right: 10px;
color: #ffaa88;
font-size: 0.9rem;
text-shadow: 2px 2px 0 #882200;
background: #2a1010;
padding: 6px 12px;
border: 2px solid #ff8866;
outline: 2px solid #aa4444;
z-index: 100;
letter-spacing: 0.5px;
box-shadow: 4px 4px 0 #200808;
}
#crosshair {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 18px;
height: 18px;
border: 3px solid #aaf0ff;
box-shadow: 0 0 0 2px #004466, 2px 2px 0 #003344;
pointer-events: none;
z-index: 200;
opacity: 0.9;
}
#crosshair::after {
content: '';
position: absolute;
top: 50%;
left: 50%;
width: 5px;
height: 5px;
background: #aaf0ff;
transform: translate(-50%, -50%);
box-shadow: 1px 1px 0 #004466;
}
#instructions {
position: absolute;
bottom: 15px;
left: 50%;
transform: translateX(-50%);
color: #b5ffff;
font-size: 0.55rem;
text-shadow: 2px 2px 0 #006688;
background: #0a1c28;
padding: 8px 14px;
border: 2px solid #3ecfcf;
outline: 2px solid #006688;
z-index: 100;
letter-spacing: 0.5px;
white-space: nowrap;
box-shadow: 4px 4px 0 #021018;
animation: pulse 2s step-end infinite;
}
@keyframes pulse {
0% { opacity: 1; background: #0a1c28; }
50% { opacity: 0.9; background: #0e2430; border-color: #5fe0e0; }
100% { opacity: 1; background: #0a1c28; }
}
#victory {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: #ffffaa;
font-size: 1.8rem;
text-shadow: 3px 3px 0 #448800;
background: #1a3f1a;
padding: 20px 30px;
border: 4px solid #aaff55;
outline: 3px solid #2f9f2f;
z-index: 300;
letter-spacing: 2px;
display: none;
text-align: center;
line-height: 1.5;
box-shadow: 10px 10px 0 #0a2a0a;
}
#victory span {
font-size: 1.0rem;
display: block;
margin-top: 15px;
color: #aaf0ff;
text-shadow: 2px 2px 0 #004466;
}
.scanline {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: repeating-linear-gradient(0deg, rgba(0,255,255,0.03) 0px, rgba(0,0,0,0.2) 2px, transparent 3px);
pointer-events: none;
z-index: 300;
opacity: 0.3;
}
.hit-effect {
position: absolute;
width: 20px;
height: 20px;
background: radial-gradient(circle, #ffffaa, #ff8800);
border-radius: 50%;
pointer-events: none;
z-index: 400;
transform: translate(-50%, -50%);
animation: hitPing 0.2s ease-out forwards;
}
@keyframes hitPing {
0% { opacity: 1; transform: translate(-50%, -50%) scale(0.5); }
100% { opacity: 0; transform: translate(-50%, -50%) scale(2); }
}
/* small flash for hit (kept for screen feedback) */
.kill-flash {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(255,220,150,0.1);
pointer-events: none;
z-index: 500;
animation: flashFade 0.1s ease-out;
}
@keyframes flashFade {
0% { opacity: 0.4; }
100% { opacity: 0; }
}
#lock-hint {
position: absolute;
bottom: 70px;
left: 50%;
transform: translateX(-50%);
color: #b0b0ff;
font-size: 0.45rem;
background: #000c1a;
padding: 4px 8px;
border: 1px solid #3399ff;
z-index: 150;
white-space: nowrap;
}
/* Dataset UI */
#dataset-panel {
position: absolute;
bottom: 120px;
right: 10px;
background: #0a1a2a;
border: 2px solid #ffaa55;
outline: 2px solid #aa5500;
padding: 8px 12px;
color: #ffdd99;
font-size: 0.6rem;
z-index: 250;
box-shadow: 4px 4px 0 #031010;
display: flex;
flex-direction: column;
gap: 6px;
min-width: 160px;
}
#dataset-panel button {
font-family: 'Press Start 2P', monospace;
background: #2a3f3f;
border: 2px solid #88aaff;
color: #ddeeff;
padding: 6px 8px;
font-size: 0.55rem;
cursor: pointer;
box-shadow: 2px 2px 0 #001122;
}
#dataset-panel button:hover {
background: #3f5f5f;
}
#capture-count {
color: #aaffaa;
text-align: right;
}
#export-status {
font-size: 0.45rem;
color: #99ccff;
word-break: break-all;
max-width: 180px;
}
</style>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.128.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.128.0/examples/jsm/",
"jszip": "https://cdn.skypack.dev/jszip@3.10.1"
}
}
</script>
</head>
<body>
<div id="info">>> GHOST HUNTER // DATASET GYM // by webXOS </div>
<div id="timer-round">TIME 00:00 ROUND 1/10</div>
<div id="ghost-count">GHOSTS 0</div>
<div id="crosshair"></div>
<div id="instructions">[CLICK TO LOCK] W/A/S/D MOVE | HOLD LMB AUTO (tight spread) | KILL = SCREENSHOT</div>
<div id="lock-hint">↖ CLICK GAME AREA TO LOCK / ESC TO UNLOCK</div>
<div id="victory">VICTORY<span id="final-time"></span></div>
<div class="scanline"></div>
<!-- Dataset capture & export panel -->
<div id="dataset-panel">
<div style="display: flex; justify-content: space-between;">
<span>📸 CAPTURES</span>
<span id="capture-count">0</span>
</div>
<button id="export-dataset">💾 EXPORT DATASET (ZIP)</button>
<div id="export-status"></div>
</div>
<script type="module">
import * as THREE from 'three';
import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import JSZip from 'jszip';
// --- SCENE SETUP ---
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x050510);
const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.8, 0);
const renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: "high-performance", preserveDrawingBuffer: true }); // preserveDrawingBuffer for captures
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.0));
renderer.toneMapping = THREE.ReinhardToneMapping;
document.body.appendChild(renderer.domElement);
// --- POST PROCESSING ---
const renderScene = new RenderPass(scene, camera);
const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.0, 0.3, 0.6);
bloomPass.threshold = 0.1;
bloomPass.strength = 1.3;
bloomPass.radius = 0.7;
const composer = new EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
// --- CONTROLS ---
const controls = new PointerLockControls(camera, document.body);
scene.add(controls.getObject());
renderer.domElement.addEventListener('click', () => {
if (gameActive) controls.lock();
});
// --- MOVEMENT (A left, D right) ---
const keyState = { w: false, a: false, s: false, d: false };
document.addEventListener('keydown', (e) => {
if (!gameActive) return;
switch(e.code) {
case 'KeyW': keyState.w = true; e.preventDefault(); break;
case 'KeyA': keyState.a = true; e.preventDefault(); break;
case 'KeyS': keyState.s = true; e.preventDefault(); break;
case 'KeyD': keyState.d = true; e.preventDefault(); break;
default: break;
}
});
document.addEventListener('keyup', (e) => {
switch(e.code) {
case 'KeyW': keyState.w = false; e.preventDefault(); break;
case 'KeyA': keyState.a = false; e.preventDefault(); break;
case 'KeyS': keyState.s = false; e.preventDefault(); break;
case 'KeyD': keyState.d = false; e.preventDefault(); break;
default: break;
}
});
const velocity = new THREE.Vector3();
const moveSpeed = 0.06;
const damping = 0.92;
const boundary = 20;
// --- WORLD POINTS (same as before) ---
const patterns = [
[[1,1,1,1,1],[1,1,1,1,1],[1,1,1,1,1],[1,1,1,1,1],[1,1,1,1,1]],
[[0,0,0,0,0],[0,0,0,0,0],[0,0,1,0,0],[0,0,0,0,0],[0,0,0,0,0]],
[[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0],[0,0,1,0,0]]
];
const cellSize = 1.8;
const jitter = 0.2;
const positions = [];
const colors = [];
function addPoint(px, py, pz) {
positions.push(px, py, pz);
colors.push(0.5+0.3*Math.random(), 0.7+0.3*Math.random(), 1.0);
}
const floorMin = -boundary, floorMax = boundary;
const cellsX = Math.floor((floorMax - floorMin) / cellSize);
const cellsZ = cellsX;
for (let i = 0; i < cellsX; i++) {
for (let j = 0; j < cellsZ; j++) {
const wx = floorMin + i * cellSize + cellSize/2;
const wz = floorMin + j * cellSize + cellSize/2;
const patIdx = (i + j) % patterns.length;
const pattern = patterns[patIdx];
for (let r = 0; r < 5; r++) {
for (let c = 0; c < 5; c++) {
if (pattern[r][c] === 1) {
const offsetX = (c/4-0.5)*cellSize*0.8 + (Math.random()-0.5)*jitter;
const offsetZ = (r/4-0.5)*cellSize*0.8 + (Math.random()-0.5)*jitter;
const offsetY = (Math.random()-0.5)*0.15;
addPoint(wx+offsetX, 0+offsetY, wz+offsetZ);
}
}
}
}
}
for (let s = -1; s <= 1; s+=2) {
for (let z = -boundary; z <= boundary; z+= cellSize*1.5) {
for (let y = 1; y < 10; y+= cellSize*0.9) {
addPoint(s*boundary, y, z);
}
}
for (let x = -boundary; x <= boundary; x+= cellSize*1.5) {
for (let y = 1; y < 10; y+= cellSize*0.9) {
addPoint(x, y, s*boundary);
}
}
}
const worldGeometry = new THREE.BufferGeometry();
worldGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
worldGeometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
const worldMaterial = new THREE.PointsMaterial({
size: 0.18,
vertexColors: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
transparent: true,
opacity: 0.8,
sizeAttenuation: true
});
const worldPoints = new THREE.Points(worldGeometry, worldMaterial);
scene.add(worldPoints);
// --- GAME STATE ---
let gameActive = true;
let round = 1;
const maxRounds = 10;
let ghosts = [];
let enemyProjectiles = [];
let explosions = []; // for 3D death effect
let elapsedSeconds = 0;
const timerRoundDiv = document.getElementById('timer-round');
const ghostCountDiv = document.getElementById('ghost-count');
const victoryDiv = document.getElementById('victory');
const finalTimeSpan = document.getElementById('final-time');
// Weapon state: LMB auto-fire only (no RMB)
let lmbPressed = false;
let lastLMBShot = 0;
const LMB_COOLDOWN = 0.12; // auto-fire rate
const SHOTGUN_PELLETS = 3; // fewer pellets, tighter spread for precision
const SPREAD_ANGLE = 0.03; // very tight spread (almost precise)
// --- DATASET CAPTURE ---
let captures = []; // each: { blob, metadata }
let captureIndex = 0;
const captureCountSpan = document.getElementById('capture-count');
const exportBtn = document.getElementById('export-dataset');
const exportStatus = document.getElementById('export-status');
function updateCaptureUI() {
captureCountSpan.innerText = captures.length;
}
// Capture canvas as PNG blob with current metadata
function captureCurrentFrame(killCount) {
// Use renderer to get a data URL (preserveDrawingBuffer must be true)
renderer.render(scene, camera); // ensure latest frame (composer already renders, but we can force)
// Use toBlob on the canvas element
renderer.domElement.toBlob((blob) => {
if (!blob) return;
const metadata = {
index: captureIndex++,
timestamp: performance.now(),
round: round,
ghostsRemaining: ghosts.length,
killsThisShot: killCount || 0,
playerPos: {
x: controls.getObject().position.x,
z: controls.getObject().position.z
},
description: `Kill shot at round ${round}, ${ghosts.length} ghosts remain`
};
captures.push({ blob, metadata });
updateCaptureUI();
}, 'image/png');
}
// --- IMPROVED GHOST EXPLOSION (3D particle burst) ---
function createGhostExplosion(position) {
const count = 20 + Math.floor(Math.random() * 20);
const positions = [];
const colors = [];
const velocities = [];
for (let i = 0; i < count; i++) {
// random direction
const vel = new THREE.Vector3(
(Math.random() - 0.5) * 0.5,
(Math.random() - 0.5) * 0.5,
(Math.random() - 0.5) * 0.5
).normalize().multiplyScalar(0.08 + Math.random() * 0.1);
velocities.push(vel);
positions.push(0, 0, 0); // relative to center
colors.push(1.0, 0.8 + Math.random()*0.2, 0.3 + Math.random()*0.3);
}
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
geom.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
const mat = new THREE.PointsMaterial({
size: 0.25,
vertexColors: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
transparent: true,
opacity: 1.0,
sizeAttenuation: true
});
const points = new THREE.Points(geom, mat);
points.position.copy(position);
scene.add(points);
explosions.push({
mesh: points,
velocities: velocities,
life: 1.0, // seconds
age: 0
});
}
// --- HITSCAN FUNCTION (modified to capture only on kill) ---
function firePrecisionShot() {
const origin = camera.position.clone();
const baseDir = new THREE.Vector3();
camera.getWorldDirection(baseDir);
// compute local axes perpendicular to view direction
const right = new THREE.Vector3().crossVectors(baseDir, camera.up).normalize();
const up = new THREE.Vector3().crossVectors(right, baseDir).normalize();
let killedAny = false;
let killCount = 0;
for (let i = 0; i < SHOTGUN_PELLETS; i++) {
// very tight spread
const spreadX = (Math.random() - 0.5) * SPREAD_ANGLE * 2;
const spreadY = (Math.random() - 0.5) * SPREAD_ANGLE * 2;
const dir = baseDir.clone()
.addScaledVector(right, spreadX)
.addScaledVector(up, spreadY)
.normalize();
let bestHit = null;
let bestT = Infinity;
for (let j = 0; j < ghosts.length; j++) {
const ghost = ghosts[j];
const toGhost = new THREE.Vector3().subVectors(ghost.position, origin);
const t = toGhost.dot(dir);
if (t < 0) continue;
if (t > 45) continue;
const toGhostLenSq = toGhost.lengthSq();
const perpDistSq = Math.max(0, toGhostLenSq - t * t);
const ghostRadius = ghost.userData.hitRadius || 2.5;
if (perpDistSq < ghostRadius * ghostRadius) {
if (t < bestT) {
bestT = t;
bestHit = ghost;
}
}
}
if (bestHit) {
// Remove ghost
scene.remove(bestHit);
const idx = ghosts.indexOf(bestHit);
if (idx !== -1) ghosts.splice(idx, 1);
// Create explosion effect at ghost position
createGhostExplosion(bestHit.position.clone());
// Show screen hit effect (2D)
showHitEffect(bestHit.position.clone());
killedAny = true;
killCount++;
}
}
// Screen flash for any kill
if (killedAny) {
const flash = document.createElement('div');
flash.className = 'kill-flash';
document.body.appendChild(flash);
setTimeout(() => flash.remove(), 100);
// --- CAPTURE ONLY ON KILL ---
captureCurrentFrame(killCount);
}
}
// --- VISUAL EFFECTS (2D screen hit marker) ---
function showHitEffect(worldPos) {
const ndc = worldPos.clone().project(camera);
if (Math.abs(ndc.x) <= 1 && Math.abs(ndc.y) <= 1 && ndc.z <= 1) {
const screenX = (ndc.x * 0.5 + 0.5) * window.innerWidth;
const screenY = (-ndc.y * 0.5 + 0.5) * window.innerHeight;
const div = document.createElement('div');
div.className = 'hit-effect';
div.style.left = screenX + 'px';
div.style.top = screenY + 'px';
document.body.appendChild(div);
setTimeout(() => div.remove(), 200);
}
}
// --- MOUSE EVENTS: only LMB auto-fire, RMB removed ---
document.addEventListener('mousedown', (e) => {
if (!controls.isLocked || !gameActive) return;
e.preventDefault();
if (e.button === 0) {
lmbPressed = true;
}
// ignore button 2 (RMB)
});
document.addEventListener('mouseup', (e) => {
if (e.button === 0) {
lmbPressed = false;
}
});
document.addEventListener('contextmenu', (e) => e.preventDefault());
// --- GHOST CREATION (same) ---
function createGhost(pos, roundNum) {
const pointCount = 60 + Math.floor(Math.random() * 30);
const positions = [];
const colors = [];
const visualRadius = 1.2 + roundNum * 0.2;
const hitRadius = visualRadius * 2.0;
for (let i = 0; i < pointCount; i++) {
const r = visualRadius * Math.pow(Math.random(), 0.7);
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
positions.push(
r * Math.sin(phi) * Math.cos(theta),
r * Math.sin(phi) * Math.sin(theta),
r * Math.cos(phi)
);
colors.push(0.7+0.3*Math.random(), 0.8+0.2*Math.random(), 1.0);
}
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
geom.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
const mat = new THREE.PointsMaterial({
size: 0.2,
vertexColors: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
sizeAttenuation: true,
transparent: true,
opacity: 0.95
});
const points = new THREE.Points(geom, mat);
points.position.copy(pos);
points.userData = {
visualRadius: visualRadius,
hitRadius: hitRadius,
shootInterval: 1.0 + Math.random() * 1.2,
lastShot: performance.now() / 1000,
baseY: pos.y,
timeOffset: Math.random() * 100,
rotSpeed: 0.002 + Math.random() * 0.004
};
scene.add(points);
return points;
}
function spawnRound(roundNum) {
const count = roundNum * 2;
for (let i = 0; i < count; i++) {
let x, z;
do {
x = (Math.random() - 0.5) * 30;
z = (Math.random() - 0.5) * 30;
} while (Math.sqrt(x*x + z*z) < 5);
const y = 2.0 + Math.random() * 6;
ghosts.push(createGhost(new THREE.Vector3(x, y, z), roundNum));
}
updateUI();
}
function updateUI() {
const mins = Math.floor(elapsedSeconds / 60);
const secs = Math.floor(elapsedSeconds % 60);
timerRoundDiv.innerText = `TIME ${mins.toString().padStart(2,'0')}:${secs.toString().padStart(2,'0')} ROUND ${round}/${maxRounds}`;
ghostCountDiv.innerText = `GHOSTS ${ghosts.length}`;
}
function nextRound() {
if (round < maxRounds) {
round++;
spawnRound(round);
} else {
gameActive = false;
controls.unlock();
victoryDiv.style.display = 'block';
const mins = Math.floor(elapsedSeconds / 60);
const secs = Math.floor(elapsedSeconds % 60);
finalTimeSpan.innerText = `TIME: ${mins.toString().padStart(2,'0')}:${secs.toString().padStart(2,'0')}`;
}
}
// --- Enemy projectiles (cosmetic) ---
function createEnemyProjectile(position, direction) {
const count = 12;
const positions = [];
const colors = [];
const radius = 0.6;
for (let i = 0; i < count; i++) {
const r = radius * (0.7 + 0.3 * Math.random());
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
positions.push(
r * Math.sin(phi) * Math.cos(theta),
r * Math.sin(phi) * Math.sin(theta),
r * Math.cos(phi)
);
colors.push(1.0, 0.3 + 0.7*Math.random(), 0.0);
}
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
geom.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
const mat = new THREE.PointsMaterial({
size: 0.3,
vertexColors: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
sizeAttenuation: true
});
const points = new THREE.Points(geom, mat);
points.position.copy(position);
points.userData = {
velocity: direction.clone().multiplyScalar(1.5),
life: 2.5
};
scene.add(points);
return points;
}
// --- EXPORT DATASET (ZIP) ---
async function exportDataset() {
if (captures.length === 0) {
exportStatus.innerText = 'No captures yet!';
setTimeout(() => { exportStatus.innerText = ''; }, 2000);
return;
}
exportStatus.innerText = 'Building ZIP...';
const zip = new JSZip();
// Add images and metadata
const imgFolder = zip.folder('images');
const metadataList = [];
for (let i = 0; i < captures.length; i++) {
const cap = captures[i];
const filename = `frame_${String(i).padStart(4, '0')}.png`;
imgFolder.file(filename, cap.blob);
metadataList.push({
...cap.metadata,
filename: filename
});
}
// Add metadata.json
zip.file('metadata.json', JSON.stringify(metadataList, null, 2));
// Add README.md for Hugging Face
const readme = `# Ghost Hunter RLHF Dataset (Precision Auto)
This dataset contains screenshots captured during gameplay of "Ghost Hunter" (8-bit FPS). Each image corresponds to a moment when the player successfully destroyed a ghost with the precision auto-fire. The dataset is intended for reinforcement learning from human feedback (RLHF) tasks, such as training a preference model to distinguish between "good" and "bad" shots.
## Dataset Structure
- \`images/\`: PNG frames captured at the moment of a kill.
- \`metadata.json\`: JSON array with per-frame metadata including round number, ghosts remaining, player position, kills in that shot, and timestamp.
## Stats
- Total captures: ${captures.length}
- Rounds covered: ${new Set(metadataList.map(m => m.round)).size}
- Time span: ${elapsedSeconds.toFixed(1)} seconds
## Usage
Use this dataset to fine-tune vision-language models or as a reward model input for RLHF. Each image can be paired with the question: "Is this a good aim?" or similar.
## License
CC0 (public domain) - feel free to use for any purpose.
`;
zip.file('README.md', readme);
// Generate zip and trigger download
const content = await zip.generateAsync({ type: 'blob' });
const url = URL.createObjectURL(content);
const a = document.createElement('a');
a.href = url;
a.download = `ghost_hunter_dataset_${new Date().toISOString().slice(0,10)}.zip`;
a.click();
URL.revokeObjectURL(url);
exportStatus.innerText = `Exported ${captures.length} captures.`;
setTimeout(() => { exportStatus.innerText = ''; }, 3000);
}
exportBtn.addEventListener('click', exportDataset);
// Initial spawn
spawnRound(1);
// --- ANIMATION LOOP ---
const clock = new THREE.Clock();
function animate() {
const delta = Math.min(clock.getDelta(), 0.1);
const now = performance.now() / 1000;
if (gameActive) {
elapsedSeconds += delta;
updateUI();
// Movement (A left, D right)
if (controls.isLocked) {
const moveDir = new THREE.Vector3();
if (keyState.w) moveDir.z = 1; // forward
if (keyState.s) moveDir.z = -1; // backward
if (keyState.a) moveDir.x = -1; // left
if (keyState.d) moveDir.x = 1; // right
if (moveDir.length() > 0) moveDir.normalize();
const cameraDir = new THREE.Vector3();
camera.getWorldDirection(cameraDir);
cameraDir.y = 0;
cameraDir.normalize();
const right = new THREE.Vector3().crossVectors(cameraDir, new THREE.Vector3(0,1,0)).normalize();
const moveWorld = new THREE.Vector3();
if (keyState.w || keyState.s) moveWorld.addScaledVector(cameraDir, moveDir.z);
if (keyState.a || keyState.d) moveWorld.addScaledVector(right, moveDir.x);
velocity.lerp(moveWorld.multiplyScalar(moveSpeed), 0.2);
const pos = controls.getObject().position;
pos.x += velocity.x;
pos.z += velocity.z;
if (Math.abs(pos.x) > boundary) pos.x = boundary * Math.sign(pos.x);
if (Math.abs(pos.z) > boundary) pos.z = boundary * Math.sign(pos.z);
velocity.multiplyScalar(damping);
}
// LMB auto-fire
if (lmbPressed && (now - lastLMBShot) > LMB_COOLDOWN) {
firePrecisionShot();
lastLMBShot = now;
}
// Ghost shooting (cosmetic)
ghosts.forEach(ghost => {
if (now - ghost.userData.lastShot > ghost.userData.shootInterval) {
ghost.userData.lastShot = now;
const dir = new THREE.Vector3().subVectors(camera.position, ghost.position).normalize();
enemyProjectiles.push(createEnemyProjectile(ghost.position.clone(), dir));
}
ghost.position.y = ghost.userData.baseY + Math.sin(now * 2 + ghost.userData.timeOffset) * 0.3;
ghost.rotation.y += ghost.userData.rotSpeed;
});
// Projectile movement
for (let i = enemyProjectiles.length - 1; i >= 0; i--) {
const proj = enemyProjectiles[i];
proj.position.addScaledVector(proj.userData.velocity, delta * 20);
proj.userData.life -= delta;
if (proj.userData.life <= 0) {
scene.remove(proj);
enemyProjectiles.splice(i, 1);
proj.geometry.dispose();
proj.material.dispose();
}
}
// Update explosions (death effects)
for (let i = explosions.length - 1; i >= 0; i--) {
const exp = explosions[i];
exp.age += delta;
if (exp.age >= exp.life) {
scene.remove(exp.mesh);
exp.mesh.geometry.dispose();
exp.mesh.material.dispose();
explosions.splice(i, 1);
continue;
}
// animate particles outward
const positions = exp.mesh.geometry.attributes.position.array;
const vel = exp.velocities;
for (let j = 0; j < positions.length / 3; j++) {
positions[j*3] += vel[j].x * delta * 15; // speed factor
positions[j*3+1] += vel[j].y * delta * 15;
positions[j*3+2] += vel[j].z * delta * 15;
}
exp.mesh.geometry.attributes.position.needsUpdate = true;
exp.mesh.material.opacity = 1.0 - exp.age / exp.life;
}
// Round transition
if (ghosts.length === 0 && gameActive) {
nextRound();
}
} else {
ghosts.forEach(g => g.rotation.y += 0.002);
}
worldMaterial.size = 0.16 + 0.02 * Math.sin(now * 6);
composer.render();
requestAnimationFrame(animate);
}
animate();
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>