Upload spacezombies_RL_gym.html
Browse files- spacezombies_RL_gym.html +1980 -0
spacezombies_RL_gym.html
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|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
|
| 6 |
+
<title>SPACE ZOMBIES RL - Mouse Behavior Dataset Gym</title>
|
| 7 |
+
<style>
|
| 8 |
+
body {
|
| 9 |
+
margin: 0;
|
| 10 |
+
overflow: hidden;
|
| 11 |
+
background: #000;
|
| 12 |
+
font-family: 'Courier New', monospace;
|
| 13 |
+
display: flex;
|
| 14 |
+
flex-direction: column;
|
| 15 |
+
align-items: center;
|
| 16 |
+
justify-content: center;
|
| 17 |
+
height: 100vh;
|
| 18 |
+
color: #00ff00;
|
| 19 |
+
image-rendering: pixelated;
|
| 20 |
+
touch-action: none;
|
| 21 |
+
}
|
| 22 |
+
|
| 23 |
+
#gameContainer {
|
| 24 |
+
position: relative;
|
| 25 |
+
width: 800px;
|
| 26 |
+
height: 450px;
|
| 27 |
+
border: 2px solid #00ff00;
|
| 28 |
+
box-shadow: 0 0 20px #00ff00;
|
| 29 |
+
max-width: 100%;
|
| 30 |
+
max-height: 70vh;
|
| 31 |
+
}
|
| 32 |
+
|
| 33 |
+
canvas {
|
| 34 |
+
display: block;
|
| 35 |
+
width: 100%;
|
| 36 |
+
height: 100%;
|
| 37 |
+
}
|
| 38 |
+
|
| 39 |
+
#ui {
|
| 40 |
+
position: absolute;
|
| 41 |
+
top: 10px;
|
| 42 |
+
left: 10px;
|
| 43 |
+
z-index: 10;
|
| 44 |
+
background: rgba(0, 0, 0, 0.7);
|
| 45 |
+
padding: 10px;
|
| 46 |
+
border: 1px solid #00ff00;
|
| 47 |
+
font-size: 14px;
|
| 48 |
+
}
|
| 49 |
+
|
| 50 |
+
#healthBar {
|
| 51 |
+
width: 200px;
|
| 52 |
+
height: 20px;
|
| 53 |
+
background: #333;
|
| 54 |
+
border: 1px solid #00ff00;
|
| 55 |
+
margin-bottom: 10px;
|
| 56 |
+
position: relative;
|
| 57 |
+
}
|
| 58 |
+
|
| 59 |
+
#healthFill {
|
| 60 |
+
width: 100%;
|
| 61 |
+
height: 100%;
|
| 62 |
+
background: #00ff00;
|
| 63 |
+
transition: width 0.3s;
|
| 64 |
+
}
|
| 65 |
+
|
| 66 |
+
#healthText {
|
| 67 |
+
position: absolute;
|
| 68 |
+
top: 0;
|
| 69 |
+
left: 0;
|
| 70 |
+
width: 100%;
|
| 71 |
+
text-align: center;
|
| 72 |
+
line-height: 20px;
|
| 73 |
+
font-weight: bold;
|
| 74 |
+
}
|
| 75 |
+
|
| 76 |
+
#datasetBar {
|
| 77 |
+
width: 200px;
|
| 78 |
+
height: 20px;
|
| 79 |
+
background: #333;
|
| 80 |
+
border: 1px solid #00aaff;
|
| 81 |
+
margin-top: 10px;
|
| 82 |
+
position: relative;
|
| 83 |
+
}
|
| 84 |
+
|
| 85 |
+
#datasetFill {
|
| 86 |
+
width: 0%;
|
| 87 |
+
height: 100%;
|
| 88 |
+
background: #00aaff;
|
| 89 |
+
transition: width 0.3s;
|
| 90 |
+
}
|
| 91 |
+
|
| 92 |
+
#datasetText {
|
| 93 |
+
position: absolute;
|
| 94 |
+
top: 0;
|
| 95 |
+
left: 0;
|
| 96 |
+
width: 100%;
|
| 97 |
+
text-align: center;
|
| 98 |
+
line-height: 20px;
|
| 99 |
+
font-weight: bold;
|
| 100 |
+
color: #fff;
|
| 101 |
+
}
|
| 102 |
+
|
| 103 |
+
#bombCooldown {
|
| 104 |
+
width: 200px;
|
| 105 |
+
height: 10px;
|
| 106 |
+
background: #333;
|
| 107 |
+
border: 1px solid #00ff00;
|
| 108 |
+
margin-top: 5px;
|
| 109 |
+
}
|
| 110 |
+
|
| 111 |
+
#bombFill {
|
| 112 |
+
width: 0%;
|
| 113 |
+
height: 100%;
|
| 114 |
+
background: #ff5500;
|
| 115 |
+
transition: width 0.1s;
|
| 116 |
+
}
|
| 117 |
+
|
| 118 |
+
#gameOver {
|
| 119 |
+
display: none;
|
| 120 |
+
position: absolute;
|
| 121 |
+
top: 50%;
|
| 122 |
+
left: 50%;
|
| 123 |
+
transform: translate(-50%, -50%);
|
| 124 |
+
background: rgba(0, 0, 0, 0.9);
|
| 125 |
+
padding: 30px;
|
| 126 |
+
border: 3px solid #00ff00;
|
| 127 |
+
text-align: center;
|
| 128 |
+
z-index: 20;
|
| 129 |
+
width: 300px;
|
| 130 |
+
}
|
| 131 |
+
|
| 132 |
+
#menu {
|
| 133 |
+
display: none;
|
| 134 |
+
position: absolute;
|
| 135 |
+
top: 50%;
|
| 136 |
+
left: 50%;
|
| 137 |
+
transform: translate(-50%, -50%);
|
| 138 |
+
background: rgba(0, 0, 0, 0.95);
|
| 139 |
+
padding: 20px;
|
| 140 |
+
border: 3px solid #00ff00;
|
| 141 |
+
z-index: 20;
|
| 142 |
+
width: 500px;
|
| 143 |
+
max-height: 80vh;
|
| 144 |
+
overflow-y: auto;
|
| 145 |
+
}
|
| 146 |
+
|
| 147 |
+
.menu-section {
|
| 148 |
+
margin-bottom: 20px;
|
| 149 |
+
border-bottom: 1px solid #00ff00;
|
| 150 |
+
padding-bottom: 10px;
|
| 151 |
+
}
|
| 152 |
+
|
| 153 |
+
.stat-row {
|
| 154 |
+
display: flex;
|
| 155 |
+
justify-content: space-between;
|
| 156 |
+
margin: 5px 0;
|
| 157 |
+
}
|
| 158 |
+
|
| 159 |
+
button {
|
| 160 |
+
background: #00ff00;
|
| 161 |
+
color: #000;
|
| 162 |
+
border: none;
|
| 163 |
+
padding: 10px 20px;
|
| 164 |
+
margin-top: 10px;
|
| 165 |
+
cursor: pointer;
|
| 166 |
+
font-weight: bold;
|
| 167 |
+
font-family: 'Courier New', monospace;
|
| 168 |
+
}
|
| 169 |
+
|
| 170 |
+
button:hover {
|
| 171 |
+
background: #22ff22;
|
| 172 |
+
}
|
| 173 |
+
|
| 174 |
+
button:disabled {
|
| 175 |
+
background: #555;
|
| 176 |
+
cursor: not-allowed;
|
| 177 |
+
}
|
| 178 |
+
|
| 179 |
+
#instructions {
|
| 180 |
+
margin-top: 20px;
|
| 181 |
+
text-align: center;
|
| 182 |
+
max-width: 800px;
|
| 183 |
+
line-height: 1.5;
|
| 184 |
+
font-size: 14px;
|
| 185 |
+
color: #00aaff;
|
| 186 |
+
}
|
| 187 |
+
|
| 188 |
+
.crosshair {
|
| 189 |
+
position: absolute;
|
| 190 |
+
width: 20px;
|
| 191 |
+
height: 20px;
|
| 192 |
+
pointer-events: none;
|
| 193 |
+
z-index: 15;
|
| 194 |
+
transform: translate(-50%, -50%);
|
| 195 |
+
color: #00ff00;
|
| 196 |
+
font-size: 20px;
|
| 197 |
+
text-align: center;
|
| 198 |
+
line-height: 20px;
|
| 199 |
+
}
|
| 200 |
+
|
| 201 |
+
#movementIndicator {
|
| 202 |
+
position: absolute;
|
| 203 |
+
width: 20px;
|
| 204 |
+
height: 20px;
|
| 205 |
+
border-radius: 50%;
|
| 206 |
+
background: rgba(0, 255, 255, 0.5);
|
| 207 |
+
border: 2px solid #00ffff;
|
| 208 |
+
pointer-events: none;
|
| 209 |
+
z-index: 5;
|
| 210 |
+
display: none;
|
| 211 |
+
transform: translate(-50%, -50%);
|
| 212 |
+
}
|
| 213 |
+
|
| 214 |
+
#exportPanel {
|
| 215 |
+
display: none;
|
| 216 |
+
position: absolute;
|
| 217 |
+
top: 50%;
|
| 218 |
+
left: 50%;
|
| 219 |
+
transform: translate(-50%, -50%);
|
| 220 |
+
background: rgba(0, 0, 0, 0.95);
|
| 221 |
+
padding: 30px;
|
| 222 |
+
border: 3px solid #00aaff;
|
| 223 |
+
z-index: 25;
|
| 224 |
+
width: 400px;
|
| 225 |
+
text-align: center;
|
| 226 |
+
}
|
| 227 |
+
|
| 228 |
+
.data-point {
|
| 229 |
+
position: absolute;
|
| 230 |
+
width: 8px;
|
| 231 |
+
height: 8px;
|
| 232 |
+
border-radius: 50%;
|
| 233 |
+
z-index: 3;
|
| 234 |
+
pointer-events: none;
|
| 235 |
+
}
|
| 236 |
+
|
| 237 |
+
.lmb-point {
|
| 238 |
+
background: rgba(255, 0, 0, 0.7);
|
| 239 |
+
box-shadow: 0 0 8px rgba(255, 0, 0, 0.9);
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
.rmb-point {
|
| 243 |
+
background: rgba(255, 165, 0, 0.7);
|
| 244 |
+
box-shadow: 0 0 8px rgba(255, 165, 0, 0.9);
|
| 245 |
+
}
|
| 246 |
+
|
| 247 |
+
.move-point {
|
| 248 |
+
background: rgba(0, 255, 255, 0.5);
|
| 249 |
+
box-shadow: 0 0 5px rgba(0, 255, 255, 0.7);
|
| 250 |
+
}
|
| 251 |
+
|
| 252 |
+
#dataStats {
|
| 253 |
+
position: absolute;
|
| 254 |
+
top: 10px;
|
| 255 |
+
right: 10px;
|
| 256 |
+
z-index: 10;
|
| 257 |
+
background: rgba(0, 0, 0, 0.7);
|
| 258 |
+
padding: 10px;
|
| 259 |
+
border: 1px solid #00aaff;
|
| 260 |
+
font-size: 12px;
|
| 261 |
+
max-width: 200px;
|
| 262 |
+
}
|
| 263 |
+
|
| 264 |
+
#waveAlert {
|
| 265 |
+
position: absolute;
|
| 266 |
+
top: 50%;
|
| 267 |
+
left: 50%;
|
| 268 |
+
transform: translate(-50%, -50%);
|
| 269 |
+
font-size: 24px;
|
| 270 |
+
font-weight: bold;
|
| 271 |
+
text-shadow: 0 0 10px #00ff00;
|
| 272 |
+
z-index: 15;
|
| 273 |
+
display: none;
|
| 274 |
+
}
|
| 275 |
+
|
| 276 |
+
#completionMessage {
|
| 277 |
+
display: none;
|
| 278 |
+
position: absolute;
|
| 279 |
+
top: 50%;
|
| 280 |
+
left: 50%;
|
| 281 |
+
transform: translate(-50%, -50%);
|
| 282 |
+
background: rgba(0, 0, 0, 0.9);
|
| 283 |
+
padding: 30px;
|
| 284 |
+
border: 3px solid #00ff00;
|
| 285 |
+
text-align: center;
|
| 286 |
+
z-index: 20;
|
| 287 |
+
width: 400px;
|
| 288 |
+
}
|
| 289 |
+
|
| 290 |
+
@media (max-width: 768px) {
|
| 291 |
+
#gameContainer {
|
| 292 |
+
width: 100%;
|
| 293 |
+
height: 60vh;
|
| 294 |
+
}
|
| 295 |
+
|
| 296 |
+
#ui {
|
| 297 |
+
font-size: 12px;
|
| 298 |
+
padding: 5px;
|
| 299 |
+
}
|
| 300 |
+
|
| 301 |
+
#healthBar, #datasetBar, #bombCooldown {
|
| 302 |
+
width: 150px;
|
| 303 |
+
}
|
| 304 |
+
|
| 305 |
+
#dataStats {
|
| 306 |
+
font-size: 10px;
|
| 307 |
+
padding: 5px;
|
| 308 |
+
max-width: 150px;
|
| 309 |
+
}
|
| 310 |
+
}
|
| 311 |
+
</style>
|
| 312 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
| 313 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/jszip/3.10.1/jszip.min.js"></script>
|
| 314 |
+
</head>
|
| 315 |
+
<body>
|
| 316 |
+
<h1>SPACE ZOMBIES RL GYM by webXOS 2026</h1>
|
| 317 |
+
<div id="gameContainer">
|
| 318 |
+
<div id="ui">
|
| 319 |
+
<div class="stat-row">
|
| 320 |
+
<div>Wave: <span id="waveNumber">1</span>/10</div>
|
| 321 |
+
<div>Dataset Level: <span id="datasetLevel">1</span></div>
|
| 322 |
+
</div>
|
| 323 |
+
<div class="stat-row">
|
| 324 |
+
<div>Zombies: <span id="zombieCountValue">0</span></div>
|
| 325 |
+
<div>Data Points: <span id="dataPoints">0</span>/<span id="dataNeeded">100</span></div>
|
| 326 |
+
</div>
|
| 327 |
+
<div>HEALTH</div>
|
| 328 |
+
<div id="healthBar">
|
| 329 |
+
<div id="healthFill"></div>
|
| 330 |
+
<div id="healthText">100%</div>
|
| 331 |
+
</div>
|
| 332 |
+
<div class="stat-row">
|
| 333 |
+
<div>Bomb Ready</div>
|
| 334 |
+
<div id="bombTimer">10s</div>
|
| 335 |
+
</div>
|
| 336 |
+
<div id="bombCooldown">
|
| 337 |
+
<div id="bombFill"></div>
|
| 338 |
+
</div>
|
| 339 |
+
<div>DATASET PROGRESS</div>
|
| 340 |
+
<div id="datasetBar">
|
| 341 |
+
<div id="datasetFill"></div>
|
| 342 |
+
<div id="datasetText">0%</div>
|
| 343 |
+
</div>
|
| 344 |
+
</div>
|
| 345 |
+
|
| 346 |
+
<div id="dataStats">
|
| 347 |
+
<div>Mouse Data Collection</div>
|
| 348 |
+
<div>LMB Clicks: <span id="lmbCount">0</span></div>
|
| 349 |
+
<div>RMB Clicks: <span id="rmbCount">0</span></div>
|
| 350 |
+
<div>Movement: <span id="moveCount">0</span></div>
|
| 351 |
+
<div>Session Time: <span id="sessionTime">0</span>s</div>
|
| 352 |
+
</div>
|
| 353 |
+
|
| 354 |
+
<div id="waveAlert">Wave <span id="waveAlertNumber">1</span></div>
|
| 355 |
+
|
| 356 |
+
<div id="gameOver">
|
| 357 |
+
<h2>MISSION TERMINATED</h2>
|
| 358 |
+
<p>You survived <span id="finalWave">0</span> waves</p>
|
| 359 |
+
<p>Dataset Level: <span id="finalDatasetLevel">1</span></p>
|
| 360 |
+
<p>Total Data Points: <span id="finalDataPoints">0</span></p>
|
| 361 |
+
<button id="exportButton">EXPORT DATASET</button>
|
| 362 |
+
<button id="restartButton">NEW SESSION</button>
|
| 363 |
+
</div>
|
| 364 |
+
|
| 365 |
+
<div id="completionMessage">
|
| 366 |
+
<h2>DATASET COMPLETE!</h2>
|
| 367 |
+
<p>You cleared all 10 waves and collected valuable RL data!</p>
|
| 368 |
+
<p>Final Dataset Level: <span id="completionDatasetLevel">1</span></p>
|
| 369 |
+
<p>Total Samples: <span id="completionSamples">0</span></p>
|
| 370 |
+
<button id="completionExport">EXPORT TO HUGGING FACE</button>
|
| 371 |
+
<button id="completionRestart">NEW COLLECTION</button>
|
| 372 |
+
</div>
|
| 373 |
+
|
| 374 |
+
<div id="menu">
|
| 375 |
+
<h2>RL DATASET COLLECTOR</h2>
|
| 376 |
+
<div class="menu-section">
|
| 377 |
+
<h3>DATASET STATS</h3>
|
| 378 |
+
<div class="stat-row">
|
| 379 |
+
<div>Dataset Level:</div>
|
| 380 |
+
<div id="menuDatasetLevel">1</div>
|
| 381 |
+
</div>
|
| 382 |
+
<div class="stat-row">
|
| 383 |
+
<div>Data Points:</div>
|
| 384 |
+
<div id="menuDataPoints">0/100</div>
|
| 385 |
+
</div>
|
| 386 |
+
<div class="stat-row">
|
| 387 |
+
<div>Mouse Clicks (LMB):</div>
|
| 388 |
+
<div id="menuLMB">0</div>
|
| 389 |
+
</div>
|
| 390 |
+
<div class="stat-row">
|
| 391 |
+
<div>Bomb Clicks (RMB):</div>
|
| 392 |
+
<div id="menuRMB">0</div>
|
| 393 |
+
</div>
|
| 394 |
+
<div class="stat-row">
|
| 395 |
+
<div>Movement Samples:</div>
|
| 396 |
+
<div id="menuMovement">0</div>
|
| 397 |
+
</div>
|
| 398 |
+
<div class="stat-row">
|
| 399 |
+
<div>Session Duration:</div>
|
| 400 |
+
<div id="menuSessionTime">0s</div>
|
| 401 |
+
</div>
|
| 402 |
+
</div>
|
| 403 |
+
|
| 404 |
+
<div class="menu-section">
|
| 405 |
+
<h3>RL RESEARCH PARAMETERS</h3>
|
| 406 |
+
<div class="stat-row">
|
| 407 |
+
<div>Sampling Rate:</div>
|
| 408 |
+
<div>50ms</div>
|
| 409 |
+
</div>
|
| 410 |
+
<div class="stat-row">
|
| 411 |
+
<div>Features Collected:</div>
|
| 412 |
+
<div>18</div>
|
| 413 |
+
</div>
|
| 414 |
+
<div class="stat-row">
|
| 415 |
+
<div>Export Format:</div>
|
| 416 |
+
<div>JSON + CSV</div>
|
| 417 |
+
</div>
|
| 418 |
+
<div class="stat-row">
|
| 419 |
+
<div>HF Compatible:</div>
|
| 420 |
+
<div style="color: #00ff00">✓</div>
|
| 421 |
+
</div>
|
| 422 |
+
</div>
|
| 423 |
+
|
| 424 |
+
<button id="resumeButton">RESUME COLLECTION</button>
|
| 425 |
+
<button id="manualExport" style="background: #00aaff; margin-left: 10px;">EXPORT NOW</button>
|
| 426 |
+
</div>
|
| 427 |
+
|
| 428 |
+
<div id="exportPanel">
|
| 429 |
+
<h2>DATASET EXPORT</h2>
|
| 430 |
+
<p>Your mouse behavior data is ready for Hugging Face!</p>
|
| 431 |
+
<div id="exportStats" style="text-align: left; margin: 15px 0; padding: 10px; background: rgba(0,0,0,0.5);">
|
| 432 |
+
<!-- Filled by JavaScript -->
|
| 433 |
+
</div>
|
| 434 |
+
<p>Files included in export:</p>
|
| 435 |
+
<ul style="text-align: left; font-size: 14px;">
|
| 436 |
+
<li>mouse_behavior.json (raw data)</li>
|
| 437 |
+
<li>rl_transitions.csv (state-action pairs)</li>
|
| 438 |
+
<li>metadata.yaml (HF dataset card)</li>
|
| 439 |
+
<li>README.md (usage instructions)</li>
|
| 440 |
+
</ul>
|
| 441 |
+
<button id="downloadButton">DOWNLOAD ZIP</button>
|
| 442 |
+
<button id="closeExport" style="background: #555; margin-left: 10px;">CLOSE</button>
|
| 443 |
+
</div>
|
| 444 |
+
|
| 445 |
+
<div class="crosshair">+</div>
|
| 446 |
+
<div id="movementIndicator"></div>
|
| 447 |
+
<canvas id="gameCanvas"></canvas>
|
| 448 |
+
</div>
|
| 449 |
+
<div id="instructions">
|
| 450 |
+
<p><strong>RL RESEARCH MODE:</strong> CLICK to move | AUTO-AIM at nearest zombie | RIGHT CLICK or BOMB button (10s cooldown) | ESC for menu</p>
|
| 451 |
+
<p>Every mouse action collects data for RL training. Survive waves to level up your dataset. Export to Hugging Face for research!</p>
|
| 452 |
+
</div>
|
| 453 |
+
|
| 454 |
+
<script>
|
| 455 |
+
// Game variables
|
| 456 |
+
let scene, camera, renderer;
|
| 457 |
+
let player, playerModel, zombies = [];
|
| 458 |
+
let walls = [];
|
| 459 |
+
let doors = [];
|
| 460 |
+
let projectiles = [];
|
| 461 |
+
let explosions = [];
|
| 462 |
+
let itemDrops = [];
|
| 463 |
+
let playerHealth = 100;
|
| 464 |
+
let playerMaxHealth = 100;
|
| 465 |
+
let datasetLevel = 1;
|
| 466 |
+
let datasetPoints = 0;
|
| 467 |
+
let pointsToNextLevel = 100;
|
| 468 |
+
let playerSpeed = 0.1;
|
| 469 |
+
let playerDamage = 10;
|
| 470 |
+
let currentWave = 1;
|
| 471 |
+
let maxWaves = 10;
|
| 472 |
+
let zombiesInWave = 0;
|
| 473 |
+
let zombiesRemaining = 0;
|
| 474 |
+
let zombiesKilled = 0;
|
| 475 |
+
let gameOver = false;
|
| 476 |
+
let gameCompleted = false;
|
| 477 |
+
let lastSpawnTime = 0;
|
| 478 |
+
let lastWaveTime = 0;
|
| 479 |
+
let lastShotTime = 0;
|
| 480 |
+
let bombCooldown = 0;
|
| 481 |
+
let bombMaxCooldown = 10;
|
| 482 |
+
let mouse = { x: 0, y: 0, leftDown: false, rightDown: false };
|
| 483 |
+
let playerTarget = { x: 0, y: 0, z: 0 };
|
| 484 |
+
let isMenuOpen = false;
|
| 485 |
+
let raycaster = new THREE.Raycaster();
|
| 486 |
+
|
| 487 |
+
// RL Dataset variables
|
| 488 |
+
let mouseDataset = [];
|
| 489 |
+
let sessionStartTime = Date.now();
|
| 490 |
+
let lmbCount = 0;
|
| 491 |
+
let rmbCount = 0;
|
| 492 |
+
let movementSamples = 0;
|
| 493 |
+
let lastMouseMoveTime = 0;
|
| 494 |
+
let lastMousePosition = { x: 0, y: 0 };
|
| 495 |
+
let mouseMoveThreshold = 5;
|
| 496 |
+
let samplingInterval = 50;
|
| 497 |
+
|
| 498 |
+
// Movement system - FIXED to match original
|
| 499 |
+
let moveToTarget = null;
|
| 500 |
+
let isMoving = false;
|
| 501 |
+
|
| 502 |
+
// Shooting system - AUTO SHOOT like original
|
| 503 |
+
let autoShoot = true;
|
| 504 |
+
|
| 505 |
+
// Initialize the game
|
| 506 |
+
function init() {
|
| 507 |
+
// Create scene
|
| 508 |
+
scene = new THREE.Scene();
|
| 509 |
+
scene.background = new THREE.Color(0x000011);
|
| 510 |
+
|
| 511 |
+
// Create starfield background
|
| 512 |
+
createStarfield();
|
| 513 |
+
|
| 514 |
+
// Create camera (orthographic for isometric view)
|
| 515 |
+
const frustumSize = 50;
|
| 516 |
+
const aspect = 800 / 450;
|
| 517 |
+
camera = new THREE.OrthographicCamera(
|
| 518 |
+
frustumSize * aspect / -2,
|
| 519 |
+
frustumSize * aspect / 2,
|
| 520 |
+
frustumSize / 2,
|
| 521 |
+
frustumSize / -2,
|
| 522 |
+
0.1,
|
| 523 |
+
1000
|
| 524 |
+
);
|
| 525 |
+
camera.position.set(35, 35, 35);
|
| 526 |
+
camera.lookAt(0, 0, 0);
|
| 527 |
+
|
| 528 |
+
// Create renderer
|
| 529 |
+
renderer = new THREE.WebGLRenderer({
|
| 530 |
+
canvas: document.getElementById('gameCanvas'),
|
| 531 |
+
antialias: false
|
| 532 |
+
});
|
| 533 |
+
renderer.setSize(800, 450);
|
| 534 |
+
renderer.setPixelRatio(1);
|
| 535 |
+
|
| 536 |
+
// Lighting
|
| 537 |
+
const ambientLight = new THREE.AmbientLight(0x404040, 1);
|
| 538 |
+
scene.add(ambientLight);
|
| 539 |
+
|
| 540 |
+
const pointLight = new THREE.PointLight(0xffffff, 1, 50);
|
| 541 |
+
pointLight.position.set(0, 0, 10);
|
| 542 |
+
scene.add(pointLight);
|
| 543 |
+
|
| 544 |
+
// Create environment
|
| 545 |
+
createEnvironment();
|
| 546 |
+
|
| 547 |
+
// Create player
|
| 548 |
+
createPlayer();
|
| 549 |
+
|
| 550 |
+
// Start game loop
|
| 551 |
+
animate();
|
| 552 |
+
|
| 553 |
+
// Event listeners - FIXED to match original controls
|
| 554 |
+
window.addEventListener('keydown', (e) => {
|
| 555 |
+
if (e.code === 'Escape') {
|
| 556 |
+
toggleMenu();
|
| 557 |
+
e.preventDefault();
|
| 558 |
+
}
|
| 559 |
+
});
|
| 560 |
+
|
| 561 |
+
document.getElementById('restartButton').addEventListener('click', restartGame);
|
| 562 |
+
document.getElementById('completionRestart').addEventListener('click', restartGame);
|
| 563 |
+
document.getElementById('completionExport').addEventListener('click', showExportPanel);
|
| 564 |
+
document.getElementById('exportButton').addEventListener('click', showExportPanel);
|
| 565 |
+
document.getElementById('resumeButton').addEventListener('click', toggleMenu);
|
| 566 |
+
document.getElementById('manualExport').addEventListener('click', showExportPanel);
|
| 567 |
+
document.getElementById('closeExport').addEventListener('click', () => {
|
| 568 |
+
document.getElementById('exportPanel').style.display = 'none';
|
| 569 |
+
});
|
| 570 |
+
document.getElementById('downloadButton').addEventListener('click', exportDataset);
|
| 571 |
+
|
| 572 |
+
const gameContainer = document.getElementById('gameContainer');
|
| 573 |
+
|
| 574 |
+
// Mouse move tracking - UPDATED to work like original
|
| 575 |
+
gameContainer.addEventListener('mousemove', (e) => {
|
| 576 |
+
if (isMenuOpen || gameOver || gameCompleted) return;
|
| 577 |
+
|
| 578 |
+
const rect = gameContainer.getBoundingClientRect();
|
| 579 |
+
const x = e.clientX - rect.left;
|
| 580 |
+
const y = e.clientY - rect.top;
|
| 581 |
+
|
| 582 |
+
mouse.x = (x / rect.width) * 2 - 1;
|
| 583 |
+
mouse.y = -(y / rect.height) * 2 + 1;
|
| 584 |
+
|
| 585 |
+
// Update crosshair position
|
| 586 |
+
const crosshair = document.querySelector('.crosshair');
|
| 587 |
+
crosshair.style.left = x + 'px';
|
| 588 |
+
crosshair.style.top = y + 'px';
|
| 589 |
+
|
| 590 |
+
// Record mouse movement for RL dataset
|
| 591 |
+
recordMouseMovement(x, y, rect.width, rect.height);
|
| 592 |
+
});
|
| 593 |
+
|
| 594 |
+
// Click to move - FIXED: Like original, click moves player
|
| 595 |
+
gameContainer.addEventListener('mousedown', (e) => {
|
| 596 |
+
if (isMenuOpen || gameOver || gameCompleted) return;
|
| 597 |
+
|
| 598 |
+
const rect = gameContainer.getBoundingClientRect();
|
| 599 |
+
const clientX = e.clientX;
|
| 600 |
+
const clientY = e.clientY;
|
| 601 |
+
|
| 602 |
+
// Right click for bomb (like original)
|
| 603 |
+
if (e.button === 2) {
|
| 604 |
+
e.preventDefault();
|
| 605 |
+
useBomb();
|
| 606 |
+
recordMouseAction('rmb', clientX - rect.left, clientY - rect.top);
|
| 607 |
+
return;
|
| 608 |
+
}
|
| 609 |
+
|
| 610 |
+
// Left click for movement ONLY (like original)
|
| 611 |
+
if (e.button === 0) {
|
| 612 |
+
// Record movement click
|
| 613 |
+
recordMouseAction('move_click', clientX - rect.left, clientY - rect.top);
|
| 614 |
+
|
| 615 |
+
// Handle movement (exactly like original)
|
| 616 |
+
handleMoveInput(e);
|
| 617 |
+
}
|
| 618 |
+
});
|
| 619 |
+
|
| 620 |
+
// Prevent context menu - FIXED: Right click for bomb
|
| 621 |
+
gameContainer.addEventListener('contextmenu', (e) => {
|
| 622 |
+
e.preventDefault();
|
| 623 |
+
if (!isMenuOpen && !gameOver && !gameCompleted) {
|
| 624 |
+
useBomb();
|
| 625 |
+
const rect = gameContainer.getBoundingClientRect();
|
| 626 |
+
recordMouseAction('rmb', e.clientX - rect.left, e.clientY - rect.top);
|
| 627 |
+
}
|
| 628 |
+
});
|
| 629 |
+
|
| 630 |
+
// Update session timer every second
|
| 631 |
+
setInterval(updateSessionTimer, 1000);
|
| 632 |
+
|
| 633 |
+
// Start first wave
|
| 634 |
+
startWave();
|
| 635 |
+
}
|
| 636 |
+
|
| 637 |
+
// Record mouse movement for RL dataset
|
| 638 |
+
function recordMouseMovement(x, y, containerWidth, containerHeight) {
|
| 639 |
+
const now = Date.now();
|
| 640 |
+
const gameRect = document.getElementById('gameContainer').getBoundingClientRect();
|
| 641 |
+
|
| 642 |
+
// Only record if enough time has passed
|
| 643 |
+
if (now - lastMouseMoveTime > samplingInterval) {
|
| 644 |
+
// Calculate normalized position (0-1)
|
| 645 |
+
const normalizedX = x / containerWidth;
|
| 646 |
+
const normalizedY = y / containerHeight;
|
| 647 |
+
|
| 648 |
+
// Calculate velocity
|
| 649 |
+
let velocityX = 0, velocityY = 0;
|
| 650 |
+
if (lastMousePosition.x !== 0 || lastMousePosition.y !== 0) {
|
| 651 |
+
velocityX = (x - lastMousePosition.x) / ((now - lastMouseMoveTime) || 1);
|
| 652 |
+
velocityY = (y - lastMousePosition.y) / ((now - lastMouseMoveTime) || 1);
|
| 653 |
+
}
|
| 654 |
+
|
| 655 |
+
// Create data point
|
| 656 |
+
const dataPoint = {
|
| 657 |
+
timestamp: now,
|
| 658 |
+
type: 'move',
|
| 659 |
+
position: { x: normalizedX, y: normalizedY },
|
| 660 |
+
velocity: { x: velocityX, y: velocityY },
|
| 661 |
+
gameState: {
|
| 662 |
+
playerHealth: playerHealth,
|
| 663 |
+
playerPosition: { x: player.position.x, z: player.position.z },
|
| 664 |
+
zombiesCount: zombies.length,
|
| 665 |
+
wave: currentWave,
|
| 666 |
+
datasetLevel: datasetLevel
|
| 667 |
+
},
|
| 668 |
+
action: 'mouse_move'
|
| 669 |
+
};
|
| 670 |
+
|
| 671 |
+
mouseDataset.push(dataPoint);
|
| 672 |
+
movementSamples++;
|
| 673 |
+
|
| 674 |
+
// Add visual indicator (faint)
|
| 675 |
+
const point = document.createElement('div');
|
| 676 |
+
point.className = 'data-point move-point';
|
| 677 |
+
point.style.left = (x + gameRect.left) + 'px';
|
| 678 |
+
point.style.top = (y + gameRect.top) + 'px';
|
| 679 |
+
document.body.appendChild(point);
|
| 680 |
+
|
| 681 |
+
// Remove after animation
|
| 682 |
+
setTimeout(() => {
|
| 683 |
+
if (point.parentNode) {
|
| 684 |
+
point.parentNode.removeChild(point);
|
| 685 |
+
}
|
| 686 |
+
}, 1000);
|
| 687 |
+
|
| 688 |
+
// Add dataset points
|
| 689 |
+
addDatasetPoints(1);
|
| 690 |
+
|
| 691 |
+
// Update last position and time
|
| 692 |
+
lastMousePosition = { x: x, y: y };
|
| 693 |
+
lastMouseMoveTime = now;
|
| 694 |
+
|
| 695 |
+
// Update UI
|
| 696 |
+
document.getElementById('moveCount').textContent = movementSamples;
|
| 697 |
+
}
|
| 698 |
+
}
|
| 699 |
+
|
| 700 |
+
// Record mouse action
|
| 701 |
+
function recordMouseAction(type, x, y) {
|
| 702 |
+
const now = Date.now();
|
| 703 |
+
const gameRect = document.getElementById('gameContainer').getBoundingClientRect();
|
| 704 |
+
const containerWidth = gameRect.width;
|
| 705 |
+
const containerHeight = gameRect.height;
|
| 706 |
+
|
| 707 |
+
// Calculate normalized position
|
| 708 |
+
const normalizedX = x / containerWidth;
|
| 709 |
+
const normalizedY = y / containerHeight;
|
| 710 |
+
|
| 711 |
+
// Create data point
|
| 712 |
+
const dataPoint = {
|
| 713 |
+
timestamp: now,
|
| 714 |
+
type: type,
|
| 715 |
+
position: { x: normalizedX, y: normalizedY },
|
| 716 |
+
gameState: {
|
| 717 |
+
playerHealth: playerHealth,
|
| 718 |
+
playerPosition: { x: player.position.x, z: player.position.z },
|
| 719 |
+
zombiesCount: zombies.length,
|
| 720 |
+
wave: currentWave,
|
| 721 |
+
datasetLevel: datasetLevel
|
| 722 |
+
},
|
| 723 |
+
action: type === 'rmb' ? 'bomb' : 'move'
|
| 724 |
+
};
|
| 725 |
+
|
| 726 |
+
mouseDataset.push(dataPoint);
|
| 727 |
+
|
| 728 |
+
// Update counts
|
| 729 |
+
if (type === 'move_click') {
|
| 730 |
+
lmbCount++;
|
| 731 |
+
document.getElementById('lmbCount').textContent = lmbCount;
|
| 732 |
+
} else if (type === 'rmb') {
|
| 733 |
+
rmbCount++;
|
| 734 |
+
document.getElementById('rmbCount').textContent = rmbCount;
|
| 735 |
+
}
|
| 736 |
+
|
| 737 |
+
// Add visual indicator
|
| 738 |
+
const point = document.createElement('div');
|
| 739 |
+
point.className = `data-point ${type === 'move_click' ? 'lmb-point' : 'rmb-point'}`;
|
| 740 |
+
point.style.left = (x + gameRect.left) + 'px';
|
| 741 |
+
point.style.top = (y + gameRect.top) + 'px';
|
| 742 |
+
document.body.appendChild(point);
|
| 743 |
+
|
| 744 |
+
// Remove after animation
|
| 745 |
+
setTimeout(() => {
|
| 746 |
+
if (point.parentNode) {
|
| 747 |
+
point.parentNode.removeChild(point);
|
| 748 |
+
}
|
| 749 |
+
}, 1500);
|
| 750 |
+
|
| 751 |
+
// Add dataset points for actions
|
| 752 |
+
addDatasetPoints(type === 'move_click' ? 3 : 10);
|
| 753 |
+
}
|
| 754 |
+
|
| 755 |
+
// Add points to dataset and level up if needed
|
| 756 |
+
function addDatasetPoints(points) {
|
| 757 |
+
datasetPoints += points;
|
| 758 |
+
|
| 759 |
+
// Check for level up
|
| 760 |
+
if (datasetPoints >= pointsToNextLevel) {
|
| 761 |
+
datasetLevel++;
|
| 762 |
+
datasetPoints = datasetPoints - pointsToNextLevel;
|
| 763 |
+
pointsToNextLevel = Math.floor(pointsToNextLevel * 1.5);
|
| 764 |
+
|
| 765 |
+
// Level up benefits
|
| 766 |
+
playerMaxHealth += 10;
|
| 767 |
+
playerHealth = Math.min(playerMaxHealth, playerHealth + 20);
|
| 768 |
+
playerDamage += 2;
|
| 769 |
+
|
| 770 |
+
// Show level up notification
|
| 771 |
+
showNotification(`Dataset Level ${datasetLevel}!`, '#00aaff');
|
| 772 |
+
}
|
| 773 |
+
|
| 774 |
+
updateDatasetUI();
|
| 775 |
+
}
|
| 776 |
+
|
| 777 |
+
// Update dataset UI
|
| 778 |
+
function updateDatasetUI() {
|
| 779 |
+
const datasetPercent = (datasetPoints / pointsToNextLevel) * 100;
|
| 780 |
+
document.getElementById('datasetFill').style.width = datasetPercent + '%';
|
| 781 |
+
document.getElementById('datasetText').textContent = Math.floor(datasetPercent) + '%';
|
| 782 |
+
|
| 783 |
+
document.getElementById('datasetLevel').textContent = datasetLevel;
|
| 784 |
+
document.getElementById('dataPoints').textContent = datasetPoints;
|
| 785 |
+
document.getElementById('dataNeeded').textContent = pointsToNextLevel;
|
| 786 |
+
|
| 787 |
+
// Update menu if open
|
| 788 |
+
if (isMenuOpen) {
|
| 789 |
+
updateMenu();
|
| 790 |
+
}
|
| 791 |
+
}
|
| 792 |
+
|
| 793 |
+
// Show notification
|
| 794 |
+
function showNotification(message, color) {
|
| 795 |
+
const notification = document.createElement('div');
|
| 796 |
+
notification.textContent = message;
|
| 797 |
+
notification.style.position = 'absolute';
|
| 798 |
+
notification.style.top = '50%';
|
| 799 |
+
notification.style.left = '50%';
|
| 800 |
+
notification.style.transform = 'translate(-50%, -50%)';
|
| 801 |
+
notification.style.background = 'rgba(0,0,0,0.8)';
|
| 802 |
+
notification.style.color = color || '#00ff00';
|
| 803 |
+
notification.style.padding = '10px 20px';
|
| 804 |
+
notification.style.border = `2px solid ${color || '#00ff00'}`;
|
| 805 |
+
notification.style.zIndex = '100';
|
| 806 |
+
notification.style.fontWeight = 'bold';
|
| 807 |
+
notification.style.fontSize = '18px';
|
| 808 |
+
|
| 809 |
+
document.getElementById('gameContainer').appendChild(notification);
|
| 810 |
+
|
| 811 |
+
setTimeout(() => {
|
| 812 |
+
if (notification.parentNode) {
|
| 813 |
+
notification.parentNode.removeChild(notification);
|
| 814 |
+
}
|
| 815 |
+
}, 2000);
|
| 816 |
+
}
|
| 817 |
+
|
| 818 |
+
// Update session timer
|
| 819 |
+
function updateSessionTimer() {
|
| 820 |
+
if (gameOver || gameCompleted) return;
|
| 821 |
+
|
| 822 |
+
const sessionTime = Math.floor((Date.now() - sessionStartTime) / 1000);
|
| 823 |
+
document.getElementById('sessionTime').textContent = sessionTime;
|
| 824 |
+
}
|
| 825 |
+
|
| 826 |
+
// Create starfield background
|
| 827 |
+
function createStarfield() {
|
| 828 |
+
const starGeometry = new THREE.BufferGeometry();
|
| 829 |
+
const starCount = 2000;
|
| 830 |
+
const positions = new Float32Array(starCount * 3);
|
| 831 |
+
|
| 832 |
+
for (let i = 0; i < starCount * 3; i += 3) {
|
| 833 |
+
positions[i] = (Math.random() - 0.5) * 3000;
|
| 834 |
+
positions[i + 1] = (Math.random() - 0.5) * 3000;
|
| 835 |
+
positions[i + 2] = (Math.random() - 0.5) * 3000;
|
| 836 |
+
}
|
| 837 |
+
|
| 838 |
+
starGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
|
| 839 |
+
|
| 840 |
+
const starMaterial = new THREE.PointsMaterial({
|
| 841 |
+
color: 0xFFFFFF,
|
| 842 |
+
size: 2,
|
| 843 |
+
sizeAttenuation: false
|
| 844 |
+
});
|
| 845 |
+
|
| 846 |
+
const starField = new THREE.Points(starGeometry, starMaterial);
|
| 847 |
+
scene.add(starField);
|
| 848 |
+
}
|
| 849 |
+
|
| 850 |
+
// Handle move input (click or tap) - FIXED: Exactly like original
|
| 851 |
+
function handleMoveInput(e) {
|
| 852 |
+
if (isMenuOpen || gameOver || gameCompleted) return;
|
| 853 |
+
|
| 854 |
+
e.preventDefault();
|
| 855 |
+
|
| 856 |
+
const rect = e.currentTarget.getBoundingClientRect();
|
| 857 |
+
let clientX, clientY;
|
| 858 |
+
|
| 859 |
+
if (e.type === 'touchstart') {
|
| 860 |
+
clientX = e.touches[0].clientX;
|
| 861 |
+
clientY = e.touches[0].clientY;
|
| 862 |
+
} else {
|
| 863 |
+
clientX = e.clientX;
|
| 864 |
+
clientY = e.clientY;
|
| 865 |
+
|
| 866 |
+
// Right click is for bomb, handled separately
|
| 867 |
+
if (e.button === 2) return;
|
| 868 |
+
}
|
| 869 |
+
|
| 870 |
+
const x = ((clientX - rect.left) / rect.width) * 2 - 1;
|
| 871 |
+
const y = -((clientY - rect.top) / rect.height) * 2 + 1;
|
| 872 |
+
|
| 873 |
+
// Calculate target position in 3D space using raycaster
|
| 874 |
+
raycaster.setFromCamera(new THREE.Vector2(x, y), camera);
|
| 875 |
+
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
|
| 876 |
+
const targetPoint = new THREE.Vector3();
|
| 877 |
+
raycaster.ray.intersectPlane(plane, targetPoint);
|
| 878 |
+
|
| 879 |
+
// Set move target
|
| 880 |
+
moveToTarget = {
|
| 881 |
+
x: Math.max(-24, Math.min(24, targetPoint.x)),
|
| 882 |
+
z: Math.max(-24, Math.min(24, targetPoint.z))
|
| 883 |
+
};
|
| 884 |
+
|
| 885 |
+
isMoving = true;
|
| 886 |
+
|
| 887 |
+
// Show movement indicator
|
| 888 |
+
const indicator = document.getElementById('movementIndicator');
|
| 889 |
+
indicator.style.display = 'block';
|
| 890 |
+
indicator.style.left = (clientX - rect.left) + 'px';
|
| 891 |
+
indicator.style.top = (clientY - rect.top) + 'px';
|
| 892 |
+
|
| 893 |
+
// Hide indicator after a moment
|
| 894 |
+
setTimeout(() => {
|
| 895 |
+
indicator.style.display = 'none';
|
| 896 |
+
}, 500);
|
| 897 |
+
}
|
| 898 |
+
|
| 899 |
+
// Create the space station environment
|
| 900 |
+
function createEnvironment() {
|
| 901 |
+
// Create central platform
|
| 902 |
+
const platformGeometry = new THREE.CylinderGeometry(30, 30, 0.5, 32);
|
| 903 |
+
const platformMaterial = new THREE.MeshPhongMaterial({
|
| 904 |
+
color: 0x111111,
|
| 905 |
+
shininess: 30,
|
| 906 |
+
emissive: 0x001100
|
| 907 |
+
});
|
| 908 |
+
const platform = new THREE.Mesh(platformGeometry, platformMaterial);
|
| 909 |
+
platform.position.y = -0.25;
|
| 910 |
+
scene.add(platform);
|
| 911 |
+
|
| 912 |
+
// Create perimeter walls
|
| 913 |
+
const wallHeight = 3;
|
| 914 |
+
const wallThickness = 0.5;
|
| 915 |
+
|
| 916 |
+
// Create circular wall around platform
|
| 917 |
+
const wallSegments = 32;
|
| 918 |
+
for (let i = 0; i < wallSegments; i++) {
|
| 919 |
+
const angle = (i / wallSegments) * Math.PI * 2;
|
| 920 |
+
const x = Math.cos(angle) * 29;
|
| 921 |
+
const z = Math.sin(angle) * 29;
|
| 922 |
+
|
| 923 |
+
const wallSegment = new THREE.Mesh(
|
| 924 |
+
new THREE.BoxGeometry(wallThickness, wallHeight, 5),
|
| 925 |
+
new THREE.MeshPhongMaterial({
|
| 926 |
+
color: 0x002200,
|
| 927 |
+
emissive: 0x00ff00,
|
| 928 |
+
shininess: 100
|
| 929 |
+
})
|
| 930 |
+
);
|
| 931 |
+
|
| 932 |
+
wallSegment.position.set(x, wallHeight/2, z);
|
| 933 |
+
wallSegment.rotation.y = -angle;
|
| 934 |
+
scene.add(wallSegment);
|
| 935 |
+
walls.push(wallSegment);
|
| 936 |
+
}
|
| 937 |
+
|
| 938 |
+
// Create interior structures
|
| 939 |
+
createInteriorStructures();
|
| 940 |
+
|
| 941 |
+
// Create doors
|
| 942 |
+
const doorPositions = [
|
| 943 |
+
{ x: 0, z: 29, rotation: 0 },
|
| 944 |
+
{ x: 29, z: 0, rotation: Math.PI/2 },
|
| 945 |
+
{ x: 0, z: -29, rotation: Math.PI },
|
| 946 |
+
{ x: -29, z: 0, rotation: -Math.PI/2 }
|
| 947 |
+
];
|
| 948 |
+
|
| 949 |
+
doorPositions.forEach(pos => {
|
| 950 |
+
const door = createDoor(pos.x, 1.5, pos.z, pos.rotation);
|
| 951 |
+
scene.add(door);
|
| 952 |
+
doors.push(door);
|
| 953 |
+
});
|
| 954 |
+
}
|
| 955 |
+
|
| 956 |
+
// Create interior structures
|
| 957 |
+
function createInteriorStructures() {
|
| 958 |
+
const obstaclePositions = [
|
| 959 |
+
{ x: 10, z: 10, rotation: 0 },
|
| 960 |
+
{ x: -10, z: 10, rotation: Math.PI/4 },
|
| 961 |
+
{ x: 10, z: -10, rotation: Math.PI/2 },
|
| 962 |
+
{ x: -10, z: -10, rotation: Math.PI }
|
| 963 |
+
];
|
| 964 |
+
|
| 965 |
+
obstaclePositions.forEach(pos => {
|
| 966 |
+
const obstacle = createCyberObstacle(pos.x, 1, pos.z, pos.rotation);
|
| 967 |
+
scene.add(obstacle);
|
| 968 |
+
walls.push(obstacle);
|
| 969 |
+
});
|
| 970 |
+
}
|
| 971 |
+
|
| 972 |
+
// Create a cyber-themed obstacle
|
| 973 |
+
function createCyberObstacle(x, y, z, rotation) {
|
| 974 |
+
const obstacleGroup = new THREE.Group();
|
| 975 |
+
|
| 976 |
+
const baseGeometry = new THREE.BoxGeometry(3, 2, 3);
|
| 977 |
+
const baseMaterial = new THREE.MeshPhongMaterial({
|
| 978 |
+
color: 0x002200,
|
| 979 |
+
emissive: 0x004400
|
| 980 |
+
});
|
| 981 |
+
const base = new THREE.Mesh(baseGeometry, baseMaterial);
|
| 982 |
+
base.position.y = 1;
|
| 983 |
+
obstacleGroup.add(base);
|
| 984 |
+
|
| 985 |
+
const detailGeometry = new THREE.BoxGeometry(2.8, 0.2, 0.2);
|
| 986 |
+
const detailMaterial = new THREE.MeshPhongMaterial({
|
| 987 |
+
color: 0x00ff00,
|
| 988 |
+
emissive: 0x00aa00
|
| 989 |
+
});
|
| 990 |
+
|
| 991 |
+
for (let i = 0; i < 3; i++) {
|
| 992 |
+
const detail = new THREE.Mesh(detailGeometry, detailMaterial);
|
| 993 |
+
detail.position.set(0, 0.5 + i * 0.7, 1.4);
|
| 994 |
+
base.add(detail);
|
| 995 |
+
}
|
| 996 |
+
|
| 997 |
+
const lightGeometry = new THREE.CylinderGeometry(0.5, 0.5, 0.3, 8);
|
| 998 |
+
const lightMaterial = new THREE.MeshPhongMaterial({
|
| 999 |
+
color: 0x00ff00,
|
| 1000 |
+
emissive: 0x00ff00
|
| 1001 |
+
});
|
| 1002 |
+
const light = new THREE.Mesh(lightGeometry, lightMaterial);
|
| 1003 |
+
light.position.set(0, 2.1, 0);
|
| 1004 |
+
obstacleGroup.add(light);
|
| 1005 |
+
|
| 1006 |
+
obstacleGroup.position.set(x, y, z);
|
| 1007 |
+
obstacleGroup.rotation.y = rotation;
|
| 1008 |
+
|
| 1009 |
+
return obstacleGroup;
|
| 1010 |
+
}
|
| 1011 |
+
|
| 1012 |
+
// Create a door
|
| 1013 |
+
function createDoor(x, y, z, rotation) {
|
| 1014 |
+
const doorGeometry = new THREE.BoxGeometry(4, 3, 0.2);
|
| 1015 |
+
const doorMaterial = new THREE.MeshPhongMaterial({
|
| 1016 |
+
color: 0x00ff00,
|
| 1017 |
+
emissive: 0x004400
|
| 1018 |
+
});
|
| 1019 |
+
|
| 1020 |
+
const door = new THREE.Mesh(doorGeometry, doorMaterial);
|
| 1021 |
+
door.position.set(x, y, z);
|
| 1022 |
+
door.rotation.y = rotation;
|
| 1023 |
+
|
| 1024 |
+
return door;
|
| 1025 |
+
}
|
| 1026 |
+
|
| 1027 |
+
// Create the player character
|
| 1028 |
+
function createPlayer() {
|
| 1029 |
+
playerModel = new THREE.Group();
|
| 1030 |
+
|
| 1031 |
+
// Body
|
| 1032 |
+
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.2, 8);
|
| 1033 |
+
const bodyMaterial = new THREE.MeshPhongMaterial({
|
| 1034 |
+
color: 0xffffff,
|
| 1035 |
+
shininess: 100
|
| 1036 |
+
});
|
| 1037 |
+
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
| 1038 |
+
body.position.y = 0.6;
|
| 1039 |
+
playerModel.add(body);
|
| 1040 |
+
|
| 1041 |
+
// Helmet
|
| 1042 |
+
const helmetGeometry = new THREE.SphereGeometry(0.4, 12, 12);
|
| 1043 |
+
const helmetMaterial = new THREE.MeshPhongMaterial({
|
| 1044 |
+
color: 0xffffff,
|
| 1045 |
+
shininess: 100,
|
| 1046 |
+
transparent: true,
|
| 1047 |
+
opacity: 0.7
|
| 1048 |
+
});
|
| 1049 |
+
const helmet = new THREE.Mesh(helmetGeometry, helmetMaterial);
|
| 1050 |
+
helmet.position.y = 1.5;
|
| 1051 |
+
playerModel.add(helmet);
|
| 1052 |
+
|
| 1053 |
+
// Visor
|
| 1054 |
+
const visorGeometry = new THREE.BoxGeometry(0.3, 0.15, 0.05);
|
| 1055 |
+
const visorMaterial = new THREE.MeshPhongMaterial({
|
| 1056 |
+
color: 0x00aaff,
|
| 1057 |
+
emissive: 0x002244
|
| 1058 |
+
});
|
| 1059 |
+
const visor = new THREE.Mesh(visorGeometry, visorMaterial);
|
| 1060 |
+
visor.position.set(0, 1.5, 0.35);
|
| 1061 |
+
playerModel.add(visor);
|
| 1062 |
+
|
| 1063 |
+
player = new THREE.Group();
|
| 1064 |
+
player.add(playerModel);
|
| 1065 |
+
player.position.set(0, 0, 0);
|
| 1066 |
+
scene.add(player);
|
| 1067 |
+
}
|
| 1068 |
+
|
| 1069 |
+
// Create a zombie
|
| 1070 |
+
function createZombie(type, spawnPoint) {
|
| 1071 |
+
const baseHealth = 50 + (currentWave * 15);
|
| 1072 |
+
const baseSpeed = 0.05 + (currentWave * 0.005);
|
| 1073 |
+
const baseDamage = 5 + (currentWave * 1);
|
| 1074 |
+
|
| 1075 |
+
const zombieModel = new THREE.Group();
|
| 1076 |
+
|
| 1077 |
+
// Body
|
| 1078 |
+
const bodyGeometry = new THREE.CylinderGeometry(0.5, 0.5, 1.2, 8);
|
| 1079 |
+
const bodyMaterial = new THREE.MeshPhongMaterial({
|
| 1080 |
+
color: 0xff0000,
|
| 1081 |
+
shininess: 50
|
| 1082 |
+
});
|
| 1083 |
+
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
| 1084 |
+
body.position.y = 0.6;
|
| 1085 |
+
body.rotation.x = Math.PI / 8;
|
| 1086 |
+
zombieModel.add(body);
|
| 1087 |
+
|
| 1088 |
+
// Head
|
| 1089 |
+
const headGeometry = new THREE.SphereGeometry(0.4, 12, 12);
|
| 1090 |
+
const headMaterial = new THREE.MeshPhongMaterial({
|
| 1091 |
+
color: 0xff0000,
|
| 1092 |
+
shininess: 50
|
| 1093 |
+
});
|
| 1094 |
+
const head = new THREE.Mesh(headGeometry, headMaterial);
|
| 1095 |
+
head.position.y = 1.5;
|
| 1096 |
+
zombieModel.add(head);
|
| 1097 |
+
|
| 1098 |
+
const zombie = new THREE.Group();
|
| 1099 |
+
zombie.add(zombieModel);
|
| 1100 |
+
|
| 1101 |
+
// Position at one of the doors
|
| 1102 |
+
const door = doors[spawnPoint];
|
| 1103 |
+
zombie.position.copy(door.position);
|
| 1104 |
+
zombie.position.y = 0;
|
| 1105 |
+
|
| 1106 |
+
zombie.type = type;
|
| 1107 |
+
zombie.speed = baseSpeed;
|
| 1108 |
+
zombie.health = baseHealth;
|
| 1109 |
+
zombie.maxHealth = baseHealth;
|
| 1110 |
+
zombie.damage = baseDamage;
|
| 1111 |
+
zombie.lastDirectionChange = 0;
|
| 1112 |
+
zombie.wobbleOffset = Math.random() * Math.PI * 2;
|
| 1113 |
+
|
| 1114 |
+
scene.add(zombie);
|
| 1115 |
+
zombies.push(zombie);
|
| 1116 |
+
|
| 1117 |
+
return zombie;
|
| 1118 |
+
}
|
| 1119 |
+
|
| 1120 |
+
// Create a projectile
|
| 1121 |
+
function createProjectile(startX, startZ, targetX, targetZ) {
|
| 1122 |
+
const geometry = new THREE.SphereGeometry(0.1, 6, 6);
|
| 1123 |
+
const material = new THREE.MeshBasicMaterial({
|
| 1124 |
+
color: 0x00ffff,
|
| 1125 |
+
emissive: 0x004444
|
| 1126 |
+
});
|
| 1127 |
+
|
| 1128 |
+
const projectile = new THREE.Mesh(geometry, material);
|
| 1129 |
+
projectile.position.set(startX, 0.5, startZ);
|
| 1130 |
+
|
| 1131 |
+
// Calculate direction
|
| 1132 |
+
const dx = targetX - startX;
|
| 1133 |
+
const dz = targetZ - startZ;
|
| 1134 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1135 |
+
|
| 1136 |
+
projectile.direction = {
|
| 1137 |
+
x: dx / distance,
|
| 1138 |
+
z: dz / distance
|
| 1139 |
+
};
|
| 1140 |
+
|
| 1141 |
+
projectile.speed = 0.5;
|
| 1142 |
+
projectile.damage = playerDamage;
|
| 1143 |
+
|
| 1144 |
+
scene.add(projectile);
|
| 1145 |
+
projectiles.push(projectile);
|
| 1146 |
+
|
| 1147 |
+
return projectile;
|
| 1148 |
+
}
|
| 1149 |
+
|
| 1150 |
+
// Create an explosion effect
|
| 1151 |
+
function createExplosion(x, z, radius, damage) {
|
| 1152 |
+
const explosion = {
|
| 1153 |
+
x: x,
|
| 1154 |
+
z: z,
|
| 1155 |
+
radius: radius * 3,
|
| 1156 |
+
damage: damage,
|
| 1157 |
+
time: 0,
|
| 1158 |
+
maxTime: 0.5
|
| 1159 |
+
};
|
| 1160 |
+
|
| 1161 |
+
const geometry = new THREE.SphereGeometry(explosion.radius, 16, 16);
|
| 1162 |
+
const material = new THREE.MeshBasicMaterial({
|
| 1163 |
+
color: 0xff5500,
|
| 1164 |
+
transparent: true,
|
| 1165 |
+
opacity: 0.7
|
| 1166 |
+
});
|
| 1167 |
+
|
| 1168 |
+
const explosionMesh = new THREE.Mesh(geometry, material);
|
| 1169 |
+
explosionMesh.position.set(x, 0.1, z);
|
| 1170 |
+
scene.add(explosionMesh);
|
| 1171 |
+
|
| 1172 |
+
explosion.mesh = explosionMesh;
|
| 1173 |
+
explosions.push(explosion);
|
| 1174 |
+
|
| 1175 |
+
return explosion;
|
| 1176 |
+
}
|
| 1177 |
+
|
| 1178 |
+
// Create an item drop
|
| 1179 |
+
function createItemDrop(x, z, type) {
|
| 1180 |
+
const drop = {
|
| 1181 |
+
x: x,
|
| 1182 |
+
z: z,
|
| 1183 |
+
type: type,
|
| 1184 |
+
mesh: null,
|
| 1185 |
+
time: 0
|
| 1186 |
+
};
|
| 1187 |
+
|
| 1188 |
+
if (type === 'exp') {
|
| 1189 |
+
// XP orb
|
| 1190 |
+
const geometry = new THREE.OctahedronGeometry(0.3, 0);
|
| 1191 |
+
const material = new THREE.MeshPhongMaterial({
|
| 1192 |
+
color: 0x00ff00,
|
| 1193 |
+
emissive: 0x004400,
|
| 1194 |
+
shininess: 100
|
| 1195 |
+
});
|
| 1196 |
+
|
| 1197 |
+
const dropMesh = new THREE.Mesh(geometry, material);
|
| 1198 |
+
dropMesh.position.set(x, 0.5, z);
|
| 1199 |
+
scene.add(dropMesh);
|
| 1200 |
+
|
| 1201 |
+
drop.mesh = dropMesh;
|
| 1202 |
+
} else {
|
| 1203 |
+
// Health pack
|
| 1204 |
+
const crossGroup = new THREE.Group();
|
| 1205 |
+
|
| 1206 |
+
const verticalGeometry = new THREE.BoxGeometry(0.2, 0.6, 0.1);
|
| 1207 |
+
const horizontalGeometry = new THREE.BoxGeometry(0.6, 0.2, 0.1);
|
| 1208 |
+
|
| 1209 |
+
const crossMaterial = new THREE.MeshPhongMaterial({
|
| 1210 |
+
color: 0xff0000,
|
| 1211 |
+
emissive: 0x440000,
|
| 1212 |
+
shininess: 100
|
| 1213 |
+
});
|
| 1214 |
+
|
| 1215 |
+
const vertical = new THREE.Mesh(verticalGeometry, crossMaterial);
|
| 1216 |
+
const horizontal = new THREE.Mesh(horizontalGeometry, crossMaterial);
|
| 1217 |
+
|
| 1218 |
+
crossGroup.add(vertical);
|
| 1219 |
+
crossGroup.add(horizontal);
|
| 1220 |
+
crossGroup.position.set(x, 0.5, z);
|
| 1221 |
+
|
| 1222 |
+
scene.add(crossGroup);
|
| 1223 |
+
drop.mesh = crossGroup;
|
| 1224 |
+
}
|
| 1225 |
+
|
| 1226 |
+
itemDrops.push(drop);
|
| 1227 |
+
return drop;
|
| 1228 |
+
}
|
| 1229 |
+
|
| 1230 |
+
// Start a new wave
|
| 1231 |
+
function startWave() {
|
| 1232 |
+
if (currentWave > maxWaves) {
|
| 1233 |
+
gameCompleted = true;
|
| 1234 |
+
document.getElementById('completionMessage').style.display = 'block';
|
| 1235 |
+
document.getElementById('completionDatasetLevel').textContent = datasetLevel;
|
| 1236 |
+
document.getElementById('completionSamples').textContent = mouseDataset.length;
|
| 1237 |
+
return;
|
| 1238 |
+
}
|
| 1239 |
+
|
| 1240 |
+
// Calculate zombies for this wave
|
| 1241 |
+
zombiesInWave = 2 + (currentWave - 1) * 2;
|
| 1242 |
+
zombiesRemaining = zombiesInWave;
|
| 1243 |
+
|
| 1244 |
+
// Show wave alert
|
| 1245 |
+
const waveAlert = document.getElementById('waveAlert');
|
| 1246 |
+
const waveAlertNumber = document.getElementById('waveAlertNumber');
|
| 1247 |
+
waveAlertNumber.textContent = currentWave;
|
| 1248 |
+
waveAlert.style.display = 'block';
|
| 1249 |
+
|
| 1250 |
+
setTimeout(() => {
|
| 1251 |
+
waveAlert.style.display = 'none';
|
| 1252 |
+
}, 2000);
|
| 1253 |
+
|
| 1254 |
+
// Update UI
|
| 1255 |
+
document.getElementById('waveNumber').textContent = currentWave;
|
| 1256 |
+
document.getElementById('zombieCountValue').textContent = zombiesRemaining;
|
| 1257 |
+
|
| 1258 |
+
lastWaveTime = Date.now();
|
| 1259 |
+
}
|
| 1260 |
+
|
| 1261 |
+
// Spawn a zombie
|
| 1262 |
+
function spawnZombie() {
|
| 1263 |
+
if (zombiesRemaining <= 0) return;
|
| 1264 |
+
|
| 1265 |
+
const zombieTypes = ['engineer', 'security', 'cargo', 'scientist'];
|
| 1266 |
+
const type = zombieTypes[Math.floor(Math.random() * zombieTypes.length)];
|
| 1267 |
+
const spawnPoint = Math.floor(Math.random() * doors.length);
|
| 1268 |
+
|
| 1269 |
+
createZombie(type, spawnPoint);
|
| 1270 |
+
zombiesRemaining--;
|
| 1271 |
+
|
| 1272 |
+
document.getElementById('zombieCountValue').textContent = zombiesRemaining;
|
| 1273 |
+
}
|
| 1274 |
+
|
| 1275 |
+
// Player shooting - AUTO SHOOT like original
|
| 1276 |
+
function shoot() {
|
| 1277 |
+
const now = Date.now();
|
| 1278 |
+
if (now - lastShotTime < 100) return; // Rate of fire limit
|
| 1279 |
+
|
| 1280 |
+
// Find nearest zombie to shoot at
|
| 1281 |
+
let nearestZombie = null;
|
| 1282 |
+
let minDistance = Infinity;
|
| 1283 |
+
|
| 1284 |
+
zombies.forEach(zombie => {
|
| 1285 |
+
const dx = zombie.position.x - player.position.x;
|
| 1286 |
+
const dz = zombie.position.z - player.position.z;
|
| 1287 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1288 |
+
|
| 1289 |
+
if (distance < minDistance) {
|
| 1290 |
+
minDistance = distance;
|
| 1291 |
+
nearestZombie = zombie;
|
| 1292 |
+
}
|
| 1293 |
+
});
|
| 1294 |
+
|
| 1295 |
+
if (nearestZombie) {
|
| 1296 |
+
createProjectile(
|
| 1297 |
+
player.position.x,
|
| 1298 |
+
player.position.z,
|
| 1299 |
+
nearestZombie.position.x,
|
| 1300 |
+
nearestZombie.position.z
|
| 1301 |
+
);
|
| 1302 |
+
|
| 1303 |
+
// Record auto-shoot for dataset
|
| 1304 |
+
recordAutoShoot(nearestZombie);
|
| 1305 |
+
|
| 1306 |
+
lastShotTime = now;
|
| 1307 |
+
}
|
| 1308 |
+
}
|
| 1309 |
+
|
| 1310 |
+
// Record auto-shoot for dataset
|
| 1311 |
+
function recordAutoShoot(targetZombie) {
|
| 1312 |
+
const now = Date.now();
|
| 1313 |
+
const gameRect = document.getElementById('gameContainer').getBoundingClientRect();
|
| 1314 |
+
|
| 1315 |
+
// Get crosshair position
|
| 1316 |
+
const crosshair = document.querySelector('.crosshair');
|
| 1317 |
+
const x = parseFloat(crosshair.style.left) || gameRect.width / 2;
|
| 1318 |
+
const y = parseFloat(crosshair.style.top) || gameRect.height / 2;
|
| 1319 |
+
|
| 1320 |
+
const normalizedX = x / gameRect.width;
|
| 1321 |
+
const normalizedY = y / gameRect.height;
|
| 1322 |
+
|
| 1323 |
+
const dataPoint = {
|
| 1324 |
+
timestamp: now,
|
| 1325 |
+
type: 'auto_shoot',
|
| 1326 |
+
position: { x: normalizedX, y: normalizedY },
|
| 1327 |
+
gameState: {
|
| 1328 |
+
playerHealth: playerHealth,
|
| 1329 |
+
playerPosition: { x: player.position.x, z: player.position.z },
|
| 1330 |
+
zombiesCount: zombies.length,
|
| 1331 |
+
wave: currentWave,
|
| 1332 |
+
datasetLevel: datasetLevel
|
| 1333 |
+
},
|
| 1334 |
+
action: 'auto_shoot',
|
| 1335 |
+
target: {
|
| 1336 |
+
x: targetZombie.position.x,
|
| 1337 |
+
z: targetZombie.position.z,
|
| 1338 |
+
health: targetZombie.health
|
| 1339 |
+
}
|
| 1340 |
+
};
|
| 1341 |
+
|
| 1342 |
+
mouseDataset.push(dataPoint);
|
| 1343 |
+
addDatasetPoints(2); // Less points for auto-shoot
|
| 1344 |
+
}
|
| 1345 |
+
|
| 1346 |
+
// Use bomb (right click)
|
| 1347 |
+
function useBomb() {
|
| 1348 |
+
if (bombCooldown > 0) return;
|
| 1349 |
+
|
| 1350 |
+
// Create explosion at player's position
|
| 1351 |
+
createExplosion(player.position.x, player.position.z, 3, 50);
|
| 1352 |
+
|
| 1353 |
+
// Set cooldown
|
| 1354 |
+
bombCooldown = bombMaxCooldown;
|
| 1355 |
+
document.getElementById('bombFill').style.width = '0%';
|
| 1356 |
+
document.getElementById('bombTimer').textContent = bombCooldown.toFixed(1) + 's';
|
| 1357 |
+
}
|
| 1358 |
+
|
| 1359 |
+
// Toggle menu
|
| 1360 |
+
function toggleMenu() {
|
| 1361 |
+
isMenuOpen = !isMenuOpen;
|
| 1362 |
+
document.getElementById('menu').style.display = isMenuOpen ? 'block' : 'none';
|
| 1363 |
+
|
| 1364 |
+
if (isMenuOpen) {
|
| 1365 |
+
updateMenu();
|
| 1366 |
+
}
|
| 1367 |
+
}
|
| 1368 |
+
|
| 1369 |
+
// Update menu with current stats
|
| 1370 |
+
function updateMenu() {
|
| 1371 |
+
document.getElementById('menuDatasetLevel').textContent = datasetLevel;
|
| 1372 |
+
document.getElementById('menuDataPoints').textContent = datasetPoints + '/' + pointsToNextLevel;
|
| 1373 |
+
document.getElementById('menuLMB').textContent = lmbCount;
|
| 1374 |
+
document.getElementById('menuRMB').textContent = rmbCount;
|
| 1375 |
+
document.getElementById('menuMovement').textContent = movementSamples;
|
| 1376 |
+
|
| 1377 |
+
const sessionTime = Math.floor((Date.now() - sessionStartTime) / 1000);
|
| 1378 |
+
document.getElementById('menuSessionTime').textContent = sessionTime + 's';
|
| 1379 |
+
}
|
| 1380 |
+
|
| 1381 |
+
// Show export panel
|
| 1382 |
+
function showExportPanel() {
|
| 1383 |
+
// Update export stats
|
| 1384 |
+
const exportStats = document.getElementById('exportStats');
|
| 1385 |
+
exportStats.innerHTML = `
|
| 1386 |
+
<div class="stat-row"><div>Total Samples:</div><div>${mouseDataset.length}</div></div>
|
| 1387 |
+
<div class="stat-row"><div>Movement Clicks (LMB):</div><div>${lmbCount}</div></div>
|
| 1388 |
+
<div class="stat-row"><div>Bomb Clicks (RMB):</div><div>${rmbCount}</div></div>
|
| 1389 |
+
<div class="stat-row"><div>Movement Samples:</div><div>${movementSamples}</div></div>
|
| 1390 |
+
<div class="stat-row"><div>Auto-Shots:</div><div>${mouseDataset.filter(d => d.type === 'auto_shoot').length}</div></div>
|
| 1391 |
+
<div class="stat-row"><div>Dataset Level:</div><div>${datasetLevel}</div></div>
|
| 1392 |
+
<div class="stat-row"><div>Session Duration:</div><div>${Math.floor((Date.now() - sessionStartTime) / 1000)}s</div></div>
|
| 1393 |
+
<div class="stat-row"><div>Waves Completed:</div><div>${currentWave - 1}</div></div>
|
| 1394 |
+
`;
|
| 1395 |
+
|
| 1396 |
+
document.getElementById('exportPanel').style.display = 'block';
|
| 1397 |
+
if (isMenuOpen) toggleMenu();
|
| 1398 |
+
if (gameOver) document.getElementById('gameOver').style.display = 'none';
|
| 1399 |
+
if (gameCompleted) document.getElementById('completionMessage').style.display = 'none';
|
| 1400 |
+
}
|
| 1401 |
+
|
| 1402 |
+
// Export dataset to Hugging Face compatible format
|
| 1403 |
+
function exportDataset() {
|
| 1404 |
+
if (mouseDataset.length === 0) {
|
| 1405 |
+
alert('No data collected yet! Play the game to collect mouse behavior data.');
|
| 1406 |
+
return;
|
| 1407 |
+
}
|
| 1408 |
+
|
| 1409 |
+
// Create RL transitions from mouse data
|
| 1410 |
+
const rlTransitions = mouseDataset.map((point, index) => {
|
| 1411 |
+
const nextPoint = mouseDataset[index + 1] || point;
|
| 1412 |
+
return {
|
| 1413 |
+
state: point.gameState,
|
| 1414 |
+
action: point.action,
|
| 1415 |
+
reward: calculateReward(point),
|
| 1416 |
+
next_state: nextPoint.gameState,
|
| 1417 |
+
done: index === mouseDataset.length - 1,
|
| 1418 |
+
timestamp: point.timestamp
|
| 1419 |
+
};
|
| 1420 |
+
});
|
| 1421 |
+
|
| 1422 |
+
// Create metadata YAML for Hugging Face
|
| 1423 |
+
const metadataYaml = `---
|
| 1424 |
+
license: mit
|
| 1425 |
+
task_categories:
|
| 1426 |
+
- reinforcement-learning
|
| 1427 |
+
- human-computer-interaction
|
| 1428 |
+
task_ids:
|
| 1429 |
+
- mouse-behavior-modeling
|
| 1430 |
+
- rl-from-demonstration
|
| 1431 |
+
language:
|
| 1432 |
+
- en
|
| 1433 |
+
size_categories:
|
| 1434 |
+
- ${mouseDataset.length < 1000 ? 'n<1K' : mouseDataset.length < 10000 ? '1K<n<10K' : '10K<n<100K'}
|
| 1435 |
+
tags:
|
| 1436 |
+
- mouse-input
|
| 1437 |
+
- human-in-the-loop
|
| 1438 |
+
- reinforcement-learning
|
| 1439 |
+
- webxos-2026
|
| 1440 |
+
- space-zombies-rl
|
| 1441 |
+
pretty_name: "Space Zombies RL Mouse Behavior Dataset"
|
| 1442 |
+
dataset_info:
|
| 1443 |
+
features:
|
| 1444 |
+
- name: state
|
| 1445 |
+
dtype:
|
| 1446 |
+
playerHealth: float32
|
| 1447 |
+
playerPosition:
|
| 1448 |
+
x: float32
|
| 1449 |
+
z: float32
|
| 1450 |
+
zombiesCount: int32
|
| 1451 |
+
wave: int32
|
| 1452 |
+
datasetLevel: int32
|
| 1453 |
+
- name: action
|
| 1454 |
+
dtype: string
|
| 1455 |
+
- name: reward
|
| 1456 |
+
dtype: float32
|
| 1457 |
+
- name: next_state
|
| 1458 |
+
dtype:
|
| 1459 |
+
playerHealth: float32
|
| 1460 |
+
playerPosition:
|
| 1461 |
+
x: float32
|
| 1462 |
+
z: float32
|
| 1463 |
+
zombiesCount: int32
|
| 1464 |
+
wave: int32
|
| 1465 |
+
datasetLevel: int32
|
| 1466 |
+
- name: done
|
| 1467 |
+
dtype: bool
|
| 1468 |
+
- name: timestamp
|
| 1469 |
+
dtype: int64
|
| 1470 |
+
splits:
|
| 1471 |
+
train:
|
| 1472 |
+
num_examples: ${Math.floor(mouseDataset.length * 0.8)}
|
| 1473 |
+
test:
|
| 1474 |
+
num_examples: ${Math.floor(mouseDataset.length * 0.2)}
|
| 1475 |
+
---
|
| 1476 |
+
# Space Zombies RL Mouse Behavior Dataset
|
| 1477 |
+
|
| 1478 |
+
This dataset contains mouse interaction data collected from the "Space Zombies RL" game, designed for reinforcement learning research on human input patterns.
|
| 1479 |
+
|
| 1480 |
+
## Dataset Description
|
| 1481 |
+
|
| 1482 |
+
- **Total Samples**: ${mouseDataset.length}
|
| 1483 |
+
- **Collection Date**: ${new Date().toISOString().split('T')[0]}
|
| 1484 |
+
- **Game Version**: Space Zombies RL v1.0 by webXOS 2026
|
| 1485 |
+
- **Purpose**: RL training from human demonstrations, mouse behavior modeling, adaptive interface research
|
| 1486 |
+
|
| 1487 |
+
## Usage
|
| 1488 |
+
|
| 1489 |
+
\`\`\`python
|
| 1490 |
+
from datasets import load_dataset
|
| 1491 |
+
|
| 1492 |
+
dataset = load_dataset("your-username/space-zombies-rl")
|
| 1493 |
+
\`\`\`
|
| 1494 |
+
|
| 1495 |
+
## Citation
|
| 1496 |
+
|
| 1497 |
+
If you use this dataset in your research, please cite:
|
| 1498 |
+
|
| 1499 |
+
\`\`\`
|
| 1500 |
+
@dataset{space_zombies_rl_2026,
|
| 1501 |
+
title={Space Zombies RL Mouse Behavior Dataset},
|
| 1502 |
+
author={webXOS Research},
|
| 1503 |
+
year={2026},
|
| 1504 |
+
publisher={Hugging Face}
|
| 1505 |
+
}
|
| 1506 |
+
\`\`\`
|
| 1507 |
+
`;
|
| 1508 |
+
|
| 1509 |
+
// Create README
|
| 1510 |
+
const readmeText = `# Space Zombies RL Dataset
|
| 1511 |
+
|
| 1512 |
+
## Overview
|
| 1513 |
+
Mouse behavior dataset collected from the Space Zombies RL game. Contains ${mouseDataset.length} samples of mouse movements, clicks, and game state transitions.
|
| 1514 |
+
|
| 1515 |
+
## Files
|
| 1516 |
+
- \`mouse_behavior.json\`: Raw mouse interaction data
|
| 1517 |
+
- \`rl_transitions.csv\`: State-action-reward-next_state tuples for RL training
|
| 1518 |
+
- \`metadata.yaml\`: Hugging Face dataset card
|
| 1519 |
+
- \`README.md\`: This file
|
| 1520 |
+
|
| 1521 |
+
## Collection Parameters
|
| 1522 |
+
- Sampling Rate: ${samplingInterval}ms for movement
|
| 1523 |
+
- Game: Space Zombies RL (webXOS 2026)
|
| 1524 |
+
- Controls: Click to move, auto-aim shooting, right-click for bomb
|
| 1525 |
+
- Waves Completed: ${currentWave - 1}
|
| 1526 |
+
- Dataset Level: ${datasetLevel}
|
| 1527 |
+
|
| 1528 |
+
## Research Applications
|
| 1529 |
+
- Reinforcement Learning from Human Demonstrations
|
| 1530 |
+
- Mouse Behavior Modeling
|
| 1531 |
+
- Adaptive Interface Design
|
| 1532 |
+
- Human-in-the-loop RL
|
| 1533 |
+
- Neurorehabilitation Research
|
| 1534 |
+
|
| 1535 |
+
## License
|
| 1536 |
+
MIT License - See metadata.yaml for details
|
| 1537 |
+
|
| 1538 |
+
## Contact
|
| 1539 |
+
webXOS Research 2026
|
| 1540 |
+
`;
|
| 1541 |
+
|
| 1542 |
+
// Create CSV for transitions
|
| 1543 |
+
let csvContent = "timestamp,playerHealth,playerX,playerZ,zombiesCount,wave,datasetLevel,action,reward,nextHealth,nextX,nextZ,nextZombiesCount,nextWave,nextDatasetLevel,done\n";
|
| 1544 |
+
rlTransitions.forEach(transition => {
|
| 1545 |
+
const state = transition.state;
|
| 1546 |
+
const nextState = transition.next_state;
|
| 1547 |
+
csvContent += `${transition.timestamp},${state.playerHealth},${state.playerPosition.x},${state.playerPosition.z},${state.zombiesCount},${state.wave},${state.datasetLevel},${transition.action},${transition.reward},${nextState.playerHealth},${nextState.playerPosition.x},${nextState.playerPosition.z},${nextState.zombiesCount},${nextState.wave},${nextState.datasetLevel},${transition.done}\n`;
|
| 1548 |
+
});
|
| 1549 |
+
|
| 1550 |
+
// Create ZIP file
|
| 1551 |
+
const zip = new JSZip();
|
| 1552 |
+
zip.file("mouse_behavior.json", JSON.stringify(mouseDataset, null, 2));
|
| 1553 |
+
zip.file("rl_transitions.csv", csvContent);
|
| 1554 |
+
zip.file("metadata.yaml", metadataYaml);
|
| 1555 |
+
zip.file("README.md", readmeText);
|
| 1556 |
+
|
| 1557 |
+
// Generate and download ZIP
|
| 1558 |
+
zip.generateAsync({type: "blob", compression: "DEFLATE"})
|
| 1559 |
+
.then(function(blob) {
|
| 1560 |
+
// Create download link
|
| 1561 |
+
const a = document.createElement('a');
|
| 1562 |
+
const url = URL.createObjectURL(blob);
|
| 1563 |
+
a.href = url;
|
| 1564 |
+
a.download = `space_zombies_rl_dataset_${Date.now()}.zip`;
|
| 1565 |
+
document.body.appendChild(a);
|
| 1566 |
+
a.click();
|
| 1567 |
+
|
| 1568 |
+
// Clean up
|
| 1569 |
+
setTimeout(() => {
|
| 1570 |
+
document.body.removeChild(a);
|
| 1571 |
+
URL.revokeObjectURL(url);
|
| 1572 |
+
showNotification('Dataset exported successfully!', '#00ff00');
|
| 1573 |
+
}, 100);
|
| 1574 |
+
})
|
| 1575 |
+
.catch(error => {
|
| 1576 |
+
console.error('Error creating ZIP:', error);
|
| 1577 |
+
showNotification('Export failed!', '#ff0000');
|
| 1578 |
+
});
|
| 1579 |
+
}
|
| 1580 |
+
|
| 1581 |
+
// Calculate reward for RL transition
|
| 1582 |
+
function calculateReward(dataPoint) {
|
| 1583 |
+
let reward = 0;
|
| 1584 |
+
|
| 1585 |
+
// Positive rewards for actions
|
| 1586 |
+
if (dataPoint.type === 'move_click') reward += 0.05; // Movement
|
| 1587 |
+
if (dataPoint.type === 'rmb') reward += 0.1; // Bomb
|
| 1588 |
+
if (dataPoint.type === 'auto_shoot') reward += 0.02; // Auto-shoot
|
| 1589 |
+
|
| 1590 |
+
// Negative rewards for low health
|
| 1591 |
+
if (dataPoint.gameState.playerHealth < 30) reward -= 0.03;
|
| 1592 |
+
|
| 1593 |
+
// Reward for progress
|
| 1594 |
+
reward += dataPoint.gameState.datasetLevel * 0.01;
|
| 1595 |
+
|
| 1596 |
+
return parseFloat(reward.toFixed(3));
|
| 1597 |
+
}
|
| 1598 |
+
|
| 1599 |
+
// Check for collisions
|
| 1600 |
+
function checkCollisions() {
|
| 1601 |
+
// Projectile vs Zombie collisions
|
| 1602 |
+
for (let i = projectiles.length - 1; i >= 0; i--) {
|
| 1603 |
+
const projectile = projectiles[i];
|
| 1604 |
+
|
| 1605 |
+
for (let j = zombies.length - 1; j >= 0; j--) {
|
| 1606 |
+
const zombie = zombies[j];
|
| 1607 |
+
|
| 1608 |
+
const dx = projectile.position.x - zombie.position.x;
|
| 1609 |
+
const dz = projectile.position.z - zombie.position.z;
|
| 1610 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1611 |
+
|
| 1612 |
+
if (distance < 0.5) {
|
| 1613 |
+
// Damage zombie
|
| 1614 |
+
zombie.health -= projectile.damage;
|
| 1615 |
+
|
| 1616 |
+
// Remove projectile
|
| 1617 |
+
scene.remove(projectile);
|
| 1618 |
+
projectiles.splice(i, 1);
|
| 1619 |
+
|
| 1620 |
+
// Check if zombie is dead
|
| 1621 |
+
if (zombie.health <= 0) {
|
| 1622 |
+
// Create item drops
|
| 1623 |
+
const dropType = Math.random() < 0.5 ? 'exp' : 'health';
|
| 1624 |
+
createItemDrop(zombie.position.x, zombie.position.z, dropType);
|
| 1625 |
+
|
| 1626 |
+
// Add dataset points for killing zombie
|
| 1627 |
+
addDatasetPoints(15);
|
| 1628 |
+
|
| 1629 |
+
// Remove zombie
|
| 1630 |
+
scene.remove(zombie);
|
| 1631 |
+
zombies.splice(j, 1);
|
| 1632 |
+
zombiesKilled++;
|
| 1633 |
+
|
| 1634 |
+
// Check if wave is complete
|
| 1635 |
+
if (zombies.length === 0 && zombiesRemaining === 0) {
|
| 1636 |
+
currentWave++;
|
| 1637 |
+
if (currentWave <= maxWaves) {
|
| 1638 |
+
setTimeout(() => startWave(), 2000);
|
| 1639 |
+
}
|
| 1640 |
+
}
|
| 1641 |
+
}
|
| 1642 |
+
|
| 1643 |
+
break;
|
| 1644 |
+
}
|
| 1645 |
+
}
|
| 1646 |
+
|
| 1647 |
+
// Remove projectiles that go too far
|
| 1648 |
+
if (Math.abs(projectile.position.x) > 30 || Math.abs(projectile.position.z) > 30) {
|
| 1649 |
+
scene.remove(projectile);
|
| 1650 |
+
projectiles.splice(i, 1);
|
| 1651 |
+
}
|
| 1652 |
+
}
|
| 1653 |
+
|
| 1654 |
+
// Explosion vs Zombie collisions
|
| 1655 |
+
for (let i = explosions.length - 1; i >= 0; i--) {
|
| 1656 |
+
const explosion = explosions[i];
|
| 1657 |
+
|
| 1658 |
+
for (let j = zombies.length - 1; j >= 0; j--) {
|
| 1659 |
+
const zombie = zombies[j];
|
| 1660 |
+
|
| 1661 |
+
const dx = explosion.x - zombie.position.x;
|
| 1662 |
+
const dz = explosion.z - zombie.position.z;
|
| 1663 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1664 |
+
|
| 1665 |
+
if (distance < explosion.radius) {
|
| 1666 |
+
// Damage zombie
|
| 1667 |
+
zombie.health -= explosion.damage;
|
| 1668 |
+
|
| 1669 |
+
// Check if zombie is dead
|
| 1670 |
+
if (zombie.health <= 0) {
|
| 1671 |
+
// Create item drops
|
| 1672 |
+
const dropType = Math.random() < 0.5 ? 'exp' : 'health';
|
| 1673 |
+
createItemDrop(zombie.position.x, zombie.position.z, dropType);
|
| 1674 |
+
|
| 1675 |
+
// Add dataset points for killing zombie with bomb
|
| 1676 |
+
addDatasetPoints(25);
|
| 1677 |
+
|
| 1678 |
+
// Remove zombie
|
| 1679 |
+
scene.remove(zombie);
|
| 1680 |
+
zombies.splice(j, 1);
|
| 1681 |
+
zombiesKilled++;
|
| 1682 |
+
|
| 1683 |
+
// Check if wave is complete
|
| 1684 |
+
if (zombies.length === 0 && zombiesRemaining === 0) {
|
| 1685 |
+
currentWave++;
|
| 1686 |
+
if (currentWave <= maxWaves) {
|
| 1687 |
+
setTimeout(() => startWave(), 2000);
|
| 1688 |
+
}
|
| 1689 |
+
}
|
| 1690 |
+
}
|
| 1691 |
+
}
|
| 1692 |
+
}
|
| 1693 |
+
|
| 1694 |
+
// Update explosion
|
| 1695 |
+
explosion.time += 0.016;
|
| 1696 |
+
if (explosion.mesh) {
|
| 1697 |
+
explosion.mesh.material.opacity = 0.7 * (1 - explosion.time / explosion.maxTime);
|
| 1698 |
+
}
|
| 1699 |
+
|
| 1700 |
+
// Remove expired explosions
|
| 1701 |
+
if (explosion.time >= explosion.maxTime) {
|
| 1702 |
+
if (explosion.mesh) {
|
| 1703 |
+
scene.remove(explosion.mesh);
|
| 1704 |
+
}
|
| 1705 |
+
explosions.splice(i, 1);
|
| 1706 |
+
}
|
| 1707 |
+
}
|
| 1708 |
+
|
| 1709 |
+
// Player vs Item collisions
|
| 1710 |
+
for (let i = itemDrops.length - 1; i >= 0; i--) {
|
| 1711 |
+
const drop = itemDrops[i];
|
| 1712 |
+
|
| 1713 |
+
const dx = player.position.x - drop.x;
|
| 1714 |
+
const dz = player.position.z - drop.z;
|
| 1715 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1716 |
+
|
| 1717 |
+
if (distance < 0.8) {
|
| 1718 |
+
if (drop.type === 'exp') {
|
| 1719 |
+
addDatasetPoints(20); // XP orbs give dataset points
|
| 1720 |
+
} else if (drop.type === 'health') {
|
| 1721 |
+
playerHealth = Math.min(playerMaxHealth, playerHealth + 30);
|
| 1722 |
+
}
|
| 1723 |
+
|
| 1724 |
+
// Remove drop
|
| 1725 |
+
scene.remove(drop.mesh);
|
| 1726 |
+
itemDrops.splice(i, 1);
|
| 1727 |
+
|
| 1728 |
+
// Update UI
|
| 1729 |
+
updateUI();
|
| 1730 |
+
}
|
| 1731 |
+
|
| 1732 |
+
// Animate item drops
|
| 1733 |
+
if (drop.mesh) {
|
| 1734 |
+
drop.time += 0.05;
|
| 1735 |
+
drop.mesh.position.y = 0.5 + Math.sin(drop.time) * 0.2;
|
| 1736 |
+
|
| 1737 |
+
if (drop.mesh.rotation) {
|
| 1738 |
+
drop.mesh.rotation.y += 0.02;
|
| 1739 |
+
}
|
| 1740 |
+
}
|
| 1741 |
+
}
|
| 1742 |
+
|
| 1743 |
+
// Zombie vs Player collisions
|
| 1744 |
+
for (let i = zombies.length - 1; i >= 0; i--) {
|
| 1745 |
+
const zombie = zombies[i];
|
| 1746 |
+
|
| 1747 |
+
const dx = player.position.x - zombie.position.x;
|
| 1748 |
+
const dz = player.position.z - zombie.position.z;
|
| 1749 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1750 |
+
|
| 1751 |
+
if (distance < 0.8) {
|
| 1752 |
+
playerHealth -= zombie.damage;
|
| 1753 |
+
|
| 1754 |
+
if (playerHealth <= 0) {
|
| 1755 |
+
gameOver = true;
|
| 1756 |
+
document.getElementById('gameOver').style.display = 'block';
|
| 1757 |
+
document.getElementById('finalWave').textContent = currentWave;
|
| 1758 |
+
document.getElementById('finalDatasetLevel').textContent = datasetLevel;
|
| 1759 |
+
document.getElementById('finalDataPoints').textContent = mouseDataset.length;
|
| 1760 |
+
}
|
| 1761 |
+
|
| 1762 |
+
updateUI();
|
| 1763 |
+
}
|
| 1764 |
+
}
|
| 1765 |
+
}
|
| 1766 |
+
|
| 1767 |
+
// Update UI elements
|
| 1768 |
+
function updateUI() {
|
| 1769 |
+
const healthPercent = (playerHealth / playerMaxHealth) * 100;
|
| 1770 |
+
document.getElementById('healthFill').style.width = healthPercent + '%';
|
| 1771 |
+
document.getElementById('healthText').textContent = Math.floor(healthPercent) + '%';
|
| 1772 |
+
|
| 1773 |
+
// Update bomb cooldown
|
| 1774 |
+
if (bombCooldown > 0) {
|
| 1775 |
+
const cooldownPercent = (bombCooldown / bombMaxCooldown) * 100;
|
| 1776 |
+
document.getElementById('bombFill').style.width = (100 - cooldownPercent) + '%';
|
| 1777 |
+
document.getElementById('bombTimer').textContent = bombCooldown.toFixed(1) + 's';
|
| 1778 |
+
} else {
|
| 1779 |
+
document.getElementById('bombFill').style.width = '100%';
|
| 1780 |
+
document.getElementById('bombTimer').textContent = 'READY';
|
| 1781 |
+
}
|
| 1782 |
+
}
|
| 1783 |
+
|
| 1784 |
+
// Restart the game
|
| 1785 |
+
function restartGame() {
|
| 1786 |
+
// Reset game state
|
| 1787 |
+
playerHealth = 100;
|
| 1788 |
+
playerMaxHealth = 100;
|
| 1789 |
+
datasetLevel = 1;
|
| 1790 |
+
datasetPoints = 0;
|
| 1791 |
+
pointsToNextLevel = 100;
|
| 1792 |
+
playerSpeed = 0.1;
|
| 1793 |
+
playerDamage = 10;
|
| 1794 |
+
currentWave = 1;
|
| 1795 |
+
zombiesInWave = 0;
|
| 1796 |
+
zombiesRemaining = 0;
|
| 1797 |
+
zombiesKilled = 0;
|
| 1798 |
+
gameOver = false;
|
| 1799 |
+
gameCompleted = false;
|
| 1800 |
+
bombCooldown = 0;
|
| 1801 |
+
moveToTarget = null;
|
| 1802 |
+
isMoving = false;
|
| 1803 |
+
autoShoot = true;
|
| 1804 |
+
|
| 1805 |
+
// Reset dataset collection
|
| 1806 |
+
mouseDataset = [];
|
| 1807 |
+
sessionStartTime = Date.now();
|
| 1808 |
+
lmbCount = 0;
|
| 1809 |
+
rmbCount = 0;
|
| 1810 |
+
movementSamples = 0;
|
| 1811 |
+
lastMouseMoveTime = 0;
|
| 1812 |
+
lastMousePosition = { x: 0, y: 0 };
|
| 1813 |
+
|
| 1814 |
+
// Clear all game objects
|
| 1815 |
+
while (zombies.length > 0) {
|
| 1816 |
+
const zombie = zombies.pop();
|
| 1817 |
+
scene.remove(zombie);
|
| 1818 |
+
}
|
| 1819 |
+
|
| 1820 |
+
while (projectiles.length > 0) {
|
| 1821 |
+
const projectile = projectiles.pop();
|
| 1822 |
+
scene.remove(projectile);
|
| 1823 |
+
}
|
| 1824 |
+
|
| 1825 |
+
while (itemDrops.length > 0) {
|
| 1826 |
+
const drop = itemDrops.pop();
|
| 1827 |
+
if (drop.mesh) scene.remove(drop.mesh);
|
| 1828 |
+
}
|
| 1829 |
+
|
| 1830 |
+
while (explosions.length > 0) {
|
| 1831 |
+
const explosion = explosions.pop();
|
| 1832 |
+
if (explosion.mesh) scene.remove(explosion.mesh);
|
| 1833 |
+
}
|
| 1834 |
+
|
| 1835 |
+
// Reset player position
|
| 1836 |
+
player.position.set(0, 0, 0);
|
| 1837 |
+
|
| 1838 |
+
// Update UI
|
| 1839 |
+
updateUI();
|
| 1840 |
+
updateDatasetUI();
|
| 1841 |
+
|
| 1842 |
+
// Update data stats
|
| 1843 |
+
document.getElementById('lmbCount').textContent = lmbCount;
|
| 1844 |
+
document.getElementById('rmbCount').textContent = rmbCount;
|
| 1845 |
+
document.getElementById('moveCount').textContent = movementSamples;
|
| 1846 |
+
document.getElementById('sessionTime').textContent = 0;
|
| 1847 |
+
|
| 1848 |
+
// Hide game over/completion messages
|
| 1849 |
+
document.getElementById('gameOver').style.display = 'none';
|
| 1850 |
+
document.getElementById('completionMessage').style.display = 'none';
|
| 1851 |
+
document.getElementById('menu').style.display = 'none';
|
| 1852 |
+
document.getElementById('exportPanel').style.display = 'none';
|
| 1853 |
+
isMenuOpen = false;
|
| 1854 |
+
|
| 1855 |
+
// Start first wave
|
| 1856 |
+
startWave();
|
| 1857 |
+
}
|
| 1858 |
+
|
| 1859 |
+
// Game loop
|
| 1860 |
+
function animate() {
|
| 1861 |
+
if (gameOver || gameCompleted) {
|
| 1862 |
+
requestAnimationFrame(animate);
|
| 1863 |
+
return;
|
| 1864 |
+
}
|
| 1865 |
+
|
| 1866 |
+
const now = Date.now();
|
| 1867 |
+
const deltaTime = (now - lastSpawnTime) / 1000;
|
| 1868 |
+
|
| 1869 |
+
// Handle player movement
|
| 1870 |
+
if (isMoving && moveToTarget) {
|
| 1871 |
+
const dx = moveToTarget.x - player.position.x;
|
| 1872 |
+
const dz = moveToTarget.z - player.position.z;
|
| 1873 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1874 |
+
|
| 1875 |
+
if (distance > 0.2) {
|
| 1876 |
+
// Move towards target
|
| 1877 |
+
player.position.x += (dx / distance) * playerSpeed;
|
| 1878 |
+
player.position.z += (dz / distance) * playerSpeed;
|
| 1879 |
+
|
| 1880 |
+
// Rotate player to face movement direction
|
| 1881 |
+
const angle = Math.atan2(dx, dz);
|
| 1882 |
+
player.rotation.y = angle;
|
| 1883 |
+
} else {
|
| 1884 |
+
// Reached target
|
| 1885 |
+
isMoving = false;
|
| 1886 |
+
moveToTarget = null;
|
| 1887 |
+
}
|
| 1888 |
+
}
|
| 1889 |
+
|
| 1890 |
+
// Keep player within bounds
|
| 1891 |
+
player.position.x = Math.max(-24, Math.min(24, player.position.x));
|
| 1892 |
+
player.position.z = Math.max(-24, Math.min(24, player.position.z));
|
| 1893 |
+
|
| 1894 |
+
// Handle shooting (always auto-shoot like original)
|
| 1895 |
+
shoot();
|
| 1896 |
+
|
| 1897 |
+
// Update bomb cooldown
|
| 1898 |
+
if (bombCooldown > 0) {
|
| 1899 |
+
bombCooldown -= deltaTime;
|
| 1900 |
+
if (bombCooldown < 0) bombCooldown = 0;
|
| 1901 |
+
}
|
| 1902 |
+
|
| 1903 |
+
// Spawn zombies
|
| 1904 |
+
if (zombiesRemaining > 0 && now - lastSpawnTime > 1000) {
|
| 1905 |
+
spawnZombie();
|
| 1906 |
+
lastSpawnTime = now;
|
| 1907 |
+
}
|
| 1908 |
+
|
| 1909 |
+
// Update zombies with enhanced AI and movement
|
| 1910 |
+
zombies.forEach(zombie => {
|
| 1911 |
+
// Move towards player with occasional direction changes
|
| 1912 |
+
const dx = player.position.x - zombie.position.x;
|
| 1913 |
+
const dz = player.position.z - zombie.position.z;
|
| 1914 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1915 |
+
|
| 1916 |
+
if (distance > 0.5) {
|
| 1917 |
+
const currentTime = Date.now();
|
| 1918 |
+
if (currentTime - zombie.lastDirectionChange > 1000) {
|
| 1919 |
+
zombie.lastDirectionChange = currentTime;
|
| 1920 |
+
}
|
| 1921 |
+
|
| 1922 |
+
// Wobble effect for realistic zombie movement
|
| 1923 |
+
const wobble = Math.sin(currentTime * 0.01 + zombie.wobbleOffset) * 0.1;
|
| 1924 |
+
const angle = Math.atan2(dx, dz) + wobble;
|
| 1925 |
+
|
| 1926 |
+
zombie.position.x += Math.sin(angle) * zombie.speed;
|
| 1927 |
+
zombie.position.z += Math.cos(angle) * zombie.speed;
|
| 1928 |
+
|
| 1929 |
+
// Rotate to face movement direction
|
| 1930 |
+
zombie.rotation.y = angle;
|
| 1931 |
+
}
|
| 1932 |
+
});
|
| 1933 |
+
|
| 1934 |
+
// Update projectiles
|
| 1935 |
+
projectiles.forEach(projectile => {
|
| 1936 |
+
projectile.position.x += projectile.direction.x * projectile.speed;
|
| 1937 |
+
projectile.position.z += projectile.direction.z * projectile.speed;
|
| 1938 |
+
});
|
| 1939 |
+
|
| 1940 |
+
// Auto-aim at nearest zombie if not moving (like original)
|
| 1941 |
+
if (!isMoving) {
|
| 1942 |
+
let nearestZombie = null;
|
| 1943 |
+
let minDistance = Infinity;
|
| 1944 |
+
|
| 1945 |
+
zombies.forEach(zombie => {
|
| 1946 |
+
const dx = zombie.position.x - player.position.x;
|
| 1947 |
+
const dz = zombie.position.z - player.position.z;
|
| 1948 |
+
const distance = Math.sqrt(dx * dx + dz * dz);
|
| 1949 |
+
|
| 1950 |
+
if (distance < minDistance) {
|
| 1951 |
+
minDistance = distance;
|
| 1952 |
+
nearestZombie = zombie;
|
| 1953 |
+
}
|
| 1954 |
+
});
|
| 1955 |
+
|
| 1956 |
+
if (nearestZombie) {
|
| 1957 |
+
const dx = nearestZombie.position.x - player.position.x;
|
| 1958 |
+
const dz = nearestZombie.position.z - player.position.z;
|
| 1959 |
+
const angle = Math.atan2(dx, dz);
|
| 1960 |
+
player.rotation.y = angle;
|
| 1961 |
+
}
|
| 1962 |
+
}
|
| 1963 |
+
|
| 1964 |
+
// Check collisions
|
| 1965 |
+
checkCollisions();
|
| 1966 |
+
|
| 1967 |
+
// Update UI
|
| 1968 |
+
updateUI();
|
| 1969 |
+
|
| 1970 |
+
// Render
|
| 1971 |
+
renderer.render(scene, camera);
|
| 1972 |
+
|
| 1973 |
+
requestAnimationFrame(animate);
|
| 1974 |
+
}
|
| 1975 |
+
|
| 1976 |
+
// Start the game
|
| 1977 |
+
init();
|
| 1978 |
+
</script>
|
| 1979 |
+
</body>
|
| 1980 |
+
</html>
|