How to play
Target Range is a first-person aim trainer. You stand in the middle of an indoor range hall and round targets appear around you: up to 100° to either side of straight ahead, from 8° below eye level to 25° above it, 6 to 25 m away. Turn until a target sits under the central crosshair and shoot. Arrows at the edge of the view point to targets you cannot see. A round lasts 30 or 60 seconds.
- Precision: three still targets; each hit one is replaced. The red centre scores 100, the white ring 75, the outer ring 50. A miss costs 25, but the score never goes below zero.
- Speed: one target at a time, at least 35° from where you aim. A hit earns 100 plus a bonus of up to 100 that falls to zero 1.5 seconds after the target appeared. A miss costs 25.
- Tracking: a ball glides around you, changing direction and distance. Hold the button and keep the crosshair on it. Ten times a second the game checks: each check on the ball scores 10 points, each check off it is a miss.
Controls
- Mouse (first person, the default): Start captures the mouse pointer, so moving the mouse turns the view and the left button shoots (hold it in Tracking). At look speed 1, 100 pixels of movement turn the view 9°. If the hidden pointer stops at the screen edge, hold it there: the view keeps turning. Esc releases the mouse and pauses.
- If the browser cannot capture the mouse: the crosshair follows the pointer and a click shoots there. Push the pointer to an edge of the view to keep turning.
- Keyboard: the arrow keys turn the view, faster the longer you hold them, Shift for fine moves. Space shoots, P or Esc pauses, Enter starts, F switches full screen, M the sound.
- Touch: drag on the view to look around and tap FIRE to shoot at the crosshair. A tap directly on a visible target also counts as a shot at it, with a 10-pixel margin.
- Aim settings: look speed, field of view (70–110°), crosshair, and “Point and click (no mouse look)” with a still view.
How it works
The hall, its columns, crates and stands are flat-shaded polygons drawn on a 2D canvas. The camera never moves, it only turns. Its yaw (left–right angle) and pitch (up–down, limited to ±60°) give three unit vectors:
forward = (sin yaw · cos pitch, sin pitch, cos yaw · cos pitch)
right = (cos yaw, 0, −sin yaw) up = forward × right
The offset of every corner from the eye, measured along these directions, gives camera coordinates x, y and z. Every frame, all corners are projected again:
x_screen = f · x / z y_screen = f · y / z
f = (w / 2) / tan(FOV / 2)
w is the longer side of the playfield in pixels. With w = 800 px and FOV = 90°, f = 400, so a point 1 m right and 10 m ahead lands 40 px right of the centre. Polygons are first cut at a plane 5 cm in front of the eye, because corners behind it cannot be divided by z.
A shot is a ray from the eye O in direction D through the crosshair or the tapped pixel. Each target is a sphere with centre C and radius R:
t = (C − O) · D d² = |C − O|² − t²
hit when t > 0 and d ≤ R
t is where the ray comes closest to the centre and d how far it passes from it. In Precision, d ≤ R/3 is the centre and d ≤ 2R/3 the white ring.
Why far, small targets take longer
Fitts’s law predicts the movement time MT from the distance D to a target and its width W:
MT = a + b · log₂(D / W + 1)
a and b are measured for a person and a device. In first person, D is the angle you turn and W the angle the target covers, 2 · asin(R / distance). A Medium Precision target (R = 0.4 m) 10 m away covers about 4.6°; 45° away, log₂(45 / 4.6 + 1) ≈ 3.4.
Tips
- Turn towards an edge arrow until the target appears, then slow down.
- In Precision, let the crosshair settle before you click.
- In Speed, make one quick turn close to the target, then a small correction.
- In Tracking, match the ball’s speed instead of jumping onto it.
- If turning feels too fast or too slow, change the look speed.
Frequently asked questions
Why does the mouse pointer disappear?
In first person the page uses the browser’s Pointer Lock, which hides the pointer and reports only how far the mouse moved. Esc gives it back. If the browser cannot capture the mouse, push it to the edge of the view to keep turning.
First person or point and click?
First person trains turning the view onto targets all around you; point and click trains moving a pointer in a fixed view. Their best scores are kept separately.
Are my results saved?
Your best score for each mode, round length, target size and aim style, and your settings, stay in this browser only. Nothing is sent anywhere.
Can I play without a mouse?
Yes: on a touch screen drag to look and tap FIRE or a target, or use the arrow keys and Space.