Brawl Stars is a third-person, top-down shooter game in which you play as your chosen Brawler and compete in a variety of Events. In these Events, you face off against other Brawlers as you attempt to complete a special objective unique to each type of Event.

To move your Brawler, drag your finger on the left side of the screen to manipulate the virtual joystick, and your Brawler will move the direction that the joystick is pulled. Dragging your finger on the right side of the screen will manipulate the Attack joystick. Drag it to aim, and release it to fire. Alternately, the joystick can be tapped to perform a "quick-fire" (or auto-aimed) attack. This causes the Brawler to automatically fire once at the nearest target, or if none are in range, the Brawler fires toward the nearest damageable object (Players, Power Cube Boxes, etc.). To cancel an aimed shot, drag the Attack joystick back to its center.

Each Brawler has its own powerful Super ability. The Super is mainly charged by hitting enemy Brawlers. Once fully charged, it can be utilized with the yellow joystick located on the right side of the screen, below the Attack joystick. The Super will then be fired in the direction that the joystick is aimed in. Similar to the regular Attack joystick, the Super joystick can also be simply tapped to automatically fire the Super at the nearest target. The Super's charge is not lost if your Brawler is defeated. Like your Attack joystick, you can cancel your aimed Super by dragging the joystick back to its center.

I want to create a neural network that will shoot like brawl stars. The neural network must predict the position of the joystick for the correct shot in the format (0, 0). The prediction is that some characters after the shot have a delay before the bullet flies. Then the bullet flies for a while. And during this time, the enemy can run away to another place, because this is a dynamic game, and no one stands still there. This is the difficulty, it is necessary to generate various events so that the neural network, by delay, bullet speed, enemy speed, and so on, can hit the target exactly.

I already have a list of different options for some of the characters. This is the delay before the flight of the bullet, the firing range, as well as the entire path of the bullet in milliseconds. There is no bullet speed as such, so it was calculated manually in milliseconds.

There are several types of characters in brawl stars, but we are still working with snipers. The purpose of their attack is that in whatever direction you shoot, the bullet will fly all the way. You can't shoot near you, the bullet whatever will fly the maximum obstacle until it hits an enemy, an obstacle, or reaches the end of its distance.

Bullet range is a relative value relative to the screen resolution. The vertical side of the screen is divided by 18, and this will be the multiplier value for the range of the bullet. That is, at a resolution of 940x540, you need to divide 540 by 18, we get 30. If the bullet range is 10, then in pixels the range will be 300 in any direction.

For example:
piper - range 10.33, bullet speed 720 milliseconds.
penny - range 8.57, bullet speed 750 milliseconds.
nita - range 6.83, bullet speed 750 milliseconds.
gray - range 8.47, bullet speed 820 milliseconds.