Haxball Public Room Ball Trajectory (Safe Version)

Works in public Haxball rooms - predicts ball bounce trajectory on kick (compatible version)

此脚本不应直接安装。它是供其他脚本使用的外部库,要使用该库请加入元指令 // @require https://update.cn-greasyfork.org/scripts/532761/1570610/Haxball%20Public%20Room%20Ball%20Trajectory%20%28Safe%20Version%29.js

您需要先安装一个扩展,例如 篡改猴Greasemonkey暴力猴,之后才能安装此脚本。

You will need to install an extension such as Tampermonkey to install this script.

您需要先安装一个扩展,例如 篡改猴暴力猴,之后才能安装此脚本。

您需要先安装一个扩展,例如 篡改猴Userscripts ,之后才能安装此脚本。

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。

您需要先安装用户脚本管理器扩展后才能安装此脚本。

(我已经安装了用户脚本管理器,让我安装!)

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

(我已经安装了用户样式管理器,让我安装!)

// ==UserScript==
// @name         Haxball Public Room Ball Trajectory (Safe Version)
// @namespace    http://tampermonkey.net/
// @version      1.1
// @description  Works in public Haxball rooms - predicts ball bounce trajectory on kick (compatible version)
// @match        https://www.haxball.com/*
// @grant        none
// ==/UserScript==

(function () {
    'use strict';

    let canvas, ctx, gameCanvas;
    let ball = { x: 0, y: 0, vx: 0, vy: 0 };
    let lastBall = { x: 0, y: 0 };
    let trail = [];
    let showTrail = false;
    const radius = 3;
    const dt = 1 / 60;
    const bounceLimit = 4;

    function predict(pos, vel, bounds) {
        let path = [];
        let bounces = 0;

        for (let i = 0; i < 300 && bounces < bounceLimit; i++) {
            pos.x += vel.x * dt;
            pos.y += vel.y * dt;

            if (pos.y < bounds.minY || pos.y > bounds.maxY) {
                vel.y *= -1;
                bounces++;
            }
            if (pos.x < bounds.minX || pos.x > bounds.maxX) {
                vel.x *= -1;
                bounces++;
            }

            path.push({ x: pos.x, y: pos.y });
        }
        return path;
    }

    function setupCanvas() {
        canvas = document.createElement('canvas');
        canvas.style.position = 'absolute';
        canvas.style.top = 0;
        canvas.style.left = 0;
        canvas.style.pointerEvents = 'none';
        canvas.style.zIndex = 9999;
        document.body.appendChild(canvas);
        ctx = canvas.getContext('2d');
        resize();
        window.addEventListener('resize', resize);
    }

    function resize() {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
    }

    function drawTrail() {
        ctx.clearRect(0, 0, canvas.width, canvas.height);
        if (!showTrail || trail.length < 2) return;

        ctx.beginPath();
        ctx.moveTo(trail[0].x, trail[0].y);
        for (let i = 1; i < trail.length; i++) {
            ctx.lineTo(trail[i].x, trail[i].y);
        }
        ctx.strokeStyle = 'lime';
        ctx.lineWidth = 2;
        ctx.stroke();
    }

    function trackBall() {
        const ballElem = document.querySelector("canvas");
        if (!ballElem) return;

        const rect = ballElem.getBoundingClientRect();
        const center = {
            x: rect.left + rect.width / 2,
            y: rect.top + rect.height / 2
        };

        ball.vx = (center.x - lastBall.x);
        ball.vy = (center.y - lastBall.y);

        const speed = Math.sqrt(Math.pow(ball.vx, 2) + Math.pow(ball.vy, 2));
        if (speed > 2.5) {
            ball.x = center.x;
            ball.y = center.y;

            const bounds = {
                minX: rect.left + 30,
                maxX: rect.right - 30,
                minY: rect.top + 30,
                maxY: rect.bottom - 30
            };

            const scaleVel = 10;
            trail = predict(
                { x: ball.x, y: ball.y },
                { x: ball.vx * scaleVel, y: ball.vy * scaleVel },
                bounds
            );
            showTrail = true;

            setTimeout(() => {
                showTrail = false;
            }, 2500);
        }

        lastBall.x = center.x;
        lastBall.y = center.y;
    }

    setupCanvas();
    setInterval(() => {
        trackBall();
        drawTrail();
    }, 1000 / 60);
})();