您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 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 或 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 或 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 或 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。
Unleash the power of grappling arrows in Bonk.io
// ==UserScript== // @name Grappling Arrows Deluxe // @namespace https://your.namespace.com // @version 1.0 // @description Unleash the power of grappling arrows in Bonk.io // @author The Mastermind // @match https://bonk.io/* // @grant none // ==/UserScript== (function() { 'use strict'; // Constants and variables const ARROW_SPEED = 15; let arrows = []; // Function to create arrows function createArrow(x, y, angle) { // Code to create arrow object // Push arrow to arrows array } // Function to update arrow positions function updateArrows() { // Code to update arrow positions based on velocity // Remove arrows that are out of bounds } // Function to handle arrow collisions function handleArrowCollision(arrow, surface) { // Calculate position where arrow hits surface const hitPosition = calculateHitPosition(arrow, surface); // Attach grappling hook to hit position attachGrapplingHook(hitPosition); // Pull player towards hit position pullPlayer(hitPosition); } // Function to calculate hit position function calculateHitPosition(arrow, surface) { // Code to calculate hit position based on arrow trajectory and surface geometry } // Function to attach grappling hook function attachGrapplingHook(position) { // Code to create visual representation of grappling hook at hit position } // Function to pull player towards hit position function pullPlayer(hitPosition) { // Code to adjust player movement to simulate pulling towards hit position } // Event listener for player shooting arrows document.addEventListener('click', function(event) { // Code to handle arrow shooting }); // Main game loop function mainLoop() { // Update player positions // Update arrow positions // Check for collisions // Render game } // Start game loop setInterval(mainLoop, 1000 / 60); // 60 FPS })();