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。
autorespawn(auto ad watcher with 2min timer), FOV & diepUnits & windowScaling() calculator, Factory controls overlay, bullet distance (FOR EVERY BULLET SPEED BUILD) of 75% tanks, copy party link, leave game, no privacy settings button, no apes.io advertisment, net_predict_movement false
当前为
// ==UserScript== // @name r!PsAw's Diep.io+ (BIG UPDATE) // @namespace http://tampermonkey.net/ // @version 1.0.0 // @description autorespawn(auto ad watcher with 2min timer), FOV & diepUnits & windowScaling() calculator, Factory controls overlay, bullet distance (FOR EVERY BULLET SPEED BUILD) of 75% tanks, copy party link, leave game, no privacy settings button, no apes.io advertisment, net_predict_movement false // @author You // @match https://diep.io/* // @icon https://www.google.com/s2/favicons?sz=64&domain=diep.io // @grant none // @license MIT // ==/UserScript== //!!!WARNING!!! Ui scale has to be at 0.9x for this script to work// let ui_scale = document.querySelector("#settings-screen > div > div:nth-child(1) > div > div:nth-child(1) > label > span") function ui_scale_check(){ if(ui_scale.innerHTML != "-" && ui_scale.innerHTML != null){ if(ui_scale.innerHTML != "0.9x"){ alert("please change your ui_scale to 0.9x in Menu -> Settings"); console.log(ui_scale.innerHTML); }else{ console.log("no alert"); } clearInterval(interval_for_ui_scale); } } let interval_for_ui_scale = setInterval(ui_scale_check, 0); //config var two = canvas.width/window.innerWidth; var debugboolean = false; var script_boolean = true; // Mouse coordinates var uwuX = '0'; var uwuY = '0'; document.addEventListener('mousemove', function(e) { uwuX = e.clientX; uwuY = e.clientY; }); //net_predict_movement false const observer = new MutationObserver((mutationsList, observer) => { let diep_console = document.getElementById("textInput"); if (diep_console) { input.execute("net_predict_movement false"); observer.disconnect(); // Stop observing after the element is found and script executed } }); observer.observe(document.body, { childList: true, subtree: true }); //remove privacy settings button and apes.io promo let ads_removed = false; function instant_remove(){ let privacy_btn = document.getElementById("cmpPersistentLink"); let apes_btn = document.getElementById("apes-io-promo"); if(apes_btn != null && privacy_btn != null){ privacy_btn.remove(); apes_btn.remove(); console.log("removed buttons, quitting..."); clearInterval(interval); } }; let interval = setInterval(instant_remove, 0); //toggle leave game let active = false; let s = false; let ingame_quit_btn = document.getElementById("quick-exit-game"); let app = document.getElementById("app"); function check_class(){ if(ingame_quit_btn.classList.contains("shown")){ active = false; }else if(ingame_quit_btn.classList.contains("hidden")){ active = true; } } setInterval(check_class, 300); var toggle_quit_btn = document.createElement('button'); toggle_quit_btn.innerHTML = `leave button active? ${active}`; toggle_quit_btn.style.color = "white"; toggle_quit_btn.style.position = "fixed"; toggle_quit_btn.style.width = "100px"; toggle_quit_btn.style.height = "50px"; toggle_quit_btn.style.bottom = "20%"; toggle_quit_btn.style.left = "30%"; toggle_quit_btn.style.transform = "translate(-50%, 50%)"; toggle_quit_btn.style.cursor = "pointer"; toggle_quit_btn.style.zIndex = '9999'; toggle_quit_btn.onclick = function() { s = !s; toggle_quit_btn.innerHTML = `leave button active? ${active}`; if(s){ ingame_quit_btn.classList.remove("hidden"); ingame_quit_btn.classList.add("shown"); }else{ ingame_quit_btn.classList.remove("shown"); ingame_quit_btn.classList.add("hidden"); } } app.appendChild(toggle_quit_btn); //timer for bonus reward const gameOverScreen = document.getElementById('game-over-screen'); const ad_btn = document.getElementById("game-over-video-ad"); var ad_btn_free = true; const timerDisplay = document.createElement('h1'); timerDisplay.textContent = "Time left to collect next bonus levels: 02:00"; gameOverScreen.appendChild(timerDisplay); let timer; let totalTime = 120; // 2 minutes in seconds function startTimer() { clearInterval(timer); timer = setInterval(function() { if (totalTime <= 0) { clearInterval(timer); timerDisplay.textContent = "00:00"; } else { totalTime--; let minutes = Math.floor(totalTime / 60); let seconds = totalTime % 60; timerDisplay.textContent = `Time left to collect next bonus levels: ${minutes.toString().padStart(2, '0')}:${seconds.toString().padStart(2, '0')}`; } }, 1000); } function resetTimer() { if(totalTime === 0){ clearInterval(timer); totalTime = 120; // Reset to 2 minutes timerDisplay.textContent = "02:00"; } } // Add event listeners for the buttons ad_btn.addEventListener('click', check_ad_state); function check_ad_state(){ if(totalTime === 0){ resetTimer(); }else if(totalTime === 120){ ad_btn_free = true; startTimer(); }else{ ad_btn_free = false; } } //autorespawn (easy way) let ingamescreen = document.getElementById("in-game-screen"); let autorespawn = false; function respawn(){ if(autorespawn){ if(ingamescreen.classList.contains("screen") && ingamescreen.classList.contains("active")){ return; }else{ if(totalTime === 120 || totalTime === 0){ ad_btn.click(); }else{ let spawnbtn = document.getElementById("spawn-button"); spawnbtn.click(); } } } } setInterval(respawn, 1000); var toggle_auto_r_btn = document.createElement('button'); toggle_auto_r_btn.innerHTML = `auto respawn active? ${autorespawn}`; toggle_auto_r_btn.style.backgroundColor = "red"; toggle_auto_r_btn.style.color = "white"; toggle_auto_r_btn.style.position = "fixed"; toggle_auto_r_btn.style.width = "100px"; toggle_auto_r_btn.style.height = "50px"; toggle_auto_r_btn.style.bottom = "20%"; toggle_auto_r_btn.style.left = "35%"; toggle_auto_r_btn.style.transform = "translate(-50%, 50%)"; toggle_auto_r_btn.style.cursor = "pointer"; toggle_auto_r_btn.style.zIndex = '9999'; toggle_auto_r_btn.onclick = function() { autorespawn = !autorespawn; toggle_auto_r_btn.innerHTML = `auto respawn active? ${autorespawn}`; if(autorespawn){ toggle_auto_r_btn.style.backgroundColor = "green"; }else{ toggle_auto_r_btn.style.backgroundColor = "red"; } } app.appendChild(toggle_auto_r_btn); //copy party link var copy_p_link_btn = document.createElement('button'); copy_p_link_btn.innerHTML = `copy party link`; copy_p_link_btn.style.color = "white"; copy_p_link_btn.style.position = "fixed"; copy_p_link_btn.style.width = "100px"; copy_p_link_btn.style.height = "50px"; copy_p_link_btn.style.bottom = "20%"; copy_p_link_btn.style.left = "40%"; copy_p_link_btn.style.transform = "translate(-50%, 50%)"; copy_p_link_btn.style.cursor = "pointer"; copy_p_link_btn.style.zIndex = '9999'; copy_p_link_btn.onclick = function() { document.getElementById("copy-party-link").click(); } app.appendChild(copy_p_link_btn); //find the current Level (credits to abc) CanvasRenderingContext2D.prototype.fillText = new Proxy(CanvasRenderingContext2D.prototype.fillText, { apply(fillRect, ctx, [text, x, y, ...blah]) { if (text.startsWith('Lvl ')) { currentLevel = text.split(' ')[1]; if(text.split(' ')[3] != undefined){ tanky = text.split(' ')[2] + text.split(' ')[3]; }else{ tanky = text.split(' ')[2] } } fillRect.call(ctx, text, x, y, ...blah); } }); //Detect AutoFire/AutoSpin let auto_fire = false; let auto_spin = false; function f_s(f_or_s){ switch (f_or_s){ case "fire": auto_fire = !auto_fire; break case "spin": auto_spin = !auto_spin; break } } //Diep Units & fov calculator //NOTE: I removed spaces between tank names for this script only. Also since glider came out and diepindepth was unupdated it didn't update correctly, I fixed that. /* ============================================================================= Skid & Noob friendly calculation explained: Read this in order to understand, how the position calculation works. 1. Canvas/window coords When you load diep.io in a browser window, it also loads a canvas where the game is drawn. Imagine a piece of paper where you draw things, this is canvas. If you place a pen on that piece of paper, this is html element. Diep.io uses canvas mainly. Your window and the canvas use different coordinate systems, even tho they appear the same at first: start->x | \/ y if x is for example 3 and y is 5, you find the point of your mouse. start->x... |_________| \/________| y_________| ._________| ._________| ._________| ._________| ._________HERE the right upper corner of your window is the x limit, called window.innerWidth the left bottom corner of your window is the y limit, called window.innerHeight canvas is the same, but multiplied by 2. So for x, it's canvas.height = window.innerHeight * 2 same goes for y, canvas.width = window.innerWidth * 2 This can work the other way around too. canvas.height/2 = window.innerHeight and canvas.width/2 = window.innerWidth NOTE: when you use input.mouse(x, y) you're using the canvas coordinate system. 2. DiepUnits Read this first: https://github.com/ABCxFF/diepindepth/blob/main/canvas/scaling.md if you're curious about what l and Fv means, like I was I can tell you now. L stands for your Tank level, that you currently have. Fv is the fieldFactor. You can find them here for each tank: https://github.com/ABCxFF/diepindepth/blob/main/extras/tankdefs.json (The formula from the picture as code: const FOV = (level, fieldFactor) => (.55*fieldFactor)/Math.pow(1.01, (level-1)/2); ) Additions: DiepUnits are used, to draw all entities in game in the right size. For example when you go Ranger, they appear smaller because your entire ingame map shrinks down, so you see more without changing the size of the canvas or the window. So if a square is 55 diepunits big and it gets visually smaller, it's still 55 diepunits big. Coordinate system: x*scalingFactor, y*scalingFactor IMPORTANT!!! Note that your Tank is getting additional DiepUnits with every level it grows. This formula descritbes it's growth 53 * (1.01 ** (currentLevel - 1)); 3. WindowScaling Read this first: https://github.com/ABCxFF/diepindepth/blob/main/canvas/scaling.md (you can use the function given in there, if you don't want to make your own) it's used for all ui elements, like scoreboard, minimap or stats upgrades. NOTE: It's not used for html Elements, only canvas. So the starting menu or gameover screen aren't part of it. Coordinate system: x*windowScaling(), y*windowScaling() 4. Converting coordinate systems into each other canvas -> window = a/2 -> b window -> canvas = a*2 -> b windowScaling -> window = ( a*windowScaling() )/2 -> b windowScaling -> canvas = a*windowScaling() - > b diepUnits -> canvas = a/scalingFactor -> b diepUnits -> window = ( a/scalingFactor )/2 -> b window -> diepUnits = ( a*scalingFactor )*2 -> b canvas -> diepUnits = a*scalingFactor -> b window -> windowScaling() = ( a*windowScaling() )*2 -> b canvas -> windowScaling() = a*windowScaling() - > b diepUnits -> windowScaling() = ( a/scalingFactor ) * fieldFactor -> b windowScaling()-> diepUnits = ( a/fieldFactor ) * scalingFactor -> b ============================================================================= My todo list or fix: - window.resize doesn't check if canvas size changes, but only if the user changes it. For example opening google console changes canvas size, but user didn't change the window. - press 2 keys at the same time - simulate diep.io moving and knockback physics - simulate diep.io bullets - figure out how to simulate mouse click events - add game Tick calculator, for bullets cooldown -> Mi300 said use 0x00 clientbound packet - Finish bullet speed hybrid tanks - Figure out physics for sniper, Ranger etc. ============================================================================= Useful info: -shape sizes: tank lvl 1 size = 53 diep units grid square side length = 50 diep units square, triangle = 55 diep units pentagon = 75 diep units small crasher = 35 diep units big crasher = 55 diep units alpha pentagon = 200 diep units ============================================================================= */ var currentLevel = 0; var lastLevel = 0; var tanky = ""; let ripsaw_radius; let fieldFactor = 1.0; let found = false; let loltank ;let lolztank; let diepUnits = 53 * (1.01 ** (currentLevel - 1)); let FOV = (0.55 * fieldFactor) / Math.pow(1.01, (currentLevel - 1) / 2); let scalingFactor = FOV * windowScaling(); const fieldFactors = [ {tank: "Sniper", factor: 0.899}, {tank: "Overseer", factor: 0.899}, {tank: "Overlord", factor: 0.899}, {tank: "Assassin", factor: 0.8}, {tank: "Necromancer", factor: 0.899}, {tank: "Hunter", factor: 0.85}, {tank: "Stalker", factor: 0.8}, {tank: "Ranger", factor: 0.699}, {tank: "Manager", factor: 0.899}, {tank: "Predator", factor: 0.85}, {tank: "Trapper", factor: 0.899}, {tank: "GunnerTrapper", factor: 0.899}, {tank: "Overtrapper", factor: 0.899}, {tank: "MegaTrapper", factor: 0.899}, {tank: "Tri-Trapper", factor: 0.899}, {tank: "Smasher", factor: 0.899}, {tank: "Landmine", factor: 0.899}, {tank: "Streamliner", factor: 0.85}, {tank: "AutoTrapper", factor: 0.899}, {tank: "Battleship", factor: 0.899}, {tank: "AutoSmasher", factor: 0.899}, {tank: "Spike", factor: 0.899}, {tank: "Factory", factor: 0.899}, {tank: "Skimmer", factor: 0.899}, {tank: "Glider", factor: 0.899}, {tank: "Rocketeer", factor: 0.899}, ] function windowScaling() { const a = canvas.height / 1080; const b = canvas.width / 1920; return b < a ? a : b; } function calculateFOV(Fv, l) { const numerator = 0.55 * Fv; const denominator = Math.pow(1.01, (l - 1) / 2); if(typeof window.HEAPF32 !== 'undefined' && typeof window.fov !== 'undefined' && window.fov.length > 0){ //use this part, if you have a fov script that can share it's fov value with you FOV = HEAPF32[fov[0]]; }else{ //use this part if you have no fov script FOV = numerator / denominator; } return FOV; } function apply_values(FF){ calculateFOV(FF, currentLevel); scalingFactor = FOV * windowScaling(); ripsaw_radius = diepUnits * scalingFactor; diepUnits = 53 * (1.01 ** (currentLevel - 1)); } function apply_changes(value){ if(found){ fieldFactor = fieldFactors[value].factor; loltank = tanky; lastLevel = currentLevel; apply_values(fieldFactor); }else{ if(value === null){ fieldFactor = 1.0; loltank = "default"; lolztank = tanky; lastLevel = currentLevel; apply_values(fieldFactor); } } } function bruteforce_tanks(){ for (let i = 0; i < fieldFactors.length; i++){ if(tanky.includes(fieldFactors[i].tank)){ found = true; console.log("FOUND TANK " + fieldFactors[i].tank); apply_changes(i); break; }else{ found = false; if(i < fieldFactors.length - 1){ console.log(`checking tank ${i}`); }else{ console.log("No Tank was found, resetting to default") apply_changes(null); } } } } window.addEventListener("resize", bruteforce_tanks); function check_lvl_change() { if(lastLevel === currentLevel){ //console.log("level wasn't changed"); }else{ console.log("changed level, bruteforcing"); bruteforce_tanks(); } } function check_change(){ //console.log("lastLevel: " + lastLevel + " currentLevel: " + currentLevel); check_lvl_change(); if(loltank != tanky){ if(loltank === "default"){ if(lolztank != tanky){ bruteforce_tanks(); }else{ return; } }else{ bruteforce_tanks(); } } } setInterval(check_change, 250); //canvas gui let offsetX = 0; let offsetY = 0; //for canvas text height and space between it let text_startingY = 450*windowScaling();let textAdd = 25*windowScaling(); let selected_box = null; const boxes = [ {color: "lightblue", LUcornerX: 47, LUcornerY: 67}, {color: "green", LUcornerX: 47+90+13, LUcornerY: 67}, {color: "red", LUcornerX: 47, LUcornerY: 67+90+9}, {color: "yellow", LUcornerX: 47+90+13, LUcornerY: 67+90+9}, {color: "blue", LUcornerX: 47, LUcornerY: 67+((90+9)*2)}, {color: "rainbow", LUcornerX: 47+90+13, LUcornerY: 67+((90+9)*2)} ] const ctx = canvas.getContext('2d'); function ctx_text(fcolor, scolor, lineWidth, font, text, textX, textY){ ctx.fillStyle = fcolor; ctx.lineWidth = lineWidth; ctx.font = font; ctx.strokeStyle = scolor; ctx.strokeText(`${text}`, textX, textY) ctx.fillText(`${text}`, textX, textY) } function ctx_arc(x, y, r, sAngle, eAngle, counterclockwise, c){ ctx.beginPath(); ctx.arc(x, y, r, sAngle, eAngle, counterclockwise); ctx.fillStyle = c; ctx.fill(); } function ctx_rect(x, y, a, b, c){ ctx.beginPath(); ctx.strokeStyle = c; ctx.strokeRect(x, y, a, b); } //use this for game entities function dot_in_diepunits(diepunits_X, diepunits_Y){ ctx_arc(diepunits_X * scalingFactor, diepunits_Y * scalingFactor, 5, 0, 2 * Math.PI, false, "lightblue"); } function circle_in_diepunits(diepunits_X, diepunits_Y, diepunits_R, c){ ctx.beginPath(); ctx.arc(diepunits_X * scalingFactor, diepunits_Y * scalingFactor, diepunits_R*scalingFactor, 0, 2 * Math.PI, false); ctx.strokeStyle = c; ctx.stroke(); } //use this for ui elements like upgrades or scoreboard function dot_in_diepunits_FOVless(diepunits_X, diepunits_Y){ ctx_arc(diepunits_X * windowScaling(), diepunits_Y * windowScaling(), 5, 0, 2 * Math.PI, false, "lightblue"); } function square_for_grid(x, y, a, b, color){ ctx.beginPath(); ctx.rect(x*windowScaling(), y*windowScaling(), a*windowScaling(), b*windowScaling()); ctx.strokeStyle = color; ctx.stroke(); } function draw_upgrade_grid(){ for(let i = 0; i < boxes.length; i++){ let start_x = (boxes[i].LUcornerX*windowScaling())/2; let start_y = (boxes[i].LUcornerY*windowScaling())/2; let end_x = ((boxes[i].LUcornerX+43*2)*windowScaling())/2; let end_y = ((boxes[i].LUcornerY+43*2)*windowScaling())/2; let temp_color = "black"; if(uwuX > start_x && uwuY > start_y && uwuX < end_x && uwuY < end_y){ temp_color = "red"; selected_box = i; }else{ temp_color = "black"; selected_box = null; } square_for_grid(boxes[i].LUcornerX, boxes[i].LUcornerY, 86, 86, temp_color); } for(let i = 0; i < boxes.length; i++){ dot_in_diepunits_FOVless(boxes[i].LUcornerX, boxes[i].LUcornerY); dot_in_diepunits_FOVless(boxes[i].LUcornerX+43, boxes[i].LUcornerY); dot_in_diepunits_FOVless(boxes[i].LUcornerX+43*2, boxes[i].LUcornerY); dot_in_diepunits_FOVless(boxes[i].LUcornerX+43*2, boxes[i].LUcornerY+43); dot_in_diepunits_FOVless(boxes[i].LUcornerX+43*2, boxes[i].LUcornerY+43*2); dot_in_diepunits_FOVless(boxes[i].LUcornerX, boxes[i].LUcornerY+43); dot_in_diepunits_FOVless(boxes[i].LUcornerX, boxes[i].LUcornerY+43*2); dot_in_diepunits_FOVless(boxes[i].LUcornerX+43, boxes[i].LUcornerY+43); } } const gradients = ["#94b3d0", "#96b0c7", "#778daa", "#4c7299", "#52596c", "#19254e", "#2d445f", "#172631"]; const tank_group1 = ["Trapper", "Overtrapper", "MegaTrapper", "Tri-Trapper"]; //Traps only const tank_group2 = ["Tank", "Twin", "TripleShot", "SpreadShot", "PentaShot", "TwinFlank", "TripleTwin", "QuadTank", "OctoTank", "MachineGun", "Sprayer", "Triplet", "FlankGuard"]; //constant bullets [initial speed = 0.699] //const tank_group3 = ["GunnerTrapper", "AutoTrapper"]; //Traps AND constant bullets (UNFINISHED) //const tank_group4 = []; //mix of bullets (UNFINISHED) //const tank_group5 = ["Sniper", "Assassin", "Stalker", "Ranger"]; //sniper+ bullets (UNFINISHED) const tank_group6 = ["Destroyer", "Hybrid", "Annihilator"]; //slower bullets [intitial speed = 0.699] //const tank_group7 = ["Overseer", "Overlord", "Manager", "Necromancer"]; //infinite bullets(drones) (UNFINISHED) const tank_group8 = ["Factory"]; //drones with spreading abilities const tank_group9 = ["Battleship"]; //special case function draw_cirle_radius_for_tank(){ if(tank_group1.includes(tanky)){ for(let i = 0; i < gradients.length; i++){ circle_in_diepunits(canvas.width/2/scalingFactor, canvas.height/2/scalingFactor, 485 + (52.5*i), gradients[i]); } }else if(tank_group2.includes(tanky)){ for(let i = 0; i < gradients.length; i++){ circle_in_diepunits(canvas.width/2/scalingFactor, canvas.height/2/scalingFactor, 1850 + (210*i), gradients[i]); } /* }else if(tank_group5.includes(tanky)){ for(let i = 0; i < gradients.length; i++){ circle_in_diepunits(canvas.width/2/scalingFactor, canvas.height/2/scalingFactor, 2703 + (420*i), gradients[i]); }*/ }else if(tank_group6.includes(tanky)){ for(let i = 0; i < gradients.length; i++){ circle_in_diepunits(canvas.width/2/scalingFactor, canvas.height/2/scalingFactor, 1443.21 + (146.79*i), gradients[i]); } /* }else if(tank_group7.includes(tanky)){ for(let i = 0; i < gradients.length; i++){ circle_in_diepunits( canvas.width/2/scalingFactor , canvas.height/2/scalingFactor, 1607 + (145*i), gradients[i]); circle_in_diepunits( uwuX*2/scalingFactor , uwuY*2/scalingFactor, 1607 + (145*i), gradients[i]); }*/ }else if(tank_group8.includes(tanky)){ circle_in_diepunits(uwuX*two/scalingFactor, uwuY*two/scalingFactor, 200, gradients[0]); circle_in_diepunits(uwuX*two/scalingFactor, uwuY*two/scalingFactor, 800, gradients[1]); circle_in_diepunits(uwuX*two/scalingFactor, uwuY*two/scalingFactor, 900, gradients[2]); }else if(tank_group9.includes(tanky)){ for(let i = 0; i < gradients.length; i++){ circle_in_diepunits(canvas.width/2/scalingFactor, canvas.height/2/scalingFactor, 1640 + (210*i), gradients[i]); } }else{ return; } } //detect gamemode let gamemode; function check_gamemode (){ if(!window.gm){ let gamemode_sel_btn = document.querySelector("#gamemode-selector > div > div.selected"); switch(gamemode_sel_btn.getAttribute("value")){ case "ffa": gamemode = "ffa"; break case "teams": gamemode = "2tdm"; break case "4teams": gamemode = "4tdm"; break case "maze": gamemode = "maze"; break case "event": gamemode = "mothership"; break case "sandbox": gamemode = "sandbox"; break } }else{ gamemode = window.gm; } } setInterval(check_gamemode, 100); // Minimap logic var minimap_elements = [ {name: "minimap", x: 177.5, y: 177.5, width: 162.5, height: 162.5, color: "purple"}, {name: "2tdm Blue Team", x: 177.5, y: 177.5, width: 17.5, height: 162.5, color: "blue"}, {name: "2tdm Red Team", x: 32.5, y: 177.5, width: 17.5, height: 162.5, color: "red"} ]; var m_e_ctx_coords = [ {name: "minimap", startx: null, stary: null, endx: null, endy: null}, {name: "2tdm Blue Team", startx: null, stary: null, endx: null, endy: null}, {name: "2tdm Red Team", startx: null, stary: null, endx: null, endy: null} ] function draw_minimap(){ switch(gamemode){ case "2tdm": for(let i = 0; i < minimap_elements.length; i++){ //update their realTime position m_e_ctx_coords[i].startx = canvas.width-( minimap_elements[i].x * windowScaling() ); m_e_ctx_coords[i].starty = canvas.height-( minimap_elements[i].y * windowScaling()); m_e_ctx_coords[i].endx = m_e_ctx_coords[i].startx + minimap_elements[i].width*windowScaling(); m_e_ctx_coords[i].endy = m_e_ctx_coords[i].starty + minimap_elements[i].height*windowScaling(); //draw ctx.beginPath(); ctx.rect(m_e_ctx_coords[i].startx, m_e_ctx_coords[i].starty, minimap_elements[i].width*windowScaling(), minimap_elements[i].height*windowScaling()); ctx.lineWidth = "1"; ctx.strokeStyle = minimap_elements[i].color; ctx.stroke(); } break case "4tdm": //in developement, coming soon! break } minimap_collision_check(); } let position_on_minimap; function minimap_collision_check() { if(window.l_arrow && window.m_arrow){ if (m_e_ctx_coords[0].startx < window.m_arrow.xl && m_e_ctx_coords[0].starty < window.m_arrow.yl && m_e_ctx_coords[0].endx > window.m_arrow.xl && m_e_ctx_coords[0].endy > window.m_arrow.yl) { if (m_e_ctx_coords[1].startx < window.m_arrow.xl && m_e_ctx_coords[1].starty < window.m_arrow.yl && m_e_ctx_coords[1].endx > window.m_arrow.xl && m_e_ctx_coords[1].endy > window.m_arrow.yl) { position_on_minimap = "blue base"; } else if (m_e_ctx_coords[2].startx < window.m_arrow.xl && m_e_ctx_coords[2].starty < window.m_arrow.yl && m_e_ctx_coords[2].endx > window.m_arrow.xl && m_e_ctx_coords[2].endy > window.m_arrow.yl) { position_on_minimap = "red base"; } else { position_on_minimap = "not in the base"; } } else { position_on_minimap = "Warning! not on minimap"; } console.log(position_on_minimap); }else{ console.warn("missing arrow script"); } } //drawing the limit of the server (needs rework) function draw_server_border(a, b){ ctx.beginPath(); ctx.rect(canvas.width/2 - (a/2*scalingFactor), canvas.height/2 - (b/2*scalingFactor), a*scalingFactor, b*scalingFactor); ctx.strokeStyle = "red"; ctx.stroke(); } const circle_gradients = [ "#FF0000",// Red "#FF4D00",// Orange Red "#FF8000",// Orange "#FFB300",// Dark Goldenrod "#FFD700",// Gold "#FFEA00",// Yellow "#D6FF00",// Light Yellow Green "#A3FF00",// Yellow Green "#6CFF00",// Lime Green "#00FF4C",// Medium Spring Green "#00FF9D",// Turquoise "#00D6FF",// Sky Blue "#006CFF",// Blue "#0000FF"// Dark Blue ]; function draw_crx_events(){ //you need either leader arrow or moveTo/lineTo script from h3llside for this part if(window.y_and_x){ for(let i = 0; i < window.y_and_x.length; i++){ ctx_arc(window.y_and_x[i][0], window.y_and_x[i][1], 10, 0, 2 * Math.PI, false, circle_gradients[i]); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", i, window.y_and_x[i][0], window.y_and_x[i][1]); } }else if(window.l_arrow && window.m_arrow){ //ctx_arc(window.l_arrow.xm, window.l_arrow.ym, 15, 0, 2 * Math.PI, false, window.l_arrow.color); //ctx_arc(window.m_arrow.xm, window.m_arrow.ym, 1, 0, 2 * Math.PI, false, "yellow"); ctx_arc(window.l_arrow.xl, window.l_arrow.yl, 5, 0, 2 * Math.PI, false, window.l_arrow.color); ctx_arc(window.m_arrow.xl, window.m_arrow.yl, 1, 0, 2 * Math.PI, false, "yellow"); } } setTimeout(() => { let gui = () => { if(script_boolean){ if(ingamescreen.classList.contains("screen") && ingamescreen.classList.contains("active")){ if(debugboolean){ ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "canvas Lvl:" + currentLevel, canvas.width/20 + 10, text_startingY + (textAdd*0)); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "canvas tank: " + tanky, canvas.width/20 + 10, text_startingY + (textAdd*1)); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "radius: " + ripsaw_radius, canvas.width/20 + 10, text_startingY + (textAdd*2)); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "field Factor: " + fieldFactor, canvas.width/20 + 10, text_startingY + (textAdd*3)); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "diep Units: " + diepUnits, canvas.width/20 + 10, text_startingY + (textAdd*4)); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "Fov: " + FOV, canvas.width/20 + 10, text_startingY + (textAdd*5)); ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "current Tick: " + currentTick, canvas.width/20 + 10, text_startingY + (textAdd*6)); //ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "realX: " + uwuX + "realY: " + uwuY + "newX: " + uwuX*windowScaling() + "newY: " + uwuY*windowScaling(), uwuX*2, uwuY*2); //points at mouse ctx_arc(uwuX*two, uwuY*two, 5, 0, 2 * Math.PI, false, "purple"); ctx_rect(uwuX*two, uwuY*two, 41, 36); /* circle_in_diepunits(uwuX*2/scalingFactor, uwuY*2/scalingFactor, 35, "pink"); circle_in_diepunits(uwuX*2/scalingFactor, uwuY*2/scalingFactor, 55, "yellow"); circle_in_diepunits(uwuX*2/scalingFactor, uwuY*2/scalingFactor, 75, "purple"); circle_in_diepunits(uwuX*2/scalingFactor, uwuY*2/scalingFactor, 200, "blue"); */ //coords at mouse ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "realX: " + uwuX*two + "realY: " + uwuY*two, uwuX*two, uwuY*two); } if(currentLevel != null && tanky != null){ if(debugboolean){ ctx.beginPath(); ctx.moveTo(canvas.width / 2 + offsetX, canvas.height / 2 + offsetY); ctx.lineTo(uwuX*two, uwuY*two); ctx.stroke(); ctx_arc(canvas.width / 2 + offsetX, canvas.height / 2 + offsetY, ripsaw_radius, 0, 2 * Math.PI, false, "darkblue"); ctx_arc(canvas.width / 2 + offsetX, canvas.height / 2 + offsetY, ripsaw_radius*0.9, 0, 2 * Math.PI, false, "lightblue"); draw_upgrade_grid(); //draw_server_border(4000, 2250); } draw_minimap(); draw_crx_events(); draw_cirle_radius_for_tank(); }; } } window.requestAnimationFrame(gui); } gui(); setTimeout(() => { gui(); },5000); }, 1000); //game ticks finder let clearRect_count = 0; let fps; CanvasRenderingContext2D.prototype.fillText = new Proxy(CanvasRenderingContext2D.prototype.fillText, { apply(fillRect, ctx, [text, x, y, ...blah]) { if (text.endsWith('FPS')) { fps = text.split(' ')[0]; } fillRect.call(ctx, text, x, y, ...blah); } }); // Tick tracking let currentTick = 0; const tickQueue = []; const everyTickFunctions = []; function runEveryTick(callback) { everyTickFunctions.push(callback); } CanvasRenderingContext2D.prototype.clearRect = new Proxy(CanvasRenderingContext2D.prototype.clearRect, { apply(target, thisArg, argumentsList) { clearRect_count += 1; currentTick = Math.floor(clearRect_count / 6); processTickQueue(); everyTickFunctions.forEach(func => func(currentTick)); return target.apply(thisArg, argumentsList); } }); function scheduleAfterTicks(callback, ticksToWait) { const executionTick = currentTick + ticksToWait; tickQueue.push({ callback, executionTick }); } function processTickQueue() { while (tickQueue.length > 0 && tickQueue[0].executionTick <= currentTick) { const item = tickQueue.shift(); item.callback(); } } // Function to run code for a specified number of ticks function runForTicks(callback, totalTicks) { const startingTick = currentTick; let ticksPassed = 0; function tickHandler() { if (ticksPassed < totalTicks) { callback(ticksPassed, currentTick); ticksPassed++; scheduleAfterTicks(tickHandler, 1); } } tickHandler(); // Start the process } // Example usage: function test() { console.log("Starting test at tick:", currentTick); scheduleAfterTicks(() => { console.log("150 ticks have passed, current tick:", currentTick); // Add your code here }, 150); } function testLoop() { console.log("Starting testLoop at tick:", currentTick); runForTicks((ticksPassed, currentTick) => { console.log(`Tick passed: ${ticksPassed}, Current tick: ${currentTick}`); // Add any other code you want to run each tick }, 50); } //cooldowns let c_cd = "red"; let c_r = "green"; const cooldowns = [ {Tank: "Destroyer", cooldown0: 109, cooldown1: 94, cooldown2: 81, cooldown3: 86}, ] //detect which slot was clicked document.addEventListener('mousedown', checkPos) function checkPos(e){ console.log(currentTick); console.log(boxes[selected_box]); } //warns you about annis, destroyers /* function drawTheThing(x,y,r) { if(script_boolean){ let a = ctx.fillStyle; ctx.fillStyle = "#FF000044"; ctx.beginPath(); ctx.arc(x,y,4*r,0,2*Math.PI); ctx.fill(); ctx.fillStyle = "#FF000066"; ctx.beginPath(); ctx.arc(x,y,2*r,0,2*Math.PI); ctx.fill(); ctx.beginPath(); } } var angle,a,b,width; CanvasRenderingContext2D.prototype.setTransform = new Proxy(CanvasRenderingContext2D.prototype.setTransform, { apply(target, thisArgs, args) { //console.log(thisArgs) if (Math.abs(args[0]/args[3]).toFixed(3) == (95/71.4).toFixed(3) || Math.abs(args[0]/args[3]).toFixed(3) == (95/96.6).toFixed(3)) { angle = Math.atan2(args[2],args[3]) || 0; width = Math.hypot(args[3], args[2]); a = args[4]-Math.cos(angle+Math.PI/2)*width/2; b = args[5]+Math.sin(angle+Math.PI/2)*width/2; drawTheThing(a,b, Math.hypot(args[3],args[2])); } return Reflect.apply(target, thisArgs, args); } }); */ //physics for movement (UNFINISHED) /* //movement speed ingame stat let m_s = [0, 1, 2, 3, 4, 5, 6, 7]; function accelarate(A_o){ //Accelaration let sum = 0; runForTicks((ticksPassed, currentTick) => { console.log("sum is being calculated..."); sum += A_o * Math.pow(0.9, ticksPassed - 1); offsetX = Math.floor(sum * scalingFactor); console.log(offsetX); }, 50); //decelerate(sum); } function decelerate(sum){ //deceleration let res = 0; runForTicks((ticksPassed, currentTick) => { console.log("res is being calculated..."); res = sum * Math.pow(0.9, ticksPassed); offsetX = Math.floor(res * scalingFactor); console.log(offsetX); }, 50); } function calculate_speed(movement_speed_stat){ console.log("calculate_speed function called"); //use Accelaration for first 50 ticks, then deceleration until ticks hit 100, then stop moving //calculating base value, we'll need this later let a = (1.07**movement_speed_stat); let b = (1.015**(currentLevel - 1)); let A_o = 2.55*(a/b); accelarate(A_o); } */ //handle Key presses let key_storage = []; function AntiAfkTimeout(){ window.requestAnimationFrame(AntiAfkTimeout); if(key_storage.length === 0){ input.key_down(87); input.key_down(83); input.key_up(87); input.key_up(83); } } window.requestAnimationFrame(AntiAfkTimeout); document.onkeydown = function(e) { if(!key_storage.includes(e.key)){ key_storage.push(e.key); } console.log(key_storage); analyse_keys(); } document.onkeyup = function(e) { if(key_storage.includes(e.key)){ key_storage.splice(key_storage.indexOf(e.key), 1); } console.log(key_storage); analyse_keys(); } function analyse_keys(){ if(key_storage.includes("j")){ //J script_boolean = !script_boolean; }else if(key_storage.includes("b")){ //B debugboolean = !debugboolean; }else if(key_storage.includes("n")){ //calculate_speed(m_s[0]); }else if(key_storage.includes("e")){ //E if(ingamescreen.classList.contains("screen") && ingamescreen.classList.contains("active")){ f_s("fire"); }else{ auto_fire = false; } console.log(auto_fire); }else if(key_storage.includes("c")){ console.log(auto_spin); if(ingamescreen.classList.contains("screen") && ingamescreen.classList.contains("active")){ f_s("spin"); }else{ auto_spin = false; } console.log(auto_spin); } } // Handle key presses for moving the center (UNFINISHED) /* function return_to_center(XorY, posOrNeg){ console.log("function called with: " + XorY + posOrNeg); if(XorY === "x"){ if(posOrNeg === "pos"){ while(offsetX < 0){ offsetX += 0.5*scalingFactor; } }else if(posOrNeg === "neg"){ while(offsetX > 0){ offsetX -= 0.5*scalingFactor; } }else{ console.log("invalid posOrNeg at return_to_center();") } }else if(XorY === "y"){ if(posOrNeg === "pos"){ while(offsetY < 0){ offsetY += 0.5*scalingFactor; } }else if(posOrNeg === "neg"){ while(offsetY > 0){ offsetY -= 0.5*scalingFactor; } }else{ console.log("invalid posOrNeg at return_to_center();") } }else{ console.log("invalid XorY at return_to_center();"); } } document.onkeydown = function(e) { switch (e.keyCode) { case 87: // 'W' key console.log("W"); if(offsetY >= -87.5*scalingFactor){ offsetY -= 12.5*scalingFactor; } break case 83: // 'S' key console.log("S"); if(offsetY <= 87.5*scalingFactor){ offsetY += 12.5*scalingFactor; } break; case 68: // 'D' key console.log("D"); if(offsetX <= 87.5*scalingFactor){ offsetX += 12.5*scalingFactor; } break case 65: // 'A' key console.log("A"); if(offsetX >= -87.5*scalingFactor){ offsetX -= 12.5*scalingFactor; } break } } document.onkeyup = function(e) { switch (e.keyCode) { case 87: // 'W' key console.log("W unpressed"); return_to_center("y", "pos"); break case 83: // 'S' key console.log("S unpressed"); return_to_center("y", "neg"); break; case 68: // 'D' key console.log("D unpressed"); return_to_center("x", "neg"); break case 65: console.log("A unpressed"); return_to_center("x", "pos"); } } */