Advanced Aimbot Xbox Cloud Gaming

Aimbot script for automatic aiming and optional shooting

当前为 2024-11-24 提交的版本,查看 最新版本

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

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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。

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// ==UserScript==
// @name         Advanced Aimbot Xbox Cloud Gaming
// @namespace    https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @version      3.1
// @description  Aimbot script for automatic aiming and optional shooting
// @author       yeebus
// @match        https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2
// @grant        none
// ==/UserScript==


const aimAssistSettings = {
    enabled: false, // Start with aim assist off
    sensitivity: 1.0, // Strong aim assist sensitivity (0 to 1)
    smoothing: 0.4, // Smoother and faster adjustments
    maxOffset: 5, // Reduced offset for high precision
    assistRange: 300, // Increased range for assist
    toggleKeys: ['4', 't'], // Keys to toggle aim assist
    fpsBoost: true, // Simulate HD FPS by optimizing rendering
};

// Targets (replace with actual game targets or DOM elements)
let targets = [
    { x: 400, y: 300, width: 50, height: 50 },
    { x: 700, y: 500, width: 50, height: 50 },
];

// Player's crosshair position
let crosshair = { x: 100, y: 100 };

// Input tracking
let keySequence = []; // Tracks keys pressed for toggle sequence

// Track mouse position for crosshair movement
document.addEventListener("mousemove", (e) => {
    crosshair.x = e.clientX;
    crosshair.y = e.clientY;
});

// Detect key presses for toggling aim assist
document.addEventListener("keydown", (e) => {
    keySequence.push(e.key.toLowerCase());
    if (keySequence.slice(-2).join('') === aimAssistSettings.toggleKeys.join('')) {
        aimAssistSettings.enabled = !aimAssistSettings.enabled;
        console.log(`Aim assist ${aimAssistSettings.enabled ? 'enabled' : 'disabled'}`);
        keySequence = []; // Clear sequence after toggle
    }
});

// Calculate the distance between two points
function getDistance(x1, y1, x2, y2) {
    return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
}

// Smoothly adjust aim toward the target
function adjustAim(target) {
    let deltaX = target.x - crosshair.x;
    let deltaY = target.y - crosshair.y;

    // Apply strong aim assist adjustments
    crosshair.x += deltaX * aimAssistSettings.smoothing * aimAssistSettings.sensitivity;
    crosshair.y += deltaY * aimAssistSettings.smoothing * aimAssistSettings.sensitivity;
}

// Main game loop for aim assist and rendering
function gameLoop() {
    if (aimAssistSettings.enabled) {
        // Find the nearest target within range
        let nearestTarget = null;
        let nearestDistance = aimAssistSettings.assistRange;

        targets.forEach((target) => {
            let distance = getDistance(crosshair.x, crosshair.y, target.x + target.width / 2, target.y + target.height / 2);
            if (distance < nearestDistance) {
                nearestDistance = distance;
                nearestTarget = target;
            }
        });

        // If a target is found, adjust aim
        if (nearestTarget) {
            adjustAim({ x: nearestTarget.x + target.width / 2, y: nearestTarget.y + target.height / 2 });
        }
    }

    // Render the scene (HD FPS simulation)
    renderScene();
    if (aimAssistSettings.fpsBoost) {
        requestAnimationFrame(gameLoop); // High FPS-like smoothness
    } else {
        setTimeout(() => requestAnimationFrame(gameLoop), 16); // Approx. 60 FPS
    }
}

// Render crosshair and targets for visualization
function renderScene() {
    const canvas = document.getElementById("gameCanvas");
    const ctx = canvas.getContext("2d");

    // Clear canvas
    ctx.clearRect(0, 0, canvas.width, canvas.height);

    // Draw targets
    targets.forEach((target) => {
        ctx.fillStyle = "red";
        ctx.fillRect(target.x, target.y, target.width, target.height);
    });

    // Draw crosshair
    ctx.beginPath();
    ctx.arc(crosshair.x, crosshair.y, 10, 0, 2 * Math.PI);
    ctx.fillStyle = aimAssistSettings.enabled ? "green" : "blue"; // Green for active assist
    ctx.fill();
}

// Initialize game canvas
function initCanvas() {
    const canvas = document.createElement("canvas");
    canvas.id = "gameCanvas";
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    document.body.appendChild(canvas);
}

// Start the game
initCanvas();
gameLoop();