ESP + triggerbot for smashkarts.io

Highlights player border + auto space when target is visible (raycasting)

当前为 2025-11-13 提交的版本,查看 最新版本

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         ESP + triggerbot for smashkarts.io
// @namespace    http://tampermonkey.net/
// @version      1.0
// @description  Highlights player border + auto space when target is visible (raycasting)
// @license MIT
// @author       DogeSmashMonkey
// @match        *://smashkarts.io/*
// @grant        none
// ==/UserScript==

(function() {
    'use strict';

    // Popup
    function showPopup(message) {
        const popup = document.createElement('div');
        popup.style.position = 'fixed';
        popup.style.top = '0';
        popup.style.left = '0';
        popup.style.width = '100%';
        popup.style.backgroundColor = '#333';
        popup.style.color = '#fff';
        popup.style.padding = '10px';
        popup.style.textAlign = 'center';
        popup.style.zIndex = '9999';
        popup.style.fontFamily = 'monospace';

        const text = document.createElement('div');
        text.textContent = message;
        text.style.fontSize = '18px';

        const closeButton = document.createElement('button');
        closeButton.textContent = 'Close';
        closeButton.style.padding = '5px 10px';
        closeButton.style.backgroundColor = '#ff6600';
        closeButton.style.border = 'none';
        closeButton.style.borderRadius = '5px';
        closeButton.style.color = '#fff';
        closeButton.style.cursor = 'pointer';
        closeButton.style.marginTop = '10px';
        closeButton.addEventListener('click', () => popup.remove());

        popup.appendChild(text);
        popup.appendChild(closeButton);
        document.body.appendChild(popup);
    }

    showPopup("Educational: Blinking border + smart auto-space with line-of-sight.");

    // Shader modification for blinking border
    const originalShaderSource = WebGL2RenderingContext.prototype.shaderSource;
    WebGL2RenderingContext.prototype.shaderSource = function(shader, src) {
        const targetShader = src.includes("hlslcc_mtx4x4unity_ObjectToWorld[4]") &&
                             src.includes("hlslcc_mtx4x4unity_MatrixVP[4]");

        if (targetShader) {
            src = src.replace(/gl_Position = [\s\S]*?;/, match => {
                return match + "\n    gl_Position.xy += 0.005 * sin(gl_FragCoord.x * 10.0);"; // Blinking border
            });
        }
        return originalShaderSource.apply(this, [shader, src]);
    };

    // Simple raycast function to check obstacles between two points
    function isVisible(player, target) {
        // Assuming a function or array for walls exists in the game: window.game.walls
        const walls = window.game?.walls || [];
        const steps = 10; // number of steps for raycast
        const dx = (target.x - player.x) / steps;
        const dy = (target.y - player.y) / steps;

        for (let i = 1; i <= steps; i++) {
            const px = player.x + dx * i;
            const py = player.y + dy * i;

            for (const wall of walls) {
                if (px >= wall.x && px <= wall.x + wall.width &&
                    py >= wall.y && py <= wall.y + wall.height) {
                    return false; // obstacle found
                }
            }
        }
        return true; // clear line-of-sight
    }

    // Auto-space function
    function autoSpace() {
        const player = window.game?.player;
        const allPlayers = window.game?.players;
        if (!player || !allPlayers) return;

        allPlayers.forEach(target => {
            if (target === player) return;

            const dx = target.x - player.x;
            const dy = target.y - player.y;
            const angleToTarget = Math.atan2(dy, dx);
            const facingAngle = player.rotation; // adjust based on actual rotation

            const angleDiff = Math.abs(angleToTarget - facingAngle);
            const distance = Math.hypot(dx, dy);

            if (angleDiff < 0.2 && distance < 10 && isVisible(player, target)) {
                document.dispatchEvent(new KeyboardEvent('keydown', {key: ' ', bubbles: true}));
            }
        });
    }

    setInterval(autoSpace, 50); // check 20 times/sec
})();