Paper.io Hacked Menu

Here is a simple hack menu for Paper.io!

您需要先安裝使用者腳本管理器擴展,如 TampermonkeyGreasemonkeyViolentmonkey 之後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name         Paper.io Hacked Menu
// @namespace    http://tampermonkey.net/
// @version      3.0
// @description  Here is a simple hack menu for Paper.io!
// @author       AA034
// @match        https://paper-io.com/*
// @icon         https://www.google.com/s2/favicons?domain=paper-io.com
// @grant        none
// ==/UserScript==

let overlayHTML = `
<div id="box">
    <div class="main" id="box2">
        <p style="color:white;"> PaperHack </p>

        <section><label>Zoom [Scroll]</label></section>
        <section><label>Speed Boost [Click]</label></section>
        <section><label>Pause [P]</label></section>
        <section><button class="button" id="unlockSkins">Skins</button></section>

        <section><label class="custom-checkbox"><input type="checkbox" class="checkbox-input" id="invinCheck"><span class="checkbox-icon"></span>Invincible</label></section>

        <section><label class="custom-checkbox"><input type="checkbox" class="checkbox-input" id="radiCheck"><span class="checkbox-icon"></span>Auto Kill</label></section>
        <br>
        <p>M to toggle menu</p>

</div>
</div>

<style>
#box {
    z-index: 10;
    position: absolute;
    top: 256px;
    left: 7px;
    transition: 0.5s;
    }

#box2 {
    padding: 15px;
    margin-bottom: 5px;
    display: grid;
    }

section {
    margin: auto;
   display: flex;
    justify-content: space-between;padding:5px;
    }

.main {
    background-color: #363c3d;
    letter-spacing: 2px;
    font-weight: bold;
    font-size: 15px;
    font-family: 'Open Sans', sans-serif;
    color:white;
    border-radius: 8px;
    }
p {
    text-align: center;
    border-bottom:1px solid white;
    border-top:1px solid white;
}

label {
    font-weight: bold}

.button {
  margin: auto;
  background-color: #242829;
  color: white;
  font-size: 16px;
  border: none;
  padding: 8px;
  border-radius: 6px;
  transition: 0.15s;
}

.button:hover {
 color: #a10000;
}

.custom-checkbox {
  display: inline-block;
  position: relative;
  padding-left: 25px; /* Adjust as needed */
  cursor: pointer;
}

.checkbox-input {
  position: absolute;
  opacity: 0;
  cursor: pointer;
}

.checkbox-icon {
  position: absolute;
  top: 0;
  left: 0;
  width: 18px;
  height: 18px;
  background-color: #eee;
  border-radius: 3px;
  transition: background-color 0.2s;
}

.checkbox-input:checked + .checkbox-icon {
  background-color: #a10000; /* Change to your desired color */
}

.checkbox-icon:after {
  content: "";
  position: absolute;
  display: none;
}

.checkbox-input:checked + .checkbox-icon:after {
  display: block;
  left: 6px;
  top: 2px;
  width: 5px;
  height: 10px;
  border: solid white;
  border-width: 0 2px 2px 0;
  transform: rotate(45deg);
}

</style>
`

//Misc stuff

function getID(x) {
    return document.getElementById(x)
};

let overlay = document.createElement("div");
    overlay.innerHTML = overlayHTML;
    document.body.appendChild(overlay);


let acc = getID("accordian"),
    unlockSkins = getID("unlockSkins"),
    box = getID("box"),
    radiBox = getID("radiCheck"),
    invinBox = getID('invinCheck'),
    paper2 = window.paper2;

//Skins

unlockSkins.onclick = function() {
    paper2.skins.forEach(obj => {
        unlockSkin(obj.name);
    });
    unlockSkin(name)
    shop_open()
}

//Functions

function radiHack() {

    let playerIndex;

    for (let i = 0; i < paper2.game.units.length; i++) {
        if (paper2.game.units[i].name === paper2.game.player.name) {
            playerIndex = i;
            break;
        }
    }

    function calculateDistance(x1, y1, x2, y2) {
        return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
    }

    function checkUnitProximity() {
        const playerX = paper2.game.player.position.x;
        const playerY = paper2.game.player.position.y;

        for (let i = 0; i < paper2.game.units.length; i++) {
            if (i !== playerIndex) {
                const unitX = paper2.game.units[i].position.x;
                const unitY = paper2.game.units[i].position.y;

                const distance = calculateDistance(playerX, playerY, unitX, unitY);
                if (distance <= 100) {
                    if (paper2.game.units[i] !== paper2.game.player) {
                        paper2.game.units = paper2.game.units.filter(array => array !== paper2.game.units[i]);
                    }
                }
            }
        }
    }

    checkUnitProximity();

    setInterval(checkUnitProximity, 100);
}

function pauseHack() {
    document.addEventListener('keydown', (event) => {
        if (event.key === 'p') {
            let paused = paper2.game.paused

            if(paused == false) {
                paper2.game.paused = true
            }
            else {
                paper2.game.paused = false
            }
        }
    })
}

function invinHack() {
    paper2.game.player.track.unit = paper2.game.units[4]
}

function speedHack() {


    function distance(x1, y1, x2, y2) {
        return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
    }

    let isMouseHeld = false;
    let interval;

    // Move the player towards the next location on left mouse button click and hold
    document.addEventListener("mousedown", function(event) {
        if (event.button === 0) { // Check if left mouse button is clicked
            isMouseHeld = true;

            interval = setInterval(movePlayer, 16); // Update every 16ms (approximately 60fps)
        }
    });

    document.addEventListener("mouseup", function(event) {
        if (event.button === 0) {
            isMouseHeld = false;

            clearInterval(interval);
        }
    });

    function movePlayer() {

        if(paper2.game.player.baseDistance > 15) {

        paper2.game.player.in = null
        const currentPlayerX = paper2.game.player.position.x;
        const currentPlayerY = paper2.game.player.position.y;
        const targetX = paper2.game.player.target.x;
        const targetY = paper2.game.player.target.y;

        const distanceToTarget = distance(currentPlayerX, currentPlayerY, targetX, targetY);

        const stepSize = 3.5;

        if (distanceToTarget > stepSize) {
            const angle = Math.atan2(targetY - currentPlayerY, targetX - currentPlayerX);
            const newX = currentPlayerX + stepSize * Math.cos(angle);
        const newY = currentPlayerY + stepSize * Math.sin(angle);

            paper2.game.player.position.x = newX;
            paper2.game.player.position.y = newY;
        } else {
            paper2.game.player.position.x = targetX;
            paper2.game.player.position.y = targetY;

            if (!isMouseHeld) {
                clearInterval(interval);
            }
        }
       }
       else if(paper2.game.player.baseDistance == 0) {

        paper2.game.player.in = null
        const currentPlayerX = paper2.game.player.position.x;
        const currentPlayerY = paper2.game.player.position.y;
        const targetX = paper2.game.player.target.x;
        const targetY = paper2.game.player.target.y;

        const distanceToTarget = distance(currentPlayerX, currentPlayerY, targetX, targetY);

        const stepSize = 3.5;

        if (distanceToTarget > stepSize) {
            const angle = Math.atan2(targetY - currentPlayerY, targetX - currentPlayerX);
            const newX = currentPlayerX + stepSize * Math.cos(angle);
        const newY = currentPlayerY + stepSize * Math.sin(angle);

            paper2.game.player.position.x = newX;
            paper2.game.player.position.y = newY;
        } else {
            paper2.game.player.position.x = targetX;
            paper2.game.player.position.y = targetY;

            if (!isMouseHeld) {
                clearInterval(interval);
            }
        }
       }

    }


}

function zoomHack() {
    window.addEventListener('wheel', function(event) {
        window.paper2.configs.paper2_classic.minScale = 0.5;
        if (event.deltaY > 0) {
            if (window.paper2.configs.paper2_classic.maxScale > 0.5) {
                window.paper2.configs.paper2_classic.maxScale -= 0.5;
            }
        }
        else if (event.deltaY < 0) {
            if (window.paper2.configs.paper2_classic.maxScale < 4.5) {
                window.paper2.configs.paper2_classic.maxScale += 0.5;
            }
        }
    })
}

//Load Game

document.querySelector("#pre_game > div.grow > div.button.play").setAttribute("id", "startButton");

    document.getElementById('startButton').addEventListener("click", function() {
    game_start();
    setTimeout(function() {

        if(radiBox.checked == true) {
            radiHack()
        }
        if(invinBox.checked == true) {
            invinHack()
        }
        pauseHack();
        speedHack();
        zoomHack();
    }, 600);
});