RicH HackS v3.0

SSlither.io Bot v1.2 - Slitheriogameplay.com

You will need to install an extension such as Tampermonkey, Greasemonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Userscripts to install this script.

You will need to install an extension such as Tampermonkey to install this script.

You will need to install a user script manager extension to install this script.

(I already have a user script manager, let me install it!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(I already have a user style manager, let me install it!)

// ==UserScript==
// @name         RicH HackS v3.0
// @namespace    http://slither.io/
// @version      3.0
// @description  SSlither.io Bot v1.2 - Slitheriogameplay.com
// @author       Slitheriogameplay.com and Thanks to Ermiya Eskandary & Théophile Cailliau
// @match        http://slither.io/
// @grant        none
// ==/UserScript==
// Functions needed for the bot
// Custom logging function - disabled by default
window.log = function() {
    if (window.logDebugging) {
        console.log.apply(console, arguments);
    }
};
// Appends divs to the page - used to display things on the screen
window.appendDiv = function(id, className, style) {
    // Create a div
    var div = document.createElement('div');
    // Check for id
    if (id) {
        // Set the id
        div.id = id;
    }
    // Check for class name
    if (className) {
        // Set the class name
        div.className = className;
    }
    // Check for css styles
    if (style) {
        // Set the css styles
        div.style = style;
    }
    // Append the div to the page
    document.body.appendChild(div);
};

// Saves username when you click on "Play" button
window.play_btn.btnf.addEventListener('click', function() {
    window.saveNick();
});
// Save nickname when you press "Enter"
window.nick_holder.addEventListener('keypress', function(e) {
    if (e.keyCode == 13) {
        window.saveNick();
    }
});
// Save nickname
window.saveNick = function() {
    var nick = document.getElementById('nick').value;
    window.savePreference('savedNick', nick);
};

// Set fake mouse coordinates
window.setMouseCoordinates = function(x, y) {
    window.xm = x;
    window.ym = y;
};
// Coordinates relative to the center (snake position).
window.mouseRelativeToCenter = function(x, y) {
    var mapX = x - window.getWidth() / 2;
    var mapY = y - window.getHeight() / 2;
    return [mapX, mapY];
};
// Mouse coordinates to screen coordinates
window.mouseToScreen = function(x, y) {
    var screenX = x + (window.getWidth() / 2);
    var screenY = y + (window.getHeight() / 2);
    return [screenX, screenY];
};
// Screen to canvas coordinates
window.screenToCanvas = function(x, y) {
    var canvasX = window.csc * (x * window.canvasRatio[0]) - parseInt(window.mc.style.left);
    var canvasY = window.csc * (y * window.canvasRatio[1]) - parseInt(window.mc.style.top);
    return [canvasX, canvasY];
};
// Map to mouse coordinates
window.mapToMouse = function(x, y) {
    var mouseX = (x - window.getX()) * window.gsc;
    var mouseY = (y - window.getY()) * window.gsc;
    return [mouseX, mouseY];
};
// Canvas width
window.getWidth = function() {
    return window.ww;
};
// Canvas height
window.getHeight = function() {
    return window.hh;
};
// X coordinates on the screen
window.getX = function() {
    return window.snake.xx;
};
// Y coordinates on the screen
window.getY = function() {
    return window.snake.yy;
};
// Updates the relation between the screen and the canvas
window.onresize = function() {
    window.resize();
    // Canvas different size from the screen (often bigger). Gives a ratio so we can convert
    window.canvasRatio = [window.mc.width / window.getWidth(), window.mc.height / window.getHeight()];
};
// Lets you zoom in and out using the mouse wheel
window.setZoom = function(e) {
    // Scaling ratio
    if (window.gsc) {
        window.gsc *= Math.pow(0.9, e.wheelDelta / -120 || e.detail / 2 || 0);
    }
};
// FPS counter
window.framesPerSecond = {
    startTime: 0,
    frameNumber: 0,
    filterStrength: 40,
    lastLoop: 0,
    frameTime: 0,
    getFPS: function() {
        var thisLoop = performance.now();
        var thisFrameTime = thisLoop - this.lastLoop;
        this.frameTime += (thisFrameTime - this.frameTime) / this.filterStrength;
        this.lastLoop = thisLoop;
        return (1000 / this.frameTime).toFixed(0);
    }
};

// Set background - default is slither.io's own background
function setBackground(url = '/s/bg45.jpg') {
    window.ii.src = url;
}
// Reset zoom
window.resetZoom = function() {
        window.gsc = 0.9;
    }
    // Get scaling ratio
window.getScale = function() {
    return window.gsc;
};
// Snake length
window.getSnakeLength = function() {
    return (Math.floor(150 * (window.fpsls[window.snake.sct] + window.snake.fam / window.fmlts[window.snake.sct] - 1) - 50) / 10);
};
// Save the original slither.io onmousemove function so we can re enable it back later
window.mousemovelistener = window.onmousemove;

// Starts the bot
window.launchBot = function() {
    window.log('Starting Bot.');
    window.isBotRunning = true;
    // Removed the onmousemove listener so we can move the snake manually by setting coordinates
    window.onmousemove = function() {};
};
// Stops the bot
window.stopBot = function() {
    window.log('Stopping Bot.');
    // Re enable the original onmousemove function
    window.onmousemove = window.mousemovelistener;
    window.isBotRunning = false;
    // Clear the interval which starts the bot
};

// Connects the bot
window.connectBot = function() {
    if (!window.autoRespawn) return;
    // Stop the bot
    window.stopBot();
    window.log('Connecting...');
    // Connect the bot
    window.connect();
    // Check if bot can start
    window.botCanStart = setInterval(function() {
        if (window.playing) {
            window.launchBot();
            clearInterval(window.botCanStart);
        }
    }, 100);
};

// Save variable to local storage
window.savePreference = function(item, value) {
    window.localStorage.setItem(item, value);
};

// Load a variable from local storage
window.loadPreference = function(preference, defaultVar) {
    var savedItem = window.localStorage.getItem(preference);
    if (savedItem !== null) {
        if (savedItem == 'true') {
            window[preference] = true;
        } else if (savedItem == 'false') {
            window[preference] = false;
        } else {
            window[preference] = savedItem;
        }
        window.log('Setting found for ' + preference + ': ' + window[preference]);
    } else {
        window[preference] = defaultVar;
        window.log('No setting found for ' + preference + '. Used default: ' + window[preference]);
    }
    return window[preference];
};

// Save the original slither.io onkeydown function so we can add stuff to it
document.oldKeyDown = document.onkeydown;
// Re write the function with our function
document.onkeydown = function(e) {
    // Original slither.io onkeydown function + whatever is under it
    document.oldKeyDown(e);
    if (document.activeElement.parentElement !== window.nick_holder) {
        // Number `1` to toggle bot
        if (e.keyCode === 49) {
            if (window.isBotRunning) {
                window.stopBot();
                window.isBotEnabled = false;
            } else {
                window.launchBot(5);
                window.isBotEnabled = true;
            }
        }
        // Number '3' to toggle debugging (console)
        if (e.keyCode === 51) {
            window.logDebugging = !window.logDebugging;
            console.log('Log debugging set to: ' + window.logDebugging);
            window.savePreference('logDebugging', window.logDebugging);
        }
        // Number '2' to toggle debugging (visual)
        if (e.keyCode === 50) {
            window.visualDebugging = !window.visualDebugging;
            console.log('Visual debugging set to: ' + window.visualDebugging);
            window.savePreference('visualDebugging', window.visualDebugging);
        }
        // Number '4' to toggle autorespawn
        if (e.keyCode === 52) {
            window.autoRespawn = !window.autoRespawn;
            console.log('Automatic Respawning set to: ' + window.autoRespawn);
            window.savePreference('autoRespawn', window.autoRespawn);
        }
        // Number '5' to change rendermode (visual)
        if (e.keyCode === 53) {
            window.mobileRender = !window.mobileRender;
            console.log('Mobile rendering set to: ' + window.mobileRender);
            window.savePreference('mobileRender', window.mobileRender);
            // Set render mode
            if (window.mobileRender) {
                setBackground('data:image/gif;base64,R0lGODlhAQABAIAAAAUEBAAAACwAAAAAAQABAAACAkQBADs');
                window.render_mode = 1;
            } else {
                setBackground();
                window.render_mode = 2;
            }
        }
        // Number '6' to toggle hunting Prey
        if (e.keyCode === 54) {
            window.huntPrey = !window.huntPrey;
            console.log('Prey hunting set to: ' + window.huntPrey);
            window.savePreference('huntPrey', window.huntPrey);
        }

        // Number '7' to toggle Collision detection / enemy avoidance
        if (e.keyCode === 55) {
            window.collisionDetection = !window.collisionDetection;
            console.log('collisionDetection set to: ' + window.collisionDetection);
            window.savePreference('collisionDetection', window.collisionDetection);
        }

        // Letter 'A' to increase collision detection radius
        if (e.keyCode === 65) {
            window.collisionRadiusMultiplier++;
            console.log('collisionRadiusMultiplier set to: ' + window.collisionRadiusMultiplier);
            window.savePreference('collisionRadiusMultiplier', window.collisionRadiusMultiplier);
        }

        // Letter 'S' to decrease collision detection radius
        if (e.keyCode === 83) {
            if (window.collisionRadiusMultiplier > 1) {
                window.collisionRadiusMultiplier--;
                console.log('collisionRadiusMultiplier set to: ' + window.collisionRadiusMultiplier);
                window.savePreference('collisionRadiusMultiplier', window.collisionRadiusMultiplier);
            }
        }

        // Number '8' to toggle defence mode
        if (e.keyCode === 56) {
            window.defence = !window.defence;
            console.log('Defence set to: ' + window.defence);
            window.savePreference('defence', window.defence);
        }
        // Number '9' to reset zoom
        if (e.keyCode === 57) {
            window.resetZoom();
        }
    }
};
// Snake width
window.getSnakeWidth = function() {
    return window.snake.sc * 15 * window.getScale();
};
// Sorting function for food, from property 'distance'
window.sortFood = function(a, b) {
    // a.sz & b.sz - size
    // Divide distance by size so bigger food is prioritised over smaller food
    return a.distance / a.sz - b.distance / b.sz;
};
// Sorting function for prey, from property 'distance'
window.sortPrey = function(a, b) {
    return a.distance - b.distance;
};

// Convert object coordinates to radians
window.getAngleFromObject = function(object) {
    var x = object.xx - window.getX();
    var y = object.yy - window.getY();
    return Math.atan2(x, y);
};

// Polar angle to Cartesian angles
window.getCoordsFromAngle = function(angle) {
    var x = Math.cos(angle) * 100;
    var y = Math.sin(angle) * 100;
    return [x, y];
};

// Given an object (of which properties xx and yy are not null), return the object with an additional property 'distance'
window.getDistanceFromMe = function(point) {
    if (point === null) return null;
    point.distance = window.getDistance(window.getX(), window.getY(), point.xx, point.yy);
    return point;
};
// Get a distance from point (x1; y1) to point (x2; y2).
window.getDistance = function(x1, y1, x2, y2) {
    // Calculate the vector coordinates.
    var xDistance = (x1 - x2);
    var yDistance = (y1 - y2);
    // Get the absolute value of each coordinate
    xDistance = xDistance < 0 ? xDistance * -1 : xDistance;
    yDistance = yDistance < 0 ? yDistance * -1 : yDistance;
    //Add the coordinates of the vector to get a distance. Not the real distance, but reliable for distance comparison.
    var distance = xDistance + yDistance;
    // Real distance but not needed. Here for reference -
    // var distance = Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
    return distance;
};
// Checks to see if you are going to collide with anything in the collision detection radius
window.checkCollision = function(x, y, r) {
    var circle1 = collisionScreenToCanvas({
        x: x,
        y: y,
        radius: r
    });
    if (window.visualDebugging) {
        window.drawDot(circle1.x, circle1.y, circle1.radius, 'blue', false);
    }
    var avoid = false;
    var circle2;

    for (var snake in window.snakes) {
        if (window.snakes[snake].nk != window.snake.nk) {
            for (var y = window.snakes[snake].pts.length - 1; 0 <= y; y--) {
                if (!window.snakes[snake].pts[y].dying) {
                    circle2 = {
                        x: window.snakes[snake].pts[y].xx + window.snakes[snake].fx,
                        y: window.snakes[snake].pts[y].yy + window.snakes[snake].fy,
                        radius: 15 * window.snakes[snake].sc * window.getScale()
                    };
                    if (window.circleIntersect(circle1, collisionScreenToCanvas(circle2))) {
							window.changeGoalCoords(circle2);
							avoid = true;
                    }
                }
            }
        }
    }
	
	return avoid;
};
// Screen to Canvas coordinate conversion - used for collision detection
window.collisionScreenToCanvas = function(circle) {
    var newCircle = window.mapToMouse(circle.x, circle.y);
    newCircle = window.mouseToScreen(newCircle[0], newCircle[1]);
    newCircle = window.screenToCanvas(newCircle[0], newCircle[1]);

    return {
        x: newCircle[0],
        y: newCircle[1],
        radius: circle.radius
    };
};
// Change direction
window.changeGoalCoords = function(circle1) {
	if ((circle1.x != window.collisionPoint.x && circle1.y != window.collisionPoint.y)) {
		window.collisionPoint = circle1;
		window.goalCoordinates = window.mapToMouse(window.snake.xx + (window.snake.xx - window.collisionPoint.x), window.snake.yy + (window.snake.yy - window.collisionPoint.y));
		window.setAcceleration(0);
		window.setMouseCoordinates(goalCoordinates[0], goalCoordinates[1]);
	}
};
// Check if circles intersect
window.circleIntersect = function(circle1, circle2) {
    if (quickCollisionCheck(circle1, circle2)) {
        if (collisionCheck(circle1, circle2)) {
            return true;
        } else {
            return false;
        }
    } else {
        return false;
    }
};
// Quickly check if we are going to collide with anything
window.quickCollisionCheck = function(circle1, circle2) {
    return (circle1.x + circle1.radius + circle2.radius > circle2.x &&
        circle1.x < circle2.x + circle1.radius + circle2.radius &&
        circle1.y + circle1.radius + circle2.radius > circle2.y &&
        circle1.y < circle2.y + circle1.radius + circle2.radius);
};
// Collision check
window.collisionCheck = function(circle1, circle2) {
    distance = Math.sqrt(((circle1.x - circle2.x) * (circle1.x - circle2.x)) + ((circle1.y - circle2.y) * (circle1.y - circle2.y)));

    if (distance < circle1.radius + circle2.radius) {
        collisionPointX = ((circle1.x * circle2.radius) + (circle2.x * circle1.radius)) / (circle1.radius + circle2.radius);
        collisionPointY = ((circle1.y * circle2.radius) + (circle2.y * circle1.radius)) / (circle1.radius + circle2.radius);

        if (window.visualDebugging) {
            window.drawDot(collisionPointX, collisionPointY, circle2.radius, 'green', true);
            window.drawDot(circle2.x, circle2.y, circle2.radius, 'blue', true);
        }
        return true;
    } else {
        return false;
    }
};

// Sort food based on distance
window.getSortedFood = function() {
    // Filters the nearest food by getting the distance
    return window.foods.filter(function(val) {
        return val !== null;
    }).map(window.getDistanceFromMe).sort(window.sortFood);
};
// Sort prey based on distance
window.getSortedPrey = function() {
    // Filters the nearest food by getting the distance
    return window.preys.filter(function(val) {
        return val !== null;
    }).map(window.getDistanceFromMe).sort(window.sortPrey);
};
// Draw dots on the canvas
window.drawDot = function(x, y, radius, colour, fill) {
    var context = window.mc.getContext('2d');
    context.beginPath();
    context.strokeStyle = '#00FF00';
    context.arc(x, y, radius * window.getScale(), 0, Math.PI * 2);
    context.closePath();
    if (fill) {
        context.fillStyle = ('green red white yellow black cyan blue'.indexOf(colour) < 0) ? 'white' : colour;
        context.fill();
        context.fillStyle = 'black';
    }
};

// Draw lines on the canvas
window.drawLine = function(x2, y2, colour) {
    var context = window.mc.getContext('2d');
    var center = [window.mc.height / 2, window.mc.width / 2];
    context.lineWidth = 5 * window.getScale();
    context.strokeStyle = (colour === 'blue') ? '#0000FF' : '#FF0000';
    context.moveTo(center[1], center[0]);
    context.lineTo(x2, y2);
    context.stroke();
    context.strokeStyle = '#000000';
};
// Save the original slither.io oef function so we can add things to it later
window.oldOef = window.oef;
window.oef = function() {
    // Original slither.io oef function + whatever is under it
    // requestAnimationFrame(window.loop);
    window.oldOef();
    if (window.isBotRunning) window.loop();
    window.onFrameUpdate();
};
window.handleTextColor = function(enabled) {
    return '<span style=\"opacity: 0.8; color:' + (enabled ? 'green;\"> ►ON- RandomModzzz.weebly.com' : 'red;\"> ►OFF- RandomModzzz.weebly.com') + '</span>';
};
window.onFrameUpdate = function() {
    // Botstatus overlay
    var generalStyle = '<span style = "opacity: 0.35";>';
    window.botstatus_overlay.innerHTML = generalStyle + '_______________ PRESS (1) TO TOGGLE: Auto Bot: </span>' + window.handleTextColor(window.isBotRunning);
    window.visualdebugging_overlay.innerHTML = generalStyle + '|RicH HackS v3.0 | PRESS (2) TO TOGGLE: Visual Target Finder: </span>' + window.handleTextColor(window.visualDebugging);
    window.logdebugging_overlay.innerHTML = generalStyle + '|______________| PRESS (3) TO TOGGLE: Log debugging: </span>' + window.handleTextColor(window.logDebugging);
    window.autorespawn_overlay.innerHTML = generalStyle + ' PRESS (4) TO TOGGLE: Auto respawn: </span>' + window.handleTextColor(window.autoRespawn);
    window.rendermode_overlay.innerHTML = generalStyle + ' PRESS (5) TO TOGGLE: Mobile rendering: </span>' + window.handleTextColor(window.mobileRender);
    window.huntprey_overlay.innerHTML = generalStyle + ' PRESS (6) TO TOGGLE: Pretator v1.27: </span>' + window.handleTextColor(window.huntPrey);
    window.collision_detection_overlay.innerHTML = generalStyle + ' PRESS (7) TO TOGGLE: Collision detection: </span>' + window.handleTextColor(window.collisionDetection);
    window.collision_radius_multiplier_overlay.innerHTML = generalStyle + ' PRESS (A/S) TO TOGGLE: Collision radius multiplier: ' + window.collisionRadiusMultiplier + ' </span>';
    window.defence_overlay.innerHTML = generalStyle + ' PRESS (8) TO TOGGLE: Circle Mode: </span>' + window.handleTextColor(window.defence);
    window.resetzoom_overlay.innerHTML = generalStyle + ' PRESS(9) TO TOGGLE: Reset zoom </span>';
    window.fps_overlay.innerHTML = generalStyle + 'RicH HackS v3.0 Speed Xmade by griffinX: ' + window.framesPerSecond.getFPS() + '</span>';

    // If playing
    if (window.playing && window.visualDebugging) {
        if (window.isBotRunning) {
            // Check to see if there is a position overlay
            if (window.position_overlay) {
                // Display the X and Y of the snake
                window.position_overlay.innerHTML = generalStyle + 'X: ' + (Math.round(window.snake.xx) || 0) + ' Y: ' + (Math.round(window.snake.yy) || 0) + '</span>';
            }
            drawGoalCoordinates = window.mouseToScreen(window.goalCoordinates[0], window.goalCoordinates[1]);
            drawGoalCoordinates = window.screenToCanvas(drawGoalCoordinates[0], drawGoalCoordinates[1]);
            window.drawLine(drawGoalCoordinates[0], drawGoalCoordinates[1], 'green');
            window.drawDot(drawGoalCoordinates[0], drawGoalCoordinates[1], 5, 'red', true);
        }
    }
};
// Defense mode - bot turns around in a circle
window.playDefence = function(dir) {
    window.kd_l = (dir === "l");
    window.kd_r = (dir === "r");
    window.setMouseCoordinates(window.getWidth() / 2, window.getHeight() / 2);
};
// Actual bot code

// Loop for running the bot
window.loop = function() {
    // If the game and the bot are running
    if (window.playing && window.isBotEnabled) {
        window.ranOnce = true;
        // TODO: Check some condition to see if we should play defence
        // Right now this just uses the manual toggle
        if (window.defence) {
            window.playDefence("l");
            return;
        }
		
        // If no enemies or obstacles, go after what you are going after
        if (!window.checkCollision(window.getX(), window.getY(), window.getSnakeWidth()*window.collisionRadiusMultiplier)) {
            // Sort the food based on their distance relative to player's snake
            window.sortedFood = window.getSortedFood();
            // Current food
            window.currentFood = window.sortedFood[0];
            // Convert coordinates of the closest food using mapToMouse
            var coordinatesOfClosestFood = window.mapToMouse(window.currentFood.xx, window.currentFood.yy);
            window.goalCoordinates = coordinatesOfClosestFood;
            // Disable Sprint
            window.setAcceleration(0);
            // Check for preys, enough "length"
            if (window.preys.length > 0 && window.huntPrey) {
                // Sort preys based on their distance relative to player's snake
                window.sortedPrey = window.getSortedPrey();
                // Current prey
                window.currentPrey = window.sortedPrey[0];
                // Convert coordinates of the closest prey using mapToMouse
                var coordinatesOfClosestPrey = window.mapToMouse(window.currentPrey.xx, window.currentPrey.yy);
                // Check for the distance
                if (window.currentPrey.distance <= Math.pow(window.getSnakeLength(), 2) / 2) {
                    // Set the mouse coordinates to the coordinates of the closest prey
                    window.goalCoordinates = coordinatesOfClosestPrey;
                    // "Sprint" enabled
                    window.setAcceleration(1);
                }
            }
            window.kd_l = false;
            window.kd_r = false;
            window.setMouseCoordinates(window.goalCoordinates[0], window.goalCoordinates[1]);
        } 
    } else {
        if (window.ranOnce) {
            //window.startInterval = setInterval(window.startBot, 1000);
            window.stopBot();
        }
    }
};

// Target the user's browser.
(function() {
    var requestAnimationFrame = window.requestAnimationFrame ||
        window.mozRequestAnimationFrame ||
        window.webkitRequestAnimationFrame ||
        window.msRequestAnimationFrame;

    window.requestAnimationFrame = requestAnimationFrame;
})();

// Starts bot
window.startBot = function() {
    if (window.autoRespawn && !window.playing && window.isBotEnabled && window.ranOnce && !window.isBotRunning) {
        window.connectBot();
        //clearInterval(window.startInterval);
    }
};
// Initialises the bot
window.initBot = function() {
    window.ranOnce = false;
    window.isBotRunning = false;
    window.isBotEnabled = true;
    window.collisionPoint = {
        x: 0,
        y: 0,
        radius: 0
    };
    // Load preferences
    window.loadPreference('logDebugging', false);
    window.loadPreference('visualDebugging', false);
    window.loadPreference('autoRespawn', false);
    window.loadPreference('mobileRender', false);
    window.loadPreference('huntPrey', true);
    window.loadPreference('collisionDetection', true);
    window.loadPreference('collisionRadiusMultiplier', 8);
    window.loadPreference('defence', false);
    window.nick.value = window.loadPreference('savedNick', 'Slitheriogameplay.com Bot!');
    // Overlays
    // Top left
    window.generalstyle = 'color: #FFF; font-family: Arial, \'Helvetica Neue\', Helvetica, sans-serif; font-size: 14px; position: fixed; z-index: 7;';
    window.appendDiv('botstatus_overlay', 'nsi', window.generalstyle + 'left: 30; top: 30px;');
    window.appendDiv('visualdebugging_overlay', 'nsi', window.generalstyle + 'left: 30; top: 45px;');
    window.appendDiv('logdebugging_overlay', 'nsi', window.generalstyle + 'left: 30; top: 60px;');
    window.appendDiv('autorespawn_overlay', 'nsi', window.generalstyle + 'left: 30; top: 75px;');
    window.appendDiv('rendermode_overlay', 'nsi', window.generalstyle + 'left: 30; top: 90px;');
    window.appendDiv('huntprey_overlay', 'nsi', window.generalstyle + 'left: 30; top: 105px;');
    window.appendDiv('collision_detection_overlay', 'nsi', window.generalstyle + 'left: 30; top: 120px;');
    window.appendDiv('collision_radius_multiplier_overlay', 'nsi', window.generalstyle + 'left: 30; top: 135px;');
    window.appendDiv('defence_overlay', 'nsi', window.generalstyle + 'left: 30; top: 150px;');
    window.appendDiv('resetzoom_overlay', 'nsi', window.generalstyle + 'left: 30; top: 165px;');
    // Bottom right
    window.appendDiv('position_overlay', 'nsi', window.generalstyle + 'right: 30; bottom: 120px;');
    window.appendDiv('fps_overlay', 'nsi', window.generalstyle + 'right: 30; bottom: 170px;');
    // Listener for mouse wheel scroll - used for setZoom function
    document.body.addEventListener('mousewheel', window.setZoom);
    document.body.addEventListener('DOMMouseScroll', window.setZoom);
    // Set render mode
    if (window.mobileRender) {
        setBackground('data:image/gif;base64,R0lGODlhAQABAIAAAAUEBAAAACwAAAAAAQABAAACAkQBADs');
        window.render_mode = 1;
    } else {
        setBackground();
        window.render_mode = 2;
    }
    // Canvas Ratio
    window.canvasRatio = [window.mc.width / window.getWidth(), window.mc.height / window.getHeight()];
    // Unblocks all skins without the need for FB sharing.
    window.localStorage.setItem('edttsg', '1');
    // Remove social
    window.social.remove();
    // Start!
    window.launchBot(50);
    window.startInterval = setInterval(window.startBot, 1000);
};
window.initBot();

// Enemy code - not used for now
/*
        // Sort enemies based on distance
        window.getSortedEnemies = function() {
            Filters the nearest food by getting the distance
            return window.snakes.filter(function(val) {
                return val !== null && val.id !== window.snake.id;
            }).map(window.getDistanceFromMe).sort(window.sortEnemy);
        };
        // Sorting function for enemies, from property 'distance'
        window.sortEnemy = function(a, b) {
            return a.distance - b.distance;
        };
                window.sortedEnemies = window.getSortedEnemies();
                // Take the closest of each
                window.closestEnemy = window.sortedEnemies[0];
                if (window.closestEnemy.distance < 300) {
                window.log('close enemy! (distance = ' + window.closestEnemy.distance);
                // !handle close enemies!
                 }
        */
// Better food hunting algorithm but not implemented yet
/*
        window.isInFoods = function (foodObject) {
            return (foodObject === null) ? false : (window.foods.indexOf(foodObject) >= 0);
        };
        window.currentFood = null;
        window.sortedFood = getSortedFood();
        window.loop = function () {
            if (!isInFoods(currentFood)) {
                window.sortedFood = getSortedFood();
                window.currentFood = sortedFood[0];
                var coordinatesOfClosestFood = window.mapToMouse(window.sortedFood[0].xx, window.sortedFood[0].yy);
                window.setMouseCoordinates(coordinatesOfClosestFood[0], coordinatesOfClosestFood[1]);
            }
        };
        */