Classic Mouse

Restores the mouse from TankTrouble Classic back into TankTrouble Online

Dovrai installare un'estensione come Tampermonkey, Greasemonkey o Violentmonkey per installare questo script.

Dovrai installare un'estensione come Tampermonkey o Violentmonkey per installare questo script.

Dovrai installare un'estensione come Tampermonkey o Violentmonkey per installare questo script.

Dovrai installare un'estensione come Tampermonkey o Userscripts per installare questo script.

Dovrai installare un'estensione come ad esempio Tampermonkey per installare questo script.

Dovrai installare un gestore di script utente per installare questo script.

(Ho già un gestore di script utente, lasciamelo installare!)

Dovrai installare un'estensione come ad esempio Stylus per installare questo stile.

Dovrai installare un'estensione come ad esempio Stylus per installare questo stile.

Dovrai installare un'estensione come ad esempio Stylus per installare questo stile.

Dovrai installare un'estensione per la gestione degli stili utente per installare questo stile.

Dovrai installare un'estensione per la gestione degli stili utente per installare questo stile.

Dovrai installare un'estensione per la gestione degli stili utente per installare questo stile.

(Ho già un gestore di stile utente, lasciamelo installare!)

// ==UserScript==
// @name        Classic Mouse
// @author      commander
// @description Restores the mouse from TankTrouble Classic back into TankTrouble Online
// @namespace   https://github.com/asger-finding/tanktrouble-userscripts
// @version     0.0.1
// @license     GPL-3.0
// @match       https://tanktrouble.com/*
// @match       https://beta.tanktrouble.com/*
// @exclude     *://classic.tanktrouble.com/
// @run-at      document-end
// @grant       none
// @noframes
// ==/UserScript==

/* eslint-disable new-cap */
/* eslint-disable complexity */

UIConstants.CLASSIC_MOUSE_INPUT = {
	ROTATION_DEAD_ANGLE: 0.1,
	POSITION_DEAD_DISTANCE: 180
};

MouseInputManager.method('update', function() {
	this._super();

	const game = GameManager.getGame();
	if (game) {
		let forwardState = false;
		const backState = false;
		const leftState = [];
		const rightState = [];
		let fireState = false;

		const gameBounds = game.scale.bounds;
		const gameScale = game.scale.scaleFactor;
		this.mouseX = (MouseInputManager.mousePageX - gameBounds.x) * gameScale.x;
		this.mouseY = (MouseInputManager.mousePageY - gameBounds.y) * gameScale.y;
		if (game.input.enabled && MouseInputManager.mouseActivated) {
			if (game.state.getCurrentState().getTankSprite) {
				const tankSprite = game.state.getCurrentState().getTankSprite(this.playerId);
				if (tankSprite) {
					const relativeToTank = tankSprite.toLocal(new Phaser.Point(this.mouseX, this.mouseY));
					const angle = Phaser.Math.angleBetween(0, 0, relativeToTank.x, relativeToTank.y);
					const distance = Math.abs((angle / Math.PI) + 0.5);

					const rotationSpeedMultiplier = distance > 0.1
						? Math.max(Math.min(distance * 12, 4), 1)
						: 1;

					leftState.push(angle + (Math.PI * 0.5) < -UIConstants.CLASSIC_MOUSE_INPUT.ROTATION_DEAD_ANGLE, rotationSpeedMultiplier);
					rightState.push(angle + (Math.PI * 0.5) > UIConstants.CLASSIC_MOUSE_INPUT.ROTATION_DEAD_ANGLE, rotationSpeedMultiplier);

					forwardState = relativeToTank.getMagnitude() > UIConstants.CLASSIC_MOUSE_INPUT.POSITION_DEAD_DISTANCE / UIConstants.GAME_ASSET_SCALE;

					fireState ||= KeyboardInputManager.leftMouseDown || game.input.mousePointer.leftButton.isDown;
				}
			}
		}
		let stateChanged = false;
		stateChanged ||= this.storedStates.forward !== forwardState;
		stateChanged ||= this.storedStates.fire !== fireState;
		stateChanged ||= !leftState.every((el, i) => this.storedStates.left[i] === el);
		stateChanged ||= !rightState.every((el, i) => this.storedStates.right[i] === el);

		const gameController = GameManager.getGameController();
		if (stateChanged && gameController) {
			const inputState = InputState.withState(this.playerId, forwardState, backState, leftState, rightState, fireState);
			gameController.setInputState(inputState);
		}

		this.storedStates.forward = forwardState;
		this.storedStates.back = backState;
		this.storedStates.left = leftState;
		this.storedStates.right = rightState;
		this.storedStates.fire = fireState;
	}
});

Tank.method('setTankState', function(tankState) {
	this.playerId = tankState.getPlayerId();
	this.x = tankState.getX();
	this.y = tankState.getY();
	this.forward = tankState.getForward();
	this.back = tankState.getBack();
	this.rotation = tankState.getRotation();
	this.fireDown = tankState.getFireDown();
	this.locked = tankState.getLocked();

	const left = tankState.getLeft();
	const right = tankState.getRight();
	[this.left, this.rotationSpeedMultiplier] = Array.isArray(left) ? left : [left, 1.0];
	[this.right, this.rotationSpeedMultiplier] = Array.isArray(right) ? right : [right, 1.0];

	if (this.b2dbody) {
		this.b2dbody.SetPosition(Box2D.Common.Math.b2Vec2.Make(this.x, this.y));
		this.b2dbody.SetAngle(this.rotation);

		this.update();
	}
});

Tank.method('update', function() {
	this.x = this.b2dbody.GetPosition().x;
	this.y = this.b2dbody.GetPosition().y;
	this.rotation = this.b2dbody.GetAngle();
	if (this.locked) {
		this.b2dbody.SetLinearVelocity(Box2D.Common.Math.b2Vec2.Make(0.0, 0.0));
		this.b2dbody.SetAngularVelocity(0.0);
	} else {
		this._computeSpeed();
		this._computeRotationSpeed();
		const speedX = Math.sin(this.rotation) * this.speed;
		const speedY = -Math.cos(this.rotation) * this.speed;
		this.b2dbody.SetLinearVelocity(Box2D.Common.Math.b2Vec2.Make(speedX, speedY));
		this.b2dbody.SetAngularVelocity(this.rotationSpeed * (this.rotationSpeedMultiplier || 1));
	}
});