Sploop.io Tracers

Draws tracers on enemies, teammates and animals

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。

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

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 Sploop.io Tracers
// @author Murka
// @description Draws tracers on enemies, teammates and animals
// @icon https://sploop.io/img/ui/favicon.png
// @version 0.3
// @match *://sploop.io/*
// @run-at document-start
// @grant none
// @license MIT
// @namespace https://greasyfork.org/users/919633
// ==/UserScript==
/* jshint esversion:6 */

/*
    Author: Murka
    Github: https://github.com/Murka007
    Discord: https://discord.gg/cPRFdcZkeD
    Greasyfork: https://greasyfork.org/en/users/919633

    Description:
    - Draws tracers at enemies, teammates and animals
    - You can choose your tracers mode, `ARROWS` or `LINES`
    - If you will have any issues with this script, report about it in my discord
*/

(function() {
    "use strict";

    // Customize tracers by changing values
    window.tracers = {
        mode: "ARROWS", // ARROWS, LINES
        color: {
            teammate: "#a4cc4f",
            enemy: "#cc5151"
        }
    };
    
    

    const log = console.log;
    function createHook(target, prop, setter) {
        if (!window.hooks) {
            window.hooks = {
                setter: [],
                getter: []
            };
        }
        window.hooks.setter.push(setter);

        const symbol = Symbol(prop);
        Object.defineProperty(target, prop, {
            get() {
                return this[symbol];
            },
            set(value) {
                for (const setter of window.hooks.setter) {
                    setter(this, symbol, value);
                }
            },
            configurable: true
        })
    }

    const myPlayer = {
        id: null,
        data: null
    };

    // Get player id
    window.WebSocket = new Proxy(WebSocket, {
        construct(target, args) {
            const socket = new target(...args);
            socket.addEventListener("message", function(event) {
                try {
                    const data = JSON.parse(event.data);
                    if (data[0] === 35) {
                        myPlayer.id = data[1];
                    }
                } catch(err) {}
            })
            return socket;
        }
    })

    createHook(Object.prototype, "i", function(that, symbol, value) {
        that[symbol] = value;
        if (myPlayer.id === value) myPlayer.data = that;
    });

    function formatPosition(args) {
        const [ img, x, y ] = args;
        return {
            x: x + 0.5 * img.width / 2,
            y: y - 67.5
        };
    }

    function triangle(ctx, x, y, width, height, angle, color) {
        ctx.save();
        ctx.translate(x, y);
        ctx.rotate(angle);
        ctx.fillStyle = color;
        ctx.beginPath();
        ctx.moveTo(width, 0);
        ctx.lineTo(0, -height);
        ctx.lineTo(-width, 0);
        ctx.closePath();
        ctx.fill();
        ctx.restore();
    }

    function lines(ctx, x1, y1, x2, y2, color) {
        ctx.save();
        ctx.strokeStyle = color;
        ctx.lineCap = "round";
        ctx.lineWidth = 5;
        ctx.beginPath();
        ctx.moveTo(x1, y1);
        ctx.lineTo(x2, y2);
        ctx.stroke();
        ctx.restore();
    }

    const COLOR = {
        TEAMMATE: "#a4cc4f",
        ENEMY: "#cc5151"
    };

    // drawImage is called when the game draws a health gauge
    CanvasRenderingContext2D.prototype.drawImage = new Proxy(CanvasRenderingContext2D.prototype.drawImage, {
        apply(target, _this, args) {
            const data = target.apply(_this, args);
            const [ img, x, y, w, h ] = args;
            if (
                img instanceof HTMLCanvasElement &&
                [COLOR.TEAMMATE, COLOR.ENEMY].includes(_this.fillStyle) &&
                myPlayer.data !== null &&
                w === img.width * 0.5 &&
                h === img.height * 0.5
            ) {
                const { gU: x1, gV: y1 } = myPlayer.data;
                const { x: x2, y: y2 } = formatPosition(args);

                const angle = Math.atan2(y2 - y1, x2 - x1);
                const isMyPlayer = angle === -Math.PI/2 && _this.fillStyle === COLOR.TEAMMATE;
                const { teammate, enemy } = window.tracers.color;
                const color = _this.fillStyle === COLOR.TEAMMATE ? teammate : enemy;

                if (!isMyPlayer) {
                    const x = x1 + 80 * Math.cos(angle);
                    const y = y1 + 80 * Math.sin(angle);
                    switch (window.tracers.mode) {
                        case "ARROWS":
                            triangle(_this, x, y, 15, 40, angle + Math.PI / 2, color);
                            break;
                        case "LINES":
                            lines(_this, x1, y1, x2, y2, color);
                            break;
                    }
                }
            }
            return data;
        }
    })

})();