您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 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 或 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 或 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 或 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。
Tracks and visualizes bullets in Diep.io for collision detection
// ==UserScript== // @name Diep.io Bullet Tracker (Enhanced) // @namespace http://tampermonkey.net/ // @version 1.1 // @description Tracks and visualizes bullets in Diep.io for collision detection // @author King's Group // @match *://diep.io/* // @grant none // @license MIT // ==/UserScript== (function() { 'use strict'; // Create canvas overlay const canvas = document.createElement('canvas'); canvas.style.position = 'absolute'; canvas.style.top = '0'; canvas.style.left = '0'; canvas.style.pointerEvents = 'none'; canvas.style.zIndex = '9999'; document.body.appendChild(canvas); const ctx = canvas.getContext('2d'); function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; } window.addEventListener('resize', resizeCanvas); resizeCanvas(); // Function to detect if a bullet is near the player function isBulletNearPlayer(bullet, player, threshold = 100) { const dx = bullet.x - player.x; const dy = bullet.y - player.y; const distance = Math.sqrt(dx * dx + dy * dy); return distance < threshold; } // Main drawing function function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); // Accessing game variables const player = window.player; // Assuming 'window.player' holds the player's position const bullets = window.bullets; // Assuming 'window.bullets' is an array of bullet objects if (!player || !bullets) return; // Draw safe zone around player ctx.strokeStyle = 'green'; ctx.lineWidth = 2; ctx.beginPath(); ctx.arc(player.x, player.y, 50, 0, Math.PI * 2); ctx.stroke(); // Draw bullets bullets.forEach(bullet => { // Check if bullet is near the player const isNear = isBulletNearPlayer(bullet, player); ctx.fillStyle = isNear ? 'red' : 'white'; ctx.beginPath(); ctx.arc(bullet.x, bullet.y, 5, 0, Math.PI * 2); ctx.fill(); // Update bullet position bullet.x += bullet.dx; bullet.y += bullet.dy; }); requestAnimationFrame(draw); } draw(); })();