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。
A userscript to add the OG Grapple back to bonk.io
当前为
// ==UserScript== // @name bonk-grapple // @version 1.0.1 // @author Blu // @description A userscript to add the OG Grapple back to bonk.io // @match https://bonk.io/gameframe-release.html // @run-at document-start // @grant none // @namespace https://gf.qytechs.cn/users/826975 // ==/UserScript== // for use as a userscript ensure you have Excigma's code injector userscript // https://gf.qytechs.cn/en/scripts/433861-code-injector-bonk-io const injectorName = `OG Grapple`; const errorMsg = `Whoops! ${injectorName} was unable to load. This may be due to an update to Bonk.io. If so, please report this error! This could also be because you have an extension that is incompatible with \ ${injectorName}`; // $$ in replacement string is treated as $ function replace(src, qry, rpl){ rpl = rpl.replaceAll('$', '$$$'); return src.replace(qry, rpl); } // escape special regex characters for RegExp obj function escReg(reg){ return reg.replace(/([[\]])/g, "\\$1"); } function injector(src){ let newSrc = src; const modeName = "s"; // locate beginning of requirejs function const REQUIREJS_REGEX = /"use strict";var ([\w$]+)=([\w$]+);.{0,20}var ([\w$]+)=\[arguments\];/; let requirejsMatch = newSrc.match(REQUIREJS_REGEX); let localObject = requirejsMatch[1]; let globalObject = requirejsMatch[2]; let argumentsObject = requirejsMatch[3]; let gameSettings = newSrc.match(/gameSettings:(.{5,20}),/)[1]; let inputState = newSrc.match(/inputState:([\w$]{2,4}\[0\]\[0\])/)[1]; let discs = newSrc.match(/discs:(.{5,20}),/)[1]; let currentIndex = newSrc.match(new RegExp(`\\(${escReg(discs)}\\[([\\w$]{3}\\[\\d{1,4}\\])\\].{5,20} == 1000\\)`))[1]; let vector = `${argumentsObject}[0][2].Common.Math.b2Vec2`; let world = newSrc.match(/if\((.{1,10})\[[^0-9].{10,30}!= 20/)[1]; let swingCooldown = newSrc.match(new RegExp(`\\((${escReg(gameSettings)}\\[[\\w$]{2,4}\\[[0-9]{1,4}\\]\\[[0-9]{1,4}\\]\\] == "sp")\\)`)); // add s to swing cooldown code newSrc = replace(newSrc, `${swingCooldown[0]}`, `(${gameSettings}.mo == "${modeName}" || ${swingCooldown[1]})`); let bMovement = newSrc.match(new RegExp(`${escReg(gameSettings)}\\[[\\w$]{2,4}\\[[0-9]{1,4}\\]\\[[0-9]{1,4}\\]\\] == "sp" \\|\\|`)); // add s to ga b movement code newSrc = replace(newSrc, `${bMovement}`, `${bMovement} ${gameSettings}.mo == "${modeName}" ||`); let doGrappleCheck = newSrc.match(/\(this.{1,50}? == "sp"/)[0]; // add s to doGrapple rendering newSrc = replace(newSrc, doGrappleCheck, `${doGrappleCheck} || this.gameSettings.mo == "${modeName}"`); let perpendicularMatches = newSrc.match(/\{this.{10,50}?\(2,0xcccccc,0\.5\).{1,20}?this.{10,30}\(0,0,.{1,15}?([\w$]{3}\[[0-9]{1,3}\]).{0,5}\)\);/); let radius = perpendicularMatches[1]; // render perpendicular line newSrc = replace(newSrc, perpendicularMatches[0], `${perpendicularMatches[0]} if(this.gameSettings.mo == "s"){ let disc = ${radius.split('[')[0]}[0][0].discs[this.playerID]; let dv = new ${vector}(disc.xv, disc.yv); dv.Normalize(); this.specialGraphic.lineStyle(2 * this.scaleRatio, 0xFFFFFF, 0.7); // left this.specialGraphic.moveTo(10*${radius}*dv.y, -10*${radius}*dv.x); // right this.specialGraphic.lineTo(-10*${radius}*dv.y, 10*${radius}*dv.x); }`); let addGrapplePointFunction = newSrc.match(/function ([\w$]{2})\([\w$]{3},[\w$]{3},[\w$]{3},[\w$]{3}\)/)[1]; const CUSTOM_GAME = `if (${gameSettings}.mo == "${modeName}" && !${inputState}.discs[${currentIndex}].swing && ${inputState.replace(`][0]`, `][1]`)}[${currentIndex}].action2 && ${discs}[${currentIndex}].a1a > 500) { let maxGrappleLength = 10; let disc = ${inputState}.discs[${currentIndex}]; let playerCoords = new ${vector}(disc.x, disc.y); let playerDir = new ${vector}(disc.xv, disc.yv); playerDir.Normalize(); // collect possible fixtures let leftRay = new ${vector}(playerCoords.x + playerDir.y*maxGrappleLength, playerCoords.y + -playerDir.x*maxGrappleLength); let rightRay = new ${vector}(playerCoords.x + -playerDir.y*maxGrappleLength, playerCoords.y + playerDir.x*maxGrappleLength); let possibleFixtures = []; // args: fixture, worldPoint, dir, distance let onRayCast = (...args) => { let f = args[0]; if (f.GetBody().GetUserData().type == "phys" && !f.GetUserData().capzone && !f.GetUserData().noGrapple) possibleFixtures.push(args); return true; } ${world}.RayCast(onRayCast, playerCoords, leftRay); ${world}.RayCast(onRayCast, playerCoords, rightRay); // account for RayCast not firing when inside a shape let onInnerRayCast = (...args) => { let f = args[0]; // invert distance to compensate for opposite origin args[3] = 1 - args[3]; if (f.GetBody().GetUserData().type == "phys" && !f.GetUserData().capzone && !f.GetUserData().noGrapple) possibleFixtures.push(args); return true; } ${world}.RayCast(onInnerRayCast, rightRay, playerCoords); ${world}.RayCast(onInnerRayCast, leftRay, playerCoords); // for each fixture find a possible point let possiblePoints = []; for(let fixture = 0; fixture < possibleFixtures.length; fixture++){ let currFixture = possibleFixtures[fixture][0]; let currBody = currFixture.GetBody(); let worldPoint = possibleFixtures[fixture][1]; let distance = possibleFixtures[fixture][3] * maxGrappleLength; possiblePoints.push({b: currBody, f: currFixture, wp: worldPoint, d: distance}); } // grapple to closest possible point possiblePoints.sort((a, b) => a.d-b.d); for (let p = 0; p < possiblePoints.length; p++) { let currPoint = possiblePoints[p]; if (currPoint.f.TestPoint(playerCoords) == false || currPoint.f.GetUserData().innerGrapple) { let localPoint = currPoint.b.GetLocalPoint(currPoint.wp, new ${vector}); ${addGrapplePointFunction}(${currentIndex}, currPoint.b.GetUserData().arrayID, localPoint, currPoint.d); break; } } }`; // locate createArrow function const CREATEARROW_REGEX = /function [\w$]{2}\([\w$]{3},[\w$]{3},[\w$]{3}\){.{200,1000}x:.*?;}{1,2}/g; let createarrowMatch = newSrc.match(CREATEARROW_REGEX).filter(x=>!x.includes('return'))[0]; // add the custom movement code in same scope newSrc = replace(newSrc, createarrowMatch, `${createarrowMatch} ${CUSTOM_GAME}`); // get string function indices of each vanilla mode const MODENAME_REGEX = /(\d+)\)]={lobbyName:/g; let modenameMatch = newSrc.match(MODENAME_REGEX).map(x=>x.split(")")[0]); let modeIndices = { b: modenameMatch[0], v: modenameMatch[1], sp: modenameMatch[2], ar: modenameMatch[3], ard: modenameMatch[4], bs: modenameMatch[5], f: modenameMatch[6] }; // locate lobbyModes array initialisation const LASTMODE_REGEX = `${localObject}\\.[\\w$]{1,3}\\(${modeIndices.f}\\)`; const MODEARRAY_REGEX = new RegExp(`=\\[(${localObject}\\.[\\w$]{1,3}\\(${modeIndices.b}\\).*?),(${LASTMODE_REGEX})]`); let modearrayMatch = newSrc.match(MODEARRAY_REGEX); // add mode to mode selection button, before Football newSrc = replace(newSrc, modearrayMatch[0], `=[${modearrayMatch[1]},"${modeName}",${modearrayMatch[2]}]`); // locate Football mode metadata initialisation const FOOTBALLDATA_REGEX = new RegExp(`${argumentsObject}\\[(\\d{1,3})\\]\\[${argumentsObject}.{5,10}\\]\\[.{5,10}${modeIndices.f}\\)]={lobbyName:${localObject}\\.[\\w$]{1,3}\\(.*?,editorCanTarget:false}`); let footballdataMatch = newSrc.match(FOOTBALLDATA_REGEX); let metadataIndex = footballdataMatch[1]; const CUSTOM_METADATA = `{lobbyName: "OG Grapple", gameStartName: "OG GRAPPLE", lobbyDescription: "Hold your special key (default z or y) to swing around the map. If an enemy hits you while you are grappling your grapple will be disabled for a few seconds.", tutorialTitle: "OG Grapple Mode", tutorialText: "•Z key to grapple\\r\\n•Grapples nearest object perpendicular to your direction\\r\\n•Hit enemies while they're grappling to knock them off", forceTeams: false, forceTeamCount: null, editorCanTarget: false}`; let customData = `${argumentsObject}[${metadataIndex}].modes.${modeName} = ${CUSTOM_METADATA};`; // add custom mode metadata newSrc = replace(newSrc, footballdataMatch[0], `${footballdataMatch[0]}; ${customData}`); // locate cooldown outline initialisation const OUTLINEGRAPHIC_REGEX = new RegExp(`this\\[.{20,30}\\] == ${localObject}\\.[\\w$]{3}\\(${modeIndices.sp}\\)`); let outlineGraphicMatch = newSrc.match(OUTLINEGRAPHIC_REGEX)[0]; // add s to cooldown outline newSrc = replace(newSrc, outlineGraphicMatch, `${outlineGraphicMatch} || this.gameSettings.mo == "${modeName}"`); if(src === newSrc) throw "Injection failed!"; console.log(injectorName+" injector run"); return newSrc; } // Compatibility with Excigma's code injector userscript if(!window.bonkCodeInjectors) window.bonkCodeInjectors = []; window.bonkCodeInjectors.push(bonkCode => { try { return injector(bonkCode); } catch (error) { alert(errorMsg); throw error; } }); console.log(injectorName+" injector loaded");
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