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 custom gamemode VarTOL to bonk.io
// ==UserScript== // @name bonk-vartol // @version 1.1.6 // @author Blu // @description A userscript to add custom gamemode VarTOL 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 = `VarTOL`; 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}`; // escape special regex characters for RegExp obj function escReg(reg){ return reg.replace(/([[\]])/g, "\\$1"); } function injector(src){ let newSrc = src; const modeName = "var"; // 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]; // locate game object responsible for createNewState and step let gameObject = newSrc.match(/\]=new (\w)\(\);/)[1]; const RENDER_JETPACK=`if(this.gameSettings.mo == "${modeName}") { this.VTOLWing = new PIXI.Graphics(); this.VTOLWing.beginFill(0xff3030); this.VTOLWing.drawRect( this.radius * (-${gameObject}.footHW + ${gameObject}.footOffsetX), this.radius * (-${gameObject}.footHH + ${gameObject}.footOffsetY), this.radius * (${gameObject}.footHW * 6), this.radius * (${gameObject}.footHH * 2) ); this.container.addChild(this.VTOLWing); }`; // identify obfuscated identifiers necessary for VARTOL_GAME let discs = newSrc.match(/discs:(.{5,20}),/)[1]; let currentIndex = newSrc.match(new RegExp(`\\(${escReg(discs)}(\\[[\\w$]{3}\\[\\d{1,4}\\]\\]).{5,20} == 1000\\)`))[1]; let gameSettings = newSrc.match(/gameSettings:(.{5,20}),/)[1]; let stepArgObject = gameSettings.split('[')[0]; let magicNumber = newSrc.match(new RegExp(`${stepArgObject}\\[\\d{1,4}\\]\\*=(${stepArgObject}\\[\\d{1,4}\\])`))[1]; const VARTOL_GAME = `if (${gameSettings}.mo == "${modeName}") { let player = ${discs}${currentIndex}; let fullPowerMultiplier = (-22/30)*${magicNumber}; let weakMultiplier = 0.12; let bVec = ${argumentsObject}[0][2].Common.Math.b2Vec2; let fullPower = new bVec(0,fullPowerMultiplier); fullPower = player.body.GetWorldVector(fullPower,fullPower); let weakPower = new bVec(0,fullPowerMultiplier*weakMultiplier); weakPower = player.body.GetWorldVector(weakPower, weakPower); let leftWing = player.body.GetWorldPoint(new bVec(${gameObject}.footOffsetX*${magicNumber}, ${gameObject}.footOffsetY*${magicNumber})); let rightWing = player.body.GetWorldPoint(new bVec(-${gameObject}.footOffsetX*${magicNumber}, ${gameObject}.footOffsetY*${magicNumber})); let jetpackInput = "none"; let playerInput = ${stepArgObject}[0][1]${currentIndex}; if(playerInput.up) jetpackInput = "both"; if(player.ds == 0){ if(playerInput.left) jetpackInput = "right"; if(playerInput.right) jetpackInput = "left"; if(playerInput.left && playerInput.right) jetpackInput = "both"; } if(jetpackInput=="both") { player.body.ApplyImpulse(fullPower,leftWing); player.body.ApplyImpulse(fullPower,rightWing); } if(jetpackInput=="left") { player.body.ApplyImpulse(fullPower,leftWing); player.body.ApplyImpulse(weakPower,rightWing); } if(jetpackInput=="right") { player.body.ApplyImpulse(weakPower,leftWing); player.body.ApplyImpulse(fullPower,rightWing); } }`; // add the VTOL movement code in same scope let magicDeclare = newSrc.match(new RegExp(`${escReg(magicNumber)}=.{120,180}?;`))[0]; newSrc = newSrc.replace(magicDeclare, `$& ${VARTOL_GAME}`); // 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]; let createArrowFunc = createarrowMatch.match(/function (\w{2})/)[1]; // 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}\\).*?),(${LASTMODE_REGEX})]`); let modearrayMatch = newSrc.match(MODEARRAY_REGEX); // add VarTOL to mode selection button, before Football newSrc = newSrc.replace(modearrayMatch[0], `=[${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$]{1,3}\\(.*?,editorCanTarget:false}`); let footballdataMatch = newSrc.match(FOOTBALLDATA_REGEX); let metadataIndex = footballdataMatch[1]; const VARTOL_METADATA = `{lobbyName:"VarTOL",gameStartName:"VARTOL",lobbyDescription:"VTOL and Arrows had a baby. And this baby knows how to rock.",tutorialTitle:"VarTOL Mode",tutorialText:"•Fly around with the arrow keys\\r\\n•Hold Z to draw an arrow\\r\\n•Hold X to make yourself heavier",forceTeams:false,forceTeamCount:null,editorCanTarget:false}`; let vartolData = `${argumentsObject}[${metadataIndex}].modes.${modeName} = ${VARTOL_METADATA};`; // add VarTOL mode metadata newSrc = newSrc.replace(footballdataMatch[0], `${footballdataMatch[0]}; ${vartolData}`); // locate ar outline and bow graphic initialisation const ARGRAPHIC_REGEX = new RegExp(`this\\[.{20,30}\\] == ${localObject}\\.[\\w$]{3}\\(${modeIndices.ar}\\)`, 'g'); let argraphicMatch = newSrc.match(ARGRAPHIC_REGEX); if(argraphicMatch.length != 2) throw "Injection failed!"; // add ar outline and bow graphics to var if(argraphicMatch[0] == argraphicMatch[1]) newSrc = newSrc.replaceAll(argraphicMatch[0], `$& || this.gameSettings.mo == "${modeName}"`); else argraphicMatch.forEach(x => newSrc = newSrc.replace(x, `$& || this.gameSettings.mo == "${modeName}"`)); // locate player graphic initialisation let playerfillMatch = newSrc.match(/this\[.{20,30}\]\(0x448aff/)[0]; // add jetpack graphic before player graphic newSrc = newSrc.replace(playerfillMatch, `${RENDER_JETPACK}; ${playerfillMatch}`); // locate a1a cooldown const ARROWCOOLDOWN_REGEX = /== -1 && \((.{20,25}) == "ar"/; let arrowcooldownMatch = newSrc.match(ARROWCOOLDOWN_REGEX); let currentMode = arrowcooldownMatch[1]; // add var to cooldown check newSrc = newSrc.replace(arrowcooldownMatch[0],`${arrowcooldownMatch[0]} || ${currentMode} == "${modeName}"`); // locate arrow direction and charge applyInputs let arrowinputsMatch = newSrc.match(new RegExp(`if\\(${escReg(currentMode)} == "ar"`))[0]; // add var to applyInputs check newSrc = newSrc.replace(arrowinputsMatch, `${arrowinputsMatch} || ${currentMode} == "${modeName}"`); // locate doArrows invocation const DOARROWS_REGEX = /}if\((this\[\w{3}\[\d{1,4}\]\]\[\w{3}\[\d{1,4}\]\]) == "ar" \|\| (.{20,200}?\){this\[\w{3}\[\d{1,4}\]\]\(\w{3},\w{3},\w{3},\w{3}\);)/; let doarrowsMatch = newSrc.match(DOARROWS_REGEX); currentMode = doarrowsMatch[1]; let restOfIf = doarrowsMatch[2]; // add var to doArrows check newSrc = newSrc.replace(doarrowsMatch[0], `}if(${currentMode} == "ar" || this.gameSettings.mo == "${modeName}" || ${restOfIf}`); // locate createNewState set arrows cooldown to half const HALFCOOLDOWN_REGEX = new RegExp(`if\\((.{20,30}) == (${localObject}\\.[\\w$]{3}\\(${modeIndices.ar}\\))(.{60,200}=750;;})`); let halfcooldownMatch = newSrc.match(HALFCOOLDOWN_REGEX); currentMode = halfcooldownMatch[1]; let arrowsMode = halfcooldownMatch[2]; // add var to createNewState check newSrc = newSrc.replace(halfcooldownMatch[0], `if(${currentMode} == ${arrowsMode} || ${currentMode} == "${modeName}"${halfcooldownMatch[3]}`); // locate fixedRotation initialisation const BODYROTATION_REGEX = /if\((\w{3}\[\d{1,3}\]\[\d{1,3}\]\[\w{3}\[\d{1,3}\]\[\d{1,4}\]\]) == "v"\){(.{15,30}=false;)/; let bodyrotationMatch = newSrc.match(BODYROTATION_REGEX); currentMode = bodyrotationMatch[1]; // add var to fixedRotation check newSrc = newSrc.replace(bodyrotationMatch[0], `if(${currentMode} == "v" || ${currentMode} == "${modeName}"){${bodyrotationMatch[2]}`); // locate vtolwing physics initialisation const VTOLPHYSICS_REGEX = new RegExp(`if\\(${escReg(currentMode)} == "v"\\){([\\w$]{3}\\[\\d{1,4}\\]=new)`); let vtolphysicsMatch = newSrc.match(VTOLPHYSICS_REGEX); // add var to vtolwing check newSrc = newSrc.replace(vtolphysicsMatch[0], `if(${currentMode} == "v" || ${currentMode} == "${modeName}"){${vtolphysicsMatch[1]}`); // locate fireArrow call const FIREARROW_REGEX = new RegExp(`{${createArrowFunc}\\((.{5,10},.{20,40}),(.{10,20})(\\[[\\w$]{3}\\[\\d{1,3}\\]\\[\\d{1,4}\\]\\])( \\* .{10,40})\\);`); let firearrowMatch = newSrc.match(FIREARROW_REGEX); let player = firearrowMatch[2]; let premoddedDir = firearrowMatch[3]; // calculate player angle from rotation matrix and add to the arrow's angle let direction = `(${player}${premoddedDir} + (-Math.round(SafeTrig.safeATan2(${player}.body.m_xf.R.col2.x, ${player}.body.m_xf.R.col1.x) * (180/Math.PI))))${firearrowMatch[4]}`; // add new maths to fireArrow call newSrc = newSrc.replace(firearrowMatch[0], `{${createArrowFunc}(${firearrowMatch[1]},${direction});`); const VARTOL_PARTICLES = `if (arguments[3].mo == "${modeName}") { for (let currDisc = 0; currDisc < arguments[1].discs.length; currDisc++) { if (arguments[0].discs[currDisc] && arguments[1].discs[currDisc] && this.discGraphics[currDisc] && arguments[4] && arguments[4][currDisc]) { let particleSize = 2.5 * this.discGraphics[currDisc].radius / arguments[1].physics.ppm; let percentAlongJetpack = 0.85; let xOffset = -this.discGraphics[currDisc].radius * (${gameObject}.footOffsetX + -${gameObject}.footHW) * percentAlongJetpack; let spreadWidth = .3; let spreadDir = Math.random() * spreadWidth - spreadWidth / 2; let dir = arguments[1].discs[currDisc].a + spreadDir + Math.PI / 2; let avgSpeed = 2; let maxRandSpeed = .7; let speed = avgSpeed + (Math.random() * maxRandSpeed) - (maxRandSpeed / 2); let particleXV = Math.cos(dir) * speed; let particleYV = Math.sin(dir) * speed; particleXV += arguments[1].discs[currDisc].xv / 30; particleYV += arguments[1].discs[currDisc].yv / 30; let fireJetpack = []; if(arguments[4][currDisc].left && !arguments[4][currDisc].action2) fireJetpack.push("right"); if(arguments[4][currDisc].right && !arguments[4][currDisc].action2) fireJetpack.push("left"); if(arguments[4][currDisc].up && !fireJetpack.length) fireJetpack = ["left", "right"]; for(let jetpack in fireJetpack) { let particle = new PIXI.Graphics; // vanilla vtol (with old renderer lighting fx accounted for) = 0xffffd9; particle.beginFill(0xffd9d9); particle.drawRect(0, -particleSize/2, particleSize, particleSize); particle.x = this.discGraphics[currDisc].container.x + ((fireJetpack[jetpack] == "right" ? xOffset : -xOffset) * Math.cos(this.discGraphics[currDisc].container.rotation)); particle.y = this.discGraphics[currDisc].container.y + ((fireJetpack[jetpack] == "right" ? xOffset : -xOffset) * Math.sin(this.discGraphics[currDisc].container.rotation)); this.blurContainer.addChild(particle); this.particleManager.container.addChild(particle); this.particleManager.particles.push({graphics: particle, xv: particleXV, yv: particleYV, alpha: 1, shrinkPerFrame: 0.05, gravity: .04}); } } } }`; // add particles to renderer newSrc = newSrc.replace(`this.particleManager.render`, `${VARTOL_PARTICLES} this.particleManager.render`); 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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