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。
Easily 3X your FPS on Sigmally.com + many bug fixes + great for multiboxing + supports SigMod
当前为
// ==UserScript== // @name Sigmally Fixes V2 // @version 2.2.6 // @description Easily 3X your FPS on Sigmally.com + many bug fixes + great for multiboxing + supports SigMod // @author 8y8x // @match https://*.sigmally.com/* // @license MIT // @grant none // @namespace https://8y8x.dev/sigmally-fixes // @compatible chrome Recommended for all users, works perfectly out of the box // @compatible edge Multiboxers may want to disable Ctrl+W // @compatible firefox Multiboxers may want to disable Ctrl+W // @compatible opera Multiboxers may want to disable Ctrl+W and tweak Ctrl+Tab // ==/UserScript== // @ts-check /* eslint camelcase: 'error', comma-dangle: ['error', 'always-multiline'], indent: ['error', 'tab', { SwitchCase: 1 }], max-len: ['error', { code: 120 }], no-console: ['error', { allow: ['warn', 'error'] }], no-trailing-spaces: 'error', quotes: ['error', 'single'], semi: 'error', */ // a light eslint configuration that doesn't compromise code quality 'use strict'; (async () => { //////////////////////////////// // Define Auxiliary Functions // //////////////////////////////// const aux = (() => { const aux = {}; /** * @template T * @param {T} x * @param {string} err should be readable and easily translatable * @returns {T extends (null | undefined | false | 0) ? never : T} */ aux.require = (x, err) => { if (!x) { err = '[Sigmally Fixes]: ' + err; prompt(err, err); // use prompt, so people can paste the error message into google translate throw err; } return /** @type {any} */ (x); }; /** * consistent exponential easing relative to 60fps. * for example, with a factor of 2, o=0, n=1: * - at 60fps, 0.5 is returned. * - at 30fps (after 2 frames), 0.75 is returned. * - at 15fps (after 4 frames), 0.875 is returned. * - at 120fps, 0.292893 is returned. if you called this again with o=0.292893, n=1, you would get 0.5. * * @param {number} o * @param {number} n * @param {number} factor * @param {number} dt in seconds */ aux.exponentialEase = (o, n, factor, dt) => { return o + (n - o) * (1 - (1 - 1 / factor)**(60 * dt)); }; /** * @param {string} hex * @returns {[number, number, number]} */ aux.hex2rgb = hex => { if (hex.length === 4) { return [ (parseInt(hex[1], 16) || 0) / 15, (parseInt(hex[2], 16) || 0) / 15, (parseInt(hex[3], 16) || 0) / 15, ]; } else if (hex.length === 7) { return [ (parseInt(hex.slice(1, 3), 16) || 0) / 255, (parseInt(hex.slice(3, 5), 16) || 0) / 255, (parseInt(hex.slice(5, 7), 16) || 0) / 255, ]; } else { return [0, 0, 0]; } }; /** @param {[number, number, number]} rgb */ aux.rgb2hex = rgb => { return [ '#', Math.floor(rgb[0] * 255).toString(16).padStart(2, '0'), Math.floor(rgb[1] * 255).toString(16).padStart(2, '0'), Math.floor(rgb[2] * 255).toString(16).padStart(2, '0'), ].join(''); }; /** @param {string} name */ aux.parseName = name => { const match = name.match(/^\{.*?\}(.*)$/); if (match) name = match[1]; return name || 'An unnamed cell'; }; /** @param {string} skin */ aux.parseSkin = skin => { if (!skin) return skin; skin = skin.replace('1%', '').replace('2%', '').replace('3%', ''); return '/static/skins/' + skin + '.png'; }; /** @type {object | undefined} */ aux.sigmod = undefined; setInterval(() => { // @ts-expect-error aux.sigmod = window.sigmod?.settings; }, 50); /** * Only changes sometimes, like when your skin is updated * @type {object | undefined} */ aux.settings = undefined; function settings() { try { aux.settings = JSON.parse(localStorage.getItem('settings') ?? ''); } catch (_) {} } settings(); setInterval(settings, 50); // apply saved gamemode because sigmally fixes connects before the main game even loads if (aux.settings?.gamemode) { /** @type {HTMLSelectElement | null} */ const gamemode = document.querySelector('select#gamemode'); if (gamemode) gamemode.value = aux.settings.gamemode; } /* If you have Sigmally open in two tabs and you're playing with an account, one has an outdated token while the other has the latest one. This causes problems because the tab with the old token does not work properly during the game (skin, XP) To fix this, the latest token is sent to the previously opened tab. This way you can collect XP in both tabs and use your selected skin. @czrsd */ /** @type {{ token: string, updated: number } | undefined} */ aux.token = undefined; const tokenChannel = new BroadcastChannel('sigfix-token'); tokenChannel.addEventListener('message', msg => { /** @type {{ token: string, updated: number }} */ const token = msg.data; if (!aux.token || aux.token.updated < token.updated) aux.token = token; }); /** @type {object | undefined} */ aux.userData = undefined; // this is the best method i've found to get the userData object, since game.js uses strict mode Object.defineProperty(window, 'fetch', { value: new Proxy(fetch, { apply: (target, thisArg, args) => { let url = args[0]; const data = args[1]; if (typeof url === 'string') { // game.js doesn't think we're connected to a server, we default to eu0 because that's the // default everywhere else if (url.includes('/userdata/')) url = url.replace('///', '//eu0.sigmally.com/server/'); // patch the current token in the url and body of the request if (aux.token) { // 128 hex characters surrounded by non-hex characters (lookahead and lookbehind) const tokenTest = /(?<![0-9a-fA-F])[0-9a-fA-F]{128}(?![0-9a-fA-F])/g; url = url.replaceAll(tokenTest, aux.token.token); if (typeof data?.body === 'string') data.body = data.body.replaceAll(tokenTest, aux.token.token); } args[0] = url; args[1] = data; } return target.apply(thisArg, args).then(res => new Proxy(res, { get: (target, prop, _receiver) => { if (prop !== 'json') { const val = target[prop]; if (typeof val === 'function') return val.bind(target); else return val; } return () => target.json().then(obj => { if (obj?.body?.user) { aux.userData = obj.body.user; // NaN if invalid / undefined let updated = Number(new Date(aux.userData.updateTime)); if (Number.isNaN(updated)) updated = Date.now(); if (!aux.token || updated >= aux.token.updated) { aux.token = { token: aux.userData.token, updated }; tokenChannel.postMessage(aux.token); } } return obj; }); }, })); }, }), }); /** @param {number} ms */ aux.wait = ms => new Promise(resolve => setTimeout(resolve, ms)); return aux; })(); //////////////////////// // Destroy Old Client // //////////////////////// const destructor = await (async () => { // #1 : kill the rendering process const oldRQA = requestAnimationFrame; window.requestAnimationFrame = function(fn) { try { throw new Error(); } catch (err) { // prevent drawing the game, but do NOT prevent saving settings (which is called on RQA) if (!err.stack.includes('/game.js') || err.stack.includes('HTML')) return oldRQA(fn); } return -1; }; // #2 : kill access to using a WebSocket const realWebSocket = WebSocket; Object.defineProperty(window, 'WebSocket', new Proxy(WebSocket, { construct(_target, argArray, _newTarget) { if (argArray[0]?.includes('sigmally.com')) { throw new Error('Nope :) - hooked by Sigmally Fixes'); } // @ts-expect-error return new oldWS(...argArray); }, })); /** @type {WeakSet<WebSocket>} */ const safeWebSockets = new WeakSet(); let realWsSend = WebSocket.prototype.send; WebSocket.prototype.send = function() { if (!safeWebSockets.has(this) && this.url.includes('sigmally.com')) { this.onclose = null; this.close(); throw new Error('Nope :) - hooked by Sigmally Fixes'); } return realWsSend.apply(this, arguments); }; // #3 : prevent keys from being registered by the game setInterval(() => { onkeydown = null; onkeyup = null; }, 50); return { realWebSocket, safeWebSockets }; })(); ///////////////////// // Prepare Game UI // ///////////////////// const ui = (() => { const ui = {}; (() => { const title = document.querySelector('#title'); if (!title) return; const watermark = document.createElement('span'); watermark.innerHTML = '<a href="https://gf.qytechs.cn/en/scripts/483587">Sigmally Fixes</a> by yx'; title.insertAdjacentElement('afterend', watermark); })(); ui.game = (() => { const game = {}; const newCanvas = document.createElement('canvas'); newCanvas.style.cssText = `background: #003; width: 100vw; height: 100vh; position: fixed; top: 0; left: 0; z-index: 1;`; game.canvas = newCanvas; (document.querySelector('body div') ?? document.body).appendChild(newCanvas); /** @type {HTMLCanvasElement | null} */ const oldCanvas = document.querySelector('canvas#canvas'); if (oldCanvas) { // leave the old canvas so the old client can actually run oldCanvas.style.display = 'none'; // forward macro inputs from the canvas to the old one - this is for sigmod mouse button controls newCanvas.addEventListener('mousedown', e => oldCanvas.dispatchEvent(new MouseEvent('mousedown', e))); newCanvas.addEventListener('mouseup', e => oldCanvas.dispatchEvent(new MouseEvent('mouseup', e))); // forward mouse movements from the old canvas to the new one - this is for sigmod mouse keybinds oldCanvas.addEventListener('mousemove', e => newCanvas.dispatchEvent(new MouseEvent('mousemove', e))); } const gl = aux.require( newCanvas.getContext('webgl2'), 'Couldn\'t get WebGL2 context. This is probably your browser being dumb and it should resolve itself ' + 'after a while.', ); game.gl = gl; game.viewportScale = 1; function resize() { newCanvas.width = Math.floor(innerWidth * devicePixelRatio); newCanvas.height = Math.floor(innerHeight * devicePixelRatio); game.viewportScale = Math.max(innerWidth / 1920, innerHeight / 1080); game.gl.viewport(0, 0, newCanvas.width, newCanvas.height); } addEventListener('resize', resize); resize(); return game; })(); ui.stats = (() => { const container = document.createElement('div'); container.style.cssText = 'position: fixed; top: 10px; left: 10px; width: 400px; height: fit-content; \ user-select: none; z-index: 2; transform-origin: top left;'; document.body.appendChild(container); const score = document.createElement('div'); score.style.cssText = 'font-family: Ubuntu; font-size: 30px; color: #fff; line-height: 1.0;'; container.appendChild(score); const measures = document.createElement('div'); measures.style.cssText = 'font-family: Ubuntu; font-size: 20px; color: #fff; line-height: 1.1;'; container.appendChild(measures); const misc = document.createElement('div'); // white-space: pre; allows using \r\n to insert line breaks misc.style.cssText = 'font-family: Ubuntu; font-size: 14px; color: #fff; white-space: pre; \ line-height: 1.1; opacity: 0.5;'; container.appendChild(misc); /** @param {object} statData */ function update(statData) { let uptime; if (statData.uptime < 60) { uptime = '<1min'; } else { uptime = Math.floor(statData.uptime / 60 % 60) + 'min'; if (statData.uptime >= 60 * 60) uptime = Math.floor(statData.uptime / 60 / 60 % 24) + 'hr ' + uptime; if (statData.uptime >= 24 * 60 * 60) uptime = Math.floor(statData.uptime / 24 / 60 / 60 % 60) + 'd ' + uptime; } misc.textContent = [ `${statData.name} (${statData.mode})`, `${statData.playersTotal} / ${statData.playersLimit} players`, `${statData.playersAlive} playing`, `${statData.playersSpect} spectating`, `${(statData.update * 2.5).toFixed(1)}% load @ ${uptime}`, ].join('\r\n'); } function matchTheme() { let color = '#fff'; /** @type {HTMLInputElement | null} */ const darkTheme = document.querySelector('input#darkTheme'); if (darkTheme && !darkTheme.checked) color = '#000'; score.style.color = color; measures.style.color = color; misc.style.color = color; } matchTheme(); return { container, score, measures, misc, update, matchTheme }; })(); ui.leaderboard = (() => { const container = document.createElement('div'); container.style.cssText = 'position: fixed; top: 10px; right: 10px; width: 200px; height: fit-content; \ user-select: none; z-index: 2; background: #0006; padding: 15px 5px; transform-origin: top right; \ display: none;'; document.body.appendChild(container); const title = document.createElement('div'); title.style.cssText = 'font-family: Ubuntu; font-size: 30px; color: #fff; text-align: center; width: 100%;'; title.textContent = 'Leaderboard'; container.appendChild(title); const linesContainer = document.createElement('div'); linesContainer.style.cssText = 'font-family: Ubuntu; font-size: 20px; line-height: 1.2; width: 100%; \ height: fit-content; text-align: center; white-space: pre; overflow: hidden;'; container.appendChild(linesContainer); const lines = []; for (let i = 0; i < 11; ++i) { const line = document.createElement('div'); line.style.display = 'none'; linesContainer.appendChild(line); lines.push(line); } function update() { world.leaderboard.forEach((entry, i) => { const line = lines[i]; if (!line) return; line.style.display = 'block'; line.textContent = `${entry.place ?? i + 1}. ${entry.name}`; if (entry.me) line.style.color = '#faa'; else if (entry.sub) line.style.color = '#ffc826'; else line.style.color = '#fff'; }); for (let i = world.leaderboard.length; i < lines.length; ++i) lines[i].style.display = 'none'; } return { container, title, linesContainer, lines, update }; })(); /** @type {HTMLElement} */ const mainMenu = aux.require( document.querySelector('#__line1')?.parentElement, 'Can\'t find the main menu UI. Try reloading the page?', ); /** @type {HTMLElement} */ const statsContainer = aux.require( document.querySelector('#__line2'), 'Can\'t find the death screen UI. Try reloading the page?', ); /** @type {HTMLElement} */ const continueButton = aux.require( document.querySelector('#continue_button'), 'Can\'t find the continue button (on death). Try reloading the page?', ); /** @type {HTMLElement | null} */ const menuLinks = document.querySelector('#menu-links'); /** @type {HTMLElement | null} */ const overlay = document.querySelector('#overlays'); // sigmod uses this to detect if the menu is closed or not, otherwise this is unnecessary /** @type {HTMLElement | null} */ const menuWrapper = document.querySelector('#menu-wrapper'); let escOverlayVisible = true; /** * @param {boolean} [show] */ ui.toggleEscOverlay = show => { escOverlayVisible = show ?? !escOverlayVisible; if (escOverlayVisible) { mainMenu.style.display = ''; if (overlay) overlay.style.display = ''; if (menuLinks) menuLinks.style.display = ''; if (menuWrapper) menuWrapper.style.display = ''; ui.deathScreen.hide(); } else { mainMenu.style.display = 'none'; if (overlay) overlay.style.display = 'none'; if (menuLinks) menuLinks.style.display = 'none'; if (menuWrapper) menuWrapper.style.display = 'none'; } }; ui.escOverlayVisible = () => escOverlayVisible; ui.deathScreen = (() => { const deathScreen = {}; continueButton.addEventListener('click', () => { ui.toggleEscOverlay(true); }); // i'm not gonna buy a boost to try and figure out how this thing works /** @type {HTMLElement | null} */ const bonus = document.querySelector('#menu__bonus'); if (bonus) bonus.style.display = 'none'; /** * @param {{ foodEaten: number, highestScore: number, highestPosition: number, * spawnedAt: number | undefined }} stats */ deathScreen.show = stats => { const foodEatenElement = document.querySelector('#food_eaten'); if (foodEatenElement) foodEatenElement.textContent = stats.foodEaten.toString(); const highestMassElement = document.querySelector('#highest_mass'); if (highestMassElement) highestMassElement.textContent = Math.round(stats.highestScore).toString(); const highestPositionElement = document.querySelector('#top_leaderboard_position'); if (highestPositionElement) highestPositionElement.textContent = stats.highestPosition.toString(); const timeAliveElement = document.querySelector('#time_alive'); if (timeAliveElement) { let time; if (stats.spawnedAt === undefined) time = 0; else time = (performance.now() - stats.spawnedAt) / 1000; const hours = Math.floor(time / 60 / 60); const mins = Math.floor(time / 60 % 60); const seconds = Math.floor(time % 60); timeAliveElement.textContent = `${hours ? hours + ' h' : ''} ${mins ? mins + ' m' : ''} ` + `${seconds ? seconds + ' s' : ''}`; } statsContainer.classList.remove('line--hidden'); ui.toggleEscOverlay(false); if (overlay) overlay.style.display = ''; stats.foodEaten = 0; stats.highestScore = 0; stats.highestPosition = 0; stats.spawnedAt = undefined; // refresh ads... ...yep const { adSlot4, adSlot5, adSlot6, googletag } = /** @type {any} */ (window); if (googletag) { googletag.cmd.push(() => googletag.display(adSlot4)); googletag.cmd.push(() => googletag.display(adSlot5)); googletag.cmd.push(() => googletag.display(adSlot6)); } }; deathScreen.hide = () => { const shown = !statsContainer?.classList.contains('line--hidden'); statsContainer?.classList.add('line--hidden'); const { googletag } = /** @type {any} */ (window); if (shown && googletag) { googletag.cmd.push(() => googletag.pubads().refresh()); } }; return deathScreen; })(); ui.minimap = (() => { const canvas = document.createElement('canvas'); canvas.style.cssText = 'position: absolute; bottom: 0; right: 0; background: #0006; width: 200px; \ height: 200px; z-index: 2; user-select: none;'; canvas.width = canvas.height = 200; document.body.appendChild(canvas); const ctx = aux.require( canvas.getContext('2d'), 'Unable to get 2D context for the minimap. This is probably your browser being dumb, maybe reload ' + 'the page?', ); return { canvas, ctx }; })(); ui.chat = (() => { const chat = {}; const block = aux.require( document.querySelector('#chat_block'), 'Can\'t find the chat UI. Try reloading the page?', ); /** * @param {ParentNode} root * @param {string} selector */ function clone(root, selector) { /** @type {HTMLElement} */ const old = aux.require( root.querySelector(selector), `Can't find this chat element: ${selector}. Try reloading the page?`, ); const el = /** @type {HTMLElement} */ (old.cloneNode(true)); el.id = ''; old.style.display = 'none'; old.insertAdjacentElement('afterend', el); return el; } // can't just replace the chat box - otherwise sigmod can't hide it - so we make its children invisible // elements grabbed with clone() are only styled by their class, not id const toggle = clone(document, '#chat_vsbltyBtn'); const scrollbar = clone(document, '#chat_scrollbar'); const thumb = clone(scrollbar, '#chat_thumb'); const input = chat.input = /** @type {HTMLInputElement} */ (aux.require( document.querySelector('#chat_textbox'), 'Can\'t find the chat textbox. Try reloading the page?', )); const list = document.createElement('div'); list.style.cssText = 'width: 400px; height: 182px; position: absolute; bottom: 54px; left: 46px; \ overflow: hidden; user-select: none; z-index: 301;'; block.appendChild(list); let toggled = true; toggle.style.borderBottomLeftRadius = '10px'; // a bug fix :p toggle.addEventListener('click', () => { toggled = !toggled; input.style.display = toggled ? '' : 'none'; scrollbar.style.display = toggled ? 'block' : 'none'; list.style.display = toggled ? '' : 'none'; if (toggled) { toggle.style.borderTopRightRadius = toggle.style.borderBottomRightRadius = ''; toggle.style.opacity = ''; } else { toggle.style.borderTopRightRadius = toggle.style.borderBottomRightRadius = '10px'; toggle.style.opacity = '0.25'; } }); scrollbar.style.display = 'block'; let scrollTop = 0; // keep a float here, because list.scrollTop is always casted to an int let thumbHeight = 1; let lastY; thumb.style.height = '182px'; function updateThumb() { thumb.style.bottom = (1 - list.scrollTop / (list.scrollHeight - 182)) * (182 - thumbHeight) + 'px'; } function scroll() { if (scrollTop >= list.scrollHeight - 182 - 40) { // close to bottom, snap downwards list.scrollTop = scrollTop = list.scrollHeight - 182; } thumbHeight = Math.min(Math.max(182 / list.scrollHeight, 0.1), 1) * 182; thumb.style.height = thumbHeight + 'px'; updateThumb(); } let scrolling = false; thumb.addEventListener('mousedown', () => void (scrolling = true)); addEventListener('mouseup', () => void (scrolling = false)); addEventListener('mousemove', e => { const deltaY = e.clientY - lastY; lastY = e.clientY; if (!scrolling) return; e.preventDefault(); if (lastY === undefined) { lastY = e.clientY; return; } list.scrollTop = scrollTop = Math.min(Math.max( scrollTop + deltaY * list.scrollHeight / 182, 0), list.scrollHeight - 182); updateThumb(); }); let lastWasBarrier = true; // init to true, so we don't print a barrier as the first ever message (ugly) /** * @param {string} authorName * @param {[number, number, number]} rgb * @param {string} text */ chat.add = (authorName, rgb, text) => { lastWasBarrier = false; const container = document.createElement('div'); const author = document.createElement('span'); author.style.cssText = `color: ${aux.rgb2hex(rgb)}; padding-right: 0.75em;`; author.textContent = authorName; container.appendChild(author); const msg = document.createElement('span'); msg.textContent = text; container.appendChild(msg); while (list.children.length > 100) list.firstChild?.remove(); list.appendChild(container); scroll(); }; chat.barrier = () => { if (lastWasBarrier) return; lastWasBarrier = true; const barrier = document.createElement('div'); barrier.style.cssText = 'width: calc(100% - 20px); height: 1px; background: #8888; margin: 10px;'; list.appendChild(barrier); scroll(); }; chat.matchTheme = () => { /** @type {HTMLInputElement | null} */ const darkTheme = document.querySelector('input#darkTheme'); if (!darkTheme || darkTheme.checked) { list.style.color = '#fffc'; } else { list.style.color = '#000c'; } }; return chat; })(); /** @param {string} msg */ ui.error = msg => { const modal = /** @type {HTMLElement | null} */ (document.querySelector('#errormodal')); const desc = document.querySelector('#errormodal p'); if (desc) desc.innerHTML = msg; if (modal) modal.style.display = 'block'; }; // sigmod quick fix (() => { // the play timer is inserted below the top-left stats, but because we offset them, we need to offset this // too const style = document.createElement('style'); style.textContent = '.playTimer { transform: translate(5px, 10px); }'; document.head.appendChild(style); })(); return ui; })(); ///////////////////////// // Create Options Menu // ///////////////////////// const settings = (() => { let settings = { cellOutlines: true, drawDelay: 120, jellySkinLag: true, jellyWobble: true, massBold: false, massOpacity: 1, massScaleFactor: 1, nameBold: false, nameScaleFactor: 1, selfSkin: '', unsplittableOpacity: 1, }; try { Object.assign(settings, JSON.parse(localStorage.getItem('sigfix') ?? '')); } catch (_) {} /** @type {Set<() => void>} */ const onSaves = new Set(); const channel = new BroadcastChannel('sigfix-settings'); channel.addEventListener('message', msg => { Object.assign(settings, msg.data); onSaves.forEach(fn => fn()); }); // #1 : define helper functions /** * @param {string} html * @returns {HTMLElement} */ function fromHTML(html) { const div = document.createElement('div'); div.innerHTML = html; return /** @type {HTMLElement} */ (div.firstElementChild); } function save() { localStorage.setItem('sigfix', JSON.stringify(settings)); channel.postMessage(settings); } /** * @template O, T * @typedef {{ [K in keyof O]: O[K] extends T ? K : never }[keyof O]} PropertyOfType */ /** * @param {string} sliderSelector * @param {string} displaySelector * @param {PropertyOfType<typeof settings, number>} property * @param {number} decimals */ function registerSlider(sliderSelector, displaySelector, property, decimals) { const slider = /** @type {HTMLInputElement} */ (document.querySelector(sliderSelector)); const display = /** @type {HTMLElement} */ (document.querySelector(displaySelector)); slider.value = settings[property].toString(); display.textContent = settings[property].toFixed(decimals); slider.addEventListener('input', () => { settings[property] = parseFloat(slider.value); display.textContent = settings[property].toFixed(decimals); save(); }); onSaves.add(() => { slider.value = settings[property].toString(); display.textContent = settings[property].toFixed(decimals); }); } /** * @param {string} inputSelector * @param {PropertyOfType<typeof settings, string>} property * @param {boolean} sync */ function registerInput(inputSelector, property, sync) { const input = /** @type {HTMLInputElement} */ (document.querySelector(inputSelector)); let value = input.value = settings[property]; input.addEventListener('change', () => { value = settings[property] = input.value; save(); }); onSaves.add(() => { if (sync) value = input.value = settings[property]; else settings[property] = value; }); } /** * @param {string} inputSelector * @param {PropertyOfType<typeof settings, boolean>} property */ function registerCheckbox(inputSelector, property) { const checkbox = /** @type {HTMLInputElement} */ (document.querySelector(inputSelector)); checkbox.checked = settings[property]; checkbox.addEventListener('change', () => { settings[property] = checkbox.checked; save(); }); onSaves.add(() => { checkbox.checked = settings[property]; }); } // #2 : create options for the vanilla game (() => { /** @type {HTMLElement} */ const content = aux.require( document.querySelector('#cm_modal__settings .ctrl-modal__content'), 'Can\'t find the default settings UI. Try reloading the page, or disabling other scripts?', ); const style = document.createElement('style'); style.innerHTML = ` .sf-setting { display: block; height: 25px; position: relative; } .sf-setting .sf-title { position: absolute; left: 0; } .sf-setting .sf-option { position: absolute; right: 0; } .sf-setting.double { height: 50px; } .sf-setting.double .sf-option { top: 25px; } .sf-setting span, .sf-setting input { display: block; float: left; height: 25px; line-height: 25px; margin-left: 5px; } .sf-separator { text-align: center; width: 100%; } `; document.head.appendChild(style); content.appendChild(fromHTML(` <div class="menu__item"> <div style="width: 100%; height: 1px; background: #bfbfbf;"></div> </div>`)); content.appendChild(fromHTML(`<div class="menu__item"> <div class="sf-setting"> <span class="sf-title">Draw delay</span> <div class="sf-option"> <input id="sf-draw-delay" style="width: 100px;" type="range" min="40" max="300" step="5" value="120" list="sf-draw-delay-markers" /> <datalist id="sf-draw-delay-markers"> <option value="120"></option> </datalist> <span id="sf-draw-delay-display" style="width: 40px; text-align: right;"></span> </div> </div> <div class="sf-setting"> <span class="sf-title">Jelly physics effects on skins</span> <div class="sf-option"> <input id="sf-jelly-skin-lag" type="checkbox" /> </div> </div> <div class="sf-setting"> <span class="sf-title">Jelly physics wobble effect</span> <div class="sf-option"> <input id="sf-jelly-wobble" type="checkbox" /> </div> </div> <div class="sf-separator">•</div> <div class="sf-setting"> <span class="sf-title">Name scale factor</span> <div class="sf-option"> <input id="sf-name-scale" style="width: 100px;" type="range" min="0.5" max="2" step="0.05" value="1" list="sf-name-scale-markers" /> <datalist id="sf-name-scale-markers"> <option value="1"></option> </datalist> <span id="sf-name-scale-display" style="width: 40px; text-align: right;"></span> </div> </div> <div class="sf-setting"> <span class="sf-title">Mass scale factor</span> <div class="sf-option"> <input id="sf-mass-scale" style="width: 100px;" type="range" min="0.5" max="4" step="0.05" value="1" list="sf-mass-scale-markers" /> <datalist id="sf-mass-scale-markers"> <option value="1"></option> </datalist> <span id="sf-mass-scale-display" style="width: 40px; text-align: right;"></span> </div> </div> <div class="sf-setting"> <span class="sf-title">Mass opacity</span> <div class="sf-option"> <input id="sf-mass-opacity" style="width: 100px;" type="range" min="0" max="1" step="0.05" value="1" list="sf-mass-opacity-markers" /> <datalist id="sf-mass-opacity-markers"> <option value="1"></option> </datalist> <span id="sf-mass-opacity-display" style="width: 40px; text-align: right;"></span> </div> </div> <div class="sf-setting"> <span class="sf-title">Bold name text / mass text</span> <div class="sf-option"> <input id="sf-name-bold" type="checkbox" /> <input id="sf-mass-bold" type="checkbox" /> </div> </div> <div class="sf-separator">•</div> <div class="sf-setting double"> <span class="sf-title">Self skin URL (not synced)</span> <div class="sf-option"> <input id="sf-self-skin" placeholder="https://i.imgur.com/..." type="text" /> </div> </div> <div class="sf-setting double"> <span class="sf-title">Unsplittable cell outline opacity</span> <div class="sf-option"> <input id="sf-unsplittable-opacity" style="width: 100px;" type="range" min="0" max="1" step="0.05" value="1" list="sf-unsplittable-opacity-markers" /> <datalist id="sf-unsplittable-opacity-markers"> <option value="1"></option> </datalist> <span id="sf-unsplittable-opacity-display" style="width: 40px; text-align: right;"></span> </div> </div> <div class="sf-setting"> <span class="sf-title">Cell outlines</span> <div class="sf-option"> <input id="sf-cell-outlines" type="checkbox" /> </div> </div> </div>`)); registerSlider('#sf-draw-delay', '#sf-draw-delay-display', 'drawDelay', 0); registerCheckbox('#sf-jelly-skin-lag', 'jellySkinLag'); registerCheckbox('#sf-jelly-wobble', 'jellyWobble'); registerSlider('#sf-name-scale', '#sf-name-scale-display', 'nameScaleFactor', 2); registerSlider('#sf-mass-scale', '#sf-mass-scale-display', 'massScaleFactor', 2); registerSlider('#sf-mass-opacity', '#sf-mass-opacity-display', 'massOpacity', 2); registerCheckbox('#sf-name-bold', 'nameBold'); registerCheckbox('#sf-mass-bold', 'massBold'); registerInput('#sf-self-skin', 'selfSkin', false); registerSlider('#sf-unsplittable-opacity', '#sf-unsplittable-opacity-display', 'unsplittableOpacity', 2); registerCheckbox('#sf-cell-outlines', 'cellOutlines'); })(); // #3 : create options for sigmod let sigmodInjection; sigmodInjection = setInterval(() => { const nav = document.querySelector('.mod_menu_navbar'); const content = document.querySelector('.mod_menu_content'); if (!nav || !content) return; clearInterval(sigmodInjection); const page = fromHTML(` <div class="mod_tab scroll" style="display: none;"> <div class="modRowItems justify-sb"> <span>Draw delay</span> <span class="justify-sb"> <input id="sfsm-draw-delay" style="width: 200px;" type="range" min="40" max="300" step="5" value="120" list="sfsm-draw-delay-markers" /> <datalist id="sfsm-draw-delay-markers"> <option value="120"></option> </datalist> <span id="sfsm-draw-delay-display" class="text-center" style="width: 75px;"></span> </span> </div> <div class="modRowItems justify-sb"> <span>Jelly physics effect on skins</span> <div style="width: 75px; text-align: center;"> <div class="modCheckbox" style="display: inline-block;"> <input id="sfsm-jelly-skin-lag" type="checkbox" /> <label class="cbx" for="sfsm-jelly-skin-lag"></label> </div> </div> </div> <div class="modRowItems justify-sb"> <span>Jelly physics wobble effect</span> <div style="width: 75px; text-align: center;"> <div class="modCheckbox" style="display: inline-block;"> <input id="sfsm-jelly-wobble" type="checkbox" /> <label class="cbx" for="sfsm-jelly-wobble"></label> </div> </div> </div> <span class="text-center">•</span> <div class="modRowItems justify-sb"> <span>Name scale factor</span> <span class="justify-sb"> <input id="sfsm-name-scale-factor" style="width: 200px;" type="range" min="0.5" max="2" step="0.05" value="1" list="sfsm-name-scale-factor-markers" /> <datalist id="sfsm-name-scale-factor-markers"> <option value="1"></option> </datalist> <span id="sfsm-name-scale-factor-display" class="text-center" style="width: 75px;"></span> </span> </div> <div class="modRowItems justify-sb"> <span>Mass scale factor</span> <span class="justify-sb"> <input id="sfsm-mass-scale-factor" style="width: 200px;" type="range" min="0.5" max="4" step="0.05" value="1" list="sfsm-mass-scale-factor-markers" /> <datalist id="sfsm-mass-scale-factor-markers"> <option value="1"></option> </datalist> <span id="sfsm-mass-scale-factor-display" class="text-center" style="width: 75px;"></span> </span> </div> <div class="modRowItems justify-sb"> <span>Mass opacity</span> <span class="justify-sb"> <input id="sfsm-mass-opacity" style="width: 200px;" type="range" min="0" max="1" step="0.05" value="1" list="sfsm-mass-opacity-markers" /> <datalist id="sfsm-mass-opacity-markers"> <option value="1"></option> </datalist> <span id="sfsm-mass-opacity-display" class="text-center" style="width: 75px;"></span> </span> </div> <div class="modRowItems justify-sb"> <span>Bold name text / mass text</span> <div style="width: 75px; text-align: center;"> <div class="modCheckbox" style="display: inline-block;"> <input id="sfsm-name-bold" type="checkbox" /> <label class="cbx" for="sfsm-name-bold"></label> </div> <div class="modCheckbox" style="display: inline-block;"> <input id="sfsm-mass-bold" type="checkbox" /> <label class="cbx" for="sfsm-mass-bold"></label> </div> </div> </div> <span class="text-center">•</span> <div class="modRowItems justify-sb"> <span>Self skin URL (not synced)</span> <input class="modInput" id="sfsm-self-skin" placeholder="https://i.imgur.com/..." type="text" /> </div> <div class="modRowItems justify-sb"> <span>Unsplittable cell outline opacity</span> <span class="justify-sb"> <input id="sfsm-unsplittable-opacity" style="width: 200px;" type="range" min="0" max="1" step="0.05" value="1" list="sfsm-unsplittable-opacity-markers" /> <datalist id="sfsm-unsplittable-opacity-markers"> <option value="1"></option> </datalist> <span id="sfsm-unsplittable-opacity-display" class="text-center" style="width: 75px;"></span> </span> </div> <div class="modRowItems justify-sb"> <span>Cell outlines</span> <div style="width: 75px; text-align: center;"> <div class="modCheckbox" style="display: inline-block;"> <input id="sfsm-cell-outlines" type="checkbox" /> <label class="cbx" for="sfsm-cell-outlines"></label> </div> </div> </div> </div> `); content.appendChild(page); registerSlider('#sfsm-draw-delay', '#sfsm-draw-delay-display', 'drawDelay', 0); registerCheckbox('#sfsm-jelly-skin-lag', 'jellySkinLag'); registerCheckbox('#sfsm-jelly-wobble', 'jellyWobble'); registerSlider('#sfsm-name-scale-factor', '#sfsm-name-scale-factor-display', 'nameScaleFactor', 2); registerSlider('#sfsm-mass-scale-factor', '#sfsm-mass-scale-factor-display', 'massScaleFactor', 2); registerSlider('#sfsm-mass-opacity', '#sfsm-mass-opacity-display', 'massOpacity', 2); registerCheckbox('#sfsm-name-bold', 'nameBold'); registerCheckbox('#sfsm-mass-bold', 'massBold'); registerInput('#sfsm-self-skin', 'selfSkin', false); registerSlider( '#sfsm-unsplittable-opacity', '#sfsm-unsplittable-opacity-display', 'unsplittableOpacity', 2); registerCheckbox('#sfsm-cell-outlines', 'cellOutlines'); const navButton = fromHTML('<button class="mod_nav_btn">🔥 Sig Fixes</button>'); nav.appendChild(navButton); navButton.addEventListener('click', () => { // basically openModTab() from sigmod (/** @type {NodeListOf<HTMLElement>} */ (document.querySelectorAll('.mod_tab'))).forEach(tab => { tab.style.opacity = '0'; setTimeout(() => tab.style.display = 'none', 200); }); (/** @type {NodeListOf<HTMLElement>} */ (document.querySelectorAll('.mod_nav_btn'))).forEach(tab => { tab.classList.remove('mod_selected'); }); navButton.classList.add('mod_selected'); setTimeout(() => { page.style.display = 'flex'; setTimeout(() => page.style.opacity = '1',10); }, 200); }); }, 100); return settings; })(); //////////////////////////////// // Setup Multi-tab World Sync // //////////////////////////////// /** @typedef {{ * self: string, * owned: Set<number>, * skin: string, * }} SyncData */ const sync = (() => { const sync = {}; /** @type {Map<string, SyncData>} */ sync.others = new Map(); const channel = new BroadcastChannel('sigfix-worldsync'); const self = Date.now() + '-' + Math.random(); sync.broadcast = () => { /** @type {Set<number>} */ const owned = new Set(); world.mine.forEach(id => owned.add(id)); world.mineDead.forEach(id => owned.add(id)); /** @type {SyncData} */ const syncData = { self, owned, skin: settings.selfSkin, }; channel.postMessage(syncData); }; channel.addEventListener('message', m => { /** @type {SyncData} */ const data = m.data; sync.others.set(data.self, data); }); return sync; })(); /////////////////////////// // Setup World Variables // /////////////////////////// /** @typedef {{ * id: number, * x: number, ox: number, nx: number, * y: number, oy: number, ny: number, * r: number, or: number, nr: number, * rgb: [number, number, number], * updated: number, born: number, dead: { to: Cell | undefined, at: number } | undefined, * jagged: boolean, * name: string, skin: string, sub: boolean, * jelly: { x: number, y: number, r: number, wobble: Float32Array }, * }} Cell */ const world = (() => { const world = {}; // #1 : define cell variables and functions /** @type {Map<number, Cell>} */ world.cells = new Map(); /** @type {Set<Cell>} */ world.clanmates = new Set(); /** @type {number[]} */ world.mine = []; // order matters, as the oldest cells split first /** @type {Set<number>} */ world.mineDead = new Set(); /** * @param {Cell} cell * @param {number} now * @param {number | undefined} dt */ world.move = function(cell, now, dt) { let nx = cell.nx; let ny = cell.ny; if (cell.dead?.to) { nx = cell.dead.to.x; ny = cell.dead.to.y; } else if (cell.r <= 20) { cell.x = nx; cell.y = ny; return; } const a = Math.min(Math.max((now - cell.updated) / settings.drawDelay, 0), 1); cell.x = cell.ox + (nx - cell.ox) * a; cell.y = cell.oy + (ny - cell.oy) * a; cell.r = cell.or + (cell.nr - cell.or) * a; if (dt !== undefined) { cell.jelly.x = aux.exponentialEase(cell.jelly.x, cell.x, 2, dt); cell.jelly.y = aux.exponentialEase(cell.jelly.y, cell.y, 2, dt); cell.jelly.r = aux.exponentialEase(cell.jelly.r, cell.r, 5, dt); } }; /** @returns {Float32Array} */ world.wobble = function() { const speed = [Math.random(), Math.random(), Math.random()]; const shift = [Math.random(), Math.random(), Math.random()]; return new Float32Array([ // speed should be between 1-4, can be positive or negative speed[0] * 6 - 3 + Math.sign(speed[0] - 0.5), shift[0], speed[1] * 6 - 3 + Math.sign(speed[1] - 0.5), shift[1], speed[2] * 6 - 3 + Math.sign(speed[2] - 0.5), shift[2], ]); }; // clean up dead cells setInterval(() => { const now = performance.now(); world.cells.forEach((cell, id) => { if (!cell.dead) return; if (now - cell.dead.at >= 120) { world.cells.delete(id); world.mineDead.delete(id); } }); }, 100); // #2 : define others, like camera and borders world.camera = { x: 0, tx: 0, y: 0, ty: 0, scale: 1, tscale: 1, }; /** @type {{ l: number, r: number, t: number, b: number } | undefined} */ world.border = undefined; /** @type {{ name: string, me: boolean, sub: boolean, place: number | undefined }[]} */ world.leaderboard = []; // #3 : define stats world.stats = { foodEaten: 0, highestPosition: 200, highestScore: 0, /** @type {number | undefined} */ spawnedAt: undefined, }; return world; })(); ////////////////////////// // Setup All Networking // ////////////////////////// const net = (() => { const net = {}; // #1 : define state /** @type {{ shuffle: Map<number, number>, unshuffle: Map<number, number> } | undefined} */ let handshake; /** @type {number | undefined} */ let pendingPingFrom; let pingInterval; let reconnectAttempts = 0; /** @type {WebSocket} */ let ws; /** -1 if ping reply took too long @type {number | undefined} */ net.latency = undefined; net.ready = false; // #2 : connecting/reconnecting the websocket /** @type {HTMLSelectElement | null} */ const gamemode = document.querySelector('#gamemode'); /** @type {HTMLOptionElement | null} */ const firstGamemode = document.querySelector('#gamemode option'); function connect() { let server = 'wss://' + (gamemode?.value || firstGamemode?.value || 'ca0.sigmally.com/ws/'); if (location.search.startsWith('?ip=')) server = location.search.slice('?ip='.length); try { ws = new destructor.realWebSocket(server); } catch (err) { console.error('can\'t make WebSocket:', err); aux.require(null, 'The server is invalid. Try changing the server, reloading the page, or clearing ' + 'your browser cache and cookies.'); } destructor.safeWebSockets.add(ws); ws.binaryType = 'arraybuffer'; ws.addEventListener('close', wsClose); ws.addEventListener('error', wsError); ws.addEventListener('message', wsMessage); ws.addEventListener('open', wsOpen); } function wsClose() { handshake = undefined; pendingPingFrom = undefined; if (pingInterval) clearInterval(pingInterval); net.latency = undefined; net.ready = false; // hide/clear UI ui.stats.misc.textContent = ''; world.leaderboard = []; ui.leaderboard.update(); // clear world world.border = undefined; world.cells.clear(); // make sure we won't see overlapping IDs from new cells from the new connection world.clanmates.clear(); while (world.mine.length) world.mine.pop(); world.mineDead.clear(); sync.broadcast(); setTimeout(connect, 500 * Math.min(reconnectAttempts++ + 1, 10)); } /** @param {Event} err */ function wsError(err) { console.error('WebSocket error:', err); } function wsOpen() { reconnectAttempts = 0; ui.chat.barrier(); // reset camera location to the middle; this is implied but never sent by the server world.camera.x = world.camera.tx = 0; world.camera.y = world.camera.ty = 0; world.camera.scale = world.camera.tscale = 1; ws.send(new TextEncoder().encode('SIG 0.0.1\x00')); } // listen for when the gamemode changes gamemode?.addEventListener('change', () => { ws.close(); }); // #3 : set up auxiliary functions /** * @param {DataView} dat * @param {number} off * @returns {[string, number]} */ function readZTString(dat, off) { const startOff = off; for (; off < dat.byteLength; ++off) { if (dat.getUint8(off) === 0) break; } return [new TextDecoder('utf-8').decode(dat.buffer.slice(startOff, off)), off + 1]; } /** * @param {number} opcode * @param {object} data */ function sendJson(opcode, data) { if (!handshake) return; const dataBuf = new TextEncoder().encode(JSON.stringify(data)); const buf = new ArrayBuffer(dataBuf.byteLength + 2); const dat = new DataView(buf); dat.setUint8(0, Number(handshake.shuffle.get(opcode))); for (let i = 0; i < dataBuf.byteLength; ++i) { dat.setUint8(1 + i, dataBuf[i]); } ws.send(buf); } function createPingLoop() { function ping() { if (!handshake) return; // shouldn't ever happen if (pendingPingFrom !== undefined) { // ping was not replied to, tell the player the ping text might be wonky for a bit net.latency = -1; } ws.send(new Uint8Array([ Number(handshake.shuffle.get(0xfe)) ])); pendingPingFrom = performance.now(); } pingInterval = setInterval(ping, 2_000); } // #4 : set up message handler /** @param {MessageEvent} msg */ function wsMessage(msg) { const dat = new DataView(msg.data); if (!handshake) { // unlikely to change as we're still on v0.0.1 but i'll check it anyway let [version, off] = readZTString(dat, 0); if (version !== 'SIG 0.0.1') { alert(`got unsupported version "${version}", expected "SIG 0.0.1"`); return ws.close(); } handshake = { shuffle: new Map(), unshuffle: new Map() }; for (let i = 0; i < 256; ++i) { const shuffled = dat.getUint8(off + i); handshake.shuffle.set(i, shuffled); handshake.unshuffle.set(shuffled, i); } createPingLoop(); return; } const now = performance.now(); let off = 1; switch (handshake.unshuffle.get(dat.getUint8(0))) { case 0x10: { // world update // #a : kills / consumes const killCount = dat.getUint16(off, true); off += 2; for (let i = 0; i < killCount; ++i) { const killerId = dat.getUint32(off, true); const killedId = dat.getUint32(off + 4, true); off += 8; const killer = world.cells.get(killerId); const killed = world.cells.get(killedId); if (killed) { killed.dead = { to: killer, at: now }; killed.updated = now; if (killed.r <= 20 && world.mine.includes(killerId)) ++world.stats.foodEaten; const myIdx = world.mine.indexOf(killedId); if (myIdx !== -1) { world.mine.splice(myIdx, 1); world.mineDead.add(killedId); } world.clanmates.delete(killed); } } // #b : updates while (true) { const id = dat.getUint32(off, true); off += 4; if (id === 0) break; const x = dat.getInt16(off, true); const y = dat.getInt16(off + 2, true); const r = dat.getInt16(off + 4, true); const flags = dat.getUint8(off + 6); // (void 1 byte, "isUpdate") // (void 1 byte, "isPlayer") const sub = !!dat.getUint8(off + 9); off += 10; let clan; [clan, off] = readZTString(dat, off); /** @type {[number, number, number] | undefined} */ let rgb; if (flags & 0x02) { // update color rgb = [dat.getUint8(off) / 255, dat.getUint8(off + 1) / 255, dat.getUint8(off + 2) / 255]; off += 3; } let skin = ''; if (flags & 0x04) { // update skin [skin, off] = readZTString(dat, off); skin = aux.parseSkin(skin); } let name = ''; if (flags & 0x08) { // update name [name, off] = readZTString(dat, off); name = aux.parseName(name); } const jagged = !!(flags & 0x11); const cell = world.cells.get(id); if (cell && !cell.dead) { // update cell.x and cell.y, to prevent rubber banding effect when tabbing out for a bit world.move(cell, now, undefined); cell.ox = cell.x; cell.oy = cell.y; cell.or = cell.r; cell.nx = x; cell.ny = y; cell.nr = r; cell.sub = sub; cell.jagged = jagged; cell.updated = now; if (rgb) cell.rgb = rgb; if (skin) cell.skin = skin; if (name) cell.name = name; if (clan && clan === aux.userData?.clan) world.clanmates.add(cell); } else { /** @type {Cell} */ const cell = { id, x, ox: x, nx: x, y, oy: y, ny: y, r, or: r, nr: r, rgb: rgb ?? [1, 1, 1], updated: now, born: now, dead: undefined, jagged, name, skin, sub, jelly: { x, y, r, wobble: world.wobble(), }, }; world.cells.set(id, cell); if (clan && clan === aux.userData?.clan) world.clanmates.add(cell); } } // #c : deletes const deleteCount = dat.getUint16(off, true); off += 2; for (let i = 0; i < deleteCount; ++i) { const deletedId = dat.getUint32(off, true); off += 4; const deleted = world.cells.get(deletedId); if (deleted) { deleted.dead = { to: undefined, at: now }; world.clanmates.delete(deleted); } } if (world.mine.length === 0 && world.stats.spawnedAt !== undefined) { ui.deathScreen.show(world.stats); } sync.broadcast(); break; } case 0x11: { // update camera pos world.camera.tx = dat.getFloat32(off, true); world.camera.ty = dat.getFloat32(off + 4, true); world.camera.tscale = dat.getFloat32(off + 8, true) * ui.game.viewportScale * input.zoom; break; } case 0x12: // delete all cells world.cells.forEach(cell => { cell.dead ??= { to: undefined, at: now }; }); world.clanmates.clear(); // passthrough case 0x14: // delete my cells while (world.mine.length) world.mine.pop(); break; case 0x20: { // new owned cell world.mine.push(dat.getUint32(off, true)); if (world.mine.length === 1) world.stats.spawnedAt = now; break; } // case 0x30 is a text list (not a numbered list), leave unsupported case 0x31: { // ffa leaderboard list const lb = []; const count = dat.getUint32(off, true); off += 4; let myPosition; for (let i = 0; i < count; ++i) { const me = !!dat.getUint32(off, true); off += 4; let name; [name, off] = readZTString(dat, off); name = aux.parseName(name); // why this is copied into every leaderboard entry is beyond my understanding myPosition = dat.getUint32(off, true); const sub = !!dat.getUint32(off + 4, true); off += 8; lb.push({ name, sub, me, place: undefined }); } if (myPosition) { if (myPosition - 1 >= lb.length) { /** @type {HTMLInputElement | null} */ const inputName = document.querySelector('input#nick'); lb.push({ me: true, name: aux.parseName(inputName?.value ?? ''), place: myPosition, sub: false, }); } if (myPosition < world.stats.highestPosition) world.stats.highestPosition = myPosition; } world.leaderboard = lb; ui.leaderboard.update(); break; } case 0x40: { // border update world.border = { l: dat.getFloat64(off, true), t: dat.getFloat64(off + 8, true), r: dat.getFloat64(off + 16, true), b: dat.getFloat64(off + 24, true), }; break; } case 0x63: { // chat message const flags = dat.getUint8(off); const rgb = /** @type {[number, number, number]} */ ([dat.getUint8(off + 1) / 255, dat.getUint8(off + 2) / 255, dat.getUint8(off + 3) / 255]); off += 4; let name; [name, off] = readZTString(dat, off); let msg; [msg, off] = readZTString(dat, off); ui.chat.add(name, rgb, msg); break; } case 0xb4: { // incorrect password alert ui.error('Password is incorrect'); break; } case 0xdd: { net.howarewelosingmoney(); net.ready = true; break; } case 0xfe: { // server stats, response to a ping let statString; [statString, off] = readZTString(dat, off); const statData = JSON.parse(statString); ui.stats.update(statData); if (pendingPingFrom) { net.latency = now - pendingPingFrom; pendingPingFrom = undefined; } break; } } } // #5 : export input functions /** * @param {number} x * @param {number} y */ net.move = function(x, y) { if (!handshake) return; const buf = new ArrayBuffer(13); const dat = new DataView(buf); dat.setUint8(0, Number(handshake.shuffle.get(0x10))); dat.setInt32(1, x, true); dat.setInt32(5, y, true); ws.send(buf); }; net.w = function() { if (!handshake) return; ws.send(new Uint8Array([ Number(handshake.shuffle.get(21)) ])); }; net.qdown = function() { if (!handshake) return; ws.send(new Uint8Array([ Number(handshake.shuffle.get(18)) ])); }; net.qup = function() { if (!handshake) return; ws.send(new Uint8Array([ Number(handshake.shuffle.get(19)) ])); }; net.split = function() { if (!handshake) return; ws.send(new Uint8Array([ Number(handshake.shuffle.get(17)) ])); }; /** * @param {string} msg */ net.chat = function(msg) { if (!handshake) return; const msgBuf = new TextEncoder().encode(msg); const buf = new ArrayBuffer(msgBuf.byteLength + 3); const dat = new DataView(buf); dat.setUint8(0, Number(handshake.shuffle.get(0x63))); // skip byte #1, seems to require authentication + not implemented anyway for (let i = 0; i < msgBuf.byteLength; ++i) dat.setUint8(2 + i, msgBuf[i]); ws.send(buf); }; /** * @param {string | undefined} v2 * @param {string | undefined} v3 */ net.captcha = function(v2, v3) { sendJson(0xdc, { recaptchaV2Token: v2, recaptchaV3Token: v3 }); }; /** * @param {{ name: string, skin: string, [x: string]: any }} data */ net.play = function(data) { sendJson(0x00, data); }; net.howarewelosingmoney = function() { if (!handshake) return; // this is a new thing added with the rest of the recent source code obfuscation (2024/02/18) // which collects and links to your sigmally account, seemingly just for light data analysis but probably // just for the fun of it: // - your IP and country // - whether you are under a proxy // - whether you are using sigmod (because it also blocks ads) // - whether you are using a traditional adblocker // // so, no thank you sendJson(0xd0, { ip: '', country: '', proxy: false, user: null, blocker: 'sigmally fixes @8y8x' }); }; net.connection = function() { if (!ws) return undefined; if (ws.readyState !== WebSocket.OPEN) return undefined; if (!handshake) return undefined; return ws; }; connect(); return net; })(); ////////////////////////// // Setup Input Handlers // ////////////////////////// const input = (() => { const input = {}; // #1 : general inputs // sigmod's macro feed runs at a slower interval but presses many times in that interval. allowing queueing 2 w // presses makes it faster (it would be better if people disabled that macro, but no one would do that) let forceW = 0; let mouseX = 960; let mouseY = 540; let w = false; input.zoom = 1; function mouse() { net.move( world.camera.x + (mouseX - innerWidth / 2) / ui.game.viewportScale / world.camera.scale, world.camera.y + (mouseY - innerHeight / 2) / ui.game.viewportScale / world.camera.scale, ); } function unfocused() { return ui.escOverlayVisible() || document.activeElement?.tagName === 'INPUT'; } setInterval(() => { if (document.visibilityState === 'hidden') return; mouse(); if (forceW > 0) { --forceW; net.w(); } else if (w) net.w(); }, 40); // sigmod freezes the player by overlaying an invisible div, so we just listen for canvas movements instead ui.game.canvas.addEventListener('mousemove', e => { if (ui.escOverlayVisible()) return; mouseX = e.clientX; mouseY = e.clientY; }); addEventListener('wheel', e => { if (unfocused()) return; input.zoom *= 0.8 ** (e.deltaY / 100); input.zoom = Math.min(Math.max(input.zoom, 0.8 ** 10), 0.8 ** -11); }); addEventListener('keydown', e => { if (!document.hasFocus()) return; if (e.code === 'Escape') { if (document.activeElement === ui.chat.input) ui.chat.input.blur(); else ui.toggleEscOverlay(); return; } if (unfocused()) { if (e.code === 'Enter' && document.activeElement === ui.chat.input && ui.chat.input.value.length > 0) { net.chat(ui.chat.input.value.slice(0, 15)); ui.chat.input.value = ''; ui.chat.input.blur(); } return; } switch (e.code) { case 'KeyQ': if (!e.repeat) net.qdown(); break; case 'KeyW': w = true; forceW = Math.min(forceW + 1, 2); break; case 'Space': { if (!e.repeat) { // send mouse position immediately, so the split will go in the correct direction. // setTimeout is used to ensure that our mouse position is actually updated (it comes after // keydown events) setTimeout(() => { mouse(); net.split(); }); } break; } case 'Enter': { ui.chat.input.focus(); break; } } if (e.ctrlKey && e.code === 'KeyW') { // prevent ctrl+w (only when in fullscreen!) - helps when multiboxing e.preventDefault(); } else if (e.ctrlKey && e.code === 'Tab') { e.returnValue = true; // undo e.preventDefault() by SigMod e.stopImmediatePropagation(); // prevent SigMod from calling e.preventDefault() afterwards } else if (e.code === 'Tab') { // prevent tabbing to a UI element, which then lets you press ctrl+w e.preventDefault(); } }); addEventListener('keyup', e => { // do not check if unfocused if (e.code === 'KeyQ') net.qup(); else if (e.code === 'KeyW') w = false; }); // when switching tabs, make sure W is not being held addEventListener('blur', () => { // dispatch event to make sure sigmod gets it too document.dispatchEvent(new KeyboardEvent('keyup', { code: 'KeyW', key: 'w' })); forceW = 0; }); addEventListener('beforeunload', e => { e.preventDefault(); }); // prevent right clicking on the game ui.game.canvas.addEventListener('contextmenu', e => e.preventDefault()); // prevent dragging when some things are selected - i have a habit of unconsciously clicking all the time, // making me regularly drag text, disabling my mouse inputs for a bit addEventListener('dragstart', e => e.preventDefault()); // #2 : play and spectate buttons, and captcha /** @param {boolean} spectating */ function playData(spectating) { /** @type {HTMLInputElement | null} */ const nickElement = document.querySelector('input#nick'); /** @type {HTMLInputElement | null} */ const password = document.querySelector('input#password'); /** @type {HTMLInputElement | null} */ const showClanmatesElement = document.querySelector('input#showClanmates'); return { state: spectating ? 2 : undefined, name: nickElement?.value ?? '', skin: aux.settings?.skin, token: aux.token?.token, sub: (aux.userData?.subscription ?? 0) > Date.now(), clan: aux.userData?.clan, showClanmates: !showClanmatesElement || showClanmatesElement.checked, password: password?.value, }; } /** @type {HTMLButtonElement} */ const play = aux.require( document.querySelector('button#play-btn'), 'Can\'t find the play button. Try reloading the page?', ); /** @type {HTMLButtonElement} */ const spectate = aux.require( document.querySelector('button#spectate-btn'), 'Can\'t find the spectate button. Try reloading the page?', ); play.disabled = spectate.disabled = true; (async () => { let grecaptcha, CAPTCHA2, CAPTCHA3; do { grecaptcha = /** @type {any} */ (window).grecaptcha; CAPTCHA2 = /** @type {any} */ (window).CAPTCHA2; CAPTCHA3 = /** @type {any} */ (window).CAPTCHA3; await aux.wait(50); } while (!(CAPTCHA2 && CAPTCHA3 && grecaptcha && 'execute' in grecaptcha && 'ready' in grecaptcha && 'render' in grecaptcha && 'reset' in grecaptcha)); // prevent game.js from invoking recaptcha, as this can cause a lot of lag whenever sigmod spams the play // button (e.g. when using the respawn keybind) // @ts-expect-error window.grecaptcha = { execute: () => new Promise(() => {}), ready: () => {}, render: () => {}, reset: () => {}, }; const container = document.createElement('div'); container.id = 'g-recaptcha2'; container.style.display = 'none'; play.parentNode?.insertBefore(container, play); /** @type {WebSocket | undefined} */ let acceptedConnection = undefined; let processing = false; let v2Handle; /** @type {string | undefined} */ let v2Token = undefined; /** @type {string | undefined} */ let v3Token = undefined; // we need to give recaptcha enough time to analyze us, otherwise v3 will fail grecaptcha.ready(() => setInterval(async function captchaFlow() { let connection = net.connection(); if (!connection) { play.disabled = spectate.disabled = true; return; } if (v2Token || v3Token) { net.captcha(v2Token, v3Token); v2Token = v3Token = undefined; processing = false; acceptedConnection = connection; play.disabled = spectate.disabled = false; return; } if (processing || connection === acceptedConnection) return; // start the process of getting a new captcha token acceptedConnection = undefined; processing = true; play.disabled = spectate.disabled = true; // (a) : get a v3 token /** @type {string | undefined} */ const v3 = await grecaptcha.execute(CAPTCHA3); // (b) : send the v3 token to sigmally for validation (sometimes sigmally doesn't accept v3 tokens) const v3Accepted = await fetch('https://' + new URL(connection.url).hostname + '/server/recaptcha/v3', { method: 'POST', body: JSON.stringify({ recaptchaV3Token: v3 }), headers: { 'Content-Type': 'application/json' }, }) .then(res => res.json()).then(res => !!res?.body?.success) .catch(err => { console.error('Failed to validate v3 token:', err); return false; }); // (c) : if accepted by this server, send the v3 token to this game if (v3Accepted) { container.style.display = 'none'; connection = net.connection(); if (connection) { net.captcha(undefined, v3); processing = false; acceptedConnection = connection; play.disabled = spectate.disabled = false; } else { v3Token = v3; } return; } // (d) : otherwise, render a v2 captcha container.style.display = 'block'; play.style.display = spectate.style.display = 'none'; if (v2Handle !== undefined) { grecaptcha.reset(v2Handle); } else { v2Handle = grecaptcha.render('g-recaptcha2', { sitekey: CAPTCHA2, callback: v2 => { container.style.display = 'none'; play.style.display = spectate.style.display = ''; if (acceptedConnection) return; connection = net.connection(); if (connection) { net.captcha(v2, undefined); processing = false; acceptedConnection = connection; play.disabled = spectate.disabled = false; } else { v2Token = v2; } }, }); } }, 500)); /** @param {MouseEvent} e */ async function clickHandler(e) { if (!acceptedConnection) return; ui.toggleEscOverlay(false); net.play(playData(e.currentTarget === spectate)); } play.addEventListener('click', clickHandler); spectate.addEventListener('click', clickHandler); })(); return input; })(); ////////////////////////////// // Configure WebGL Programs // ////////////////////////////// const { programs, uniforms } = (() => { // #1 : init webgl context, define helper functions const gl = ui.game.gl; gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); /** * @param {string} name * @param {WebGLShader} vShader * @param {WebGLShader} fShader */ function program(name, vShader, fShader) { const p = aux.require( gl.createProgram(), 'Can\'t make a WebGL2 program. This is likely your browser being dumb and it should resolve itself ' + 'after a while.', ); gl.attachShader(p, vShader); gl.attachShader(p, fShader); gl.linkProgram(p); // note: linking errors should not happen in production aux.require( gl.getProgramParameter(p, gl.LINK_STATUS), `Can\'t link WebGL2 program "${name}". You might be on a weird browser.\n\nFull error log:\n` + gl.getProgramInfoLog(p), ); return p; } /** * @param {string} name * @param {number} type * @param {string} source */ function shader(name, type, source) { const s = aux.require( gl.createShader(type), 'Can\'t make a WebGL2 shader. This is likely your browser being dumb and it should resolve itself ' + 'after a while.', ); gl.shaderSource(s, source); gl.compileShader(s); // note: compilation errors should not happen in production aux.require( gl.getShaderParameter(s, gl.COMPILE_STATUS), `Can\'t compile WebGL2 shader "${name}". You might be on a weird browser.\n\nFull error log:\n` + gl.getShaderInfoLog(s), ); return s; } /** * @template {string} T * @param {string} programName * @param {WebGLProgram} program * @param {T[]} names * @returns {{ [x in T]: WebGLUniformLocation }} */ function getUniforms(programName, program, names) { /** @type {{ [x in T]?: WebGLUniformLocation }} */ const uniforms = {}; names.forEach(name => { const loc = aux.require( gl.getUniformLocation(program, name), `Can\'t find WebGL2 uniform "${name}" in program "${programName}".`, ); uniforms[name] = loc; }); return /** @type {any} */ (uniforms); } // #2 : create programs const programs = {}; const uniforms = {}; programs.bg = program( 'bg', shader('bg.vShader', gl.VERTEX_SHADER, `#version 300 es layout(location = 0) in vec2 a_pos; uniform float u_aspect_ratio; uniform vec2 u_camera_pos; uniform float u_camera_scale; out vec2 v_world_pos; void main() { gl_Position = vec4(a_pos, 0, 1); v_world_pos = a_pos * vec2(u_aspect_ratio, 1.0) / u_camera_scale; v_world_pos += u_camera_pos * vec2(1.0, -1.0); } `), shader('bg.fShader', gl.FRAGMENT_SHADER, `#version 300 es precision highp float; in vec2 v_world_pos; uniform float u_camera_scale; uniform vec4 u_border_color; uniform float[4] u_border_lrtb; uniform bool u_dark_theme_enabled; uniform bool u_grid_enabled; uniform sampler2D u_texture; out vec4 out_color; void main() { if (u_grid_enabled) { vec2 t_coord = v_world_pos / 50.0; out_color = texture(u_texture, t_coord); // fade grid pixels so when they become <1px wide, they're invisible float alpha = clamp(u_camera_scale * 540.0 * 50.0, 0.0, 1.0) * 0.1; if (u_dark_theme_enabled) { out_color *= vec4(1, 1, 1, alpha); } else { out_color *= vec4(0, 0, 0, alpha); } } // force border to always be visible, otherwise it flickers float thickness = max(3.0 / (u_camera_scale * 540.0), 25.0); // make a larger inner rectangle and a normal inverted outer rectangle float inner_alpha = min( min((v_world_pos.x + thickness) - u_border_lrtb[0], u_border_lrtb[1] - (v_world_pos.x - thickness)), min((v_world_pos.y + thickness) - u_border_lrtb[2], u_border_lrtb[3] - (v_world_pos.y - thickness)) ); float outer_alpha = max( max(u_border_lrtb[0] - v_world_pos.x, v_world_pos.x - u_border_lrtb[1]), max(u_border_lrtb[2] - v_world_pos.y, v_world_pos.y - u_border_lrtb[3]) ); float alpha = clamp(min(inner_alpha, outer_alpha), 0.0, 1.0); out_color = out_color * (1.0 - alpha) + u_border_color * alpha; } `), ); uniforms.bg = getUniforms('bg', programs.bg, [ 'u_aspect_ratio', 'u_camera_pos', 'u_camera_scale', 'u_border_color', 'u_border_lrtb', 'u_dark_theme_enabled', 'u_grid_enabled', ]); programs.cell = program( 'cell', shader('cell.vShader', gl.VERTEX_SHADER, `#version 300 es layout(location = 0) in vec2 a_pos; uniform float u_aspect_ratio; uniform vec2 u_camera_pos; uniform float u_camera_scale; uniform float u_inner_radius; uniform float u_outer_radius; uniform vec2 u_pos; out vec2 v_pos; out vec2 v_t_coord; void main() { v_pos = a_pos; v_t_coord = a_pos / (u_inner_radius / u_outer_radius) * 0.5 + 0.5; vec2 clip_pos = -u_camera_pos + u_pos + a_pos * u_outer_radius; clip_pos *= u_camera_scale * vec2(1.0 / u_aspect_ratio, -1.0); gl_Position = vec4(clip_pos, 0, 1); } `), shader('cell.fShader', gl.FRAGMENT_SHADER, `#version 300 es precision highp float; in vec2 v_pos; in vec2 v_t_coord; uniform float u_camera_scale; uniform float u_alpha; uniform vec4 u_color; uniform float u_outer_radius; uniform vec4 u_outline_color; uniform bool u_outline_thick; uniform sampler2D u_texture; uniform bool u_texture_enabled; uniform float u_time; uniform float u_wobble[6]; uniform bool u_wobble_enabled; out vec4 out_color; void main() { float blur = 0.5 * u_outer_radius * (540.0 * u_camera_scale); float d2 = v_pos.x * v_pos.x + v_pos.y * v_pos.y; float wobble_delta = 0.0; if (u_wobble_enabled && d2 > 0.9) { float theta = atan(v_pos.y, v_pos.x); wobble_delta = sin(2.0 * (theta + u_time * u_wobble[0] + u_wobble[1])) + sin(3.0 * (theta + u_time * u_wobble[2] + u_wobble[3])) + sin(5.0 * (theta + u_time * u_wobble[4] + u_wobble[5])); wobble_delta *= 0.75 / u_outer_radius; } float a = clamp(-blur * (d2 - (1.0 + wobble_delta)), 0.0, 1.0); if (u_texture_enabled) { out_color = texture(u_texture, v_t_coord); } out_color = vec4(out_color.rgb, 1) * out_color.a + u_color * (1.0 - out_color.a); // outline // d > 0.98 => d2 > 0.9604 (default) // d > 0.96 => d2 > 0.9216 (thick) float outline_d = u_outline_thick ? 0.9216 : 0.9604; float oa = clamp(blur * (d2 - (outline_d + wobble_delta)), 0.0, 1.0) * u_outline_color.a; out_color.rgb = out_color.rgb * (1.0 - oa) + u_outline_color.rgb * oa; out_color.a *= a * u_alpha; } `), ); uniforms.cell = getUniforms('cell', programs.cell, [ 'u_aspect_ratio', 'u_camera_pos', 'u_camera_scale', 'u_alpha', 'u_color', 'u_outline_color', 'u_outline_thick', 'u_inner_radius', 'u_outer_radius', 'u_pos', 'u_texture_enabled', 'u_time', 'u_wobble', 'u_wobble_enabled', ]); programs.text = program( 'text', shader('text.vShader', gl.VERTEX_SHADER, `#version 300 es layout(location = 0) in vec2 a_pos; uniform float u_aspect_ratio; uniform vec2 u_camera_pos; uniform float u_camera_scale; uniform vec2 u_pos; uniform float u_radius; uniform bool u_subtext_centered; uniform bool u_subtext_enabled; uniform float u_subtext_offset; uniform float u_subtext_scale; uniform float u_text_scale; uniform float u_text_aspect_ratio; out vec2 v_pos; void main() { v_pos = a_pos; vec2 clip_space; if (u_subtext_enabled) { clip_space = a_pos * 0.5 * u_subtext_scale; clip_space.x += u_subtext_offset * u_subtext_scale; if (!u_subtext_centered) { clip_space.y += 0.5 * u_text_scale; clip_space.y += 0.25 * (u_subtext_scale - 1.0); } } else { clip_space = a_pos * u_text_scale; } clip_space *= u_radius * 0.45 * vec2(u_text_aspect_ratio, 1.0); clip_space += -u_camera_pos + u_pos; clip_space *= u_camera_scale * vec2(1.0 / u_aspect_ratio, -1.0); gl_Position = vec4(clip_space, 0, 1); } `), shader('text.fShader', gl.FRAGMENT_SHADER, `#version 300 es precision highp float; in vec2 v_pos; uniform float u_alpha; uniform vec3 u_color1; uniform vec3 u_color2; uniform bool u_silhouette_enabled; uniform sampler2D u_texture; uniform sampler2D u_silhouette; out vec4 out_color; void main() { vec2 t_coord = v_pos * 0.5 + 0.5; float c2_alpha = (t_coord.x + t_coord.y) / 2.0; vec4 color = vec4(u_color1 * (1.0 - c2_alpha) + u_color2 * c2_alpha, 1); vec4 normal = texture(u_texture, t_coord); if (u_silhouette_enabled) { vec4 silhouette = texture(u_silhouette, t_coord); // #fff - #000 => color (text) // #fff - #fff => #fff (respect emoji) // #888 - #888 => #888 (respect emoji) // #fff - #888 => #888 + color/2 (blur/antialias) out_color = silhouette + (normal - silhouette) * color; } else { out_color = normal * color; } out_color.a *= u_alpha; } `), ); uniforms.text = getUniforms('text', programs.text, [ 'u_aspect_ratio', 'u_camera_pos', 'u_camera_scale', 'u_alpha', 'u_color1', 'u_color2', 'u_pos', 'u_radius', 'u_silhouette', 'u_silhouette_enabled', 'u_subtext_centered', 'u_subtext_enabled', 'u_subtext_offset', 'u_subtext_scale', 'u_text_aspect_ratio', 'u_text_scale', 'u_texture', ]); return { programs, uniforms }; })(); /////////////////////////////// // Define Rendering Routines // /////////////////////////////// const render = (() => { const render = {}; const gl = ui.game.gl; // #1 : define small misc objects const square = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, square); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ // 1.01, rather than 1, to account for jelly physics wobbles -1.01, -1.01, 1.01, -1.01, -1.01, 1.01, 1.01, 1.01, ]), gl.STATIC_DRAW); const vao = gl.createVertexArray(); gl.bindVertexArray(vao); gl.enableVertexAttribArray(0); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); // no point in breaking this across multiple lines // eslint-disable-next-line max-len const gridSrc = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAAAXNSR0IArs4c6QAAAKVJREFUaEPtkkEKwlAUxBzw/jeWL4J4gECkSrqftC/pzjnn9gfP3ofcf/mWbY8OuVLBilypxutbKlIRyUC/liQWYyuC1UnDikhiMbYiWJ00rIgkFmMrgtVJw4pIYjG2IlidNKyIJBZjK4LVScOKSGIxtiJYnTSsiCQWYyuC1UnDikhiMbYiWJ00rIgkFmMrgtVJw4pIYjG2IlidNPwU2TbpHV/DPgFxJfgvliP9RQAAAABJRU5ErkJggg=='; // #2 : define helper functions const textureFromCache = (() => { /** @type {Map<string, WebGLTexture | null>} */ const cache = new Map(); render.textureCache = cache; /** * @param {string} src */ return src => { const cached = cache.get(src); if (cached !== undefined) return cached ?? undefined; cache.set(src, null); const image = new Image(); image.crossOrigin = 'anonymous'; image.addEventListener('load', () => { const texture = aux.require( gl.createTexture(), 'Can\'t create a WebGL2 texture. This is probably due to a glitch with your GPU driver or ' + 'your browser. Try reloading the page?', ); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST); gl.generateMipmap(gl.TEXTURE_2D); cache.set(src, texture); }); image.src = src; return undefined; }; })(); const { massTextFromCache, textFromCache } = (() => { /** * @template {boolean} T * @typedef {{ * aspectRatio: number, * text: WebGLTexture, * silhouette: T extends true ? WebGLTexture : WebGLTexture | undefined, * accessed: number * }} CacheEntry */ /** @type {Map<string, CacheEntry<boolean>>} */ const cache = new Map(); render.textCache = cache; setInterval(() => { // remove text after not being used for 1 minute const now = performance.now(); cache.forEach((entry, text) => { if (now - entry.accessed > 60_000) { // immediately delete text instead of waiting for GC gl.deleteTexture(entry.text); if (entry.silhouette) gl.deleteTexture(entry.silhouette); cache.delete(text); } }); }, 60_000); const canvas = document.createElement('canvas'); const ctx = aux.require( canvas.getContext('2d', { willReadFrequently: true }), 'Unable to get 2D context for text drawing. This is probably your browser being weird, maybe reload ' + 'the page?', ); const baseTextSize = 96; // declare a little awkwardly, after ctx is definitely not null /** * @param {string} text * @param {boolean} silhouette * @param {boolean} subtext */ const texture = function texture(text, silhouette, subtext) { const textSize = baseTextSize * (subtext ? 0.5 * settings.massScaleFactor : settings.nameScaleFactor); const lineWidth = Math.ceil(textSize / 10); let font = ''; if (subtext ? settings.massBold : settings.nameBold) font = 'bold'; font += ' ' + textSize + 'px Ubuntu'; ctx.font = font; canvas.width = ctx.measureText(text).width + lineWidth * 2; canvas.height = textSize * 3; ctx.clearRect(0, 0, canvas.width, canvas.height); // setting canvas.width resets the canvas state ctx.font = font; ctx.lineJoin = 'round'; ctx.lineWidth = lineWidth; ctx.fillStyle = silhouette ? '#000' : '#fff'; ctx.strokeStyle = '#000'; ctx.textBaseline = 'middle'; // add a space, which is to prevent sigmod from detecting the name ctx.strokeText(text + ' ', lineWidth, textSize * 1.5); ctx.fillText(text + ' ', lineWidth, textSize * 1.5); const data = ctx.getImageData(0, 0, canvas.width, canvas.height); const texture = aux.require( gl.createTexture(), 'Can\'t create a WebGL2 texture. This is probably due to a glitch with your GPU driver or your ' + 'browser. Try reloading the page?', ); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, data); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR); gl.generateMipmap(gl.TEXTURE_2D); return texture; }; let drawnMassBold = false; let drawnMassScaleFactor = -1; /** @type {Map<string, { aspectRatio: number, texture: WebGLTexture }>} */ const massTextCache = new Map(); function createMassTextCache() { massTextCache.clear(); for (let i = 0; i <= 9; ++i) { massTextCache.set(i.toString(), { texture: texture(i.toString(), false, true), aspectRatio: canvas.width / canvas.height, // mind the execution order }); } } createMassTextCache(); /** * @param {string} digit * @returns {{ aspectRatio: number, texture: WebGLTexture }} */ const massTextFromCache = digit => { if (settings.massScaleFactor !== drawnMassScaleFactor || settings.massBold !== drawnMassBold) { createMassTextCache(); drawnMassScaleFactor = settings.massScaleFactor; drawnMassBold = settings.massBold; } return massTextCache.get(digit) ?? /** @type {any} */ (massTextCache.get('0')); }; let drawnNamesScaleFactor = -1; let drawnNamesBold = false; /** * @template {boolean} T * @param {string} text * @param {T} silhouette * @returns {CacheEntry<T>} */ const textFromCache = (text, silhouette) => { if (drawnNamesScaleFactor !== settings.nameScaleFactor || drawnNamesBold !== settings.nameBold) { cache.clear(); drawnNamesScaleFactor = settings.nameScaleFactor; drawnNamesBold = settings.nameBold; } let entry = cache.get(text); if (!entry) { entry = { text: texture(text, false, false), aspectRatio: canvas.width / canvas.height, // mind the execution order silhouette: silhouette ? texture(text, true, false) : undefined, accessed: performance.now(), }; cache.set(text, entry); } else { entry.accessed = performance.now(); } if (silhouette && !entry.silhouette) entry.silhouette = texture(text, true, false); return entry; }; return { massTextFromCache, textFromCache }; })(); // #3 : define the render function let fps = 0; let lastFrame = performance.now(); const start = lastFrame; function renderGame() { const now = performance.now(); const dt = Math.max(now - lastFrame, 0.1) / 1000; // there's a chance (now - lastFrame) can be 0 fps += (1 / dt - fps) / 10; lastFrame = now; // get settings const cellColor = aux.sigmod?.cellColor ? aux.hex2rgb(aux.sigmod.cellColor) : undefined; const hidePellets = aux.sigmod?.fps?.hideFood; const mapColor = aux.sigmod?.mapColor ? aux.hex2rgb(aux.sigmod.mapColor) : undefined; const outlineColor = aux.sigmod?.borderColor ? aux.hex2rgb(aux.sigmod.borderColor) : undefined; const pelletColor = aux.sigmod?.foodColor ? aux.hex2rgb(aux.sigmod.foodColor) : undefined; /** @type {object | undefined} */ const skinReplacement = aux.sigmod?.skinImage; /** @type {string} */ const virusSrc = aux.sigmod?.virusImage ?? '/assets/images/viruses/2.png'; /** @type {[number, number, number] | undefined} */ let nameColor1; /** @type {[number, number, number] | undefined} */ let nameColor2; if (aux.sigmod?.nameColor) { nameColor1 = nameColor2 = aux.hex2rgb(aux.sigmod.nameColor); } else if (aux.sigmod?.gradientName?.enabled) { // color1 and color2 are optional to set if (aux.sigmod.gradientName.color1) nameColor1 = aux.hex2rgb(aux.sigmod.gradientName.color1); if (aux.sigmod.gradientName.color2) nameColor2 = aux.hex2rgb(aux.sigmod.gradientName.color2); } /** * @param {string} selector * @param {boolean} value */ function setting(selector, value) { /** @type {HTMLInputElement | null} */ const el = document.querySelector(selector); return el ? el.checked : value; } const darkTheme = setting('input#darkTheme', true); const jellyPhysics = setting('input#jellyPhysics', false); const showBorder = setting('input#showBorder', true); const showGrid = setting('input#showGrid', true); const showMass = setting('input#showMass', false); const showMinimap = setting('input#showMinimap', true); const showNames = setting('input#showNames', true); const showSkins = setting('input#showSkins', true); /** @type {HTMLInputElement | null} */ const nickElement = document.querySelector('input#nick'); const nick = nickElement?.value ?? '?'; // note: most routines are named, for benchmarking purposes (function setGlobalUniforms() { const aspectRatio = ui.game.canvas.width / ui.game.canvas.height; const cameraPosX = world.camera.x; const cameraPosY = world.camera.y; const cameraScale = world.camera.scale / 540; // (height of 1920x1080 / 2 = 540) gl.useProgram(programs.bg); gl.uniform1f(uniforms.bg.u_aspect_ratio, aspectRatio); gl.uniform2f(uniforms.bg.u_camera_pos, cameraPosX, cameraPosY); gl.uniform1f(uniforms.bg.u_camera_scale, cameraScale); gl.useProgram(programs.cell); gl.uniform1f(uniforms.cell.u_aspect_ratio, aspectRatio); gl.uniform2f(uniforms.cell.u_camera_pos, cameraPosX, cameraPosY); gl.uniform1f(uniforms.cell.u_camera_scale, cameraScale); gl.uniform1f(uniforms.cell.u_time, (now - start) / 1000); gl.useProgram(programs.text); gl.uniform1f(uniforms.text.u_aspect_ratio, aspectRatio); gl.uniform2f(uniforms.text.u_camera_pos, cameraPosX, cameraPosY); gl.uniform1f(uniforms.text.u_camera_scale, cameraScale); gl.uniform1f(uniforms.text.u_subtext_scale, settings.massScaleFactor); gl.uniform1f(uniforms.text.u_text_scale, settings.nameScaleFactor); gl.uniform1i(uniforms.text.u_texture, 0); gl.uniform1i(uniforms.text.u_silhouette, 1); })(); (function background() { if (mapColor) { gl.clearColor(...mapColor, 1); } else if (darkTheme) { gl.clearColor(0x11 / 255, 0x11 / 255, 0x11 / 255, 1); // #111 } else { gl.clearColor(0xf2 / 255, 0xfb / 255, 0xff / 255, 1); // #f2fbff } gl.clear(gl.COLOR_BUFFER_BIT); const gridTexture = textureFromCache(gridSrc); if (!gridTexture) return; gl.bindTexture(gl.TEXTURE_2D, gridTexture); gl.useProgram(programs.bg); if (showBorder && world.border) { gl.uniform4f(uniforms.bg.u_border_color, 0, 0, 1, 1); // #00f gl.uniform1fv(uniforms.bg.u_border_lrtb, new Float32Array([ world.border.l, world.border.r, world.border.t, world.border.b ])); } else { gl.uniform4f(uniforms.bg.u_border_color, 0, 0, 0, 0); // transparent gl.uniform1fv(uniforms.bg.u_border_lrtb, new Float32Array([ 0, 0, 0, 0 ])); } gl.uniform1i(uniforms.bg.u_dark_theme_enabled, Number(darkTheme)); gl.uniform1i(uniforms.bg.u_grid_enabled, Number(showGrid)); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); })(); (function updateCells() { world.cells.forEach(cell => world.move(cell, now, dt)); })(); (function moveCamera() { let avgX = 0; let avgY = 0; let totalR = 0; let totalCells = 0; world.mine.forEach(id => { const cell = world.cells.get(id); if (!cell || cell.dead) return; avgX += cell.x; avgY += cell.y; totalR += cell.r; ++totalCells; }); avgX /= totalCells; avgY /= totalCells; let xyEaseFactor; if (totalCells > 0) { world.camera.tx = avgX; world.camera.ty = avgY; world.camera.tscale = Math.min(64 / totalR) ** 0.4 * input.zoom; xyEaseFactor = 2; } else { xyEaseFactor = 20; } world.camera.x = aux.exponentialEase(world.camera.x, world.camera.tx, xyEaseFactor, dt); world.camera.y = aux.exponentialEase(world.camera.y, world.camera.ty, xyEaseFactor, dt); world.camera.scale = aux.exponentialEase(world.camera.scale, world.camera.tscale, 9, dt); })(); (function cells() { /** @param {Cell} cell */ function calcAlpha(cell) { let alpha = Math.min((now - cell.born) / 100, 1); if (cell.dead) alpha = Math.min(alpha, Math.max(1 - (now - cell.dead.at) / 100, 0)); return alpha; } // for white cell outlines let nextCellIdx = world.mine.length; const canSplit = world.mine.map(id => { const cell = world.cells.get(id); if (!cell) { --nextCellIdx; return false; } if (cell.nr < 128) return false; return nextCellIdx++ < 16; }); /** * @param {Cell} cell * @param {number} alpha */ function drawCell(cell, alpha) { gl.useProgram(programs.cell); gl.uniform1f(uniforms.cell.u_alpha, alpha); if (jellyPhysics && cell.r > 20 && !cell.jagged) { gl.uniform2f(uniforms.cell.u_pos, cell.jelly.x, cell.jelly.y); gl.uniform1f(uniforms.cell.u_inner_radius, settings.jellySkinLag ? cell.jelly.r : cell.r); gl.uniform1f(uniforms.cell.u_outer_radius, cell.jelly.r); } else { gl.uniform2f(uniforms.cell.u_pos, cell.x, cell.y); gl.uniform1f(uniforms.cell.u_inner_radius, cell.r); gl.uniform1f(uniforms.cell.u_outer_radius, cell.r); } if (jellyPhysics && settings.jellyWobble) { gl.uniform1i(uniforms.cell.u_wobble_enabled, 1); gl.uniform1fv(uniforms.cell.u_wobble, cell.jelly.wobble); } else { gl.uniform1i(uniforms.cell.u_wobble_enabled, 0); } if (cell.jagged) { const virusTexture = textureFromCache(virusSrc); if (!virusTexture) return; gl.uniform4f(uniforms.cell.u_color, 0, 0, 0, 0); gl.uniform4f(uniforms.cell.u_outline_color, 0, 0, 0, 0); gl.uniform1i(uniforms.cell.u_outline_thick, 0); gl.uniform1i(uniforms.cell.u_texture_enabled, 1); gl.bindTexture(gl.TEXTURE_2D, virusTexture); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); return; } if (cell.r <= 20) { gl.uniform1i(uniforms.cell.u_outline_thick, 0); if (pelletColor) { gl.uniform4f(uniforms.cell.u_color, ...pelletColor, 1); } else { gl.uniform4f(uniforms.cell.u_color, ...cell.rgb, 1); } } else { if (cellColor) gl.uniform4f(uniforms.cell.u_color, ...cellColor, 1); else gl.uniform4f(uniforms.cell.u_color, ...cell.rgb, 1); } gl.uniform1i(uniforms.cell.u_texture_enabled, 0); if (cell.r <= 20) { gl.uniform4f(uniforms.cell.u_outline_color, 0, 0, 0, 0); } else { const myIndex = world.mine.indexOf(cell.id); if (myIndex !== -1 && !canSplit[myIndex] && settings.unsplittableOpacity > 0) { gl.uniform1i(uniforms.cell.u_outline_thick, 1); if (darkTheme) gl.uniform4f(uniforms.cell.u_outline_color, 1, 1, 1, settings.unsplittableOpacity); else gl.uniform4f(uniforms.cell.u_outline_color, 0, 0, 0, settings.unsplittableOpacity); } else if (settings.cellOutlines) { gl.uniform1i(uniforms.cell.u_outline_thick, 0); if (outlineColor) { gl.uniform4f(uniforms.cell.u_outline_color, ...outlineColor, 1); } else { gl.uniform4f(uniforms.cell.u_outline_color, cell.rgb[0] * 0.9, cell.rgb[1] * 0.9, cell.rgb[2] * 0.9, 1); } } else { gl.uniform4f(uniforms.cell.u_outline_color, 0, 0, 0, 0); } let skin = ''; if (settings.selfSkin && (world.mine.includes(cell.id) || world.mineDead.has(cell.id))) { skin = settings.selfSkin; } else { for (const [_, data] of sync.others) { if (data.owned.has(cell.id)) { skin = data.skin; break; } } if (!skin && showSkins && cell.skin) { if (skinReplacement && cell.skin.includes(skinReplacement.original + '.png')) skin = skinReplacement.replaceImg; else skin = cell.skin; } } if (skin) { const texture = textureFromCache(skin); if (texture) { gl.uniform1i(uniforms.cell.u_texture_enabled, 1); gl.bindTexture(gl.TEXTURE_2D, texture); } } } gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } /** * @param {Cell} cell * @param {number} alpha */ function drawText(cell, alpha) { const showThisName = showNames && cell.r > 75 && cell.name; const showThisMass = showMass && cell.r > 75; if (!showThisName && !showThisMass) return; gl.useProgram(programs.text); gl.uniform1f(uniforms.text.u_alpha, alpha); if (jellyPhysics) gl.uniform2f(uniforms.text.u_pos, cell.jelly.x, cell.jelly.y); else gl.uniform2f(uniforms.text.u_pos, cell.x, cell.y); gl.uniform1f(uniforms.text.u_radius, cell.r); let useSilhouette = false; if (cell.sub) { gl.uniform3f(uniforms.text.u_color1, 0xeb / 255, 0x95 / 255, 0x00 / 255); // #eb9500 gl.uniform3f(uniforms.text.u_color2, 0xe4 / 255, 0xb1 / 255, 0x10 / 255); // #e4b110 useSilhouette = true; } else { gl.uniform3f(uniforms.text.u_color1, 1, 1, 1); gl.uniform3f(uniforms.text.u_color2, 1, 1, 1); } if (cell.name === nick) { if (nameColor1) { gl.uniform3f(uniforms.text.u_color1, ...nameColor1); useSilhouette = true; } if (nameColor2) { gl.uniform3f(uniforms.text.u_color2, ...nameColor2); useSilhouette = true; } } if (showThisName) { const { aspectRatio, text, silhouette } = textFromCache(cell.name, useSilhouette); gl.uniform1f(uniforms.text.u_text_aspect_ratio, aspectRatio); gl.uniform1i(uniforms.text.u_silhouette_enabled, silhouette ? 1 : 0); gl.uniform1i(uniforms.text.u_subtext_enabled, 0); gl.bindTexture(gl.TEXTURE_2D, text); if (silhouette) { gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, silhouette); gl.activeTexture(gl.TEXTURE0); } gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } if (showThisMass) { gl.uniform1f(uniforms.text.u_alpha, alpha * settings.massOpacity); gl.uniform1i(uniforms.text.u_silhouette_enabled, 0); gl.uniform1i(uniforms.text.u_subtext_enabled, 1); if (showThisName) { gl.uniform1i(uniforms.text.u_subtext_centered, 0); } else { gl.uniform1i(uniforms.text.u_subtext_centered, 1); } // draw each digit separately, as Ubuntu makes them all the same width. // significantly reduces the size of the text cache const mass = Math.floor(cell.nr * cell.nr / 100).toString(); for (let i = 0; i < mass.length; ++i) { const { aspectRatio, texture } = massTextFromCache(mass[i]); gl.uniform1f(uniforms.text.u_text_aspect_ratio, aspectRatio); gl.uniform1f(uniforms.text.u_subtext_offset, (i - (mass.length - 1) / 2) * 0.75); gl.bindTexture(gl.TEXTURE_2D, texture); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); } } } /** @type {Cell[]} */ const sorted = []; world.cells.forEach(cell => { if (cell.r > 20) { // cell is probably important, order should be sorted sorted.push(cell); return; } if (cell.r <= 20 && hidePellets) return; const alpha = calcAlpha(cell); drawCell(cell, alpha); }); sorted.sort((a, b) => a.r - b.r); sorted.forEach(cell => { const alpha = calcAlpha(cell); drawCell(cell, alpha); if (!cell.jagged) drawText(cell, alpha); }); })(); (function updateStats() { ui.stats.matchTheme(); // not sure how to listen to when the checkbox changes when the game loads if (showNames && world.leaderboard.length > 0) ui.leaderboard.container.style.display = ''; else ui.leaderboard.container.style.display = 'none'; let score = 0; world.mine.forEach(id => { const cell = world.cells.get(id); if (!cell || cell.dead) return; score += cell.nr * cell.nr / 100; }); if (typeof aux.userData?.boost === 'number' && aux.userData.boost > Date.now()) score *= 2; if (score > 0) ui.stats.score.textContent = 'Score: ' + Math.floor(score); else ui.stats.score.textContent = ''; let measures = `${Math.floor(fps)} FPS`; if (net.latency !== undefined) { if (net.latency === -1) measures += ' ????ms ping'; else measures += ` ${Math.floor(net.latency)}ms ping`; } ui.stats.measures.textContent = measures; if (score > world.stats.highestScore) { world.stats.highestScore = score; } })(); (function minimap() { if (!showMinimap) { ui.minimap.canvas.style.display = 'none'; return; } else { ui.minimap.canvas.style.display = ''; } const { border } = world; if (!border) return; // text needs to be small and sharp, i don't trust webgl with that, so we use a 2d context const { canvas, ctx } = ui.minimap; canvas.width = canvas.height = 200 * devicePixelRatio; // sigmod overlay resizes itself differently, so we correct it whenever we need to /** @type {HTMLCanvasElement | null} */ const sigmodMinimap = document.querySelector('canvas.minimap'); if (sigmodMinimap) { // we need to check before updating the canvas, otherwise we will clear it if (sigmodMinimap.style.width !== '200px' || sigmodMinimap.style.height !== '200px') sigmodMinimap.style.width = sigmodMinimap.style.height = '200px'; if (sigmodMinimap.width !== canvas.width || sigmodMinimap.height !== canvas.height) sigmodMinimap.width = sigmodMinimap.height = 200 * devicePixelRatio; } ctx.clearRect(0, 0, canvas.width, canvas.height); const gameWidth = (border.r - border.l); const gameHeight = (border.b - border.t); // highlight current section ctx.fillStyle = '#ff0'; ctx.globalAlpha = 0.3; const sectionX = Math.floor((world.camera.x - border.l) / gameWidth * 5); const sectionY = Math.floor((world.camera.y - border.t) / gameHeight * 5); const sectorSize = canvas.width / 5; ctx.fillRect(sectionX * sectorSize, sectionY * sectorSize, sectorSize, sectorSize); // draw section names ctx.font = `${Math.floor(sectorSize / 3)}px Ubuntu`; ctx.fillStyle = darkTheme ? '#fff' : '#000'; ctx.globalAlpha = 0.3; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; const cols = ['1', '2', '3', '4', '5']; const rows = ['A', 'B', 'C', 'D', 'E']; cols.forEach((col, y) => { rows.forEach((row, x) => { ctx.fillText(row + col, (x + 0.5) * sectorSize, (y + 0.5) * sectorSize); }); }); ctx.globalAlpha = 1; // draw cells /** @param {Cell} cell */ const drawCell = function drawCell(cell) { const x = (cell.x - border.l) / gameWidth * canvas.width; const y = (cell.y - border.t) / gameHeight * canvas.height; const r = Math.max(cell.r / gameWidth * canvas.width, 2); ctx.fillStyle = aux.rgb2hex(cell.rgb); ctx.beginPath(); ctx.moveTo(x + r, y); ctx.arc(x, y, r, 0, 2 * Math.PI); ctx.fill(); }; /** * @param {number} x * @param {number} y * @param {string} name */ const drawName = function drawName(x, y, name) { x = (x - border.l) / gameWidth * canvas.width; y = (y - border.t) / gameHeight * canvas.height; ctx.fillStyle = '#fff'; // add a space to prevent sigmod from detecting names ctx.fillText(name + ' ', x, y - 7 * devicePixelRatio - sectorSize / 6); }; // draw clanmates first, below yourself // we sort clanmates by color AND name, to ensure clanmates stay separate /** @type {Map<string, { name: string, n: number, x: number, y: number }>} */ const avgPos = new Map(); world.clanmates.forEach(cell => { if (world.mine.includes(cell.id)) return; drawCell(cell); const id = cell.name + cell.rgb[0] + cell.rgb[1] + cell.rgb[2]; const entry = avgPos.get(id); if (entry) { ++entry.n; entry.x += cell.x; entry.y += cell.y; } else { avgPos.set(id, { name: cell.name, n: 1, x: cell.x, y: cell.y }); } }); avgPos.forEach(entry => { drawName(entry.x / entry.n, entry.y / entry.n, entry.name); }); // draw my cells above everyone else let myName = ''; let ownN = 0; let ownX = 0; let ownY = 0; world.mine.forEach(id => { const cell = world.cells.get(id); if (!cell) return; drawCell(cell); myName = cell.name; ++ownN; ownX += cell.x; ownY += cell.y; }); if (ownN <= 0) { // if no cells were drawn, draw our spectate pos instead const x = (world.camera.x - border.l) / gameWidth * canvas.width; const y = (world.camera.y - border.t) / gameHeight * canvas.height; ctx.fillStyle = '#faa'; ctx.beginPath(); ctx.moveTo(x + 5, y); ctx.arc(x, y, 5 * devicePixelRatio, 0, 2 * Math.PI); ctx.fill(); } else { ownX /= ownN; ownY /= ownN; // draw name above player's cells drawName(ownX, ownY, myName); // send a hint to sigmod ctx.globalAlpha = 0; ctx.fillText(`X: ${ownX}, Y: ${ownY}`, 0, -1000); } })(); ui.chat.matchTheme(); requestAnimationFrame(renderGame); } renderGame(); return render; })(); // @ts-expect-error for debugging purposes. dm me on discord @8y8x to work out stability if you need something window.sigfix = { destructor, aux, ui, settings, sync, world, net, render }; })();
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