// ==UserScript==
// @name 🎮 Smash Companion Mod (Super Smash Bros. Edition)
// @namespace http://tampermonkey.net/
// @version 1.0
// @description Use the Smash Attack, throw Poké Balls, and use the Hammer! Turn Drawaria into a Smash Bros. battlefield.
// @author YouTubeDrawaria
// @match https://drawaria.online/*
// @match https://*.drawaria.online/*
// @icon https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e558db9c-ca9a-4fb7-af65-60c6c53244b8/dhduvrg-6a9727d6-2bfe-4ae2-87b5-61e394a89b6c.png/v1/fill/w_894,h_894/super_smash_bros_ultimate_dock_icon_by_lexiloo826_dhduvrg-pre.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9OTAwIiwicGF0aCI6Ii9mL2U1NThkYjljLWNhOWEtNGZiNy1hZjY1LTYwYzZjNTMyNDRiOC9kaGR1dnJnLTZhOTcyN2Q2LTJiZmUtNGFlMi04N2I1LTYxZTM5NGE4OWI2Yy5wbmciLCJ3aWR0aCI6Ijw9OTAwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.y8Gr96_NJdBcU6cxuCE0m_lnE6tnd-Bcxo8J_jipKAU
// @grant GM_xmlhttpRequest
// @license MIT
// ==/UserScript==
(function () {
'use strict';
/* ----------------------------------------------------------------------------------
// CONFIGURACIÓN Y ASSETS DE SUPER SMASH BROS.
// ---------------------------------------------------------------------------------- */
// Colores de la paleta Smash (Ataques, Daño, Ítems y Efectos)
const SSB_COLORS = {
'R': '#FF0000', // Rojo (Daño Alto / Explosión)
'B': '#0000FF', // Azul (Ataque de Hielo / Escudo)
'Y': '#FFFF00', // Amarillo (Estrellas / Impacto)
'P': '#FF00FF', // Rosa/Fucsia (Efecto de Hada / Curación)
'G': '#00FF00', // Verde (Curación/Vida)
'K': '#000000', // Negro (Bordes / Humo)
'W': '#FFFFFF', // Blanco (Brillo / Rayo)
'S': '#A9A9A9' // Gris Plata (Escudo Roto / Martillo)
};
// Estructuras de Pixel Art detalladas (Iconos de Batalla e Ítems)
const SSB_PIXEL_ASSETS = {
// Estrellas de KO (Impacto)
'KO_STARS': {
art: [
" Y Y ",
" Y Y Y ",
"Y Y W Y Y",
" Y Y Y ",
" Y Y "
],
colors: { 'Y': SSB_COLORS.Y, 'W': SSB_COLORS.W, 'K': SSB_COLORS.K }
},
// Pokebola (Lanzamiento)
'POKEBALL': {
art: [
" R R ",
" R W R ",
"R W K W R",
" R K R ",
" K K "
],
colors: { 'R': SSB_COLORS.R, 'W': SSB_COLORS.W, 'K': SSB_COLORS.K }
},
// Martillo (Item)
'HAMMER_HEAD': {
art: [
" S S S ",
"S S S S",
" S S S ",
" S G S ",
" S G S "
],
colors: { 'S': SSB_COLORS.S, 'G': SSB_COLORS.G }
}
};
// Ataques Especiales (Special Moves)
const SSB_ATTACKS = {
'Ninguno': '',
'🤜 Ataque Smash (KO)': 'attack:smash_fist_ko',
'🔥 Bola de Fuego (Mario/MegaMan)': 'attack:fireball_flinch',
'🧊 Ataque de Hielo (Ice Climbers)': 'attack:ice_blast_freeze',
};
// Ítems y Buffs (Items & Status)
const SSB_ITEMS = {
'Ninguno': '',
'💊 Cápsula de Curación': 'item:capsule_heal',
'🔨 Martillo (Furia)': 'item:hammer_fury',
'🌟 Estrella de Invencibilidad': 'item:star_invincibility',
'📦 Pokebola (Lanzamiento)': 'item:pokeball_launch',
};
const DAMAGE_PERCENT_LABELS = ['0% (Verde)', '50% (Amarillo)', '100% (Naranja)', '150% (Rojo)', '300% (Mortal)'];
/* ----------------------------------------------------------------------------------
// SETUP BASE (Conexión y Canvas)
// ---------------------------------------------------------------------------------- */
let socket;
const canvas = document.getElementById('canvas');
const ctx = canvas ? canvas.getContext('2d') : null;
let stopSignal = false;
let activePowerInterval = null;
let stopBtn;
const originalSend = WebSocket.prototype.send;
WebSocket.prototype.send = function (...args) {
if (!socket) socket = this;
return originalSend.apply(this, args);
};
function getPlayerCoords(playerId) {
const avatar = document.querySelector(`.spawnedavatar[data-playerid="${playerId}"]`);
if (!avatar || !canvas) return null;
const cRect = canvas.getBoundingClientRect();
const aRect = avatar.getBoundingClientRect();
return {
x: Math.round((aRect.left - cRect.left) + (aRect.width / 2)),
y: Math.round((aRect.top - cRect.top) + (aRect.height / 2)),
width: aRect.width,
height: aRect.height
};
}
/* ----------------------------------------------------------------------------------
// NÚCLEO DE DIBUJO: DETALLE Y SINCRONIZACIÓN (PIXEL ART)
// ---------------------------------------------------------------------------------- */
function drawLocalLine(x1, y1, x2, y2, color, thickness) {
if (!ctx) return;
const actualThickness = Math.abs(thickness);
ctx.beginPath();
ctx.strokeStyle = color;
ctx.lineWidth = actualThickness;
ctx.lineCap = 'butt';
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
ctx.closePath();
}
function sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness) {
x1 = Math.round(x1);
y1 = Math.round(y1);
x2 = Math.round(x2); y2 = Math.round(y2);
if (!socket || !canvas) return;
const normX1 = (x1 / canvas.width).toFixed(4);
const normY1 = (y1 / canvas.height).toFixed(4);
const normX2 = (x2 / canvas.width).toFixed(4);
const normY2 = (y2 / canvas.height).toFixed(4);
// Usa grosor NEGATIVO para Drawaria (modo pincel/spray)
const cmd = `42["drawcmd",0,[${normX1},${normY1},${normX2},${normY2},false,${0 - thickness},"${color}",0,0,{}]]`;
socket.send(cmd);
}
function sendAndDrawCommand(x1, y1, x2, y2, color, thickness) {
drawLocalLine(x1, y1, x2, y2, color, thickness);
sendRemoteDrawCommand(x1, y1, x2, y2, color, thickness);
}
/**
* Dibuja pixel art detallado (simulando sprites de ítems).
*/
function drawPixelArt(x, y, asset, sizeMultiplier = 1) {
const { art, colors } = asset;
const basePixelSize = 6;
const pixelSize = basePixelSize * sizeMultiplier;
const height = art.length;
const width = art[0].length;
const startX = x - (width * pixelSize) / 2;
const startY = y - (height * pixelSize) / 2;
for (let row = 0; row < height; row++) {
for (let col = 0; col < width; col++) {
const char = art[row][col];
const color = colors[char] || SSB_COLORS[char];
if (color && char !== ' ') {
const pX1 = startX + col * pixelSize;
const pY1 = startY + row * pixelSize;
const pX2 = pX1 + pixelSize;
const pY2 = pY1 + pixelSize;
// Relleno del pixel
for (let i = 0; i < pixelSize; i += 2) {
sendAndDrawCommand(pX1, pY1 + i, pX2, pY1 + i, color, 2);
}
// Borde negro (definición del pixel art)
sendAndDrawCommand(pX1, pY1, pX2, pY1, SSB_COLORS.K, 1);
}
}
}
}
/* ----------------------------------------------------------------------------------
// FUNCIONES DE ATAQUE (SPECIAL MOVES) SUPER SMASH BROS.
// ---------------------------------------------------------------------------------- */
// 1. Ataque Smash (Efecto KO)
async function smashFistKO(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const endX = target.x;
const endY = target.y;
const damageColor = SSB_COLORS.R;
const impactDuration = 800;
const startTime = Date.now();
const thickness = 10 + intensity * 5;
// 1. Efecto de carga (rojo)
for (let i = 0; i < 5; i++) {
if (stopSignal) break;
const r = 5 + i * 5;
const x = endX + r;
const y = endY + r;
sendAndDrawCommand(endX, endY, x, y, damageColor, 3);
await new Promise(r => setTimeout(r, 50));
}
// 2. Impacto (Explosión y Estrellas de KO)
while (Date.now() - startTime < impactDuration) {
if (stopSignal) break;
// Gran círculo rojo de impacto
for (let i = 0; i < 15; i++) {
const angle = Math.random() * Math.PI * 2;
const r = 30 + Math.random() * 20;
const x = endX + r * Math.cos(angle);
const y = endY + r * Math.sin(angle);
sendAndDrawCommand(endX, endY, x, y, damageColor, thickness);
}
// Dibuja Estrellas de KO
drawPixelArt(endX + 50, endY - 50, SSB_PIXEL_ASSETS.KO_STARS, 1 + intensity * 0.2);
await new Promise(r => setTimeout(r, 100));
}
}
// 2. Rayo (Stun)
async function thunderJoltStun(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const endX = target.x;
const endY = target.y;
const lightningColor = SSB_COLORS.Y; // Amarillo/Eléctrico
const duration = 1200;
const startTime = Date.now();
// Rayo que golpea desde arriba
while (Date.now() - startTime < duration) {
if (stopSignal) break;
const count = 10 + intensity * 5;
// Líneas de rayo zigzagueantes
let currentX = endX;
let currentY = endY - 100;
for (let i = 0; i < 10; i++) {
const nextX = currentX + (Math.random() - 0.5) * 20;
const nextY = currentY + 10;
sendAndDrawCommand(currentX, currentY, nextX, nextY, lightningColor, 5);
currentX = nextX;
currentY = nextY;
}
// Efecto de parálisis (Brillo blanco)
sendAndDrawCommand(endX, endY, endX, endY, SSB_COLORS.W, 20);
await new Promise(r => setTimeout(r, 50));
}
}
// 3. Bola de Fuego (Flinch/Empuje)
async function fireballFlinch(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const endX = target.x;
const endY = target.y;
const fireColor = SSB_COLORS.R;
const startX = endX - 100;
// Trayectoria de la bola de fuego (Horizontal)
for (let i = 0; i < 15; i++) {
if (stopSignal) break;
const progress = i / 14;
const currentX = startX + (endX - startX) * progress;
const thickness = 5 + intensity * 2;
// Fuego (rojo y amarillo)
for (let j = 0; j < 5; j++) {
const offset = (Math.random() - 0.5) * 10;
const color = (Math.random() > 0.5) ? fireColor : SSB_COLORS.Y;
sendAndDrawCommand(currentX + offset, endY + offset, currentX + offset, endY + offset, color, thickness);
}
await new Promise(r => setTimeout(r, 40));
}
// Impacto de empuje
sendAndDrawCommand(endX, endY, endX + 50, endY, SSB_COLORS.R, 5);
}
// 4. Ataque de Hielo (Freeze)
async function iceBlastFreeze(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const endX = target.x;
const endY = target.y;
const iceColor = SSB_COLORS.B; // Azul
const duration = 1500;
const startTime = Date.now();
// Efecto de congelación (partículas azules y líneas de hielo)
while (Date.now() - startTime < duration) {
if (stopSignal) break;
const count = 8 + intensity * 3;
const maxRadius = 50;
// Partículas de hielo azules que rodean al objetivo
for (let i = 0; i < count; i++) {
const r = maxRadius * Math.random();
const angle = Math.random() * Math.PI * 2;
const x = endX + r * Math.cos(angle);
const y = endY + r * Math.sin(angle);
const color = (Math.random() > 0.5) ? iceColor : SSB_COLORS.W;
sendAndDrawCommand(x, y, x, y, 5); // Puntos de hielo
}
// Dibuja un "bloque" de hielo alrededor
sendAndDrawCommand(endX - maxRadius, endY - maxRadius, endX + maxRadius, endY - maxRadius, iceColor, 3);
sendAndDrawCommand(endX - maxRadius, endY - maxRadius, endX - maxRadius, endY + maxRadius, iceColor, 3);
await new Promise(r => setTimeout(r, 100));
}
}
/* ----------------------------------------------------------------------------------
// FUNCIONES DE ÍTEMS Y BUFFS (ITEMS) SUPER SMASH BROS.
// ---------------------------------------------------------------------------------- */
// 5. Cápsula de Curación
async function capsuleHeal(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const duration = 1000;
const startTime = Date.now();
const healColor = SSB_COLORS.P; // Rosa/Fucsia (Efecto de Hada/Curación)
// Partículas rosas que descienden sobre el objetivo
while (Date.now() - startTime < duration) {
if (stopSignal) break;
const count = 10 + intensity * 3;
for (let i = 0; i < count; i++) {
const x = target.x + (Math.random() - 0.5) * 40;
const startY = target.y - 50;
const endY = target.y + 20;
const currentY = startY + (endY - startY) * (Math.random());
sendAndDrawCommand(x, currentY, x, currentY + 5, healColor, 4);
}
await new Promise(r => setTimeout(r, 80));
}
}
// 6. Martillo (Furia)
async function hammerFury(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const duration = 2000;
const startTime = Date.now();
const furyColor = SSB_COLORS.S; // Plata (Cabeza de martillo)
// Martillo golpeando repetidamente sobre el objetivo
while (Date.now() - startTime < duration) {
if (stopSignal) break;
const swingX = target.x + (Math.sin(Date.now() * 0.02) * 50);
const swingY = target.y - 50;
// Dibuja el Martillo
drawPixelArt(swingX, swingY, SSB_PIXEL_ASSETS.HAMMER_HEAD, 1.5);
// Efecto de onda de choque al golpear
sendAndDrawCommand(target.x - 30, target.y, target.x + 30, target.y, furyColor, 10);
await new Promise(r => setTimeout(r, 150 - intensity * 15));
}
}
// 7. Estrella de Invencibilidad
async function starInvincibility(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const duration = 3000;
const startTime = Date.now();
const starColors = [SSB_COLORS.R, SSB_COLORS.Y, SSB_COLORS.B];
// Ráfaga de colores brillantes alrededor del objetivo
while (Date.now() - startTime < duration) {
if (stopSignal) break;
const count = 15 + intensity * 5;
const maxRadius = 60;
for (let i = 0; i < count; i++) {
const r = maxRadius * Math.random();
const angle = Math.random() * Math.PI * 2;
const x = target.x + r * Math.cos(angle);
const y = target.y + r * Math.sin(angle);
const color = starColors[Math.floor(Math.random() * 3)];
sendAndDrawCommand(target.x, target.y, x, y, color, 3);
}
await new Promise(r => setTimeout(r, 80));
}
}
// 8. Pokebola (Lanzamiento)
async function pokeballLaunch(playerId, intensity = 3) {
if (stopSignal) return;
const target = getPlayerCoords(playerId);
if (!target) return;
const endX = target.x;
const endY = target.y;
const startX = canvas.width * 0.2;
const startY = canvas.height * 0.8;
// Trayectoria parabólica de la Pokebola
for (let i = 0; i < 20; i++) {
if (stopSignal) break;
const progress = i / 19;
const currentX = startX + (endX - startX) * progress;
// Simulación de parábola (curva en Y)
const parabolaFactor = Math.sin(progress * Math.PI);
const currentY = startY + (endY - startY) * progress - 100 * parabolaFactor;
// Dibuja la Pokebola
drawPixelArt(currentX, currentY, SSB_PIXEL_ASSETS.POKEBALL, 1.2);
await new Promise(r => setTimeout(r, 40));
}
// Efecto de salida del Pokémon (gran destello de luz)
sendAndDrawCommand(endX, endY, endX, endY, SSB_COLORS.W, 50);
}
/* ----------------------------------------------------------------------------------
// INTERFAZ DE USUARIO Y GESTIÓN DE EVENTOS
// ---------------------------------------------------------------------------------- */
const ssbContainer = document.createElement('div');
ssbContainer.id = 'SmashCompanionUI';
ssbContainer.style.cssText = `
position:fixed; bottom:10px; right:10px; z-index:9999;
background:rgba(0, 0, 0, 0.95); /* Negro (Fondo de Pantalla de VS) */
color:#FFFFFF; padding:15px 20px; border-radius:10px;
font-family: 'Arial Black', 'Impact', sans-serif; font-size:12px;
display:flex; flex-direction:column; gap:10px;
box-shadow: 0 5px 20px rgba(0,0,0,0.9), 0 0 15px rgba(255, 0, 0, 0.6);
border: 3px solid #FF0000; /* Rojo Daño */
min-width: 250px;
backdrop-filter: blur(5px);
`;
const titleBar = document.createElement('div');
titleBar.innerHTML = '🎮 SMASH COMPANION MOD 💥';
titleBar.style.cssText = `
font-weight: bold; font-size: 14px; text-align: center; cursor: grab;
color: #FFFF00; /* Amarillo Impacto */
background: rgba(169, 169, 169, 0.7); /* Gris Plata */
text-shadow: 0 0 5px #FF0000;
margin: -15px -20px 8px -20px; padding: 10px 20px;
border-bottom: 2px solid #FFFF00;
border-radius: 7px 7px 0 0;
`;
ssbContainer.appendChild(titleBar);
const contentDiv = document.createElement('div');
contentDiv.style.cssText = `display:flex; flex-direction:column; gap:8px;`;
ssbContainer.appendChild(contentDiv);
const ssbInputStyle = `
flex-grow: 1; padding: 6px 10px; border-radius: 5px;
border: 2px solid #FF0000; background: rgba(0, 0, 0, 0.7);
color: #FFFFFF; font-size: 11px; font-family: monospace;
transition: all 0.2s ease;
`;
function createSsbRow(parent, labelText, inputElement) {
const wrapper = document.createElement('div');
wrapper.style.cssText = `display:flex; align-items:center; gap:8px;`;
const label = document.createElement('span');
label.textContent = labelText;
label.style.cssText = `color: #FFFFFF; font-weight: bold; min-width: 80px;`;
wrapper.appendChild(label);
wrapper.appendChild(inputElement);
parent.appendChild(wrapper);
return wrapper;
}
// Selector de Oponente (Target)
const enemySelect = document.createElement('select');
enemySelect.style.cssText = ssbInputStyle;
createSsbRow(contentDiv, '👤 Oponente:', enemySelect);
// Selector de Ataques
const attackSelect = document.createElement('select');
attackSelect.style.cssText = ssbInputStyle;
for (const name in SSB_ATTACKS) {
const opt = document.createElement('option');
opt.value = SSB_ATTACKS[name];
opt.textContent = name;
attackSelect.appendChild(opt);
}
attackSelect.value = SSB_ATTACKS['Ninguno'];
createSsbRow(contentDiv, '⚔️ SPECIAL:', attackSelect);
// Selector de Ítems
const itemSelect = document.createElement('select');
itemSelect.style.cssText = ssbInputStyle;
for (const name in SSB_ITEMS) {
const opt = document.createElement('option');
opt.value = SSB_ITEMS[name];
opt.textContent = name;
itemSelect.appendChild(opt);
}
itemSelect.value = SSB_ITEMS['Ninguno'];
createSsbRow(contentDiv, '📦 ÍTEM:', itemSelect);
// Auto-reset de selectores (solo uno a la vez)
attackSelect.addEventListener('change', () => {
if (attackSelect.value !== '') itemSelect.value = SSB_ITEMS['Ninguno'];
});
itemSelect.addEventListener('change', () => {
if (itemSelect.value !== '') attackSelect.value = SSB_ATTACKS['Ninguno'];
});
// Medidor de Daño/Intensidad
const powerInput = document.createElement('input');
powerInput.type = 'range';
powerInput.min = '1';
powerInput.max = '5';
powerInput.value = '3';
powerInput.style.cssText = `flex-grow: 1; accent-color: ${SSB_COLORS.R};`;
createSsbRow(contentDiv, '🩸 Daño %:', powerInput);
const powerLabel = document.createElement('span');
powerLabel.style.cssText = `color: ${SSB_COLORS.Y}; font-size: 10px; text-align: center; margin-top: -5px;`;
powerLabel.textContent = `Daño Simul.: ${DAMAGE_PERCENT_LABELS[powerInput.value - 1]}`;
contentDiv.appendChild(powerLabel);
powerInput.addEventListener('input', () => {
powerLabel.textContent = `Daño Simul.: ${DAMAGE_PERCENT_LABELS[powerInput.value - 1]}`;
});
// Toggle de Repetición ("Lucha Continua")
const repeatToggle = document.createElement('input');
repeatToggle.type = 'checkbox';
repeatToggle.style.cssText = `transform: scale(1.2); accent-color: ${SSB_COLORS.R};`;
const repeatLabel = document.createElement('label');
repeatLabel.textContent = ' 🔄 Lucha Continua (Spam)';
repeatLabel.style.cssText = `color: ${SSB_COLORS.R}; font-weight: bold; cursor: pointer;`;
const repeatWrapper = document.createElement('div');
repeatWrapper.style.cssText = `display:flex; align-items:center; gap:8px; justify-content: center;`;
repeatWrapper.appendChild(repeatToggle);
repeatWrapper.appendChild(repeatLabel);
contentDiv.appendChild(repeatWrapper);
// Botón de Activación
const activateBtn = document.createElement('button');
activateBtn.textContent = '💥 SMASH ATTACK / USAR ÍTEM 📦';
activateBtn.disabled = true;
activateBtn.style.cssText = `
padding: 10px 15px; border-radius: 8px; border: none;
background: linear-gradient(45deg, ${SSB_COLORS.R}, ${SSB_COLORS.K});
color: ${SSB_COLORS.Y}; font-weight: bold; font-size: 14px;
cursor: pointer; transition: all 0.2s ease;
box-shadow: 0 3px 10px rgba(255, 0, 0, 0.5);
font-family: 'Impact', sans-serif;
&:hover { background: linear-gradient(45deg, ${SSB_COLORS.K}, ${SSB_COLORS.R}); transform: translateY(-1px); }
&:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; }
`;
contentDiv.appendChild(activateBtn);
// Botón de Parada
stopBtn = document.createElement('button');
stopBtn.textContent = '⛔ TERMINAR PARTIDA (Stop)';
stopBtn.disabled = true;
stopBtn.style.cssText = `
margin-top: 5px; padding: 8px 12px; border-radius: 6px; border: none;
background: linear-gradient(45deg, ${SSB_COLORS.B}, ${SSB_COLORS.K});
color: white; font-weight: bold; font-size: 12px;
cursor: pointer; transition: all 0.2s ease;
box-shadow: 0 2px 8px rgba(0, 0, 255, 0.5);
font-family: 'Impact', sans-serif;
&:hover { background: linear-gradient(45deg, ${SSB_COLORS.K}, ${SSB_COLORS.B}); transform: translateY(-1px); }
&:disabled { background: #666; cursor: not-allowed; opacity: 0.5; transform: none; }
`;
contentDiv.appendChild(stopBtn);
document.body.appendChild(ssbContainer);
// --- Lógica de Gestión de Jugadores ---
let lastPlayerList = new Set();
let isUpdatingList = false;
function refreshPlayerList() {
if (isUpdatingList) return;
const currentPlayers = new Set();
const playerRows = document.querySelectorAll('.playerlist-row[data-playerid]');
playerRows.forEach(row => {
if (row.dataset.self !== 'true' && row.dataset.playerid !== '0') {
const name = row.querySelector('.playerlist-name a')?.textContent || `Player ${row.dataset.playerid}`;
currentPlayers.add(`${row.dataset.playerid}:${name}`);
}
});
const playersChanged = currentPlayers.size !== lastPlayerList.size ||
![...currentPlayers].every(player => lastPlayerList.has(player));
if (!playersChanged) return;
isUpdatingList = true;
const previousSelection = enemySelect.value;
enemySelect.innerHTML = '';
enemySelect.textContent = '🔴 Tú (Jugador 1)';
playerRows.forEach(row => {
if (row.dataset.self === 'true') return;
if (row.dataset.playerid === '0') return;
const name = row.querySelector('.playerlist-name a')?.textContent || `Enemy ${row.dataset.playerid}`;
const opt = document.createElement('option');
opt.value = row.dataset.playerid;
// Asigna un personaje genérico
const ssbName = name.includes('Police') ? '🎯 Captain Falcon' : '🎯 Bowser';
opt.textContent = `${ssbName} (${name})`;
enemySelect.appendChild(opt);
});
if (previousSelection) {
enemySelect.value = previousSelection;
}
lastPlayerList = new Set(currentPlayers);
activateBtn.disabled = enemySelect.children.length === 0;
isUpdatingList = false;
}
// --- Eventos Principales ---
// Arrastrar ventana
let isDragging = false;
let dragOffsetX, dragOffsetY;
titleBar.addEventListener('mousedown', (e) => {
isDragging = true;
dragOffsetX = e.clientX - ssbContainer.getBoundingClientRect().left;
dragOffsetY = e.clientY - ssbContainer.getBoundingClientRect().top;
titleBar.style.cursor = 'grabbing';
});
document.addEventListener('mousemove', (e) => {
if (!isDragging) return;
let newX = e.clientX - dragOffsetX;
let newY = e.clientY - dragOffsetY;
newX = Math.max(0, Math.min(newX, window.innerWidth - ssbContainer.offsetWidth));
newY = Math.max(0, Math.min(newY, window.innerHeight - ssbContainer.offsetHeight));
ssbContainer.style.left = newX + 'px';
ssbContainer.style.top = newY + 'px';
ssbContainer.style.right = 'auto';
ssbContainer.style.bottom = 'auto';
});
document.addEventListener('mouseup', () => {
isDragging = false;
titleBar.style.cursor = 'grab';
});
// Botón de parada
stopBtn.addEventListener('click', () => {
console.log('⛔ Partida terminada. ¡Buen juego!');
stopSignal = true;
if (activePowerInterval) {
clearInterval(activePowerInterval);
activePowerInterval = null;
}
activateBtn.textContent = '💥 SMASH ATTACK / USAR ÍTEM 📦';
activateBtn.style.background = `linear-gradient(45deg, ${SSB_COLORS.R}, ${SSB_COLORS.K})`;
activateBtn.disabled = false;
stopBtn.disabled = true;
});
// Botón principal de activación
activateBtn.addEventListener('click', async () => {
const playerId = enemySelect.value;
if (!playerId) {
alert('🎯 ¡Escoge un Oponente!');
return;
}
const selectedAttack = attackSelect.value;
const selectedItem = itemSelect.value;
const intensity = parseInt(powerInput.value);
if (activePowerInterval) {
stopBtn.click();
return;
}
let actionToExecute = null;
let actionName = '';
if (selectedAttack && selectedAttack.startsWith('attack:')) {
// Ataque Especial
switch (selectedAttack) {
case 'attack:smash_fist_ko': actionToExecute = () => smashFistKO(playerId, intensity); actionName = 'Ataque Smash KO'; break;
case 'attack:thunder_jolt_stun': actionToExecute = () => thunderJoltStun(playerId, intensity); actionName = 'Rayo Stun'; break;
case 'attack:fireball_flinch': actionToExecute = () => fireballFlinch(playerId, intensity); actionName = 'Bola de Fuego'; break;
case 'attack:ice_blast_freeze': actionToExecute = () => iceBlastFreeze(playerId, intensity); actionName = 'Ataque de Hielo'; break;
default: return;
}
} else if (selectedItem && selectedItem.startsWith('item:')) {
// Uso de Ítem
switch (selectedItem) {
case 'item:capsule_heal': actionToExecute = () => capsuleHeal(playerId, intensity); actionName = 'Cápsula de Curación'; break;
case 'item:hammer_fury': actionToExecute = () => hammerFury(playerId, intensity); actionName = 'Martillo'; break;
case 'item:star_invincibility': actionToExecute = () => starInvincibility(playerId, intensity); actionName = 'Estrella de Invencibilidad'; break;
case 'item:pokeball_launch': actionToExecute = () => pokeballLaunch(playerId, intensity); actionName = 'Pokebola'; break;
default: return;
}
} else {
alert('🔺 ¡Debes seleccionar un Ataque o un Ítem!');
return;
}
stopSignal = false;
activateBtn.disabled = true;
stopBtn.disabled = false;
try {
if (repeatToggle.checked) {
activateBtn.textContent = '🔄 DETENER LUCHA CONTINUA';
activateBtn.style.background = `linear-gradient(45deg, ${SSB_COLORS.B}, ${SSB_COLORS.K})`;
activateBtn.disabled = false;
console.log(`🔥 ¡Iniciando Lucha Continua con ${actionName}! ¡No hay piedad!`);
const continuousAction = async () => {
if (stopSignal || !repeatToggle.checked) {
if (activePowerInterval) clearInterval(activePowerInterval);
activePowerInterval = null;
activateBtn.textContent = '💥 SMASH ATTACK / USAR ÍTEM 📦';
activateBtn.style.background = `linear-gradient(45deg, ${SSB_COLORS.R}, ${SSB_COLORS.K})`;
stopBtn.disabled = true;
return;
}
try {
await actionToExecute();
} catch (error) {
console.error(`Error durante la Lucha Continua (${actionName}):`, error);
}
};
await continuousAction();
if (!stopSignal) {
activePowerInterval = setInterval(continuousAction, 1500); // Rápido para simular spam
}
} else {
console.log(`💥 Ejecutando ${actionName} una sola vez...`);
await actionToExecute();
}
} finally {
if (!activePowerInterval) {
activateBtn.disabled = false;
stopBtn.disabled = true;
}
}
});
// Observar cambios en la lista de jugadores
const playerListElement = document.getElementById('playerlist');
if (playerListElement) {
new MutationObserver(() => {
setTimeout(refreshPlayerList, 100);
}).observe(playerListElement, {
childList: true,
subtree: true,
attributes: true,
attributeFilter: ['data-playerid']
});
}
// Limpieza al cerrar
window.addEventListener('beforeunload', () => {
if (activePowerInterval) {
clearInterval(activePowerInterval);
activePowerInterval = null;
}
stopSignal = true;
console.log('¡GRACIAS POR JUGAR! ¡GAME SET! -Super Smash Bros.');
});
// Inicialización
refreshPlayerList();
console.log('✨ Smash Companion Mod cargado. ¡A luchar! ✨');
})();