// ==UserScript==
// @name Slither.io Trainer Hack
// @namespace slithertrainer
// @version 7
// @description A Trainer to help you play on slither.io.Reveal the positions of worms close to you.Shows where's the closest and biggest food near you, and can also create 2 danger zone circles around you.
// @author hacker09
// @match http://slither.com/io
// @icon https://slither.io/s/favicon.png
// @license Mozilla Public License Version 2.0
// @grant none
// ==/UserScript==
/*
Copyright (c) 2016 Ermiya Eskandary & Théophile Cailliau and other contributors
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
const TARGET_FPS = 30;
window.log = function() {};
window.getSnakeLength = function() {
return (Math.floor(
150 *
(window.fpsls[window.snake.sct] + window.snake.fam / window.fmlts[window.snake.sct] - 1) -
50) / 10);
};
window.getSnakeWidth = function(sc) {
if (sc === undefined) sc = window.snake.sc;
return sc * 29.0;
};
var canvas = window.canvas = (function() {
return {
// Ratio of screen size divided by canvas size.
canvasRatio: {
x: window.mc.width / window.ww,
y: window.mc.height / window.hh
},
// Convert snake-relative coordinates to absolute screen coordinates.
mouseToScreen: function(point) {
var screenX = point.x + (window.ww / 2);
var screenY = point.y + (window.hh / 2);
return {
x: screenX,
y: screenY
};
},
// Convert screen coordinates to canvas coordinates.
screenToCanvas: function(point) {
var canvasX = window.csc *
(point.x * canvas.canvasRatio.x) - parseInt(window.mc.style.left);
var canvasY = window.csc *
(point.y * canvas.canvasRatio.y) - parseInt(window.mc.style.top);
return {
x: canvasX,
y: canvasY
};
},
// Convert map coordinates to mouse coordinates.
mapToMouse: function(point) {
var mouseX = (point.x - window.snake.xx) * window.gsc;
var mouseY = (point.y - window.snake.yy) * window.gsc;
return {
x: mouseX,
y: mouseY
};
},
// Map cordinates to Canvas cordinate shortcut
mapToCanvas: function(point) {
var c = canvas.mapToMouse(point);
c = canvas.mouseToScreen(c);
c = canvas.screenToCanvas(c);
return c;
},
// Map to Canvas coordinate conversion for drawing circles.
// Radius also needs to scale by .gsc
circleMapToCanvas: function(circle) {
var newCircle = canvas.mapToCanvas(circle);
return canvas.circle(
newCircle.x,
newCircle.y,
circle.radius * window.gsc
);
},
// Constructor for point type
point: function(x, y) {
var p = {
x: Math.round(x),
y: Math.round(y)
};
return p;
},
// Constructor for rect type
rect: function(x, y, w, h) {
var r = {
x: Math.round(x),
y: Math.round(y),
width: Math.round(w),
height: Math.round(h)
};
return r;
},
// Constructor for circle type
circle: function(x, y, r) {
var c = {
x: Math.round(x),
y: Math.round(y),
radius: Math.round(r)
};
return c;
},
// Fast atan2
fastAtan2: function(y, x) {
const QPI = Math.PI / 4;
const TQPI = 3 * Math.PI / 4;
var r = 0.0;
var angle = 0.0;
var abs_y = Math.abs(y) + 1e-10;
if (x < 0) {
r = (x + abs_y) / (abs_y - x);
angle = TQPI;
} else {
r = (x - abs_y) / (x + abs_y);
angle = QPI;
}
angle += (0.1963 * r * r - 0.9817) * r;
if (y < 0) {
return -angle;
}
return angle;
},
// Adjusts zoom in response to the mouse wheel.
setZoom: function(e) {
// Scaling ratio
if (window.gsc) {
window.gsc *= Math.pow(0.9, e.wheelDelta / -120 || e.detail / 2 || 0);
window.desired_gsc = window.gsc;
}
},
// Restores zoom to the default value.
resetZoom: function() {
window.gsc = 0.9;
window.desired_gsc = 0.9;
},
// Maintains Zoom
maintainZoom: function() {
if (window.desired_gsc !== undefined) {
window.gsc = window.desired_gsc;
}
},
// Sets background to the given image URL.
// Defaults to slither.io's own background.
setBackground: function(url) {
url = typeof url !== 'undefined' ? url : '/s/bg45.jpg';
window.ii.src = url;
},
// Draw a rectangle on the canvas.
drawRect: function(rect, color, fill, alpha) {
if (alpha === undefined) alpha = 1;
var context = window.mc.getContext('2d');
var lc = canvas.mapToCanvas({
x: rect.x,
y: rect.y
});
context.save();
context.globalAlpha = alpha;
context.strokeStyle = color;
context.rect(lc.x, lc.y, rect.width * window.gsc, rect.height * window.gsc);
context.stroke();
if (fill) {
context.fillStyle = color;
context.fill();
}
context.restore();
},
// Draw a circle on the canvas.
drawCircle: function(circle, color, fill, alpha) {
if (alpha === undefined) alpha = 1;
if (circle.radius === undefined) circle.radius = 5;
var context = window.mc.getContext('2d');
var drawCircle = canvas.circleMapToCanvas(circle);
context.save();
context.globalAlpha = alpha;
context.beginPath();
context.strokeStyle = color;
context.arc(drawCircle.x, drawCircle.y, drawCircle.radius, 0, Math.PI * 2);
context.stroke();
if (fill) {
context.fillStyle = color;
context.fill();
}
context.restore();
},
// Draw an angle.
// @param {number} start -- where to start the angle
// @param {number} angle -- width of the angle
// @param {bool} danger -- green if false, red if true
drawAngle: function(start, angle, color, fill, alpha) {
if (alpha === undefined) alpha = 0.6;
var context = window.mc.getContext('2d');
context.save();
context.globalAlpha = alpha;
context.beginPath();
context.moveTo(window.mc.width / 2, window.mc.height / 2);
context.arc(window.mc.width / 2, window.mc.height / 2, window.gsc * 100, start, angle);
context.lineTo(window.mc.width / 2, window.mc.height / 2);
context.closePath();
context.stroke();
if (fill) {
context.fillStyle = color;
context.fill();
}
context.restore();
},
// Draw a line on the canvas.
drawLine: function(p1, p2, color, width) {
if (width === undefined) width = 5;
var context = window.mc.getContext('2d');
var dp1 = canvas.mapToCanvas(p1);
var dp2 = canvas.mapToCanvas(p2);
context.save();
context.beginPath();
context.lineWidth = width * window.gsc;
context.strokeStyle = color;
context.moveTo(dp1.x, dp1.y);
context.lineTo(dp2.x, dp2.y);
context.stroke();
context.restore();
},
// Given the start and end of a line, is point left.
isLeft: function(start, end, point) {
return ((end.x - start.x) * (point.y - start.y) -
(end.y - start.y) * (point.x - start.x)) > 0;
},
// Get distance squared
getDistance2: function(x1, y1, x2, y2) {
var distance2 = Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2);
return distance2;
},
getDistance2FromSnake: function(point) {
point.distance = canvas.getDistance2(window.snake.xx, window.snake.yy,
point.xx, point.yy);
return point;
},
// Check if point in Rect
pointInRect: function(point, rect) {
if (rect.x <= point.x && rect.y <= point.y &&
rect.x + rect.width >= point.x && rect.y + rect.height >= point.y) {
return true;
}
return false;
},
// Check if circles intersect
circleIntersect: function(circle1, circle2) {
var bothRadii = circle1.radius + circle2.radius;
// Pretends the circles are squares for a quick collision check.
// If it collides, do the more expensive circle check.
if (circle1.x + bothRadii > circle2.x &&
circle1.y + bothRadii > circle2.y &&
circle1.x < circle2.x + bothRadii &&
circle1.y < circle2.y + bothRadii) {
var distance2 = canvas.getDistance2(circle1.x, circle1.y, circle2.x, circle2.y);
if (distance2 < bothRadii * bothRadii) {
if (window.visualDebugging) {
var collisionPointCircle = canvas.circle(
((circle1.x * circle2.radius) + (circle2.x * circle1.radius)) /
bothRadii,
((circle1.y * circle2.radius) + (circle2.y * circle1.radius)) /
bothRadii,
5
);
canvas.drawCircle(circle2, 'red', true);
canvas.drawCircle(collisionPointCircle, 'cyan', true);
}
return true;
}
}
return false;
}
};
})();
var bot = window.bot = (function() {
return {
isBotRunning: false,
isBotEnabled: true,
lookForFood: false,
collisionPoints: [],
collisionAngles: [],
scores: [],
foodTimeout: undefined,
sectorBoxSide: 0,
defaultAccel: 0,
sectorBox: {},
currentFood: {},
MID_X: 0,
MID_Y: 0,
MAP_R: 0,
quickRespawn: function() {
window.dead_mtm = 0;
window.login_fr = 0;
bot.isBotRunning = false;
window.forcing = true;
window.connect();
window.forcing = false;
},
// Avoid headPoint
avoidHeadPoint: function(collisionPoint) {},
// Avoid collison point by ang
// ang radians <= Math.PI (180deg)
avoidCollisionPoint: function(collisionPoint, ang) {},
// Sorting by property 'distance'
sortDistance: function(a, b) {
return a.distance - b.distance;
},
// get collision angle index, expects angle +/i 0 to Math.PI
getAngleIndex: function(angle) {
const ARCSIZE = Math.PI / 4;
var index;
if (angle < 0) {
angle += 2 * Math.PI;
}
index = Math.round(angle * (1 / ARCSIZE));
if (index === (2 * Math.PI) / ARCSIZE) {
return 0;
}
return index;
},
// Add to collisionAngles if distance is closer
addCollisionAngle: function(sp) {
var ang = canvas.fastAtan2(
Math.round(sp.yy - window.snake.yy),
Math.round(sp.xx - window.snake.xx));
var aIndex = bot.getAngleIndex(ang);
var actualDistance = Math.round(
sp.distance - (Math.pow(window.getSnakeWidth(window.snakes[sp.snake].sc), 2) / 2));
if (bot.collisionAngles[aIndex] === undefined) {
bot.collisionAngles[aIndex] = {
x: Math.round(sp.xx),
y: Math.round(sp.yy),
ang: ang,
snake: sp.snake,
distance: actualDistance
};
} else if (bot.collisionAngles[aIndex].distance > sp.distance) {
bot.collisionAngles[aIndex].x = Math.round(sp.xx);
bot.collisionAngles[aIndex].y = Math.round(sp.yy);
bot.collisionAngles[aIndex].ang = ang;
bot.collisionAngles[aIndex].snake = sp.snake;
bot.collisionAngles[aIndex].distance = actualDistance;
}
},
// Get closest collision point per snake.
getCollisionPoints: function() {
var scPoint;
bot.collisionPoints = [];
bot.collisionAngles = [];
for (var snake = 0, ls = window.snakes.length; snake < ls; snake++) {
scPoint = undefined;
if (window.snakes[snake].id !== window.snake.id &&
window.snakes[snake].alive_amt === 1) {
if (window.visualDebugging) {
canvas.drawCircle(canvas.circle(
window.snakes[snake].xx,
window.snakes[snake].yy,
window.getSnakeWidth(window.snakes[snake].sc) / 2),
'red', false);
}
scPoint = {
xx: window.snakes[snake].xx,
yy: window.snakes[snake].yy,
snake: snake
};
canvas.getDistance2FromSnake(scPoint);
bot.addCollisionAngle(scPoint);
for (var pts = 0, lp = window.snakes[snake].pts.length; pts < lp; pts++) {
if (!window.snakes[snake].pts[pts].dying &&
canvas.pointInRect({
x: window.snakes[snake].pts[pts].xx,
y: window.snakes[snake].pts[pts].yy
}, bot.sectorBox)
) {
var collisionPoint = {
xx: window.snakes[snake].pts[pts].xx,
yy: window.snakes[snake].pts[pts].yy,
snake: snake
};
if (window.visualDebugging && true === false) {
canvas.drawCircle(canvas.circle(
collisionPoint.xx,
collisionPoint.yy,
window.getSnakeWidth(window.snakes[snake].sc) / 2),
'#00FF00', false);
}
canvas.getDistance2FromSnake(collisionPoint);
bot.addCollisionAngle(collisionPoint);
if (scPoint === undefined ||
scPoint.distance > collisionPoint.distance) {
scPoint = collisionPoint;
}
}
}
}
if (scPoint !== undefined) {
bot.collisionPoints.push(scPoint);
if (window.visualDebugging) {
canvas.drawCircle(canvas.circle(
scPoint.xx,
scPoint.yy,
window.getSnakeWidth(window.snakes[scPoint.snake].sc) / 2
), 'red', false);
}
}
}
if (canvas.getDistance2(bot.MID_X, bot.MID_Y, window.snake.xx, window.snake.yy) >
Math.pow(bot.MAP_R - 1000, 2)) {
var midAng = canvas.fastAtan2(
window.snake.yy - bot.MID_X, window.snake.xx - bot.MID_Y);
scPoint = {
xx: bot.MID_X + bot.MAP_R * Math.cos(midAng),
yy: bot.MID_Y + bot.MAP_R * Math.sin(midAng),
snake: -1
};
bot.collisionPoints.push(scPoint);
if (window.visualDebugging) {
canvas.drawCircle(canvas.circle(
scPoint.xx,
scPoint.yy,
window.getSnakeWidth(1) * 5
), 'yellow', false);
}
}
bot.collisionPoints.sort(bot.sortDistance);
if (window.visualDebugging) {
for (var i = 0; i < bot.collisionAngles.length; i++) {
if (bot.collisionAngles[i] !== undefined) {
canvas.drawLine({
x: window.snake.xx,
y: window.snake.yy
}, {
x: bot.collisionAngles[i].x,
y: bot.collisionAngles[i].y
},
'#99ffcc', 2);
}
}
}
},
// Checks to see if you are going to collide with anything in the collision detection radius
checkCollision: function(r) {
if (!window.collisionDetection) return false;
r = Number(r);
var xx = Number(window.snake.xx.toFixed(3));
var yy = Number(window.snake.yy.toFixed(3));
window.snake.cos = Math.cos(window.snake.ang).toFixed(3);
window.snake.sin = Math.sin(window.snake.ang).toFixed(3);
const speedMult = window.snake.sp / 5.78;
const widthMult = window.getSnakeWidth();
var headCircle = canvas.circle(
xx, yy,
speedMult * r / 2 * widthMult / 2
);
var fullHeadCircle = canvas.circle(
xx, yy,
r * widthMult / 2
);
var sidecircle_r = canvas.circle(
window.snake.lnp.xx -
((window.snake.lnp.yy + window.snake.sin * window.getSnakeWidth()) -
window.snake.lnp.yy),
window.snake.lnp.yy +
((window.snake.lnp.xx + window.snake.cos * window.getSnakeWidth()) -
window.snake.lnp.xx),
window.getSnakeWidth() * speedMult
);
var sidecircle_l = canvas.circle(
window.snake.lnp.xx +
((window.snake.lnp.yy + window.snake.sin * window.getSnakeWidth()) -
window.snake.lnp.yy),
window.snake.lnp.yy -
((window.snake.lnp.xx + window.snake.cos * window.getSnakeWidth()) -
window.snake.lnp.xx),
window.getSnakeWidth() * speedMult
);
window.snake.sidecircle_r = sidecircle_r;
window.snake.sidecircle_l = sidecircle_l;
if (window.visualDebugging) {
canvas.drawCircle(fullHeadCircle, 'red');
canvas.drawCircle(headCircle, 'blue', false);
// canvas.drawCircle(sidecircle_r, 'orange', true, 0.3);
// canvas.drawCircle(sidecircle_l, 'orange', true, 0.3);
}
bot.getCollisionPoints();
if (bot.collisionPoints.length === 0) return false;
for (var i = 0; i < bot.collisionPoints.length; i++) {
// -1 snake is special case for non snake object.
var colR = bot.collisionPoints[i].snake === -1 ? window.getSnakeWidth(1) * 5 :
window.getSnakeWidth(window.snakes[bot.collisionPoints[i].snake].sc) / 2;
var collisionCircle = canvas.circle(
bot.collisionPoints[i].xx,
bot.collisionPoints[i].yy,
colR
);
if (canvas.circleIntersect(headCircle, collisionCircle)) {
window.setAcceleration(bot.defaultAccel);
bot.avoidCollisionPoint(bot.collisionPoints[i]);
return true;
}
if (bot.collisionPoints[i].snake !== -1) {
var eHeadCircle = canvas.circle(
window.snakes[bot.collisionPoints[i].snake].xx,
window.snakes[bot.collisionPoints[i].snake].yy,
colR
);
}
}
window.setAcceleration(bot.defaultAccel);
return false;
},
sortScore: function(a, b) {
return b.score - a.score;
},
// 2.546 ~ 1 / (Math.PI / 8) - round angle difference up to nearest 22.5 degrees.
// Round food up to nearest 5, square for distance^2
scoreFood: function(f) {
f.score = Math.pow(Math.ceil(f.sz / 5) * 5, 2) /
f.distance / (Math.ceil(f.da * 2.546) / 2.546);
},
computeFoodGoal: function() {
var foodClusters = [];
var foodGetIndex = [];
var fi = 0;
var sw = window.getSnakeWidth();
for (var i = 0; i < window.foods.length && window.foods[i] !== null; i++) {
var a;
var da;
var distance;
var sang = window.snake.ehang;
var f = window.foods[i];
if (!f.eaten &&
!(
canvas.circleIntersect(
canvas.circle(f.xx, f.yy, 2),
window.snake.sidecircle_l) ||
canvas.circleIntersect(
canvas.circle(f.xx, f.yy, 2),
window.snake.sidecircle_r))) {
var cx = Math.round(Math.round(f.xx / sw) * sw);
var cy = Math.round(Math.round(f.yy / sw) * sw);
var csz = Math.round(f.sz);
if (foodGetIndex[cx + '|' + cy] === undefined) {
foodGetIndex[cx + '|' + cy] = fi;
a = canvas.fastAtan2(cy - window.snake.yy, cx - window.snake.xx);
da = Math.min(
(2 * Math.PI) - Math.abs(a - sang), Math.abs(a - sang));
distance = Math.round(
canvas.getDistance2(cx, cy, window.snake.xx, window.snake.yy));
foodClusters[fi] = {
x: cx,
y: cy,
a: a,
da: da,
sz: csz,
distance: distance,
score: 0.0
};
fi++;
} else {
foodClusters[foodGetIndex[cx + '|' + cy]].sz += csz;
}
}
}
foodClusters.forEach(bot.scoreFood);
foodClusters.sort(bot.sortScore);
for (i = 0; i < foodClusters.length; i++) {
var aIndex = bot.getAngleIndex(foodClusters[i].a);
if (bot.collisionAngles[aIndex] === undefined ||
(bot.collisionAngles[aIndex].distance - Math.pow(window.getSnakeWidth(), 2) >
foodClusters[i].distance && foodClusters[i].sz > 10)
) {
bot.currentFood = foodClusters[i];
return;
}
}
bot.currentFood = {
x: bot.MID_X,
y: bot.MID_Y
};
},
foodAccel: function() {
var aIndex = 0;
if (bot.currentFood && bot.currentFood.sz > 60) {
aIndex = bot.getAngleIndex(bot.currentFood.a);
if (
bot.collisionAngles[aIndex] && bot.collisionAngles[aIndex].distance >
bot.currentFood.distance * 2) {
return 1;
}
if (bot.collisionAngles[aIndex] === undefined) {
return 1;
}
}
return bot.defaultAccel;
},
// Loop version of collision check
collisionLoop: function() {
if (bot.checkCollision(window.collisionRadiusMultiplier)) {
bot.lookForFood = false;
if (bot.foodTimeout) {
window.clearTimeout(bot.foodTimeout);
bot.foodTimeout = window.setTimeout(bot.foodTimer, 1000 / TARGET_FPS * 4);
}
} else {
bot.lookForFood = true;
if (bot.foodTimeout === undefined) {
bot.foodTimeout = window.setTimeout(bot.foodTimer, 1000 / TARGET_FPS * 4);
}
window.setAcceleration(bot.foodAccel());
}
},
// Timer version of food check
foodTimer: function() {
if (window.playing && bot.lookForFood &&
window.snake !== null && window.snake.alive_amt === 1) {
bot.computeFoodGoal();
window.goalCoordinates = bot.currentFood;
}
bot.foodTimeout = undefined;
}
};
})();
var userInterface = window.userInterface = (function() {
// Save the original slither.io functions so we can modify them, or reenable them later.
var original_keydown = document.onkeydown;
var original_onmouseDown = window.onmousedown;
var original_oef = window.oef;
var original_redraw = window.redraw;
var original_onmousemove = window.onmousemove;
window.oef = function() {};
window.redraw = function() {};
return {
overlays: {},
initOverlays: function() {
var botOverlay = document.createElement('div');
botOverlay.style.position = 'fixed';
botOverlay.style.right = '5px';
botOverlay.style.bottom = '112px';
botOverlay.style.width = '150px';
botOverlay.style.height = '85px';
// botOverlay.style.background = 'rgba(0, 0, 0, 0.5)';
botOverlay.style.color = '#C0C0C0';
botOverlay.style.fontFamily = 'Consolas, Verdana';
botOverlay.style.zIndex = 999;
botOverlay.style.fontSize = '14px';
botOverlay.style.padding = '5px';
botOverlay.style.borderRadius = '5px';
botOverlay.className = 'nsi';
document.body.appendChild(botOverlay);
var serverOverlay = document.createElement('div');
serverOverlay.style.position = 'fixed';
serverOverlay.style.right = '5px';
serverOverlay.style.bottom = '5px';
serverOverlay.style.width = '160px';
serverOverlay.style.height = '14px';
serverOverlay.style.color = '#C0C0C0';
serverOverlay.style.fontFamily = 'Consolas, Verdana';
serverOverlay.style.zIndex = 999;
serverOverlay.style.fontSize = '14px';
serverOverlay.className = 'nsi';
document.body.appendChild(serverOverlay);
var prefOverlay = document.createElement('div');
prefOverlay.style.position = 'fixed';
prefOverlay.style.left = '10px';
prefOverlay.style.top = '75px';
prefOverlay.style.width = '260px';
prefOverlay.style.height = '210px';
// prefOverlay.style.background = 'rgba(0, 0, 0, 0.5)';
prefOverlay.style.color = '#C0C0C0';
prefOverlay.style.fontFamily = 'Consolas, Verdana';
prefOverlay.style.zIndex = 999;
prefOverlay.style.fontSize = '14px';
prefOverlay.style.padding = '5px';
prefOverlay.style.borderRadius = '5px';
prefOverlay.className = 'nsi';
document.body.appendChild(prefOverlay);
var statsOverlay = document.createElement('div');
statsOverlay.style.position = 'fixed';
statsOverlay.style.left = '10px';
statsOverlay.style.top = '295px';
statsOverlay.style.width = '140px';
statsOverlay.style.height = '210px';
// statsOverlay.style.background = 'rgba(0, 0, 0, 0.5)';
statsOverlay.style.color = '#C0C0C0';
statsOverlay.style.fontFamily = 'Consolas, Verdana';
statsOverlay.style.zIndex = 998;
statsOverlay.style.fontSize = '14px';
statsOverlay.style.padding = '5px';
statsOverlay.style.borderRadius = '5px';
statsOverlay.className = 'nsi';
document.body.appendChild(statsOverlay);
userInterface.overlays.botOverlay = botOverlay;
userInterface.overlays.serverOverlay = serverOverlay;
userInterface.overlays.prefOverlay = prefOverlay;
userInterface.overlays.statsOverlay = statsOverlay;
},
toggleOverlays: function() {
Object.keys(userInterface.overlays).forEach(function(okey) {
var oVis = userInterface.overlays[okey].style.visibility !== 'hidden' ?
'hidden' : 'visible';
userInterface.overlays[okey].style.visibility = oVis;
window.visualDebugging = oVis === 'visible';
});
},
// Save variable to local storage
savePreference: function(item, value) {
window.localStorage.setItem(item, value);
userInterface.onPrefChange();
},
// Load a variable from local storage
loadPreference: function(preference, defaultVar) {
var savedItem = window.localStorage.getItem(preference);
if (savedItem !== null) {
if (savedItem === 'true') {
window[preference] = true;
} else if (savedItem === 'false') {
window[preference] = false;
} else {
window[preference] = savedItem;
}
window.log('Setting found for ' + preference + ': ' + window[preference]);
} else {
window[preference] = defaultVar;
window.log('No setting found for ' + preference +
'. Used default: ' + window[preference]);
}
userInterface.onPrefChange();
return window[preference];
},
// Saves username when you click on "Play" button
playButtonClickListener: function() {
userInterface.saveNick();
userInterface.loadPreference('autoRespawn', false);
userInterface.onPrefChange();
},
// Preserve nickname
saveNick: function() {
var nick = document.getElementById('nick').value;
userInterface.savePreference('savedNick', nick);
},
// Hide top score
hideTop: function() {
var nsidivs = document.querySelectorAll('div.nsi');
for (var i = 0; i < nsidivs.length; i++) {
if (nsidivs[i].style.top === '4px' && nsidivs[i].style.width === '300px') {
nsidivs[i].style.visibility = 'hidden';
bot.isTopHidden = true;
window.topscore = nsidivs[i];
}
}
},
// Store FPS data
framesPerSecond: {
fps: 0,
fpsTimer: function() {
if (window.playing && window.fps && window.lrd_mtm) {
if (Date.now() - window.lrd_mtm > 970) {
userInterface.framesPerSecond.fps = window.fps;
}
}
}
},
onkeydown: function(e) {
// Original slither.io onkeydown function + whatever is under it
original_keydown(e);
if (window.playing) {
// Letter `T` to toggle bot
if (e.keyCode === 84) {
bot.isBotEnabled = !bot.isBotEnabled;
}
// Letter 'U' to toggle debugging (console)
if (e.keyCode === 85) {
window.logDebugging = !window.logDebugging;
console.log('Log debugging set to: ' + window.logDebugging);
userInterface.savePreference('logDebugging', window.logDebugging);
}
// Letter 'Y' to toggle debugging (visual)
if (e.keyCode === 89) {
window.visualDebugging = !window.visualDebugging;
console.log('Visual debugging set to: ' + window.visualDebugging);
userInterface.savePreference('visualDebugging', window.visualDebugging);
}
// Letter 'I' to toggle autorespawn
if (e.keyCode === 73) {
window.autoRespawn = !window.autoRespawn;
console.log('Automatic Respawning set to: ' + window.autoRespawn);
userInterface.savePreference('autoRespawn', window.autoRespawn);
}
// Letter 'H' to toggle hidden mode
if (e.keyCode === 72) {
userInterface.toggleOverlays();
}
// Letter 'O' to change rendermode (visual)
if (e.keyCode === 79) {
userInterface.toggleMobileRendering(!window.mobileRender);
}
// Letter 'C' to toggle Collision detection / enemy avoidance
if (e.keyCode === 67) {
window.collisionDetection = !window.collisionDetection;
console.log('collisionDetection set to: ' + window.collisionDetection);
userInterface.savePreference('collisionDetection', window.collisionDetection);
}
// Letter 'A' to increase collision detection radius
if (e.keyCode === 65) {
window.collisionRadiusMultiplier++;
console.log(
'collisionRadiusMultiplier set to: ' + window.collisionRadiusMultiplier);
userInterface.savePreference(
'collisionRadiusMultiplier', window.collisionRadiusMultiplier);
}
// Letter 'S' to decrease collision detection radius
if (e.keyCode === 83) {
if (window.collisionRadiusMultiplier > 1) {
window.collisionRadiusMultiplier--;
console.log(
'collisionRadiusMultiplier set to: ' +
window.collisionRadiusMultiplier);
userInterface.savePreference(
'collisionRadiusMultiplier', window.collisionRadiusMultiplier);
}
}
// Letter 'Z' to reset zoom
if (e.keyCode === 90) {
canvas.resetZoom();
}
// Letter 'Q' to quit to main menu
if (e.keyCode === 81) {
window.autoRespawn = false;
userInterface.quit();
}
// 'ESC' to quickly respawn
if (e.keyCode === 27) {
bot.quickRespawn();
}
// Save nickname when you press "Enter"
if (e.keyCode === 13) {
userInterface.saveNick();
}
userInterface.onPrefChange();
}
},
// Manual mobile rendering
toggleMobileRendering: function(mobileRendering) {
window.mobileRender = mobileRendering;
window.log('Mobile rendering set to: ' + window.mobileRender);
userInterface.savePreference('mobileRender', window.mobileRender);
// Set render mode
if (window.mobileRender) {
canvas.setBackground(
'data:image/gif;base64,R0lGODlhAQABAIAAAAUEBAAAACwAAAAAAQABAAACAkQBADs');
window.render_mode = 1;
window.want_quality = 0;
window.high_quality = false;
} else {
canvas.setBackground();
window.render_mode = 2;
window.want_quality = 1;
window.high_quality = true;
}
},
onPrefChange: function() {
// Set static display options here.
var oContent = [];
var ht = userInterface.handleTextColor;
oContent.push('version: ' + GM_info.script.version);
oContent.push('[T] Enable / disable bot: ' + ht(bot.isBotEnabled));
oContent.push('[C] collision detection on/off: ' + ht(window.collisionDetection));
oContent.push('[O] Mobile version on/off: ' + ht(window.mobileRender));
oContent.push('[A/S] Radius multiplier (S-less, A-Greater): ' + window.collisionRadiusMultiplier);
oContent.push('[I] Auto spawn on / off: ' + ht(window.autoRespawn));
oContent.push('[Y] Visual debugging on / off: ' + ht(window.visualDebugging));
oContent.push('[U] debug log: ' + ht(window.logDebugging));
oContent.push('[Wheel(mouse)] Zoom (zoom in on top, zoom out down');
oContent.push('[Z] Reset Zoom.');
oContent.push('[ESC] Respawn');
oContent.push('[Q] Exit to menu.');
userInterface.overlays.prefOverlay.innerHTML = oContent.join('<br/>');
},
onFrameUpdate: function() {
// Botstatus overlay
var oContent = [];
if (window.playing && window.snake !== null) {
oContent.push('fps: ' + userInterface.framesPerSecond.fps);
// Display the X and Y of the snake
oContent.push('x: ' +
(Math.round(window.snake.xx) || 0) + ' y: ' +
(Math.round(window.snake.yy) || 0));
if (window.goalCoordinates) {
oContent.push('target');
oContent.push('x: ' + window.goalCoordinates.x + ' y: ' +
window.goalCoordinates.y);
if (window.goalCoordinates.sz) {
oContent.push('sz: ' + window.goalCoordinates.sz);
}
}
if (window.bso !== undefined && userInterface.overlays.serverOverlay.innerHTML !==
window.bso.ip + ':' + window.bso.po) {
userInterface.overlays.serverOverlay.innerHTML =
window.bso.ip + ':' + window.bso.po;
}
}
userInterface.overlays.botOverlay.innerHTML = oContent.join('<br/>');
if (window.playing && window.visualDebugging) {
// Only draw the goal when a bot has a goal.
if (window.goalCoordinates && bot.isBotEnabled) {
var headCoord = {
x: window.snake.xx,
y: window.snake.yy
};
canvas.drawLine(
headCoord,
window.goalCoordinates,
'green');
canvas.drawCircle(window.goalCoordinates, 'red', true);
}
}
},
oefTimer: function() {
var start = Date.now();
canvas.maintainZoom();
original_oef();
original_redraw();
if (window.playing && bot.isBotEnabled && window.snake !== null) {
window.onmousemove = function() {};
bot.isBotRunning = true;
bot.collisionLoop();
} else if (bot.isBotEnabled && bot.isBotRunning) {
bot.isBotRunning = false;
if (window.lastscore && window.lastscore.childNodes[1]) {
bot.scores.push(parseInt(window.lastscore.childNodes[1].innerHTML));
bot.scores.sort(function(a, b) {
return b - a;
});
userInterface.updateStats();
}
if (window.autoRespawn) {
window.connect();
}
}
if (!bot.isBotEnabled || bot.isBotRunning) {
window.onmousemove = original_onmousemove;
}
userInterface.onFrameUpdate();
setTimeout(userInterface.oefTimer, (1000 / TARGET_FPS) - (Date.now() - start));
},
// Quit to menu
quit: function() {
if (window.playing && window.resetGame) {
window.want_close_socket = true;
window.dead_mtm = 0;
if (window.play_btn) {
window.play_btn.setEnabled(true);
}
window.resetGame();
}
},
// Update the relation between the screen and the canvas.
onresize: function() {
window.resize();
// Canvas different size from the screen (often bigger).
canvas.canvasRatio = {
x: window.mc.width / window.ww,
y: window.mc.height / window.hh
};
},
handleTextColor: function(enabled) {
return '<span style=\"color:' +
(enabled ? 'green;\">enabled' : 'red;\">disabled') + '</span>';
}
};
})();
// Main
(function() {
window.play_btn.btnf.addEventListener('click', userInterface.playButtonClickListener);
document.onkeydown = userInterface.onkeydown;
window.onmousedown = userInterface.onmousedown;
window.addEventListener('mouseup', userInterface.onmouseup);
window.onresize = userInterface.onresize;
// Hide top score
userInterface.hideTop();
// Overlays
userInterface.initOverlays();
// Load preferences
userInterface.loadPreference('logDebugging', true);
userInterface.loadPreference('visualDebugging', true);
userInterface.loadPreference('autoRespawn', true);
userInterface.loadPreference('mobileRender', true);
userInterface.loadPreference('collisionDetection', true);
userInterface.loadPreference('collisionRadiusMultiplier', 10);
window.nick.value = userInterface.loadPreference('savedNick', 'Slither.io Trainer Hack');
// Listener for mouse wheel scroll - used for setZoom function
document.body.addEventListener('mousewheel', canvas.setZoom);
document.body.addEventListener('DOMMouseScroll', canvas.setZoom);
// Set render mode
if (window.mobileRender) {
userInterface.toggleMobileRendering(false);
} else {
userInterface.toggleMobileRendering(true);
}
// Unblocks all skins without the need for FB sharing.
window.localStorage.setItem('edttsg', '1');
// Remove social
window.social.remove();
// Maintain fps
setInterval(userInterface.framesPerSecond.fpsTimer, 80);
// Start!
userInterface.oefTimer();
})();