Paper.io Hacked Menu

Here is a simple hack menu for Paper.io!

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴Greasemonkey 油猴子Violentmonkey 暴力猴,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 篡改猴,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 篡改猴Violentmonkey 暴力猴,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 篡改猴Userscripts ,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 篡改猴,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展后才能安装此脚本。

(我已经安装了用户脚本管理器,让我安装!)

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

(我已经安装了用户样式管理器,让我安装!)

// ==UserScript==
// @name         Paper.io Hacked Menu
// @namespace    http://tampermonkey.net/
// @version      3.0
// @description  Here is a simple hack menu for Paper.io!
// @author       AA034
// @match        https://paper-io.com/*
// @icon         https://www.google.com/s2/favicons?domain=paper-io.com
// @grant        none
// ==/UserScript==

let overlayHTML = `
<div id="box">
    <div class="main" id="box2">
        <p style="color:white;"> PaperHack </p>

        <section><label>Zoom [Scroll]</label></section>
        <section><label>Speed Boost [Click]</label></section>
        <section><label>Pause [P]</label></section>
        <section><button class="button" id="unlockSkins">Skins</button></section>

        <section><label class="custom-checkbox"><input type="checkbox" class="checkbox-input" id="invinCheck"><span class="checkbox-icon"></span>Invincible</label></section>

        <section><label class="custom-checkbox"><input type="checkbox" class="checkbox-input" id="radiCheck"><span class="checkbox-icon"></span>Auto Kill</label></section>
        <br>
        <p>M to toggle menu</p>

</div>
</div>

<style>
#box {
    z-index: 10;
    position: absolute;
    top: 256px;
    left: 7px;
    transition: 0.5s;
    }

#box2 {
    padding: 15px;
    margin-bottom: 5px;
    display: grid;
    }

section {
    margin: auto;
   display: flex;
    justify-content: space-between;padding:5px;
    }

.main {
    background-color: #363c3d;
    letter-spacing: 2px;
    font-weight: bold;
    font-size: 15px;
    font-family: 'Open Sans', sans-serif;
    color:white;
    border-radius: 8px;
    }
p {
    text-align: center;
    border-bottom:1px solid white;
    border-top:1px solid white;
}

label {
    font-weight: bold}

.button {
  margin: auto;
  background-color: #242829;
  color: white;
  font-size: 16px;
  border: none;
  padding: 8px;
  border-radius: 6px;
  transition: 0.15s;
}

.button:hover {
 color: #a10000;
}

.custom-checkbox {
  display: inline-block;
  position: relative;
  padding-left: 25px; /* Adjust as needed */
  cursor: pointer;
}

.checkbox-input {
  position: absolute;
  opacity: 0;
  cursor: pointer;
}

.checkbox-icon {
  position: absolute;
  top: 0;
  left: 0;
  width: 18px;
  height: 18px;
  background-color: #eee;
  border-radius: 3px;
  transition: background-color 0.2s;
}

.checkbox-input:checked + .checkbox-icon {
  background-color: #a10000; /* Change to your desired color */
}

.checkbox-icon:after {
  content: "";
  position: absolute;
  display: none;
}

.checkbox-input:checked + .checkbox-icon:after {
  display: block;
  left: 6px;
  top: 2px;
  width: 5px;
  height: 10px;
  border: solid white;
  border-width: 0 2px 2px 0;
  transform: rotate(45deg);
}

</style>
`

//Misc stuff

function getID(x) {
    return document.getElementById(x)
};

let overlay = document.createElement("div");
    overlay.innerHTML = overlayHTML;
    document.body.appendChild(overlay);


let acc = getID("accordian"),
    unlockSkins = getID("unlockSkins"),
    box = getID("box"),
    radiBox = getID("radiCheck"),
    invinBox = getID('invinCheck'),
    paper2 = window.paper2;

//Skins

unlockSkins.onclick = function() {
    paper2.skins.forEach(obj => {
        unlockSkin(obj.name);
    });
    unlockSkin(name)
    shop_open()
}

//Functions

function radiHack() {

    let playerIndex;

    for (let i = 0; i < paper2.game.units.length; i++) {
        if (paper2.game.units[i].name === paper2.game.player.name) {
            playerIndex = i;
            break;
        }
    }

    function calculateDistance(x1, y1, x2, y2) {
        return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
    }

    function checkUnitProximity() {
        const playerX = paper2.game.player.position.x;
        const playerY = paper2.game.player.position.y;

        for (let i = 0; i < paper2.game.units.length; i++) {
            if (i !== playerIndex) {
                const unitX = paper2.game.units[i].position.x;
                const unitY = paper2.game.units[i].position.y;

                const distance = calculateDistance(playerX, playerY, unitX, unitY);
                if (distance <= 100) {
                    if (paper2.game.units[i] !== paper2.game.player) {
                        paper2.game.units = paper2.game.units.filter(array => array !== paper2.game.units[i]);
                    }
                }
            }
        }
    }

    checkUnitProximity();

    setInterval(checkUnitProximity, 100);
}

function pauseHack() {
    document.addEventListener('keydown', (event) => {
        if (event.key === 'p') {
            let paused = paper2.game.paused

            if(paused == false) {
                paper2.game.paused = true
            }
            else {
                paper2.game.paused = false
            }
        }
    })
}

function invinHack() {
    paper2.game.player.track.unit = paper2.game.units[4]
}

function speedHack() {


    function distance(x1, y1, x2, y2) {
        return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
    }

    let isMouseHeld = false;
    let interval;

    // Move the player towards the next location on left mouse button click and hold
    document.addEventListener("mousedown", function(event) {
        if (event.button === 0) { // Check if left mouse button is clicked
            isMouseHeld = true;

            interval = setInterval(movePlayer, 16); // Update every 16ms (approximately 60fps)
        }
    });

    document.addEventListener("mouseup", function(event) {
        if (event.button === 0) {
            isMouseHeld = false;

            clearInterval(interval);
        }
    });

    function movePlayer() {

        if(paper2.game.player.baseDistance > 15) {

        paper2.game.player.in = null
        const currentPlayerX = paper2.game.player.position.x;
        const currentPlayerY = paper2.game.player.position.y;
        const targetX = paper2.game.player.target.x;
        const targetY = paper2.game.player.target.y;

        const distanceToTarget = distance(currentPlayerX, currentPlayerY, targetX, targetY);

        const stepSize = 3.5;

        if (distanceToTarget > stepSize) {
            const angle = Math.atan2(targetY - currentPlayerY, targetX - currentPlayerX);
            const newX = currentPlayerX + stepSize * Math.cos(angle);
        const newY = currentPlayerY + stepSize * Math.sin(angle);

            paper2.game.player.position.x = newX;
            paper2.game.player.position.y = newY;
        } else {
            paper2.game.player.position.x = targetX;
            paper2.game.player.position.y = targetY;

            if (!isMouseHeld) {
                clearInterval(interval);
            }
        }
       }
       else if(paper2.game.player.baseDistance == 0) {

        paper2.game.player.in = null
        const currentPlayerX = paper2.game.player.position.x;
        const currentPlayerY = paper2.game.player.position.y;
        const targetX = paper2.game.player.target.x;
        const targetY = paper2.game.player.target.y;

        const distanceToTarget = distance(currentPlayerX, currentPlayerY, targetX, targetY);

        const stepSize = 3.5;

        if (distanceToTarget > stepSize) {
            const angle = Math.atan2(targetY - currentPlayerY, targetX - currentPlayerX);
            const newX = currentPlayerX + stepSize * Math.cos(angle);
        const newY = currentPlayerY + stepSize * Math.sin(angle);

            paper2.game.player.position.x = newX;
            paper2.game.player.position.y = newY;
        } else {
            paper2.game.player.position.x = targetX;
            paper2.game.player.position.y = targetY;

            if (!isMouseHeld) {
                clearInterval(interval);
            }
        }
       }

    }


}

function zoomHack() {
    window.addEventListener('wheel', function(event) {
        window.paper2.configs.paper2_classic.minScale = 0.5;
        if (event.deltaY > 0) {
            if (window.paper2.configs.paper2_classic.maxScale > 0.5) {
                window.paper2.configs.paper2_classic.maxScale -= 0.5;
            }
        }
        else if (event.deltaY < 0) {
            if (window.paper2.configs.paper2_classic.maxScale < 4.5) {
                window.paper2.configs.paper2_classic.maxScale += 0.5;
            }
        }
    })
}

//Load Game

document.querySelector("#pre_game > div.grow > div.button.play").setAttribute("id", "startButton");

    document.getElementById('startButton').addEventListener("click", function() {
    game_start();
    setTimeout(function() {

        if(radiBox.checked == true) {
            radiHack()
        }
        if(invinBox.checked == true) {
            invinHack()
        }
        pauseHack();
        speedHack();
        zoomHack();
    }, 600);
});