又一個區塊鏈作品,任務模式為主導,做任務養寵物上下班的路上、中午的食堂、半晚約會的路上哈哈都可以點點。App沒有任何難度屬於0薅的App,每天投入一點時間就可以。還是強調區塊鏈App,大家趕緊薅過去就沒了。也是要求註冊模式。
做了個指令碼實現簽到和看AD領能量,程式碼如下:
auto.waitFor();//判斷和等待開啟無障礙
auto.waitFor();//判斷和等待開啟無障礙
let see_count = 1000;// rawInput('請輸入滑動次數','1000');//手動輸入滑動次數預設是1000次。
let appName = "陀螺世界"
app.launchApp(appName);//只有一個快手極速版所以直接Launch就可以,不用包名
console.show(); //開啟紀錄檔(懸浮窗許可權)
console.info(appName);
probability=10;//概率自動點贊、評論、關注的概率
timesInterval=8;//間隔時間
CurveBrushScreen=false;//是否曲線滑動true取消滑動false直線滑動
sleep(10000);//等待splash時間手機不好長點
adolescentWindows();//關閉青少年視窗
clickControl(text("觀看視訊翻倍"));
sleep(30000)
clickControl(id("tt_video_ad_close_layout"))
sleepRandom1()
if(clickControl(text("我的"))){
swipeDown()
clickControl(text("每日簽到"));
sleepRandom1()
if(text("已簽到").exists()){
clickControlBounds(id("dialog_dismiss"))
}else{
clickControl(text("簽到"));
sleepRandom1()
clickControl(text("確認"));
}
}
if(clickControl(text("收益"))){
sleepRandom1()
clickControl(text("更多有趣視訊"))
sleepRandom1()
for (var i = 1; i < see_count; i++) {
toastInfo("第"+i+"次迴圈")
clickControlList(text("去觀看"),0)
sleep(65000)
back()
sleepRandom1()
back()
sleepRandom3()
sleepRandom9()
sleepRandom1()
if(text("更多有趣視訊").exists() && text("額外算力等您來拿").exists()){
clickControl(text("更多有趣視訊"))
}
}
}
/**
* 點選螢幕上的座標
* @param {座標} b
*/
function clickBounds(b) {
return clickResult = click(b.centerX(), b.centerY());
}
/**
* 點選UI上的控制元件
* @param {UI上的元素} element
*/
function clickControl(element){
let clickResult=false;
try {
if (element.exists()) {
toastLog("準備click:"+element.findOnce().getText());
let clickable=element.findOnce().clickable();//是否可以點選
if(clickable){
clickResult=element.findOnce().click();
sleep(random(1000,1200));
}else{
let b = element.findOnce().bounds();
clickResult=click(b.centerX(),b.centerY());
sleep(random(1000,1200));
}
}
return clickResult;
} catch (error) {
toastError(error)
return false;
}
}
/**
* 元素物件
* @param {ID或name} obj
*/
function uiSelector(obj){
let element=null;
try {
if(text(""+obj+"").exists()){
element=text(""+obj+"");
return element;
}
if(desc(""+obj+"").exists()){
element=desc(""+obj+"");
return element;
}
if(id(""+obj+"").exists()){
element=id(""+obj+"");
return element;
}
} catch (error) {
return null;
}
}
/**
* 隨機點贊
* @param {點贊ID}} view_id
*/
function randomHeart(view_id, probability) {
index = random(1, parseInt(probability));
if (index == 1) {
var target = id(view_id).findOnce();
if (target == null) {
return;
} else {
target.click();
sleep(1000);
}
}
}
/**
* 隨機關注
* @param {控制元件ID} follow_view_id
* @param {概率} probability
*/
function randomFollow(follow_view_id, probability) {
index = random(1, parseInt(probability));
if (index == 1) {
var target = id(follow_view_id).findOnce();
if (target == null) {
return;
} else {
target.click();
sleep(1000);
}
}
}
function clickCancle(){
if(text("取消").exists()){
text("取消").findOnce().click();
}
}
/**
* 青少年視窗
*/
function adolescentWindows() {
if (text("我知道了").exists()) {
text("我知道了").findOnce().click();
}
if (text("知道了").exists()) {
text("知道了").findOnce().click();
}
}
/**
* 直接無視
*/
function closeUpgrageTip() {
if (text("直接無視").exists()) {
text("直接無視").findOnce().click();
}
if (text("重新整理重試").exists()) {
text("重新整理重試").findOnce().click();
}
}
/**隨機點贊並休息一秒 */
function randomHeart() {
index = random(1, 10);
if (index == 1) {
var target = id('ic_like').findOnce();
if (target == null) {
return;
} else {
target.click();
sleep(1000);
}
}
}
/**
* 貝塞爾曲線
* @param {座標點} ScreenPoint
* @param {偏移量} Offset
*/
function bezier_curves(ScreenPoint, Offset) {
cx = 3.0 * (ScreenPoint[1].x - ScreenPoint[0].x);
bx = 3.0 * (ScreenPoint[2].x - ScreenPoint[1].x) - cx;
ax = ScreenPoint[3].x - ScreenPoint[0].x - cx - bx;
cy = 3.0 * (ScreenPoint[1].y - ScreenPoint[0].y);
by = 3.0 * (ScreenPoint[2].y - ScreenPoint[1].y) - cy;
ay = ScreenPoint[3].y - ScreenPoint[0].y - cy - by;
tSquared =Offset * Offset;
tCubed = tSquared * Offset;
result = {
"x": 0,
"y": 0
};
result.x = (ax * tCubed) + (bx * tSquared) + (cx * Offset) + ScreenPoint[0].x;
result.y = (ay * tCubed) + (by * tSquared) + (cy * Offset) + ScreenPoint[0].y;
return result;
}
/**
* 滑動(預設概率是百分之三十)
* @param {*} qx
* @param {*} qy
* @param {*} zx
* @param {*} zy
* @param {*} time
* @param {*} timesInterval
*/
function slideScreenDown(qx, qy, zx, zy, time, timesInterval,CurveBrushScreen) {
if (CurveBrushScreen) {
curveDown(qx, qy, zx, zy, time, timesInterval); //曲線概率
} else {
lineDown(qx, qy, zx, zy, time, timesInterval); //直線概率
}
}
/**
* 概率0-9 大於3的時候採用曲線概率 小於3的時候直線概率
*/
function randomFunction(){
return Math.floor(Math.random() * 10);
}
function curveDown(qx, qy, zx, zy, time,timesInterval){
toastInfo("曲線滑動");
var xxy = [time];
var point = [];
var dx0 = {
"x": qx,
"y": qy
};
var dx1 = {
"x": random(qx - 100, qx + 100),
"y": random(qy, qy + 50)
};
var dx2 = {
"x": random(zx - 100, zx + 100),
"y": random(zy, zy + 50),
};
var dx3 = {
"x": zx,
"y": zy
};
for (var i = 0; i < 4; i++) {
eval("point.push(dx" + i + ")");
};
for (let i = 0; i < 1; i += 0.08) {
let newPoint=bezier_curves(point, i);
xxyy = [parseInt(newPoint.x), parseInt(newPoint.y)]
xxy.push(xxyy);
}
gesture.apply(null, xxy);
let randomMin = timesInterval * 1000;
let randomMax = (parseInt(timesInterval) + 2) * 1000;
let delayTime = random(randomMin, randomMax);
sleep(delayTime);
}
/**
* 螢幕向下滑動並延遲8至12秒
*/
function lineDown(startX, startY, endX, endY, pressTime, timesInterval) {
toastInfo("螢幕向下滑動");
swipe(startX, startY, endX, endY, pressTime);
let randomMin = timesInterval * 1000;
let randomMax = (parseInt(timesInterval) + 2) * 1000;
let delayTime = random(randomMin, randomMax);
sleep(delayTime);
}
/**
* 按照指定概率隨機上滑
* @param {*} startX
* @param {*} startY
* @param {*} endX
* @param {*} endY
* @param {*} pressTime
* @param {*} probability
*/
function randomUpSildeScreen(startX, startY, endX, endY, pressTime, probability) {
let randomIndex = random(1, parseInt(probability));
if (randomIndex == 1) {
swipe(startX, startY, endX, endY, pressTime);
delayTime = random(12000, 15000);
sleep(delayTime);
}
}
/**
* 連續下滑對上一個無興趣
* 其實得和上滑做個排他,既然無興趣不要在上滑
*/
function randomDownSildeScreen(startX, startY, endX, endY, pressTime, timesInterval, probability) {
let randomIndex = random(1, parseInt(probability));
if (randomIndex == 1) {
swipe(startX, startY, endX, endY, pressTime);
sleep(2000);
swipe(startX, startY, endX, endY, pressTime);
sleep(timesInterval);
}
}
/**
*點選一下螢幕
*/
function clickScreen() {
var x = device.width - device.width * 0.26;
var y = device.height - device.height * 0.26;
toastLog("點選螢幕" + x + ":" + y);
let clickResult = click(x, y);
toastLog(clickResult);
}
/**
* 輸出Tosat和Info紀錄檔
* @param {紀錄檔訊息} messagge
*/
function toastInfo(message) {
toast(message)
console.info(message)
}
/**
* 輸出Tosat和Error紀錄檔
* @param {紀錄檔訊息} messagge
*/
function toastError(message) {
toast(message)
console.error(message)
}
function toastLog(message) {
toast(message)
console.log(message)
}
function toastWarn(message) {
toast(message)
console.warn(message)
}
/**
* 休眠隨機0.1秒至0.5秒
*/
function sleepRandom0() {
sleep(random(100, 500));
}
/**
* 休眠隨機1秒至3秒
*/
function sleepRandom1() {
sleep(random(1000, 3000));
}
/**
* 休眠隨機3秒至5秒
*/
function sleepRandom3() {
sleep(random(3000, 5000));
}
/**
* 休眠隨機5秒至7秒
*/
function sleepRandom5() {
sleep(random(5000, 7000));
}
/**
* 休眠隨機7秒至9秒
*/
function sleepRandom7() {
sleep(random(7000, 9000));
}
/**
* 休眠隨機11秒至9秒
*/
function sleepRandom9() {
sleep(random(9000, 11000));
}
/**
* 顯示控制元件的座標
* @param {要查詢的元素} element
* @index {點選的順序} index
*/
function clickControlList(element, index) {
try {
let controlArray = element.find();
if (controlArray != null) {
let controlLength = controlArray.length;
for (let i = 0; i < controlLength; i++) {
toastLog(controlArray[i].bounds())
}
let b = controlArray[index].bounds()
return clickBounds(b)
} else {
return false
}
} catch (error) {
return false
}
}
/**
* 顯示控制元件的座標
* @param {要查詢的元素} element
*/
function getControlList(element) {
try {
let controlArray = element.find();
toastInfo(controlArray.length);
if (controlArray != null) {
let controlLength = controlArray.length;
for (let i = 0; i < controlLength; i++) {
toastLog(controlArray[i].bounds())
}
}
} catch (error) {
}
}
/**
* 點選螢幕上的座標
* @param {座標} b
*/
function clickControlBounds(element) {
let clickResult = false;
if (element == null) {
return false;
}
try {
if (element.exists()) {
toastLog("準備click:" + element);
let b = element.findOnce().bounds();
clickResult = click(b.centerX(), b.centerY());
sleep(random(2000, 3200));
} else {
}
return clickResult;
} catch (error) {
toastError("clickControlBounds方法出現錯誤:" + error)
return false;
}
}
function swipeDown() {
let x1 = random(device.width * 0.8, device.width * 0.9);
let y1 = device.height - (device.height * 0.2)
let x2 = random(device.width * 0.8, device.width * 0.9);
let y2 = device.height * 0.1
swipe(x1, y1, x2, y2, 600);
sleep(3000);
}
主介面是遊戲autojs無法分析就做不了操作自動化了。屬於半自動化吧~
大家有興趣的可以試試。
廣告還挺霸氣的