Hexlock reads the game canvas pixel by pixel, finds the nearest shape, and aims and fires at it automatically. You keep control of upgrades.
Everything lives in one small panel. The demo at the top of the page runs the same options.
No game files or network packets are touched. It just looks at the screen and moves the mouse.
Every frame it grabs the game canvas with getImageData and samples every 3rd pixel.
Each sampled pixel is checked against color ranges for squares, triangles and hexagons. Player red is filtered out first.
Distance is measured from the center of the screen, which is your tank. The closest match wins.
It dispatches synthetic mousemove, mousedown and mouseup events at that spot. The loop runs every 30 ms.
| Squares | R>180 G>180 B<120 | |
| Triangles | R>150 G 50–130 B 30–130 | |
| Hexagons | R<130 G<130 B>180 | |
| Player, skipped | rgb(241, 78, 84) ± range |
// find the closest shape to your tank for (const target of targets) { const dx = target.x - centerX; const dy = target.y - centerY; const dist = dx*dx + dy*dy; if (dist < nearestDist && dist > 100) { nearestDist = dist; nearest = target; } }
Takes about a minute in Chrome or any Chromium browser.
chrome://extensions.extension folder.Made as a personal learning project in browser extensions and canvas image processing. Using bots may break a game's rules, so use it at your own risk.