NUKE JUST PASTE INTO THE CONSLE OF DEVELOPER TOOLS

NUKE JUST PASTE INTO THE CONSLE OF DEVELOPER TOOLS

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its a button that will nuke your websites copy all the code below

this

// --- BUTTON NUKE MODE v5 (Smooth Collisions + Dramatic Explosion + Shockwave) ---

// Draggable nuke. Explosion blasts buttons. Buttons collide smoothly + gravity + screen shake + shockwave.

// Detect real clickable elements

function isClickable(el) {

return (

el.tagName === "BUTTON" ||

el.tagName === "A" ||

el.tagName === "INPUT" ||

el.tagName === "SELECT" ||

el.tagName === "TEXTAREA" ||

el.tagName === "SUMMARY" ||

el.tagName === "DETAILS" ||

el.tagName === "LABEL"

);

}

const els = [...document.querySelectorAll("*")].filter(isClickable);

// Disable real clicking

els.forEach(el => {

el.addEventListener("click", e => e.preventDefault());

el.addEventListener("mousedown", e => e.preventDefault());

el.addEventListener("mouseup", e => e.preventDefault());

});

// Create draggable nuke

const nuke = document.createElement("div");

nuke.style.position = "fixed";

nuke.style.left = "200px";

nuke.style.top = "200px";

nuke.style.width = "140px";

nuke.style.height = "140px";

nuke.style.borderRadius = "50%";

nuke.style.background = "radial-gradient(circle, #ff0000, #550000)";

nuke.style.boxShadow = "0 0 40px red";

nuke.style.zIndex = 999999999;

nuke.style.display = "flex";

nuke.style.alignItems = "center";

nuke.style.justifyContent = "center";

nuke.style.cursor = "grab";

document.body.appendChild(nuke);

// Detonate button

const detBtn = document.createElement("button");

detBtn.innerText = "DETONATE";

detBtn.style.fontSize = "18px";

detBtn.style.fontWeight = "bold";

detBtn.style.padding = "12px";

detBtn.style.borderRadius = "10px";

detBtn.style.border = "none";

detBtn.style.cursor = "pointer";

detBtn.style.background = "#ff4444";

detBtn.style.color = "white";

detBtn.style.boxShadow = "0 0 10px white";

nuke.appendChild(detBtn);

// Dragging logic

let dragging = false;

let offsetX = 0;

let offsetY = 0;

nuke.addEventListener("mousedown", e => {

dragging = true;

offsetX = e.clientX - nuke.offsetLeft;

offsetY = e.clientY - nuke.offsetTop;

nuke.style.cursor = "grabbing";

});

document.addEventListener("mouseup", () => {

dragging = false;

nuke.style.cursor = "grab";

});

document.addEventListener("mousemove", e => {

if (!dragging) return;

nuke.style.left = (e.clientX - offsetX) + "px";

nuke.style.top = (e.clientY - offsetY) + "px";

});

// Physics state for blasted buttons

const physics = new Map();

// --- SMOOTH COLLISION PHYSICS LOOP ---

function physicsTick() {

const items = [...physics.entries()];

// --- APPLY GRAVITY + MOVE ---

items.forEach(([el, state]) => {

const rect = el.getBoundingClientRect();

// Gravity

state.vy += 0.5;

// Apply velocity

state.x += state.vx;

state.y += state.vy;

// Ground collision

const ground = window.innerHeight - rect.height;

if (state.y >= ground) {

state.y = ground;

// Bounce decay

state.vy *= -0.25;

// Ground friction

state.vx *= 0.85;

// Rotation friction

state.rotationVel *= 0.85;

// Sleep mode

if (Math.abs(state.vx) < 0.1) state.vx = 0;

if (Math.abs(state.vy) < 0.1) state.vy = 0;

if (Math.abs(state.rotationVel) < 0.1) state.rotationVel = 0;

}

// Wall collisions

if (state.x < 0) {

state.x = 0;

state.vx *= -0.4;

}

if (state.x + rect.width > window.innerWidth) {

state.x = window.innerWidth - rect.width;

state.vx *= -0.4;

}

// Air friction

state.vx *= 0.99;

state.vy *= 0.99;

// Rotation physics

state.rotationVel += state.vx * 0.03;

state.rotationVel *= 0.95;

state.rotation += state.rotationVel;

});

// --- SMOOTH BUTTON-BUTTON COLLISIONS ---

for (let i = 0; i < items.length; i++) {

for (let j = i + 1; j < items.length; j++) {

const [elA, A] = items[i];

const [elB, B] = items[j];

const rectA = elA.getBoundingClientRect();

const rectB = elB.getBoundingClientRect();

const overlapX =

rectA.left < rectB.right && rectA.right > rectB.left;

const overlapY =

rectA.top < rectB.bottom && rectA.bottom > rectB.top;

if (overlapX && overlapY) {

const ax = A.x + rectA.width / 2;

const ay = A.y + rectA.height / 2;

const bx = B.x + rectB.width / 2;

const by = B.y + rectB.height / 2;

const dx = bx - ax;

const dy = by - ay;

const dist = Math.hypot(dx, dy) || 1;

const nx = dx / dist;

const ny = dy / dist;

const penetration = 8;

A.x -= nx penetration 0.5;

A.y -= ny penetration 0.5;

B.x += nx penetration 0.5;

B.y += ny penetration 0.5;

const impulse = 0.2;

const tx = A.vx;

const ty = A.vy;

A.vx = B.vx * impulse;

A.vy = B.vy * impulse;

B.vx = tx * impulse;

B.vy = ty * impulse;

A.rotationVel += (Math.random() - 0.5) * 1.5;

B.rotationVel += (Math.random() - 0.5) * 1.5;

}

}

}

// --- APPLY FINAL POSITIONS ---

items.forEach(([el, state]) => {

el.style.position = "fixed";

el.style.left = state.x + "px";

el.style.top = state.y + "px";

el.style.transform = rotate(${state.rotation}deg);

});

requestAnimationFrame(physicsTick);

}

requestAnimationFrame(physicsTick);

// --- DRAMATIC EXPLOSION + SHOCKWAVE + SCREEN SHAKE ---

detBtn.addEventListener("click", () => {

// SCREEN SHAKE

let shake = 0;

const shakeInterval = setInterval(() => {

shake++;

const intensity = Math.max(0, 20 - shake);

document.body.style.transform =

translate(${(Math.random()-0.5)*intensity}px, ${(Math.random()-0.5)*intensity}px);

if (shake > 20) {

clearInterval(shakeInterval);

document.body.style.transform = "";

}

}, 30);

// NUKE FLASH

nuke.style.transition = "0.15s";

nuke.style.boxShadow = "0 0 200px 120px white";

nuke.style.transform = "scale(1.6)";

setTimeout(() => {

nuke.style.boxShadow = "0 0 40px red";

nuke.style.transform = "scale(1)";

}, 250);

// SHOCKWAVE RING

const ring = document.createElement("div");

ring.style.position = "fixed";

ring.style.left = nuke.offsetLeft + nuke.offsetWidth/2 + "px";

ring.style.top = nuke.offsetTop + nuke.offsetHeight/2 + "px";

ring.style.width = "20px";

ring.style.height = "20px";

ring.style.borderRadius = "50%";

ring.style.border = "6px solid white";

ring.style.boxShadow = "0 0 40px white";

ring.style.transform = "translate(-50%, -50%) scale(0)";

ring.style.zIndex = 999999999;

ring.style.transition = "transform 0.6s ease-out, opacity 0.6s ease-out";

document.body.appendChild(ring);

setTimeout(() => {

ring.style.transform = "translate(-50%, -50%) scale(25)";

ring.style.opacity = "0";

}, 10);

setTimeout(() => ring.remove(), 700);

// BLAST PHYSICS

const nukeRect = nuke.getBoundingClientRect();

const nx = nukeRect.left + nukeRect.width / 2;

const ny = nukeRect.top + nukeRect.height / 2;

const BLAST_RADIUS = 500;

els.forEach(el => {

const rect = el.getBoundingClientRect();

const cx = rect.left + rect.width / 2;

const cy = rect.top + rect.height / 2;

const dx = cx - nx;

const dy = cy - ny;

const dist = Math.hypot(dx, dy);

if (dist < BLAST_RADIUS) {

const force = (BLAST_RADIUS - dist) * 0.35;

const angle = Math.atan2(dy, dx);

const vx = Math.cos(angle) * force;

const vy = Math.sin(angle) * force;

physics.set(el, {

x: rect.left,

y: rect.top,

vx,

vy,

rotation: 0,

rotationVel: (Math.random() - 0.5) * 12

});

el.style.pointerEvents = "none";

}

});

});


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