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invaders

Space Invaders above the Claude Code prompt: shoot each wave before it lands. Plays while Claude works, pauses when the turn ends, keeps your best score; zero…

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claude · ~/work/app · invaders
› fix the failing auth test and add an audit log call ⏺ Read(src/auth.ts) ⎿ Read 6 lines ⏺ Update(src/auth.ts) ⎿ Added 2 lines, removed 1 line ⏺ Bash(bun test) ⎿ 3 pass, 1 fail ● Done. refresh now rejects expired claims and logs an audit event. ✻ Worked for 42s · done 4:20 PM › /invaders ⎿ invaders: $Space Invaders · click the board to play · Esc returns to the prompt · /invaders stop closes [ close ] ▣ client module ./boards/invaders.tsx ⟨Claude Code's own drawing⟩ ────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── › ? for shortcuts

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[ close ] ▣ client module ./boards/invaders.tsx ⟨Claude Code's own drawing⟩
README

invaders

Space Invaders above the Claude Code prompt, for the minutes Claude spends working: shoot each wave before it lands. The game pauses and its status line says so when Claude finishes the turn, so you never miss a reply. Playing costs no tokens: the mod answers every key and click itself.

A single game split out of sezaakgun/cc-arcade (MIT, by Seza Akgün). Want all nine games, a picker and the pet in one plugin? Install games/cc-arcade instead.

Play

  1. /invaders opens the board above the prompt (/invaders stop or the close button closes it).
  2. Click the board to give it the keyboard; Esc gives the keyboard back to the prompt.
  3. ← → or the mouse move the ship, Space, ↑ or a click fires. p pauses, r restarts. One shot at a time, three lives, and each cleared wave starts a row lower and steps faster.

Your best score is kept in the plugin's store across sessions.

Install

npx claude-code-templates@latest --mod games/invaders
claude

It is written to .claude/skills/invaders/, which Claude Code auto-loads as invaders@skills-dir. For one session with hot reload: claude --plugin-dir .claude/skills/invaders.

Requirements

  • Claude Code 2.1.287 or later (mods are on by default from that version).
  • An interactive terminal that reports the mouse. Nothing draws in claude -p, the desktop app or mobile.
  • A terminal font with box-drawing and block characters.

Clones of the genre, not affiliated with or endorsed by the original publishers.

Source 5 files
hooks/register.tsx 95 lines
1/* @jsx h */
2import type { Register } from 'claude-code'
3import { isBetter } from './games/best.ts'
4
5// Space Invaders above the Claude Code prompt, split out of cc-arcade (https://github.com/sezaakgun/cc-arcade,
6// MIT, by Seza Akgün) as a single-game mod. `/invaders` opens it, `/invaders stop` closes it. The board in
7// ./boards is a surface module that runs on the drawing thread; this module mounts it, keeps the best
8// score in $.store and pauses the game when Claude finishes a turn. Playing costs no tokens.
9
10const GAME = 'invaders' // what the board posts its score under
11const TITLE = 'Space Invaders'
12const LOWER_IS_BETTER = false
13const UNIT = ''
14
15let open = false
16// bumped at each finished turn; the open game pauses when it sees a new value
17let turnsDone = 0
18let best = 0
19
20export const register: Register = on => {
21  on('session.start', async ($, e, next) => {
22    const r = await next(e)
23    // a store that cannot be read costs the best score, never the game
24    const score = Number(await $.store.get('best').catch(() => undefined))
25    if (score) best = score
26    await $.command.register({
27      name: 'invaders',
28      description: `$Space Invaders above the prompt, while Claude works (stop closes)`,
29      argumentHint: '[stop]',
30      immediate: true,
31    }).catch(err => $.ui.log(`invaders: /invaders not registered: ${err}`))
32    return r
33  })
34
35  on('command.run', { command: 'invaders' }, async ($, e) => {
36    const arg = e.args.trim().toLowerCase()
37    if (arg === 'stop' || arg === 'close') {
38      open = false
39      $.ui.invalidate('ui.render')
40      return { text: `$Space Invaders closed` }
41    }
42    open = true
43    $.ui.invalidate('ui.render')
44    const score = best ? ` · best ${best}$` : ''
45    return { text: `$Space Invaders · click the board to play · Esc returns to the prompt · /invaders stop closes${score}` }
46  })
47
48  on('turn.complete', async ($, e, next) => {
49    const r = await next(e)
50    // a subagent's turn is not the one the person is waiting for
51    if (e.agentId) return r
52    if (open) {
53      turnsDone++
54      $.ui.invalidate('ui.render')
55    }
56    return r
57  })
58
59  // a finished round, posted by the board: keep the best score and hand it back with the next props
60  on('ui.message', async ($, e, next) => {
61    const data = e.data as { game?: unknown; score?: unknown } | null
62    if (data?.game !== GAME || typeof data.score !== 'number') return next(e)
63    if (isBetter(data.score, best || undefined, LOWER_IS_BETTER)) {
64      best = data.score
65      await $.store.set('best', best).catch(err => $.ui.log(`invaders: store write failed: ${err}`))
66      $.ui.toast(`$Space Invaders: new best ${best}$`)
67    }
68    return { props: { best, done: turnsDone, safe: false } }
69  })
70
71  on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
72    // the board needs a terminal's keys and mouse; the desktop and mobile surfaces draw their own band
73    if (!open || e.props.hasSurvey || e.surface !== 'terminal') return next(e)
74    const { Box, Button, Client } = $.ui.resolve(e)
75    // the band's own width: the transcript column's while a Pane is docked beside it
76    const cols = e.props.bodyColumns || (e.viewport?.columns ?? 80)
77    // one row for the close button, one for whatever else draws in the band
78    const rows = Math.max(8, e.props.maxRows - 2)
79    const tall = (max: number) => Math.min(rows, max)
80    const close = () => {
81      open = false
82      $.ui.invalidate('ui.render')
83    }
84    return (
85      <Box flexDirection="column">
86        <Box flexDirection="row" columnGap={1}>
87          <Button key="invaders:close" label="close" onPress={close} />
88        </Box>
89        <Client key="board:invaders" module="./boards/invaders.tsx" width={cols} height={tall(19)} props={{ best, done: turnsDone, safe: false }} />
90        {await next(e)}
91      </Box>
92    )
93  })
94}
95
hooks/games/best.ts 10 lines
1// Which score counts as a new best. Minesweeper's best is its fastest clear, so lower wins there;
2// everywhere else higher wins. A score of zero or less never counts: a Minesweeper board whose
3// first click clears it takes 0 s and would otherwise lock the best forever, and a Pong match you
4// lost posts a negative margin.
5export function isBetter(score: number, prev: number | undefined, lowerIsBetter = false): boolean {
6  if (!Number.isFinite(score) || score <= 0) return false
7  if (prev === undefined || prev <= 0) return true
8  return lowerIsBetter ? score < prev : score > prev
9}
10
hooks/boards/invaders.tsx 84 lines
1/* @jsx h */
2import type { ClientSurface } from 'claude-code'
3import { base, claudeDone, grid, statusLine, type Base, type Props } from './common.tsx'
4import { fire, newInvaders, shift, tick, type InvadersGame, type Pt } from '../games/invaders.ts'
5
6const ROW_COLORS = ['magentaBright', 'cyan', 'green', 'yellow']
7type State = Base & { game?: InvadersGame }
8
9export default function Invaders(props: Props, surface: ClientSurface<State>) {
10  const { Box, Text } = surface.elements
11  const size = () => ({
12    bw: Math.max(20, Math.min(30, Math.floor((surface.columns - 2) / 2))),
13    bh: Math.max(10, Math.min(16, surface.rows - 3)),
14  })
15  // the running round, or a new one when there is none or the last one ended
16  const ensure = (s: State): InvadersGame => (s.game && !s.game.over ? s.game : newInvaders(size().bw, size().bh))
17
18  if (surface.state === undefined) {
19    surface.setState(base(props))
20    surface.every(100, () => {
21      const s = surface.state
22      if (!s?.game || !s.playing || s.game.over) return
23      const game = tick(s.game)
24      if (game.over) surface.post({ game: 'invaders', score: game.score })
25      surface.setState({ ...s, game })
26    })
27    surface.onKey(({ key }) => {
28      const s = surface.state
29      if (!s) return
30      // the space bar may arrive as the character or by name
31      const k = key === 'space' ? ' ' : key.toLowerCase()
32      if (k === 'p') {
33        if (s.game && !s.game.over) surface.setState({ ...s, banner: false, playing: !s.playing })
34        return
35      }
36      if (k === 'r') {
37        surface.setState({ ...s, banner: false, playing: true, game: newInvaders(size().bw, size().bh) })
38        return
39      }
40      const g = ensure(s)
41      const game = k === 'left' || k === 'a' ? shift(g, -1)
42        : k === 'right' || k === 'd' ? shift(g, 1)
43        : k === ' ' || k === 'up' || k === 'w' ? fire(g)
44        : undefined
45      if (game) surface.setState({ ...s, banner: false, playing: true, game })
46    })
47    // the ship follows the pointer over the board and a click fires (the border takes the first column)
48    surface.onPointer(ev => {
49      const s = surface.state
50      if (!s || (ev.type !== 'move' && ev.type !== 'down')) return
51      if (ev.type === 'move' && (!s.game || s.game.over || !s.playing)) return
52      const g = ensure(s)
53      const moved = { ...g, ship: Math.max(0, Math.min(g.w - 1, Math.floor((ev.x - 1) / 2))) }
54      surface.setState({ ...s, banner: false, playing: true, game: ev.type === 'down' ? fire(moved) : moved })
55    })
56  }
57  claudeDone(props, surface)
58
59  const s = surface.state
60  const g = s?.game
61  const { bw, bh } = g ? { bw: g.w, bh: g.h } : size()
62  const top = g ? Math.min(...g.aliens.map(a => a[1])) : 0
63  const flap = (g?.ticks ?? 0) % 10 < 5
64  const has = (list: Pt[] | undefined, x: number, y: number) => !!list?.some(p => p[0] === x && p[1] === y)
65  const rows = grid(Text, bw, bh, (x, y) => {
66    if (!g) return ['  ']
67    if (y === g.h - 1 && x === g.ship) return ['▟▙', 'greenBright']
68    if (has(g.aliens, x, y)) return [flap ? '▚▞' : '▞▚', ROW_COLORS[(y - top) % ROW_COLORS.length]]
69    if (has(g.shots, x, y)) return [' |', 'yellowBright']
70    if (has(g.bombs, x, y)) return [' :', 'red']
71    return ['  ']
72  })
73  const text = !g ? 'invaders · click here, then ←→ move · space fires · or the mouse'
74    : g.over ? `invaders · game over · score ${g.score} · wave ${g.wave} · r plays again`
75    : !s?.playing ? `invaders · paused · score ${g.score} · p resumes`
76    : `invaders · score ${g.score} · wave ${g.wave} · lives ${'▲'.repeat(g.lives)} · space fires · p pause`
77  return (
78    <Box flexDirection="column">
79      <Box flexDirection="column" borderStyle="round" borderColor={g?.over ? 'red' : 'magenta'} width={bw * 2 + 2}>{rows}</Box>
80      {statusLine(Text, !!s?.banner, `${text} · best ${props?.best ?? 0}`)}
81    </Box>
82  )
83}
84
hooks/boards/common.tsx 61 lines
1/* @jsx h */
2import type { ClientElements, ClientSurface } from 'claude-code'
3
4// Shared by every board. A board is a surface module: it runs on the drawing thread with its own
5// frame clock, keys (after a click gives it focus; Esc gives the prompt back) and mouse.
6//
7// Never name a local `h` in a board file: every JSX tag compiles to a call of `h`.
8
9export type Props = { best?: number; done?: number; safe?: boolean } | undefined
10export type Base = { playing: boolean; banner: boolean; seenDone: number }
11export type Paint = readonly [glyph: string, color?: string, bg?: string]
12type TextTag = ClientElements['Text']
13
14export const base = (props: Props): Base => ({ playing: false, banner: false, seenDone: props?.done ?? 0 })
15
16// the hooks module bumps props.done when Claude finishes a turn: pause and say so, once per turn
17export function claudeDone<S extends Base>(props: Props, surface: ClientSurface<S>) {
18  const s = surface.state
19  const done = props?.done ?? 0
20  if (s && done !== s.seenDone) surface.setState({ ...s, seenDone: done, banner: true, playing: false })
21}
22
23export function statusLine(Text: TextTag, banner: boolean, text: string) {
24  return banner
25    ? <Text color="yellow" bold wrap="truncate-end">{`● Claude is done · ${text}`}</Text>
26    : <Text dimColor wrap="truncate-end">{text}</Text>
27}
28
29export type Run = [text: string, color?: string, bg?: string]
30
31// one run per stretch of cells sharing both colors. A drawing the engine cannot fit in its node
32// budget is worse than a coarser one, so maxRuns folds neighbours together, pair by pair, until
33// the row fits: a merged pair keeps the left one's colors and every glyph.
34export function runs(cols: number, y: number, at: (x: number, y: number) => Paint, maxRuns = Infinity): Run[] {
35  let out: Run[] = []
36  for (let x = 0; x < cols; x++) {
37    const [glyph, color, bg] = at(x, y)
38    const last = out[out.length - 1]
39    if (last && last[1] === color && last[2] === bg) last[0] += glyph
40    else out.push([glyph, color, bg])
41  }
42  while (out.length > Math.max(1, maxRuns)) {
43    const folded: Run[] = []
44    for (let i = 0; i < out.length; i += 2) {
45      const [t, c, b] = out[i]
46      const next = out[i + 1]
47      folded.push(next ? [t + next[0], c, b] : [t, c, b])
48    }
49    out = folded
50  }
51  return out
52}
53
54// a board as rows of two-character cells (a terminal cell is about twice as tall as wide, so two
55// make a square), one styled span per run of the same colors
56export function grid(Text: TextTag, cols: number, rowCount: number, at: (x: number, y: number) => Paint, maxRuns = Infinity) {
57  return Array.from({ length: Math.max(0, rowCount) }, (_, y) => (
58    <Text>{runs(cols, y, at, maxRuns).map(([t, c, b]) => (b ? <Text color={c} backgroundColor={b}>{t}</Text> : <Text color={c}>{t}</Text>))}</Text>
59  ))
60}
61
hooks/games/invaders.ts 80 lines
1// Space Invaders: pure game logic, drawn by the Invaders board in ../boards/invaders.tsx.
2// Units are board cells; one tick is one 100 ms frame. The ship sits on the bottom row.
3
4export type Pt = readonly [number, number]
5export type InvadersGame = {
6  w: number; h: number
7  ship: number
8  shots: Pt[]; bombs: Pt[]; aliens: Pt[]
9  dir: 1 | -1
10  ticks: number; score: number; lives: number; wave: number; over: boolean
11}
12
13const COLS = 8
14const ROWS = 3
15const BOMB_CHANCE = 0.12
16const same = (a: Pt, b: Pt) => a[0] === b[0] && a[1] === b[1]
17
18// a formation of COLS × ROWS aliens two cells apart, centred; each wave starts a row lower (at most 3)
19export function formation(w: number, wave: number): Pt[] {
20  const left = Math.max(0, Math.floor((w - COLS * 2) / 2))
21  const top = 1 + Math.min(wave - 1, 3)
22  const out: Pt[] = []
23  for (let r = 0; r < ROWS; r++) for (let c = 0; c < COLS; c++) out.push([left + c * 2, top + r])
24  return out
25}
26
27export const newInvaders = (w: number, h: number): InvadersGame => ({
28  w, h, ship: Math.floor(w / 2), shots: [], bombs: [], aliens: formation(w, 1), dir: 1, ticks: 0, score: 0, lives: 3, wave: 1, over: false,
29})
30
31// ticks between formation steps: fewer aliens and later waves step faster
32export const stepEvery = (g: InvadersGame) => Math.max(1, Math.round(g.aliens.length / 3) - (g.wave - 1))
33
34export const shift = (g: InvadersGame, dx: number): InvadersGame =>
35  g.over ? g : { ...g, ship: Math.max(0, Math.min(g.w - 1, g.ship + dx)) }
36
37// one shot on screen at a time, as in the original
38export const fire = (g: InvadersGame): InvadersGame => (g.over || g.shots.length ? g : { ...g, shots: [[g.ship, g.h - 2]] })
39
40// a shot and an alien in the same cell remove each other, ten points each
41function hits(g: InvadersGame): InvadersGame {
42  const shots = g.shots.filter(s => !g.aliens.some(a => same(a, s)))
43  const aliens = g.aliens.filter(a => !g.shots.some(s => same(a, s)))
44  return { ...g, shots, aliens, score: g.score + (g.aliens.length - aliens.length) * 10 }
45}
46
47export function tick(g: InvadersGame, rand = Math.random): InvadersGame {
48  if (g.over) return g
49  let next: InvadersGame = { ...g, ticks: g.ticks + 1, shots: g.shots.map(([x, y]): Pt => [x, y - 1]).filter(([, y]) => y >= 0) }
50  next = hits(next)
51
52  // the formation steps sideways, or down and back at an edge
53  if (next.aliens.length && next.ticks % stepEvery(next) === 0) {
54    const dir = next.dir
55    const edge = next.aliens.some(([x]) => x + dir < 0 || x + dir >= next.w)
56    next = edge
57      ? { ...next, dir: dir === 1 ? -1 : 1, aliens: next.aliens.map(([x, y]): Pt => [x, y + 1]) }
58      : { ...next, aliens: next.aliens.map(([x, y]): Pt => [x + dir, y]) }
59    next = hits(next)
60  }
61
62  // bombs fall; now and then the lowest alien of a random column drops a new one
63  let bombs = next.bombs.map(([x, y]): Pt => [x, y + 1]).filter(([, y]) => y < next.h)
64  if (next.aliens.length && rand() < BOMB_CHANCE) {
65    const picked = next.aliens[Math.floor(rand() * next.aliens.length)]
66    const lowest = next.aliens.filter(a => a[0] === picked[0]).reduce((m, a) => (a[1] > m[1] ? a : m))
67    bombs = [...bombs, [lowest[0], lowest[1] + 1]]
68  }
69  const hit = bombs.some(([x, y]) => y === next.h - 1 && x === next.ship)
70  const lives = next.lives - (hit ? 1 : 0)
71  const landed = next.aliens.some(([, y]) => y >= next.h - 1)
72  next = { ...next, bombs: hit ? [] : bombs, lives, over: lives <= 0 || landed }
73
74  // a cleared wave brings the next, a row lower and faster
75  if (!next.over && !next.aliens.length) {
76    next = { ...next, wave: next.wave + 1, aliens: formation(next.w, next.wave + 1), shots: [], bombs: [], dir: 1 }
77  }
78  return next
79}
80