Pong above the Claude Code prompt: first to 5 against the computer. Plays while Claude works, pauses when the turn ends, keeps your best score; zero tokens. A…

Pong above the Claude Code prompt, for the minutes Claude spends working: first to 5 against the computer. 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-arcadeinstead.
/pong opens the board above the prompt (/pong stop or the close button closes it).r restarts. First to 5 wins.Your best score is kept in the plugin's store across sessions.
npx claude-code-templates@latest --mod games/pong
claude
It is written to .claude/skills/pong/, which Claude Code auto-loads as pong@skills-dir. For one session with hot reload: claude --plugin-dir .claude/skills/pong.
claude -p, the desktop app or mobile.Clones of the genre, not affiliated with or endorsed by the original publishers.
hooks/register.tsx 95 lines1/* @jsx h */
2import type { Register } from 'claude-code'
3import { isBetter } from './games/best.ts'
4
5// Pong 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. `/pong` opens it, `/pong 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 $.store and pauses the game when Claude finishes a turn. Playing costs no tokens.
9
10const GAME = 'pong' // what the board posts its score under
11const TITLE = 'Pong'
12const LOWER_IS_BETTER = false
13const UNIT = ''
14
15let open = false
16// bumped at each finished turn; the open game pauses when it sees a new value
17let turnsDone = 0
18let best = 0
19
20export const register: Register = on => {
21 on('session.start', async ($, 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 $.command.register({
27 name: 'pong',
28 description: `$Pong above the prompt, while Claude works (stop closes)`,
29 argumentHint: '[stop]',
30 immediate: true,
31 }).catch(err => $.ui.log(`pong: /pong not registered: ${err}`))
32 return r
33 })
34
35 on('command.run', { command: 'pong' }, async ($, e) => {
36 const arg = e.args.trim().toLowerCase()
37 if (arg === 'stop' || arg === 'close') {
38 open = false
39 $.ui.invalidate('ui.render')
40 return { text: `$Pong closed` }
41 }
42 open = true
43 $.ui.invalidate('ui.render')
44 const score = best ? ` · best ${best}$` : ''
45 return { text: `$Pong · click the board to play · Esc returns to the prompt · /pong stop closes${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(`pong: store write failed: ${err}`))
66 $.ui.toast(`$Pong: 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="pong:close" label="close" onPress={close} />
88 </Box>
89 <Client key="board:pong" module="./boards/pong.tsx" width={cols} height={tall(18)} props={{ best, done: turnsDone, safe: false }} />
90 {await next(e)}
91 </Box>
92 )
93 })
94}
95hooks/games/best.ts 10 lines1// 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}
10hooks/boards/pong.tsx 83 lines1/* @jsx h */
2import type { ClientSurface } from 'claude-code'
3import { base, claudeDone, grid, statusLine, type Base, type Props } from './common.tsx'
4import { newPong, nudge, place, tick, WIN, type PongGame } from '../games/pong.ts'
5
6type State = Base & { game?: PongGame }
7
8export default function Pong(props: Props, surface: ClientSurface<State>) {
9 const { Box, Text } = surface.elements
10 const size = () => ({
11 bw: Math.max(16, Math.min(40, Math.floor((surface.columns - 2) / 2))),
12 bh: Math.max(8, Math.min(15, surface.rows - 3)),
13 })
14 // the first key or click of a round starts it
15 const ensure = (s: State): State => {
16 if (s.game && !s.game.over) return s
17 const { bw, bh } = size()
18 return { ...s, game: newPong(bw, bh) }
19 }
20
21 if (surface.state === undefined) {
22 surface.setState(base(props))
23 surface.every(100, () => {
24 const s = surface.state
25 if (!s?.game || !s.playing || s.game.over) return
26 const game = tick(s.game)
27 // best is the winning margin
28 if (game.over) surface.post({ game: 'pong', score: game.scoreYou - game.scoreCpu })
29 surface.setState({ ...s, game })
30 })
31 surface.onKey(({ key }) => {
32 const s = surface.state
33 if (!s) return
34 // the space bar may arrive as the character or by name
35 const k = key === 'space' ? ' ' : key.toLowerCase()
36 if (k === 'p' || k === ' ') {
37 if (s.game && !s.game.over) surface.setState({ ...s, banner: false, playing: !s.playing })
38 return
39 }
40 if (k === 'r') {
41 const { bw, bh } = size()
42 surface.setState({ ...s, banner: false, playing: true, game: newPong(bw, bh) })
43 return
44 }
45 const rows = k === 'up' || k === 'w' ? -2 : k === 'down' || k === 's' ? 2 : 0
46 if (!rows) return
47 const next = ensure(s)
48 surface.setState({ ...next, banner: false, playing: true, game: nudge(next.game!, rows) })
49 })
50 // the paddle follows the pointer over the board (the border takes the first row)
51 surface.onPointer(ev => {
52 const s = surface.state
53 if (!s || (ev.type !== 'move' && ev.type !== 'down')) return
54 if (ev.type === 'move' && (!s.game || s.game.over || !s.playing)) return
55 const next = ensure(s)
56 surface.setState({ ...next, banner: false, playing: true, game: place(next.game!, ev.y - 1) })
57 })
58 }
59 claudeDone(props, surface)
60
61 const s = surface.state
62 const g = s?.game
63 const { bw, bh } = g ? { bw: g.w, bh: g.h } : size()
64 const rows = grid(Text, bw, bh, (x, y) => {
65 if (!g) return x === Math.floor(bw / 2) && y % 2 === 0 ? [' ·', 'gray'] : [' ']
66 if (x === 0 && y >= g.you && y < g.you + g.pad) return ['██', 'cyan']
67 const cpu = Math.round(g.cpu)
68 if (x === bw - 1 && y >= cpu && y < cpu + g.pad) return ['██', 'magenta']
69 if (x === g.ball.x && y === Math.round(g.ball.y)) return ['██', 'whiteBright']
70 return x === Math.floor(bw / 2) && y % 2 === 0 ? [' ·', 'gray'] : [' ']
71 })
72 const text = !g ? `pong · click here, then ↑↓ or move the mouse · first to ${WIN}`
73 : g.over ? `pong · ${g.scoreYou > g.scoreCpu ? 'you win' : 'cpu wins'} ${g.scoreYou}:${g.scoreCpu} · r plays again`
74 : !s?.playing ? `pong · paused · you ${g.scoreYou} : ${g.scoreCpu} cpu · space resumes`
75 : `pong · you ${g.scoreYou} : ${g.scoreCpu} cpu · first to ${WIN} · ↑↓ or the mouse`
76 return (
77 <Box flexDirection="column">
78 <Box flexDirection="column" borderStyle="round" borderColor={g?.over ? (g.scoreYou > g.scoreCpu ? 'green' : 'red') : 'white'} width={bw * 2 + 2}>{rows}</Box>
79 {statusLine(Text, !!s?.banner, `${text} · best margin ${props?.best ?? 0}`)}
80 </Box>
81 )
82}
83hooks/boards/common.tsx 61 lines1/* @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}
61hooks/games/pong.ts 55 lines1// Pong against the computer: pure game logic, drawn by the Pong module in ../surface.tsx.
2// Your paddle is the left column, the computer's the right; first to WIN points wins.
3
4export type Ball = { x: number; y: number; dx: number; dy: number }
5export type PongGame = { w: number; h: number; ball: Ball; you: number; cpu: number; pad: number; scoreYou: number; scoreCpu: number; over: boolean }
6
7export const WIN = 5
8// the computer tracks the ball at under a row per tick, so a steep ball gets past it
9const CPU_SPEED = 0.6
10
11const serve = (w: number, h: number, towardYou: boolean, rand: () => number): Ball =>
12 ({ x: Math.floor(w / 2), y: h / 2, dx: towardYou ? -1 : 1, dy: rand() < 0.5 ? -0.5 : 0.5 })
13
14export function newPong(w: number, h: number, rand = Math.random): PongGame {
15 const pad = Math.max(3, Math.floor(h / 4))
16 const mid = Math.floor((h - pad) / 2)
17 return { w, h, ball: serve(w, h, false, rand), you: mid, cpu: mid, pad, scoreYou: 0, scoreCpu: 0, over: false }
18}
19
20const clampPad = (g: PongGame, top: number) => Math.max(0, Math.min(g.h - g.pad, top))
21
22// move your paddle by rows, or to a row (a pointer over the board), keeping it on the board
23export const nudge = (g: PongGame, rows: number): PongGame => (g.over ? g : { ...g, you: clampPad(g, g.you + rows) })
24export const place = (g: PongGame, row: number): PongGame => (g.over ? g : { ...g, you: clampPad(g, Math.round(row - g.pad / 2)) })
25
26// a paddle at `top` covers the ball's row: send it back, steeper the further from the centre it hits
27function returned(g: PongGame, top: number, ball: Ball, dx: number): Ball | undefined {
28 const row = Math.round(ball.y)
29 if (row < top || row >= top + g.pad) return undefined
30 const offset = (row - (top + (g.pad - 1) / 2)) / g.pad
31 return { ...ball, dx, dy: Math.max(-1, Math.min(1, ball.dy + offset)) }
32}
33
34export function tick(g: PongGame, rand = Math.random): PongGame {
35 if (g.over) return g
36 let ball: Ball = { ...g.ball, x: g.ball.x + g.ball.dx, y: g.ball.y + g.ball.dy }
37 // top and bottom walls
38 if (ball.y < 0) ball = { ...ball, y: -ball.y, dy: -ball.dy }
39 if (ball.y > g.h - 1) ball = { ...ball, y: 2 * (g.h - 1) - ball.y, dy: -ball.dy }
40 // the computer follows the ball while it comes toward it
41 const target = ball.y - (g.pad - 1) / 2
42 const cpu = ball.dx > 0 ? clampPad(g, g.cpu + Math.max(-CPU_SPEED, Math.min(CPU_SPEED, target - g.cpu))) : g.cpu
43 let { scoreYou, scoreCpu } = g
44 if (ball.x <= 0) {
45 const back = returned(g, g.you, ball, 1)
46 if (back) ball = { ...back, x: 1 }
47 else { scoreCpu++; ball = serve(g.w, g.h, false, rand) }
48 } else if (ball.x >= g.w - 1) {
49 const back = returned(g, Math.round(cpu), ball, -1)
50 if (back) ball = { ...back, x: g.w - 2 }
51 else { scoreYou++; ball = serve(g.w, g.h, true, rand) }
52 }
53 return { ...g, ball, cpu, scoreYou, scoreCpu, over: scoreYou >= WIN || scoreCpu >= WIN }
54}
55