claude-arcade
Version:
Add classic arcade games to your Claude Code workflow with Ctrl+G
126 lines (125 loc) • 4.58 kB
JavaScript
;
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
const child_process_1 = require("child_process");
const readline = __importStar(require("readline"));
let claudeProcess = null;
let gameProcess = null;
console.clear();
console.log('\x1b[36m╔════════════════════════════════════════════════╗\x1b[0m');
console.log('\x1b[36m║ Claude + Game Manager (Ctrl+G) ║\x1b[0m');
console.log('\x1b[36m╚════════════════════════════════════════════════╝\x1b[0m');
console.log('');
console.log('\x1b[32m→ Starting Claude Code with full terminal control\x1b[0m');
console.log('\x1b[35m→ Press Ctrl+G to launch the game overlay\x1b[0m');
console.log('');
// Start Claude with FULL terminal control (no piping!)
claudeProcess = (0, child_process_1.spawn)('claude', process.argv.slice(2), {
stdio: 'inherit', // Claude gets direct terminal access!
shell: true
});
claudeProcess.on('error', (err) => {
console.log('');
console.log('\x1b[31m✗ Error launching Claude:\x1b[0m', err.message);
process.exit(1);
});
claudeProcess.on('exit', (code) => {
disableHotkey();
console.log('');
console.log('\x1b[32m✓ Claude exited.\x1b[0m');
process.exit(code || 0);
});
// Set up hotkey listener in raw mode
function enableHotkey() {
if (process.stdin.isTTY) {
process.stdin.setRawMode(true);
}
readline.emitKeypressEvents(process.stdin);
process.stdin.on('keypress', onKeypress);
}
function disableHotkey() {
if (process.stdin.isTTY) {
process.stdin.setRawMode(false);
}
process.stdin.removeListener('keypress', onKeypress);
}
function onKeypress(str, key) {
// Check for Ctrl+G
if (key && key.ctrl && key.name === 'g' && !gameProcess && claudeProcess) {
launchGame();
}
}
function launchGame() {
if (!claudeProcess || gameProcess)
return;
// NO suspension needed! Alternate screen handles everything.
// NO messages printed - keeps Claude terminal clean.
// Disable hotkey while game is running
disableHotkey();
// Launch game silently - alternate screen will overlay
gameProcess = (0, child_process_1.spawn)('npm', ['run', 'game'], {
stdio: 'inherit',
shell: true,
cwd: __dirname + '/..'
});
gameProcess.on('close', () => {
gameProcess = null;
// Game exited, we're back in Claude - silently!
// Claude is exactly where it was, input ready.
// Re-enable hotkey
enableHotkey();
});
gameProcess.on('error', () => {
gameProcess = null;
// Silently handle error and re-enable hotkey
enableHotkey();
});
}
// Handle exit signals
function cleanup() {
disableHotkey();
if (gameProcess) {
gameProcess.kill('SIGTERM');
}
if (claudeProcess) {
claudeProcess.kill('SIGTERM');
}
}
process.on('SIGINT', cleanup);
process.on('SIGTERM', cleanup);
process.on('exit', cleanup);
// Start hotkey listener
enableHotkey();