@selesai/code 0.9.6 → 0.9.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (281) hide show
  1. package/CHANGELOG.md +18 -0
  2. package/dist/cli/credential-print.js +4 -4
  3. package/dist/cli.js +0 -0
  4. package/dist/core/agent-session-runtime.js +1 -4
  5. package/dist/core/agent-session.d.ts +2 -0
  6. package/dist/core/agent-session.js +26 -0
  7. package/dist/core/compaction/branch-summarization.js +30 -30
  8. package/dist/core/compaction/compaction.js +81 -81
  9. package/dist/core/compaction/utils.js +2 -2
  10. package/dist/core/export-html/template.css +1066 -1066
  11. package/dist/core/export-html/template.html +55 -55
  12. package/dist/core/export-html/template.js +1864 -1864
  13. package/dist/core/export-html/vendor/highlight.min.js +1212 -1212
  14. package/dist/core/export-html/vendor/marked.min.js +78 -78
  15. package/dist/core/handoff.d.ts +11 -0
  16. package/dist/core/handoff.js +49 -0
  17. package/dist/core/messages.js +7 -7
  18. package/dist/extensions/context-compaction-reminder.test.ts +82 -82
  19. package/dist/extensions/context-compaction-reminder.ts +28 -28
  20. package/dist/extensions/handoff-new.ts +14 -75
  21. package/dist/extensions/pi-intercom/LICENSE +21 -21
  22. package/dist/extensions/pi-intercom/broker/client.test.ts +83 -83
  23. package/dist/extensions/pi-intercom/broker/extension.test.ts +387 -387
  24. package/dist/extensions/pi-intercom/broker/framing.test.ts +114 -114
  25. package/dist/extensions/pi-intercom/broker/paths.test.ts +153 -153
  26. package/dist/extensions/pi-intercom/broker/paths.ts +134 -134
  27. package/dist/extensions/pi-intercom/broker/runtime-claim.test.ts +34 -34
  28. package/dist/extensions/pi-intercom/broker/runtime-claim.ts +21 -21
  29. package/dist/extensions/pi-intercom/cwd.test.ts +40 -40
  30. package/dist/extensions/pi-intercom/cwd.ts +31 -31
  31. package/dist/extensions/pi-intercom/extension-api.ts +44 -44
  32. package/dist/extensions/pi-intercom/format-context.test.ts +31 -31
  33. package/dist/extensions/pi-intercom/format-context.ts +32 -32
  34. package/dist/extensions/pi-intercom/test/overlay-width.test.ts +66 -66
  35. package/dist/extensions/pi-intercom/ui/compose.ts +143 -143
  36. package/dist/extensions/pi-intercom/ui/session-list.ts +166 -166
  37. package/dist/extensions/pi-powerline-footer/bash-mode/shell-session.ts +286 -286
  38. package/dist/extensions/pi-powerline-footer/bash-mode/transcript.ts +108 -108
  39. package/dist/extensions/pi-powerline-footer/separators.ts +57 -57
  40. package/dist/extensions/pi-powerline-footer/tests/session-usage.test.ts +47 -47
  41. package/dist/extensions/pi-powerline-footer/tests/tps.test.ts +39 -39
  42. package/dist/extensions/pi-powerline-footer/theme.example.json +24 -24
  43. package/dist/extensions/pi-powerline-footer/theme.json +12 -12
  44. package/dist/extensions/pi-powerline-footer/tps.ts +345 -345
  45. package/dist/extensions/pi-rewind-hook/README.md +245 -245
  46. package/dist/extensions/pi-rewind-hook/index.ts +1445 -1445
  47. package/dist/extensions/pi-rewind-hook/package.json +29 -29
  48. package/dist/extensions/pi-subagents/install.mjs +0 -0
  49. package/dist/extensions/pi-web-agent/package.json +31 -31
  50. package/dist/extensions/pi-web-agent/src/backends/config.ts +205 -205
  51. package/dist/extensions/pi-web-agent/src/backends/doctor.ts +136 -136
  52. package/dist/extensions/pi-web-agent/src/backends/factory.ts +152 -152
  53. package/dist/extensions/pi-web-agent/src/backends/settings-reader.ts +25 -25
  54. package/dist/extensions/pi-web-agent/src/cache/ttl-cache.ts +28 -28
  55. package/dist/extensions/pi-web-agent/src/changelog-notice.ts +136 -136
  56. package/dist/extensions/pi-web-agent/src/commands/web-agent-config.ts +946 -946
  57. package/dist/extensions/pi-web-agent/src/extension.ts +126 -126
  58. package/dist/extensions/pi-web-agent/src/extract/readability.ts +118 -118
  59. package/dist/extensions/pi-web-agent/src/fetch/browser-resolution.ts +199 -199
  60. package/dist/extensions/pi-web-agent/src/fetch/firecrawl-fetch.ts +100 -100
  61. package/dist/extensions/pi-web-agent/src/fetch/headless-fetch.ts +117 -117
  62. package/dist/extensions/pi-web-agent/src/fetch/http-fetch.ts +67 -67
  63. package/dist/extensions/pi-web-agent/src/orchestration/answer-synthesizer.ts +60 -60
  64. package/dist/extensions/pi-web-agent/src/orchestration/candidate-selector.ts +50 -50
  65. package/dist/extensions/pi-web-agent/src/orchestration/direct-url.ts +52 -52
  66. package/dist/extensions/pi-web-agent/src/orchestration/evidence-quality.ts +105 -105
  67. package/dist/extensions/pi-web-agent/src/orchestration/evidence-ranker.ts +45 -45
  68. package/dist/extensions/pi-web-agent/src/orchestration/index.ts +28 -28
  69. package/dist/extensions/pi-web-agent/src/orchestration/query-planner.ts +47 -47
  70. package/dist/extensions/pi-web-agent/src/orchestration/research-orchestrator.ts +376 -376
  71. package/dist/extensions/pi-web-agent/src/orchestration/research-types.ts +64 -64
  72. package/dist/extensions/pi-web-agent/src/orchestration/research-worker.ts +181 -181
  73. package/dist/extensions/pi-web-agent/src/orchestration/source-profile.ts +101 -101
  74. package/dist/extensions/pi-web-agent/src/orchestration/stop-decider.ts +81 -81
  75. package/dist/extensions/pi-web-agent/src/presentation/config-store.ts +210 -210
  76. package/dist/extensions/pi-web-agent/src/presentation/config.ts +75 -75
  77. package/dist/extensions/pi-web-agent/src/presentation/explore-presentation.ts +61 -61
  78. package/dist/extensions/pi-web-agent/src/presentation/fetch-presentation.ts +54 -54
  79. package/dist/extensions/pi-web-agent/src/presentation/search-presentation.ts +41 -41
  80. package/dist/extensions/pi-web-agent/src/presentation/select-view.ts +20 -20
  81. package/dist/extensions/pi-web-agent/src/presentation/types.ts +63 -63
  82. package/dist/extensions/pi-web-agent/src/search/brave.ts +114 -114
  83. package/dist/extensions/pi-web-agent/src/search/duckduckgo.ts +72 -72
  84. package/dist/extensions/pi-web-agent/src/search/searxng.ts +96 -96
  85. package/dist/extensions/pi-web-agent/src/tools/web-explore.ts +71 -71
  86. package/dist/extensions/pi-web-agent/src/tools/web-fetch-headless.ts +31 -31
  87. package/dist/extensions/pi-web-agent/src/tools/web-fetch.ts +31 -31
  88. package/dist/extensions/pi-web-agent/src/tools/web-search.ts +157 -157
  89. package/dist/extensions/pi-web-agent/src/types.ts +88 -88
  90. package/dist/extensions/ponytail/package.json +8 -8
  91. package/dist/extensions/question/batch.ts +103 -103
  92. package/dist/extensions/question/constants.ts +30 -30
  93. package/dist/extensions/question/helpers.ts +58 -58
  94. package/dist/extensions/question/navigation.ts +14 -14
  95. package/dist/extensions/question/package.json +19 -19
  96. package/dist/extensions/question/schemas.ts +43 -43
  97. package/dist/extensions/question/selection-mode.ts +46 -46
  98. package/dist/extensions/question/shortcuts.ts +44 -44
  99. package/dist/extensions/question/types.ts +132 -132
  100. package/dist/extensions/test-resolve-hook-impl.mjs +6 -6
  101. package/dist/extensions/test-resolve-hook.mjs +6 -6
  102. package/dist/extensions/web-agent-onboarding.ts +222 -222
  103. package/dist/extensions/workflow/package.json +17 -17
  104. package/dist/modes/rpc/rpc-mode.js +24 -0
  105. package/dist/modes/rpc/rpc-types.d.ts +19 -0
  106. package/dist/package-manager-cli.js +71 -71
  107. package/dist/rpc-entry.js +0 -0
  108. package/dist/skills/agent-browser/SKILL.md +52 -52
  109. package/dist/skills/batch-grill-me/SKILL.md +19 -19
  110. package/dist/skills/grill-me/SKILL.md +10 -10
  111. package/dist/skills/handoff/SKILL.md +16 -16
  112. package/dist/skills/handoff-text/SKILL.md +14 -14
  113. package/dist/skills/implanger/SKILL.md +69 -69
  114. package/dist/skills/improve-codebase/REFERENCE.md +78 -78
  115. package/dist/skills/improve-codebase/SKILL.md +178 -178
  116. package/dist/skills/planger/SKILL.md +166 -166
  117. package/dist/skills/ponytail/SKILL.md +116 -116
  118. package/dist/skills/ponytail-audit/SKILL.md +42 -42
  119. package/dist/skills/ponytail-debt/SKILL.md +45 -45
  120. package/dist/skills/ponytail-gain/SKILL.md +51 -51
  121. package/dist/skills/ponytail-help/SKILL.md +70 -70
  122. package/dist/skills/ponytail-review/SKILL.md +58 -58
  123. package/dist/skills/selesai-handoff/SKILL.md +20 -20
  124. package/dist/skills/workflow-creation/SKILL.md +73 -73
  125. package/dist/themes/powerline-footer/theme.json +33 -33
  126. package/docs/compaction.md +396 -396
  127. package/docs/containerization.md +111 -111
  128. package/docs/development.md +71 -71
  129. package/docs/docs.json +164 -164
  130. package/docs/environment-variables.md +86 -86
  131. package/docs/index.md +83 -83
  132. package/docs/json.md +82 -82
  133. package/docs/models.md +502 -502
  134. package/docs/packages.md +227 -227
  135. package/docs/plans/subagent-delegation/phase-0-correctness.md +264 -264
  136. package/docs/plans/subagent-delegation/phase-1-behavioral-contract.md +485 -485
  137. package/docs/plans/subagent-delegation/phase-2-context-controls.md +281 -281
  138. package/docs/plans/subagent-delegation/phase-3-advisory-routing.md +361 -361
  139. package/docs/plans/subagent-delegation/phase-4-optional-enforcement.md +380 -380
  140. package/docs/prompt-templates.md +95 -95
  141. package/docs/providers.md +293 -293
  142. package/docs/sdk.md +1143 -1143
  143. package/docs/security.md +59 -59
  144. package/docs/session-format.md +414 -414
  145. package/docs/sessions.md +145 -145
  146. package/docs/shared-host-extensions.md +109 -109
  147. package/docs/shell-aliases.md +13 -13
  148. package/docs/skills.md +231 -231
  149. package/docs/terminal-setup.md +142 -142
  150. package/docs/termux.md +127 -127
  151. package/docs/themes.md +295 -295
  152. package/docs/tmux.md +63 -63
  153. package/docs/tui.md +927 -927
  154. package/docs/windows.md +17 -17
  155. package/examples/README.md +25 -25
  156. package/examples/extensions/README.md +211 -211
  157. package/examples/extensions/auto-commit-on-exit.ts +49 -49
  158. package/examples/extensions/bash-spawn-hook.ts +30 -30
  159. package/examples/extensions/bookmark.ts +50 -50
  160. package/examples/extensions/border-status-editor.ts +150 -150
  161. package/examples/extensions/built-in-tool-renderer.ts +249 -249
  162. package/examples/extensions/claude-rules.ts +86 -86
  163. package/examples/extensions/commands.ts +72 -72
  164. package/examples/extensions/confirm-destructive.ts +59 -59
  165. package/examples/extensions/custom-compaction.ts +130 -130
  166. package/examples/extensions/custom-footer.ts +64 -64
  167. package/examples/extensions/custom-header.ts +73 -73
  168. package/examples/extensions/custom-provider-anthropic/index.ts +610 -610
  169. package/examples/extensions/custom-provider-anthropic/package-lock.json +24 -24
  170. package/examples/extensions/custom-provider-anthropic/package.json +19 -19
  171. package/examples/extensions/custom-provider-gitlab-duo/index.ts +404 -404
  172. package/examples/extensions/custom-provider-gitlab-duo/package.json +16 -16
  173. package/examples/extensions/custom-provider-gitlab-duo/test.ts +82 -82
  174. package/examples/extensions/dirty-repo-guard.ts +56 -56
  175. package/examples/extensions/doom-overlay/README.md +46 -46
  176. package/examples/extensions/doom-overlay/doom/build/doom.js +21 -21
  177. package/examples/extensions/doom-overlay/doom/build/doom.wasm +0 -0
  178. package/examples/extensions/doom-overlay/doom/build.sh +152 -152
  179. package/examples/extensions/doom-overlay/doom/doomgeneric_pi.c +72 -72
  180. package/examples/extensions/doom-overlay/doom-component.ts +132 -132
  181. package/examples/extensions/doom-overlay/doom-engine.ts +173 -173
  182. package/examples/extensions/doom-overlay/doom-keys.ts +104 -104
  183. package/examples/extensions/doom-overlay/index.ts +74 -74
  184. package/examples/extensions/doom-overlay/wad-finder.ts +51 -51
  185. package/examples/extensions/dynamic-resources/SKILL.md +8 -8
  186. package/examples/extensions/dynamic-resources/dynamic.json +79 -79
  187. package/examples/extensions/dynamic-resources/dynamic.md +5 -5
  188. package/examples/extensions/dynamic-resources/index.ts +15 -15
  189. package/examples/extensions/dynamic-tools.ts +74 -74
  190. package/examples/extensions/event-bus.ts +43 -43
  191. package/examples/extensions/file-trigger.ts +41 -41
  192. package/examples/extensions/git-checkpoint.ts +53 -53
  193. package/examples/extensions/git-merge-and-resolve.ts +115 -115
  194. package/examples/extensions/github-issue-autocomplete.ts +185 -185
  195. package/examples/extensions/gondolin/index.ts +531 -531
  196. package/examples/extensions/gondolin/package-lock.json +185 -185
  197. package/examples/extensions/gondolin/package.json +19 -19
  198. package/examples/extensions/handoff.ts +199 -199
  199. package/examples/extensions/hello.ts +26 -26
  200. package/examples/extensions/hidden-thinking-label.ts +53 -53
  201. package/examples/extensions/inline-bash.ts +94 -94
  202. package/examples/extensions/input-transform-streaming.ts +39 -39
  203. package/examples/extensions/input-transform.ts +43 -43
  204. package/examples/extensions/interactive-shell.ts +196 -196
  205. package/examples/extensions/mac-system-theme.ts +47 -47
  206. package/examples/extensions/message-renderer.ts +59 -59
  207. package/examples/extensions/minimal-mode.ts +426 -426
  208. package/examples/extensions/modal-editor.ts +85 -85
  209. package/examples/extensions/model-status.ts +31 -31
  210. package/examples/extensions/notify.ts +55 -55
  211. package/examples/extensions/overlay-qa-tests.ts +1450 -1450
  212. package/examples/extensions/overlay-test.ts +153 -153
  213. package/examples/extensions/permission-gate.ts +34 -34
  214. package/examples/extensions/pirate.ts +47 -47
  215. package/examples/extensions/plan-mode/README.md +66 -66
  216. package/examples/extensions/plan-mode/index.ts +390 -390
  217. package/examples/extensions/plan-mode/utils.ts +168 -168
  218. package/examples/extensions/preset.ts +436 -436
  219. package/examples/extensions/project-trust.ts +64 -64
  220. package/examples/extensions/prompt-customizer.ts +97 -97
  221. package/examples/extensions/protected-paths.ts +30 -30
  222. package/examples/extensions/provider-payload.ts +18 -18
  223. package/examples/extensions/qna.ts +122 -122
  224. package/examples/extensions/question.ts +285 -285
  225. package/examples/extensions/questionnaire.ts +448 -448
  226. package/examples/extensions/rainbow-editor.ts +88 -88
  227. package/examples/extensions/reload-runtime.ts +37 -37
  228. package/examples/extensions/rpc-demo.ts +118 -118
  229. package/examples/extensions/sandbox/index.ts +321 -321
  230. package/examples/extensions/sandbox/package-lock.json +92 -92
  231. package/examples/extensions/sandbox/package.json +19 -19
  232. package/examples/extensions/send-user-message.ts +97 -97
  233. package/examples/extensions/session-name.ts +27 -27
  234. package/examples/extensions/shutdown-command.ts +63 -63
  235. package/examples/extensions/snake.ts +343 -343
  236. package/examples/extensions/space-invaders.ts +560 -560
  237. package/examples/extensions/ssh.ts +220 -220
  238. package/examples/extensions/status-line.ts +32 -32
  239. package/examples/extensions/structured-output.ts +65 -65
  240. package/examples/extensions/subagent/README.md +175 -175
  241. package/examples/extensions/subagent/agents/planner.md +37 -37
  242. package/examples/extensions/subagent/agents/reviewer.md +35 -35
  243. package/examples/extensions/subagent/agents/scout.md +50 -50
  244. package/examples/extensions/subagent/agents/worker.md +24 -24
  245. package/examples/extensions/subagent/agents.ts +126 -126
  246. package/examples/extensions/subagent/index.ts +1015 -1015
  247. package/examples/extensions/subagent/prompts/implement-and-review.md +10 -10
  248. package/examples/extensions/subagent/prompts/implement.md +10 -10
  249. package/examples/extensions/subagent/prompts/scout-and-plan.md +9 -9
  250. package/examples/extensions/summarize.ts +209 -209
  251. package/examples/extensions/system-prompt-header.ts +17 -17
  252. package/examples/extensions/tic-tac-toe.ts +1008 -1008
  253. package/examples/extensions/timed-confirm.ts +70 -70
  254. package/examples/extensions/titlebar-spinner.ts +58 -58
  255. package/examples/extensions/todo.ts +297 -297
  256. package/examples/extensions/tool-override.ts +144 -144
  257. package/examples/extensions/tools.ts +146 -146
  258. package/examples/extensions/trigger-compact.ts +50 -50
  259. package/examples/extensions/truncated-tool.ts +195 -195
  260. package/examples/extensions/widget-placement.ts +9 -9
  261. package/examples/extensions/with-deps/index.ts +32 -32
  262. package/examples/extensions/with-deps/package-lock.json +31 -31
  263. package/examples/extensions/with-deps/package.json +22 -22
  264. package/examples/extensions/working-indicator.ts +123 -123
  265. package/examples/extensions/working-message-test.ts +25 -25
  266. package/examples/rpc-extension-ui.ts +632 -632
  267. package/examples/sdk/01-minimal.ts +26 -26
  268. package/examples/sdk/02-custom-model.ts +53 -53
  269. package/examples/sdk/03-custom-prompt.ts +75 -75
  270. package/examples/sdk/04-skills.ts +55 -55
  271. package/examples/sdk/05-tools.ts +48 -48
  272. package/examples/sdk/06-extensions.ts +99 -99
  273. package/examples/sdk/07-context-files.ts +47 -47
  274. package/examples/sdk/08-prompt-templates.ts +51 -51
  275. package/examples/sdk/09-api-keys-and-oauth.ts +52 -52
  276. package/examples/sdk/10-settings.ts +53 -53
  277. package/examples/sdk/11-sessions.ts +52 -52
  278. package/examples/sdk/12-full-control.ts +79 -79
  279. package/examples/sdk/13-session-runtime.ts +67 -67
  280. package/examples/sdk/README.md +144 -144
  281. package/package.json +1 -1
@@ -1,560 +1,560 @@
1
- /**
2
- * Space Invaders game extension - play with /invaders command
3
- * Uses Kitty keyboard protocol for smooth movement (press/release detection)
4
- */
5
-
6
- import type { ExtensionAPI } from "@earendil-works/pi-coding-agent";
7
- import { isKeyRelease, Key, matchesKey, visibleWidth } from "@earendil-works/pi-tui";
8
-
9
- const GAME_WIDTH = 60;
10
- const GAME_HEIGHT = 24;
11
- const TICK_MS = 50;
12
- const PLAYER_Y = GAME_HEIGHT - 2;
13
- const ALIEN_ROWS = 5;
14
- const ALIEN_COLS = 11;
15
- const ALIEN_START_Y = 2;
16
-
17
- type Point = { x: number; y: number };
18
-
19
- interface Bullet extends Point {
20
- direction: -1 | 1; // -1 = up (player), 1 = down (alien)
21
- }
22
-
23
- interface Alien extends Point {
24
- type: number; // 0, 1, 2 for different alien types
25
- alive: boolean;
26
- }
27
-
28
- interface Shield {
29
- x: number;
30
- segments: boolean[][]; // 4x3 grid of destructible segments
31
- }
32
-
33
- interface GameState {
34
- player: { x: number; lives: number };
35
- aliens: Alien[];
36
- alienDirection: 1 | -1;
37
- alienMoveCounter: number;
38
- alienMoveDelay: number;
39
- alienDropping: boolean;
40
- bullets: Bullet[];
41
- shields: Shield[];
42
- score: number;
43
- highScore: number;
44
- level: number;
45
- gameOver: boolean;
46
- victory: boolean;
47
- alienShootCounter: number;
48
- }
49
-
50
- interface KeyState {
51
- left: boolean;
52
- right: boolean;
53
- fire: boolean;
54
- }
55
-
56
- function createShields(): Shield[] {
57
- const shields: Shield[] = [];
58
- const shieldPositions = [8, 22, 36, 50];
59
- for (const x of shieldPositions) {
60
- shields.push({
61
- x,
62
- segments: [
63
- [true, true, true, true],
64
- [true, true, true, true],
65
- [true, false, false, true],
66
- ],
67
- });
68
- }
69
- return shields;
70
- }
71
-
72
- function createAliens(): Alien[] {
73
- const aliens: Alien[] = [];
74
- for (let row = 0; row < ALIEN_ROWS; row++) {
75
- const type = row === 0 ? 2 : row < 3 ? 1 : 0;
76
- for (let col = 0; col < ALIEN_COLS; col++) {
77
- aliens.push({
78
- x: 4 + col * 5,
79
- y: ALIEN_START_Y + row * 2,
80
- type,
81
- alive: true,
82
- });
83
- }
84
- }
85
- return aliens;
86
- }
87
-
88
- function createInitialState(highScore = 0, level = 1): GameState {
89
- return {
90
- player: { x: Math.floor(GAME_WIDTH / 2), lives: 3 },
91
- aliens: createAliens(),
92
- alienDirection: 1,
93
- alienMoveCounter: 0,
94
- alienMoveDelay: Math.max(5, 20 - level * 2),
95
- alienDropping: false,
96
- bullets: [],
97
- shields: createShields(),
98
- score: 0,
99
- highScore,
100
- level,
101
- gameOver: false,
102
- victory: false,
103
- alienShootCounter: 0,
104
- };
105
- }
106
-
107
- class SpaceInvadersComponent {
108
- private state: GameState;
109
- private keys: KeyState = { left: false, right: false, fire: false };
110
- private interval: ReturnType<typeof setInterval> | null = null;
111
- private onClose: () => void;
112
- private onSave: (state: GameState | null) => void;
113
- private tui: { requestRender: () => void };
114
- private cachedLines: string[] = [];
115
- private cachedWidth = 0;
116
- private version = 0;
117
- private cachedVersion = -1;
118
- private paused: boolean;
119
- private fireCooldown = 0;
120
- private playerMoveCounter = 0;
121
-
122
- // Opt-in to key release events for smooth movement
123
- wantsKeyRelease = true;
124
-
125
- constructor(
126
- tui: { requestRender: () => void },
127
- onClose: () => void,
128
- onSave: (state: GameState | null) => void,
129
- savedState?: GameState,
130
- ) {
131
- this.tui = tui;
132
- if (savedState && !savedState.gameOver && !savedState.victory) {
133
- this.state = savedState;
134
- this.paused = true;
135
- } else {
136
- this.state = createInitialState(savedState?.highScore);
137
- this.paused = false;
138
- this.startGame();
139
- }
140
- this.onClose = onClose;
141
- this.onSave = onSave;
142
- }
143
-
144
- private startGame(): void {
145
- this.interval = setInterval(() => {
146
- if (!this.state.gameOver && !this.state.victory) {
147
- this.tick();
148
- this.version++;
149
- this.tui.requestRender();
150
- }
151
- }, TICK_MS);
152
- }
153
-
154
- private tick(): void {
155
- // Player movement (smooth, every other tick)
156
- this.playerMoveCounter++;
157
- if (this.playerMoveCounter >= 2) {
158
- this.playerMoveCounter = 0;
159
- if (this.keys.left && this.state.player.x > 2) {
160
- this.state.player.x--;
161
- }
162
- if (this.keys.right && this.state.player.x < GAME_WIDTH - 3) {
163
- this.state.player.x++;
164
- }
165
- }
166
-
167
- // Fire cooldown
168
- if (this.fireCooldown > 0) this.fireCooldown--;
169
-
170
- // Player shooting
171
- if (this.keys.fire && this.fireCooldown === 0) {
172
- const playerBullets = this.state.bullets.filter((b) => b.direction === -1);
173
- if (playerBullets.length < 2) {
174
- this.state.bullets.push({ x: this.state.player.x, y: PLAYER_Y - 1, direction: -1 });
175
- this.fireCooldown = 8;
176
- }
177
- }
178
-
179
- // Move bullets
180
- this.state.bullets = this.state.bullets.filter((bullet) => {
181
- bullet.y += bullet.direction;
182
- return bullet.y >= 0 && bullet.y < GAME_HEIGHT;
183
- });
184
-
185
- // Alien movement
186
- this.state.alienMoveCounter++;
187
- if (this.state.alienMoveCounter >= this.state.alienMoveDelay) {
188
- this.state.alienMoveCounter = 0;
189
- this.moveAliens();
190
- }
191
-
192
- // Alien shooting
193
- this.state.alienShootCounter++;
194
- if (this.state.alienShootCounter >= 30) {
195
- this.state.alienShootCounter = 0;
196
- this.alienShoot();
197
- }
198
-
199
- // Collision detection
200
- this.checkCollisions();
201
-
202
- // Check victory
203
- if (this.state.aliens.every((a) => !a.alive)) {
204
- this.state.victory = true;
205
- }
206
- }
207
-
208
- private moveAliens(): void {
209
- const aliveAliens = this.state.aliens.filter((a) => a.alive);
210
- if (aliveAliens.length === 0) return;
211
-
212
- if (this.state.alienDropping) {
213
- // Drop down
214
- for (const alien of aliveAliens) {
215
- alien.y++;
216
- if (alien.y >= PLAYER_Y - 1) {
217
- this.state.gameOver = true;
218
- return;
219
- }
220
- }
221
- this.state.alienDropping = false;
222
- } else {
223
- // Check if we need to change direction
224
- const minX = Math.min(...aliveAliens.map((a) => a.x));
225
- const maxX = Math.max(...aliveAliens.map((a) => a.x));
226
-
227
- if (
228
- (this.state.alienDirection === 1 && maxX >= GAME_WIDTH - 3) ||
229
- (this.state.alienDirection === -1 && minX <= 2)
230
- ) {
231
- this.state.alienDirection *= -1;
232
- this.state.alienDropping = true;
233
- } else {
234
- // Move horizontally
235
- for (const alien of aliveAliens) {
236
- alien.x += this.state.alienDirection;
237
- }
238
- }
239
- }
240
-
241
- // Speed up as fewer aliens remain
242
- const aliveCount = aliveAliens.length;
243
- if (aliveCount <= 5) {
244
- this.state.alienMoveDelay = 1;
245
- } else if (aliveCount <= 10) {
246
- this.state.alienMoveDelay = 2;
247
- } else if (aliveCount <= 20) {
248
- this.state.alienMoveDelay = 3;
249
- }
250
- }
251
-
252
- private alienShoot(): void {
253
- const aliveAliens = this.state.aliens.filter((a) => a.alive);
254
- if (aliveAliens.length === 0) return;
255
-
256
- // Find bottom-most alien in each column
257
- const columns = new Map<number, Alien>();
258
- for (const alien of aliveAliens) {
259
- const existing = columns.get(alien.x);
260
- if (!existing || alien.y > existing.y) {
261
- columns.set(alien.x, alien);
262
- }
263
- }
264
-
265
- // Random column shoots
266
- const shooters = Array.from(columns.values());
267
- if (shooters.length > 0 && this.state.bullets.filter((b) => b.direction === 1).length < 3) {
268
- const shooter = shooters[Math.floor(Math.random() * shooters.length)];
269
- this.state.bullets.push({ x: shooter.x, y: shooter.y + 1, direction: 1 });
270
- }
271
- }
272
-
273
- private checkCollisions(): void {
274
- const bulletsToRemove = new Set<Bullet>();
275
-
276
- for (const bullet of this.state.bullets) {
277
- // Player bullets hitting aliens
278
- if (bullet.direction === -1) {
279
- for (const alien of this.state.aliens) {
280
- if (alien.alive && Math.abs(bullet.x - alien.x) <= 1 && bullet.y === alien.y) {
281
- alien.alive = false;
282
- bulletsToRemove.add(bullet);
283
- const points = [10, 20, 30][alien.type];
284
- this.state.score += points;
285
- if (this.state.score > this.state.highScore) {
286
- this.state.highScore = this.state.score;
287
- }
288
- break;
289
- }
290
- }
291
- }
292
-
293
- // Alien bullets hitting player
294
- if (bullet.direction === 1) {
295
- if (Math.abs(bullet.x - this.state.player.x) <= 1 && bullet.y === PLAYER_Y) {
296
- bulletsToRemove.add(bullet);
297
- this.state.player.lives--;
298
- if (this.state.player.lives <= 0) {
299
- this.state.gameOver = true;
300
- }
301
- }
302
- }
303
-
304
- // Bullets hitting shields
305
- for (const shield of this.state.shields) {
306
- const relX = bullet.x - shield.x;
307
- const relY = bullet.y - (PLAYER_Y - 5);
308
- if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
309
- if (shield.segments[relY][relX]) {
310
- shield.segments[relY][relX] = false;
311
- bulletsToRemove.add(bullet);
312
- }
313
- }
314
- }
315
- }
316
-
317
- this.state.bullets = this.state.bullets.filter((b) => !bulletsToRemove.has(b));
318
- }
319
-
320
- handleInput(data: string): void {
321
- const released = isKeyRelease(data);
322
-
323
- // Pause handling
324
- if (this.paused && !released) {
325
- if (matchesKey(data, Key.escape) || data === "q" || data === "Q") {
326
- this.dispose();
327
- this.onClose();
328
- return;
329
- }
330
- this.paused = false;
331
- this.startGame();
332
- return;
333
- }
334
-
335
- // ESC to pause and save
336
- if (!released && matchesKey(data, Key.escape)) {
337
- this.dispose();
338
- this.onSave(this.state);
339
- this.onClose();
340
- return;
341
- }
342
-
343
- // Q to quit without saving
344
- if (!released && (data === "q" || data === "Q")) {
345
- this.dispose();
346
- this.onSave(null);
347
- this.onClose();
348
- return;
349
- }
350
-
351
- // Movement keys (track press/release state)
352
- if (matchesKey(data, Key.left) || data === "a" || data === "A" || matchesKey(data, "a")) {
353
- this.keys.left = !released;
354
- }
355
- if (matchesKey(data, Key.right) || data === "d" || data === "D" || matchesKey(data, "d")) {
356
- this.keys.right = !released;
357
- }
358
-
359
- // Fire key
360
- if (matchesKey(data, Key.space) || data === " " || data === "f" || data === "F" || matchesKey(data, "f")) {
361
- this.keys.fire = !released;
362
- }
363
-
364
- // Restart on game over or victory
365
- if (!released && (this.state.gameOver || this.state.victory)) {
366
- if (data === "r" || data === "R" || data === " ") {
367
- const highScore = this.state.highScore;
368
- const nextLevel = this.state.victory ? this.state.level + 1 : 1;
369
- this.state = createInitialState(highScore, nextLevel);
370
- this.keys = { left: false, right: false, fire: false };
371
- this.onSave(null);
372
- this.version++;
373
- this.tui.requestRender();
374
- }
375
- }
376
- }
377
-
378
- invalidate(): void {
379
- this.cachedWidth = 0;
380
- }
381
-
382
- render(width: number): string[] {
383
- if (width === this.cachedWidth && this.cachedVersion === this.version) {
384
- return this.cachedLines;
385
- }
386
-
387
- const lines: string[] = [];
388
-
389
- // Colors
390
- const dim = (s: string) => `\x1b[2m${s}\x1b[22m`;
391
- const green = (s: string) => `\x1b[32m${s}\x1b[0m`;
392
- const red = (s: string) => `\x1b[31m${s}\x1b[0m`;
393
- const yellow = (s: string) => `\x1b[33m${s}\x1b[0m`;
394
- const cyan = (s: string) => `\x1b[36m${s}\x1b[0m`;
395
- const magenta = (s: string) => `\x1b[35m${s}\x1b[0m`;
396
- const white = (s: string) => `\x1b[97m${s}\x1b[0m`;
397
- const bold = (s: string) => `\x1b[1m${s}\x1b[22m`;
398
-
399
- const boxWidth = GAME_WIDTH;
400
-
401
- const boxLine = (content: string) => {
402
- const contentLen = visibleWidth(content);
403
- const padding = Math.max(0, boxWidth - contentLen);
404
- return dim(" │") + content + " ".repeat(padding) + dim("│");
405
- };
406
-
407
- // Top border
408
- lines.push(this.padLine(dim(` ╭${"─".repeat(boxWidth)}╮`), width));
409
-
410
- // Header
411
- const title = `${bold(green("SPACE INVADERS"))}`;
412
- const scoreText = `Score: ${bold(yellow(String(this.state.score)))}`;
413
- const highText = `Hi: ${bold(yellow(String(this.state.highScore)))}`;
414
- const levelText = `Lv: ${bold(cyan(String(this.state.level)))}`;
415
- const livesText = `${red("♥".repeat(this.state.player.lives))}`;
416
- const header = `${title} │ ${scoreText} │ ${highText} │ ${levelText} │ ${livesText}`;
417
- lines.push(this.padLine(boxLine(header), width));
418
-
419
- // Separator
420
- lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
421
-
422
- // Game grid
423
- for (let y = 0; y < GAME_HEIGHT; y++) {
424
- let row = "";
425
- for (let x = 0; x < GAME_WIDTH; x++) {
426
- let char = " ";
427
- let colored = false;
428
-
429
- // Check aliens
430
- for (const alien of this.state.aliens) {
431
- if (alien.alive && alien.y === y && Math.abs(alien.x - x) <= 1) {
432
- const sprites = [
433
- x === alien.x ? "▼" : "╲╱"[x < alien.x ? 0 : 1],
434
- x === alien.x ? "◆" : "╱╲"[x < alien.x ? 0 : 1],
435
- x === alien.x ? "☆" : "◄►"[x < alien.x ? 0 : 1],
436
- ];
437
- const colors = [green, cyan, magenta];
438
- char = colors[alien.type](sprites[alien.type]);
439
- colored = true;
440
- break;
441
- }
442
- }
443
-
444
- // Check shields
445
- if (!colored) {
446
- for (const shield of this.state.shields) {
447
- const relX = x - shield.x;
448
- const relY = y - (PLAYER_Y - 5);
449
- if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
450
- if (shield.segments[relY][relX]) {
451
- char = dim("█");
452
- colored = true;
453
- }
454
- break;
455
- }
456
- }
457
- }
458
-
459
- // Check player
460
- if (!colored && y === PLAYER_Y && Math.abs(x - this.state.player.x) <= 1) {
461
- if (x === this.state.player.x) {
462
- char = white("▲");
463
- } else {
464
- char = white("═");
465
- }
466
- colored = true;
467
- }
468
-
469
- // Check bullets
470
- if (!colored) {
471
- for (const bullet of this.state.bullets) {
472
- if (bullet.x === x && bullet.y === y) {
473
- char = bullet.direction === -1 ? yellow("│") : red("│");
474
- colored = true;
475
- break;
476
- }
477
- }
478
- }
479
-
480
- row += colored ? char : " ";
481
- }
482
- lines.push(this.padLine(dim(" │") + row + dim("│"), width));
483
- }
484
-
485
- // Separator
486
- lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
487
-
488
- // Footer
489
- let footer: string;
490
- if (this.paused) {
491
- footer = `${yellow(bold("PAUSED"))} Press any key to continue, ${bold("Q")} to quit`;
492
- } else if (this.state.gameOver) {
493
- footer = `${red(bold("GAME OVER!"))} Press ${bold("R")} to restart, ${bold("Q")} to quit`;
494
- } else if (this.state.victory) {
495
- footer = `${green(bold("VICTORY!"))} Press ${bold("R")} for level ${this.state.level + 1}, ${bold("Q")} to quit`;
496
- } else {
497
- footer = `←→ or AD to move, ${bold("SPACE")}/F to fire, ${bold("ESC")} pause, ${bold("Q")} quit`;
498
- }
499
- lines.push(this.padLine(boxLine(footer), width));
500
-
501
- // Bottom border
502
- lines.push(this.padLine(dim(` ╰${"─".repeat(boxWidth)}╯`), width));
503
-
504
- this.cachedLines = lines;
505
- this.cachedWidth = width;
506
- this.cachedVersion = this.version;
507
-
508
- return lines;
509
- }
510
-
511
- private padLine(line: string, width: number): string {
512
- const visibleLen = line.replace(/\x1b\[[0-9;]*m/g, "").length;
513
- const padding = Math.max(0, width - visibleLen);
514
- return line + " ".repeat(padding);
515
- }
516
-
517
- dispose(): void {
518
- if (this.interval) {
519
- clearInterval(this.interval);
520
- this.interval = null;
521
- }
522
- }
523
- }
524
-
525
- const INVADERS_SAVE_TYPE = "space-invaders-save";
526
-
527
- export default function (pi: ExtensionAPI) {
528
- pi.registerCommand("invaders", {
529
- description: "Play Space Invaders!",
530
-
531
- handler: async (_args, ctx) => {
532
- if (ctx.mode !== "tui") {
533
- ctx.ui.notify("Space Invaders requires interactive mode", "error");
534
- return;
535
- }
536
-
537
- // Load saved state from session
538
- const entries = ctx.sessionManager.getEntries();
539
- let savedState: GameState | undefined;
540
- for (let i = entries.length - 1; i >= 0; i--) {
541
- const entry = entries[i];
542
- if (entry.type === "custom" && entry.customType === INVADERS_SAVE_TYPE) {
543
- savedState = entry.data as GameState;
544
- break;
545
- }
546
- }
547
-
548
- await ctx.ui.custom((tui, _theme, _kb, done) => {
549
- return new SpaceInvadersComponent(
550
- tui,
551
- () => done(undefined),
552
- (state) => {
553
- pi.appendEntry(INVADERS_SAVE_TYPE, state);
554
- },
555
- savedState,
556
- );
557
- });
558
- },
559
- });
560
- }
1
+ /**
2
+ * Space Invaders game extension - play with /invaders command
3
+ * Uses Kitty keyboard protocol for smooth movement (press/release detection)
4
+ */
5
+
6
+ import type { ExtensionAPI } from "@earendil-works/pi-coding-agent";
7
+ import { isKeyRelease, Key, matchesKey, visibleWidth } from "@earendil-works/pi-tui";
8
+
9
+ const GAME_WIDTH = 60;
10
+ const GAME_HEIGHT = 24;
11
+ const TICK_MS = 50;
12
+ const PLAYER_Y = GAME_HEIGHT - 2;
13
+ const ALIEN_ROWS = 5;
14
+ const ALIEN_COLS = 11;
15
+ const ALIEN_START_Y = 2;
16
+
17
+ type Point = { x: number; y: number };
18
+
19
+ interface Bullet extends Point {
20
+ direction: -1 | 1; // -1 = up (player), 1 = down (alien)
21
+ }
22
+
23
+ interface Alien extends Point {
24
+ type: number; // 0, 1, 2 for different alien types
25
+ alive: boolean;
26
+ }
27
+
28
+ interface Shield {
29
+ x: number;
30
+ segments: boolean[][]; // 4x3 grid of destructible segments
31
+ }
32
+
33
+ interface GameState {
34
+ player: { x: number; lives: number };
35
+ aliens: Alien[];
36
+ alienDirection: 1 | -1;
37
+ alienMoveCounter: number;
38
+ alienMoveDelay: number;
39
+ alienDropping: boolean;
40
+ bullets: Bullet[];
41
+ shields: Shield[];
42
+ score: number;
43
+ highScore: number;
44
+ level: number;
45
+ gameOver: boolean;
46
+ victory: boolean;
47
+ alienShootCounter: number;
48
+ }
49
+
50
+ interface KeyState {
51
+ left: boolean;
52
+ right: boolean;
53
+ fire: boolean;
54
+ }
55
+
56
+ function createShields(): Shield[] {
57
+ const shields: Shield[] = [];
58
+ const shieldPositions = [8, 22, 36, 50];
59
+ for (const x of shieldPositions) {
60
+ shields.push({
61
+ x,
62
+ segments: [
63
+ [true, true, true, true],
64
+ [true, true, true, true],
65
+ [true, false, false, true],
66
+ ],
67
+ });
68
+ }
69
+ return shields;
70
+ }
71
+
72
+ function createAliens(): Alien[] {
73
+ const aliens: Alien[] = [];
74
+ for (let row = 0; row < ALIEN_ROWS; row++) {
75
+ const type = row === 0 ? 2 : row < 3 ? 1 : 0;
76
+ for (let col = 0; col < ALIEN_COLS; col++) {
77
+ aliens.push({
78
+ x: 4 + col * 5,
79
+ y: ALIEN_START_Y + row * 2,
80
+ type,
81
+ alive: true,
82
+ });
83
+ }
84
+ }
85
+ return aliens;
86
+ }
87
+
88
+ function createInitialState(highScore = 0, level = 1): GameState {
89
+ return {
90
+ player: { x: Math.floor(GAME_WIDTH / 2), lives: 3 },
91
+ aliens: createAliens(),
92
+ alienDirection: 1,
93
+ alienMoveCounter: 0,
94
+ alienMoveDelay: Math.max(5, 20 - level * 2),
95
+ alienDropping: false,
96
+ bullets: [],
97
+ shields: createShields(),
98
+ score: 0,
99
+ highScore,
100
+ level,
101
+ gameOver: false,
102
+ victory: false,
103
+ alienShootCounter: 0,
104
+ };
105
+ }
106
+
107
+ class SpaceInvadersComponent {
108
+ private state: GameState;
109
+ private keys: KeyState = { left: false, right: false, fire: false };
110
+ private interval: ReturnType<typeof setInterval> | null = null;
111
+ private onClose: () => void;
112
+ private onSave: (state: GameState | null) => void;
113
+ private tui: { requestRender: () => void };
114
+ private cachedLines: string[] = [];
115
+ private cachedWidth = 0;
116
+ private version = 0;
117
+ private cachedVersion = -1;
118
+ private paused: boolean;
119
+ private fireCooldown = 0;
120
+ private playerMoveCounter = 0;
121
+
122
+ // Opt-in to key release events for smooth movement
123
+ wantsKeyRelease = true;
124
+
125
+ constructor(
126
+ tui: { requestRender: () => void },
127
+ onClose: () => void,
128
+ onSave: (state: GameState | null) => void,
129
+ savedState?: GameState,
130
+ ) {
131
+ this.tui = tui;
132
+ if (savedState && !savedState.gameOver && !savedState.victory) {
133
+ this.state = savedState;
134
+ this.paused = true;
135
+ } else {
136
+ this.state = createInitialState(savedState?.highScore);
137
+ this.paused = false;
138
+ this.startGame();
139
+ }
140
+ this.onClose = onClose;
141
+ this.onSave = onSave;
142
+ }
143
+
144
+ private startGame(): void {
145
+ this.interval = setInterval(() => {
146
+ if (!this.state.gameOver && !this.state.victory) {
147
+ this.tick();
148
+ this.version++;
149
+ this.tui.requestRender();
150
+ }
151
+ }, TICK_MS);
152
+ }
153
+
154
+ private tick(): void {
155
+ // Player movement (smooth, every other tick)
156
+ this.playerMoveCounter++;
157
+ if (this.playerMoveCounter >= 2) {
158
+ this.playerMoveCounter = 0;
159
+ if (this.keys.left && this.state.player.x > 2) {
160
+ this.state.player.x--;
161
+ }
162
+ if (this.keys.right && this.state.player.x < GAME_WIDTH - 3) {
163
+ this.state.player.x++;
164
+ }
165
+ }
166
+
167
+ // Fire cooldown
168
+ if (this.fireCooldown > 0) this.fireCooldown--;
169
+
170
+ // Player shooting
171
+ if (this.keys.fire && this.fireCooldown === 0) {
172
+ const playerBullets = this.state.bullets.filter((b) => b.direction === -1);
173
+ if (playerBullets.length < 2) {
174
+ this.state.bullets.push({ x: this.state.player.x, y: PLAYER_Y - 1, direction: -1 });
175
+ this.fireCooldown = 8;
176
+ }
177
+ }
178
+
179
+ // Move bullets
180
+ this.state.bullets = this.state.bullets.filter((bullet) => {
181
+ bullet.y += bullet.direction;
182
+ return bullet.y >= 0 && bullet.y < GAME_HEIGHT;
183
+ });
184
+
185
+ // Alien movement
186
+ this.state.alienMoveCounter++;
187
+ if (this.state.alienMoveCounter >= this.state.alienMoveDelay) {
188
+ this.state.alienMoveCounter = 0;
189
+ this.moveAliens();
190
+ }
191
+
192
+ // Alien shooting
193
+ this.state.alienShootCounter++;
194
+ if (this.state.alienShootCounter >= 30) {
195
+ this.state.alienShootCounter = 0;
196
+ this.alienShoot();
197
+ }
198
+
199
+ // Collision detection
200
+ this.checkCollisions();
201
+
202
+ // Check victory
203
+ if (this.state.aliens.every((a) => !a.alive)) {
204
+ this.state.victory = true;
205
+ }
206
+ }
207
+
208
+ private moveAliens(): void {
209
+ const aliveAliens = this.state.aliens.filter((a) => a.alive);
210
+ if (aliveAliens.length === 0) return;
211
+
212
+ if (this.state.alienDropping) {
213
+ // Drop down
214
+ for (const alien of aliveAliens) {
215
+ alien.y++;
216
+ if (alien.y >= PLAYER_Y - 1) {
217
+ this.state.gameOver = true;
218
+ return;
219
+ }
220
+ }
221
+ this.state.alienDropping = false;
222
+ } else {
223
+ // Check if we need to change direction
224
+ const minX = Math.min(...aliveAliens.map((a) => a.x));
225
+ const maxX = Math.max(...aliveAliens.map((a) => a.x));
226
+
227
+ if (
228
+ (this.state.alienDirection === 1 && maxX >= GAME_WIDTH - 3) ||
229
+ (this.state.alienDirection === -1 && minX <= 2)
230
+ ) {
231
+ this.state.alienDirection *= -1;
232
+ this.state.alienDropping = true;
233
+ } else {
234
+ // Move horizontally
235
+ for (const alien of aliveAliens) {
236
+ alien.x += this.state.alienDirection;
237
+ }
238
+ }
239
+ }
240
+
241
+ // Speed up as fewer aliens remain
242
+ const aliveCount = aliveAliens.length;
243
+ if (aliveCount <= 5) {
244
+ this.state.alienMoveDelay = 1;
245
+ } else if (aliveCount <= 10) {
246
+ this.state.alienMoveDelay = 2;
247
+ } else if (aliveCount <= 20) {
248
+ this.state.alienMoveDelay = 3;
249
+ }
250
+ }
251
+
252
+ private alienShoot(): void {
253
+ const aliveAliens = this.state.aliens.filter((a) => a.alive);
254
+ if (aliveAliens.length === 0) return;
255
+
256
+ // Find bottom-most alien in each column
257
+ const columns = new Map<number, Alien>();
258
+ for (const alien of aliveAliens) {
259
+ const existing = columns.get(alien.x);
260
+ if (!existing || alien.y > existing.y) {
261
+ columns.set(alien.x, alien);
262
+ }
263
+ }
264
+
265
+ // Random column shoots
266
+ const shooters = Array.from(columns.values());
267
+ if (shooters.length > 0 && this.state.bullets.filter((b) => b.direction === 1).length < 3) {
268
+ const shooter = shooters[Math.floor(Math.random() * shooters.length)];
269
+ this.state.bullets.push({ x: shooter.x, y: shooter.y + 1, direction: 1 });
270
+ }
271
+ }
272
+
273
+ private checkCollisions(): void {
274
+ const bulletsToRemove = new Set<Bullet>();
275
+
276
+ for (const bullet of this.state.bullets) {
277
+ // Player bullets hitting aliens
278
+ if (bullet.direction === -1) {
279
+ for (const alien of this.state.aliens) {
280
+ if (alien.alive && Math.abs(bullet.x - alien.x) <= 1 && bullet.y === alien.y) {
281
+ alien.alive = false;
282
+ bulletsToRemove.add(bullet);
283
+ const points = [10, 20, 30][alien.type];
284
+ this.state.score += points;
285
+ if (this.state.score > this.state.highScore) {
286
+ this.state.highScore = this.state.score;
287
+ }
288
+ break;
289
+ }
290
+ }
291
+ }
292
+
293
+ // Alien bullets hitting player
294
+ if (bullet.direction === 1) {
295
+ if (Math.abs(bullet.x - this.state.player.x) <= 1 && bullet.y === PLAYER_Y) {
296
+ bulletsToRemove.add(bullet);
297
+ this.state.player.lives--;
298
+ if (this.state.player.lives <= 0) {
299
+ this.state.gameOver = true;
300
+ }
301
+ }
302
+ }
303
+
304
+ // Bullets hitting shields
305
+ for (const shield of this.state.shields) {
306
+ const relX = bullet.x - shield.x;
307
+ const relY = bullet.y - (PLAYER_Y - 5);
308
+ if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
309
+ if (shield.segments[relY][relX]) {
310
+ shield.segments[relY][relX] = false;
311
+ bulletsToRemove.add(bullet);
312
+ }
313
+ }
314
+ }
315
+ }
316
+
317
+ this.state.bullets = this.state.bullets.filter((b) => !bulletsToRemove.has(b));
318
+ }
319
+
320
+ handleInput(data: string): void {
321
+ const released = isKeyRelease(data);
322
+
323
+ // Pause handling
324
+ if (this.paused && !released) {
325
+ if (matchesKey(data, Key.escape) || data === "q" || data === "Q") {
326
+ this.dispose();
327
+ this.onClose();
328
+ return;
329
+ }
330
+ this.paused = false;
331
+ this.startGame();
332
+ return;
333
+ }
334
+
335
+ // ESC to pause and save
336
+ if (!released && matchesKey(data, Key.escape)) {
337
+ this.dispose();
338
+ this.onSave(this.state);
339
+ this.onClose();
340
+ return;
341
+ }
342
+
343
+ // Q to quit without saving
344
+ if (!released && (data === "q" || data === "Q")) {
345
+ this.dispose();
346
+ this.onSave(null);
347
+ this.onClose();
348
+ return;
349
+ }
350
+
351
+ // Movement keys (track press/release state)
352
+ if (matchesKey(data, Key.left) || data === "a" || data === "A" || matchesKey(data, "a")) {
353
+ this.keys.left = !released;
354
+ }
355
+ if (matchesKey(data, Key.right) || data === "d" || data === "D" || matchesKey(data, "d")) {
356
+ this.keys.right = !released;
357
+ }
358
+
359
+ // Fire key
360
+ if (matchesKey(data, Key.space) || data === " " || data === "f" || data === "F" || matchesKey(data, "f")) {
361
+ this.keys.fire = !released;
362
+ }
363
+
364
+ // Restart on game over or victory
365
+ if (!released && (this.state.gameOver || this.state.victory)) {
366
+ if (data === "r" || data === "R" || data === " ") {
367
+ const highScore = this.state.highScore;
368
+ const nextLevel = this.state.victory ? this.state.level + 1 : 1;
369
+ this.state = createInitialState(highScore, nextLevel);
370
+ this.keys = { left: false, right: false, fire: false };
371
+ this.onSave(null);
372
+ this.version++;
373
+ this.tui.requestRender();
374
+ }
375
+ }
376
+ }
377
+
378
+ invalidate(): void {
379
+ this.cachedWidth = 0;
380
+ }
381
+
382
+ render(width: number): string[] {
383
+ if (width === this.cachedWidth && this.cachedVersion === this.version) {
384
+ return this.cachedLines;
385
+ }
386
+
387
+ const lines: string[] = [];
388
+
389
+ // Colors
390
+ const dim = (s: string) => `\x1b[2m${s}\x1b[22m`;
391
+ const green = (s: string) => `\x1b[32m${s}\x1b[0m`;
392
+ const red = (s: string) => `\x1b[31m${s}\x1b[0m`;
393
+ const yellow = (s: string) => `\x1b[33m${s}\x1b[0m`;
394
+ const cyan = (s: string) => `\x1b[36m${s}\x1b[0m`;
395
+ const magenta = (s: string) => `\x1b[35m${s}\x1b[0m`;
396
+ const white = (s: string) => `\x1b[97m${s}\x1b[0m`;
397
+ const bold = (s: string) => `\x1b[1m${s}\x1b[22m`;
398
+
399
+ const boxWidth = GAME_WIDTH;
400
+
401
+ const boxLine = (content: string) => {
402
+ const contentLen = visibleWidth(content);
403
+ const padding = Math.max(0, boxWidth - contentLen);
404
+ return dim(" │") + content + " ".repeat(padding) + dim("│");
405
+ };
406
+
407
+ // Top border
408
+ lines.push(this.padLine(dim(` ╭${"─".repeat(boxWidth)}╮`), width));
409
+
410
+ // Header
411
+ const title = `${bold(green("SPACE INVADERS"))}`;
412
+ const scoreText = `Score: ${bold(yellow(String(this.state.score)))}`;
413
+ const highText = `Hi: ${bold(yellow(String(this.state.highScore)))}`;
414
+ const levelText = `Lv: ${bold(cyan(String(this.state.level)))}`;
415
+ const livesText = `${red("♥".repeat(this.state.player.lives))}`;
416
+ const header = `${title} │ ${scoreText} │ ${highText} │ ${levelText} │ ${livesText}`;
417
+ lines.push(this.padLine(boxLine(header), width));
418
+
419
+ // Separator
420
+ lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
421
+
422
+ // Game grid
423
+ for (let y = 0; y < GAME_HEIGHT; y++) {
424
+ let row = "";
425
+ for (let x = 0; x < GAME_WIDTH; x++) {
426
+ let char = " ";
427
+ let colored = false;
428
+
429
+ // Check aliens
430
+ for (const alien of this.state.aliens) {
431
+ if (alien.alive && alien.y === y && Math.abs(alien.x - x) <= 1) {
432
+ const sprites = [
433
+ x === alien.x ? "▼" : "╲╱"[x < alien.x ? 0 : 1],
434
+ x === alien.x ? "◆" : "╱╲"[x < alien.x ? 0 : 1],
435
+ x === alien.x ? "☆" : "◄►"[x < alien.x ? 0 : 1],
436
+ ];
437
+ const colors = [green, cyan, magenta];
438
+ char = colors[alien.type](sprites[alien.type]);
439
+ colored = true;
440
+ break;
441
+ }
442
+ }
443
+
444
+ // Check shields
445
+ if (!colored) {
446
+ for (const shield of this.state.shields) {
447
+ const relX = x - shield.x;
448
+ const relY = y - (PLAYER_Y - 5);
449
+ if (relX >= 0 && relX < 4 && relY >= 0 && relY < 3) {
450
+ if (shield.segments[relY][relX]) {
451
+ char = dim("█");
452
+ colored = true;
453
+ }
454
+ break;
455
+ }
456
+ }
457
+ }
458
+
459
+ // Check player
460
+ if (!colored && y === PLAYER_Y && Math.abs(x - this.state.player.x) <= 1) {
461
+ if (x === this.state.player.x) {
462
+ char = white("▲");
463
+ } else {
464
+ char = white("═");
465
+ }
466
+ colored = true;
467
+ }
468
+
469
+ // Check bullets
470
+ if (!colored) {
471
+ for (const bullet of this.state.bullets) {
472
+ if (bullet.x === x && bullet.y === y) {
473
+ char = bullet.direction === -1 ? yellow("│") : red("│");
474
+ colored = true;
475
+ break;
476
+ }
477
+ }
478
+ }
479
+
480
+ row += colored ? char : " ";
481
+ }
482
+ lines.push(this.padLine(dim(" │") + row + dim("│"), width));
483
+ }
484
+
485
+ // Separator
486
+ lines.push(this.padLine(dim(` ├${"─".repeat(boxWidth)}┤`), width));
487
+
488
+ // Footer
489
+ let footer: string;
490
+ if (this.paused) {
491
+ footer = `${yellow(bold("PAUSED"))} Press any key to continue, ${bold("Q")} to quit`;
492
+ } else if (this.state.gameOver) {
493
+ footer = `${red(bold("GAME OVER!"))} Press ${bold("R")} to restart, ${bold("Q")} to quit`;
494
+ } else if (this.state.victory) {
495
+ footer = `${green(bold("VICTORY!"))} Press ${bold("R")} for level ${this.state.level + 1}, ${bold("Q")} to quit`;
496
+ } else {
497
+ footer = `←→ or AD to move, ${bold("SPACE")}/F to fire, ${bold("ESC")} pause, ${bold("Q")} quit`;
498
+ }
499
+ lines.push(this.padLine(boxLine(footer), width));
500
+
501
+ // Bottom border
502
+ lines.push(this.padLine(dim(` ╰${"─".repeat(boxWidth)}╯`), width));
503
+
504
+ this.cachedLines = lines;
505
+ this.cachedWidth = width;
506
+ this.cachedVersion = this.version;
507
+
508
+ return lines;
509
+ }
510
+
511
+ private padLine(line: string, width: number): string {
512
+ const visibleLen = line.replace(/\x1b\[[0-9;]*m/g, "").length;
513
+ const padding = Math.max(0, width - visibleLen);
514
+ return line + " ".repeat(padding);
515
+ }
516
+
517
+ dispose(): void {
518
+ if (this.interval) {
519
+ clearInterval(this.interval);
520
+ this.interval = null;
521
+ }
522
+ }
523
+ }
524
+
525
+ const INVADERS_SAVE_TYPE = "space-invaders-save";
526
+
527
+ export default function (pi: ExtensionAPI) {
528
+ pi.registerCommand("invaders", {
529
+ description: "Play Space Invaders!",
530
+
531
+ handler: async (_args, ctx) => {
532
+ if (ctx.mode !== "tui") {
533
+ ctx.ui.notify("Space Invaders requires interactive mode", "error");
534
+ return;
535
+ }
536
+
537
+ // Load saved state from session
538
+ const entries = ctx.sessionManager.getEntries();
539
+ let savedState: GameState | undefined;
540
+ for (let i = entries.length - 1; i >= 0; i--) {
541
+ const entry = entries[i];
542
+ if (entry.type === "custom" && entry.customType === INVADERS_SAVE_TYPE) {
543
+ savedState = entry.data as GameState;
544
+ break;
545
+ }
546
+ }
547
+
548
+ await ctx.ui.custom((tui, _theme, _kb, done) => {
549
+ return new SpaceInvadersComponent(
550
+ tui,
551
+ () => done(undefined),
552
+ (state) => {
553
+ pi.appendEntry(INVADERS_SAVE_TYPE, state);
554
+ },
555
+ savedState,
556
+ );
557
+ });
558
+ },
559
+ });
560
+ }