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GitHub repositories · by TravisBumgarner

dino-break

An ASCII dino-run game plugin for Claude Code that opens in a band above the prompt while Claude works on a long task.

TravisBumgarner@TravisBumgarner

TravisBumgarner/claude-mods/tree/main/dino

Translated

About this mod

dino

An ASCII take on Chrome's offline dino game that runs in a band above the Claude Code prompt while Claude works on something long. The plugin is named dino-break.

HI 00412  00087   Claude is working...
      .--.
     (____)
    __
   / o)
__/ /         \|/
  /\           |
_____._______._______._______.
Space/Up: jump   P: pause   X: close

Load it

Mods need Claude Code v2.1.287 or later (claude --version).

For one session:

claude --plugin-dir ~/Programming/mods/dino

For every session, add the folder to the env block of ~/.claude/settings.json:

{
  "env": {
    "CLAUDE_CODE_PLUGIN_DIRS": "~/Programming/mods/dino"
  }
}

To load several mods, separate their paths with :. Interactive sessions watch the folder, so edits reload when you save.

Run /plugin to check it loaded: the dim line under the tabs should name dino-break.

Play

| Key | Does | | --- | --- | | click the game | gives it the keyboard (Esc hands it back to the prompt) | | D | start, or resume a paused run after a 3-2-1 countdown | | Space / Up / W | jump | | P | pause and save the score | | X | save and close |

/dino opens or closes the game by hand.

How it opens on its own

The mod gives Claude a start_break tool and adds a line to the system prompt telling Claude to call it first when a task looks like it'll take more than about a minute. When Claude finishes the turn, the game pauses, saves your run, and shows a toast.

This depends on Claude guessing the task length, so it won't fire every time. /dino always works.

Scores

Saved in the mod's own store under ~/.claude (not in this repo):

  • best: high score
  • scores: last 50 runs
  • saved: the paused run, which comes back as "Press D to resume" in the next session

Files

| File | What | | --- | --- | | .claude-plugin/plugin.json | manifest | | hooks/hooks.json | points at register.tsx | | hooks/register.tsx | start_break tool, /dino, the band, saving scores | | hooks/game.tsx | the game: keys, physics, drawing (runs as a Client surface module) | | types/index.d.ts | state contract | | tests/dino.test.tsx | start, pause, resume |

Develop

claude plugin validate ~/Programming/mods/dino
claude plugin test ~/Programming/mods/dino

After the mod loads once, Claude Code writes its types into .claude-plugin/types/ and a tsconfig.json, and tsc -p . type-checks it. Both are generated and gitignored.

claude plugin test refused to run while this was written ("hooks modules are turned off in this process"), so the test is type-checked but hasn't run yet.

Installation

Check the author's README for the marketplace and plugin name first. Commands may change as the repository evolves.

claude plugin marketplace add TravisBumgarner/claude-mods
claude plugin install dino-break
Original text / README

dino

An ASCII take on Chrome's offline dino game that runs in a band above the Claude Code prompt while Claude works on something long. The plugin is named dino-break.

HI 00412  00087   Claude is working...
      .--.
     (____)
    __
   / o)
__/ /         \|/
  /\           |
_____._______._______._______.
Space/Up: jump   P: pause   X: close

Load it

Mods need Claude Code v2.1.287 or later (claude --version).

For one session:

claude --plugin-dir ~/Programming/mods/dino

For every session, add the folder to the env block of ~/.claude/settings.json:

{
  "env": {
    "CLAUDE_CODE_PLUGIN_DIRS": "~/Programming/mods/dino"
  }
}

To load several mods, separate their paths with :. Interactive sessions watch the folder, so edits reload when you save.

Run /plugin to check it loaded: the dim line under the tabs should name dino-break.

Play

| Key | Does | | --- | --- | | click the game | gives it the keyboard (Esc hands it back to the prompt) | | D | start, or resume a paused run after a 3-2-1 countdown | | Space / Up / W | jump | | P | pause and save the score | | X | save and close |

/dino opens or closes the game by hand.

How it opens on its own

The mod gives Claude a start_break tool and adds a line to the system prompt telling Claude to call it first when a task looks like it'll take more than about a minute. When Claude finishes the turn, the game pauses, saves your run, and shows a toast.

This depends on Claude guessing the task length, so it won't fire every time. /dino always works.

Scores

Saved in the mod's own store under ~/.claude (not in this repo):

  • best: high score
  • scores: last 50 runs
  • saved: the paused run, which comes back as "Press D to resume" in the next session

Files

| File | What | | --- | --- | | .claude-plugin/plugin.json | manifest | | hooks/hooks.json | points at register.tsx | | hooks/register.tsx | start_break tool, /dino, the band, saving scores | | hooks/game.tsx | the game: keys, physics, drawing (runs as a Client surface module) | | types/index.d.ts | state contract | | tests/dino.test.tsx | start, pause, resume |

Develop

claude plugin validate ~/Programming/mods/dino
claude plugin test ~/Programming/mods/dino

After the mod loads once, Claude Code writes its types into .claude-plugin/types/ and a tsconfig.json, and tsc -p . type-checks it. Both are generated and gitignored.

claude plugin test refused to run while this was written ("hooks modules are turned off in this process"), so the test is type-checked but hasn't run yet.

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