Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
Salad Bowl party game as a PWA
Translation pending
GamesTypeScript · CSSGitHub @bryanluuOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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A progressive web app for a party game. Players gather around a single device, toss prompts into a shared bowl, and then work through three rounds — Taboo, Charades, and Password — taking timed turns to describe, act out, or drop a one-word clue while their teammates guess. Scoreboards run between rounds and crown a winner (or a tie) at the end.
Built for phones that get passed hand to hand: it holds a Screen Wake Lock
while a turn is in play so the display can't dim mid-game, and there are no
accounts, no backend, and no game persistence — a game lives entirely in the
current session. The one thing remembered between visits is your sound
effects on/off preference, kept in localStorage. Full installable/offline
PWA support (manifest and service worker) is still to come.
Play the live game: https://bryanluu.github.io/salad_bowl/
The Node version is pinned in .nvmrc:
nvm use # install the pinned version if you don't have it
npm ci
npm run dev
Then open the local URL Vite prints when the dev server starts.
| Command | Description |
|---|---|
npm run dev | Start the Vite dev server with HMR |
npm run build | Type-check with tsc -b and build the production bundle into dist/ |
npm run lint | Run ESLint over the project |
npm run preview | Serve the production build locally |
npm test | Run the Vitest test suite (watch mode; npx vitest run for a single pass) |
npm run test:ui | Run Vitest with its browser-based UI |
salad_bowl/
├── index.html # App shell: fonts, favicon, #root mount point
├── public/ # Static assets (logo, favicon, sounds/)
├── src/
│ ├── main.tsx # Entry point — mounts App, imports global styles
│ ├── App.tsx # Screen state machine + shared game config
│ ├── types.ts # Shared types: GameConfig, Team, WordSource, Scores
│ ├── assets.ts # base-path-aware URL helper for public/ assets
│ ├── sounds.ts # Sound-effect map: cue name → file in public/sounds/
│ ├── components/ # Screens & UI: Start, GameSetup, WordEntry, Gameplay,
│ │ # round/turn curtains, scoreboard
│ ├── colors/ # Color interpolation helpers (+ tests)
│ ├── copy/en.ts # All UI strings in one place
│ ├── hooks/ # useTimer, useWakeLock, useKeyPress, useWordSource,
│ │ # useSoundEffects (SoundProvider + hook)
│ ├── styles/ # reset.css, variables.css, global.css
│ ├── teams/ # Roster math + team-order shuffling (+ tests)
│ ├── validation/ # Roster, bowl, and word validators (+ tests)
│ ├── words/ # Word normalization + bowl pick/switch (+ tests)
│ ├── wordSources/ # WordSource implementations (LocalWordSource)
│ └── test/ # Vitest setup (jest-dom), renderWithSound helper
├── .github/workflows/ # test.yml (CI), build_and_deploy.yml (GitHub Pages)
├── eslint.config.js # ESLint flat config
├── tsconfig.json # Project references → tsconfig.app.json / tsconfig.node.json
├── vite.config.ts # Vite + Vitest config; base path /salad_bowl/
└── .nvmrc # Pins the Node version
src/App.tsx drives a small state machine over
ScreenId (start → game-setup → word-entry → gameplay) and holds
the shared GameConfig. There is no router — the app is a single page.WordSource is the seam. The game only talks to the WordSource
interface in src/types.ts (addWord, removeWord, getWords, count).
The current implementation, LocalWordSource in src/wordSources/, is an
in-memory bowl with duplicate and length checks. Alternate sources — for
example prompts entered from other devices — can plug in without touching
gameplay code.src/copy/en.ts, so adding a language is a matter of adding a sibling
file.SoundProvider (src/hooks/useSoundEffects.tsx) wraps the app and exposes
useSoundEffects() → { soundOn, setSoundOn, play, stop }; which file
plays for which cue is mapped in src/sounds.ts, with the files in
public/sounds/. Nothing plays until the first tap or keypress, which also
primes every sound so iOS will allow later ones (like the timer buzzer). The
on/off preference lives in localStorage — a deliberate exception to the
no-persistence rule, because it's a user preference, not game state. A
failed play() logs a console warning naming the cause rather than
throwing.src/words/),
roster math and team shuffling (src/teams/), and validation
(src/validation/) are framework-free modules, each paired with a
co-located *.test.ts file.Tests run with Vitest + React Testing Library in a jsdom environment (setup
in src/test/setup.ts):
npm test # watch mode
npx vitest run # single pass
.github/workflows/test.yml) — lints and runs the test suite on
every pull request and push to main; it's a required status check..github/workflows/build_and_deploy.yml) — builds and
deploys to GitHub Pages on pushes to main. The Vite base path is
/salad_bowl/ to match the Pages subpath, which is why asset URLs are
built through src/assets.ts rather than hardcoded.