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
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기메이커가 쓴 소개는 위의 한 줄이 전부입니다. 더 자세한 내용은 저장소 README에서 읽을 수 있습니다. 저장소 README ↗
README 전체를 불러오는 중입니다.
README 전문 보기 ↗
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.