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 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A playable vertical slice of the War Element TCG: draw → resource → turn-based prep → speed-queue battle → win by elimination or slot capture. One local human (P1, bottom) vs. a rule-based AI (P2, top).README 전문 보기 ↗
A playable vertical slice of the War Element TCG: draw → resource → turn-based prep → speed-queue battle → win by elimination or slot capture. One local human (P1, bottom) vs. a rule-based AI (P2, top).
npm install
npm run dev # → http://localhost:5173 (or --port N)
npm test # 86 engine unit tests, headless (Vitest, no React)
npm run build # tsc --noEmit + vite production build
src/engine pure TypeScript, zero React — types, state, rules (legality),
combat (damage pipeline + special-handler registry), phases
(round loop + intent reducer + advance() driver), ai, rng
src/data 78 alpha cards as plain data across all 8 elements, grouped
into four selectable decks (leaf_pyro, bore_dusk, aqua_dawn,
gale_bolt) via the DECKS table; each card once per game.
src/ui React only renders state and dispatches intents
src/engine/__tests__ Vitest suites for milestones 1–8, incl. full
AI-vs-AI matches, determinism replay, and both win paths
All randomness (shuffles, coin flips, SP tie-breaks, CRIT/EVASION/SLEEP
coins) flows through one seeded RNG in GameState.rngState, so any match
replays exactly from its seed.
src/data/cards.ts):
Alpha's conditional lifesteal → plain LIFESTEAL; Granite Armadillo's
Curl Up → BLOCK 2; Clubber's coin-flip reflect → REFLECT 1; Widowbite
gets STEALTH (as in the UI mockup) in place of its on-death passive;
Rhe's Rigid Smash → 5 DMG + SLEEP one target; conditional-buff passives
are dropped. Working passive surfaces: keywords, basic-attack status
riders (onHitStatus), on-death retaliation (onDeath), on-summon
effects (onSummon — free, fired through the same handler registry;
a spread param projects a forward corridor toward the enemy — spread
columns to each side, reaching one row for Melee or all the way to the
enemy battlefield for Ranged, via forwardAreaTargets. Flamehound's Fire
Blast = 3-wide far, Spitfire's Spit Shot = single-lane far, Fenrir's Fury
Unleashed = 3-wide one row), Pumpkin's Catapult
(ignoresHomeRule), Haunt's Jacked (drainMax handler), and Bearocks'
Hibernation (statusImmune — negative statuses fizzle). Not yet:
on-kill, on-being-hit, start-of-round spawns, token/minion spawning,
and auras beyond LEAF's. Legendary specials that spawn tokens (Efy,
Wraith) or move-and-strike (Skelider's charge) are simplified to their
damage/status core for alpha; the flavor returns with the spawn system.