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
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证制作者的介绍仅有上面的一句话。 更多详情请阅读仓库 README。 仓库 README ↗
正在加载完整 README。
查看完整 README ↗
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.