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
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一分鐘完成驗證正在載入完整 README。 以下為已儲存的摘錄。
A web implementation of Crapette (aka Russian Bank), the two-player patience/rummy
hybrid card game. v1 is single-player vs. a CPU opponent in the browser; online
multiplayer is planned for v2 without a rewrite of the rules engine.
Full design and rules reference: docs/tech-spec.md. Detailed
build history (what was built, in what order, and why) is in
docs/build-log.md; investigated gotchas and non-bugs are in
docs/known-issues.md.
Feature-complete v1 — playable end-to-end in the browser.檢視完整 README ↗A web implementation of Crapette (aka Russian Bank), the two-player patience/rummy hybrid card game. v1 is single-player vs. a CPU opponent in the browser; online multiplayer is planned for v2 without a rewrite of the rules engine.
Full design and rules reference: docs/tech-spec.md. Detailed
build history (what was built, in what order, and why) is in
docs/build-log.md; investigated gotchas and non-bugs are in
docs/known-issues.md.
Feature-complete v1 — playable end-to-end in the browser.
/src/engine — pure game logic: deck/deal, legality rules, compulsory-move
resolution, win/stalemate detection. Fully unit-tested with Vitest./src/ai — rule-based CPU heuristic opponent.src/cli/simulate.ts — headless CLI that plays full games (random or heuristic
policy on either side), used to validate the engine/AI without any UI./src/render — PixiJS rendering: tap-to-select and drag-and-drop input, tweened
card moves/flips, pile-count badges, end screen, New Game/How to Play/language/
About modals. No separate /src/ui directory — it all lives in
src/render/pixi/scene.ts./src/state — the game store (gameStore.ts), CPU auto-play driver, and
localStorage autosave/resume./src/i18n — English + Portuguese, with a manual in-app language switcher.See docs/tech-spec.md §14 for the original build order, and docs/build-log.md for
what actually happened at each step (including several deliberate deviations from the
spec's original text — see CLAUDE.md's "Things that deviate from tech-spec.md"
section for the short version).
Two standard 52-card decks (each shuffled/dealt independently), 13-card reserve
variant, own-waste-pile-top-card-playable house rule enabled, no "Stop!" honor
system — the engine blocks illegal moves and enforces compulsory moves automatically.
Full canonical ruleset: docs/tech-spec.md §2. In-app "How to Play" reference is also
available from the game's footer.
TypeScript, Vite, PixiJS (rendering), Vitest (tests), i18next (English/Portuguese),
@vercel/analytics (Web Analytics, via the framework-agnostic inject() — this is a
Vite app, not Next.js, so the /next//react component doesn't apply; requires Web
Analytics to be enabled for the project in the Vercel dashboard, otherwise it's a no-op
in dev/anywhere not deployed there). See docs/tech-spec.md §12 for the stack and
licensing rationale. Everything is
permissively licensed (MIT/Apache-2.0/BSD) except the vendored card art
(public/cards/, from htdebeer/SVG-cards, LGPL-2.1 — credited in-app via the
About/Legal modal, per §12).
npm install
# Run the engine test suite
npm run test
# Play a single random-legal-move game and print the result + move log
npm run simulate
# Batch-simulate many games to validate the engine (win/stalemate/failure summary)
npm run simulate -- --games 1000
# Same, but with the CPU heuristic instead of random-legal-move on either/both sides
npm run simulate -- --games 1000 --heuristic-cpu
# Vite dev server / production build — the actual playable game
npm run dev
npm run build
/src
/engine pure game logic — zero Pixi/DOM/Node dependencies, portable to a future
server (multiplayer validation) or mobile app unchanged
/ai rule-based CPU heuristic player
/cli headless simulation harness (Node-only, imports only /engine and /ai)
/render PixiJS scene/layout, all HUD/modal UI (no separate /src/ui directory)
/state game store, CPU auto-play driver, localStorage persistence
/i18n i18next setup + English/Portuguese locale resources
/docs
tech-spec.md canonical design/rules/architecture spec
build-log.md chronological build history and rationale
known-issues.md investigated gotchas and confirmed non-bugs
MIT — see LICENSE. Third-party dependencies are all permissively
licensed (MIT/Apache-2.0); the vendored card art (public/cards/) carries its own
LGPL-2.1 attribution (see docs/tech-spec.md §12 and public/cards/CREDIT.md) and is
credited in-app via the About/Legal modal, per that section.