by Marina Ferreira

Memory Game in Vanilla JavaScript
Learn JS, CSS and HTML by building a memory game in 30 minutes!
This tutorial explains some basic HTML5, CSS3 and JavaScript concepts. We will discuss data attribute, positioning, perspective, transitions, flexbox, event handling, timeouts and ternaries. You are not expected to have much prior knowledge in programming. If you know what HTML, CSS and JS are for, it’s more than enough!
- ?Demo: Memory Game Project
File Structure
Let’s start creating the files in the terminal:
? mkdir memory-game ? cd memory-game ? touch index.html styles.css scripts.js ? mkdir img
HTML
The initial template linking both
css
and js
files.
The game has 12 cards. Each card consists of a container
div
named .memory-card
, which holds two img
elements. The first one represents the card front-face
and the second its back-face
.

You can download the assets for this project at: Memory Game Repo.
The set of cards will be wrapped in a
section
container element. The final result:
CSS
We will use a simple but yet very useful reset, applied to all items:
The
box-sizing: border-box
property includes padding and border values into element’s total width and height, so we can skip the math.
By setting display: flex to the
body
and margin: auto
to the .memory-game
container, it will be centered both vertically and horizontally.
.memory-game
will also be a flex-container
. By default, the items are set to shrink in width to fit the container. By setting flex-wrap to wrap
, flex-items
wrap along multiple lines, accordingly to their size.
Each card
width
and height
is calculated with calc() CSS function. Let’s make three rows, four card each by setting width
to 25%
and height
to 33.333%
minus 10px
from margin
.
To position
.memory-card
children, let’s add position: relative
so we can position the children absolutely, relative to it.
The property
position: absolute
set to both front-face
and back-face
, will remove the elements from the original position, and stack them on top of each other.
The template should be looking like this:

Let’s also add a click effect. The
:active
pseudo class will be triggered every time the element gets clicked. It will apply a .2s transition to its size:

Flip Card
To flip the card when clicked, a class
flip
is added to the element. For that, let’s select all memory-card
elements with document.querySelectorAll
. Then loop through them with forEach
and attach an event listener. Every time a card gets clicked flipCard
function will be fired. The this
variable represents the card that was clicked. The function accesses the element’s classList
and toggles the flip
class:
In the CSS the
flip
class rotates the card 180deg:
To produce the 3D flip effect, we will add the perspective property to
.memory-game
. That property sets how far in the z
plane the object is from the user. The lower the value the bigger the perspective effect. For a subtle effect, let’s apply 1000px
:
To the
.memory-card
elements let’s add transform-style: preserve-3d
, to position them in the 3D space created in the parent, instead of flattening it to the z = 0
plane (transform-style).
Now, a transition has to be applied to the
transform
property to produce the movement effect:
So, we got the card to 3D flip, yay! But why isn’t the card face showing up? Right now, both
.front-face
and .back-face
are stacked up onto each other, because they are absolutely positioned. Every element has a back face
, which is a mirror image of its front face
. The property backface-visibility defaults to visible
, so when we flip the card, what we get is the JS badge back face.

To reveal the image underneath it, let’s apply
backface-visibility: hidden
to .front-face
and .back-face
.
If we refresh the page and flip a card, it’s gone!

Since we’ve hidden both images back face, there is nothing in the other side. So now we have to turn the
.front-face
180 degrees:
And now, there’s the desired flip effect!

Match card
Now that we have flipping cards, let’s handle the matching logic.
When we click the first card, it needs to wait until another card is flipped. The variables
hasFlippedCard
and flippedCard
will manage the flip state. In case there is no card flipped, hasFlippedCard
is set to true
and flippedCard
is set to the clicked card. Let’s also switch the toggle
method to add
:
So now, when the user clicks the second card, we will fall into the else block in our condition. We will check to see if it’s a match. In order to do that, let’s identify each card.
Whenever we feel like adding extra information to HTML elements, we can make use of data attributes. By using the following syntax:
data-*
, where, *
can be any word, that attribute will be inserted in the element’s dataset property. So, let’s add a data-framework
to each card:
So now we can check for a match by accessing both cards dataset. Let’s extract the matching logic to its own method
checkForMatch()
and also set hasFlippedCard
back to false. In case of a match, disableCards()
is invoked and the event listeners on both cards are detached, to prevent further flipping. Otherwise, unflipCards()
will turn both cards back by a 1500ms timeout that removes the .flip
class:
Putting all together:
A more elegant way of writing the matching condition is to use a ternary operator. It’s composed by three blocks. The first block is the condition to be evaluated. The second block is executed if the condition returns true, otherwise the executed block is the third:
Lock Board
So now that we have the matching logic covered, we need to lock the board. We lock the board to avoid two sets of cards being turned at the same time, otherwise the flipping will fail.

Let’s declare a
lockBoard
variable. When the player clicks the second card, lockBoard
will be set to true
and the condition if (lockBoard) return;
will prevent any card flipping before the cards are hidden or match:
Same Card Click
The is still the case where the player can click twice on the same card. The matching condition would evaluate to true, removing the event listener from that card.

To prevent that, let’s check if the current clicked card is equal to the
firstCard
and return if positive.
The
firstCard
and secondCard
variables need to be reset after each round, so let’s extract that to a new method resetBoard()
. Let’s place the hasFlippedCard = false;
and lockBoard = false
there too. The es6 destructuring assignment [var1, var2] = ['value1', 'value2']
, allows us to keep the code super short:
The new method will be called both from
disableCards()
and unflipCards()
:
Shuffling
Our game looks pretty good, but there is no fun if the cards are not shuffled, so let’s take care of that now.
When
display: flex
is declared on the container, flex-items
are arranged by the following hierarchy: group and source order. Each group is defined by the order property, which holds a positive or negative integer. By default, each flex-item
has its order
property set to 0
, which means they all belong to the same group and will be laid out by source order. If there is more than one group, elements are firstly arranged by ascending group order.
There is 12 cards in the game, so we will iterate through them, generate a random number between 0 and 12 and assign it to the flex-item
order
property:
In order to invoke the
shuffle
function, let’s make it a Immediately Invoked Function Expression (IIFE), which means it will execute itself right after its declaration. The scripts should look like this:
And that’s all folks!
You can also find a video explanation at ? Code Sketch Channel.
References
Marina Ferreira — Flexbox Fundamentals
MDN Web Docs — Main Axis
MDN Web Docs — Cross Axis
MDN Web Docs — calc
MDN Web Docs — perspective
MDN Web Docs — transform-style
MDN Web Docs — backface-visibility
MDN Web Docs — Using data attributes
MDN Web Docs — order
MDN Web Docs — IIFE
MDN Web Docs — ternary operator
MDN Web Docs — destructuring assignment
Originally published at marina-ferreira.github.io.