Getting started, the first step will be to create a new file and set up the HTML structure.

Step 1 - index.html

Make a new text file and add the boilerplate HTML.

<!doctype html>
      /* CSS here */

    <!-- HTML here -->

      // JS Code here


The tags represent HTML elements. You will be writing code in three different languages within this single document. Notice the comments, there are three different types of comments.

I placed the style tag in the head of document. It can go anywhere but this is a good place and makes it easy to find.

I placed the script tag at the end of the body tag. It's important to place this after the HTML that makes up your app. The document is loaded from top to bottom, and th browser executes code as it is loaded, as soon as the end tag is reached. If the JS code is loaded before the structural tags in the body the code will run, look for tags that have not been loaded yet, and not be able to find them. Placing the JS code last on the page ensures that rest of the page has loaded first before running the JS code.

Step 2 - Basic HTML Structure

The next step is to add the HTML structure. You'll create tags that represent HTML elements that define objects on the screen. You'll give tags id and class names to make them easy to access in the DOM. The DOM is the Document Object Model. HTML defines the structure of the DOM.

<div class='container'>
  <div id='game'>
    <!-- Game Ssquares -->


Here you defined two div's .container will act as wrapper, and #game will hold the game and all of the game objects.

There will only be one game it is unqiue, for this reason we give it an id name.

Step 3 - Game Square

The game will need 16 game squares. All of the game squares will have the same behavior and share the same styles. For this reason it makes sense for all game squares to share a class name: game-square.

All 16 game squares will have the same HTML structure. The tutorial will walk through creating one square first. Then we'll copy that square 15 times.

A game square will be square that we can click. It will contain two other squares, one will represent the default appearance of a square, and the other will display the color for that square. The colored square will be reveled when the square is clicked or tapped.

Add this inside div#game:

<div class='game-square'>

Game Square mechanics

Before continuing let's talk about the Game Square. The game square needs to display two different colors. One square will be the "default" and the other will be the "color" we are matching when we play the game.

For this example we will have the two squares ("default" and "color") slide up to reveal the matching color and slide down to hide it. To make this work the two color squares will be wrapped in a "drawer" div, which will be wrapped in a another div that will act as a "window". The "window" is needed to act as a mask revealing what is inside the area of the "window".

Here is a picture:


The "drawer" will slide up and down via the magic of CSS. Normally the "drawer" will align it's top edge with the top of the "window". When we add the "flip" class it will slide up revealing the "color" div. Remove the class and it will slide back down again.

Here is a picture:


Step 4 - game-square styles

The next step is to style the Game Square. Let's break these up and apply them in stages.


.game-square {
  box-sizing: border-box;
  border: 1px solid #000;
  width: 100px;
  height: 100px;
  position: relative;
  overflow: hidden;

This should draw a 100px by 100px box. This is the "window". It's important that this div have overflow: hidden this makes this div act as a mask, any of it's descendants that fall outside the area of .game-square will not be visible! This is what will make this div act as a "window".

"Drawer" .game-square > div

.game-square > div {
  width: 100%;
  height: 200%;
  position: absolute;
  top: 0;

While the "drawer" is not visible at this point inspecting it will show that it is twice the height of the "window".

"Default" & "color"

.game-square > div > div {
  height: 50%;

Both of these squares need to take up half the height of the "drawer". You won't be able to see this is the browser but inspecting the two inner div's will show that they are stacked up and each is the size of the window.

"Default" square gets a style

.game-square > div > div:first-child {
  background-color: gray;

Now the "default" square has a color!

To get the square to slide up and reveal the color to match we need a style:

.flip > div {
  top: -100%;

Remember the > div is 200%, if we add this class the game square div it's child div (the "drawer") will slide up the height of the height of it's parent.

Step 5 - Create some matching styles

In this step you will define some styles that represent the color applied to the "color" squares. These will be assigned randomly in a later step but we will define them here. You'll use a class name for this. By using a class name you can later change the look of the matching squares, like assigning them a picture, without having to edit the code that runs the game. Taking this approach the appearance of the game will be separate from the logic that runs the game.

Add the following styles.

.square-0 {
  background-color: aqua;

.square-1 {
  background-color: bisque;

.square-2 {
  background-color: blue;

.square-3 {
  background-color: blueviolet;

.square-4 {
  background-color: brown;

.square-5 {
  background-color: cadetblue;

.square-6 {
  background-color: chartreuse;

.square-7 {
  background-color: chocolate;

.square-8 {
  background-color: coral;

.square-9 {
  background-color: cornflowerblue;

I used named colors for each of these. Later you can change these to any other type of color or add other styles.

There are only 9 colors here, when we play the game the game will only need 8 colors since there are 16 squares and every color will appear twice.

Step 6 - Create 15 more Game Squares

It's time to create all of the game squares. Copy the and it's descendants and paste it 15 times.

You should now see a column of gray squares.

Step 7 - Arrange the squares in a grid

To arrange the squares in a grid you'll use flex box. You'll need to set the width and height of div#game to fit a 4x4 grid of 100px by 100px game squares.

#game {
  width: 400px;
  height: 400px;
  display: flex;
  flex-direction: row;
  flex-wrap: wrap;
  border: 1px solid red;

display: flex makes div#game a flex container. flex-direction: row makes the flex items flow across left to right. flex-wrap: wrap tells the flex items to wrap when they run out of space at the end of a row.

Step 8 - Add a button to reset the game

The reset button should be inside the div.container below div#game.

<button id='reset-button'>reset</button>

You gave the button an id because we will need to connect it to a JavaScript function later.

Step 9 - Get references to DOM elements with JS

You'll need to reference some of the DOM elements with yout JavaScript. In the case of unique elements you can use the id name. In the case of the Game Squares you'll want an array of similar elements.

Add the following at the top of the script tag:

var resetButton = document.getElementById("reset-button");

With the first line you made a reference to an element via it's id name. This will always return a single element, even if there is more than one element with the same id name.

You need a list of class names for the "color" classes named "square-1" - "square-9".

var colors = [];
for (var i = 0; i < 10; i++) {
  colors.push('square-' + i);

Step 10 - Game Objects

The game will need to keep track of the element that represent each Game Square (a, assign a "square-#" class to one of the nested div's in a Game Square, we also need to get click/taps on a Game Square when they occur, and keep track of the state of each Game Square.

The state of a Game Square might be:

  • open or closed: closed and we see the upper "default" div, or open and we see the lower "color" div.
  • locked or unlocked: Locked will identify a square as having been matched. In this case we can ignore clicks/taps, and the square stays open.

The best approach is to create an object that represents a Game Square and encapsulates it's behavior.

function GameSquare(el, color) {
  this.el = el;
  this.isOpen = false;
  this.isLocked = false;
  this.el.addEventListener("click", this, false);

This function defines a "GameSquare" class object and it's properties. It takes in two parameters: el, and color.

  • el : The reference to a DOM element. In our case a
  • color : The color of a square. This will be the class name that represents the color of the square i.e. "square-1" to "square-9".

We want the square to listen for click events.

this.el.addEventListener("click", this, false);

This line adds an event listener that listens for "click" type events.

Step 12 - Adding methods to GameSquare

Our class needs some methods. These are functions that that we can all on that work with instances of GameSquare.

Game Squares need to do the following:

  • Handle events when they occur. We are listening for events but we also need to define what happens when those events occur.
  • Reset Game Square. This will set the game square back to it's starting state. This will be helpful when want to start the game again.
  • Lock, when we find a match we will want to lock those game squares.
  • Set Color, this will be useful when we restart the game, we want to change the colors and set a new color for each game square.


GameSquare.prototype.handleEvent = function(e) {
  switch (e.type) {
    case "click":
      if (this.isOpen || this.isLocked) {
      this.isOpen = true;

This method is called when an event occurs. The method receives an event object e. This object has a type naming the event. We need to handle 'click' type events.

When a click occurs check to see if the square is already opened (isOpen == true) or (||) if the square is locked (isLocked == true). In either of the cases we can ignore the click.

Otherwise mark the square as open (this.isOpen = true), and add the 'flip' class to the element's class list. The last step is to add the 'flip' class to the el which is the game square reference owned by this instance.


GameSquare.prototype.reset = function() {
  this.isOpen = false;
  this.isLocked = false;

The rest method needs to set is open to false, is locked to false, and remove the flip class.


GameSquare.prototype.lock = function() {
  this.isLocked = true;
  this.isOpen = true;

When two squares are matched we'll call lock() on each. To lock a square we need to set is open to true and is locked to true.


GameSquare.prototype.setColor = function(color) {
  this.color = color;

When the game is reset the colors need to be shuffled, set color allows us assign a new color to each square. This requires that we remove the color class from the second nest div, and add the new color to that div. The code above uses childred() here is a break down of what is happening here.

  • this.el : Is the game square div.
  • this.el.children[0] : the game square's child, the "drawer" div.
  • this.el.children[0].children[1] : the second child of the drawer div, this should be the color square.

Now that you have the setColor() method defined let's use it. You'll want to call this when you create a GameSquare. Add the following to the end of the GameSquare function.

function GameSquare(el, color) {
  this.el = el;
  this.isOpen = false;
  this.isLocked = false;
  this.el.addEventListener("click", this, false);
  this.setColor(color); // <-- Set the color!

Step 13 - Set up the Game

Time to set up the game. To do this you need to make an array of Game Squares. One for each

Define an array to hold all the GameSquare objects.

var gameSquares = [];

Then define a function to setup the game. This function needs to get a reference to all of the elements in the DOM then for each of these make a new GameSquare and initialize each with a a DOM element, and a color. For now we'll use the same color for each. Later we will randoize the colors.

function setupGame() {
  var array = document.getElementsByClassName("game-square");
  for (var i = 0; i < array.length; i++) {
    gameSquares.push(new GameSquare(array[i], colors[0]));

Now call this function to initialize the game.


You should now be able to click each square to reveal the color.

There are still some problems. The color is the same for each square, and there isn't any animation.

Step 14 - Add some motion

The appearance should all be handled with CSS. In this case we just need to add a single property to say that changes made to elements that match a selector should happen over time.

Find the style for the "drawer" div. This should be: .game-square > div, add a transition.

.game-square > div {
  width: 100%;
  height: 200%;
  position: absolute;
  top: 0;
  transition: 400ms; /* <- Add transition */

Testing now you should see the colored square slide up at 400 milliseconds (ms).

Step 15 - Assign random colors

Math.random() returns a decimal number, we need to get random items from an array, this requires an integer. Add a helper function to do this.

function random(n) {
  return Math.floor(Math.random() * n);

This function returns a number from 0 to n - 1.

The game has 16 squares which will require 8 color pairs. In our CSS we defined 10 colors/styles "square-0" to "square-0". You need to pickout 8 of these at random and make an array with two copies of each color.

function getSomeColors() {
  var colorscopy = colors.slice();
  var randomColors = [];
  for (var i = 0; i < 8; i++) {
    var index = random(colorscopy.length);
    randomColors.push(colorscopy.splice(index, 1)[0]);
  return randomColors.concat(randomColors.slice());

This function returns an array of 16 of our color class names in 8 pairs.

The first line makes a copy of the colors array, Array.slice() returns a copy when it has not params. This is important because modifying this array would make it difficult to play the game a second time.

Then define a new empty array: randomColors.

Next loop 8 times. With each loop get a random index number from 0 to the length of colorsCopy. This is the index of the color we want from the copy of the colors. Using Array.splice() we remove the item at that index and add to randomArray with Array.push().

The last step is double the items in the randomArray with Array.slice() to make a copy, and Array.concat() to append the new array on the end. Then return this array.

Now that we can get some random colors lets revisit setupGame().

function setupGame() {
  var array = document.getElementsByClassName("game-square");
  var randomColors = getSomeColors();             // Get an array of 8 random color pairs
  for (var i = 0; i < array.length; i++) {  
    var index = random(randomColors.length);      // Get a random index
    var color = randomColors.splice(index, 1)[0]; // Get the color at that index
    // Use that color to initialize the GameSquare
    gameSquares.push(new GameSquare(array[i], color));

Three changes, get an array of 8 random color pairs.

Find a random index for an item in the randomColors array.

Get the color at that index, and remove it from the array. Using Array.splice(index, deleteCount) in this way deletes the items begining at index. It returns an array! We need the item not an array so we get the first item with [0].

Last use that color to initialize a new Game Square.

Test your work now, and as you click on each game square the colors be random.

Step 16 - Game logic

When you click on a square the game needs to ask:

Is this the first square you clicked on? if so save this square.

If this is not this is the second square you clicked on compare the colors of the first and the second squares clicked. Do they match? If so, lock them both, if not close them both.

First add a var to keep track of the first square you click.

var firstSquare = null;

This can be null when begin when no square has been clicked.

Add function to do this.

function checkGame(gameSquare) {
  if (firstSquare === null) {
    firstSquare = gameSquare;

  if (firstSquare.color === gameSquare.color) {
  } else {
    var a = firstSquare;
    var b = gameSquare;
    setTimeout(function() {
      firstSquare = null;
    }, 400);
  firstSquare = null;

This function takes a GameSquare as a parameter.

The first step is to check if this is the first square clicked. If firstSquare is null it is, in that case set firstSquare to gameSquare.

If firstSquare is not null we need to ask if the color of firstSquare and gameSquare match, if so call GameSquare.lock() on both. If they don't match they both need to be closed. This is tricky because this will happen before the animation that reveals the color has started! To close the square we can call GameSquare.reset() but this needs to happen after a short delay.

Using setTimeout() we can execute a function after a short delay but, there is a problem, the references to firstSquare and gameSquare will be lost. To preseve these they need to be assigned to a vars that are scoped to this function.

Now that you have the checkGame() function defined we need to call it and pass when click a game Square and pass that game square in so check game can do it's magic.

Modify GameSquare.prototype.handleEvent:

GameSquare.prototype.handleEvent = function(e) {
  switch (e.type) {
    case "click":
      if (this.isOpen || this.isLocked) {
      this.isOpen = true;
      checkGame(this); // <- check the game here!

The game should be working! You should be able to click squares have them open, they close again if they do not match, or stay open if they do. Clicking matched squares should have no affect.

Step 17 - Reset

The last step is to handle resetting the game. After you've played once and matched all squares you'll want to play again.

There are two steps involved close all of the game squares, then assigning a new color to each. If the closing step allows the squares to animate closed, setting the new color will have to wait until the squares are closed.

Add a function to assign new colors.

function randomizeColors() {
  var randomColors = getSomeColors();
  gameSquares.forEach(function(gameSquare) {
    var color = randomColors.splice(random(randomColors.length), 1)[0];

This is similar to our set up function. Get some random colors, then loop through all of the game squares, for each game pull a random color out of the random colors and set the color of the game square.

Add a function to clear the game.

function clearGame() {
  gameSquares.forEach(function(gameSquare) {
  setTimeout(function() {
  }, 500);

The for each loop defines a function that takes in each Game Square in the array and calls reset() on it. This should cause all of the squares to close.

The last step here is to set a timeout that will call randomizeColors(). The timeout is required to give the square a chance to close.


This a simple game created completely with vanilla JavaScript. It uses a variety of JS tools and techniques.

  • Selecting DOM elements with JS
    • Selecting elements by id name
    • Selecting elements by class name
    • Selecting child elements of another element
    • Adding and remove class names from DOM elements
    • Adding click events to an element
    • Adding an event listener and listening for events of a type
  • Working with Arrays
    • Getting the length of an array
    • Loop through all elements in an array with for and forEach loop
    • Using slice() to copy an array
    • Using splice() to remove items from an array
  • Working with random numbers
  • Creating classes with JavaScript
    • Creating class objects using the function syntax
    • Adding methods to a class object with the prototype chain


The game has some areas where it can be improved.

  • Over all the style is not very good. Improve the appearance of the game.
    • Improve the style of the squares.
    • Work on the interface the reset button needs some help.
    • The square-n styles for the colors could include images.
  • Improve the game play
    • Try adding a timer. Try and match all squares before time runs out.
    • Add a move count. Every click on a square counts as one move.
    • Add more matching elements.
    • Add an option that adds a larger number of squares to match.


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository or comment below.

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