match v1.2.11
match.js
Simplest way to create match memory games.
:cloud: Installation
Check out the dist directory to download the needed files and include them on your page.
If you're using this module in a CommonJS environment, you can install it using npm or yarn and require it:
# Using npm
npm install --save match
# Using yarn
yarn add match:clipboard: Example
(function () {
var game = new Match(".game", {
templateElm: ".templates > div"
, autoremove: false
, size: {
x: 4
, y: 3
}
, step: {
x: 100
, y: 100
}
}, [
{
number: "1"
, name: "One"
}
, {
number: "2"
, name: "Two"
}
, {
number: "3"
, name: "Three"
}
, {
number: "4"
, name: "Four"
}
, {
number: "5"
, name: "Five"
}
, {
number: "6"
, name: "Six"
}
, {
number: "7"
, name: "Seven"
}
, {
number: "8"
, name: "Eight"
}
, {
number: "9"
, name: "Nine"
}
, {
number: "10"
, name: "Ten"
}
, {
number: "11"
, name: "Eleven"
}
, {
number: "12"
, name: "Twelve"
}
, {
number: "13"
, name: "Thirteen"
}
, {
number: "14"
, name: "Fourteen"
}
, {
number: "15"
, name: "Fifteen"
}
, {
number: "16"
, name: "Sixteen"
}
, {
number: "17"
, name: "Seventeen"
}
, {
number: "18"
, name: "Eighteen"
}
]);
game.on("render", function (e, d, c) {
e.children[0].children[0].children[c].remove();
});
game.on("win", function () {
setTimeout(function () {
alert("You won!");
window.location = "https://github.com/IonicaBizau/match.js";
}, 1000);
});
game.on("activate", function (elm) {
elm.children[1].classList.remove("flipInY");
elm.children[0].classList.remove("flipOutY");
elm.children[0].classList.add("flipInY", "animated");
elm.children[1].classList.add("flipOutY", "animated");
});
game.on("deactivate", function (elm) {
elm.children[0].classList.remove("flipInY");
elm.children[1].classList.remove("flipOutY");
elm.children[1].classList.add("flipInY", "animated");
elm.children[0].classList.add("flipOutY", "animated");
});
game.on("success", function (elm1, elm2) {
setTimeout(function() {
elm1.classList.add("zoomOut", "animated");
elm2.classList.add("zoomOut", "animated");
setTimeout(function() {
elm1.remove();
elm2.remove();
}, 500);
}, 1000);
});
var timeEl = document.getElementsByClassName("time")[0];
game.on("time", function (time) {
var sec = time / 1000
, min = Math.floor(sec / 60)
;
sec = Math.floor(sec - min * 60);
sec = (sec < 10 ? "0" : "") + sec;
min = (min < 10 ? "0" : "") + min;
timeEl.innerHTML = min + ":" + sec;
});
var pairsCountEl = document.getElementsByClassName("pairs-count")[0];
game.start();
game.on("pair-flip", function () {
pairsCountEl.innerHTML = game.flippedPairs;
});
})();:question: Get Help
There are few ways to get help:
- Please post questions on Stack Overflow. You can open issues with questions, as long you add a link to your Stack Overflow question.
- For bug reports and feature requests, open issues. :bug:
- For direct and quick help, you can use Codementor. :rocket:
:memo: Documentation
Match(elm, options, data)
Creates a new Match instance.
Events you can listen to:
deactivate(HTMLElement): Triggered when the block is deactivated.activate(HTMLElement): Triggered when the block is activated.pair-flip(HTMLElement, HTMLElement): After a pair flip.success(HTMLElement, HTMLElement): When a match is found.win(Number): Emitted when the game is over (the first argument is a number representing the number of miliseconds from the moment the game was started to now).render(currentElement, data, isDuplicate): Emitted on render–the HTML element can be modified which will end in the editing the HTML. The data object is the current data object reference. TheisDuplicateparameter takes a value of0or1(when the match is rendered).time(Number): Likewin, but emitted every second, during the game.
Params
- Element|String
elm: The HTML element or the query selector. - Object
options: An object containing the following fields: autoremove(Boolean): Iftrue, the blocks will be removed when they are matching (default:true).size(Object):x(Number): How many blocks per row (default:4).y(Number): How many blocks per column (default:4).
classes(Object):active(String): The active class added the active block elements (default:"active").
step(Object):x(Number): How much should be increased thexcoordinate for each block.y(Number): How much should be increased theycoordinate for each block.
- Array
data: Array of objects used in the templating.
Return
- Match The
Matchinstance.
check(elm1, elm2)
Checks if two elements match together.
Params
- HTMLElement
elm1: The first element. - HTMLElement
elm2: The second element.
Return
- Boolean
trueif the elements make a match orfalseotherwise.
on()
Attaches a new event listener (on("some-event", fn)).
Return
- Match The
Matchinstance.
emit()
Emits an event data data as arguments (emit("some-event", and, data, here)).
Return
- Match The
Matchinstance.
shuffle(arr)
Shuffles a given array.
Params
- Array
arr: The array to shuffle (default:this.data).
Return
- Array The shuffled array.
clear()
Clears the container HTML.
Return
- Match The
Matchinstance.
deactivate(elm)
Deactivates the element.
Params
- HTMLElement
elm: The block element.
Return
- Match The
Matchinstance.
activate(elm)
Activates the element.
Params
- HTMLElement
elm: The block element.
Return
- Match The
Matchinstance.
clicked(elm)
This is the internal click handler.
Params
- HTMLElement
elm: The block element.
Return
- Match The
Matchinstance.
addHandlers()
Adds the DOM handlers (e.g. click) and internal handlers (e.g. pair-flip).
Return
- Match The
Matchinstance.
win()
This function when the game is ended.
Return
- Match The
Matchinstance.
render(clear)
Renders the game UI.
Params
- Boolean
clear: Iftrue, the container will be cleared.
Return
- Match The
Matchinstance.
start()
Starts the game (renders the UI, starts the timer etc).
Return
- Match The
Matchinstance.
:yum: How to contribute
Have an idea? Found a bug? See how to contribute.
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Thanks! :heart:
:dizzy: Where is this library used?
If you are using this library in one of your projects, add it in this list. :sparkles:
memories-game-htmloctimatch

