---
title: "Card Memory Game"
description: "A complete memory match game featuring 3D card flip animations created using Plane Game Objects. Demonstrates game state management, grid shuffling, pair-matching logic, and tween-based UI transitions."
phaser: "4.1.0"
size: "1024x768"
files: 4
url: https://phaser.io/oss/examples/v4.1.0/games/card%20memory/view/card-memory
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Card Memory Game

A complete memory match game featuring 3D card flip animations created using Plane Game Objects. Demonstrates game state management, grid shuffling, pair-matching logic, and tween-based UI transitions.

A Phaser 4.1.0 example in [Games](https://phaser.io/oss/examples/v4.1.0/games.md). It runs at 1024 × 768, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/games/card%20memory/view/card-memory.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the files as classic scripts with `main.js` last, on a page with a `<div id="game-container">`.

## Code

### main.js (starts the game)

```js
const config = {
    scale: { mode: Phaser.Scale.FIT },
    title: 'Card Memory Game',
    type: Phaser.AUTO,
    backgroundColor: "#192a56",
    width: 549,
    height: 480,
    parent: "game-container",
    render: {
        pixelArt: true,
    },
    scene: [
        Preloader,
        Play
    ]
};

new Phaser.Game(config);
```

### createCard.js

```js
/**
 * Create a card game object
 */
const createCard = ({
    scene,
    x,
    y,
    frontTexture,
    cardName
}) => {

    let isFlipping = false;
    const rotation = { y: 0 };

    const backTexture = "card-back";

    const card = scene.add.plane(x, y, backTexture)
        .setName(cardName)
        .setInteractive();

    // start with the card face down
    card.modelRotationY = 180;

    const flipCard = (callbackComplete) => {
        if (isFlipping) {
            return;
        }
        scene.add.tween({
            targets: [rotation],
            y: (rotation.y === 180) ? 0 : 180,
            ease: Phaser.Math.Easing.Expo.Out,
            duration: 500,
            onStart: () => {
                isFlipping = true;
                scene.sound.play("card-flip");
                scene.tweens.chain({
                    targets: card,
                    ease: Phaser.Math.Easing.Expo.InOut,
                    tweens: [
                        {
                            duration: 200,
                            scale: 1.1,
                        },
                        {
                            duration: 300,
                            scale: 1
                        },
                    ]
                })
            },
            onUpdate: () => {
                // card.modelRotation.y = Phaser.Math.DegToRad(180) + Phaser.Math.DegToRad(rotation.y);
                card.rotateY = 180 + rotation.y;
                const cardRotation = Math.floor(card.rotateY) % 360;
                if ((cardRotation >= 0 && cardRotation <= 90) || (cardRotation >= 270 && cardRotation <= 359)) {
                    card.setTexture(frontTexture);
                }
                else {
                    card.setTexture(backTexture);
                }
            },
            onComplete: () => {
                isFlipping = false;
                if (callbackComplete) {
                    callbackComplete();
                }
            }
        });
    }

    const destroy = () => {
        scene.add.tween({
            targets: [card],
            y: card.y - 1000,
            easing: Phaser.Math.Easing.Elastic.In,
            duration: 500,
            onComplete: () => {
                card.destroy();
            }
        })
    }

    return {
        gameObject: card,
        flip: flipCard,
        destroy,
        cardName
    }
}
```

### Play.js

```js
/**
 * Card Memory Game by Francisco Pereira (Gammafp)
 * -----------------------------------------------
 *
 * Test your memory skills in this classic game of matching pairs.
 * Flip over cards to reveal pictures, and try to remember where each image is located.
 * Match all the pairs to win!
 *
 * Music credits:
 * "Fat Caps" by Audionautix is licensed under the Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/
 * Artist http://audionautix.com/
 */
class Play extends Phaser.Scene
{
    // All cards names
    cardNames = ["card-0", "card-1", "card-2", "card-3", "card-4", "card-5"];
    // Cards Game Objects
    cards = [];

    // History of card opened
    cardOpened = undefined;

    // Can play the game
    canMove = false;

    // Game variables
    lives = 0;

    // Grid configuration
    gridConfiguration = {
        x: 113,
        y: 102,
        paddingX: 10,
        paddingY: 10
    }

    constructor ()
    {
        super({
            key: 'Play'
        });
    }

    init ()
    {
        // Fadein camera
        this.cameras.main.fadeIn(500);
        this.lives = 10;
        this.volumeButton();
    }

    create ()
    {
        // Background image
        this.add.image(this.gridConfiguration.x - 63, this.gridConfiguration.y - 77, "background").setOrigin(0);

        const titleText = this.add.text(this.sys.game.scale.width / 2, this.sys.game.scale.height / 2,
            "Memory Card Game\nClick to Play",
            { align: "center", strokeThickness: 4, fontSize: 40, fontStyle: "bold", color: "#8c7ae6" }
        )
            .setOrigin(.5)
            .setDepth(3)
            .setInteractive();
        // title tween like retro arcade
        this.add.tween({
            targets: titleText,
            duration: 800,
            ease: (value) => (value > .8),
            alpha: 0,
            repeat: -1,
            yoyo: true,
        });

        // Text Events
        titleText.on(Phaser.Input.Events.POINTER_OVER, () => {
            titleText.setColor("#9c88ff");
            this.input.setDefaultCursor("pointer");
        });
        titleText.on(Phaser.Input.Events.POINTER_OUT, () => {
            titleText.setColor("#8c7ae6");
            this.input.setDefaultCursor("default");
        });
        titleText.on(Phaser.Input.Events.POINTER_DOWN, () => {
            this.sound.play("whoosh", { volume: 1.3 });
            this.add.tween({
                targets: titleText,
                ease: Phaser.Math.Easing.Bounce.InOut,
                y: -1000,
                onComplete: () => {
                    if (!this.sound.get("theme-song")) {
                        this.sound.play("theme-song", { loop: true, volume: .5 });
                    }
                    this.startGame();
                }
            })
        });
    }

    restartGame ()
    {
        this.cardOpened = undefined;
        this.cameras.main.fadeOut(200 * this.cards.length);
        this.cards.reverse().map((card, index) => {
            this.add.tween({
                targets: card.gameObject,
                duration: 500,
                y: 1000,
                delay: index * 100,
                onComplete: () => {
                    card.gameObject.destroy();
                }
            })
        });

        this.time.addEvent({
            delay: 200 * this.cards.length,
            callback: () => {
                this.cards = [];
                this.canMove = false;
                this.scene.restart();
                this.sound.play("card-slide", { volume: 1.2 });
            }
        })
    }

    createGridCards ()
    {
        // Phaser random array position
        const gridCardNames = Phaser.Utils.Array.Shuffle([...this.cardNames, ...this.cardNames]);

        return gridCardNames.map((name, index) => {
            const newCard = createCard({
                scene: this,
                x: this.gridConfiguration.x + (98 + this.gridConfiguration.paddingX) * (index % 4),
                y: -1000,
                frontTexture: name,
                cardName: name
            });
            this.add.tween({
                targets: newCard.gameObject,
                duration: 800,
                delay: index * 100,
                onStart: () => this.sound.play("card-slide", { volume: 1.2 }),
                y: this.gridConfiguration.y + (128 + this.gridConfiguration.paddingY) * Math.floor(index / 4)
            })
            return newCard;
        });
    }

    createHearts ()
    {
        return Array.from(new Array(this.lives)).map((el, index) => {
            const heart = this.add.image(this.sys.game.scale.width + 1000, 20, "heart")
                .setScale(2)

            this.add.tween({
                targets: heart,
                ease: Phaser.Math.Easing.Expo.InOut,
                duration: 1000,
                delay: 1000 + index * 200,
                x: 140 + 30 * index // marginLeft + spaceBetween * index
            });
            return heart;
        });
    }


    volumeButton ()
    {
        const volumeIcon = this.add.image(25, 25, "volume-icon").setName("volume-icon");
        volumeIcon.setInteractive();

        // Mouse enter
        volumeIcon.on(Phaser.Input.Events.POINTER_OVER, () => {
            this.input.setDefaultCursor("pointer");
        });
        // Mouse leave
        volumeIcon.on(Phaser.Input.Events.POINTER_OUT, () => {
            console.log("Mouse leave");
            this.input.setDefaultCursor("default");
        });


        volumeIcon.on(Phaser.Input.Events.POINTER_DOWN, () => {
            if (this.sound.volume === 0) {
                this.sound.setVolume(1);
                volumeIcon.setTexture("volume-icon");
                volumeIcon.setAlpha(1);
            } else {
                this.sound.setVolume(0);
                volumeIcon.setTexture("volume-icon_off");
                volumeIcon.setAlpha(.5)
            }
        });
    }

    startGame ()
    {

        // WinnerText and GameOverText
        const winnerText = this.add.text(this.sys.game.scale.width / 2, -1000, "YOU WIN",
            { align: "center", strokeThickness: 4, fontSize: 40, fontStyle: "bold", color: "#8c7ae6" }
        ).setOrigin(.5)
            .setDepth(3)
            .setInteractive();

        const gameOverText = this.add.text(this.sys.game.scale.width / 2, -1000,
            "GAME OVER\nClick to restart",
            { align: "center", strokeThickness: 4, fontSize: 40, fontStyle: "bold", color: "#ff0000" }
        )
            .setName("gameOverText")
            .setDepth(3)
            .setOrigin(.5)
            .setInteractive();

        // Start lifes images
        const hearts = this.createHearts();

        // Create a grid of cards
        this.cards = this.createGridCards();

        // Start canMove
        this.time.addEvent({
            delay: 200 * this.cards.length,
            callback: () => {
                this.canMove = true;
            }
        });

        // Game Logic
        this.input.on(Phaser.Input.Events.POINTER_MOVE, (pointer) => {
            if (this.canMove) {
                const card = this.cards.find(card => card.gameObject.hasFaceAt(pointer.x, pointer.y));
                if (card) {
                    this.input.setDefaultCursor("pointer");
                } else {
                    if(go[0]) {
                        if(go[0].name !== "volume-icon") {
                            this.input.setDefaultCursor("pointer");
                        }
                    } else {
                        this.input.setDefaultCursor("default");
                    }
                }
            }
        });
        this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer) => {
            if (this.canMove && this.cards.length) {
                const card = this.cards.find(card => card.gameObject.hasFaceAt(pointer.x, pointer.y));

                if (card) {
                    this.canMove = false;

                    // Detect if there is a card opened
                    if (this.cardOpened !== undefined) {
                        // If the card is the same that the opened not do anything
                        if (this.cardOpened.gameObject.x === card.gameObject.x && this.cardOpened.gameObject.y === card.gameObject.y) {
                            this.canMove = true;
                            return false;
                        }

                        card.flip(() => {
                            if (this.cardOpened.cardName === card.cardName) {
                                // ------- Match -------
                                this.sound.play("card-match");
                                // Destroy card selected and card opened from history
                                this.cardOpened.destroy();
                                card.destroy();

                                // remove card destroyed from array
                                this.cards = this.cards.filter(cardLocal => cardLocal.cardName !== card.cardName);
                                // reset history card opened
                                this.cardOpened = undefined;
                                this.canMove = true;

                            } else {
                                // ------- No match -------
                                this.sound.play("card-mismatch");
                                this.cameras.main.shake(600, 0.01);
                                // remove life and heart
                                const lastHeart = hearts[hearts.length - 1];
                                this.add.tween({
                                    targets: lastHeart,
                                    ease: Phaser.Math.Easing.Expo.InOut,
                                    duration: 1000,
                                    y: - 1000,
                                    onComplete: () => {
                                        lastHeart.destroy();
                                        hearts.pop();
                                    }
                                });
                                this.lives -= 1;
                                // Flip last card selected and flip the card opened from history and reset history
                                card.flip();
                                this.cardOpened.flip(() => {
                                    this.cardOpened = undefined;
                                    this.canMove = true;

                                });
                            }

                            // Check if the game is over
                            if (this.lives === 0) {
                                // Show Game Over text
                                this.sound.play("whoosh", { volume: 1.3 });
                                this.add.tween({
                                    targets: gameOverText,
                                    ease: Phaser.Math.Easing.Bounce.Out,
                                    y: this.sys.game.scale.height / 2,
                                });

                                this.canMove = false;
                            }

                            // Check if the game is won
                            if (this.cards.length === 0) {
                                this.sound.play("whoosh", { volume: 1.3 });
                                this.sound.play("victory");

                                this.add.tween({
                                    targets: winnerText,
                                    ease: Phaser.Math.Easing.Bounce.Out,
                                    y: this.sys.game.scale.height / 2,
                                });
                                this.canMove = false;
                            }
                        });

                    } else if (this.cardOpened === undefined && this.lives > 0 && this.cards.length > 0) {
                        // If there is not a card opened save the card selected
                        card.flip(() => {
                            this.canMove = true;
                        });
                        this.cardOpened = card;
                    }
                }
            }

        });


        // Text events
        winnerText.on(Phaser.Input.Events.POINTER_OVER, () => {
            winnerText.setColor("#FF7F50");
            this.input.setDefaultCursor("pointer");
        });
        winnerText.on(Phaser.Input.Events.POINTER_OUT, () => {
            winnerText.setColor("#8c7ae6");
            this.input.setDefaultCursor("default");
        });
        winnerText.on(Phaser.Input.Events.POINTER_DOWN, () => {
            this.sound.play("whoosh", { volume: 1.3 });
            this.add.tween({
                targets: winnerText,
                ease: Phaser.Math.Easing.Bounce.InOut,
                y: -1000,
                onComplete: () => {
                    this.restartGame();
                }
            })
        });

        gameOverText.on(Phaser.Input.Events.POINTER_OVER, () => {
            gameOverText.setColor("#FF7F50");
            this.input.setDefaultCursor("pointer");
        });

        gameOverText.on(Phaser.Input.Events.POINTER_OUT, () => {
            gameOverText.setColor("#8c7ae6");
            this.input.setDefaultCursor("default");
        });

        gameOverText.on(Phaser.Input.Events.POINTER_DOWN, () => {
            this.add.tween({
                targets: gameOverText,
                ease: Phaser.Math.Easing.Bounce.InOut,
                y: -1000,
                onComplete: () => {
                    this.restartGame();
                }
            })
        });
    }

}
```

### Preloader.js

```js
class Preloader extends Phaser.Scene
{
    constructor()
    {
        super({
            key: 'Preloader'
        });
    }

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.setPath("assets/games/card-memory-game/");

        this.load.image("volume-icon", "ui/volume-icon.png");
        this.load.image("volume-icon_off", "ui/volume-icon_off.png");

        this.load.audio("theme-song", "audio/fat-caps-audionatix.mp3");
        this.load.audio("whoosh", "audio/whoosh.mp3");
        this.load.audio("card-flip", "audio/card-flip.mp3");
        this.load.audio("card-match", "audio/card-match.mp3");
        this.load.audio("card-mismatch", "audio/card-mismatch.mp3");
        this.load.audio("card-slide", "audio/card-slide.mp3");
        this.load.audio("victory", "audio/victory.mp3");
        this.load.image("background");
        this.load.image("card-back", "cards/card-back.png");
        this.load.image("card-0", "cards/card-0.png");
        this.load.image("card-1", "cards/card-1.png");
        this.load.image("card-2", "cards/card-2.png");
        this.load.image("card-3", "cards/card-3.png");
        this.load.image("card-4", "cards/card-4.png");
        this.load.image("card-5", "cards/card-5.png");

        this.load.image("heart", "ui/heart.png");

    }

    create ()
    {
        this.scene.start("Play");
    }
}
```

## More in Games

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- [Bank Panic](https://phaser.io/oss/examples/v4.1.0/games/bank%20panic/view/bank-panic.md): A complete arcade-style shooter demonstrating custom Container classes for complex game entities, managing randomized character states, and coordinating global game logic across multiple interactive objects.
- [Breakout](https://phaser.io/oss/examples/v4.1.0/games/breakout/view/breakout.md): A complete Breakout game example featuring Arcade Physics, grid-based brick alignment using a static group, and custom collision logic to control ball trajectory based on paddle impact.
- [Coin Clicker](https://phaser.io/oss/examples/v4.1.0/games/coin%20clicker/view/coin-clicker.md): A fast-paced mini-game demonstrating Arcade Physics for falling objects, timed events, high-score tracking via the Registry, and scene transitions.
- [Emoji Match](https://phaser.io/oss/examples/v4.1.0/games/emoji%20match/view/emoji-match.md): A speed-matching game demonstrating how to align objects in a grid, manage texture atlas frames, and implement pair-matching logic using random array selection and staggered tweens.
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- [Minesweeper](https://phaser.io/oss/examples/v4.1.0/games/minesweeper/view/minesweeper.md): A complete Minesweeper clone featuring dynamic bomb placement, recursive flood-fill for clearing empty areas, right-click flagging, and a retro UI with animated digit counters.
- [Sliding Puzzle Game](https://phaser.io/oss/examples/v4.1.0/games/sliding%20puzzle/view/sliding-puzzle.md): A complete sliding tile puzzle demonstrating dynamic texture slicing, interactive tile movement, a custom shuffle algorithm to ensure solvability, and WebGL shader effects for transitions.
- [Snowmen Attack](https://phaser.io/oss/examples/v4.1.0/games/snowmen%20attack/view/snowmen-attack.md): A lane-based defense game featuring track-based movement, enemy AI state management, and projectile physics. Demonstrates horizontal lane switching, weighted random enemy behaviors, custom animation event callbacks, and collision handling within specific track groups.
- [Stacker](https://phaser.io/oss/examples/v4.1.0/games/stacker/view/stacker.md): A complete recreation of the classic arcade stacking game. It demonstrates grid-based block movement, timing-dependent input handling, and row-by-row stacking logic where misaligned blocks are removed. Key features include difficulty scaling, scene management, and using the Registry for score tracking across Scenes.
- [Tom](https://phaser.io/oss/examples/v4.1.0/games/tom/view/tom.md): A complete pixel-art mini-game demonstrating scene management, Arcade Physics, and communication between a UI overlay and the game scene via the Registry event bus. Includes keyboard controls, animated sprites, local storage for high scores, and RetroFont parsing.

---

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