Memory Game + Project File

Nov 01, 2013

Hi all,

I've searched high and low for the post that inspired me to make this memory game but to no avail.

- I'm positive the post and .story file were titled "Matching Shuffle" and included cards with cute animal cartoons -

Anyway, I thought I share this for anyone interested in creating a Matching Card Game which has all cards in different positions (shuffled) each time a user plays it.

I've included the project file so you can take a look at the mechanics.

Let me know if you have any questions/problems!


8 Replies
Rutwin Geuverink
Mike Anderson

I am trying to use this style of "game" in one of my courses and I cannot figure this out to save my life.  

Due to proprietary and confidential information I had to strip this down to a plain version.

I have five pairs of cards  (10 total) that appear on the screen.  I want all of the cards to be facing down to begin with and flip over when a user clicks on them.  If the pair doesn't match the cards return to being face down.  If the pair does match the cards change to the correct state.

I have attached the file.  Any help is greatly appreciated. 

_ _

Attached is a copy of your memory game file with the similar triggers and variables found in the project at the start of the thread.  It is easier to begin breaking down the complexity among 1 pair to figure the triggers and variables out and then move on to basically copying and pasting those to other the rest of the objects with minor changes rather than looking at all of the triggers and variables as a whole.

For example for the first pair, each card is provides a number (1) to one of two variables: SelectionA or SelectionB depending on when the card is selected (first or second).  In the file the first pair is identified with 1A and 1B.  

If a user selects 1B first, the trigger fires to change the value of

'SelectionA ===Equal to value:1.00' IF 'SelectionA ===equal to 0.00'

If a user selects 1A second, another trigger fires to change the value of 

'SelectionB ===Equal to value:1.00' IF 'SelectionA !==Not equal to 0.00'

Both triggers are present on both 1A & 1B, however, in case a user selects 1A first and 1B second.

To provide feedback based on the user selection,

Show layer Correct

When the user clicks

If SelectionB !==Not equal to 0.00

AND SelectionA ===Equal to SelectionB

(This checks that the user has made 2 selections before jumping to the applicable layer 'Correct' and if they have made their second selection, then the variables are checked against one another for a match.  In this case of the selection if 1A (SelectionA === 1.00) is equal to 1B (SelectionB === 1.00).

And for incorrect the following checks the same except it looks for non-matching variables such as: 4A (SelectionA === 4.00) is not equal to 1A (SelectionB === 1.00)

Show layer Incorrect

When the user clicks

If SelectionB !==Not equal to 0.00

AND SelectionA !===Not equal to SelectionB

The correct/incorrect variable & state change triggers should be pretty standard, except when showing a user the "correct" state, two triggers should be activated in order to prevent a user from clicking on an object they have already selected and gotten correct.

Therefore, (order matters) a trigger should be set (on the "Correct" layer) to:

Change state of 1A to 'correct' IF 1A state is ===equal to 'click'  

Followed by: 

Change state of 1A to 'disabled' IF 1A state is ===equal to 'correct'

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