Making Memory Matching Browser Games
Making Memory Matching Browser Games
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Making Memory Matching Browser Games

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Last updated on 2020-03-30

About the Book

5 General Game Licenses are included in this book - a savings of $300 if purchased separately!

Discover how to create online Memory Matching games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish these tutorials and bonus courses, you will have a production pipeline ready to create as many different "Memory Matching" games as your imagination can dream of!

This is a "mega-book" with 5 different types of Memory Matching and a MahJong game prototype. Two games were written in Phaser v3.16+ - an RPG Math Game for "pre-schoolers" and a New Age "Simple Shaman™". Two games were written in Phaser v2.x.x from the Mozart Music Match Suite - an audio "hidden pairs" memory game, and a "music motif" (sequence memory) game, and a "single-player" MahJong prototype game in both Phaser v2.x.x and v3.16+ APIs.

Included with your purchase, you'll also get EULAs, bonus content, download examples, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.

I would like to guide you in creating several styles of Memory Matching in Pairs - both hidden and open - and Sequence Memory game mechanics. We will use these game mechanics, mechanisms and the development methods discussed from the Phaser Game Prototypes. By the end of this workbook, you should have several fully functional Memory Matching game - not just a copy of my games, but your very own products using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.  

This comprehensive guide will teach you how to: 

- Use the Phaser JS Gaming Framework as either v2.x.x or v3.16+.

- How to integrate "Memory Matching" game mechanics into other game genres such as educational, math, MahJong, and 2-Player or Artificial Intelligence bots!

- Deploy your game(s) as a "Progressive Web Application" or "Single Page Web Application" for any device.

- Analyze current business demand for this game's genre, how and where to deploy it and what others have done.

- Automatically generate various dynamic game boards.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 42nd anniversary this Sept 1!

Steve is a Licensed Minister since 1972; certified Network Engineer (retired after 40 years) and currently as a full-time teaching faculty in software engineering and network cyber-security as Professor Emeritus for the past 14 yrs. Since 2002, He has been a Cisco Certified Academy Instructor (CCAI).

Review my profile on LinkedIn.com:  https://www.linkedin.com/in/stephen-gose-71ba853b/

Personal website:  http://www.Stephen-Gose.com./

Kingdom of Heaven: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Game Showcase: http://www.renown-games.com

Purchase Game source code and License: http://shop.pbmcube.net/

Table of Contents

  •  
    • Distribution Permission
      • Supporting website
    • Disclosures
    • Disclaimer
    • About this Workbook
      • Workbook Content
      • How to Read & Use this workbook:
        • Viewing this eBook:
        • Who should use this workbook?
      • Tweet This Book!
    • Your newly obtained skills…
    • Game Design System™ Recipes:
  • Making HTML5 Games
    • 1 Introduction to Game Design
      • 1.1 Game Genre Defined
      • 1.2 Game Tools & Generators
      • 1.3 References From
    • 2 Standard Project Setup
      • 2.1 Standardized File Structure
      • 2.2 Barebones Set-up
      • 2.3 Web Server Required - Batteries not included!
    • 3 Starting a Game Project
      • 3.1 Step 0: Review your competition and their games
        • Game Examples
      • 3.2 Step 1: Create your “front-door”
      • 3.3 Step 2. Create your “Game Shell” & Phases
        • Network Impact
        • Gamer’s Local Activity
      • 3.4 Select a JS Format
        • ES5 Format
        • ES6+ Format as “FAT Arrow” Function
        • ES6+ Format as “Phaser.Class”
        • ES6+ Format as “Phaser.Scene”
  • Part II: Making “Memory” Browser Games
    • 4 General Design Considerations
      • 4.1 Game Mechanics (GM) - Data Structure
      • 4.2 Game Mechanics (GM) - Logic, & Rules
        • General Game Procedures
      • 4.3 MahJong - “Matching Open Pairs”
        • MahJong Rule Variations
        • “52 Card Pick-up”
      • 4.4 Memory Matching “Hidden Pairs”
        • “Hidden Pairs” Rule Variations
      • 4.5 Memory Matching “in Sequence”
        • Clones & Competitors
        • Sequence Logic
    • 5 Memory Matching — Core Game Construction
      • 5.1 Game Project Overview
      • 5.2 Our Goal
      • 5.3 “Mega-Chapter” - 5 Available Games
      • 5.4 Memory Matching Genre Description
        • Deeper Dive: “Due Diligence in Gaming Research”
        • Deeper Dive: Audio Games
      • 5.5 Game Recipe™ Featured Ingredients
      • 5.6 Step 3a: Create “Play.js”
      • 5.7 Step 3b: Create Supporting functions.
  • Part III: Code Review
    • 6 MahJong - “Matching Open Pairs”
      • 6.1 Simple MahJong Prototypes
      • 6.2 Booting and Loading
      • 6.3 Main.js
        • Defining Tile Metadata
      • 6.4 Play.js
        • Shuffling & Randomized Deployment
        • Creating Tiles
        • Selecting Tiles
        • Tile Selection & Validation
      • 6.5 3D Layout Prototype
  • Phaser v3.16+ Code Review
    • 7 Game #1 - “Hidden Pairs”
      • 7.1 Game Description
      • 7.2 Main.js Overview
      • 7.3 Play.js — Overview
      • 7.4 Phaser Essential Functions
        • “Play Phase” Variables — Lines 46 to 61
        • Play.js — preload — Lines 72 to 95
        • Play.js — create — Lines 95 to 315
        • Play.js — update — Lines 318 to 345
      • 7.5 Game Mechanisms & Supporting Functions
        • Deeper Dive: Phaser vs JavaScript Timers
        • Play.js — checkTiles Lines 356 to 465
        • Play.js — decreaseTimer Lines 469 to 490
        • Play.js — getRandom Lines 491 to 501
        • Play.js — resetGT Lines 502 to 535
        • Play.js — showTiles Lines 536 to 605
        • Play.js — stopWatchTimer (optional) Lines 606 to 628
        • Play.js — Tiles (alternate) Lines 629 to 686
    • 8 Game #2 - “Matching Sequence”
      • 8.1 Game Description
      • 8.2 Design Consideration: “Separation of Concerns”
        • Managing Player Input & Validation
        • Managing Panel Displays
        • Project Development Tools
        • Deeper Dive: Experiments with Polygons
        • Deeper Dive: Callbacks & Events
        • Deeper Dive: Making Phaser v3.16+ Graphics “clickable”
        • Deeper Dive: Making Phaser v2.x.x Graphics “clickable”
        • Deeper Dive: WebGL Foundations
        • Summary: Design Option #1 graphics
      • 8.3 Menu.js Overview - animated “.GIF
      • 8.4 Main.js Overview
        • Game Security
        • Revealing too much, too soon!
      • 8.5 Play.js Overview
      • 8.6 Phaser Essential Functions
        • Play.js — preload — Lines 88 to 119
        • Play.js — create — Lines 120 to 431 (Draft)
        • Play.js — update — Lines xxx to xxx (Draft)
      • 8.7 Game Mechanisms & Supporting Functions (Draft)
        • Play.js — getRandom Lines xxx to xxx
        • Play.js — intro Lines xxx to xxx
        • Play.js — moveOff Lines xxx to xxx
        • Play.js — playerSequence Lines xxx to xxx
        • Play.js — released Lines xxx to xxx
        • Play.js — restart Lines xxx to xxx
        • Play.js — selected Lines xxx to xxx
        • Play.js — setUp Lines xxx to xxx
        • Play.js — simonSequence Lines xxx to xxx
  • Phaser v2.x.x Code Review
    • 9 Game #3 - “Hidden Pairs”
      • 9.1 Play.js
    • 10 Game #4 - Matching Sequence
      • 10.1 Play.js — Overview
      • 10.2 Play.js – Lines 36 to 203 Create Function:
      • 10.3 Play.js – Lines 205 to 224 Update function
      • 10.4 Play.js – Lines 230 to 400
      • 10.5 Play.js – Lines 384 to 396 box function
      • 10.6 Play.js – Lines 240 to 243 deselectBox function
      • 10.7 Play.js – Lines 244 to 306 playBoxes function
      • 10.8 Play.js – Lines 307 to 324 restart function
      • 10.9 Play.js – Lines 325 to 360 selectBoxes function
      • 10.10 Play.js – Lines 361 to 382 startCountDown function
  • Auxiliary Business Functions
    • 11 Game Shell - The CMS!
      • 11.1 Generic Main.js
      • 11.2 Generic Boot.js
      • 11.3 Generic Preload.js
      • 11.4 Generic Splash.js or Language.js
      • 11.5 Generic Menu.js
        • Sample CMS page — Credits.js
        • Deeper Dive: Using JAMStack as an SSG …
        • Deeper Dive: Static Site Generators (SSG)
      • 11.6 Inside each Game Phase
    • 12 Plug-in Enhancements
    • 13 Conclusion
      • 13.1 Introduction: 8-Step Deployment Method.
    • 14 Bonus Development Content
    • 15 What’s next?
      • 15.1 Book Review Protocol
      • 15.2 Tell the world about your game!
  • Appendix
    • More Resources
    • Appendix: Making Phaser 3D Games!
    • Appendix: “How to Start a WebSocket”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • Step #1: Game index page
        • Step #2: Generate Event handlers
      • Security Concerns
        • MMoG Protection
    • Appendix: Phaser Plugins
    • Other resources:
    • Selling your Game Assets
    • JS OLOO - Modern Game Development Method
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
  • Notes
  • Answers to Exercises
    •  
      • Appendix
        • JS OLOO - Modern Game Development Method

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