Use Case 1--Play Game (Move Pac Man)

 

Context of Use:
The User wants to move the Pac Man icon around the board in order to collect all of the dots and avoid the ghosts
 

Scope:
J2ME Pac-man Game Application
 

Level:
System Goal
 

Primary Actor:
The User
 

Stakeholders and Interests:
User: Wants to complete the level by moving Pac Man.
 

Preconditions:
The User has chosen to begin a game or continue a saved game and the game has been initialized.
 

Minimal Guarantees:
The User will be able to make another movement choice after the current one.
 

Success Guarantees:
Pac Man is moved in the direction that the User entered.
 

Trigger:
The User pushes the “Up” button to move Pac Man up, the “Down” button to move Pac Man down, the “Left” button to move Pac Man left, or the “Right” button to move Pac Man right
 

Main Success Scenario:
 

Extensions:
 

Technology and Data Variations:
None.

Technology and Data Variations:
None.

Related Information:
PacMan Use Case 1 Sequence Diagram
PacMan Use Case 1 and 6 Class Diagram
PacMan Package Diagram
Pac Man Use Case Model