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