Context of Use:
The devices displays the top 5 highest scores from previous games. This
condition arises by choosing "View High Scores" from the main menu. It also
occurs automatically after a game ends.
Scope:
J2ME Pac-man Game Application
Level:
User Goal
Primary Actor:
Mobile Phone or PDA User
Stakeholders and Interests:
The User who wishes to view high score from pervious games.
Precondition:
The J2ME program is already running.
Minimal Guarantees:
High Scores data file will be preserved.
Success Guarantees:
High Scores data file exists, and top 5 highest scores are displayed.
Trigger:
User chooses "View High Scores" from the main menu.
Triggered automatically after a game ends.
Main Success Scenario:
Extensions:
Technology and Data Variations:
None
Related Information:
PacMan Use Case 3 Sequence Diagram
PacMan Use Case 3 and 4 Class Diagram
PacMan Package Diagram
Pac Man Use Case Model