Use Case 4--Set Level

 

Context of Use:
User interface from where to specify the starting level and difficulty of the game. Difficulty is adjusted by modifying the ghost (enemy) speed.
 

Scope:
J2ME Pac-man Game Application
 

Level:
User Goal
 

Primary Actor:
Mobile Phone or PDA User
 

Stakeholders and Interests:
The user who wishes to change the starting level and difficulty of the game.
 

Precondition:
The J2ME program is already running.
 

Minimal Guarantees:
Preference variables "StartingLevel" and "GhostSpeed" are set to valid values.
 

Success Guarantees:
Preference variables "StartingLevel" and "GhostSpeed" are set to valid values requested by the user.
 

Trigger:
User chooses "Set Level" from the main menu.
 

Main Success Scenario:
 

Extensions:
 

Technology and Data Variations List:
None
 

Related Information:
PacMan Use Case 4 Collaboration Diagram
PacMan Use Case 3 and 4 Class Diagram
PacMan Package Diagram
Pac Man Use Case Model