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