Question: Make another example CONTENTS Cover Page________________________________________________________________________Pg.1 Table of Contents___________________________________________________________________Pg.2 Use Case Diagram__________________________________________________________________Pg.3 Use Case Specifications___________________________________________________________Pg.413 1.1 Use Flame Thrower _______________________________________________________Pg.4 1.2 Display Kill/Death Score ___________________________________________________Pg.5

Make another example

CONTENTS Cover Page________________________________________________________________________Pg.1 Table of Contents___________________________________________________________________Pg.2 Use Case Diagram__________________________________________________________________Pg.3 Use Case Specifications___________________________________________________________Pg.413 1.1 Use Flame Thrower _______________________________________________________Pg.4 1.2 Display Kill/Death Score ___________________________________________________Pg.5 1.3 Mouse Wheel Functionality ______________________________________________Pg.67 1.4 Increment Score __________________________________________________________Pg.8 1.5 Destroy Opponent _____________________________________________________Pg.910 1.6 Death _________________________________________________________________Pg.11 1.7 Respawn _______________________________________________________________Pg.12 1.8 Take Damage ___________________________________________________________Pg.13 Class Diagram_____________________________________________________________________Pg.14 Sequence Diagrams ____________________________________________________________ Pg.1517 1.1 Score Sequence _________________________________________________________ Pg.15 1.2 Connection Sequence____________________________________________________ Pg.16 1.3 Chat Sequence__________________________________________________________ Pg.17 State Chart Diagrams____________________________________________________________Pg.1820 1.1 Weapons States_________________________________________________________Pg.18 1.2 Player Connection States__________________________________________________Pg.19 1.3 Player Life States________________________________________________________Pg.19 1.4 User Action States_______________________________________________________Pg.20 TOR Chart________________________________________________________________________Pg.21 Summary Evaluation of the Risk Analysis____________________________________________Pg.2224 Diagrams Use Case Diagram Use Case Specifications Use Case Name: Use Flame Thrower ID: 14 Importance Level: Medium Primary Actor: Player Use Case Type: Special Stakeholders and Interests: Player Brief Description: The player has the option to use a flame thrower to destroy the opponent. Trigger: Using the assigned key on the keyboard or scrolling the mouse wheel to the appropriate position. Type: Mouse wheel or keyboard Relationships: Association: Weapon Class Include: none Extend: Fire Generic Weapon Generalization: Ammo Class Normal Flow of Events: 1. Player chooses Use Flame Thrower by mouse wheel or keyboard. 2. Player is equipped with Flame Thrower. 3. Player uses Flame Thrower to destroy opponent. SubFlows: S-1: Using mouse wheel 1. Player chooses Use Flame Thrower by scrolling the mouse wheel. 2. Player is equipped with Flame Thrower. S-2: Using keyboard 1. Player chooses Use Flame Thrower by pushing the appropriate key. 2. Player is equipped with Flame Thrower. Alternate/Exceptional Flows: none Use Case Name: Display Kill/Death Score ID: 13 Importance Level: High Primary Actor: Player Use Case Type: Essential Stakeholders and Interests: Player Brief Description: The player can view the scores to see what the kill/death score is. Trigger: The player clicking View Scores. Type: Mouse Relationships: Association: Score Class Include: View Scores Extend: none Generalization: Kill/Death Class Normal Flow of Events: 4. Player clicks View Scores button. 5. Player is able to see all the scores associated with the game. 6. Player can view the kill/death score. SubFlows: S-1: Using menu 3. Player pushes the Menu button to display the main menu. 4. Player pushes the View Scores button. 5. Player can now see the kill/death count. S-2: Using quick key 3. Player hits the appropriate key that displays the scores. 4. Player can now view the kill/death count. Alternate/Exceptional Flows: none Use Case Name: Mouse Wheel Functionality ID: 12 Importance Level: Medium Primary Actor: Player Use Case Type: Stakeholders and Interests: Brief Description: This use case allows the player to change weapons by scrolling the mouse wheel. By scrolling the wheel up, the weapons will cycle forward and by scrolling the wheel down, they will cycle backward. Trigger: Mouse wheel movement Type: Input Relationships: Association: Include: Extend: change weapon Generalization: Normal Flow of Events: 7. This use case starts when the player scrolls the mouse wheel in the up or down direction. 8. The system polls the mouse for player input. 9. 2. Once input is detected, one of two subflows is executed: If the player scrolls the mouse wheel up, the active weapon will be cycled forward in the list of available weapons. If the player scrolls the mouse wheel down, the active weapon will be cycled backward in the list of available weapons. SubFlows: S-1: Mouse Wheel Cycled Up/Forward 6. The system loops, polling the keyboard for player input. 7. When the mouse wheel is pushed up/forward, the system falls into the specified subflow. 8. The subflow will cycle forward from an available weapons list and activate the next weapon. 9. The subflow will exit and return control to the system polling routine, awaiting the next user input. S-2: Mouse Wheel Cycled Down/Back 1. The system loops, polling the keyboard for player input. 2. When the mouse wheel is pushed down/backward, the system falls into the specified subflow. 3. The subflow will cycle backward from an available weapons list and activate the previous weapon. 4. The subflow will exit and return control to the system polling routine, awaiting the next user input. Alternate/Exceptional Flows: None Use Case Name: Increment Score ID: 18 Importance Level: High Primary Actor: Player/Opponent Use Case Type: Stakeholders and Interests: Brief Description: This use case allows the players score to be incremented upon death or successfully destroying an opponent. Trigger: Player/Opponent Death Type: Relationships: Association: Include: Destroy Opponent Extend: Generalization: Normal Flow of Events: This use case starts once a player has destroyed an opponent or has been destroyed by an opponent. The score shall be incremented upon the following events: 10. A player destroys an opponent by reducing its health to zero 11. A player is destroyed as the result of having his or her health reduced to zero. SubFlows: S-1: Player Destroys Opponent 10. Upon destroying an opponent, the system will increment that players kill score by one point. S-2: Player is Destroyed 5. Upon being destroyed, the system will increment that players death score by one point. Alternate/Exceptional Flows: None Use Case Name: Destroy Opponent ID: 17 Importance Level: High Primary Actor: Player Use Case Type: Stakeholders and Interests: Brief Description: This use case allows the player to kill/destroy an enemy as a result of reducing the opponents health to zero. Trigger: Enemy health reduced to zero Type: Relationships: Association: Include: Increment Score Extend: Fire generic weapon Generalization: Normal Flow of Events: 12. This use case starts when the player has inflicted enough damage to an opponent to reduce its health to zero. 13. The system will keep track of the health of all players. 14. When a cars health is reduced to zero: The car will be destroyed. If the opponent was a human player, it will respawn into the world after a predetermined amount of time has passed with the standard weapon loadout. If the opponent was a CPU player, it will respawn into the world after a predetermined amount of time has passed with the standard weapon loadout. The player who successfully destroyed an opponent will have his or her score incremented by one. SubFlows: S-1: The Car Will be Destroyed 11. The system detects when a players health has reached zero, then calls for the destruction of the car. 12. The car will call for its explosion animation. 13. The car will then be removed from the world and has its death score incremented. S-2: Player Respawn (Human/CPU) 6. After the car is destroyed, the system will create a new instance of the car. 7. The new instance will be equipped with the default weapons. 8. The new instance will be placed into the world at a random location. S-3: Increment Score 1. The player who successfully destroyed an opponent will have his or her kill score incremented by one point. 2. The player who has been destroyed will have his or her death score incremented by one point. See the use case specification for Increment Score Alternate/Exceptional Flows: None Use Case Name: Death ID: 7 Importance Level: High Primary Actor: Player Use Case Type: Essential Stakeholders and Interests: Player Brief Description: If a players health falls below 0, then the player dies Trigger: Players health falls below 0 Type: Take Damage Relationships: Association: Player Class Include: Respawn Extend: Take Damage Generalization: Normal Flow of Events: 15. Player takes damage 16. Players health is evaluated to be < 0 17. Players controls are frozen 18. Player model is removed from game world 19. Players state is set to Dead SubFlows: S-1: 14. Player takes damage 15. Players health is evaluated to be > 0 16. Gameplay continues Alternate/Exceptional Flows: None Use Case Name: Respawn ID: 16 Importance Level: High Primary Actor: Player and Enemy Use Case Type: Essential Stakeholders and Interests: Player Brief Description: A player is respawned to a Spawning Location on the Map. Trigger: Player dies and has Lives remaining Type: Attribute evaluation Relationships: Association: Player Class/Enemy Class Include: None Extend: Death Generalization: Normal Flow of Events: 20. Player/Enemy is effected by Death 21. Player/Enemys remaining lives are evaluated to be > 0 22. Amount of remaining lives is reduced by 1 23. Player/Enemy model is spawned at a Spawning Location 24. Controls are re-enabled SubFlows: S-1: 17. Player/Enemy is effected by Death 18. Player/Enemys remaining lives are evaluated to be <= 0 19. Player is forced to wait until game ends Alternate/Exceptional Flows: None Use Case Name: Take Damage ID: 15 Importance Level: High Primary Actor: Player Use Case Type: Essential Stakeholders and Interests: Player Brief Description: An Enemy fires a weapon and the enemys attack makes a collision with the Player Trigger: A Player lines up with an Enemys weapon fire Type: Collision Relationships: Association: Player Class Include: Death Extend: Player Generalization: Normal Flow of Events: 25. An Enemy fires a Weapon 26. A collision is detected between Enemy fire and a Player 27. An amount of damage is calculated 28. The calculated amount of damage is applied to the Player SubFlows: S-1: Enemy Fire 20. An Enemy fires a Weapon 21. A collision is detected between Enemy fire and a Player 22. An amount of damage is calculated 23. The calculated amount of damage is applied to the player S-2: Friendly Fire 9. An Ally fires a Weapon 10. A collision is detected between Friendly fire and a Player 11. No damage is calculated Alternate/Exceptional Flows: None Class Diagram Sequence Diagrams State Chart Diagrams TOE Chart TOE Chart Requirement(s) Task(s) Object(s) Remarks 12 Scroll mouse wheel to change weapon Player 1. Handles weapon changes 2. Use of weapons 13 Display score Scoreboard 1. Draw scoreboard 14 Flame thrower Player 1. Handles weapon changes 2. Use of weapons 3. Tracks damage/death 15 Player take damage Player 1. Tracks damage/death 16 Player respawn Server 1. Tracks game state 2. Places player object into world 3. Call increment score 4. Give control to player 17 Destroy enemy Player Server 1. Use of weapons 2. Tracks damage/death 1. Update scoreboard 18 Increment scores Server Scoreboard 1. Update scoreboard 1. Draw scoreboard.

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