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In: Computer Science

For PACMAN game specification 2.1   Product Perspective 2.2   Product Functions 2.3   User Classes and Characteristics 2.4  ...

For PACMAN game specification

2.1   Product Perspective

2.2   Product Functions

2.3   User Classes and Characteristics

2.4   Operating Environment

2.5   Design and Implementation Constraints

2.6   Assumptions and Dependencies

Solutions

Expert Solution

PACMAN GAME SPECIFICATION:

2.1   Product Perspective:

The pacman game is  designed to incorporate the knowledge of Embedded System labs as well as to implement new hardware using new features. The project relies on the integration of both software and hardware.

2.2   Product Functions:

  The important function of Pacman game is  that, it is a source of entertainment.

2.3   User Classes and Characteristics:

The main important lessons of how to Design Programs is that the structure of code follows the structure of the data it operates on, which means that the structure of user code can be derived systematically from your data definitions.

In the Pac-Man game, the player makes a PacMan, a yellow disc, move around a maze with food. The goal is to eat every dots while not getting caught by the monsters. When all dots are eaten, Pac-Man game is over. Four ghosts roam the maze, trying to catch Pac-Man. If a ghost touches Pac-Man, a life is lost. The corner of the maze there are four larger flashing dots which are called as power pills, which provides temporary ability to eat the ghosts.

2.4   Operating Environment:

The Pac-Man game is controlled by a player, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "energizers" causes the ghosts to turn blue, allowing Pac-Man to eat them for bonus points.

2.5   Design and Implementation Constraints:

It is concerned with the development and implementation of the pacman game. It is begins with analysis of the current and proposed games, the design of game to be developed, and it deal with implementation of the developed game.

2.6   Assumptions and Dependencies:

The  assumption that are to be made that while using software Online, this game runs slower so it is prefer to run this game in offline. The second assumption is that it could be made that this game is only for computers. It cannot be run on mobile or any other device.


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