wanted each ghostly enemy to have a specific character and its own particular movements, so they weren't all just chasing after Pac Man in single file, which would have been tiresome and flat.” § They'd attack and then they'd retreat. As time went by, they would regroup, attack, and disperse again. It seemed more natural than having constant attack."
Chase mode is defined as Pac-Man's current tile § Pink Ghost: attempts to move him to the place where Pac-Man is going, instead of where he currently is. Pinky's target tile in Chase mode is determined by looking at Pac-Man's current position and orientation, and selecting the location four tiles straight ahead of Pac- Man.
it uses both Pac-Man's position/facing as well as the red ghost's position in his calculation § Orange Ghost: calculates his distance from Pac-Man. If he is farther than eight tiles away, his targeting is identical to Red Ghost. However, as soon as his distance to Pac-Man becomes less than eight tiles, his target is set to the outside the bottom-left corner of the maze.
diagram when a use-case requires a graphical representation of the flow of interaction. § Create a state diagram when a use-case requires a list of the different states of a system. * they are not mandatory, and they can be combined.
the flow of activities 1. Sequence 2. Conditions and Loops 3. Parallel or Concurrent 4. Actor (if there are multiple actors involved in a specific use-case) responsibility for the action described
§ diamonds represent decisions; § bars represent the start (split) or end (join) of concurrent activities; § a black circle represents the start (initial node) of the workflow; § an encircled black circle represents the end (final node). § Arrows run from the start towards the end and represent the order in which activities happen. § Swim lane or functional band helps to visually distinguishes job sharing and responsibilities
states (as nodes) – a set of observable circumstances that characterizes the behavior of a system at a given time § Event (arc between nodes) —an occurrence that causes the system to exhibit some predictable form of behavior When an event occurs, the system moves from one state to another.
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