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Homework answers / question archive / System description: You are creating a framework for the class of video games where the player has to traverse various levels

System description: You are creating a framework for the class of video games where the player has to traverse various levels

Computer Science

System description:

You are creating a framework for the class of video games where the player has to traverse various levels.

A player starts the game by choosing an avatar (symbolic representation of themselves) and typing their name.

A player has a certain amount of 'power'. Power is obtained by navigating to 'treasure' items (each type of which yields a certain number of units of power). Power is lost by being shot by aliens or stepping on booby traps (each type of which causes a certain loss of power). The more power a player has, the faster he or she can move.

The object of the game is to travel through a series of game levels and to accumulate as much power as possible until the last level is reached (or your avatar is killed). The system keeps a 'high score list' showing for each player, the level they obtained, the highest power they reached and the number of aliens they destroyed.

The system keeps track of a maze of paths in each level. Paths connect special points. These can be the treasure to grab, booby traps that must be avoided or jumped over, entry/exit points to other paths, entry points from the level before and exit points to the level above. Each path has a length.

Aliens are generated randomly, and they are initially in sleep mode. After a period of time (randomly determined when they are created) they start moving randomly around the maze at fixed speeds. When the player gets close enough, they shoot at him/her. When the player tries to escape and becomes too far to be shot, the alien starts following him/her. If the player then becomes out of sight of the alien, the alien starts moving randomly again. The player can jump to dodge aliens that are shooting. The player can also shoot an alien. An alien or player that shoots will hit their target with a probability that decreases the faster the player is moving. Aliens are created more frequently at successive levels. If an alien is shot a sufficient number of times, it vanishes. If a player is shot, it loses a number of power units. The number of shots required to destroy an Alien and the number of units lost depends on the alien's strength. When an alien loses half of its initial strength, then it tries to escape the player by moving in the opposite direction.

The game ends when a player's power drops to zero. As the player moves inside a given level, the system keeps track of its position. When the player crosses a special point, the system checks if it is a treasure or a trap. If it is a trap and the player is not in jump mode, then the player loses the number of power points associated with this trap. If it is a treasure, the user is stopped and if he/she grabs it, then the number of power points is increased.

The user can pause the game and resume it


Please create a class diagram for the system above

  • Show all attributes (data types are not required),
  • Show all associations and generalizations. Make sure you include the correct multiplicity.
  • You will also need to add the operations that you will use in the UML sequence and UML State Machine of the next questions. As for the methods, you do NOT need to include the return type and/or specify all arguments.
  • You need to include a Façade class.
  • You need to identify TWO additional design patterns. You do NOT need to implement them, just provide the name of the patterns and the situation to which it applies in the system described below.
  • State your assumptions.

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