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Prerana Ghosh
1MS09IS070
Story Board
 Start the game.
 Game divided into levels.
Player collects coins and gems to score points.
Player health decreases if collision with obstacles
occurs.
Optimum score required to complete level.
Game over when player looses given quota of lives or
when player successfully finishes all levels.
Class Diagram
Applying Facade Pattern
 The user has to interact with the game and the player.
 This can be done by adding a facade – a GUI to the
system.
 This not only creates a simple interface between the
user and the system, but also reduces the number of
objects that a client must deal with.
Before applying Facade
After applying Facade
Applying Template Method Pattern
 There are different levels in the game, i.e. the land
level, the sea level and the space level.
 Switching to next level, after the completion of
previous level needs to be done using LevelControl.
Before applying Template Method
After applying Template Method
 The playLevel() method follows the general steps
given above, providing virtual methods for the steps
that must be implemented.
 The playLevel() method needs to format the collect
command to collect collectables. Although the
abstract class LevelTemplate knows this format needs
to take place, it doesn’t know how to do it. The exact
formatting code is supplied by the derived class.
 The Template Method pattern manages to do this
because the method call is made via a reference
pointing to one of the derived classes, i.e. although
playLevel has a reference of type LevelTemplate, it
is actually referring to a Level1LT or a Level2LT object.
 This is true for formatting the other commands as well.
Applying Strategy Pattern
 The player has options of using different weapons at
different stages of a game level.
 To do this, the player can click a button to switch
between the given choices of weapons.
 To implement this requirement, a strategy interface
(WEAPON) is introduced wherein the weapon choice
option can be implemented at runtime, i.e. the
weapons are interchangeable.
Before applying Strategy Pattern
After applying Strategy Pattern
These three patterns can be
implemented in the game design.
Application of SDP

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Application of SDP

  • 2. Story Board  Start the game.  Game divided into levels. Player collects coins and gems to score points. Player health decreases if collision with obstacles occurs. Optimum score required to complete level. Game over when player looses given quota of lives or when player successfully finishes all levels.
  • 4. Applying Facade Pattern  The user has to interact with the game and the player.  This can be done by adding a facade – a GUI to the system.  This not only creates a simple interface between the user and the system, but also reduces the number of objects that a client must deal with.
  • 7. Applying Template Method Pattern  There are different levels in the game, i.e. the land level, the sea level and the space level.  Switching to next level, after the completion of previous level needs to be done using LevelControl.
  • 10.  The playLevel() method follows the general steps given above, providing virtual methods for the steps that must be implemented.  The playLevel() method needs to format the collect command to collect collectables. Although the abstract class LevelTemplate knows this format needs to take place, it doesn’t know how to do it. The exact formatting code is supplied by the derived class.  The Template Method pattern manages to do this because the method call is made via a reference pointing to one of the derived classes, i.e. although playLevel has a reference of type LevelTemplate, it is actually referring to a Level1LT or a Level2LT object.  This is true for formatting the other commands as well.
  • 11. Applying Strategy Pattern  The player has options of using different weapons at different stages of a game level.  To do this, the player can click a button to switch between the given choices of weapons.  To implement this requirement, a strategy interface (WEAPON) is introduced wherein the weapon choice option can be implemented at runtime, i.e. the weapons are interchangeable.
  • 14. These three patterns can be implemented in the game design.