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SKYTRUCK, INTERNAL DESIGN REPORT 1. INTRODUCTION After preparing the Analysis Document with the help of user requirements, we have been in a desing process for our project SkyTruck.The design process consists of subystem decomposition, identifying classes together with their attributes and operations and updating the Analysis Document with respect to changing design decisions. This Internal Design Report is a continuance of our Analysis Document. In order to understand the design choices taken here, one will also need to read the Analysis Document. 2. SUBSYSTEM DECOMPOSITION 2.1 Identifying Subystems of SkyTruck In our project, the game SkyTruck represents our whole system. Before identifying the classes, we have decided to identify the subsystems of the system, design the subsystems and then integrate them to our overall project. We have used the names of subystems for all packages constituting the system. 2.2 Descriptions of Subsystems Package GameObjects Game SkyTruck composes many application objects such as Ships, Creatures and Bonuses. These are the core objects the system depends on. That’s why we decided to collect them in a package called GameObjects. Package LevelAndObject SkyTruck is a game in which there are manager objets to take control of instances of classes in the GameObjects package. Since SkyTruck is a multilevel game, we also needed a group of classes to support multilevel playing. In the first stages of our design, we had decided to have two packages called ObjectManager and LevelManager. However, there was high coupling between these two packages. That’s why we agreed on a package called LevelAndObject as an integration of those two. Package AudioVisual SkyTruck enables the user to interact with the screen and hearing sounds during playing the game. AudioVisual package is an integration of displaying of game onto screen so that the user may see it graphically. Package FileManager As specified in the Analysis Document, SkyTruck gives the user the capability of saving a game or loading a saved game. For this operation, we realized the need of a subsytem to write the states of all objects in the game in file(s) of the user’s computer harddisk.
Approximate Word count = 1293 Approximate Pages = 5.2 (250 words per page double spaced)
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