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Tile tool use cases
This is the very first version of the use cases. This helps me get an overview of what is needed and also
serves as a guideline to the package structure of the classes later on.
Details about the specific use case can be found when viewing the models in ArgoUML.
Abstract Tile tool use case
![]() Here is the simplest view of the system. A user uses the application to create a level. This level is used by the game engine when loading and when generating the screen images. Main Tile tool components
![]() The Tile tool has 3 main components: The persistance component that handles the loading and saving of the level structure. The level structure that handles the organization of the level, this is not broken into detail because I suspect it to be very few classes with only one perpurse. Finally the resource manager that keeps track of the resources. Persistance component
![]() The persistance component is able to load the level structure and parse it on to the level structure component. It can also do it the other way around, get information from the level structure and save it to a file. Resource component
![]() The resource component can load image files used in the level to draw it. Since resource like this are 'expensive' for the program, some kind of cache/pool must be created to keep track of the resources to make sure they are only loaded once and that the same image data can be reused. User interactions
![]() This shows what the user is able to do when interacting with the system. |
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