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Bomberman game for SYSC3303
The system’s class diagram(s)
– Develop as far as possible the classes that you will need
in your system. Include the testing framework as part of your diagram
Document the Communication Protocol as you understand it. Give the message format,
and also use a sequence diagram or state chart to illustrate state-dependent message
exchanges
In this first milestone, you are not going to implement a Player Client. Instead, we will build a
testing framework made up of a test driver and a test logger.
The testing logger will always be deployed on the same machine as the model server.
You can choose to implement it as a thread or a separate process
The logger should log (as text, in a file) all player controls as they are processed,
and all game state updates as they are sent.
Thought: Instead of simply printing the whole state, the logger could print a
summary of the differences between the previous and current game state.
The test driver should be implemented as a separate process, because it will play the role
of many player controllers, sending UDP player control messages (such as UP, LEFT,
GATE_START). The list of messages to be sent should be stored in a text file, read in by
this test driver. In this way, a particular text file contains one (automated, repeatable) test
sequence; multiple test sequences will be store in different text files.
For this milestone, the test sequences will contain movement only, no bombs.
Consider: Along with each player movement, perhaps there should also be a time
(offset) to slow down the execution of the test driver. In this first milestone, the
time delays could all be zero because only MOVEMENT controls are being
supported; however, in later milestones, when bombs are deployed, the timing of
movements vis-à-vis bomb detonations changes the outcomes of the game. (i.e.
whether a player moves out of the way of the bomb in time)
The model server should start up in two modes: with random initialization of the floor,
or by reading in a prescribed initialization of the floor from a file. Suggestion: Use
command-line arguments
The model server shall be implemented as far as described above. It is suggested that you
implement the server in stages (with corresponding test cases)
Assumption: The server starts with a known initial board state
Note: No timing is needed. Can go at “computer” speed.
Version 1.1
The spectator client shall be implemented to display the game state as a GUI.
Note: Timing will be needed in the test sequences so that changes to the GUI can be
followed.
Use either a class diagram or a component diagram to illustrate the major
subsystems and the associations between these subsystems
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