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Use Case Diagram For Snake Game: Best Practices and Examples



In this article, I am going to walk you through creating a snake game using a React application. It is a simple 2d game built using TypeScript, and we won't need to use any third-party graphics libraries to build it.


The concept behind it is simple: the snake roams around inside a box, and once it captures the fruit/object your points increase and the snake grows. If the snake hits the boundaries of the box or collides with itself then the game is over.




Use Case Diagram For Snake Game



A snake game is an arcade game that involves a snake moving inside a box. Your score increases based on how many objects/fruit the snake eats. This will also increase the size of the snake. If it collides with itself or to the boundary of the box then the game is over.


In this example, we have created a reducer function which is called a gameReducer. It takes in the state (default parameter as a global state) and an action. Whenever we have action.type that matches the switch case, then it performs a particular action, like returning a new state based on the action.


The sagas/index.ts file will consist of all the sagas that we will use in our application. We do have some basic understanding of the sagas which we briefly explained in the above sections. We will dive deeper into this section when we actually start our implementation of the snake game.


The game score is calculated based on how many fruits the snake has consumed without colliding with itself or with the boundary of the box. If the snake consumes the fruit then the size of the snake increases. If it collides with the edge of the box, then the game is over.


It's a simple game,just aim to input a character,move the snake and print the table everytime.The switch statement in the main function settle 4 cases'a' 's' 'd' 'w' without default,However,when the program is running,if a character out of the cases is input,the program still reacts and output the table(besides,the talbe is output twice).Why?Besides,it also confused me that the snake don't move correctly if the input is in the cases.


Forgot to add 'break'after cases before:)but the problem still confuse me.Now if I use'break'under default,the program still print the table twice,if I use 'continue'under default,the program won't react to the incorrect input.But the snake still don't move correctly.:(


logic(): Here, write all the logic for this program like for the movement of the snake, for increasing the score, when the snake will touch the boundary the game will be over, to exit the game and the random generation of the fruit once the snake will eat the fruit.


2. Class Diagram & Use Case Diagram & Schema Diagram (If required): Once the requirements are gathered, define the core classes and objects, how the different classes interact with each other, and actors who interact with the system, the use cases for each actor, etc. Draw the class diagram and use a case diagram (can be optional, ask the interviewer) for the system. Define the relations between classes by observing the interactions between them. If Class Diagram & Use Case Diagram helps in representing the requirements of systems and the relationship between different classes, a Schema Diagram (also called an ER Diagram) helps in how the data models look and how to store the data in the database. Interviewers may not ask to write the code to store the data in the actual database but they may be interested in how the model looks like and the relationship between them. It is easy to create the Schema Diagram from the Class Diagram. Each class in the class diagram becomes a table in Schema Diagram and the relationship between classes becomes the multiplicity between tables.


1. Gathering Requirements: Create a multiplayer Snake and Ladder game in such a way that the game should take input N from the user at the start of the game to create a board of size N x N. The board should have some snakes and ladders placed randomly in such a way the snake will have its head position at a higher number than the tail and ladder will have start position at smaller number than end position. Also, No ladder and snake create a cycle and no snake tail position has a ladder start position & vice versa.


Clearly understand the low-level design problem, jot down the requirements of the problem, fine-tune the requirements and pick the core requirements that can be implemented in the given time, make note of different entities with their behaviours & actors from the core requirements, create the use case diagram and class diagram, make the schema diagram if the problem statement requires a type of web application to be built (no need to create a web application in an interview but the code can be structured in that way by creating controllers, services, and repositories) and then finally implementing the core features by using Object Oriented Principles and Design Patterns to make the application extensible and readable.


I just finished writing a simple Snake clone in C++ with the goal of having an actual design this time and to adhere to the SOLID principles of OOP. So I made a class diagram of the game and wrote all the code, and it works fine, but there are some areas where I feel like I could have done better. For example, there are some hard coded elements which I wasn't able to elegantly remove, and there's one place where I use inheritance, but then I also have an enum to figure out which child a message is coming from when I would prefer not to have to care at all what type the child is.


Now imagine that you add some more kind of tiles: MountainTile (randomly fatal or not because sometimes rocks fall and kill the snake), SeeTile (some snakes swimm), MongooseTile (always fatal): would you really want the game loop to know what to do in each case ?


despite my initial question, the model is ok. In your code, you really keep a snake separate from the grid: at each move, you clear the snake tiles in the diagram and you add the snake to change the tiles of the new position. You could perhaps show a usage dependency of the snake by the grid, to make the diagram more expressive.


When the game begins, we initially set the direction of our snake to the right. After that we start the main loop. The first thing to do inside the loop is move our snake's head one step in the current direction. After we have done this we check to see if the current position of the head collides with a wall . If it does, then game over. If it doesn't we check to see if the same position collides with a tail. If it does, again, game over. If it doesn't we check to see if it collides with food. It it does, we add a tail. If it doesn't we look for user input. If the user pressed on any arrow key, we change the direction of our snake. Either way, we continue our loop from the beginning.


Now, all these objects should be wrapped around some classes. So, GameData will have a head, the direction, the food, and two constants to determine the width and height of our board BOARD_WIDTH and BOARD_HEIGHT respectively. The methods that will loop one step and do collision detections would be in another class, TheGame. So, this class would have a GameData object, a wallCollision method, a tailCollision method, a foodCollision method, a mainLoop method and a createFood method. Finally, we would have a GUI class that visually shows the game. Our class diagram would look something like this:


In the run method, we update our game state. Since we have already done this part at the TheGame class, all we have to do is call our TheGame method mainLoop() and the state of the game will be updated. After the state has been updated, we need to draw the scene. We will use a trick called double buffering. This allows us to render our scene in a second image (buffer) while the first is being displayed to the screen and avoid flickering and other artifacts. To do this, we create a method called render and do all the drawing in an image that we created (img) calling JComponent's createImage(int width, int height) method. To start drawing, we need a Graphics object. Every Image object has a method called getGraphics() that returns it's own Graphics object which we use in order to draw on that image. Long story short, we get the Graphics object of our img and start rendering our scene. We draw each part of the snake the same way we did when we where detecting collision, through iteration (getting each SnakePart's tail and drawing it).


As for the testing of this game, we should have created at least for the SnakePart, the TheGame and the GameData some Unit Tests just to make sure we don't have any critical mistakes and allow us to improve our game in the safe side. After that, it's time to have a lot of fun playing the game over and over again to make sure everything is OK. In our source code for example, a food may be placed at the same position as any SnakePart we have in our game making it invisible. This should be avoided. Also, the head turns orange for the first refresh of the game when the snake eats a food, this could easily be changed. Enjoy testing!


Snake Water Gun is one of the famous two-player game played by many people. It is a hand game in which the player randomly chooses any of the three forms i.e. snake, water, and gun. Here, we are going to implement this game using python.


Moral decadence in our society rises more and more and complaints about this issue are oftentimes about children and their future. Children are likely to disobey due to their inability to understand the effects of their decisions. Games liked by children can help in child education, especially when the moral aspects of such games are well highlighted. This paper reports the development of a Snakes and Ladders game that emphasizes the moral aspect of the game approach in order to promote moral education among children. The game was tested on twenty (20) children between the ages of 6 and 7. Their knowledge and willingness to follow moral and societal rules was tested before playing the game multiple times and also tested thereafter. It was observed that their knowledge and willingness to follow the rules improved. The game works subconsciously in helping children understand the consequences of certain moral actions in a virtual way. The Design of the system consists of the system architecture, the Use Case diagram, and a flow chart which explains all procedures in a logical sequence. A mathematical model and an algorithm are used to describe the gaming process. The system is implemented using Java programming language. 2ff7e9595c


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