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Tokenization.

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Presentation on theme: "Tokenization."— Presentation transcript:

1 Tokenization

2 Pac-Man

3 Gameplay The player controls Pac-Man through a maze, eating pac-dots or pellets. When all pac-dots are eaten, Pac-Man is taken to the next stage. Four enemies roam the maze, trying to catch Pac-Man. If an enemy touches Pac-Man, a life is lost. When all lives have been lost, the game ends. Near the corners of the maze are four larger, flashing dots known as power pellets that provide Pac-Man with the temporary ability to eat the enemies. The enemies turn deep blue, reverse direction and usually move more slowly. When an enemy is eaten, its eyes remain and return to the center box where it is regenerated in its normal color. Blue enemies flash white to signal that they are about to become dangerous again and the length of time for which the enemies remain vulnerable varies from one stage to the next, generally becoming shorter as the game progresses. In later stages, the enemies go straight to flashing, bypassing blue, which means that they can only be eaten for a short amount of time, although they still reverse direction when a power pellet is eaten.

4

5 Finite State Machine The strength of the interaction matrix is that it allows you to focus on the big picture whereas the advantage of an annotated FSM diagram is that it allows you to focus more clearly on a specific area of the matrix. The interaction matrix looks at the system from the viewpoint of the interactions between tokens and/or properties, and the FSM diagram looks at the system from the viewpoint of a single token and how the rest of the system interacts with it

6 FSM for Ghosts

7 FSM for Pac-Man

8 FSM for Game World token

9 Property Assignments Pac-man: Hungry.
Ghosts: Strong when hunting, Weak when hunted, None in eaten state. Pellets, Fruit, and Power Pills: Edible. Power Pills: Powerful. Maze Walls: Solid. Home Base: Solid, Home.

10 Event List A: POWER-UP event. B: COLLISION event.
C: PAC-MAN DEATH event. D: SCORE INCREMENT event. E: GHOST EATEN event. F: TIMER RESET event.

11 Token/Property Interaction Matrix

12 Property/Property Interaction Matrix


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