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Figure 2. The Class Diagram For The Player And Camera Movements-Modeling, Designing, And Implementing An Avatar-Based Interactive Map

Authors: Andrei, Stefan; Milin Joshi; ChandrakantRudani; Ankur Shah; BharatkumarTejwani;

Figure 2. The Class Diagram For The Player And Camera Movements-Modeling, Designing, And Implementing An Avatar-Based Interactive Map

Abstract

The next section describes the Unified Modelling Language (UML) diagrams designed for the project, which are a state diagrams (also known as statecharts) for the Player movement, the Navigation system (Figure 1). In addition, we used a class diagram for the Player and Camera movement (Figure 2). When the avatar-based game starts, the state of the Player is Idle, i.e., Player_IDLE. When the user selects the building, it enables the navigation path towards the destination. If the user selects any arrow keys (Right, Left & Up) the state of the player will change to running (i.e., Player_Running). Also, the path will diminish along with the player movement; hence, the state of navigation path will change to Changing_Path.

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interactive map, software, avatar-based game, marketing tool,, virtual reality

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