New classes/components and roles or expanded relationships:
Game: main class; checks player location to trigger events,
Score: influenced by events (and possibly timer), Event:
triggered when player is on specific tile; affects score,
Inventory: stores items, Dean: appears at end if time runs out,
Maze: placeholder for possible procedural generation, Tile:
walls/paths with textures; some trigger events; Game accesses
tiles (abstracted)
Relationship clarifications: Timer can modify score, Items
reside on tiles and move to inventory
Major expansion of behavioural/state-diagram section:
Event-driven rationale for using states, Timer substate: running
↔ paused → expired; reacts to pauseGame/resumeGame/timeout,
Event propagation to parent "playing" state; higher-level
transitions: playing, paused, game over, Event propagation to
parent "playing" state; higher-level transitions: playing,
paused, game over.