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Publication numberCN1211141 C
Publication typeGrant
Application numberCN 01115457
Publication date20 Jul 2005
Filing date26 Apr 2001
Priority date2 May 2000
Also published asCN1321526A, EP1157723A2, EP1157723A3, US6544125, US20010039207
Publication number01115457.8, CN 01115457, CN 1211141 C, CN 1211141C, CN-C-1211141, CN01115457, CN01115457.8, CN1211141 C, CN1211141C
Inventors堀上敦, 向井伸介, 中野阳祐
Applicant科乐美股份有限公司
Export CitationBiBTeX, EndNote, RefMan
External Links: SIPO, Espacenet
Visual display game device, method and program for controlling action of game roles
CN 1211141 C
Abstract  translated from Chinese
一种控制游戏中角色动作的视频游戏装置及其控制方法,当模拟按钮被运动到邻接点时,游戏角色受控变换持剑姿态。 Video game apparatus for controlling the movements of the character in the game and its control method, when the analog button is moved to the adjacent point, the game character controlled transform sword attitude. 当模拟按钮被运动到非邻接点时,依据模拟按钮的运动速度,游戏角色受控或者变换持剑姿态或者劈剑攻击敌人。 When the analog button is moved to the non-contiguous point, according to the velocity analog buttons, the game character controlled or change attitude or chop sword sword to attack enemies.
Claims(4)  translated from Chinese
1.一种根据游戏者操作按钮的情况控制游戏中角色动作的视频游戏装置,包括:一个可测量操作按钮由离开第一位置到到达第二位置的运动时间的测量单元,由游戏者操作按钮从其第一位置运动到第二位置;以及一个根据所述测量单元测量的运动时间控制游戏中角色进行相应动作的角色控制单元;一个可确定所述第一位置和第二位置之间位置关系的位置确定单元,其中所述位置确定单元确定所述第二位置是否属于所述第一位置附近的预定区域;其中所述角色控制单元根据所述测量的运动时间与所述确定的位置关系的组合控制游戏角色进行相应动作;进一步包括:在所述位置确定单元确定所述第二位置与所述第一位置邻接时控制游戏角色变换持剑姿态的第一控制单元;在所述位置确定单元确定所述第二位置不与所述第一位置邻接且所述按钮的运动时间超出所述预定时间时控制游戏角色变换持剑姿态的第二控制单元;在所述位置确定单元确定所述第二位置不与所述第一位置邻接且所述按钮的运动时间在所述预定时间之内时控制游戏角色进行劈剑动作的第三控制单元。 A player operation button according to the situation in the game character action control video game device, comprising: a measurable by the operation button away from the first position to the second position to the exercise time measuring unit, an operation button by the player from its first position to a second position; and a control game character movement time according to the measuring unit measures the corresponding action role-control unit; the positional relationship between the first position and a second position can be determined The position determining unit, wherein the position determining means determines whether the second position to the first position near the predetermined region; and wherein the relationship between the character control unit according to the determined position of the measured movement time combination control operation corresponding game character; further comprising: determining at the control unit determines the position of the first game character conversion sword attitude control means when said second position adjacent to said first position; the position determining unit determining a second position not adjacent to said first position and said push button control movement time exceeds the predetermined time when the game character conversion sword attitude of the second control unit; determining means determines the position in the first It is not adjacent to the second position to the first position of the button and moving time control sword game roles splitting action within the predetermined time of the third control unit.
2.如权利要求1所述视频游戏装置,其中所述劈剑的方向和持剑姿态变换的方向取决于所述按钮由所述第一位置到所述第二位置的运动方向。 2. The video game apparatus as claimed in claim 1, wherein the direction of orientation of the split sword and the sword attitude transformation depends on the direction of the button by the first position to the second position of the movement.
3.一种在视频游戏装置中使用的根据游戏者操作按钮的情况控制游戏中角色动作的控制方法,包括如下步骤:测量操作按钮由离开第一位置到到达第二位置的运动时间并由游戏者操作按钮从其第一位置运动到第二位置;根据测量的运动时间控制游戏中角色进行相应动作;确定第一和第二位置之间的位置关系并同样确定第二位置是否属于与第一位置相邻的预定区域;角色控制步骤用于根据测量的运动时间和所确定的位置关系的组合使游戏角色进行动作,并包含如下的步骤:当位置确定部分确定第二位置与第一位置相邻时使游戏角色改变握剑的姿势;当位置确定部分确定第二位置不与第一位置相邻且当按钮的移动时间超过预定的时间时使游戏角色改变握剑的姿势;当位置确定部分确定第二位置不与第一位置相邻且当按钮的移动时间落入预定的时间内时使游戏角色挥剑。 3. A method of controlling the operation buttons according to the situation of the player in the game character action control method, comprising the steps used in the video game apparatus: measuring operation by the button away from the first position to the second position to the movement by the time the game operates the button from its first position to a second position; corresponding time measurement operation according to the movement control of the game character; determining positional relationship between the first and second positions, and also determines whether the second position to the first position adjacent to the predetermined area; character control step for compositions according to the positional relationship of the measured movement time and determined to make the game character operated, and comprising the steps of: when the position determination section determines a first position and a second position relative to o make a game character to change when Wojian posture; when the position determination section determines the second position to the first position adjacent to and not make a game character to change the posture Wojian button when moving time exceeds a predetermined time; when determining portion position determining a second position to the first position adjacent to and not make the game scenes role in the movement when the buttons fall within a predetermined period of time.
4.如权利要求3所述方法,进一步包括确定所述第一位置和第二位置之间位置关系的位置确定步骤,其中所述角色控制步骤根据所述测量的运动时间与所述确定的位置关系的组合控制游戏角色进行相应动作。 4. The method of claim 3, further comprising determining the position of the positional relationship between a first position and a second position determining step, wherein said controlling step determines the character according to said measured movement time with the position combination relationship roles corresponding action to control the game.
Description  translated from Chinese
一种控制游戏中角色动作的视频游戏装置及其控制方法 Video game apparatus for controlling the movements of the character in the game and control method

技术领域 Technical Field

本发明涉及用于控制游戏角色的影视游戏装置、方法和程序,更具体地说,涉及控制游戏角色持剑姿态和挥剑方式的影视装置、方法和程序。 The present invention relates to methods for controlling video game character game apparatus, methods and procedures, and more particularly, to control game characters and scenes manner sword stance television equipment, methods and procedures.

背景技术 Background

目前,影视游戏装置已迅速进入诸多家庭,可为人们提供各式各样的游戏,例如角色扮演游戏、仿真游戏、格斗游戏、猜谜游戏,等等。 Currently, the video game device has been rapidly into many families, providing a wide variety of games for people, such as role-playing games, simulation games, fighting games, puzzle games, and so on. 在市面上可买到各种传媒制品,内含可进行上述游戏的软件程序。 Commercially available in a variety of media products containing software can be said of the game program.

同时,也有各种型式的可执行游戏软件程序的影视游戏装置供人们选择。 There are also video game device for people of all types of executable game software programs to choose from. 例如,家用影视游戏装置可利用家用电视机的荧屏显示游戏图象;个人计算机或工作站也可用于在其CRT显示屏上显示游戏图象。 For example, the home video game device can use the home TV screen displays the game image; a personal computer or workstation can also be used to display images of the game on its CRT display. 除了上述装置之外,在游艺厅中的许多游戏装置大多各自带有自己的显示装置。 In addition to these means, many games means most of their recreation hall with its own display device. 在一种游戏中,通过使许多不同的二维图象随时间连续变换而显示出栩栩如生的景象;在另外的游戏中,从游戏主角的视角变换景深和图象内容,从而可显示虚拟的三维空间(虚拟的三维空间)。 In one game, by many different two-dimensional image continuous transformation over time show a lifelike scene; in another game, the protagonist of the game from the perspective of transformation depth and picture content, which can display the virtual three-dimensional space (virtual three-dimensional space).

大多数游戏同时采用上述两种图象的描绘和显示方法。 Most games while using both depict and displaying images.

在上面提到的角色扮演游戏或格斗游戏中,游戏者发出指令使游戏中的主角运动和击败敌人。 In the above-mentioned role-playing games or fighting games, players issued a directive to the game's protagonist motion and defeat the enemy. 主角的这种运动和技击动作可有多种,例如在主角受到敌方攻击时,主角的动作可能包括对手中持剑的控制(劈砍/摇摆/挥动等)。 This movement and martial arts action protagonist can have a variety, for example, lead by an enemy attack, the protagonist's actions could include opponents sword control (hacking / swing / wave, etc.). 然后,游戏者进入游戏的下一阶段。 Then, the player into the game the next stage.

此时,游戏者以游戏中主角的视角或其他视角观看显示器显示的图象,并根据所观察的情况对持剑进行操纵。 In this case, the player in the perspective of the protagonist of the game or other video display viewing angle, and according to the situation observed on the sword manipulation.

在常见的影视游戏装置中,可对持剑进行简单的控制,即游戏中的主角可按照游戏者通过操作按钮等一类输入装置输入的指令挥动手中的持剑。 In a typical video game device, a simple sword can control, namely protagonist of the game in accordance with the game by operating buttons and other similar input device instruction waved the sword.

然而,操作按钮的运动仅仅限于四个方向。 However, only limited movement of the operation button in four directions. 因此,由操作按钮控制的游戏中角色的动作同真实持剑人的动作完全不同,所以缺乏真实感。 Therefore, the operation buttons control movement of the character in the game with real sword human movement is completely different, so the lack of realism. 此外,游戏中角色按某一操作按钮指令所进行的动作方式也仅仅限于变化持剑的劈刺方向,因此,游戏使人感觉单调和不够真实。 In addition, action game character by a button command operation performed only limited changes in the direction of sword bayonet fighting, so that people feel monotonous game and not true.

发明内容 DISCLOSURE

正是针对上述问题而进行了本项发明。 It is against the above problems were present inventions. 本发明的一个目的就是提供一种可使游戏中角色的动作更加多样化的影视游戏装置和方法,例如,通过操纵操作按钮可使游戏中人物做更多形式的挥剑动作。 It is an object of the present invention is to provide a make-game character movements more diverse video game apparatus and method, for example, by operating the operating buttons allow game characters to do more in the form of the action scenes.

本发明的另一个目的是提供一种可对游戏中角色的不同动作进行分别控制的影视游戏装置和方法,例如,通过操纵操作按钮或其它输入装置可使游戏中角色改变持剑姿态和进行劈刺等动作。 Another object of the present invention is to provide a different character action games were video game control device and method, respectively, for example, by operating the operating buttons or other input device can change the game in the role of a sword bayonet fighting attitude and conduct and other activities.

本发明的再一个目的是提供一种可根据游戏者操纵操作按钮的范围和速度控制游戏中角色进行不同动作的影视游戏装置和方法。 It is a further object of the present invention is to provide a controlled game roles video game apparatus and method for different actions depending on the scope and speed of the game operates the operation button.

因此,本发明影视游戏装置和方法可对游戏者操作按钮的操作情况进行检测,对操作按钮的运动速度和范围进行运算,并根据运算结果控制游戏中角色进行各种动作。 Thus, the video game apparatus and method of operation of the present invention can be operated by the player buttons is detected, the speed and scope of the movement operation buttons for computing, and control the game in the roles various actions based on the calculation result.

一种根据游戏者操作按钮的情况控制游戏中角色动作的视频游戏装置,包括:一个可测量操作按钮由离开第一位置到到达第二位置的运动时间的测量单元,由游戏者操作按钮从其第一位置运动到第二位置;以及一个根据所述测量单元测量的运动时间控制游戏中角色进行相应动作的角色控制单元;一个可确定所述第一位置和第二位置之间位置关系的位置确定单元,其中所述位置确定单元确定所述第二位置是否属于所述第一位置附近的预定区域;其中所述角色控制单元根据所述测量的运动时间与所述确定的位置关系的组合控制游戏角色进行相应动作;进一步包括:在所述位置确定单元确定所述第二位置与所述第一位置邻接时控制游戏角色变换持剑姿态的第一控制单元;在所述位置确定单元确定所述第二位置不与所述第一位置邻接且所述按钮的运动时间超出所述预定时间时控制游戏角色变换持剑姿态的第二控制单元;在所述位置确定单元确定所述第二位置不与所述第一位置邻接且所述按钮的运动时间在所述预定时间之内时控制游戏角色进行劈剑动作的第三控制单元。 A method of controlling the operation of the game character according to the situation the player operation button video game device, comprising: a measurable by the operation button away from the first position to the second position to the exercise time measuring unit, an operation button by the player from a first position to a second position; and a control game character movement time according to the measuring unit measures the corresponding action role-control unit; and a positional relationship can be determined between the first and second positions of the location determining means, wherein said position determining means determines whether the second position to the first position near the predetermined region; and wherein the character control unit controlling the positional relationship of the composition determined in accordance with the measured movement time game character corresponding operation; further comprising: determining means determines the position to control the game character conversion sword attitude control means when said first and second position adjacent said first position; the position determining means determines that the said second position not adjacent to said first position and said push button control movement time exceeds the predetermined time when the game character conversion sword attitude of the second control unit; determining means determines the position at the second position is not adjacent to said first position and said push button control exercise time sword game roles splitting operation within the predetermined time when the third control unit.

一种在视频游戏装置中使用的根据游戏者操作按钮的情况控制游戏中角色动作的控制方法,包括如下步骤:测量操作按钮由离开第一位置到到达第二位置的运动时间并由游戏者操作按钮从其第一位置运动到第二位置;根据测量的运动时间控制游戏中角色进行相应动作;确定第一和第二位置之间的位置关系并同样确定第二位置是否属于与第一位置相邻的预定预定区域;角色控制步骤用于根据测量的运动时间和所确定的位置关系的组合使游戏角色进行动作,并包含如下的步骤:当位置确定部分确定第二位置与第一位置相邻时使游戏角色改变握剑的姿势;当位置确定部分确定第二位置不与第一位置相邻且当按钮的移动时间超过预定的时间时使游戏角色改变握剑的姿势;当位置确定部分确定第二位置不与第一位置相邻且当按钮的移动时间落入预定的时间内时使游戏角色挥剑。 For use in a video game apparatus for controlling an operation button according to the situation of the player in the game character action control method, comprising the steps of: measuring the operation button away from the first position to the second position to the movement by the player operating time button first position to its second position; corresponding time measurement operation according to the movement of the game character control; determining positional relationship between the first and second positions, and also determines whether the second position to the first position relative to the a predetermined area adjacent to a predetermined; character control step for compositions according to the positional relationship of the measured movement time and determined to make the game character operated, and comprising the steps of: when the position determination section determines a first position and a second position adjacent to When making changes in the character Wojian posture; when the position determination section determines the second position to the first position adjacent to and not make a game character to change the posture Wojian button when moving time exceeds a predetermined period of time; when the position determination section the second position to the first position adjacent to and not make a game character moving scenes when the Time button falls within a predetermined time.

从第三方面说,本发明提供了一种计算机可读的存贮媒体,所述媒体包括计算机可以执行的、根据游戏者操作按钮的情况控制游戏中角色动作的方法指令程序。 From a third aspect, the present invention provides a computer-readable storage medium, the medium including a computer can perform, according to the situation the player operation buttons to control the game in the role of action methods instruction program. 所述方法指令程序包括测量步骤和游戏角色控制步骤,所述测量步骤测量操作按钮由离开第一位置到到达第二位置的运动时间(由游戏者操作按钮从其第一位置运动到第二位置),所述控制步骤根据所测量的运动时间控制游戏中角色进行相应动作。 The method comprises the step of measuring program instructions and game character control step, said measuring step measuring operation by the button away from the first position to the second position reaches the movement time (an operation button by the player from its first position to a second position ), the controlling step corresponding action according to the measured moving time control game characters.

从第四方面说,本发明提供了一种反映指令程序顺序的载波形式的计算机数据信号,所述指令在被处理器执行时可使处理器实施根据游戏者操作按钮的情况控制游戏中角色动作的方法程序。 From the fourth aspect, the present invention provides a carrier in the form of instructions of the program to reflect the order of the computer data signal, the instructions the processor can implement to control the game in the role of action according to the situation the player operation buttons when executed by the processor The method of procedure. 所述方法包括测量步骤和游戏角色控制步骤,所述测量步骤测量操作按钮由离开第一位置到到达第二位置的运动时间(由游戏者操作按钮从其第一位置运动到第二位置),所述控制步骤根据所测量的运动时间控制游戏中角色进行相应动作。 Said method comprising the step of measuring and the step of controlling the game character, said measuring step measuring the movement of the operation button a second time position (an operation button by the player from a first position to a second position) to reach the position away from the first, The control steps corresponding action according to the measured moving time control game characters.

从第五方面说,本发明提供了一种包括计算机可读指令和存储所述计算机可读指令的存储媒体的软件产品。 From the fifth aspect, the present invention provides a composition comprising a computer-readable instructions and stored the computer readable instructions stored media software products. 所述指令可使计算机执行根据游戏者操作按钮的情况控制游戏中角色动作的方法。 The instructions for causing a computer to perform the operation buttons according to the situation the player control the game character action approach. 所述方法包括测量步骤和游戏角色控制步骤,所述测量步骤测量操作按钮由离开第一位置到到达第二位置的运动时间(由游戏者操作按钮从其第一位置运动到第二位置),所述控制步骤根据所测量的运动时间控制游戏中角色进行相应动作。 Said method comprising the step of measuring and the step of controlling the game character, said measuring step measuring the movement of the operation button a second time position (an operation button by the player from a first position to a second position) to reach the position away from the first, The control steps corresponding action according to the measured moving time control game characters.

附图说明 Brief Description

图1为按本发明一个实施例的影视游戏装置框图。 Figure 1 is a block diagram of a video game apparatus according to an embodiment of the present invention.

图2为按本发明一个实施例的影视游戏装置控制器的正视图。 Figure 2 is a video game device controller according to one embodiment of the present invention, a front view.

图3为按本发明一个实施例的影视游戏装置控制器的侧视图。 Figure 3 is a side view of the video game device controller according to an embodiment of the present invention.

图4表明按本发明一个实施例的影视游戏装置中操作按钮的可能位置坐标。 Figure 4 shows the possible position coordinates video game apparatus as an embodiment of the present invention, the operation buttons.

图5为表明控制游戏中角色挥剑方式的控制方法的流程图。 Figure 5 is a flow chart showing the game control method of controlling the way the role of the sword.

图6A-B表明操作按钮的运动模式。 FIG. 6A-B show that sport mode operation button.

图7A-C表明游戏中角色在图6A和6B按钮运动控制下所做的运动和姿态。 Figure 7A-C show the role of the game in the 6A and 6B buttons made motion control movement and posture.

具体实施方式 DETAILED DESCRIPTION

参阅图1,首先描述按本发明实施例的影视游戏装置。 Referring to Figure 1, first described video game device according to an embodiment of the present invention. 在图1中所示的影视游戏装置仅仅是个示例,对此进行修改可变成其他形式的影视游戏装置。 In the video game apparatus shown in Figure 1 is just an example, which can be modified into other forms of video game devices.

图1所示游戏装置包括机体100、电视监视器(以下简称为“显示器”)200、扬声器300、控制器400、存储器卡500以及记录媒体600。 Game apparatus shown in Figure 1 comprises a body 100, a television monitor (hereinafter referred to as "display") 200, a speaker 300, a controller 400, a memory card 500, and the recording medium 600. 部件200-400均同机体100相连。 200-400 are connected to the same body part 100. 所述游戏装置适合家庭使用。 The game device suitable for home use.

机体100进一步包括控制其它部件运作的微处理器110、其他一些单元和将上述单元连接起来的总线180。 Body 100 further includes a control operation of the microprocessor 110 other components, some of the other unit and said unit connecting bus 180.

微处理器110进一步包括CPU芯片111、VPU112、主存储器113和将这些器件连接起来的内部总线。 Microprocessor 110 further includes a CPU chip 111, VPU112, main memory 113, and these devices are connected internal bus. 所述CPU的结构具有两个64位的ALU(运算器)和一个FPU(定点运算)。 Structure of the CPU has two 64-bit ALU (arithmetic unit) and a FPU (fixed-point arithmetic). 所述VPU112为一可进行浮点运算的矢量运算器件,例如,所述VPU112的结构可以包括VPU0和VPU1。 The VPU112 is a vector floating-point operations can be performed operation device, for example, the structure may include VPU112 VPU0 and VPU1.

控制表演电路LSI包括图象处理器121、帧缓冲器122和显示控制器123,上述器件通过内部总线相互联接。 LSI includes a control circuit performing an image processor 121, frame buffer 122 and display controller 123, the above-described devices coupled to each other by an internal bus. 所述显示器200同所述显示控制器123相连。 The display 200 is connected with the display controller 123. 图象处理器121也是一个微处理器,但它与微处理器110不同,是专门用于进行图象处理的。 Image processor 121 is a microprocessor, but it is different from the microprocessor 110, is designed for performing image processing. 为显示包括多边角图象在内的虚拟三维图象,所述图像处理器121进行运算以协调变形、光源、表演动作和结构映象。 Including multi-image display corner including virtual three-dimensional image, the image processor 121 calculates a coordinated deformation, light, motion and texture mapping performance. 所述帧缓冲器122包括显示区和非显示区,显示区用于存储与所述显示器200显示区相应的图象。 The frame buffer 122 includes a display area and a non-display area, a display area for storing an image corresponding to the display area 200 is displayed.

一般采用家用电视的显象管作为显示器200。 The general home television picture tubes as the display 200. 在将本发明游戏装置和方法同个人计算机或工作站连用时,计算机或工作站的CRT也可用于作为所述显示器200。 When the game apparatus and method of the present invention, a personal computer or workstation used in conjunction with a computer or workstation can also be used as the CRT display 200.

存贮器130通常由DRAM(动态RAM)构成,专门用作对记录媒体600(如DVD-ROM或CD-ROM)进行I/O处理。 Memory 130 usually consists of DRAM (dynamic RAM), dedicated as the recording medium 600 (such as DVD-ROM or CD-ROM) for I / O processing.

装置I/F140同声音处理器141和记录介质驱动器142相连,用于控制声音信号或输入/输出数据。 Device I / F140 with sound processor 141 and the recording medium drive 142 is connected to control sound signal or input / output data.

声音处理器141控制扬声器300在预定时间输出游戏所需的音响效果,即再现存储在音响缓冲器中的音频数据或由记录媒体600输入的ADPCM(自适应音频脉冲编码)数据,由扬声器300发出音乐或其他音响效果。 Sound processor 141 controls the speaker 300 outputs game's sound at the scheduled time, that is to reproduce audio data stored in the sound buffer or input from the recording medium 600 ADPCM (adaptive audio pulse code) data, issued by the speaker 300 music or other sound effects.

一般采用家用电视中的扬声器作为所述扬声器300。 Commonly used in home TV speaker as the speaker 300. 在将本发明游戏装置和方法同个人计算机或工作站连用时,与计算机连接的或计算机内携带的扬声器也可用做所述扬声器300。 When the game apparatus and method of the present invention with a personal computer or workstation used in conjunction with a computer connected to your computer or portable speakers can also be used as the speaker 300.

记录介质驱动器142读取存储在记录媒体600上的数据,并将其传送给存储器130或主存储器113。 Recording medium drive 142 reads data stored in the record 600 on the media and transfer it to the memory 130 or main memory 113. 在记录媒体600中存储着进行游戏需要的程序和图象数据。 Be programmed and stored image data in the recording medium game needs 600. 存储程序的内容由所述记录介质驱动器142读出,并被传送到微处理器110中的主存储器113。 Content storage program 142 is read by the recording medium drive, and transmitted to the microprocessor 110 in the main memory 113. 所述记录媒体为DVD-ROM、CD-ROM或软盘等一类的便携媒体制品。 The recording medium is DVD-ROM, CD-ROM or floppy disk, and other similar portable media products.

所述控制器400连接在串联I/F150。 The controller 400 is connected in series with I / F150. 游戏者利用控制器400指令游戏中角色进行各种动作。 Player game using the controller 400 commands the role that various actions. 来自控制器400的信号通过接口150传送到CPU111。 Transmitted signal from the controller 400 via the interface 150 to the CPU111. 按照主存储器113中游戏程序并响应游戏者的指令,CPU111控制表演电路LSI120在显示器200上显示反映游戏者指令的图象。 Main memory 113 in accordance with the game program and respond to the player's instruction, CPU111 controls show circuit LSI120 200 images on display reflect the game's instructions.

控制器400包括一些按钮,每个按钮具有指定功能,例如开始进行游戏、选择游戏项目及使游戏中角色垂直和水平运动等。 The controller 400 includes a number of buttons, each with a specific function, such as start the game, select the game and make the game in the role of project vertical and horizontal motion and so on. 当本发明游戏装置和方法同个人计算机或工作站连用时,与个人计算机或工作站相连的键盘或游戏操纵杆也可用做所述控制器400。 When the present invention is a game device and method used in conjunction with a personal computer or workstation, keyboard or joystick connected to a personal computer or workstation can also be used as the controller 400. 由于本发明游戏装置和方法同控制器400的结构密切相关,下面将参阅附图2和3对所述控制器400的结构进行详细描述。 Since the present invention is an apparatus and method for structure game controller 400 is closely related to, the following structure will see Figures 2 and 3 of said controller 400 will be described in detail.

解码电路160对静止的和运动的图象数据进行解码,所述图象数据由记录媒体600中读出并被存储在主存储器113中,解码后数据也存储在主存储器113之中。 Decoding circuit 160 for still and moving picture data is decoded, the image data read out from the recording medium 600 and stored in the main memory 113, decoded data is being stored in the main memory 113.

所述解码电路160特别具有高速进行反离散余弦变换(反DCT)运算的能力,同时能够按照静止彩色图象压缩标准(通称为JPEG)或累积媒体运动图象编码标准(通称为MPEG)对由记录媒体150中读出的压缩数据进行解压。 The decoding circuit 160 in particular has the ability to perform high-speed inverse discrete cosine transform (inverse DCT) operations, while still capable of compressing a color image in accordance with the standard (known as JPEG) or cumulative media moving image encoding standards (known as MPEG) by the recording media compression data 150 read out to decompress.

在存储器卡500插入存储器卡I/F170时,所述存储器卡170读取所述存储器卡500中存储的内容,并根据所述CPU111的判断将其传送到主存储器113。 Memory card 500 is inserted in the memory card I / F170 when the memory card 170 of the memory card 500 reads the stored content, and according to the judgment of the CPU111 transmits it to the main memory 113.

总线180用做与其相连的各部件之间的数据传输通道。 Bus 180 used for data transmission channels between each of the members connected thereto.

所述存储器卡500中存储着各种参数数据,例如,在游戏暂停时保存游戏状态等。 The memory card 500 stores various parameter data, for example, save in the game to pause the game status. 在此,可采用存贮器卡150那样的卡状存贮器,但所用存贮器并不仅仅局限于卡状存储器这一种类型。 In this case, the memory card 150 can be used as a card-like memory, but the memory is not limited by memory card like this type. 存储器卡I/F170配置有两个存储器卡槽口,因而可同时插入两个存储器卡并从它们读取数据。 Memory card I / F170 is equipped with two memory card connector, which can insert two memory cards at the same time and read the data from them. 例如,在两个游戏者进行战斗游戏时就需要两个存储器卡,分别用于存储每个游戏者的游戏数据。 For example, when two players fight game requires two memory cards are used to store data on each player's game.

此外,影视游戏装置还可能包括USB接口或IEEE1394接口(图中未画出),数据可通过这些接口在它们以及外设之间进行传输。 In addition, the video game apparatus may further comprise a USB interface or IEEE1394 interface (not shown), through which data can be an interface between them and transport peripherals.

在本发明方法用于游戏厅游戏装置时,图1所示机体100、显示器200、扬声器300和控制器400可配置在一个装置之中。 In practicing the method of the present invention for arcade game machine, the body 100 shown in Figure 1, a display 200, a speaker 300 and controller 400 may be configured among one device.

下面将参阅图2和图3描述图1所示控制器的结构。 The following will refer to Figures 2 and 3 describe the controller structure shown in Figure 1.

所述控制器400包括第一操作单元410、第二操作单元420、第一手柄430、第二手柄440、第三操作单元450、第四操作单元460和连接单元470。 The controller 400 includes a first operation unit 410, the second operation unit 420, a first handle 430 and second handle 440, the third operation unit 450, a fourth operation unit 460 and the connection unit 470. 所述控制器400进一步包括在所述第一操作单元410和第二操作单元420之间的一个用于开始游戏的启动开关和一个用于选择游戏难度层次的选择开关,以及在所述第三操作单元450和第四操作单元460之间的一个用于选择第三操作单元450和第四操作单元460运作模式的模式选择开关。 The controller 400 further comprises a first operation unit and second operation unit 410 for starting a game and a start switch 420 for selecting between the game difficulty level selection switch, and in the third The operation unit 450 and a fourth operation unit 450 for selecting a third operating unit 460 and the fourth operation unit 460 between the operating modes of the mode selection switch. 同时,所述控制器400还包括一个用于显示操作单元运作模式的显示单元。 At the same time, the controller 400 further includes a display unit for displaying an operation mode of the operating unit. 控制器400还可能包括一些其它按钮,但它们同本发明关系不大,因此本文省略对它们的说明。 The controller 400 may also include other buttons, but they are not the same relationship to the present invention, and therefore the description thereof is omitted herein.

在游戏者进行游戏时,游戏者用左手握住第一手柄430,用右手握住第二手柄440,运用左手和右手手指操作所述操作单元410、420、450、460和其它按钮。 When the game player, the player with his left hand holding the first handle 430, with his right hand holding the second handle 440, the use of the left hand and right hand fingers to operate the operating unit 410,420,450,460 and other buttons.

所述控制器400通过其连接单元470连接到串联I/F150,游戏者对所述操作单元的操作通过连接单元470也传输到串联I/F150,并由微处理器110进行解译。 The controller 400 is connected through a connecting unit 470 to the serial I / F150, the player's operation on the operation unit through the connection unit 470 is also transmitted to the serial I / F150, interpreted by the microprocessor 110. 反之,指令由微处理器110通过所述串联接口150和连接单元470传送到控制器400。 On the contrary, the instruction by the microprocessor 110 and attachment unit interface 150. The 470 series transmitted to the controller 400 through.

所述第一操作单元410具有四个按钮,用于控制显示在显示器200上的游戏中角色的运动。 The first operation unit 410 has four buttons for controlling the display on the display 200 game character movement. 当按压位于上边的按钮时,游戏中角色向上运动;按压位于下边的按钮时,角色向下运动;按压位于左边的按钮时,角色向左运动;按压位于右边的按钮时,游戏中角色向右运动。 When the user presses a button on the top edge, the game character upward movement; pressing a button located on the bottom, the role of the downward movement; pressing the button located on the left, the role of the movement to the left; pressing the button on the right, the game character to the right movement.

同所述第一操作单元410一样,所述第二操作单元420也具有四个按钮,每个按钮具有其特定的功能。 The same as the first operating unit 410, the second operation unit 420 also has four buttons, each button has a special function. 当按压某一按钮时,游戏中角色便进行该按钮特定的动作。 When a button is pressed, the game will be the role of specific action buttons.

在本发明中,所述第三操作单元450和第四操作单元460用于以模拟方式控制游戏中角色的运动。 In the present invention, the third operating unit 450 and the fourth operation unit 460 is used to simulate the way to control the game in the role of the movement. 图3为从图2中A所示方向看过去的控制器400的侧视图。 Figure 3 is shown in Figure 2 from the direction A look at a side view of the controller 400 in the past.

所述第三操作单元450和第四操作单元460安装在所述控制器400上,可分别沿图中所示B和C轴进行转动。 The third operating unit 450 and the fourth operating unit 460 mounted on the controller 400, can be shown in B and C, respectively, along the rotation axis in FIG. 所述第三和第四操作单元450和460都具有一个可进行模拟操作的按钮,所述模拟按钮通过支轴与控制器机体相连,且所述支轴和模拟按钮可向任何方向倾斜。 The third and fourth operating units 450 and 460 have a button to simulate the operation of the analog button by the support shaft is connected to the controller body, and the support shaft and analog button can be tilted in any direction. 在游戏者加力使所述模拟按钮倾斜之后,模拟按钮可被控制恢复到其原始的中立位置。 In forcing the player to make the analog button then tilt the analog button can be controlled restored to its original neutral position.

无论所述模拟按钮倾斜与否,每个模拟按钮的倾斜方向和倾斜角度(相对于图3所示转轴B或C的角度,在按钮处于其原始的中立位置时,这一角度为0)或由倾斜方向和倾斜角度计算出来的每个模拟按钮的坐标可由微处理器110在预定的时间间隔内予以确定。 Whether or not the simulation button is inclined, the inclination direction of each analog button and the inclination angle (relative to the shaft angle B or C as shown in FIG. 3, the button is in its original neutral position, the angle is 0), or coordinates by the tilt direction and tilt angle calculated for each simulation button 110 to be determined by the microprocessor within a predetermined time interval. 所述倾斜方向可被表示为256个方向之一,或精确到一度角,即360个方向之一。 The oblique direction may be expressed as 256 one direction, or to the nearest corner once, i.e., one of 360 directions. 所述倾斜角度可具有与倾斜方向相同的精度。 The tilt angle may have the same inclination direction accuracy.

参阅图4,考察一个模拟按钮的位置坐标。 Referring to Figure 4, look at a simulated location coordinates button. 图中圆周上的每一点代表所述模拟按钮被游戏者倾斜的相应位置,标明为“0”的中心点代表模拟按钮在未受游戏者加力作用时所处的原始中立位置。 The respective positions shown in each of the representative point on the circumference of the analog button is inclined players, marked "0" representative of the center point when the button is unaffected simulated player biasing action of the original neutral position.

标为“1”的一点相应于模拟按钮向上倾斜的位置。 Labeled "1" bit corresponding analog button upward sloping position on. 当所述模拟按钮向上倾斜到预定距离并运动到点“1”附近的预定区域时,模拟按钮被确定为倾斜和运动到点“1”。 When the analog button inclined to a predetermined distance and movement to point "1" when a predetermined area near the analog button is identified as tilt and motion point "1."

同样,标为“3”的一点相应于模拟按钮向右倾斜并运动到点“3”附近预定区域的位置,标为“5”的一点相应于模拟按钮向下倾斜并运动到点“5”附近预定区域的位置,标为“7”的一点相应于模拟按钮向左倾斜并运动到点“7”附近预定区域的位置。 Similarly, labeled "3" that corresponds to the tilt and motion simulation button to the right point "3" position in the vicinity of a predetermined area, marked "5" button that corresponds to the simulation and downward movement to point "5" a little tilt position corresponding predetermined area nearby and labeled "7" button to the left and to simulate movement point position "7" predetermined area nearby.

因此,“1”到“8”中的每一点并不代表单纯由一个倾斜方向和一个倾斜角度确定的模拟按钮的某一位置,而是相应于由一个倾斜方向范围和一个倾斜角度范围所确定的多个模拟按钮位置。 Thus, "1" to "8" in the position of each point is not representative of a simple and an oblique direction inclined by an angle determined by simulation of the button, but corresponding to the range determined by an inclination direction and an inclination angle range multiple analog button locations.

在这种情况下,为说明简便起见,本发明方法仅就检测模拟按钮的位置是否处于上述各点的范围之内进行说明,实际通过压缩各点附近的预定区域范围,可用更多的点来与模拟按钮的可能位置进行对应。 In this case, for the simplicity of explanation, the method of the present invention only in respect of the position detection simulation button is in the range of the above points will be described below, the actual compression vicinity of each point by a predetermined area range, more points can be used to and it may be the position of the corresponding analog buttons.

在本例中,标为“2”和“8”的点被定义为点“1”的邻接点,其他各点定义为点“1”的非邻接点。 In this case, labeled "2" and "8" point is defined as the point "1", adjacent point, other each point is defined as the point "1" non-contiguous points.

以下参阅图5描述本发明方法控制游戏中角色的流程。 See Figure 5 depicts the following method of the present invention to control the game in the role of the process.

流程图所示控制方法由微处理器110实现。 The control method to achieve the flowchart shown by the microprocessor 110. 所述微处理器110可在很短的时间重复实施所述方法,实时检测游戏者操作模拟按钮的情况。 The microprocessor 110 in a very short period of time the process was repeated, the player operates the analog buttons real-time testing. 也就是说,显示在显示器200上的游戏角色可立即响应游戏者对模拟按钮的操作,并立即进行相应的运动和动作。 That is, the character is displayed on the display 200 in response to the player operates the analog button immediately and make the appropriate motions and actions immediately. 在此,所述第三和第四操作单元450和460可用做所述模拟按钮。 In this, the third and fourth operating units 450 and 460 can be used as the analog button.

在步骤S10,首先要确定当前模拟按钮的位置属于哪一点。 In the step S10, the first to determine the position of the current analog buttons belong to what point. 由于在所述方法流程中最后要确定模拟按钮是否由预定点运动到其邻接点或非邻接点,当模拟按钮处于预定点时,流程才可开始。 Since the last process in the process to determine whether the button simulation of a predetermined point moves to its neighbors or neighbor, when the analog button is predetermined point, the process can be started.

所述预定点为上述标为“0”-“8”中的一点。 The above-mentioned predetermined point marked "0" - "8" in the point. 上面已经谈到,所述各点并不代表模拟按钮的某一位置,而是代表一个位置区,即规定模拟按钮倾斜方向范围和倾斜角度范围的一些位置。 As already mentioned, the position of each point is not representative of a simulation of the button, but represents a location area, which provides that some positions range analog button tilt direction and tilt angle range.

在本例中,假定当模拟按钮处于步骤S10确定的位置时,显示器200显示的游戏角色按所确定点的方向持剑。 In this case, the step S10 determined position assumed when the analog button is, the display 200 displays the game character is determined by the direction of the point of a sword. 例如,当确定点为点“0”时,角色持剑指向敌人的眼睛。 For example, when determining point is the point of "0", the role of the enemy's sword point to the eyes. 当确定点为点“1”时,角色双手持剑高举过头。 When determining points of "1", the role sword with both hands over their heads. 当模拟按钮位置处于不属于任何一点的中间位置时(步骤S10(NO)),在预定时间间隔内重复同一步骤。 When the analog button position is not part of any point intermediate position (step S10 (NO)), repeat the same steps within a predetermined time interval.

在模拟按钮运动并确定其属于“0”-“8”中一点时(步骤S10(YES)),流程进行步骤S12。 In the motion simulation button belongs and determine "0" - "8" when a point (in step S10 (YES)), the flow proceeds to step S12. 在步骤S12中,确定模拟按钮是否被游戏者所推动。 In step S12, it is determined whether the push button simulation player. 如果模拟按钮由现行位置移开,则可确定模拟按钮进行了运动。 If the analog button away from the current location, it can determine the motion simulation button. 如果模拟按钮离开其所属点附近的预定区,也可确定模拟按钮进行了运动。 If the analog button from a predetermined region near the point to which it belongs, but also to determine the motion simulation button.

如果模拟按钮没有进行运动(步骤S12(NO)),在预定的时间间隔内重复步骤S12。 If no movement simulation button (step S12 (NO)), is repeated for a predetermined time interval in step S12.

在游戏者使模拟按钮运动时,步骤S12的判断YES,流程进行到S14。 In the player exercise analog button, the step S12 is determined YES, the flow proceeds to S14. 在步骤S14中,模拟按钮离开其所属点的时间参数得到存储。 In the step S14, the analog button to leave their respective point of time parameter stored. 同样如上所述,模拟按钮离开其所述点附近预定区域的时间参数也得以存储。 As also noted above, the analog button to leave the vicinity of the said point predetermined time parameter region is also able to store.

在步骤S16中,要确定模拟按钮是否运动到它的一个邻接点。 In the step S16, to determine whether the motion to simulate button it's a neighbor. 如上所述,所述邻接点是与步骤S10中确定点相邻接的一些点,例如,如果确定点为点“1”,则其邻接点为点“0”、“2”和“8”。 As described above, the abutment point is determined in step S10, then at some point a point adjacent to, for example, point to point if it is determined to "1", then the neighbor to point "0", "2" and "8" .

如果确定模拟按钮没有运动到其任何一个邻接点(步骤S16(NO)),流程进行到步骤S20。 If it is determined there is no movement simulation button to any of its neighbors (step S16 (NO)), the flow advances to step S20. 在步骤S20中,确定模拟按钮是否运动到它的一个非邻接点。 In the step S20, it is determined whether the motion to simulate button it's a non-contiguous points. 如果步骤S10中确定的确定点为点“1”,所述非邻接点是点“0”、“2”和“8”之外的其它点。 If it is determined in step S10 determined point for point "1", the non-contiguous point is the point of "0", the other points "2" and "8" away. 如果模拟按钮既没有运动到邻接点又没有运动到非邻接点,则流程再次回到步骤S16。 If the analog button is neither the neighbors nor the motion to move to the non-contiguous point, the flow again returns to step S16.

如果确定模拟按钮运动到其一个邻接点(步骤S16(YES)),微处理器110指令LSI120显示的游戏角色改变其在步骤S18中的持剑姿态。 If OK button is moved to its simulation of a neighbor (step S16 (YES)), the microprocessor 110 displays the instruction LSI120 sword game character changes its posture in the step S18. 例如,当模拟按钮由点“1”运动到点“0”时,游戏角色从其双手持剑、高举过头的第一种持剑姿态改变为持剑直指敌人眼睛的第二种持剑姿态。 For example, when the analog button "1" campaign to point to "0", the character from the sword with both hands from the point of a sword over their heads in the first posture to the sword in the eyes of the enemy directed a second sword attitude .

另一方面,如果确定模拟按钮运动到其一个非邻接点(步骤S20(YES))时,在步骤S22中计算由步骤S14中存储的时间到模拟按钮到达所述非邻接点的时间之间的运动时间。 On the other hand, if the OK button is moved to its simulation of a non-contiguous point (step S20 (YES)), the calculation in step S22 in step S14 between the time stored in the analog button reaches the point of time of non-contiguous exercise time.

在上述步骤S22中,还要确定所计算的运动时间是否在预定的时间范围之内。 In the step S22, but also to determine whether the calculated exercise time within a predetermined time range.

如果所述运动时间超过预定的时间范围(步骤S22(YES)),流程进行到步骤S24。 If the movement time exceeds the predetermined time range (Step S22 (YES)), the flow proceeds to step S24. 在步骤S24中,游戏角色受控改变其持剑姿态,剑尖指向相应的非邻接点。 In the step S24, the game character controlled to change its stance sword, its tip pointing to the corresponding non-contiguous points. 例如,当模拟按钮缓慢地由点“1”运动到点“5”时,游戏角色改变其持剑姿态,由持剑向上变为持剑向下。 For example, when slowly from point "a" movement to point "5", the game character to change the buttons simulate sword stance, sword by the sword goes up down.

另一方面,如果所述运动时间在预定的时间范围之内(步骤S22(NO)),流程过渡到步骤S26,游戏角色持剑劈向相应非邻接点的方向。 On the other hand, if the movement time (step S22 (NO)), the flow transition within a predetermined time range to the step S26, the sword game characters corresponding to the non-contiguous point pixiang direction. 当然,此时如有敌人处在劈剑方向,将会显示敌人被刺中、击倒。 Of course, at this time if the enemy is in the direction chop sword, we will show the enemy stabbed, and down. 同时,加快模拟按钮的运动速度也可提高劈剑的速度。 At the same time, accelerate the analog button's movement speed can increase the speed hack sword.

如上所述,如果游戏者想改变游戏中角色的持剑姿态,他/她可以使模拟按钮缓慢地向某一个邻接点或非邻接点运动。 As described above, if the player wants to change the game in the role of a sword stance, he / she can make an analog button slowly to a neighbor or a neighbor motion. 如果游戏者想指令角色进行劈剑动作,他/她可以使模拟按钮向某个非邻接点快速运动。 If the player wants to command roles sword chop action, he / she can make an analog button fast movement to a non-contiguous points. 游戏者使模拟按钮运动的速度越快,角色劈剑的速度也越快。 Player of the analog buttons faster movement, the role of the sword chop the faster.

在上述图5所示流程中,为说明简便起见,省略了一些特别的操作考虑。 In the above-described flow shown in FIG. 5 for simplicity of explanation, a number of special operations are omitted consideration. 所述特别操作包括-例如-使模拟按钮运动到另一位置然后回到初始位置,使模拟按钮运动到另一位置然后停留在一个不属于任何一点的中间位置,等等。 Special operations include the - for example - the analog button movement to another location and then returns to the initial position, the analog button is moved to another position and then stop at any point does not belong to an intermediate position, and so on.

但是,在实际的游戏程序中,应当在上述原则的基础上包括这些特别的操作。 However, in the actual game program, it should include these special operation on the basis of the above principles.

以下将参阅图6A、6B和7A-7C描述游戏角色如何按照模拟按钮操作的情况显示在显示器200上。 The following will refer to Figs. 6A, 6B and 7A-7C case describes how the game character in accordance with operation of the simulated buttons displayed on the display 200.

如上所述,第三操作单元450和第四操作单元460可用做所述模拟按钮。 As described above, the third operation unit 450 and the fourth operating unit 460 can be used as the analog button.

图6A和6B所示模拟按钮的坐标与图4所示坐标相似。 Coordinates shown in Figs. 6A and 6B is similar to the analog button coordinates Fig. 在每个图中,模拟按钮当前位置由一个内部为白色的小圆周表示,游戏者操作模拟按钮的运动方向用一个箭头表示。 In each figure, the current simulated position of the button as a white represented by a small internal peripheral, simulated moving direction of the player operation button indicated by an arrow.

图7A-7C表明在显示器200上显示的游戏角色。 Figures 7A-7C show on display in the 200 game character. 响应游戏者对模拟按钮的操作,游戏角色变换持剑姿态或进行劈刺以击败敌人。 In response to the player operates the analog buttons, the game character conversion sword or bayonet fighting stance to defeat the enemy. 随着时间的推移,游戏角色的姿态和动作按图7A-7C所示进行变换。 Over time, the attitude of the game character and the operation according to Figures 7A-7C transformed FIG. 以下将详细说明角色动作与游戏者操作模拟按钮之间的关系。 The following will detail the role of action and the player operates the relationship between the analog buttons.

首先,在图7A中,游戏角色面对敌方,持剑剑尖指向敌人的眼睛。 First, in FIG. 7A, the game character to face the enemy, sword tip pointing to the enemy's eyes. 此时,游戏者没有对模拟按钮进行操作,模拟按钮停留在图6A所示点“0”。 In this case, the player does not operate on the analog button, the analog button stay in the point shown in FIG. 6A "0".

其次,当游戏者进行操作使模拟按钮由点“0”运动到点“1”(如图6A中箭头所示)时,所显示的游戏角色姿态如图7B所示,即角色举剑过头。 Secondly, when the player operates the analog button from the point of "0" movement to point "1" (the arrow shown in FIG. 6A), the attitude displayed by the character shown in Figure 7B, the role Jujian overdone. 此时,模拟按钮的坐标如图6A所示。 At this time, the coordinates of the analog button shown in Figure 6A. 如图6A中箭头所示,响应游戏者的操作,模拟按钮的位置由点“0”运动到点“1”。 As shown by arrows in Fig 6A position, in response to the player's operation, the analog button from point "0" movement to point "1." 此时游戏角色的姿态如图7B所示,只是改变了持剑姿态而还没有对敌人发动攻击。 At this time the attitude of the character shown in Figure 7B, just change the sword stance and yet the enemy attack.

再次,当游戏者进行操作使模拟按钮由点“1”运动到点“5”(如图6B中箭头所示)时,如果模拟按钮由离开点“1”的时刻与到达点“5”的时刻之间的运动时间在预定的时间范围内,游戏角色进行图7C所示的向下劈剑的动作。 Again, when the player operates the analog button from point "a" movement to point "5" (shown in Figure 6B arrow), if the analog button from the left point "1" of the moment and the arrival point "5" movement time between the time within a predetermined time range, game roles sword chop down operation shown in FIG. 7C. 此时,如果有敌人处在劈剑的方向上,则将被劈中和击倒。 At this point, if there is an enemy in the direction of the split sword, it will be pizhong and down.

当游戏者使模拟按钮由点“1”缓慢运动到点“5”时,如果模拟按钮离开点“1”的时刻到它到达点“5”的时刻之间的运动时间超过了预定的时间,则游戏角色变换为图7所示的持剑姿态。 When the player from the point of the analog buttons "1" slow motion point "5", if the analog button left of "1" of the moment to the time it reaches the point of the motion, "5" moment exceeds a predetermined time, the game character transformed into a sword attitude shown in Figure 7. 在这种情况下,游戏角色没有想杀伤敌人而只是变换了一个持剑姿势。 In this case, the game character killing the enemy but just did not want to change the position of a sword.

如上所述,按本发明控制游戏角色的方法,如果游戏者将模拟按钮运动到邻接点,则游戏角色将受控变换持剑姿态;另一方面,如果游戏者将模拟按钮运动到非邻接点,则游戏角色将受控或者改变持剑姿态或者进行劈剑攻击,取决于模拟按钮的运动速度。 As described above, according to the present invention, a method of controlling a game character, if the game will simulate button to move to the neighbor, the player-controlled character will transform sword attitude; on the other hand, if the game will simulate button to move to the non-contiguous point , the game will be controlled or changed roles or be split stance sword sword attack, depending on the velocity analog buttons.

这意味着,游戏者通过其右手或左手手指的操作可使游戏角色进行更多的不同动作。 This means that the player can, through its right or left hand finger operation game characters more different actions.

虽然在上述说明中对模拟按钮的位置设定了“0”-“8”等九个位置,但也可以设定更多的点。 Although in the above description of the location of the analog button is set to "0" - "8" and other nine positions, but may be set more points.

本发明的主要特点在于:根据模拟按钮运动范围或运动速度的不同,可使游戏角色进行各种不同的动作。 The main feature of the present invention is: Depending on the range of motion or movement speed analog button, can make the game a variety of different action roles. 因此,根据模拟按钮运动范围或运动速度的不同而使游戏角色进行各种不同的动作,决不仅仅局限于上述持剑姿态的变换和进行劈剑等动作。 Thus, according to the movement range of the analog buttons or velocity leaving the game different roles that various actions, and never just limited to the sword stance sword chop transform and perform other activities. 例如,本发明方法也可用于控制钓鱼游戏中的角色,游戏者可利用本方法控制游戏中角色如何操作钓鱼竿。 For example, the method of the present invention can also be used to control the fishing game in the role, the player can use this method to control the game in the role of how to operate a fishing rod.

Classifications
International ClassificationA63F13/00, A63F13/10
Cooperative ClassificationA63F2300/64, A63F2300/6054, A63F13/822, A63F13/422, A63F2300/6045, A63F13/10, A63F13/57
European ClassificationA63F13/10
Legal Events
DateCodeEventDescription
3 Oct 2001C10Entry into substantive examination
14 Nov 2001C06Publication
20 Jul 2005C14Grant of patent or utility model