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Publication numberCN1321526 A
Publication typeApplication
Application numberCN 01115457
Publication date14 Nov 2001
Filing date26 Apr 2001
Priority date2 May 2000
Also published asCN1211141C, EP1157723A2, EP1157723A3, US6544125, US20010039207
Publication number01115457.8, CN 01115457, CN 1321526 A, CN 1321526A, CN-A-1321526, CN01115457, CN01115457.8, CN1321526 A, CN1321526A
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 game roles
CN 1321526 A
Abstract  translated from Chinese
提供了一种根据游戏者操作模拟按钮的运动范围和运动速度控制游戏角色进行各种不同动作的方法和影视游戏装置。 Provides a method of controlling a game character based on the range of motion and the speed of movement of the game player operates the analog button that various actions of the method and the video game apparatus. 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。 When the analog button is moved to the adjacent point, the game character controlled transform sword stance. 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 a non-adjacent nodes, according to the movement speed of the simulation of the button, the game character controlled by gestures or hack or transform a sword sword to attack enemies.
Claims(15)  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影视游戏装置,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(由游戏者操作按钮从其第一位置运动到第二位置)的测量单元;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。 An operation button according to the situation of the player in the video game apparatus controls the game character action, comprising: a measurable operation of the button away from the first position to the second position reaches the movement time (by the player from the first operation button one position to a second position) of the measuring unit; and a corresponding action according to the motion of the measuring unit measures the time the game character control character control unit.
2.如权利要求1所述影视游戏装置,进一步包括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。 2. A video game apparatus as claimed in claim 1, further comprising a position determining unit may determine a positional relationship between said first and second positions, wherein the character control unit according to said measured movement time with the the positional relationship between the combination of said determined control game characters corresponding operation.
3.如权利要求2所述影视游戏装置,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。 The two video game apparatus according to claim, wherein said position determining means determines whether the second position to the first position belonging to a predetermined region near.
4.如权利要求3所述影视游戏装置,其中所述按钮的位置集中表示为一个点,当所述按钮运动到所述预定区域内时,所述按钮被表示为与所述预定区域相应的一个点;当与所述第二位置相应的第二个点邻接与所述第一位置相应的第一点时,所述位置确定单元确定所述第二位置属于所述第一位置附近的预定区域。 4. A video game apparatus as claimed in claim 3, wherein the position of the button focus is represented as a point, when the inner region of the predetermined movement of the button, the button is represented as corresponding to the predetermined region a point; the second position when the second point corresponding to a first position adjacent to the corresponding first point, said position determining means determines that the second position below said first position close to the predetermined area.
5.如权利要求4所述影视游戏装置,其中所述一些点位于同所述按钮可能运动范围相应的圆周上或位于圆周的中心;当在所述圆周上或在圆周点与所述中点连线上的所述第二个点同第一个点邻接时,所述位置确定单元确定所述第二位置属于所述第一位置附近的预定区域。 5. A video game apparatus as claimed in claim 4, wherein the number of points located on the same respective range of motion of the button may be located on the circumference or periphery of the center; or when on the circumference at the midpoint and the circumferential point When the connection point on the second abutment with the first point, said position determining means determines that the second position to the first position belonging to a predetermined region near.
6.如权利要求1所述影视游戏装置,当所述测量的运动时间在所述预定时间之内时,所述角色控制单元控制游戏角色进行劈剑动作;当所述测量的运动时间超出所述预定时间时,所述角色控制单元控制游戏角色变换持剑姿态。 6. A video game apparatus as claimed in claim 1, when said measured movement time within the predetermined time, the control unit controls the game character roles sword chop operation; when the measured movement time exceeds the When the predetermined time, the role of the control unit controls the game character conversion sword stance.
7.如权利要求6所述影视游戏装置,其中所述劈剑的方向和持剑方向的变换取决于所述按钮由所述第一个点到所述第二个点的运动方向。 7. A video game apparatus as claimed in claim 6, wherein said splitting direction of the sword and the sword in direction of the conversion depends on the button from the first point to the direction of movement of said second point.
8.如权利要求3所述影视游戏装置,进一步包括:(1)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;(2)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;(3)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。 8. A video game apparatus as claimed in claim 3, further comprising: (1) determining the position control means determines said second position to said first position adjacent to the game character conversion sword attitude of the first control unit ; (2) movement time determination unit determines said second position to said first position not adjacent to the buttons and controls the game character conversion beyond sword attitude control means when said second predetermined time in said position; (3) determining unit determines the position of the second position is not adjacent to the first position and the moving time control buttons game roles sword chop operation when a third control unit within said predetermined time .
9.如权利要求8所述影视游戏装置,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。 9. The apparatus of claim 8 wherein the video game of claim wherein the split direction of the sword and the sword attitude direction depends on the direction of the button transformed by said first position to said second position of the movement.
10.一种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: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)的测量步骤;以及根据所述测量步骤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步骤。 10. A method of controlling the game character action control method according to the situation the player operation button, comprising: measuring the operation button away from the first position to the second position reaches the movement time (by the player operation button from its first position to a second position) of the measuring step; and a moving time control step of measuring the role of the game character corresponding acts performed according to the measurement control step.
11.如权利要求10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。 11. The method of claim 10, wherein further comprising determining the location of a positional relationship between said first and second positions of the determining step, wherein the character control step according to said measured movement time with the determined position combination relations roles corresponding action to control the game.
12.一种包括指令程序的计算机可读的记录媒体,所述指令程序被计算机执行时可实现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,所述控制方法包括以下步骤: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(由游戏者操作按钮从其第一位置运动到第二位置)的测量步骤;以及根据所述测量步骤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步骤。 12. A computer program comprising instructions readable recording medium, when the program of instructions executed by a computer can be realized in control of the game character action control method according to the situation the player operation button, the control method comprising the steps of: measuring away from the first position by the operation button reaches the second position to the exercise time (by the player operation button from its first position to a second position) measuring step; and control the game character based on the exercise time measuring step measuring operation corresponding character control step.
13.如权利要求12所述记录媒体,其中所述控制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。 13. The recording medium according to claim 12, wherein said control method further comprises determining the location of a positional relationship between said first and second positions of the determining step, wherein the character control step in accordance with the measured movement time combination with the positional relationship of the determined control game characters corresponding operation.
14.一种载波形式的反映指令顺序的计算机数据信号,它在被微处理器执行时可使微处理器实现一种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,所述控制方法包括以下步骤: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(由游戏者操作按钮从其第一位置运动到第二位置)的测量步骤;以及根据所述测量步骤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步骤。 14. A carrier wave in the form of a computer data signal reflects instruction sequence, which enables the microprocessor when the microprocessor is executing the game character action control method according to the situation of a control button operated by the player, the control The method comprises the steps of: measuring the operation button away from the first position to the second position reaches the movement time of the measuring step (button by the player is moved from its first position to the second position of the operation); and measured according to the measuring step exercise time control game action roles corresponding character control steps.
15.一种包括计算机可读指令和存储着所述计算机可读指令的记录媒体的程序软件产品,所述指令在被执行时可使计算机实现一种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,所述控制方法包括以下步骤: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(由游戏者操作按钮从其第一位置运动到第二位置)的测量步骤;以及根据所述测量步骤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步骤。 15. A computer-readable instructions and stored the computer readable recording medium of instructions of software products, the instructions, when executed, enable the computer to implement a control of the game character according to the situation the player operation button The method of controlling the operation, the control method comprising the steps of: measuring the position of the operation button a second time by the movement away from the first position to reach the measuring step (button by the player is moved from its first position to the second position of the operation); and a control step in accordance with the time step of measuring the movement of the control action game character corresponding role of the measurement.
Description  translated from Chinese
用于控制游戏角色的影视游戏装置、方法和程序 Used to control game characters video game device, method, and program

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 a control game characters video game devices, methods and procedures, and more particularly to control game characters and scenes the way sword stance television equipment, methods and procedures.

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 these games can be a software 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 apparatus for people of various types of executable game software program selection. 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 utilize the home TV screen displaying a game image; a personal computer or workstation can also be used to display the game image on the CRT display screen thereof. 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 the above means, the game device in many of the most gaming house each 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(虚假的三维空间)。 In one game, through many different two-dimensional image display continuous transformation over time, a lifelike scene; in another game, the protagonist of the game from the perspective of depth of field and image content transformation, which can display three-dimensional virtual space (false 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 depict and display method of the two 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 movement 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 hero may have several such attacks in the lead by the enemy, the protagonist's actions may include opponents sword control (hacking / rocking / shaking, etc.). 然后,游戏者进入游戏的下一阶段。 Then, the player into the game's next phase.

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。 At this point, the player with the perspective of the protagonist of the game, or other image 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, that the game's protagonist can follow the game via the operation button input device, such as a class instruction sword waving hands.

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 game action with real character sword movements completely different person, 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 role-game press a button command operations carried out only limited changes in the direction of a sword of bayonet fighting, therefore, makes the game feel monotonous and not true.

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。 An object of the present invention is to provide a role in the action can make the game more diverse video game apparatus and method, for example, by manipulating the operation 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 action game character will be the video game apparatus and method for separately controlled, e.g., by manipulating the operation buttons or other input device can change the role of the game and be bayonet fighting sword attitude 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 of different video game apparatus and method according to the extent and speed of operation of the player's manipulation of 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。 Therefore, the video game apparatus and method of the present invention can be operated on the operation of the game button to detect the speed and range of motion operation buttons for computing, and control the game in the role of various actions based on the results of operations.

从第一方面说,本发明提供了一种根据游戏者操作按钮的情况控制游戏中角色动作的影视游戏装置。 From a first aspect, the present invention provides a method for controlling movements of the character in the game according to the situation the player operation button video game apparatus. 所述游戏装置包括测量单元和游戏角色控制单元,所述测量单元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),所述控制单元根据所测量的运动时间控制游戏中角色进行相应动作。 The game apparatus comprises a measuring unit and a game character control unit, the measuring unit measures an operation button away from the first position to the second position reaches the movement time (an operation button by the player is moved from its first position to the second position) , the control unit performs the corresponding operation according to the measured movement time control the game characters.

从第二方面说,本发明提供了一种根据游戏者操作按钮的情况控制游戏中角色动作的方法。 From a second aspect, the present invention provides a method for controlling movements of the character in the game according to the situation the player operation button method. 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 game character control step, said measuring step measures the position of the operation button of the second movement time (an operation button by the player is moved from its first position to the second position) away from the first position to the arrival, said operation controlling step corresponding to the measured time based on the motion control of the game character.

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, said medium comprising a computer can perform, according to the situation the player operation button in the game character action control method of a program of instructions. 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。 Said method comprising the step of measuring a program of instructions and game character control step, said measuring step measures an operation button by movement away from the first position to the arrival time of the second position (the operation button by the player from its first position to a second position ), the controlling step corresponding operation according to the measured movement time control the 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 a fourth aspect, the present invention provides a carrier in the form of instructions in program order reflecting the computer data signal, the control instruction causes the processor to implement the game character action according to the situation of the player operation button when executed by the processor The methods and procedures. 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 game character control step, said measuring step measures the position of the operation button of the second movement time (an operation button by the player is moved from its first position to the second position) away from the first position to the arrival, said operation controlling step corresponding to the measured time based on the motion control of the game character.

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 a fifth aspect, the present invention provides a computer-readable instructions and comprising the computer-readable storage medium storing instructions of a software product. 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 according to the situation the player buttons to control the game in the role of 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 game character control step, said measuring step measures the position of the operation button of the second movement time (an operation button by the player is moved from its first position to the second position) away from the first position to the arrival, said operation controlling step corresponding to the measured time based on the motion control of the game character.

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 the 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 an 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 that the position coordinates of the video game apparatus may according to the present invention, an embodiment of the operation button.

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 a control method of game scenes role mode control.

图6A-B表明操作按钮的运动模式。 Figure 6A-B show the movement pattern of operation buttons.

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 game character in Figs. 6A and 6B button made motion control movement and posture.

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, the video game apparatus is first described according to the present embodiment of the 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, this can be modified into other forms of video game device.

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 recording medium 600. 部件200-400均同机体100相连。 200-400 are connected to the same part of the body 100. 所述游戏装置适合家庭使用。 The gaming device is 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 other components of the microprocessor 110, other units and said means 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。 The 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和一个FPU。 The CPU's architecture has two 64-bit ALU and an FPU. 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 floating-point operations can be performed for a vector operation device, for example, the structure may include VPU112 VPU0 and VPU1.

动画表演大规模集成电路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。 Animation shows LSI LSI includes an image processor 121, frame buffer 122 and display controller 123, the above-described devices coupled to each other via 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,所述图象微处理器121进行运算以协调变形、光源、表演动作和结构映象。 To display an image including multiple corners, including a virtual three-dimensional image, the microprocessor 121 calculates the image coordinate to deformation, a light source, performing the action, and texture mapping. 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 the corresponding image display area 200 display.

一般采用家用电视的显象管作为显示器200。 Commonly used as a home TV picture tube 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 is the same used in conjunction with a personal computer or workstation, computer or workstation CRT can also be used as the 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 is typically constituted by a DRAM (Dynamic RAM), used exclusively as the recording medium 600 (such as a DVD-ROM or CD-ROM) for I / O processing.

装置接口140同音频处理器141和记录媒体驱动器142相连,用于控制声音信号或输入/输出数据。 Device interface 140 with audio processor 141 and the recording media drive 142 is connected to control the sound signal or input / output data.

音频处理器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数据,由扬声器300发出音乐或其他音响效果。 Audio processor 141 controls the speaker 300 at a predetermined time required for the output of game sound effects, i.e., reproduction of the audio data stored in the sound buffer or medium 600 by the recording ADPCM input data, music or other sound emitted by the speaker 300.

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 a computer or portable speakers can also be used to make the speaker 300.

记录媒体驱动器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 recording medium 600 on, and sent 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 stored game program and image data required in the recording medium 600. 存储程序的内容由所述记录媒体驱动器142读出,并被传送到微处理器110中的主存储器113。 Content 142 for storing a program read out from 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 media for DVD-ROM, CD-ROM or floppy disk, and other similar portable media products.

所述控制器400连接在串联接口150。 The controller 400 is connected to the serial interface 150. 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。 Signal from the controller 400 is transmitted to the CPU111 through the interface 150. 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 a game program and in response to the player's instruction, CPU111 controls show circuit LSI120 200 reflects the image displayed on the display instruction of the player.

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 the beginning of the game, select the game to make the game in the role of the project and the vertical and horizontal movement 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 game apparatus and method of the present invention with a personal computer or workstation used in conjunction with a keyboard or a 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 a game device and method with the structure of the controller 400 is closely related to, the following will refer to Figures 2 and 3, the structure 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 decoding, the image data is read out from the recording medium 600 and stored in the main memory 113, the decoded data is also stored in the main memory 113 into.

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 a color image in accordance with a compression standard (known as JPEG) or cumulative media moving image encoding standards (known as MPEG) by the recording media compression data read out 150 to decompress.

在存储器卡500插入存储器卡接口170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。 In the memory card 500 inserted into the memory card interface 170, the memory card 500 in the memory card 170 reads the stored content, and according to the judgment of the CPU111 be transferred 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 the components connected thereto is.

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, stored in the game status when the game is paused. 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。 Here, the memory card 150 may be used as card-shaped memory, but the memory used is not confined to this type of card-like memory. 存储器卡接口170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 interface 170 is configured with two memory card connector, which can be inserted into the two memory cards simultaneously and read 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 the game data of each player.

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),数据可通过这些借口在它们以及外设之间进行传输。 In addition, the video game apparatus may further include a USB interface or an IEEE1394 interface (not shown), through which data can excuse 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 invention for arcade game device body 100 shown in FIG. 1, a display 200, a speaker 300 and a controller 400 can be configured into a 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 structure of the controller 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, a second operation unit 420, a first handle 430 and second handle 440, a 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 means 410 in the first operation and the second operation unit 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 the fourth operation unit for selecting a third operating unit 450 and the fourth operation unit 460 between the operating mode 460 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。 Meanwhile, the controller 400 further includes a display unit for displaying the mode of operation 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 some other buttons, but they are not the same relationship between the present invention and therefore their explanation 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 player game, the player with his left hand holding the first handle 430, 440 with the right hand holding the second handle, use the left 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连接到串联接口150,游戏者对所述操作单元的操作通过连接单元470也传输到串联接口150,并由微处理器110进行解译。 The controller 400 is connected by a connection unit 470 to the serial interface 150, the game player operates on the operating unit through the connection unit 470 is also transmitted to the serial interface 150, the microprocessor 110 to interpret by. 反之,指令由微处理器110通过所述串联借口150和连接单元470传送到控制器400。 On the contrary, the instruction by the microprocessor 110 through 150 and the excuse of the series connection unit 470 to the controller 400.

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 of the game character's 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 located on the top, 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 located 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 operation unit 410, the second operation unit 420 also has four buttons, each having its specific 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 to carry out 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 operation unit 450 and the fourth operating unit 460 is used to control the analog movement of the game character. 图3为从图2中A所示方向看过去的控制器400的侧视图。 3 is shown in Figure 2 from the direction A to see a side view of the controller 400 of 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 is mounted on the controller 400, as shown in B and C-axis can be rotated along the drawing, respectively. 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。 Said third and fourth operating units 450 and 460 have a button operation can be simulated, the simulation button body through a support shaft connected to the controller, and the support shaft and the analog button tiltable 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 urging the player to make the simulation button after tilting, the analog button can be controlled to return 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 inclination angle (relative to the angle of axis B or C shown in Fig. 3, the button is in its original neutral position, the angle is 0), or coordinates by the tilt direction and the tilt angle calculated for each analog 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 accurate to one degree, i.e., 360 one direction. 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, examine a position coordinate button simulation. 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。 Each of the respective positions shown in the representative point on the circumference of said analog button inclined by a game player, 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 upwardly inclined position in. 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 simulation button upwardly inclined to a predetermined distance and moves to point "1" when a predetermined region near the analog button is determined as the inclination and the movement 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" point corresponding to the analog button to the right and tilting movement to point "3" position near the predetermined region, labeled "5" in the button that corresponds to the simulated motion point downwardly and "5" point corresponding to the predetermined area near the inclined position, labeled "7" in simulated button to the left and movement point position "7" in the vicinity of a predetermined area.

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。 Therefore, "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 The plurality of analog button positions.

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 simplicity of explanation, the position detecting method of the present invention only in respect of the analog button is in the range of the above points will be described, by compressing the vicinity of each of the actual point of the predetermined area range, more points can be used to and may be corresponding to the position of the 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" the point is defined as the point "a" of neighbors, other points is defined as the point "a" of the 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。 Referring to Figure 5 following the method described in the present invention, the role of controlling the game process. 流程图所示控制方法由微处理器110实现。 The control method to achieve a flow chart 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 can be in a very short time the method was repeated, the player operates the analog button has real-time detection. 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。 In other words, the game character displayed on the display 200 may respond 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。 Here, the third and fourth operating units 450 and 460 can be used as the simulation 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 step S10, the first to determine the location 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 method to determine the final process simulation button is moved to a predetermined point from its neighbor or neighbors, when the analog button at a 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 labeled "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 location of the points does not represent a simulation of the button, but on behalf of 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 the present embodiment, step S10 to determine the position assumed when the simulation button is, the display 200 displays the game character 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 for point "0", the role of the enemy's sword pointing eyes. 当确定点为点“1”时,角色双手持剑高举过头。 When determining point for point "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 simulation button position is not part of any point in the intermediate position (step S10 (NO)), the same step is repeated 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 simulation button movement and determines that it belongs "0" - "8" when a point (in step S10 (YES)), the flow advances 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 analog button driven 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, you 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 to leave a predetermined area 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)), the repetition within 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 the 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 step S14, the analog button to leave their respective time points obtained parameter storage. 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 point of the 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 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 adjacent point is determined in step S10 that the number of contact points adjacent to the point, for example, if it is determined as the point of "1", then its 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 the OK button is not moved to simulate any of its neighbors (step S16 (NO)), the flow proceeds 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 step S20, it is determined whether the analog buttons to move to one of its 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, the point is determined as the point "1", the non-contiguous point is a point "0", the other points "2" and "8" outside. 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 buttons neither neighbors nor motion to move to a non-adjacent nodes, the process 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 the OK button is moved to its simulation of a neighbor (Step S16 (YES)), the microprocessor 110 instruction LSI120 display 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 game character from the point of a sword with both hands, a sword over their heads first attitude change is directed at the enemy sword in the eyes of the second sword stance .

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 the 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 motion 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 step S24, the game character controlled by changing 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 point "5", the game character to change the analog button its sword stance, by sword goes up sword 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 of the split sword, 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 velocity can also improve 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 mentioned above, if the player wants to change the game in the role of a sword stance, he / she can make an analog button slowly one neighbor or neighbors movement. 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 wanted to command roles sword chop action, he / she can make rapid movement simulate button to point to a non-contiguous. 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 faster split sword.

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 - so that the analog button movement to another location and then back to the initial position, the analog button is moved to another location and then stop at a point does not belong to any 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, should include these special operations based on 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 the 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 mentioned above, the third operating unit 450 and the fourth operation 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 Figure 6A and 6B is similar to the analog button and the coordinates of 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 position of the analog button small white represented by an internal circumferential direction of movement of the player operates the analog representation of the button with an arrow.

图7A-7C表明在显示器200上显示的游戏角色。 Figures 7A-7C show in 200 game character displayed on the display. 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 transformation stance sword or bayonet fighting 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 game character's posture and movements in Figure 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 actions will be described in detail the role of the relationship with the player operates 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, the enemy's sword tip pointing 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 the analog button, to remain in the simulated button 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。 Second, when the player operates the analog button from point "0" movement to point "1" (arrow shown in FIG. 6A), the posture of the displayed game character shown in Figure 7B, i.e., 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 point the game character gesture 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" (an arrow shown in FIG. 6B), if the departure point from the analog button "1" of the time and the arrival point "5" movement time between the time range within a predetermined time, the game character be split down the sword 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 so that the analog button from point "a" slow motion point "5", if the departure point of the analog button "1" to the time it reaches the moving time point "5" of the moment exceeds a predetermined time, sword in the game character is converted into the posture shown in Fig. 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, the control method of a game character, if the player moves to the analog button adjacent point, the game character will be controlled transform sword attitude; on the other hand, if the player moves to the analog button non-neighboring points , the game character will be controlled or changed stance sword or sword attacks were split, depending on the velocity of the 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 make through their right or left hand operation of the game character finger 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 position 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: according to different ranges of motion or velocity analog button, the game character can perform various actions. 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。 Accordingly, the scope of the analog buttons movement or velocity leaving the game different roles that various actions, never just limited to the sword attitude transform and perform hack swords and 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 character, the player may use this method for controlling the game characters to operate the fishing rod.

Classifications
International ClassificationA63F13/10, A63F13/00
Cooperative ClassificationA63F2300/6045, A63F2300/64, A63F13/10, A63F13/822, A63F13/422, A63F2300/6054, A63F13/57
European ClassificationA63F13/10
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