Office Action 2: Notice of Allowance (2025-02-28)

CLAIMS:
Amendments to the Claims

The following listing of claims will replace all prior versions, and listings, of claims in the application:

Listing of Claims:

1\. (Currently Amended) A method of controlling a virtual object in a virtual scene performed by a computer device, the method comprising:displaying a virtual scene picture including a first virtual object and a second virtual object, the first virtual object including a first body part equipped with a first virtual prop and a second body part equipped with a second virtual prop and the second virtual object being located within an action range of a target action performed by the first virtual object;
in response to receiving a first trigger operation on a target control of the first virtual object, controlling the first virtual object to perform \[\[a\]\] the target action against the second virtual object based on the first virtual prop equipped at the first body part of the first virtual object and displaying a launch of the first virtual prop from the first body part towards the second virtual object along a predefined motion path of the first virtual prop; and
in response to receiving a second trigger operation on the target control of the first virtual object within a specified duration after the first trigger operation is received, displaying a retract of the first virtual prop back to the first body part; and
after the first virtual prop resumes its original position at the first body part,
controlling the first virtual object to perform the target action against the second virtual object based on the second virtual prop equipped at the second body part of the first virtual object and displaying a launch of the second virtual prop from the second body part towards the second virtual object according to a predefined motion path of the second virtual prop.
2\. (Original) The method according to claim 1, wherein the target action comprises a body part unfolding action and a body part folding action that are performed sequentially; and
the specified duration is no longer than a duration for which the body part unfolding action is fully performed.

3\. (Original) The method according to claim 2, wherein the controlling the first virtual object to perform the target action based on the second virtual prop equipped at the second body part of the first virtual object comprises:

in response to receiving the second trigger operation within the specified duration after the first trigger operation is received, terminating the body part unfolding action performed based on the first virtual prop equipped at the first body part, and immediately controlling the first virtual object to perform the target action based on the second virtual prop equipped at the second body part.

4\. (Original) The method according to claim 1, wherein the first virtual prop equipped at the first body part is different from the second virtual prop equipped at the second body part.

5\. (Original) The method according to claim 1, further comprising:in response to receiving a third trigger operation, controlling the first virtual object to perform the target action in turn based on the virtual props respectively equipped at the first and second body parts of the first virtual object.

6\. (Original) The method according to claim 5, wherein the third trigger operation comprises a long press operation performed on a target control superimposed on an upper layer of the virtual scene picture.

7\. (Original) The method according to claim 1, further comprising:modifying a target attribute value of a second virtual object based on the target action, the second virtual object being a virtual object located within an action range of the target action.

8\. (Original) The method according to claim 7, wherein the action range of the target action is dependent, at least in part, upon a corresponding virtual prop associated with the target action.

9\. (Original) The method according to claim 1, wherein the first and second body parts comprise two hand parts, and the first and second virtual props are two glove virtual props.

10\. (Currently Amended) A computer device, comprising a processor and a memory, the memory storing at least one instruction, and the at least one instruction being loaded and executed by the processor and causing the computer device to implement a method of controlling a virtual object in a virtual scene, the method comprising:displaying a virtual scene picture including a first virtual object and a second virtual object, the first virtual object including a first body part equipped with a first virtual prop and

a second body part equipped with a second virtual prop and the second virtual object being located within an action range of a target action performed by the first virtual object;in response to receiving a first trigger operation on a target control of the first virtual object, controlling the first virtual object to perform \[\[a\]\] the target action against the second virtual object based on the first virtual prop equipped at the first body part of the first virtual object and displaying a launch of the first virtual prop from the first body part towards the second virtual object along a predefined motion path of the first virtual prop; and
in response to receiving a second trigger operation on the target control of the first virtual object within a specified duration after the first trigger operation is received, displaying a retract of the first virtual prop back to the first body part; and
after the first virtual prop resumes its original position at the first body part,
controlling the first virtual object to perform the target action against the second virtual object based on the second virtual prop equipped at the second body part of the first virtual object and displaying a launch of the second virtual prop from the second body part towards the second virtual object according to a predefined motion path of the second virtual prop.

11\. (Original) The computer device according to claim 10, wherein the target action comprises a body part unfolding action and a body part folding action that are performed sequentially; andthe specified duration is no longer than a duration for which the body part unfolding action is fully performed.

12\. (Original) The computer device according to claim 11, wherein the controlling the first virtual object to perform the target action based on the second virtual prop equipped at the second body part of the first virtual object comprises:in response to receiving the second trigger operation within the specified duration after the first trigger operation is received, terminating the body part unfolding action performed based on the first virtual prop equipped at the first body part, and immediately controlling the first virtual object to perform the target action based on the second virtual prop equipped at the second body part.

13\. (Original) The computer device according to claim 10, wherein the first virtual prop equipped at the first body part is different from the second virtual prop equipped at the second body part.

14\. (Original) The computer device according to claim 10, wherein the method further comprises:in response to receiving a third trigger operation, controlling the first virtual object to perform the target action in turn based on the virtual props respectively equipped at the first and second body parts of the first virtual object.

15\. (Original) The computer device according to claim 14, wherein the third trigger operation comprises a long press operation performed on a target control superimposed on an upper layer of the virtual scene picture.

16\. (Original) The computer device according to claim 10, wherein the method further comprises:modifying a target attribute value of a second virtual object based on the target action, the second virtual object being a virtual object located within an action range of the target action.

17\. (Original) The computer device according to claim 16, wherein the action range of the target action is dependent, at least in part, upon a corresponding virtual prop associated with the target action.

18\. (Original) The computer device according to claim 10, wherein the first and second body parts comprise two hand parts, and the first and second virtual props are two glove virtual props.

19\. (Currently Amended) A non-transitory computer-readable storage medium, storing at least one computer program, the computer program being loaded and executed by a processor of a computer device and causing the computer device to implement a method of controlling a virtual object in a virtual scene, the method comprising:displaying a virtual scene picture including a first virtual object and a second virtual object, the first virtual object including a first body part equipped with a first virtual prop and a second body part equipped with a second virtual prop and the second virtual object being located within an action range of a target action performed by the first virtual object;
in response to receiving a first trigger operation on a target control of the first virtual object, controlling the first virtual object to perform \[\[a\]\] the target action against the second virtual object based on the first virtual prop equipped at the first body part of the first virtual

object and displaying a launch of the first virtual prop from the first body part towards the second virtual object along a predefined motion path of the first virtual prop; andin response to receiving a second trigger operation on the target control of the first virtual object within a specified duration after the first trigger operation is received, displaying a retract of the first virtual prop back to the first body part; and
after the first virtual prop resumes its original position at the first body part,
controlling the first virtual object to perform the target action against the second virtual object based on the second virtual prop equipped at the second body part of the first virtual object and displaying a launch of the second virtual prop from the second body part towards the second virtual object according to a predefined motion path of the second virtual prop.

20\. (Original) The non-transitory computer-readable storage medium according to claim 19, wherein the target action comprises a body part unfolding action and a body part folding action that are performed sequentially; andthe specified duration is no longer than a duration for which the body part unfolding action is fully performed.

OFFICE ACTION:
DETAILED ACTION
Notice of Pre-AIA  or AIA  Status
The present application, filed on or after March 16, 2013, is being examined under the first inventor to file provisions of the AIA .
Allowable Subject Matter
Claims 1 to 20 (independent Claims 1, 10, and 19, and their dependent claims) are allowed.
REASONS FOR ALLOWANCE
The following is an examiner’s statement of reasons for allowance: The closest prior art is Liu (Chinese patent publication CN 110755841 A, cited on the IDS and the ISR for the parent PCT case).  Liu discloses prop switching in a virtual environment, the method comprising wherein the first environment interface comprises a picture for observation of the virtual environment from the perspective of observation of a target virtual object, the target virtual object is in a first holding state for a first prop, and the first prop is a range attack prop; when the target virtual object is under an attachment attack performed by an enemy virtual character, displaying a second environment interface, wherein the second environment interface comprises a picture for observation of the virtual environment from the perspective in which the target virtual object is attacked, a target body position of the target virtual object is attached by the enemy virtual character, and the enemy virtual character is attached to the target body position to perform a melee attack on the target virtual object; and switching the first holding state of the target virtual object for the first prop to a second holding state of the target virtual object for a second prop, wherein the second prop is a melee attack prop (see Liu, description, Paras. 42 to 103, Figs. 1 to 17).  Liu is basically disclosing switching from a range attack prop such as a firearm to a melee weapon (second virtual object) such as a sword, ax, or knife.  It does not suggest the presently claimed predetermined motion path of the second virtual object in conjunction with the rest of the limitations as claimed.
The claims are drawn to: “a method of controlling a virtual object in a virtual scene performed by a computer device, the method comprising: displaying a virtual scene picture including a first virtual object and a second virtual object, the first virtual object including a first body part equipped with a first virtual prop and a second body part equipped with a second virtual prop and the second virtual object being located within an action range of a target action performed by the first virtual object; in response to receiving a first trigger operation on a target control of the first virtual object, controlling the first virtual object to perform the target action against the second virtual object based on the first virtual prop equipped at the first body part of the first virtual object and displaying a launch of the first virtual prop from the first body part towards the second virtual object along a predefined motion path of the first virtual prop; and in response to receiving a second trigger operation on the target control of the first virtual object within a specified duration after the first trigger operation is received, displaying a retract of the first virtual prop back to the first body part; and after the first virtual prop resumes its original position at the first body part, controlling the first virtual object to perform the target action against the second virtual object based on the second virtual prop equipped at the second body part of the first virtual object and displaying a launch of the second virtual prop from the second body part towards the second virtual object according to a predefined motion path of the second virtual prop.”
The presently claimed invention generally pertains to a game application with virtual props, such as a first-person shooting game, in which a melee virtual weapon used for melee combat may be included.  The melee virtual weapon is typically a single-handed melee virtual weapon.  When a target object is attacked through the single-handed melee virtual weapon, it is necessary to wait for the melee virtual weapon to be folded before a next attack is performed (essentially waiting for the target to let its guard down).  However, the typical prior art solution of attacking the target object through the single-handed melee virtual weapon makes interaction efficiency lower when a user controls a virtual object to attack.  The presently claimed invention has the overall advantage of providing a virtual object control method and apparatus which can improve interaction efficiency when a virtual object is controlled to perform interaction.  See Fig. 3, Paras. 70 to 88, especially Para. 88 of the specification.  The examiner respects that the applicant may have different reasons for allowance.
Any comments considered necessary by applicant must be submitted no later than the payment of the issue fee and, to avoid processing delays, should preferably accompany the issue fee.  Such submissions should be clearly labeled “Comments on Statement of Reasons for Allowance.”
Conclusion

APPLICANT REBUTTAL: REMARKS
This amendment responds to the office action mailed October 1, 2024. In the office action, the Examiner:
"  rejected claims 1-20 under 35 U.S.C. §101 as being directed to a judicial
exception without significantly more; and
" rejected claims 1-20 under 35 U.S.C. §102(a)(1) as being anticipated by Liu (CN
110755841 A).
I
NTERVIEW SUMMARY
Applicant's attorneys thank Examiner Hoel for the opportunity to discuss the
application during a telephone interview on November 14, 2024 with Yalei Sun. In the interview, the Examiner agreed that amending claim 1 would overcome the current rejection under 35 U.S.C. §101. Claim 1 has been amended accordingly. Analogous amendments have been made to claims 10 and 19.
REMARKS CONCERNING CLAIMS
Claims 1, 10 and 19 have been amended.
Support for the amendments can be found in at least paragraphs [0100] and [0107], and Figures 5 and 6 of the application as filed. No new matter has been added.
With respect to all amendments, Applicant has not dedicated or abandoned any
unclaimed subject matter. Moreover, Applicant has not acquiesced to any characterizations of the invention, nor any rejections or objections of the claims, made by the Examiner. Moreover, the Applicant hereby rescinds any prior disclaimer of claim scope, to the extent they exist, made during the prosecution of this application or made during the prosecution of any patent or other related patents/applications, and advises the Examiner that any such previous disclaimers and the cited references that they were made to avoid may need to be revisited.
After entry of this amendment, the pending claims are: claims 1-20.
REMARKS CONCERNING REJECTIONS UNDER 35 U.S.C. 101
I.
REJECTION OF CLAIMS 1-20 UNDER 35 U.S.C. § 101 AS BEING DIRECTED TO A
JUDICIAL EXCEPTION WITHOUT SIGNIFICANTLY MORE.
Claim 1 has been amended to recite a process that is patent-eligible 35 U.S.C. § 101. Moreover, even if the original claim 1 was directed to an abstract idea, claim 1 has been amended to recite that:
displaying a virtual scene picture including a first virtual
object and a second virtual object, the first virtual object including a
first body part equipped with a first virtual prop and a second body
part equipped with a second virtual prop and the second virtual object
being located within an action range of a target action performed by
the first virtual object;
in response to receiving a first trigger operation on a target
control of the first virtual object, controlling the first virtual object to
perform the target action against the second virtual object based on the
first virtual prop equipped at the first body part of the first virtual
object and displaying a launch of the first virtual prop from the
first body part towards the second virtual object along a
predefined motion path of the first virtual prop; and
in response to receiving a second trigger operation on the target
control of the first virtual object within a specified duration after the
first trigger operation is received, displaying a retract of the first
virtual prop back to the first body part; and
after the first virtual prop resumes its original position at the
first body part, controlling the first virtual object to perform the target
action against the second virtual object based on the second virtual prop equipped at the second body part of the first virtual object and displaying a launch of the second virtual prop from the second
body part towards the second virtual object according to a
predefined motion path of the second virtual prop.
Emphasis Added.
As highlighted above, the Examiner agrees that the amended claim 1 has overcome the 101 rejection by integrating the additional claim features into a practical application that
are sufficient to overcome the judicial exception with significantly more features.
In view of the above, the Applicant respectfully submits that the rejection of claims 1- 20 under 35 U.S.C. §101 should be withdrawn.
REMARKS CONCERNING REJECTIONS UNDER 35 U.S.C. 102
II.    REJECTION OF CLAIMS 1-20 UNDER 35 U.S.C. 102(A)(1) AS BEING ANTICIPATED BY
LIu.
In the office action, the Examiner relied upon CN110755841A as a primary reference. CN110755841A was cited as prior art under 35 USC 102(a)(1) based on its publication date of February 9, 2020, which is less than one year before the effective filing date of the
present application, February 7, 2021. It should be noted that the sole inventor of CN110755841A, Zhihong LIU, is also the sole inventor of the pending application.
Under 35 USC 102(b)(1)(A);
(b)EXCEPTIONS.- (1)DISCLOSURES MADE 1 YEAR OR LESS BEFORE THE EFFECTIVE
FILING DATE OF THE CLAIMED INVENTION.-A disclosure made 1
year or less before the
effective filing date
of a
claimed
invention
shall not be prior art to the
claimed
invention
under subsection (a)(1) if- (A)
the disclosure was made by the
inventor or
joint
inventor
or by another who obtained the subject matter
disclosed directly or indirectly from the
inventor
or a
joint
inventor;
or
Therefore, CN110755841A is disqualified as prior art because it has the same inventor as the present application.
In view of the above, the Applicant respectfully submits that the rejection of claims 1- 20 under 35 U.S.C. §102(a)(1) should be withdrawn.
CONCLUDING REMARKS
By responding in the foregoing remarks only to particular positions asserted by the examiner, the Applicant does not necessarily acquiesce in other positions that have not been explicitly addressed. In addition, the Applicant's arguments for the patentability of a claim should not be understood as implying that no other reasons for the patentability of that claim exist.
In light of the above amendments and remarks, the Applicant respectfully requests that the Examiner reconsider this application with a view towards allowance. The Examiner is invited to call the undersigned attorney at (650) 843-7558, if a telephone call could help resolve any remaining items.
Respectfully submitted,


CITED REFERENCE SUMMARIES: Ref US20020045470A1: Claims:
A character group battle method in which a plurality of characters that are displayed in a 3-dimensional virtual space form groups of friends and enemies that battle against one another, wherein an attack value and/or a defense value respectively expressing an attack power and/or a defense strength of the soldier is calculated on the basis of the density of a group comprising the character and other friend characters existing in the vicinity thereof.
A character group battle method in which a plurality of characters that are displayed in a 3-dimensional virtual space form groups of friends and enemies that battle against one another, comprising the steps of: calculating the position of the character in the 3-dimensional virtual space; calculating the character number of the other friend soldiers existing in a predetermined region about the character; and calculating an attack value and/or a defense value respectively expressing an attack power and/or a defense strength of the soldier on the basis of the character number.
calculating the position of the character in the 3-dimensional virtual space;
calculating the character number of the other friend soldiers existing in a predetermined region about the character; and
calculating an attack value and/or a defense value respectively expressing an attack power and/or a defense strength of the soldier on the basis of the character number.
A character group battle method according to claim 2 , wherein the line-up position of the characters is calculated on the basis of the army formation of the group selected by one of a player and a computer.
A character group battle method according to claim 3 , wherein an army formation of the group during group movement has a similar shape to the army formation of the group in the line-up position of the character.
A character group battle method according to claim 2 , wherein the predetermined region is selected from a region group which is predetermined according to the personality of the character.
A character group battle method according to claim 2 , wherein the attack value and/or the defense strength is limited to the maximum value which is predetermined when the character number exceeds the maximum value.
A character group battle method according to claim 2 , further comprising the step of calculating a change value for changing expression of the character in the 3-deminsional virtual space on the basis of the attack value and/or the defense value.
A character group battle method in which a plurality of characters that are displayed in a 3-dimensional virtual space form groups of friends and enemies that battle against one another, comprising the steps of: calculating the position of the characters in the 3-dimensional virtual space; when other friend characters exist within a predetermined region about one character of the characters, accumulating, as the one character capable of supporting the other friend characters, the character number of supportable characters which can support the other friend characters for each of the characters; and calculating an attack value and/or a defense value expressing an attack power and/or a defense strength of the characters on the basis of the accumulated character number.
calculating the position of the characters in the 3-dimensional virtual space;
when other friend characters exist within a predetermined region about one character of the characters, accumulating, as the one character capable of supporting the other friend characters, the character number of supportable characters which can support the other friend characters for each of the characters; and
calculating an attack value and/or a defense value expressing an attack power and/or a defense strength of the characters on the basis of the accumulated character number.
A character group battle method according to claim 8 , wherein the line-up position of the characters is calculated on the basis of the army formation of the group selected by one of a player and a computer.
A character group battle method according to claim 9 , wherein an army formation of the group during group movement has a similar shape to the army formation of the group in the line-up position of the characters.
A character group battle method according to claim 8 , wherein the predetermined region is selected from a region group which is predetermined according to personalities of the characters.
A character group battle method according to claim 8 , wherein the attack value and/or the defense strength is limited to the predetermined maximum value when the character number exceeds the maximum value.
A character group battle method according to claim 8 , further comprising the step of calculating a change value for changing expression of the character in the 3-deminsional virtual space on the basis of the attack value and/or the defense value.
A computer-executable program where a computer can execute the character group battle method according to claim 1 .
A computer-readable recording medium on which the program according to claim 14 has been recorded.
A computer-executable program where a computer can execute the character group battle method according to claim 2 .
A computer-readable recording medium on which the program according to claim 16 has been recorded.
A computer-executable program where a computer can execute the character group battle method according to claim 8 .
A computer-readable recording medium on which the program according to claim 18 has been recorded.
A game device which can record a character group battle program in a storing section, the character group battle program in which a plurality of characters that are displayed in a 3-dimensional virtual space form groups of friends and enemies that battle against one another, comprising: a position calculator for calculating the positions of the characters in the 3-dimensional virtual space; a character number calculator for calculating the character number of friend characters existing within a predetermined region about the characters; and an attack value/defense value calculator for calculating an attack value and/or a defense value respectively expressing an attack power and/or a defense strength of the soldier on the basis of the character number calculated by the character number calculator.
a position calculator for calculating the positions of the characters in the 3-dimensional virtual space;
a character number calculator for calculating the character number of friend characters existing within a predetermined region about the characters; and
an attack value/defense value calculator for calculating an attack value and/or a defense value respectively expressing an attack power and/or a defense strength of the soldier on the basis of the character number calculated by the character number calculator.
A game device according to claim 20 , further comprising a change value calculator for calculating a change value for changing expression of the characters in the 3-dimensional virtual space on the basis of the attack value and/or the defense value expressing the attack power and/or the defense strength of the characters calculated by the attack value/defense value calculator.
A game device which can record a character group battle program in a storing section, the character group battle program being configured such that a plurality of characters that are displayed in a 3-dimensional virtual space form groups of friends and enemies that battle against one another, comprising: a position calculator for calculating the position of the characters in the 3-dimensional virtual space; an accumulator for, when other friend characters exist within a predetermined region about one character of the characters, accumulating, as the one character capable of supporting the other friend characters, the character number of supportable characters which can support the other friend characters for each of the characters; and an attack value/defense value calculator for calculating an attack value and/or a defense value expressing an attack power and/or a defense strength of the characters on the basis of the accumulated character number.
a position calculator for calculating the position of the characters in the 3-dimensional virtual space;
an accumulator for, when other friend characters exist within a predetermined region about one character of the characters, accumulating, as the one character capable of supporting the other friend characters, the character number of supportable characters which can support the other friend characters for each of the characters; and
an attack value/defense value calculator for calculating an attack value and/or a defense value expressing an attack power and/or a defense strength of the characters on the basis of the accumulated character number.
A game device according to claim 22 , further comprising a change value calculator for calculating a change value for changing expression of the characters in the 3-dimensional virtual space on the basis of the attack value and/or the defense value expressing the attack power and/or the defense strength of the characters calculated by the attack value/defense value calculator.
Ref US20020142837A1: Claims:
A video game program for causing a computer to execute a video game for displaying a virtual three-dimensional space while causing a line of sight to change and at the same time displaying a character on a screen and causing said character to move in said three-dimensional space based on a direction input by a direction key operated by a player, wherein the video game program causes the computer to execute: a generating procedure that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space; a first character movement controlling procedure that moves said character in said progress direction in said three-dimensional space; a storing procedure that stores said progress direction; a determining procedure that determines whether an identical direction is input from said direction key continuously; and a second character movement controlling procedure that, when if it is determined that the identical direction is input from said direction key continuously, moves said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
wherein the video game program causes the computer to execute: a generating procedure that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space; a first character movement controlling procedure that moves said character in said progress direction in said three-dimensional space; a storing procedure that stores said progress direction; a determining procedure that determines whether an identical direction is input from said direction key continuously; and a second character movement controlling procedure that, when if it is determined that the identical direction is input from said direction key continuously, moves said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
a generating procedure that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space;
a first character movement controlling procedure that moves said character in said progress direction in said three-dimensional space;
a storing procedure that stores said progress direction;
a determining procedure that determines whether an identical direction is input from said direction key continuously; and
a second character movement controlling procedure that, when if it is determined that the identical direction is input from said direction key continuously, moves said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
A recording medium having recorded thereon a video game program for causing a computer to execute a video game for displaying a virtual three-dimensional space while causing a line of sight to change and at the same time displaying a character on a screen and causing said character to move in said three-dimensional space based on a direction input by a direction key operated by a player, wherein the video game program causes a computer to execute: a generating procedure that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space; a first character movement controlling procedure that moves said character in said progress direction in said three-dimensional space; a storing procedure that stores said progress direction; a determining procedure that determines whether an identical direction is input from said direction key continuously; and a second character movement controlling procedure that, when it is determined that an identical direction is input from said direction key continuously, moves said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
wherein the video game program causes a computer to execute: a generating procedure that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space; a first character movement controlling procedure that moves said character in said progress direction in said three-dimensional space; a storing procedure that stores said progress direction; a determining procedure that determines whether an identical direction is input from said direction key continuously; and a second character movement controlling procedure that, when it is determined that an identical direction is input from said direction key continuously, moves said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
a second character movement controlling procedure that, when it is determined that an identical direction is input from said direction key continuously, moves said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
A method of controlling movement of a character in a video game for displaying a virtual three-dimensional space while causing a line of sight to change and at the same time displaying a character on a screen and causing said character to move in said three-dimensional space based on a direction input by a direction key operated by a player, comprising: correcting, when said direction key is operated by the player, said input direction by an angle to obtain a corrected direction as a progress direction of said character in said three-dimensional space; moving said character in said progress direction in said three-dimensional space; storing said progress direction of said character; determining whether an identical direction is input from said direction key continuously; and moving, when it is determined that the identical direction is input from said direction key continuously, said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
correcting, when said direction key is operated by the player, said input direction by an angle to obtain a corrected direction as a progress direction of said character in said three-dimensional space;
moving said character in said progress direction in said three-dimensional space;
storing said progress direction of said character;
determining whether an identical direction is input from said direction key continuously; and
moving, when it is determined that the identical direction is input from said direction key continuously, said character in said stored progress direction in said three-dimensional space regardless of movement of said line of sight.
A game apparatus for displaying a virtual three-dimensional space while causing a line of sight to change and at the same time displaying a character on a screen and causing said character to move in said three-dimensional space based on a direction input by a direction key operated by a player, comprising: a generator that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space; a first character movement controller that moves said character in said progress direction in said three-dimensional space; a storage that stores said progress direction of said character; a determining system that determines whether an identical direction is input from said direction key continuously; and a second character movement controller that, when it is determined that the identical direction is input from said direction key continuously, moves said character in said progress direction stored in said storage in said three-dimensional space regardless of movement of said line of sight.
a generator that, when said direction key is operated by the player, corrects said input direction by an angle to generate a corrected direction as a progress direction of said character in said three-dimensional space;
a first character movement controller that moves said character in said progress direction in said three-dimensional space;
a storage that stores said progress direction of said character;
a determining system that determines whether an identical direction is input from said direction key continuously; and
a second character movement controller that, when it is determined that the identical direction is input from said direction key continuously, moves said character in said progress direction stored in said storage in said three-dimensional space regardless of movement of said line of sight.
Ref US20020187837A1: Claims:
An entertainment system comprising: an entertainment apparatus for executing various programs; at least one manual controller for inputting a manual control request of a user to said entertainment apparatus; and a display monitor for displaying an image outputted from said entertainment apparatus, said entertainment apparatus comprising: means for performing a first process of moving a navigation mark displayed on said display monitor in a predetermined direction as time advances; means for performing a second process of calculating a time difference between a point of time when said navigation mark reached a predetermined position and a point of time when said user inputted manipulation data via said manual controller; and means for repeating said first process and said second process if the time difference is within a predetermined time.
an entertainment apparatus for executing various programs;
at least one manual controller for inputting a manual control request of a user to said entertainment apparatus; and
a display monitor for displaying an image outputted from said entertainment apparatus,
said entertainment apparatus comprising: means for performing a first process of moving a navigation mark displayed on said display monitor in a predetermined direction as time advances; means for performing a second process of calculating a time difference between a point of time when said navigation mark reached a predetermined position and a point of time when said user inputted manipulation data via said manual controller; and means for repeating said first process and said
[Truncated to input limit]