Office Action 1: Non-Final Rejection (2024-11-04)
Rejection types: 103 - Obviousness

CLAIMS:
CLAIMS What is claimed is:
1\. A prop control method comprising: acquiring a trigger operation performed on a target shooting prop in a virtual battlefield scene, wherein an attack range of the target shooting prop covers a partial area in the virtual battlefield scene; and performing, in response to the trigger operation and in a target time period by using the target shooting prop, a plurality of continuous shooting actions on a target area in which a target object is located, wherein the target object is targeted by the target shooting prop.
2\. The method according to claim 1, further comprising: acquiring operation attribute information of the trigger operation in response to the trigger operation; adjusting an aim point of the currently displayed target shooting prop in an aiming direction to a target size that matches the operation attribute information; and determining an object targeted by the aim point as the target object.
3\. The method according to claim 2, wherein in the process of adjusting an aim point further comprises: acquiring a shooting parameter that matches the operation attribute information, the shooting parameter comprising a shooting initial speed and an initial gravity acceleration of a prop object that are shot by the target shooting prop; and determining a shooting flight track of the prop object in the aiming direction according to the shooting parameter, a flight distance of the shooting flight track when no collision is negatively related to the target size of the aim point.
4\. The method according to claim 3, wherein the acquiring a shooting parameter that matches the operation attribute information comprises: acquiring, when the operation attribute information is an operation duration, wherein the shooting parameter matches the operation duration and the operation duration is positively related to the shooting initial speed, wherein the operation duration is negatively related to the initial gravity acceleration, and the operation duration comprises any one of a press duration of a press operation, a gesture holding duration of a gesture operation, or a holding duration of a gesture trigger operation; or acquiring, when the operation attribute information is the press operation, the shooting parameter that matches the pressing pressure, which is positively related to the shooting initial speed, and is negatively related to the initial gravity acceleration; or acquiring, when the operation attribute information is a slide distance of a slide operation, the shooting parameter that matches the slide distance, which is obtained by performing a slide operation in a first slide direction being positively related to the shooting initial speed and being negatively related to the initial gravity acceleration, further wherein the slide distance obtained by performing a slide operation in a second slide direction is negatively related to the shooting initial speed, and is positively related to the initial gravity acceleration; or acquiring, when the operation attribute information is a gesture movement distance of a gesture operation, the shooting parameter that matches the gesture movement distance, which is obtained by performing a gesture operation in a first gesture direction being positively related to the shooting initial speed and being negatively related to the initial gravity acceleration, wherein the gesture movement distance obtained by performing a gesture operation in a second gesture direction is negatively related to the shooting initial speed, and is positively related to the initial gravity acceleration.
5\. The method according to claim 2, wherein the adjusting comprises: adjusting, when the operation attribute information is an operation duration, the aim point of the currently displayed target shooting prop in the aiming direction to a target size that matches the operation duration, which is negatively related to the target size, wherein the operation duration comprises any one of press duration of a press operation, a gesture holding duration of a gesture operation, or a holding duration of a gesture trigger operation; or adjusting, when the operation attribute information is a slide distance of a slide operation, the aim point of the currently displayed target shooting prop in the aiming direction to a target size that matches the slide distance obtained by performing a slide operation in a first slide direction being positively related to the target size, wherein the slide distance obtained by performing a slide operation in a second slide direction is negatively related to the target size; or adjusting, when the operation attribute information is a gesture movement distance of a gesture operation, the aim point of the currently displayed target shooting prop in the aiming direction to a target size that matches the gesture movement distance, which is obtained by performing a gesture operation in a first gesture direction that is positively related to the target size, wherein the gesture movement distance obtained by performing a gesture operation in a second gesture direction is negatively related to the target size.
6\. The method according to claim 1, wherein after the performing, the method further comprises: adjusting, when the target object is located in the attack range of the target shooting prop and the prop object shot by the target shooting prop collides with the target object, hit points of all objects in the target area in which the target object is located; wherein an adjusted hit point is less than an unadjusted hit point, and the target area is an area obtained by using the position of the target object as a center and a target distance as a radius.
7\. The method according to claim 6, wherein the adjusting hit points of all objects in the target area further comprises: determining a distance between each of the objects and the center of the target area; and adjusting the hit point of each of the objects according to the distance, wherein the distance and a change amplitude of the hit point are negatively related.
8\. The method according to claim 1, wherein after the performing, the method further comprises: adjusting, when the target object is not in the attack range of the target shooting prop and the prop object shot by the target shooting prop collides with a first reference object in the attack range of the target shooting prop, hit points of all objects in a first reference area in which the first reference object is located; an adjusted hit point being less than an unadjusted hit point, and a direction of the first reference object relative to the target shooting prop is the same as a direction of the target object relative to the target shooting prop, and the first reference area is an area obtained by using the position of the first reference object as a center and a first reference distance as a radius; and adjusting, when the target object is not located in the attack range of the target shooting prop and the prop object shot by the target shooting prop does not collide with any object in the attack range of the target shooting prop, hit points of all objects in a second reference area; an adjusted hit point being less than an unadjusted hit point, wherien the second reference area is an area obtained by using a landing position of the prop object as a center and a second reference distance as a radius.
9\. The method according to claim 1, wherein the performing comprises: performing, by using the target shooting prop when detecting that the aiming direction of the target shooting prop does not change in the target time period, a plurality of continuous shooting actions on the target area in which the target object is located; and updating, when detecting that the aiming direction of the target shooting prop changes within the target time period, a target object targeted before each shooting action is performed by the target shooting prop, and performing, by using the target shooting prop, the shooting action on an updated target area in which the updated target object is located.
10\. The method according to claim 1, wherein the performing comprises: performing, when detecting that the position of the target shooting prop does not change within the target time period, a plurality of continuous shooting actions on the target area in which the target object is located; and updating, when detecting that the position of the target shooting prop changes within the target time period, a target object targeted before each shooting action is performed according to the position of the target shooting prop before each shooting action, and performing, by using the target shooting prop, the shooting action on an updated target area in which the updated target object is located.
11\. The method according to claim 1, wherein the virtual battlefield scene runs in a shooting task; and before the acquiring a trigger operation performed on a target shooting prop in a virtual battlefield scene, the method further comprises: acquiring a prop configuration instruction; displaying, in response to the prop configuration instruction, a configuration interface that is in the shooting task and is used for providing a shooting prop, the configuration interface comprising a target slot configured for the target shooting prop; adding, when a selection operation performed on the target slot is acquired, the target shooting prop to the shooting task; and displaying a prop trigger icon corresponding to the target shooting prop in an operation area of the shooting task.
12\. The method according to claim 11, wherein after the performing, the method further comprises: adjusting the prop trigger icon corresponding to the target shooting prop in the operation area from a first display state to a second display state; and the second display state being used for indicating that the target shooting prop is in a frozen state; displaying a remaining duration of the prop trigger icon corresponding to the target shooting prop in the second display state; and adjusting, when the remaining duration is zero, the prop trigger icon corresponding to the target shooting prop from the second display state to the first display state.
13\. The method according to claim 12, wherein the displaying the remaining duration of the prop trigger icon further comprises: displaying the remaining duration of the prop trigger icon corresponding to the target shooting prop in the second display state according to a countdown prompt manner, wherein the countdown prompt manner comprises at least one of a seconds countdown or a progress bar countdown.
14\. A prop control apparatus, comprising: an acquiring unit configured to acquire a trigger operation performed on a target shooting prop in a virtual battlefield scene, wherein an attack range of the target shooting prop covers a partial area in the virtual battlefield scene; and a control unit configured to perform, in response to the trigger operation and in a target time period by using the target shooting prop, a plurality of continuous shooting actions on a target area in which a target object is located, wherein the target object is targeted by the target shooting prop.
15\. The apparatus of claim 14, further comprising: a determining unit configured to determine, in response to the trigger operation, the target object targeted by the target shooting prop, wherein the determining unit is further configured for: acquiring operation attribute information of the trigger operation in response to the trigger operation; adjusting an aim point of the currently displayed target shooting prop in an aiming direction to a target size that matches the operation attribute information; and determining an object targeted by the aim point as the target object.
16\. The apparatus of claim 15, wherein the determining unit is configured for: determining an object selected targeted by the aim point as the target object by adjusting an aim point of the currently displayed target shooting prop in an aiming direction to a target size that matches the operation attribute information; acquiring a shooting parameter that matches the operation attribute information, the shooting parameter comprising a shooting initial speed and an initial gravity acceleration of a prop object that are shot by the target shooting prop; and determining a shooting flight track of the prop object in the aiming direction according to the shooting parameter, a flight distance of the shooting flight track when no collision being is negatively related to the target size of the aim point.
17\. The apparatus of claim 14, further comprising: an adjusting unit configured for adjusting, when the target object is located in the attack range of the target shooting prop and the prop object shot by the target shooting prop collides with the target object, hit points of all objects in the target area in which the target object is located, wherein an adjusted hit point is less than an unadjusted hit point, and the target area is an area obtained by using the position of the target object as a center and a target distance as a radius.
18\. A non-transitory computer readable storage medium, comprising a stored computer program, and the computer program running to perform: acquiring a trigger operation performed on a target shooting prop in a virtual battlefield scene, wherein an attack range of the target shooting prop covers a partial area in the virtual battlefield scene; and performing, in response to the trigger operation and in a target time period by using the target shooting prop, a plurality of continuous shooting actions on a target area in which a target object is located, wherein the target object is targeted by the target shooting prop.
19\. The computer readable storage medium of claim 18, wherein the virtual battlefield scene runs in a shooting task; and before the acquiring a trigger operation performed on a target shooting prop in a virtual battlefield scene, the computer program running further performs: acquiring a prop configuration instruction; displaying, in response to the prop configuration instruction, a configuration interface that is in the shooting task and that is used for providing a shooting prop, the configuration interface comprising a target slot configured for the target shooting prop; adding, when a selection operation performed on the target slot is acquired, the target shooting prop to the shooting task; and displaying a prop trigger icon corresponding to the target shooting prop in an operation area of the shooting task.
20\. The computer readable storage medium of claim 19, wherein after the performing, the computer program running further performs: adjusting the prop trigger icon corresponding to the target shooting prop in the operation area from a first display state to a second display state; and the second display state being used for indicating that the target shooting prop is in a frozen state; displaying a remaining duration of the prop trigger icon corresponding to the target shooting prop in the second display state; and adjusting, when the remaining duration is zero, the prop trigger icon corresponding to the target shooting prop from the second display state to the first display state.

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 .
Priority
Acknowledgment is made of applicant's claim for foreign priority based on an application filed in China on July 10th, 2020. It is noted, however, that applicant has not filed a certified copy of the CN202010664321.7 application as required by 37 CFR 1.55.
Claim Rejections - 35 USC § 103
In the event the determination of the status of the application as subject to AIA  35 U.S.C. 102 and 103 (or as subject to pre-AIA  35 U.S.C. 102 and 103) is incorrect, any correction of the statutory basis (i.e., changing from AIA  to pre-AIA ) for the rejection will not be considered a new ground of rejection if the prior art relied upon, and the rationale supporting the rejection, would be the same under either status.
The following is a quotation of 35 U.S.C. 103 which forms the basis for all obviousness rejections set forth in this Office action:
A patent for a claimed invention may not be obtained, notwithstanding that the claimed invention is not identically disclosed as set forth in section 102, if the differences between the claimed invention and the prior art are such that the claimed invention as a whole would have been obvious before the effective filing date of the claimed invention to a person having ordinary skill in the art to which the claimed invention pertains. Patentability shall not be negated by the manner in which the invention was made.
The factual inquiries for establishing a background for determining obviousness under 35 U.S.C. 103 are summarized as follows:
1. Determining the scope and contents of the prior art.
2. Ascertaining the differences between the prior art and the claims at issue.
3. Resolving the level of ordinary skill in the pertinent art.
4. Considering objective evidence present in the application indicating obviousness or nonobviousness.
Claim(s) 1, 2, 6, 7, 14, 15, 17, and 18 is/are rejected under 35 U.S.C. 103 as being unpatentable over Shimokawa et al. (US 2004/0063501 A1) in view of Hardisty et al. (US 2006/0287027 A1).
Regarding claims 1, 14, and 18, Shimokawa discloses a prop control method comprising:
acquiring a trigger operation performed on a target shooting prop in a virtual battlefield scene, wherein an attack range of the target shooting prop covers a partial area in the virtual battlefield scene (see par. [0058], CPU 101 checks whether the shotgun was fired based on a scanning spot detection signal sent from the shotgun 11 and a trigger signal indicating that the shotgun switch was pulled; also see par. [0115], The damage radius (SHOT_GUN_RADIUS) is a radius wherein the bullet strength at the impact point is effective, and it also represents a range in which bullets scatter (i.e., hit decision area)).
However, Shimokawa does not explicitly disclose performing, in response to the trigger operation and in a target time period by using the target shooting prop, a plurality of continuous shooting actions on a target area in which a target object is located, wherein the target object is targeted by the target shooting prop.
Hardisty teaches performing, in response to the trigger operation and in a target time period by using the target shooting prop, a plurality of continuous shooting actions on a target area in which a target object is located, wherein the target object is targeted by the target shooting prop (see Table 4 next to “Right Trigger”, Pressing or holding down the Right Trigger 115, will fire the current primary weapon. Some weapons will have multiple fire modes. An automatic rifle, for example, may have both full auto and a three-round-burst fire mode. In this instance pressing the Right Trigger 115 will use the three-round-burst, whereas holding down the Right Trigger 115 will initiate a full auto fire mode). It would have been obvious to one of ordinary skill in the art before the effective filing date of the claimed invention to combine the method of Shimokawa with the full auto mode of Hardisty in order to have more realistic gameplay by simulating weapons with the ability to fire continuously.
Regarding claims 2 and 15, Hardisty teaches acquiring operation attribute information of the trigger operation in response to the trigger operation; adjusting an aim point of the currently displayed target shooting prop in an aiming direction to a target size that matches the operation attribute information; and determining an object targeted by the aim point as the target object (see par. [0064], To engage manual aiming, the player pushes the Left Analog Stick 130 in the required direction while pushing the attack button (see FIG. 1, “A” button 155). The game will then deduce where exactly the attack should most likely be aimed and execute the attack accordingly. In this embodiment, the manual aiming system is designed to facilitate the selection of the enemy that the Enslaver attacks but does not to require aiming with 100% accuracy. To facilitate this, in an embodiment of the present invention, manual aiming system will “snap” the Enslaver's manually aimed attacks to the enemy considered closest to the player's intended aim (with closer targets also having priority over more distant ones)).
Regarding claims 6 and 17, Shimokawa discloses wherein after the performing, the method further comprises adjusting, when the target object is located in the attack range of the target shooting prop and the prop object shot by the target shooting prop collides with the target object, hit points of all objects in the target area in which the target object is located; wherein an adjusted hit point is less than an unadjusted hit point, and the target area is an area obtained by using the position of the target object as a center and a target distance as a radius (see par. [0072], The player can shoot the enemies that appear on the screen. When an enemy is shot, a shooting result determination means determines a shooting result (S 306). At first, the shooting result determination means determines whether the bullet has hit the enemy (hit decision), and if the bullet has hit the enemy, a hit flag is set for the shot enemy, and a damage point and an injury progression value incurred by the shot are computed; also see par. [0106], A radius DR, i.e., an effective shooting scope (extent of the scatter shot) at the Z position of the enemy is computed (S 306 a 3) and a distance L between the enemy and the Z-axis is computed (S306 a 4).
Regarding claim 7, Shimokawa discloses wherein the adjusting hit points of all objects in the target area further comprises determining a distance between each of the objects and the center of the target area; and adjusting the hit point of each of the objects according to the distance, wherein the distance and a change amplitude of the hit point are negatively related (see par. [0115], The damage rate can be obtained by the formula shown in FIG. 13(B). In this formula, the minimum damage rate (MIN_DAMAGE_RATE) is a bullet strength percentage at the furthest position from the impact point within the shotgun radius, for example the minimum damage rate is set as 0.1, for example. The maximum damage rate (MAX_DAMAGE_RADIUS_RATE) in the maximum impact radius is a bullet strength percentage, which determines a radius around the impact point for which the same strength should be applied. In short, the bullet strength at the impact point is maintained within a certain radius from the impact point).
Allowable Subject Matter
Claims 3-5, 8-13, 16, 19, and 20 are objected to as being dependent upon a rejected base claim, but would be allowable if rewritten in independent form including all of the limitations of the base claim and any intervening claims.
The following is a statement of reasons for the indication of allowable subject matter:  None of the references, alone or in combination, teach or suggest wherein in the process of adjusting an aim point further comprises acquiring a shooting parameter that matches the operation attribute information, the shooting parameter comprising a shooting initial speed and an initial gravity acceleration of a prop object that are shot by the target shooting prop; and determining a shooting flight track of the prop object in the aiming direction according to the shooting parameter, a flight distance of the shooting flight track when no collision is negatively related to the target size of the aim point; wherein the adjusting comprises adjusting, when the operation attribute information is an operation duration, the aim point of the currently displayed target shooting prop in the aiming direction to a target size that matches the operation duration, which is negatively related to the target size, wherein the operation duration comprises any one of press duration of a press operation, a gesture holding duration of a gesture operation, or a holding duration of a gesture trigger operation; or adjusting, when the operation attribute information is a slide distance of a slide operation, the aim point of the currently displayed target shooting prop in the aiming direction to a target size that matches the slide distance obtained by performing a slide operation in a first slide direction being positively related to the target size, wherein the slide distance obtained by performing a slide operation in a second slide direction is negatively related to the target size; or adjusting, when the operation attribute information is a gesture movement distance of a gesture operation, the aim point of the currently displayed target shooting prop in the aiming direction to a target size that matches the gesture movement distance, which is obtained by performing a gesture operation in a first gesture direction that is positively related to the target size, wherein the gesture movement distance obtained by performing a gesture operation in a second gesture direction is negatively related to the target size; wherein after the performing, the method further comprises adjusting, when the target object is not in the attack range of the target shooting prop and the prop object shot by the target shooting prop collides with a first reference object in the attack range of the target shooting prop, hit points of all objects in a first reference area in which the first reference object is located; an adjusted hit point being less than an unadjusted hit point, and a direction of the first reference object relative to the target shooting prop is the same as a direction of the target object relative to the target shooting prop, and the first reference area is an area obtained by using the position of the first reference object as a center and a first reference distance as a radius; and adjusting, when the target object is not located in the attack range of the target shooting prop and the prop object shot by the target shooting prop does not collide with any object in the attack range of the target shooting prop, hit points of all objects in a second reference area; an adjusted hit point being less than an unadjusted hit point, wherein the second reference area is an area obtained by using a landing position of the prop object as a center and a second reference distance as a radius; wherein the performing comprises performing, by using the target shooting prop when detecting that the aiming direction of the target shooting prop does not change in the target time period, a plurality of continuous shooting actions on the target area in which the target object is located; and updating, when detecting that the aiming direction of the target shooting prop changes within the target time period, a target object targeted before each shooting action is performed by the target shooting prop, and performing, by using the target shooting prop, the shooting action on an updated target area in which the updated target object is located; wherein the performing comprises performing, when detecting that the position of the target shooting prop does not change within the target time period, a plurality of continuous shooting actions on the target area in which the target object is located; and updating, when detecting that the position of the target shooting prop changes within the target time period, a target object targeted before each shooting action is performed according to the position of the target shooting prop before each shooting action, and performing, by using the target shooting prop, the shooting action on an updated target area in which the updated target object is located; and wherein the virtual battlefield scene runs in a shooting task; and before the acquiring a trigger operation performed on a target shooting prop in a virtual battlefield scene, the method further comprises acquiring a prop configuration instruction; displaying, in response to the prop configuration instruction, a configuration interface that is in the shooting task and is used for providing a shooting prop, the configuration interface comprising a target slot configured for the target shooting prop; adding, when a selection operation performed on the target slot is acquired, the target shooting prop to the shooting task; and displaying a prop trigger icon corresponding to the target shooting prop in an operation area of the shooting task.
Conclusion
The prior art made of record and not relied upon is considered pertinent to applicant's disclosure.
Tsui et al. (US 10,183,222 B2), Tsuchiya et al. (US 9,561,436 B2), Ikematsu et al. (US 9,114,318 B2)


NEXT OFFICE ACTION: ALLOWANCE
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 .
Priority
Acknowledgment is made of applicant's claim for foreign priority based on an application filed in China on July 10th, 2020. It is noted, however, that applicant has not filed a certified copy of the CN202010664321.7 application as required by 37 CFR 1.55.
Reasons for Allowance
The following is an examiner’s statement of reasons for allowance:
The prior art of record fails to teach the invention as particularly claimed:
Shimokawa et al. (US 2004/0063501 A1) and Hardisty et al. (US 2006/0287027 A1)
However, none of the references, alone or in combination, teach or suggest adjusting an aim point of the target shooting prop in an aiming direction to a target size that matches the operation attribute information.
Thus, the claimed invention is not anticipated by nor obvious over the closest prior art.
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
The prior art made of record and not relied upon is considered pertinent to applicant's disclosure.
Ortiz et al. (US 2006/0199626 A1)

CITED REFERENCE SUMMARIES: Ref US20040063501A1: Claims:
A game device for simulating a player's shooting of a character defined in a three-dimensional virtual space while moving a virtual camera located in the three-dimensional virtual space, comprising: computing means for computing a damage point of the character caused by the player's shooting of it, based on a distance between the virtual camera and the character and the distance between the character and the center of an effective shooting radius that changes in accordance with the distance between the virtual camera and the character.
computing means for computing a damage point of the character caused by the player's shooting of it, based on a distance between the virtual camera and the character and the distance between the character and the center of an effective shooting radius that changes in accordance with the distance between the virtual camera and the character.
The game device according to claim 1 , wherein the damage point computing means computes a damage point of the character caused by the player's shooting of it, by multiplying a damage value, which is determined based on the distance between the virtual camera and the character, by a damage rate that is determined based on the distance between the character and the center of the effective shooting radius that changes in accordance with the distance between the virtual camera and the character.
wherein the damage point computing means computes a damage point of the character caused by the player's shooting of it, by multiplying a damage value, which is determined based on the distance between the virtual camera and the character, by a damage rate that is determined based on the distance between the character and the center of the effective shooting radius that changes in accordance with the distance between the virtual camera and the character.
The game device according to claim 1 or 2 , wherein the damage value is determined such that the further the distance between the virtual camera and the character is, the smaller the damage value is, the effective shooting radius is determined such that the further the distance between the virtual camera and th character is, the larger the effective shooting radius is, and the damage rate is determined such that the further the distance between the character and the center of the effective shooting radius is, the smaller the proportion is.
the damage value is determined such that the further the distance between the virtual camera and the character is, the smaller the damage value is,
the effective shooting radius is determined such that the further the distance between the virtual camera and th character is, the larger the effective shooting radius is, and
the damage rate is determined such that the further the distance between the character and the center of the effective shooting radius is, the smaller the proportion is.
A game device for simulating a player's shooting of a character defined in a three-dimensional virtual space while moving a virtual camera located in the three-dimensional virtual space, comprising: computing means for computing a damage point of the character caused by the shooting in accordance with a proportion of an overlapping area to the shooting radius, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
computing means for computing a damage point of the character caused by the shooting in accordance with a proportion of an overlapping area to the shooting radius, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
A game device for simulating a player's shooting of a character defined in a three-dimensional virtual space while moving a virtual camera located in the three-dimensional virtual space, comprising: computing means for computing a damage point of the character caused by the shooting in accordance with a proportion of an overlapping area to the collision sphere of the enemy, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
computing means for computing a damage point of the character caused by the shooting in accordance with a proportion of an overlapping area to the collision sphere of the enemy, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
A controlling method of a game device for simulating a player's shooting of a character defined in a three-dimensional virtual space while moving a virtual camera located in the three-dimensional virtual space, wherein a damage point of the character caused by the player's shooting of it is computed based on a distance between the virtual camera and the character and the distance between the character and the center of an ffective shooting radius that changes in accordance with the distance between the virtual camera and the character.
a damage point of the character caused by the player's shooting of it is computed based on a distance between the virtual camera and the character and the distance between the character and the center of an ffective shooting radius that changes in accordance with the distance between the virtual camera and the character.
A controlling method of a game device for simulating a player's shooting of a character defined in a three-dimensional virtual space while moving a virtual camera located in the three-dimensional virtual space, wherein a damage point of the character caused by the shooting is computed in accordance with a proportion of an overlapping area to the shooting radius, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
a damage point of the character caused by the shooting is computed in accordance with a proportion of an overlapping area to the shooting radius, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
A controlling method of a game device for simulating a player's shooting of a character defined in a three-dimensional virtual space while moving a virtual camera located in the three-dimensional virtual space, wherein a damage point of the character caused by the shooting is computed in accordance with a proportion of an overlapping area to the collision sphere, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
a damage point of the character caused by the shooting is computed in accordance with a proportion of an overlapping area to the collision sphere, and in the overlapping area an effective shooting radius and a collision sphere of the enemy overlap.
A game controlling method whereby a game device is controlled such that it determines whether a hit decision area generated in a virtual space in accordance with a players manipulation overlaps with an object located in the virtual space, and the character is damaged when it is determined that the hit decision area overlaps with the object, the method comprising: a step of obtaining first positional information indicating a position of a character being manipulated by the player in the virtual space; a step of obtaining second positional information indicating a position of the object in the virtual space; a step of computing a distance between the character and the object based on the obtained first and second positional information; a step of changing the size of the hit decision area based on the obtained distance; and a step of computing, when it is determined that the hit decision area and the object overlap with each other, a damage amount for the object based on the obtained distance, and realizing damage to the object based on the obtained damage amount.
a step of obtaining first positional information indicating a position of a character being manipulated by the player in the virtual space;
a step of obtaining second positional information indicating a position of the object in the virtual space;
a step of computing a distance between the character and the object based on the obtained first and second positional information;
a step of changing the size of the hit decision area based on the obtained distance; and
a step of computing, when it is determined that the hit decision area and the object overlap with each other, a damage amount for the object based on the obtained distance, and realizing damage to the object based on the obtained damage amount.
The game controlling method according to claim 9 , wherein when the obtained distance is shorter than a predetermined distance, the hit decision area is set to small and the damage amount is set to large.
The game controlling method according to claim 9 or 10 , wherein when the computed distance is further than a predetermined distance, the hit decision area is set to large and the damage amount is set to small.
A game controlling method whereby a game device is controlled such that it determines whether a hit decision area, generated in a virtual space with a predetermined target point at the center in accordance with a player's manipulation, overlaps with an object located in the virtual space and the object is damaged when it is determined that the hit decision area overlaps with the object, the method comprising: a step of obtaining positional information indicating a position of the object in th virtual space; a step of computing an area wherein the hit decision area and the object overlap with each other, based on the hit decision area and the obtained positional information; and a step of generating data of a damage amount to be attributed to the object, based on the obtained area, and providing damage to the object based on the generated damage amount data.
a step of obtaining positional information indicating a position of the object in th virtual space;
a step of computing an area wherein the hit decision area and the object overlap with each other, based on the hit decision area and the obtained positional information; and
a step of generating data of a damage amount to be attributed to the object, based on the obtained area, and providing damage to the object based on the generated damage amount data.
A shooting game controlling method, wherein the shooting game is controlled such that it simulates a player's shooting of a character defined in a three-dimensional virtual space, while a virtual camera located in the three-dimensional virtual space is moving at a predetermined speed, comprising: a step of changing the distance between the character and the virtual camera; a step of changing the moving speed of the virtual camera or the speed of directing the virtual camera to the character, based on the distance between the character and the virtual camera; a step of changing the player's effective shooting radius based on the distance between the virtual camera and the character; a step of determining whether a bullet has hit the character, based on the character's position and the location of the effective shooting radius; and a step of computing, when it is determined that the bullet has hit the character in the determination step, a damage amount caused to the character by the shooting, based on both the distance between the virtual camera and the character as well as the distance between the character and the center of the effective shooting radius.
a step of changing the distance between the character and the virtual camera;
a step of changing the moving speed of the virtual camera or the speed of directing the virtual camera to the character, based on the distance between the character and the virtual camera;
a step of changing the player's effective shooting radius based on the distance between the virtual camera and the character;
a step of determining whether a bullet has hit the character, based on the character's position and the location of the effective shooting radius; and
a step of computing, when it is determined that the bullet has hit the character in the determination step, a damage amount caused to the character by the shooting, based on both the distance between the virtual camera and the character as well as the distance between the character and the center of the effective shooting radius.
An image processing method for moving a virtual camera located in a three-dimensional virtual space at a predetermined speed and changing the distance between the virtual camera and a charact r defined in the three-dimensional virtual space, wherein the moving speed of the virtual camera changes based on the distance between the virtual camera and the character.
the moving speed of the virtual camera changes based on the distance between the virtual camera and the character.
The image processing method according to claim 14 , wherein a first character defined in the three-dimensional virtual space and a second character manipulated by a player, are displayed, and the moving speed of the virtual camera changes based on the distance between the first and second characters.
a first character defined in the three-dimensional virtual space and a second character manipulated by a player, are displayed, and
the moving speed of the virtual camera changes based on the distance between the first and second characters.
An image processing method for directing a virtual camera to a character located in a three-dimensional virtual space, wherein a fixation point of the virtual camera is set on the character in a manner so that the speed of directing the virtual camera to the character changes based on the distance between the virtual camera and the character.
a fixation point of the virtual camera is set on the character in a manner so that the speed of directing the virtual camera to the character changes based on the distance between the virtual camera and the character.
A game device composed such that a virtual camera located in a three-dimensional virtual space moves at a predetermined speed and the distance between the virtual camera and a character defined in the virtual space changes, comprising: virtual camera controlling means for changing a moving speed of the virtual camera based on the distance between the virtual camera and the character.
virtual camera controlling means for changing a moving speed of the virtual camera based on the distance between the virtual camera and the character.
The game device according to claim 17 , wherein a first character defined in the three-dim nsional virtual space and a second character manipulated by a player are displayed, and the virtual camera controlling means changes the moving speed of the virtual camera based on the distance between the first and second characters.
a first character defined in the three-dim nsional virtual space and a second character manipulated by a player are displayed, and
the virtual camera controlling means changes the moving speed of the virtual camera based on the distance between the first and second characters.
The game device according to claim 17 , wherein the virtual camera controlling means controls the virtual camera moving speed in a manner that the shorter the distance between the virtual camera and the character becomes, the more the virtual camera moving speed decreases.
The game device according to claim 17 , wherein a plurality of areas are provided in the three-dimensional virtual space with the virtual camera at the center, and the virtual camera controlling means determines in which area a character closest to the virtual camera exists, and controls the virtual camera moving speed in accordance with the determined area.
a plurality of areas are provided in the three-dimensional virtual space with the virtual camera at the center, and
the virtual camera controlling means determines in which area a character closest to the virtual camera exists, and controls the virtual camera moving speed in accordance with the determined area.
A game device for directing a virtual camera to a character located in a three-dimensional virtual space, comprising: fixation point setting means for setting a fixation point of the virtual camera on the character such that the speed of directing the virtual camera to the character changes in accordance with the distance between the virtual camera and the character.
fixation point setting means for setting a fixation point of the virtual camera on the character such that the speed of directing the virtual camera to the character changes in accordance with the distance between the virtual camera and the character.
An image processing device composed to change a distanc between a character and a virtual camera both located in a three-dimensional virtual space, comprising: means for computing the distance between the virtual camera and th character; and virtual camera controlling means for changing a moving speed of the virtual camera in accordance with the computed distance.
means for computing the distance between the virtual camera and th character; and
virtual camera controlling means for changing a moving speed of the virtual camera in accordance with the computed distance.
An information processing program for making a computer execute the game device controlling method according to any one of claims 6 to 16 .
A computer-readable recording medium having an information processing program stored therein that makes a computer execute the game device controlling method according to any one of claims 6 to 16 .
Ref US20060287027A1: Claims:
A process for selection of a portion of a group of characters in a game, the process comprising: positioning a reticule in a space occupied by characters of interest using a directional controller; defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and selecting characters from the characters of interest within the circular reticule boundary by releasing the trigger button.
positioning a reticule in a space occupied by characters of interest using a directional controller;
defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and
selecting characters from the characters of interest within the circular reticule boundary by releasing the trigger button.
The process for selection of a portion of a group of characters of claim 1 , wherein the circular reticule boundary is adjustable to encompass from one character of interest to all of the characters of interest within the space.
A process for selection of a portion of a group of characters in a game, the process comprising: selecting characters by tapping a trigger; and representing the selection made via a center view reticule.
selecting characters by tapping a trigger; and
representing the selection made via a center view reticule.
The process for selection of a portion of a group of characters of claim 3 , wherein tapping the trigger selects one character per tap.
A process for selection of a portion of a group of units in a game, the process comprising: positioning a reticule in a space occupied by units of interest using a directional controller; defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and selecting units from the units of interest within the circular reticule boundary by releasing the trigger button.
positioning a reticule in a space occupied by units of interest using a directional controller;
selecting units from the units of interest within the circular reticule boundary by releasing the trigger button.
The process for selection of a portion of a group of units of claim 5 , wherein the circular reticule boundary is adjustable to e
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