Office Action 2: Notice of Allowance (2025-02-13)

CLAIMS:
AMENDMENTS TO THE CLAIMS

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

Listing of Claims:

1\. (Currently Amended) 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;
acquiring operation attribute information of the trigger operation in response to the trigger operation;
adjusting an aim point of the target shooting prop in an aiming direction to a target size that matches the operation attribute information;
determining an object targeted by the aim point as a target object;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 \[\[a\]\]the target object is located, wherein the target object is targeted by the target shooting prop.

2\. (Cancelled)

3\. (Currently Amended) The method according to claim \[\[2\]\]1, wherein \[\[in\]\]the 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 being negatively related to the target size of the aim point when there is no collision.
4\. (Currently Amended) 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, the shooting parameter that matches the operation duration,\[\[and\]\]whereinthe operation duration is

positively related to the shooting initial speedand 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 \[\[the\]\]a pressing pressure, the pressing pressure eing 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, the slide distance obtained by performing a slide operation in a first slide direction being positively related to the shooting initial speed and negatively related to the initial gravity acceleration, or the slide distance obtained by performing a slide operation in a second slide direction \[\[is\]\]being 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,the gesture movement distance obtained by performing a gesture operation in a first gesture direction being positively related to the shooting initial speed and negatively related to the initial gravity acceleration, or the gesture movement distance obtained by performing a gesture operation in a second gesture direction \[\[is\]\] being negatively related to the shooting initial speed\[\[,\]\] and \[\[is\]\] positively related to the initial gravity acceleration.
5\. (Currently Amended) The method according to claim \[\[2\]\]1, wherein the adjusting comprises:
adjusting, when the operation attribute information is an operation duration, the aim point of the target shooting prop in the aiming direction to a target size that matches the operation duration, the aim point being negatively related to the target sizeand the operation duration comprising 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
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 or matches the slide distance obtained by performing a slide operation in a second slide direction \[\[is\]\] being 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, the gesture movement distance being which is obtained by performing a gesture operation in a first gesture direction that is positively related to the target size, wherein orthe gesture movement distance being obtained by performing a gesture operation in a second gesture direction that is negatively related to the target size.

6\. (Currently Amended) 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 \[\[the\]\] a\_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 the\[\[an\]\] adjusted hit points are\[\[is\]\] less than the hit points as unadjusted, and the target area is an area obtained by using \[\[the\]\] a position of the target object as a center and a target distance as a radius.

7\. (Currently Amended) The method according to claim 6, wherein the adjusting the 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\. (Currently Amended) 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 \[\[the\]\] a 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\[\[;\]\], wherein\[\[an\]\]the adjusted hit points are less than \[\[an\]\]the hit points as unadjusted,\[\[and\]\] 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 \[\[the\]\] a\_position of the first reference object as a center and a first reference distance as a radius; \[\[and\]\]or 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\[\[;\]\], wherein\[\[an\]\] the adjusted hit points are less than \[\[an\]\]the hit points as unadjusted, and the second reference area is an area obtained by using a landing position of \[\[the\]\] a\_prop object as a center and a second reference distance as a radius.
9\. (Currently Amended) 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; \[\[and\]\]or 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\. (Currently Amended) The method according to claim 1, wherein the performing comprises:
performing, when detecting that \[\[the\]\] a 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; \[\[and\]\]or
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\. (Currently Amended) 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 the\[\[a\]\] 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\. (Currently Amended) 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\. (Original) 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\. (Currently Amended) A prop control apparatus, comprising a memory for storing computer instructions and at least one processor configured to execute the computer instructions to cause the prop control apparatus 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;
acquire\[\[ing\]\] operation attribute information of the trigger operation in response to the trigger operation;
adiust\[\[ing\]\] an aim point of the target shooting prop in an aiming direction to a target size that matches the operation attribute information;
determine\[\[ing\]\] an object targeted by the aim point as a target object;and
 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 \[\[a\]\] thetarget object is located, wherein the target object is targeted by the target shooting prop.

15\. (Cancelled)

16\. (Currently Amended) The prop control apparatus of claim \[\[15\]\]14, wherein the at least one processor is further configured to execute the computer instructions to cause the prop control apparatus to:
 acquire 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
 determine 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 being \[\[is\]\] negatively related to the target size of the aim point when there is no collision.

17\. (Currently Amended) The prop control apparatus of claim 14, wherein the at least one processor is further configured to execute the computer instructions to cause the prop control apparatus to:
 adjust\[\[ing\]\], when the target object is located in the attack range of the target shooting prop and \[\[the\]\] a\_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 \[\[an\]\] the adjusted hit points \[\[is\]\] are less than the hit points as unadjusted, and the target area is an area obtained by using \[\[the\]\] a position of the target object as a center and a target distance as a radius.

18\. (Currently Amended) 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;
acquiring operation attribute information of the trigger operation in response to the trigger operation;
adjusting an aim point of the target shooting prop in an aiming direction to a target size that matches the operation attribute information;
determining an object targeted by the aim point as a target object;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 \[\[a\]\] the target object is located, wherein the target object is targeted by the target shooting prop.

19\. (Currently Amended) The non-transitory 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 the\[\[a\]\] 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\. (Currently Amended) The non-transitory computer readable storage medium of claim \[\[19\]\]18, wherein after the performing, the computer program running further performs:
adjusting \[\[the\]\] a\_prop trigger icon corresponding to the target shooting prop in \[\[the\]\] an 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:
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)

APPLICANT REBUTTAL: REMARKS
I.    Status
Claims 1-20 are pending, of which claims 1, 14, and 18 are independent. In this Office Action:
" Claims 1, 2, 6, 7, 14, 15, 17, and 18 are rejected under 35 U.S.C. 103 as being
unpatentable over Shimokawa et al. (US 2004/0063501 Al) in view of Hardisty et al.
(US 2006/0287027 Al).
" 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.
Claims 1, 3-12, 14, and 16-20 have been amended. Claims 2 and 15 have been cancelled. No new matter has been introduced. The claim amendments are supported by at least the original claims and specification as filed. After entry of the claim amendments above, claims 1, 3-14, and 16-20 are pending.
II. Allowable Subject Matter
The Office Action objects to claims 3-5, 8-13, 16, 19, and 20 as being dependent on a rejected base claim, but indicates claims 3-5, 8-13, 16, 19, and 20 would be allowable if rewritten in independent form to include all of the elements of the base claim and any intervening claims. Applicants thank Examiner for the careful review of claims 3-5, 8-13, 16, 19, and 20, but decline to present those claims in independent form at this time. Rather, Applicants present remarks and/or amendments herein directed at refining and placing the entire claim sets in condition for allowance. Applicant submits that these claims are allowable in their current dependent form and respectfully requests that the claim objections be withdrawn.
III. Amendments Not Related to Patentability
Amendments to claims 3-12 and 19-20 have been made not in response to any rejection or objection posed by Examiner, but rather simply to refine the language of those claims. Applicants have broad discretion to choose and modify the language of a claim. It should be noted that, because these amendments to claims 3-12 and 19-20 fall within the bounds of that discretion, such amendments are not related to the patentability of those claims.
Rejections under 35 U.S.C. § 103
Applicant respectfully disagrees with the Section 103 rejections. Solely for purposes of advancing the prosecution, Applicant has amended claims 1, 14, and 16-18, and submits that the pending claims are patentable over the cited prior art references under Section 103.
Claim 1 as amended recites a method comprising, inter alia:
acq
uiring operation attribute information of the tri
gg
er operation in response to the tri
gg
er operation
:
ad
j
ustin
g
an aim point of the target shooting prop in an aiming direction to a target size that matches the operation attribute information
:
determining an object targeted by the aim point as a target object
:
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 the target object is located, wherein the target object is targeted by the target shooting prop.
(emphasis added)
Support for the amendment on claim 1 can be found in at least the original claims 1-2 of the instant application as filed.
As acknowledged by the Office Action, the cited prior art reference of 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 the target object is located, wherein the target object is targeted by the target shooting prop"
as claimed in independent claim 1. Additionally, the cited prior art reference of Hardisty does not disclose the above emphasized features of the amended claim 1 and fails to cure deficiencies of Shimokawa, either. The cited Table 4 of Hardisty discloses that "holding down the Right Trigger 115 will initiate a full auto fire mode" (emphasis added). However, Hardisty fails to teach "performing, ... in a target time period ..., a plurality of continuous shooting actions on a target area" as recited from the amended claim 1. (emphasis added)
In addition, none of the references, alone or in combination, discloses
"ac
q
uiring operation attribute information of the tri
gg
er operation ..
.
; ad
j
ustin
g
an aim point ... to a target size that matches the operation attribute information
:
determining an object targeted by the aim point as a target object"
recited in the amended claim 1. For example, as cited by the Office Action, paragraph [0064] of Hardisty at most discloses a manual aiming system that is designed to facilitate the selection of the enemy that the Enslaver attacks, wherein the "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))". However, neither the cited paragraphs of Hardisty nor Hardisty as a whole teaches
"ac
q
uiring operation attribute information of the tri
gg
er operation .
..
; ad
j
ustin
g
an aim point ... to a target size that matches the operation attribute information
:
determining an object targeted by the aim point as a target object".
Other references fail to cure the above deficiency of Hardisty.
Applicant thus respectfully submits that claim 1, as amended, is patentable over the cited prior art reference. Independent claims 14 and 18 as amended are patentable for at least the same reasons. Other dependent claims being rejected under Section 103 are patentable over the cited prior art references due to at least their dependencies on claim 1, 14, or 18. Applicant respectfully requests that the Section 103 rejections be withdrawn.
VI.   Conclusion


CITED REFERENCE SUMMARIES: Ref US20060199626A1: Claims:
A method of providing a visual aim indicator in a video game, the method comprising: receiving a first set of at least one control input from a player; analyzing the first set of at least one control input to determine an aim input value; selecting one of a set of aim points from the aim input value, wherein each of the set of aim points has a predetermined position; and displaying a visual aim indicator at the position associated with the selected aim point.
receiving a first set of at least one control input from a player;
analyzing the first set of at least one control input to determine an aim input value;
selecting one of a set of aim points from the aim input value, wherein each of the set of aim points has a predetermined position; and
displaying a visual aim indicator at the position associated with the selected aim point.
The method of claim 1 , further comprising: receiving a second set of at least one control input from the player; analyzing the second set of at least one control input to determine that an aiming operation is complete; and removing the visual aim indicator in response to the completion of the aim operation.
receiving a second set of at least one control input from the player;
analyzing the second set of at least one control input to determine that an aiming operation is complete; and
removing the visual aim indicator in response to the completion of the aim operation.
The method of claim 1 , wherein selecting one of the set of aim points includes: comparing the aim input value with at least one range of input values associated with each of the set of aim points; and selecting one of the set of aim points associated with the range of input values including the aim input value.
comparing the aim input value with at least one range of input values associated with each of the set of aim points; and
selecting one of the set of aim points associated with the range of input values including the aim input value.
The method of claim 3 , wherein the range of input values associated with a first one of the set of aim points is smaller than the range of input values associated with a second one of the set of aim points, thereby biasing the first set of at least one control input towards the second one of the set of aim points.
The method of claim 1 , wherein the first set of at least one control input includes a first control input requesting the initiation of an aiming operation.
The method of claim 5 , wherein the first set of at least one control input includes a second control input specifying the aim input value.
The method of claim 5 , wherein the first control input further specifies the aim input value.
The method of claim 5 , wherein the video game includes a first mode of operation in which the player controls the aiming operation and a second mode of operation in which the player controls the movement of a game character.
The method of claim 1 , wherein the set of predetermined positions associated with the set of aim points are within a target region.
The method of claim 1 , wherein the set of aim points and the associated set of predetermined positions are specified by a default set of values included in the video game.
The method of claim 1 , wherein the set of aim points and the associated set of predetermined positions are specified by the player.
The method of claim 1 , wherein the set of aim points and the associated set of predetermined positions are specified at least in part by an attribute of a game character.
An information storage medium including a set of instructions adapted to direct an information processing device to perform an operation, the operation comprising: receiving a first set of at least one control input from a player; analyzing the first set of at least one control input to determine an aim input value; selecting one of a set of aim points from the aim input value, wherein each of the set of aim points has a predetermined position; and displaying a visual aim indicator at the position associated with the selected aim point.
The information storage medium of claim 13 , further comprising: receiving a second set of at least one control input from the player; analyzing the second set of at least one control input to determine that an aiming operation is complete; and removing the visual aim indicator in response to the completion of the aim operation.
The information storage medium of claim 13 , wherein selecting one of the set of aim points includes: comparing the aim input value with at least one range of input values associated with each of the set of aim points; and selecting one of the set of aim points associated with the range of input values including the aim input value.
The information storage medium of claim 14 , wherein the range of input values associated with a first one of the set of aim points is smaller than the range of input values associated with a second one of the set of aim points, thereby biasing the first set of at least one control input towards the second one of the set of aim points.
The information storage medium of claim 13 , wherein the first set of at least one control input includes a first control input requesting the initiation of an aiming operation.
The information storage medium of claim 17 , wherein the first set of at least one control input includes a second control input specifying the aim input value.
The information storage medium of claim 17 , wherein the first control input further specifies the aim input value.
The information storage medium of claim 17 , wherein the video game includes a first mode of operation in which the player controls the aiming operation and a second mode of operation in which the player controls the movement of a game character.
The information storage medium of claim 13 , wherein the set of predetermined positions associated with the set of aim points are within a target region.
The information storage medium of claim 13 , wherein the set of aim points and the associated set of predetermined positions are specified by a default set of values included in the video game.
The information storage medium of claim 13 , wherein the set of aim points and the associated set of predetermined positions are specified by the player.
The information storage medium of claim 13 , wherein the set of aim points and the associated set of predetermined positions are specified at least in part by an attribute of a game character.
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 tha
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