Game device, image processing device and image processing method
First Claim
Patent Images
1. 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.
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Abstract
The present invention is an image processing method for moving a virtual camera located in a three-dimensional virtual space at a predetermined speed, and changing a distance between the virtual camera and a character defined in the virtual space, wherein a moving speed of the virtual camera changes based on the distance between the virtual camera and the character.
75 Citations
24 Claims
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1. 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. - View Dependent Claims (2, 3)
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4. 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.
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5. 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.
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6. 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.
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7. 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.
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8. 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.
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9. 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:
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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. - View Dependent Claims (10, 11, 23, 24)
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12. 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:
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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.
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13. 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:
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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.
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14. 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.
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16. 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.
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17. 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. - View Dependent Claims (18, 19, 20)
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21. 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.
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22. 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:
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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.
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Specification