Storage medium storing a game program, game apparatus, and game controlling method
First Claim
1. A storage medium storing a game program which causes a computer of a game apparatus including an input means having an acceleration sensor for detecting accelerations in at least two-axis directions to execute game processing in correspondence with a kind of an acceleration input by means of said input means, whereinsaid game program causes said computer to executeacceleration acquiring for acquiring accelerations detected by said acceleration sensor,reference timing detecting for detecting a reference timing indicative of timing when acceleration in a first-axis direction out of the accelerations in the two-axis directions acquired by said acceleration acquiring is below a predetermined threshold value to take on a minimum value or is above the predetermined threshold value to take on a maximum value,first vector calculating for calculating a first acceleration change vector on the basis of accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing next to said reference timing,second vector calculating for calculating a second acceleration change vector on the basis of the accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing before said reference timing,angle determining for determining whether or not an angle between said first acceleration change vector and said second acceleration change vector is equal to or more than a predetermined angle, andinput kind determining for determining that said acceleration input is an acceleration input in any one of said two-axis directions when said angle determining determines that said angle is not equal to or more than said predetermined angle, and determining that said acceleration input is an acceleration input in a direction including said two-axis directions as components when said angle determining determines that said angle is equal to or more than said predetermined angle.
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Accused Products
Abstract
A game system includes a game apparatus and a controller. The controller is furnished with an acceleration sensor for detecting accelerations in at least two axis directions. Game processing corresponding to the kind of an acceleration input by means of the controller is executed. For determining the kind, reference timing when acceleration in a first-axis direction is below a threshold value to take on a minimum value is detected. Then, it is determined whether or not an angle between acceleration change vectors before and after the reference timing is equal to or more than a predetermined angle. When the angle is not equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in any one of the two-axis directions, and when the angle is equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in a direction including the two-axis directions as components.
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Citations
3 Claims
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1. A storage medium storing a game program which causes a computer of a game apparatus including an input means having an acceleration sensor for detecting accelerations in at least two-axis directions to execute game processing in correspondence with a kind of an acceleration input by means of said input means, wherein
said game program causes said computer to execute acceleration acquiring for acquiring accelerations detected by said acceleration sensor, reference timing detecting for detecting a reference timing indicative of timing when acceleration in a first-axis direction out of the accelerations in the two-axis directions acquired by said acceleration acquiring is below a predetermined threshold value to take on a minimum value or is above the predetermined threshold value to take on a maximum value, first vector calculating for calculating a first acceleration change vector on the basis of accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing next to said reference timing, second vector calculating for calculating a second acceleration change vector on the basis of the accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing before said reference timing, angle determining for determining whether or not an angle between said first acceleration change vector and said second acceleration change vector is equal to or more than a predetermined angle, and input kind determining for determining that said acceleration input is an acceleration input in any one of said two-axis directions when said angle determining determines that said angle is not equal to or more than said predetermined angle, and determining that said acceleration input is an acceleration input in a direction including said two-axis directions as components when said angle determining determines that said angle is equal to or more than said predetermined angle.
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2. A game apparatus which includes an input means having an acceleration sensor for detecting accelerations in at least two-axis directions, and executes game processing in correspondence with a kind of an acceleration input by means of said input means, comprising:
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acceleration acquiring programmed logic circuitry for acquiring accelerations detected by said acceleration sensor, reference timing detecting programmed logic circuitry for detecting a reference timing indicative of timing when acceleration in a first-axis direction out of the accelerations in the two-axis directions acquired by said acceleration acquiring programmed logic circuitry is below a predetermined threshold value to take on a minimum value or is above the threshold value to take on a maximum value, first vector calculating programmed logic circuitry for calculating a first acceleration change vector on the basis of accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing next to said reference timing, second vector calculating programmed logic circuitry for calculating a second acceleration change vector on the basis of the accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing before said reference timing, angle determining programmed logic circuitry for determining whether or not an angle between said first acceleration change vector and said second acceleration change vector is equal to or more than a predetermined angle, and input kind determining programmed logic circuitry for determining that said acceleration input is an acceleration input in any one of said two-axis directions when said angle determining programmed logic circuitry determines that said angle is not equal to or more than said predetermined angle, and determining that said acceleration input is an acceleration input in a direction including said two-axis directions as components when said angle determining means determines that said angle is equal to or more than said predetermined angle.
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3. A game controlling method for executing, in a game apparatus including an input means having an acceleration sensor for detecting accelerations in at least two-axis directions, game processing according to a kind of an acceleration input by means of said input means, including:
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acceleration acquiring for acquiring accelerations detected by said acceleration sensor, reference timing detecting for detecting a reference timing indicative of timing when acceleration in a first-axis direction out of the accelerations in the two-axis directions acquired by said acceleration acquiring is below a predetermined threshold value to take on a minimum value or is above the predetermined threshold value to take on a maximum value, first vector calculating for calculating a first acceleration change vector on the basis of accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing next to said reference timing, second vector calculating for calculating a second acceleration change vector on the basis of the accelerations in said two-axis directions acquired at said reference timing and accelerations in said two-axis directions acquired at timing before said reference timing, angle determining for determining whether or not an angle between said first acceleration change vector and said second acceleration change vector is equal to or more than a predetermined angle, and input kind determining for determining that said acceleration input is an acceleration input in any one of said two-axis directions when said angle determining determines that said angle is not equal to or more than said predetermined angle, and determining that said acceleration input is an acceleration input in a direction including said two-axis directions as components when said angle determining determines that said angle is equal to or more than said predetermined angle.
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Specification