Method and device for controlling a motion-sequence within a simulated game or sports event
First Claim
1. A method performed by a computing system to control movement of a simulated object in a game environment, the method comprising:
- displaying a representation of a game environment on a display of the computing system, the game environment including a plurality of game figures that play with or against each other in a simulated ball game or sport event involving a movable object;
receiving, via an input device of the computing system, user input that causes a visual representation of a target area to be moved to a user-selected position in the game environment, said target area representing a desired region to which the movable object is to be moved by action of a game figure that strikes or throws the movable object, said target area having a shape and size;
receiving user input that causes the game figure to be moved to a starting location from which the movable object is to be stricken or thrown;
selecting an end point in said target area as positioned by the user, said end point being an end of a path to be followed by the movable object when the game figure strikes or throws the movable object, wherein the computing system selects said end point by using a random function to select from possible end points falling within the positioned target area; and
after the end point is selected in the positioned target area, determining said path to be followed by the movable object from the starting location to the end point.
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Accused Products
Abstract
The invention relates to a method for the control of the movement course of an object (23) represented on a display device (12), which within the framework of a ball game or sport event simulated by a computation unit (11) is to move from a starting point (16) into another region of the environment indicated on the display device (12).
The control is improved in that for determining the target, in a first step, a predefined target area (18) of a certain scope and shape is made available by the computation unit, and is represented on the display device, that in a second step the prepared target area is positioned by a playing person by way of an input unit (15), in the environment of the starting point (16) displayed on the display device (12), and that in a third step the object (23) is moved by the computation unit (11) on a movement path (20) from the starting point (16) to an end point lying in the target area (18), wherein the position of the end point within the target area (18) is determined according to a random principle.
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Citations
21 Claims
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1. A method performed by a computing system to control movement of a simulated object in a game environment, the method comprising:
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displaying a representation of a game environment on a display of the computing system, the game environment including a plurality of game figures that play with or against each other in a simulated ball game or sport event involving a movable object; receiving, via an input device of the computing system, user input that causes a visual representation of a target area to be moved to a user-selected position in the game environment, said target area representing a desired region to which the movable object is to be moved by action of a game figure that strikes or throws the movable object, said target area having a shape and size; receiving user input that causes the game figure to be moved to a starting location from which the movable object is to be stricken or thrown; selecting an end point in said target area as positioned by the user, said end point being an end of a path to be followed by the movable object when the game figure strikes or throws the movable object, wherein the computing system selects said end point by using a random function to select from possible end points falling within the positioned target area; and after the end point is selected in the positioned target area, determining said path to be followed by the movable object from the starting location to the end point. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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16. A computer-readable, non-transitory storage medium that stores executable instructions that direct a computing system to perform a method that comprises:
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displaying a representation of a game environment on a display of the computing system, the game environment including a plurality of game figures that play with or against each other in a simulated ball game or sport event involving a movable object; receiving, via an input device of the computing system, user input that causes a visual representation of a target area to be moved to a user-selected position in the game environment, said target area representing a desired region to which the movable object is to be moved by action of a game figure that strikes or throws the movable object, said target area having a shape and size; receiving user input that causes the game figure to be moved to a starting location from which the movable object is to be stricken or thrown; selecting an end point in said target area as positioned by the user, said end point being an end of a path to be followed by the movable object when the game figure strikes or throws the movable object, wherein the computing system selects said end point by using a random function to select from possible end points falling within the positioned target area; and after the end point is selected in the positioned target area, determining said path to be followed by the movable object from the starting location to the end point. - View Dependent Claims (17, 18, 19, 20, 21)
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Specification