Automatic movement of a game character in a protected state
First Claim
Patent Images
1. A computer-readable non-transitory medium storing a game program for causing a computer of a game machine that includes a memory device to execute:
- responsive to reception of an electrical signal generated by a sensor in an input device controlled by a user, performing game processing including movement of one or a plurality of characters in a virtual world;
setting a protective state for protecting at least one character from a danger in a game when predetermined conditions stored in the memory device are satisfied;
setting a moving direction of the character in the protective state to a predetermined direction;
programmatically comparing the position of the character in the protective state against the position of objects stored in the memory device which obstruct the movement of the character in the protective state;
in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set by the moving direction setting when the detecting detects in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set by the moving direction setting when the detecting detects an obstacle state, whereinwhen the obstacle state is detected, the correcting corrects the moving direction, which has been set by the moving direction setting, on the basis of a direction to cancel the detected overlapping with an obstacle-object, and whereinwhen the obstacle state is detected, the correcting corrects the moving direction, which has been set by the moving direction setting, on the basis of a normal line direction of a boundary surface of the detected obstacle-object.
1 Assignment
0 Petitions
Accused Products
Abstract
An information processing device is configured to execute: setting a protective state for protecting a character from a danger in a game; setting a moving direction of the character in the protective state to a predetermined direction; detecting that the character in the protective state is overlapping with an obstacle in a virtual world; and correcting the moving direction that has been set by the action setting when the obstacle is detected.
4 Citations
14 Claims
-
1. A computer-readable non-transitory medium storing a game program for causing a computer of a game machine that includes a memory device to execute:
-
responsive to reception of an electrical signal generated by a sensor in an input device controlled by a user, performing game processing including movement of one or a plurality of characters in a virtual world; setting a protective state for protecting at least one character from a danger in a game when predetermined conditions stored in the memory device are satisfied; setting a moving direction of the character in the protective state to a predetermined direction; programmatically comparing the position of the character in the protective state against the position of objects stored in the memory device which obstruct the movement of the character in the protective state; in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set by the moving direction setting when the detecting detects in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set by the moving direction setting when the detecting detects an obstacle state, wherein when the obstacle state is detected, the correcting corrects the moving direction, which has been set by the moving direction setting, on the basis of a direction to cancel the detected overlapping with an obstacle-object, and wherein when the obstacle state is detected, the correcting corrects the moving direction, which has been set by the moving direction setting, on the basis of a normal line direction of a boundary surface of the detected obstacle-object. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
-
-
12. A game system, comprising a memory device and at least one processor, the processor is configured to execute:
-
responsive to reception of an electrical signal generated by a sensor in an input device controlled by a user, performing game processing including movement of one or a plurality of characters in a virtual world; setting a protective state for protecting at least one character from a danger in a game when predetermined conditions stored in the memory device are satisfied; setting a moving direction of the character in the protective state to a predetermined direction; programmatically comparing the position of the character in the protective state against the position of objects stored in the memory device which obstruct the movement of the character in the protective state; in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set by the moving direction setting when the detecting detects an obstacle state, wherein when the obstacle state is detected, the correcting corrects the set moving direction, on the basis of a direction to cancel the detected overlapping with an obstacle-object, and wherein when the obstacle state is detected, the correcting corrects the set moving direction, on the basis of a normal line direction of a boundary surface of the detected obstacle-object.
-
-
13. A game processing method for a computer of a game machine that includes a memory device to execute:
-
responsive to reception of an electrical signal generated by a sensor in an input device controlled by a user, performing game processing including movement of one or a plurality of characters in a virtual world; setting a protective state for protecting at least one character from a danger in a game when predetermined conditions stored in the memory device are satisfied; setting a moving direction of the character in the protective state to a predetermined direction;
programmatically comparing the position of the character in the protective state against the position of objects stored in the memory device which obstruct the movement of the character in the protective state;in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set in the moving direction setting when an obstacle state is detected in the detecting, wherein when the obstacle state is detected, the correcting corrects the set moving direction, on the basis of a direction to cancel the detected overlapping with an obstacle-object, and wherein when the obstacle state is detected, the correcting corrects the set moving direction, on the basis of a normal line direction of a boundary surface of the detected obstacle-object.
-
-
14. A game machine that includes a memory device and a computer, configured to execute:
-
responsive to reception of an electrical signal generated by a sensor in an input device controlled by a user, performing game processing including movement of one or a plurality of characters in a virtual world; setting a protective state for protecting at least one character from a danger in a game when predetermined conditions stored in the memory device are satisfied; setting a moving direction of the character in the protective state to a predetermined direction; programmatically comparing the position of the character in the protective state against the position of objects stored in the memory device which obstruct the movement of the character in the protective state; in response to detecting that the character in the protective state is overlapping with an object which obstructs the movement in the virtual world, triggering correcting the moving direction which has been set by the moving direction setting when the detecting detects an obstacle state, wherein when the obstacle state is detected, the correcting corrects the set moving direction, on the basis of a direction to cancel the detected overlapping with an obstacle-object, and wherein when the obstacle state is detected, the correcting corrects the set moving direction, on the basis of a normal line direction of a boundary surface of the detected obstacle-object.
-
Specification