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[0001] This application is based on upon and claims the benefit of priority from the prior Japanese Patent Application No. 2000066878, filed May 10, 2000, the entire contents of which are incorporated herein by reference.
[0002] 1. Field of the Invention
[0003] The present invention relates to a technique for executing a video game that displays an image of a predetermined map and an image of a cursor displayed on the image of the map and that carries out a game as specifying a predetermined position on the image of the map with the cursor.
[0004] 2. Description of the Related Art
[0005] As such a game that carries out a game as specifying a predetermined position on the image of the map with the cursor, for example, there is a game, which is referred to as a war simulation game.
[0006] The game of this kind is designed to display a map, which is divided into numerous small regions formed in, e.g., a matrix, and images of combat elements placed in some small regions to combat with each other. Then, a combat is deployed as moving the combat elements appropriately in accordance with an operation content inputted by a game player. In other words, this kind of game is designed to display a map screen page like a chessboard and combat elements like chess pieces on a display unit and repeats the combat between the combat elements, providing the game player enjoyment in a combat deployment and the strategy in response to the deployment.
[0007] Here, in such a game, the cursor for specifying the position of the combat element must be overlaid on the map image. Also, it is necessary to determine as to which position on the map is specified by the cursor.
[0008] By the way, in the conventional war simulation game, the map has only two-dimensional information in many cases. In a case where a two-dimensional map is used, it is easily figured out where the map and the cursor displayed two-dimensionally are positioned and determination as to which portion on the map is specified is easily carried out. Namely, the cursor displayed on the display unit always specifies the position on the map corresponding to the position of the map image displayed in a state that the cursor is superimposed thereon. Accordingly, in order to detect the position on the map, which the cursor specifies, it is enough that the position of the map image, which is superimposed on the image of the cursor on the image displayed on the display unit, may be detected. This makes it possible to detect which position on the map is specified by the cursor.
[0009] However, in a case where a three-dimensional map is used, the circumstances are not as simple as the use of the two-dimensional map.
[0010] Namely, in the case of the three-dimensional map, a display map, which has been converted to be two-dimensional, is displayed on the display unit. In this case, distortion, which results from the conversion, and a non-displayed portion occur depending on the case. Accordingly, unlike the case of two-dimensional map, it is impossible to detect as to which position on the map that the cursor specifies by only detecting the position where the display map image displayed on the display unit and the cursor image are superimposed on each other.
[0011] In a case where the map has three-dimensional information, the use of the map and the cursor both having three-dimensional information makes it possible to obtain the cursor position on the map by computation.
[0012] However, in the case where such a technique is adopted, there occurs a necessity to conform the positional relationship between upper and lower and right and left on the map image displayed on the display unit to the positional relationship between upper and lower and right and left on the moving direction of the cursor. This generates influence, which is unfavorable to the game player, in some cases. Namely, there is a case in which the aforementioned map image is displayed on the display unit in the direction that the positional relationship between upper and lower and right and left on the map image displayed on the display unit does not always instinctively conform to the positional relationship between upper and lower and right and left on the moving direction of the cursor with the intention of improving flexibility of game deployment or making the image visible to the game player. In such a case, the game player cannot instinctively perform the input in the moving direction of the cursor.
[0013] It is an object of the present invention to provide a technique for solving the aforementioned problem. More specifically, an object of the present invention is to provide a technique for determining as to which position on a 3D map is specified by a cursor in a game apparatus that executes a game by displaying a display map image based on the 3D map, including three-dimensional information, and a cursor, including two-dimensional information and indicating a predetermined position of the 3D map, on a display unit.
[0014] According to a first aspect of the present invention, there is provided a specified position determining method applied to a game apparatus, comprising the steps of: generating map data to display a map image on a display of the game apparatus, the map image two-dimensionally expressing a corresponding three-dimensional map which includes information representing a predetermined three-dimensional field; generating cursor data to display a cursor on the displayed map image; controlling a position of the displayed cursor in accordance with an instruction from an operator; virtually disposing the three-dimensional map in parallel to the map image at a backward position thereof seeing from a predetermined viewpoint, such that straight lines extending from the predetermined viewpoint to given points on a peripheral edge of the map image further pass through corresponding points on a peripheral edge of the three-dimensional map; projecting the predetermined viewpoint onto the three-dimensional map via a position of the cursor displayed on the map image; and detecting a point on the three-dimensional map where the projected viewpoint intersects the predetermined three-dimensional field, whereby determining the detected point as a position where the cursor specifies on the displayed map image.
[0015] It may be arranged that the map data generating step includes a substep of generating map data to display a position on the map image, which corresponds to the determined position, on the display to be distinguishable from other positions.
[0016] It may be arranged that the predetermined three-dimensional field includes a plurality of areas, and the detecting step includes a substep of detecting which of the plurality of areas includes the detected point. In this case, the map data generating step may include a substep of generating map data to display an area on the map image, which corresponds to the detected area, on the display to be distinguishable from other areas.
[0017] Therefore, not only the game player specifies which position on the 3D map but also the determination result can be displayed on the display unit to be visually recognized by the game player. This makes it possible for the game player to easily grasp which position is specified by the cursor and to make the game more easily understandable.
[0018] It may be arranged that the predetermined three-dimensional filed represents at least one of a ground surface and a water surface.
[0019] According to a second aspect of the present invention, there is provided a game apparatus comprising: a generator for generating map data to display a map image on a display of the game apparatus, the map image two-dimensionally expressing a corresponding three-dimensional map which includes information representing a predetermined three-dimensional field, generating cursor data to display a cursor on the displayed map image, and controlling a position of the displayed cursor in accordance with an instruction from an operator; and a controller for executing game processing in accordance with a position on the displayed map image specified by the cursor, wherein the generator virtually disposes the three-dimensional map in parallel to the map image at a backward position thereof seeing from a predetermined viewpoint, such that straight lines extending from the predetermined viewpoint to given points on a peripheral edge of the map image further pass through corresponding points on a peripheral edge of the three-dimensional map, projects the predetermined viewpoint onto the three-dimensional map via a position of the cursor displayed on the map image, and detects a point on the three-dimensional map where the projected viewpoint intersects the predetermined three-dimensional field, whereby determining the detected point as a position where the cursor specifies on the displayed map image.
[0020] Accordingly, even when the 3D map (three-dimensional map), which is useful to improve enjoyment in the game, is used, the position on the 3D map can be specified by the two-dimensional cursor that moves independent of the 3D map. This eliminates the need for conforming the upper and lower and right and left directions on the 3D map to the upper and lower and right and left directions in the moving direction of the cursor. Therefore, the game player can instinctively specify the position using the cursor.
[0021] The 3D map may include three-dimensional information of terrain roughness.
[0022] Furthermore, the cursor position determining method and the game apparatus according to the present invention can be implemented by reading a program code recorded on a computer-readable storage medium set forth below into a predetermined computer, for example, an exclusive computer game and a home computer.
[0023] According to a third aspect of the present invention, there is provided a storage medium having computer readable program code means embodied in the medium, the computer readable program code means comprising: computer readable program code means for generating map data to display a map image on a display of the game apparatus, the map image two-dimensionally expressing a corresponding three-dimensional map which includes information representing a predetermined three-dimensional field; computer readable program code means for generating cursor data to display a cursor on the displayed map image; computer readable program code means for controlling a position of the displayed cursor in accordance with an instruction from an operator; computer readable program code means for virtually disposing the three-dimensional map in parallel to the map image at a backward position thereof seeing from a predetermined viewpoint, such that straight lines extending from the predetermined viewpoint to given points on a peripheral edge of the map image further pass through corresponding points on a peripheral edge of the three-dimensional map; computer readable program code means for projecting the predetermined viewpoint onto the three-dimensional map via a position of the cursor displayed on the map image; and computer readable program code means for detecting a point on the three-dimensional map where the projected viewpoint intersects the predetermined three-dimensional field, whereby determining the detected point as a position where the cursor specifies on the displayed map image.
[0024] According to a fourth aspect of the present invention, there is provided a computer program for a computer having a display, the computer program causing the computer to execute the steps of: generating map data to display a map image on a display of the game apparatus, the map image two-dimensionally expressing a corresponding three-dimensional map which includes information representing a predetermined three-dimensional field; generating cursor data to display a cursor on the displayed map image; controlling a position of the displayed cursor in accordance with an instruction from an operator; virtually disposing the three-dimensional map in parallel to the map image at a backward position thereof seeing from a predetermined viewpoint, such that straight lines extending from the predetermined viewpoint to given points on a peripheral edge of the map image further pass through corresponding points on a peripheral edge of the three-dimensional map; projecting the predetermined viewpoint onto the three-dimensional map via a position of the cursor displayed on the map image; and detecting a point on the three-dimensional map where the projected viewpoint intersects the predetermined three-dimensional field, whereby determining the detected point as a position where the cursor specifies on the displayed map image.
[0025] It may be arranged that the computer program is stored in a computer readable storage medium.
[0026] It is noted that the program code described in this specification is a concept including data necessary for causing the game apparatus to execute the game, a control parameter, and the like in addition to the program itself.
[0027] These objects and other objects and advantages of the present invention will become more apparent upon reading of the following detailed description and the accompanying drawings in which:
[0028]
[0029]
[0030]
[0031]
[0032]
[0033]
[0034]
[0035]
[0036] A preferred embodiment of the present invention will be specifically described with reference to the accompanying drawings.
[0037] A game apparatus of the present invention will be first explained. The game apparatus of the present invention is implemented as a game apparatus having hardware configured as illustrated in
[0038] A game apparatus main body
[0039] A main CPU (Central Processing Unit)
[0040] Though the CRTC is connected to a predetermined display unit for displaying a game image, the illustration of this display unit is omitted.
[0041] The main CPU
[0042] Additionally, in the main CPU
[0043] The first VPC
[0044] Polygon definition information is composed of drawing region setting information and polygon information. Drawing region setting information is made up of an offset coordinate at a frame buffer address of the drawing region and a coordinate of a drawing clipping region to cancel the drawing when a polygon coordinate is placed at the outside of the drawing region. Polygon information is composed of polygon attribute information and vertex information. Polygon attribute information is information for specifying a shading mode, an a blending mode, and a texture mapping mode. Vertex information includes a vertex drawing inner region coordinate, a vertex texture inner region coordinate and a vertex color, etc.
[0045] As is the case with the first VPU
[0046] Though the first VPU
[0047] The first VPU
[0048] The first VPU
[0049] The GIF
[0050] The GS
[0051] Referring back to
[0052] The MDEC
[0053] A sub-CPU
[0054] The control unit
[0055] The sound processing unit
[0056] The sub-CPU
[0057] The game apparatus of this embodiment also performs characteristic geometry processing. As mentioned above, the concurrent operation of first VPU
[0058] In the above-arranged game apparatus, when the recording medium
[0059] As illustrated in
[0060] The instruction information analyzer
[0061] The game controller
[0062] In addition, the game executed by the game apparatus of the present invention is a war simulation game. The war simulation game to be executed by this game apparatus can be described as follows:
[0063] A map image of a map, which is divided into rectangular small regions formed in a matrix, is displayed on the display unit and combat elements, which fight with each other, are displayed on some small regions so that the combat is deployed as moving the combat elements appropriately in accordance with instructions from the game player. This war simulation game is executed by alternately repeating a normal state and a combat state wherein the normal state indicates that movement of the combat elements is performed and the combat state indicates that the combat elements fight with each other in the normal state.
[0064] The game controller
[0065] The selector
[0066] The normal state controller
[0067] The combat state controller
[0068] The image data generator
[0069] The image data generator
[0070] The normal state image determining section
[0071] The 3D map data recorder
[0072] This 3D map data is data of a map, which includes three-dimensional information and which is used to generate map data about a display map to be display on the display unit in the normal state. The 3D map data is designed to generate such a display map that is divided into small quadrangle regions formed in a matrix though data is not limited to this.
[0073] The map data generating section
[0074] The map data generator
[0075] The combat element described herein indicates one that is movable on the 3D map and fights with an enemy combat element. For example, the combat element is expressed as a tank, a flat land, a foot soldier, etc, depending on the kinds of war simulation games.
[0076] The cursor data generator
[0077] The specified position determining unit
[0078] The combat state image determining unit
[0079] Actions of the game apparatus of this embodiment will be next explained in connection with one embodiment of the specified position determining method according to the present invention. This game apparatus executes the specified position determining method of the present invention with a flow shown by
[0080] Power source is turned on or reset processing is performed, and the game player inputs the operation content of the game start via the control unit
[0081] When the game is started, the normal state is initiated (S
[0082] On the screen page of the normal state, the display map, which expresses the 3D map two-dimensionally, the player's combat elements, the opponent's combat elements, and the cursor are displayed. An example of the image displayed on the display unit at this time is illustrated in
[0083] The display map, combat elements, and cursor are displayed as follows:
[0084] Specifically, the map data generator
[0085] A display map M is as shown in
[0086] These combat elements S
[0087] It is noted that the respective combat elements S
[0088] The cursor C is displayed based on cursor data generated by the cursor data generator
[0089] The cursor data is generated by the cursor data generator
[0090] Axes in the upper and lower and right and left directions where the cursor C moves are directions indicated by XC and XY in the figure, and they deviate from axes XM and YM in the upper and lower and right and left directions about the display map M. Namely, the moving direction of the cursor C is controlled regardless of the axes XM and YM in the upper and lower and right and left directions on the display map M.
[0091] In the normal state, it is also determined as to which position on the 3D map the cursor C specifies using the display map M. Namely, when the game player moves the player's combat elements S
[0092] The specified position determining unit
[0093] This determination is performed by the method as shown in
[0094] According to this method, an image G, which is displayed on the display unit, and a predetermined viewpoint E, which is placed in front of the image G, are virtually formed. Next, a rectangular 3D map 3DM is virtually (imaginarily) formed such that four comers thereof are located on straight lines originating from the viewpoint E and passing through four corners of the image G. Accordingly, as seen from
[0095] Then, in this state, a straight line passing through the viewpoint E and a predetermined portion of the cursor C (e.g., top portion of the cursor C indicated by an arrow shape) is virtually formed, i.e. the viewpoint E is projected via the predetermined portion of the cursor C. Next, it is detected which position on the 3D map 3DM the straight line intersects. After that, it is also detected in which small region M
[0096] Then, by assuming that the cursor C specifies the small region M
[0097] In this embodiment, data of which small region M
[0098] The above data can be used as follows though this is not always needed.
[0099] Specifically, the above data can be used to generate image data for displaying a small region S
[0100] The image displayed on the display unit in the normal state is displayed based on image data generated when the data generator
[0101] In the normal state, a determination whether or not a predetermined condition about the start of combat is satisfied is performed (S
[0102] When this condition is satisfied (S
[0103] When the combat state is started, an image, which shows a situation in which the player's combat element S
[0104] This image is displayed on the display unit in accordance with image data, which the data generator
[0105] At the combat state starting time, the following processing is carried out, whereby determining an initial screen page at the beginning of the combat state.
[0106] First, when the condition for starting the combat state is met, the aforementioned combat data is inputted to the combat state controller
[0107] Upon receipt of this data, the distance detector
[0108] Distance data may be one that is proportional to the distance between both combat elements S
[0109] This can be explained with reference to
[0110] Then, this data is sent to the combat state image determining unit
[0111] More specifically, this is illustrated as in
[0112] According to these examples, in the case (A) in which distance data indicates that both combat elements S
[0113] In a case where distance data is data that shows numerous levels (or non-level), which are proportional to the distance, the distance between the player's combat element S
[0114] In the combat state, it is judged whether or not a fixed condition about the end of combat is met (S
[0115] When this condition is met (S
[0116] In the normal state, it is judged whether or not a fixed condition about the end of the game is met (S
[0117] When this condition is met (S
[0118] When this condition is not met (S
[0119] As is obvious from the above explanation, according to the present invention, not only a 3D map having three-dimensional information and a cursor having only two-dimensional information can be displayed on the same screen page and but also their positions can be figured out, whereby determining as to which position on the 3D map is specified by the cursor.
[0120] This makes it possible to display the three-dimensional map and the two-dimensional cursor, which is in a state that it is completely separated from the map, on the display unit. As a result, enjoyment in the game can be increased without putting the load on the game player to understand the game.
[0121] Various embodiments and changes may be made thereunto without departing from the broad spirit and scope of the invention. The above-described embodiment intended to illustrate the present invention, not to limit the scope of the present invention. The scope of the present invention is shown by the attached claims rather than the embodiment. Various modifications made within the meaning of an equivalent of the claims of the invention and within the claims are to be regarded to be in the scope of the present invention.