CN115300898A - 摇杆组件及游戏手把 - Google Patents

摇杆组件及游戏手把 Download PDF

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CN115300898A
CN115300898A CN202210077880.7A CN202210077880A CN115300898A CN 115300898 A CN115300898 A CN 115300898A CN 202210077880 A CN202210077880 A CN 202210077880A CN 115300898 A CN115300898 A CN 115300898A
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signal
base
motion
processor
memory
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卢贺隆
张原荣
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Dexin Corp
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Dexin Corp
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    • GPHYSICS
    • G05CONTROLLING; REGULATING
    • G05GCONTROL DEVICES OR SYSTEMS INSOFAR AS CHARACTERISED BY MECHANICAL FEATURES ONLY
    • G05G9/00Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously
    • G05G9/02Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only
    • G05G9/04Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously
    • G05G9/047Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1018Calibration; Key and button assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1043Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
    • GPHYSICS
    • G05CONTROLLING; REGULATING
    • G05GCONTROL DEVICES OR SYSTEMS INSOFAR AS CHARACTERISED BY MECHANICAL FEATURES ONLY
    • G05G9/00Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously
    • G05G9/02Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only
    • G05G9/04Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously
    • G05G9/047Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
    • G05G2009/0474Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks characterised by means converting mechanical movement into electric signals
    • G05G2009/04755Magnetic sensor, e.g. hall generator, pick-up coil

Abstract

一种摇杆组件,适用于游戏手把,包含基座、主轴、运动感测装置、存储器及处理器。主轴可枢转地设置于基座。运动感测装置设置于基座内,且用于感测主轴相对于基座的运动以产生运动信号。存储器设置于该基座内,且储存摇杆组件识别码及多笔校正资料。处理器设置于基座内,电性耦接于运动感测装置及存储器,且用于依据所述多笔校正资料判断是否输出运动信号。

Description

摇杆组件及游戏手把
技术领域
本发明关于一种摇杆组件,特别关于一种配置于游戏手把的摇杆组件。
背景技术
摇杆组件广泛应用于游戏手把或其他需要获取坐标输入的装备。通过摇杆组件的操控可以控制游戏中的人物或物体任意移动。由于摇杆组件实际生产出来的结构往往与设计图有所差异,例如主轴非完全垂直于设置面,而此差异将导致用户的预想控制位置与摇杆组件实际反应的控制位置有很大的偏差。
因此,对摇杆组件进行校正为必需作业。目前市面上对于摇杆组件的校正皆为整机校正,即在摇杆组件与其他元件皆安装至游戏手把的本体后才执行校正。
发明内容
鉴于上述,本发明提供一种摇杆组件及游戏手把。
依据本发明一实施例的摇杆组件,适用于游戏手把,包含基座、主轴、运动感测装置、存储器及处理器。主轴可枢转地设置于基座。运动感测装置设置于基座内,且用于感测主轴相对于基座的运动以产生运动信号。存储器设置于该基座内,且储存摇杆组件识别码及多笔校正资料。处理器设置于基座内,电性耦接于运动感测装置及处理器,且用于依据所述多笔校正资料判断是否输出运动信号。
依据本发明一实施例的游戏手把,包含本体及摇杆组件。摇杆组件设置于本体,包含基座、主轴、运动感测装置、存储器及处理器。主轴可枢转地设置于基座。运动感测装置设置于基座内,且用于感测主轴相对于基座的运动以产生运动信号。存储器设置于该基座内,且储存摇杆组件识别码及多笔校正资料。处理器设置于基座内,电性耦接于运动感测装置及存储器,且用于依据所述多笔校正资料判断是否输出运动信号。
借由上述结构,本方明所揭示的摇杆组件及游戏手把,于摇杆组件本身设置有存储器及处理器,其中存储器储存摇杆组件本身的识别码,可以供后续资料收集、追踪、分析等程序。另外,摇杆组件的存储器亦储存校正资料以供处理器进行输入信号输出与否的判断。也就是说,摇杆组件在出厂前或安装于游戏手把之前即可完成校正,避免传统整机校正在发生信号不良时需对组件一一检测而花费大量校正时间的问题。
以上的关于本揭露内容的说明及以下的实施方式的说明用以示范与解释本发明的精神与原理,并且提供本发明的权利要求书更进一步的解释。
附图说明
图1为依据本发明一实施例所绘示的摇杆组件的示意图。
图2为依据本发明一实施例所绘示的游戏手把的示意图。
具体实施方式
以下在实施方式中详细叙述本发明的详细特征以及优点,其内容足以使任何本领域技术人员了解本发明的技术内容并据以实施,且根据本说明书所揭露的内容、权利要求书及图式,任何本领域技术人员可轻易地理解本发明相关的目的及优点。以下的实施例进一步详细说明本发明的观点,但非以任何观点限制本发明的范畴。
请参考图1,图1为依据本发明一实施例所绘示的摇杆组件的示意图。如图1所示,摇杆组件10包含基座101、主轴102、运动感测装置103、存储器104及处理器105。主轴102可枢转地设置于基座101,且可以安装有摇杆帽106。于此要特别说明的是,图1仅示例性地绘示摇杆组件10的基座101及摇杆帽106的形状,而非意图限制本发明。
运动感测装置103设置于基座101内,且用于感测主轴102相对于基座101的运动以产生运动信号。运动感测装置103可以包含一或多个磁性元件1031及霍尔集成电路(IC)1032。磁性元件1031可以磁铁或其他磁性物质实现,其设置于主轴102位于基座101内的一端。霍尔集成电路1032可以设置于基座101内,用于感测磁性元件1031随着主轴102相对于基座101的运动以产生运动信号。进一步来说,霍尔集成电路1032可以包含多个霍尔效应感测元件及信号处理电路,所述多个霍尔效应感测元件可以分别测得多个磁场感测信号,而信号处理电路可以处理所述多个磁场感测信号以产生分别对应于x轴及y轴上的移动的数字信号,以作为前述运动信号。
于另一实施例中,运动感测装置103可以包含至少两个电位器。所述两个电位器随着主轴102相对于基座101的运动分别输出x轴及y轴上的移动所对应的电压值,以作为前述运动信号。
存储器104设置于该基座101内。存储器104可以只读存储器(read-only memory,ROM)、快闪(flash)存储器、动态随机存取存储器(dynamic random access memory,DRAM)、静态随机存取存储器(static random access memory,SRAM)或其他非挥发性存储器实现。存储器104可以储存摇杆组件识别码(identification number,ID)及多笔校正资料。摇杆组件识别码可以指示摇杆组件10生产的批次。校正资料可以包含静置信号及虚拟真圆,其中静置信号指示在主轴102未受外力推动时,运动感测装置103所测得的信号(例如电压值、电流值等),而虚拟真圆则指示主轴102相对于基座101的运动范围。另外,存储器104亦可电性耦接于运动感测装置103,且储存运动感测装置103所测得的信号。
进一步来说,存储器104还可以受控以输出摇杆组件识别码、校正资料及运动感测装置103所测得的信号中的一或多者,以供外部处理装置进行摇杆组件10的资料收集、追踪、分析等程序使用。特别来说,外部处理装置可以读取多个摇杆组件的摇杆组件识别码及校正资料,据以进行分析属于相同生产批次的摇杆组件的校正资料或比较不同生产批次的摇杆组件的校正资料等处理程序。举例来说,外部处理装置可以利用具有相同摇杆组件识别码的所有摇杆组件的校正资料,分析这些同批生产的摇杆组件的良率。
处理器105设置于基座101内,电性耦接于运动感测装置103及存储器104。处理器105可以中央处理器实现。特别来说,处理器105及前述存储器104可以包含于微控制器,即可以微控制器中的处理器及存储器来实现处理器105及存储器104。处理器105用于依据所述多笔校正资料判断是否输出运动信号。进一步来说,校正资料可以包含静置信号及虚拟真圆,处理器105可以利用静置信号及运动信号取得二维坐标,判断二维坐标是否为于虚拟真圆内,若是,则输出运动信号,若否,则不输出运动信号。其中,二维坐标及虚拟真圆属于相同坐标系,静置信号及虚拟真圆所指示的资料内容则如前所述,于此不再赘述。借由以虚拟真圆作为校正指标,可以不须依据摇杆组件的运动感测装置103的感测范围限制特别设计机构以限制主轴102的移动范围,进而降低机构设计的成本。
特别来说,上述运动感测装置103的霍尔集成电路1032、存储器104及处理器105可以设置于电路板上。
于一实施例中,运动感测装置103除了上列实施例所述的运作外,还用于产生关联于主轴102的静置信号、水平移动极限信号及垂直移动极限信号。其中,静置信号指示主轴102未受外力推动时运动感测装置103所测得的信号,水平移动极限信号指示主轴102在水平方向上移动到极限时运动感测装置103所测得的信号,垂直移动极限信号指示主轴102在垂直方向上移动到极限时运动感测装置103所测得的信号。处理器105除了前列实施例所述的运作外,还用于依据静置信号进行归零校正运算,且用于依据静置信号、水平移动极限信号及垂直移动极限信号执行真圆校正运算,且将真圆校正运算的结果及静置信号作为校正资料储存至存储器104。
进一步来说,处理器105所执行的归零校正运算包含将静置信号所对应的二维坐标作为中心坐标。处理器105所执行的真圆校正运算可以包含:利用静置信号及水平移动极限信号取得x轴坐标,利用静置信号及垂直移动极限信号取得y轴坐标,且将x轴坐标及y轴坐标转换为极坐标以取得半径,利用此半径及前述中心坐标取得虚拟真圆,作为真圆校正运算的结果,即校正资料之一。上述主轴102的移动可以由人工操作或是由测试机台的机械手臂操作,且处理器105可以受操作人员或测试机台触发以进行上述校正运算。
特别来说,校正资料可以为摇杆组件1在出厂前借由上述运动感测装置103及处理器105的运作而取得。相较于传统的整机校正,或者,在出厂后,摇杆组件1可以借由再次执行上述运动感测装置103及处理器105的运作来更新校正资料。
请参考图2,其中图2为依据本发明一实施例所绘示的游戏手把的示意图。如图2所示,游戏手把1可以包含本体11及一或多个摇杆组件10,其中摇杆组件10可插拔地设置于本体11,且可以为前列任一实施例所述的摇杆组件10。进一步来说,游戏手把1可以还包含处理装置12,设置于本体11,且可以通过有线或无线的方式耦接于处理器105。处理装置12可以设置于本体11中设置摇杆组件10以外的区域。处理装置12可以设置于不同于处理器105所设置的电路板上。处理装置12可以微控制器实现,用于接收经处理器105依据校正资料进行判断而输出的运动信号。处理装置12可以对此运动信号进行信号处理,或结合来自游戏手把1的其他控制组件例如十字键、圆形按键等的控制信号来进行分析或/及处理,本发明不予限制。
借由上述结构,本方明所揭示的摇杆组件及游戏手把,于摇杆组件本身设置有存储器及处理器,其中存储器储存摇杆组件本身的识别码,可以供后续资料收集、追踪、分析等程序。另外,摇杆组件的存储器亦储存校正资料以供处理器进行输入信号输出与否的判断。也就是说,摇杆组件在出厂前或安装于游戏手把之前即可完成校正,避免传统整机校正在发生信号不良时需对组件一一检测而花费大量校正时间的问题。
【符号说明】
1:游戏手把
10:摇杆组件
11:本体
101:基座
102:主轴
103:运动感测装置
104:存储器
105:处理器
106:摇杆帽
1031:磁性元件
1032:霍尔集成电路。

Claims (9)

1.一种摇杆组件,适用于游戏手把,其中包含:
基座;
主轴,可枢转地设置于该基座;
运动感测装置,设置于该基座内,且用于感测该主轴相对于该基座的运动以产生运动信号;
存储器,设置于该基座内,且储存摇杆组件识别码及多笔校正资料;以及
处理器,设置于该基座内,电性耦接于该运动感测装置及该存储器,且用于依据该些校正资料判断是否输出该运动信号。
2.根据权利要求1所述的摇杆组件,其中该运动感测装置包含:
磁性元件,设置于该主轴位于该基座内的一端;以及
霍尔集成电路,设置于该基座内,用于感测该磁性元件随该主轴相对于该基座的运动以产生数字信号,其中该数字信号作为该运动信号。
3.根据权利要求1所述的摇杆组件,其中该存储器及该处理器包含于微控制器。
4.根据权利要求1所述的摇杆组件,其中该些校正资料包含虚拟真圆及静置信号,且该处理器所执行的依据该些校正资料判断是否输出该运动信号包含利用该静置信号及该运动信号取得二维坐标,判断该二维坐标是否位于该虚拟真圆内,若是,则输出该运动信号,若否,则不输出该运动信号。
5.根据权利要求1所述的摇杆组件,其中该运动感测装置还用于产生关联于该主轴的静置信号、水平移动极限信号及垂直移动极限信号,该处理器还用于依据该静置信号、该水平移动极限信号及该垂直移动极限信号执行校正运算,且将该校正运算的结果及该静置信号作为该些校正资料储存至该存储器。
6.根据权利要求5所述的摇杆组件,其中该处理器所执行的该校正运算包含利用该静置信号及该水平移动极限信号取得x轴坐标,利用该静置信号及该垂直移动极限信号取得y轴坐标,且将该x轴坐标及该y轴坐标转换为极坐标以取得虚拟真圆,作为该校正运算的该结果。
7.根据权利要求1所述的摇杆组件,其中该存储器还用于受控以输出该摇杆组件识别码及该些校正资料中的一或多者。
8.一种游戏手把,其中包含:
本体;以及
根据权利要求1至7中的一者所述的摇杆组件,卡插拔地设置于该本体。
9.根据权利要求8所述的游戏手把,其中还包含:
处理装置,设置于该本体,耦接于该处理器,用于接收经该处理器依据该些校正资料进行判断而输出的该运动信号。
CN202210077880.7A 2021-05-05 2022-01-24 摇杆组件及游戏手把 Pending CN115300898A (zh)

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