TW201524563A - Method and system for the interaction between view angle and cursor - Google Patents

Method and system for the interaction between view angle and cursor Download PDF

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Publication number
TW201524563A
TW201524563A TW102146715A TW102146715A TW201524563A TW 201524563 A TW201524563 A TW 201524563A TW 102146715 A TW102146715 A TW 102146715A TW 102146715 A TW102146715 A TW 102146715A TW 201524563 A TW201524563 A TW 201524563A
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Taiwan
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cursor
signal
view
angle
viewing angle
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TW102146715A
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Chinese (zh)
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Tsung-Han Lu
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Tsung-Han Lu
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Abstract

A method and a system for the interaction between a view angle and a cursor comprise: receiving a movement signal and setting the movement signal to a cursor movement signal; receiving a cursor lock signal in a first view angle and getting a first coordinate value of the cursor; setting the movement signal to a view angle movement signal according to the cursor lock signal; transforming the first view angle to a second view angle according to the view angle movement signal and the cursor is fixed on the location of the first coordinate value; receiving a cursor un-lock signal and setting the movement signal to the cursor movement signal and moving the cursor to a second coordinate value from the first coordinate value according to the cursor movement signal. Therefore the method for the interaction between a view angle and a cursor can increase the operability and the reality of the system by alternately triggering the cursor lock signal and the cursor un-lock signal.

Description

視角與游標的互動方法及其系統 Method and system for interacting perspective and cursor

本發明是關於一種視角與游標的互動方法及其系統,特別的是模擬使用者在現實世界中的實際動作之視角與游標的互動方法及其系統。 The invention relates to a method and a system for interacting a view angle and a cursor, in particular, a method and a system for simulating an interaction between a user's actual action in the real world and a cursor.

在目前市面上的使用者操作介面中,遊戲軟體的使用者操作介面的變化十分多元,各遊戲廠商為了配合不同的遊戲類型與不同的硬體配備而發展出許多不同的操作方式,其中,以操作一對具有運動感測器的雙搖桿的方式是比較普遍的作法,玩家可以透過揮動搖桿來操作遊戲畫面中的人物動作,如此便提升了遊戲的真實性,進而提升了遊戲的趣味性。 In the current user interface of the market, the user interface of the game software changes greatly, and various game manufacturers develop many different operation modes in accordance with different game types and different hardware devices, among which It is a common practice to operate a pair of double joysticks with motion sensors. Players can manipulate the motion of the characters in the game screen by waving the joystick, thus improving the authenticity of the game and enhancing the fun of the game. Sex.

然而,這樣的操作方式僅適用於部分遊戲之中,例如運動遊戲或賽車遊戲,這些體感遊戲不需要複雜的遊戲操作,僅需要判斷玩家對於搖桿的揮動動作就能使遊戲進行,但是,若是將這樣的操作方式應用於需要複雜操作的射擊遊戲之中,玩家便很難上手,因為以目前的方式而言,遊戲軟體會藉由雙搖桿的模式來讓玩家操作遊戲,進一步的,就是其中一支搖桿控制視角 方向,另一支搖桿控制瞄準方向,這樣玩家很容易就會混淆該操作的對象,另外,當玩家只想要以其中一支搖桿控制視角方向時,可能會因為不小心使另一支搖桿有移動而造成瞄準方向偏移,進而導致難以瞄準的情況發生。 However, such an operation mode is only applicable to some games, such as a sports game or a racing game. These somatosensory games do not require complicated game operations, and only need to judge the player's waving action on the joystick to make the game proceed, however, If this type of operation is applied to a shooting game that requires complicated operations, it is difficult for the player to get started, because in the current way, the game software will let the player operate the game by the mode of the double rocker. Further, Is one of the joysticks that control the angle of view Direction, another joystick controls the aiming direction, so the player can easily confuse the object of the operation. In addition, when the player only wants to control the angle of view with one of the joysticks, he may accidentally make another The rocker moves to cause the aiming direction to shift, which in turn makes it difficult to aim.

此外,若以單搖桿式的射擊遊戲(例如透過滑鼠為主,鍵盤為輔的操作模式),常見的方式是透過游標位移至螢幕的邊框周圍來帶動視角變化,但無論視角畫面如何變化,準心游標初始位置永遠固定於螢幕的中央,此舉無法滿足對擬真程度採高要求的玩家。 In addition, if a single rocker type shooting game (for example, a mouse-based, keyboard-assisted operation mode), the common way is to shift the angle of view around the border of the screen to change the angle of view, but no matter how the angle of view changes. The initial position of the centering cursor is always fixed at the center of the screen, which is not enough for players who have high requirements for the level of immersiveness.

因此,是否有一種視角與游標的互動方法及其系統,可以方便使用者進行視角方向與瞄準方向之間的切換,以提高遊戲的操作性與容易性,另外也藉由簡單的操作來使得遊戲更符合實際狀況,達到模擬使用者在現實世界中的實際動作之效果。 Therefore, whether there is a method and system for interacting with the cursor and the cursor can facilitate the user to switch between the viewing direction and the aiming direction to improve the operability and easiness of the game, and also make the game by simple operation. More in line with the actual situation, to achieve the effect of simulating the actual action of the user in the real world.

依據上述之需求,本發明之主要目的為藉由視角方向與瞄準方向之間的操作切換,以提高遊戲的操作性與容易性。 According to the above needs, the main object of the present invention is to improve the operability and easiness of the game by switching between the viewing direction and the aiming direction.

依據上述之需求,本發明之次要目的為使遊戲更符合實際狀況,以避免不合理的操作發生。 In accordance with the above needs, the secondary purpose of the present invention is to make the game more realistic and to avoid unreasonable operations.

根據上述之各目的,本發明提出一種視角與游標的互動方法,係應用於系統,包括:接收位移操作訊號,並設定位移操作訊號為游標移動訊號;於第一視角中接收游標鎖定訊號, 並取得游標之第一座標值;根據游標鎖定訊號,設定位移操作訊號為一視角移動訊號;根據該視角移動訊號,將該第一視角轉換為第二視角,且游標係固定於第一座標值的位置上;接收游標解除訊號,並設定位移操作訊號為游標移動訊號。 According to the above various objects, the present invention provides a method for interacting a viewing angle with a cursor, which is applied to a system, comprising: receiving a displacement operation signal, and setting a displacement operation signal as a cursor movement signal; receiving a cursor lock signal in the first angle of view, And obtaining a first coordinate value of the cursor; according to the cursor locking signal, setting the displacement operation signal to a viewing angle movement signal; moving the signal according to the viewing angle, converting the first viewing angle to the second viewing angle, and the cursor is fixed to the first coordinate value Position; receive the cursor release signal, and set the displacement operation signal to the cursor movement signal.

於一實施例,上述之視角與游標的互動方法另包括:當第一座標值超出第一視角的範圍時,將游標位置設定至第一視角之中心點。 In an embodiment, the method for interacting the view angle and the cursor further includes: setting the cursor position to a center point of the first view angle when the first coordinate value exceeds the range of the first view angle.

於一實施例,上述之視角與游標的互動方法更包括:於一時間區間,在第二視角中依序接收視角移動訊號與游標解除訊號,且視角移動訊號之加速度值係大於一閥值;以及根據視角移動訊號的移動方向,將第二視角轉換為第三視角,並設定位移操作訊號為游標移動訊號,其中第三視角與第二視角之間另包括有多個幀。 In an embodiment, the interaction method of the viewing angle and the cursor further comprises: sequentially receiving the angle of view movement signal and the cursor release signal in the second angle of view in a time interval, and the acceleration value of the angle of view movement signal is greater than a threshold; And converting the second viewing angle to the third viewing angle according to the moving direction of the moving signal, and setting the displacement operation signal to the cursor movement signal, wherein the third viewing angle and the second viewing angle further comprise a plurality of frames.

根據上述之各目的,本發明另提出一種視角與游標的互動系統,包括顯示模組、控制模組與處理模組。顯示模組是用以呈現多個視角畫面,且各視角畫面具有游標。控制模組係根據使用者的操作來傳送位移操作訊號及游標控制訊號,其中游標控制訊號包括游標鎖定訊號及游標解除訊號。處理模組接收控制模組之位移操作訊號及游標控制訊號,並設定游標於各視角畫面中的座標值。 According to the above various objects, the present invention further provides an interactive system of a viewing angle and a cursor, including a display module, a control module and a processing module. The display module is configured to present a plurality of perspective images, and each perspective image has a cursor. The control module transmits the displacement operation signal and the cursor control signal according to the operation of the user, wherein the cursor control signal includes a cursor lock signal and a cursor release signal. The processing module receives the displacement operation signal and the cursor control signal of the control module, and sets the coordinate value of the cursor in each view image.

於一實施例,上述之控制模組係具有運動傳感器,並根據運動傳感器產生位移操作訊號。 In an embodiment, the control module has a motion sensor and generates a displacement operation signal according to the motion sensor.

於一實施例,上述之控制模組更具有控制鍵,並根據控制鍵產生游標控制訊號。 In an embodiment, the control module further has a control button, and generates a cursor control signal according to the control button.

於一實施例,上述之控制模組係在控制鍵被按下時產生游標鎖定訊號,並在控制鍵被放開時產生游標解除訊號。 In one embodiment, the control module generates a cursor lock signal when the control button is pressed, and generates a cursor release signal when the control button is released.

於一實施例,上述之控制模組係依據控制鍵之觸發來交替產生游標鎖定訊號與游標解除訊號。 In one embodiment, the control module described above alternately generates the cursor lock signal and the cursor release signal according to the trigger of the control button.

於一實施例,上述之視角與游標的互動系統係為遊戲平台,且視角畫面各為遊戲軟體中之顯示畫面。 In an embodiment, the interactive system of the above view angle and the cursor is a game platform, and the view screens are each a display screen in the game software.

1‧‧‧視角與游標的互動方法 1‧‧‧Interview method of perspective and cursor

2‧‧‧視角與游標的互動系統 2‧‧‧Interactive system of perspective and cursor

20‧‧‧顯示模組 20‧‧‧Display module

22‧‧‧處理模組 22‧‧‧Processing module

220‧‧‧中央處理單元 220‧‧‧Central Processing Unit

222‧‧‧播放單元 222‧‧‧Play unit

224‧‧‧傳輸單元 224‧‧‧Transmission unit

226‧‧‧記憶單元 226‧‧‧ memory unit

24‧‧‧控制模組 24‧‧‧Control Module

3‧‧‧場景 3‧‧‧Scenario

30‧‧‧房門 30‧‧‧ Doors

32‧‧‧掛飾 32‧‧‧ hanging ornaments

34‧‧‧第一視角 34‧‧‧ first perspective

36‧‧‧第二視角 36‧‧‧second perspective

40‧‧‧主角模型 40‧‧‧protagonist model

42‧‧‧準心體模型 42‧‧‧Quasi-body model

44‧‧‧敵人模型 44‧‧‧ enemy model

46‧‧‧武器模型 46‧‧‧Weapon model

50‧‧‧第一座標值 50‧‧‧ first coordinate value

52‧‧‧第二座標值 52‧‧‧second coordinate value

第1圖為本發明之視角與游標的互動方法的流程圖。 Figure 1 is a flow chart of the method of interaction between the perspective of the present invention and the cursor.

第2圖為本發明之視角與游標的互動方法的子流程圖。 Figure 2 is a sub-flow diagram of the method of interaction between the perspective of the present invention and the cursor.

第3圖為本發明之視角與游標的互動系統的模組示意圖。 Figure 3 is a schematic diagram of the module of the interactive system of the perspective and the cursor of the present invention.

第4圖為儲存於本發明之視角與游標的互動系統中的場景示意圖。 Figure 4 is a schematic diagram of a scene stored in the interactive system of the perspective and cursor of the present invention.

第5A圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 FIG. 5A is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention.

第5B圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 FIG. 5B is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention.

第6A圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 FIG. 6A is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention.

第6B圖為本發明之視角與游標的互動系統於顯示模組上所 顯示之畫面示意圖。 Figure 6B is a view showing the interaction system between the perspective and the cursor of the present invention on the display module A schematic diagram of the screen displayed.

第6C圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 FIG. 6C is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention.

第7A圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 FIG. 7A is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention.

第7B圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 FIG. 7B is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention.

第7C圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 Figure 7C is a schematic diagram of the screen displayed on the display module by the interactive system of the perspective and the cursor of the present invention.

第7D圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 The 7D is a schematic diagram of a screen displayed on the display module by the interactive system of the perspective and the cursor of the present invention.

請參考第1圖至第3圖所示,第1圖為本發明之視角與游標的互動方法的流程圖,第2圖為本發明之視角與游標的互動方法中根據移動訊號轉換第一時間視角至第二時間視角的子流程圖,第3圖為本發明之視角與游標的互動系統的模組示意圖。如第1圖所示,本發明所揭露之視角與游標的互動方法1係應用於一系統(未於第1圖所示),包括步驟S10自使用者接收至少一個位移操作訊號,並設定位移操作訊號為一游標移動訊號、S11於一第一視角中接收一游標鎖定訊號,並取得一游標之一第一座標值、S12根據游標鎖定訊號,設定位移操作訊號為一視角移動訊號、S13根據視角移動訊號,將第一視角轉換為一第二視 角,且游標係固定於第一座標值的位置上,其中第一視角與第二視角之間包含有多個幀、S14接收一游標解除訊號,並設定位移操作訊號為游標移動訊號以及S15根據游標移動訊號,將游標的位置自第一座標值移動至一第二座標值。一般來說,前述之位移操作訊號會包括有一移動方向與一加速度值,因此,游標移動訊號與視角移動訊號也會包括有移動方向與加速度值。 Please refer to FIG. 1 to FIG. 3 , FIG. 1 is a flowchart of a method for interacting between a viewing angle and a cursor of the present invention, and FIG. 2 is a first time for converting a viewing signal according to the method of the present invention. A sub-flow chart from a viewing angle to a second time perspective, and FIG. 3 is a schematic diagram of a module of an interactive system of a viewing angle and a cursor of the present invention. As shown in FIG. 1 , the method 1 of interacting with the cursor and the cursor disclosed in the present invention is applied to a system (not shown in FIG. 1 ), including step S10, receiving at least one displacement operation signal from the user, and setting the displacement. The operation signal is a cursor movement signal, S11 receives a cursor lock signal in a first angle of view, and obtains a first coordinate value of one of the cursors, and S12 sets the displacement operation signal as a view angle movement signal according to the cursor lock signal, and S13 is based on The angle of view moves the signal to convert the first angle of view into a second view An angle, and the cursor is fixed at a position of the first coordinate value, wherein the first angle of view and the second angle of view include a plurality of frames, S14 receives a cursor release signal, and sets the displacement operation signal to the cursor movement signal and S15 according to The cursor moves the signal, moving the position of the cursor from the first coordinate value to a second coordinate value. Generally, the foregoing displacement operation signal includes a moving direction and an acceleration value. Therefore, the cursor movement signal and the angle of view movement signal also include a moving direction and an acceleration value.

另外,本發明之視角與游標的互動方法1在步驟S11與S12之間還包括步驟S16當第一座標值超出第一視角的範圍時,將游標位置設定至第一視角之一中心點,以避免游標的第一座標值無法位於第一視角或第二視角之中。 In addition, the method 1 of interacting with the cursor of the present invention further includes a step S16 between steps S11 and S12, when the first coordinate value exceeds the range of the first angle of view, the cursor position is set to a center point of the first angle of view, Avoid that the first coordinate value of the cursor cannot be in the first view or the second view.

請接著參考第3圖,如第3圖所示,本發明之視角與游標的互動系統2係包括有一顯示模組20、一處理模組22以及一控制模組24,其中,處理模組22係分別連結於顯示模組20與控制模組24,並自控制模組24接收至少一訊號,以及將一顯示數據傳輸至顯示模組20,以藉由顯示模組20來顯示出顯示數據所表示之各種畫面。 Please refer to FIG. 3 . As shown in FIG. 3 , the interactive system 2 of the present invention includes a display module 20 , a processing module 22 , and a control module 24 . Connected to the display module 20 and the control module 24, and receive at least one signal from the control module 24, and transmit a display data to the display module 20 to display the display data by the display module 20. Represents a variety of screens.

於本實施例,顯示模組20可以是一顯示螢幕或是一投射屏幕,其是用以呈現多個視角畫面,且各視角畫面之中會具有前述之游標。 In this embodiment, the display module 20 can be a display screen or a projection screen, which is used to present a plurality of perspective images, and each of the perspective images has the aforementioned cursor.

控制模組24可以具有至少一運動傳感器(例如:陀螺儀或加速度感測器),於本實施例,控制模組24係為一雙搖桿手把,並於其中一個搖桿或甚至兩個搖桿各具有一控制鍵,要說 明的是,控制模組24係根據使用者的操作來傳送至少一個位移操作訊號及一游標控制訊號,其中游標控制訊號包括一游標鎖定訊號及一游標解除訊號,值得注意的是,控制模組24可以是在控制鍵被按下時產生游標鎖定訊號,以及在控制鍵從按下之後被放開時產生游標解除訊號,或者,控制模組24可以在控制鍵第一次被按下時產生游標鎖定訊號,並在控制鍵第二次被按下時產生游標解除訊號,接著於控制鍵第三次被按下時再次產生游標鎖定訊號,以此類推,如此便能依序交替產生游標鎖定訊號與游標解除訊號。 The control module 24 can have at least one motion sensor (for example, a gyroscope or an acceleration sensor). In this embodiment, the control module 24 is a pair of joystick handles, and one of the joysticks or even two The joysticks each have a control button, to say The control module 24 transmits at least one displacement operation signal and a cursor control signal according to the user's operation, wherein the cursor control signal includes a cursor lock signal and a cursor release signal, and it is noted that the control module 24 may generate a cursor lock signal when the control button is pressed, and generate a cursor release signal when the control button is released from being pressed, or the control module 24 may generate when the control button is pressed for the first time. The cursor locks the signal and generates a cursor release signal when the control button is pressed for the second time, then generates the cursor lock signal again when the control button is pressed for the third time, and so on, so that the cursor lock can be alternately generated in sequence. Signal and cursor release signal.

當然,控制模組24也可以藉由使用者對於前述之雙搖桿手把的其他動作來產生游標鎖定訊號或游標解除訊號,舉例來說,使用者可以轉動雙搖桿手把的其中一支,如此便能夠替代掉前述控制鍵的設置。 Of course, the control module 24 can also generate a cursor lock signal or a cursor release signal by the user for other actions of the aforementioned dual joystick handle. For example, the user can rotate one of the double rocker handles. In this way, the setting of the aforementioned control keys can be replaced.

另外,控制模組24的位移操作訊號也可以是由一個外部感測器來產生,外部感測器可以藉由偵測與計算控制模組24之各搖桿把手的實際位置與一預設基準點(例如:螢幕的中心點)之間的相對位置來判定控制模組24目前的座標,接著比較控制模組24前一時間單位的座標與目前的座標來產生位移操作訊號,並輸出位移操作訊號至處理模組22,當然,於這樣的配置中,控制模組24並不一定要設置有運動傳感器,藉由上述之外部感測器也能夠達到與運動傳感器相同的效果。 In addition, the displacement operation signal of the control module 24 can also be generated by an external sensor, and the external sensor can detect and calculate the actual position of each rocker handle of the control module 24 and a preset reference. The relative position between the points (for example, the center point of the screen) is used to determine the current coordinates of the control module 24, and then the coordinates of the previous time unit of the control module 24 are compared with the current coordinates to generate a displacement operation signal, and the displacement operation is output. The signal is sent to the processing module 22. Of course, in such a configuration, the control module 24 does not have to be provided with a motion sensor, and the external sensor can achieve the same effect as the motion sensor.

處理模組22包括有一中央處理單元220、一播放單 元222、一傳輸單元224以及一記憶單元226,其中,中央處理單元220係分別連接於播放單元222、傳輸單元224與記憶單元226,並透過播放單元222連結於顯示模組20,以設定前述之游標於各視角畫面中的座標值,及透過傳輸單元224以有線或無線的方式來連結於控制模組24,並自控制模組24接收該些位移操作訊號及該游標控制訊號。另外,中央處理單元220一般是用來執行與運算一應用軟體的多個處理程序,於本實施例中,前述之視角與游標的互動方法1係為應用軟體中的一個處理程序,並將由中央處理單元220來執行。 The processing module 22 includes a central processing unit 220 and a play list. A 222, a transmission unit 224, and a memory unit 226, wherein the central processing unit 220 is connected to the playback unit 222, the transmission unit 224, and the memory unit 226, and is coupled to the display module 20 via the playback unit 222 to set the foregoing. The coordinate values of the cursors in the respective view screens are connected to the control module 24 by the transmission unit 224 in a wired or wireless manner, and the displacement operation signals and the cursor control signals are received from the control module 24. In addition, the central processing unit 220 is generally used to execute a plurality of processing programs of an application software. In the embodiment, the interaction method 1 of the perspective and the cursor is a processing program in the application software, and will be centrally Processing unit 220 performs.

記憶單元226係儲存有至少一應用軟體之至少一影像數據、至少一元件數據以及至少一音效數據,其中影像數據可以包括有至少一場景與場景中的多個視角畫面,元件數據可以包括有至少一人物數據、至少一物品數據與一游標體數據,要說明的是,上述之各數據或資訊都是虛擬的,其可以藉由播放單元222來呈現於顯示模組20中,讓使用者可以透過顯示模組20看到上述之各數據或資訊,舉例來說,上述之應用軟體可以是一遊戲軟體,而上述之場景或畫面可以是遊戲軟體中的槍戰場景,並具有槍戰場景中的複數個視角畫面,人物數據可以是具有至少一敵人模型與至少一主角模型,物品數據則可以具有至少一武器模型(例如:槍枝、刀、棍棒、拳頭或手掌)、一子彈模型以及其他遊戲場景中可能出現的物品之模型,游標體數據就是用來表示前述之游標,其可以具有一準心模型,例如一個呈十字形的瞄準尺 規。當然,本發明並不限制需要在顯示模組中顯示準心模型,也可以用其他形式來代替,例如:槍枝上裝載的雷射裝置。另外,本實施例之記憶單元226可以是一個內建於處理模組22之中或設置於一遠端電腦中的儲存裝置,也可以是一可攜式記憶體(例如:光碟片或隨身碟)。再者,本發明並不限定是用於戰爭的遊戲軟體中,也可以用於例如體感運動遊戲或冒險遊戲之中。 The memory unit 226 stores at least one image data, at least one component data, and at least one sound effect data of at least one application software, wherein the image data may include at least one scene and a plurality of perspective images in the scene, and the component data may include at least A person data, at least one item data, and a cursor body data, it should be noted that each of the above data or information is virtual, and can be presented in the display module 20 by the playing unit 222, so that the user can The above-mentioned application software may be a game software through the display module 20, and the above-mentioned application scene or screen may be a shootout scene in the game software, and has a plural number in the shootout scene. The perspective image, the character data may have at least one enemy model and at least one protagonist model, and the item data may have at least one weapon model (eg, gun, knife, stick, fist or palm), a bullet model, and other game scenes. The model of the item that may appear in the cursor, the cursor body data is used to represent the aforementioned cursor, which can There are quasi-center model, for example, was aimed at a cross-shaped foot regulation. Of course, the present invention does not limit the need to display a quasi-heart model in the display module, and may be replaced by other forms, such as a laser device mounted on a gun. In addition, the memory unit 226 of the embodiment may be a storage device built in the processing module 22 or disposed in a remote computer, or may be a portable memory (for example, a compact disc or a flash drive). ). Furthermore, the present invention is not limited to game software for war, and may be used, for example, in a somatosensory game or an adventure game.

據此,於本發明之一實施例中,使用者可以第一人稱或第三人稱的方式來操控一個主角模型在場景中的任何動作,且在這樣的操作中,視角與游標的互動系統2會模擬此主角模型在此場景中所能夠看到畫面為前述之視角畫面,並將各視角畫面與各視角畫面之游標顯示於顯示模組20上,其中,於視角與游標的互動方法1中,第一視角與第二視角就各為前述場景中的一個視角畫面,且第一視角與第二視角之間可以包含有場景中的多個連續動態畫面(也就是前述的幀),要說明的是,第一視角是使用者在一第一時間中於顯示模組20上所能看到的視角畫面,而第二視角是使用者在一第二時間中於顯示模組20上所能看到的畫面,舉例來說,當使用者在第一時間至第二時間中操作顯示模組20中的主角模型自正面朝向右邊轉45度角觀看時,使用者所看見的視角畫面會從第一視角轉換為第二視角,且主角模型相對於第一視角與第二視角之間的角度就會是45度角,以及在轉換過程中,視角與游標的互動系統2會依序且連續的顯示第一視角與第二視角之間的各動態畫面,以表現出轉動的視覺效 果。 Accordingly, in an embodiment of the present invention, the user can manipulate any action of a protagonist model in the scene in a first person or third person manner, and in such an operation, the interaction system of the angle of view and the cursor 2 The main character model can be simulated in this scene, and the image can be seen as the aforementioned view image, and the cursor of each view image and each view image is displayed on the display module 20, wherein the interaction between the view angle and the cursor is in the method 1 The first view and the second view are each a view picture in the foregoing scenario, and the first view and the second view may include a plurality of consecutive dynamic pictures in the scene (that is, the foregoing frame), The first viewing angle is a viewing angle image that the user can see on the display module 20 in a first time, and the second viewing angle is that the user can display the display module 20 in a second time. The screen that is seen, for example, when the user operates the main character model in the display module 20 from the front to the right at a 45 degree angle from the front to the second time, the user sees the angle of view from First The viewing angle is converted into a second viewing angle, and the angle between the main angle model and the second viewing angle is 45 degrees, and during the conversion process, the interactive system 2 of the viewing angle and the cursor is sequentially and continuously displayed. Dynamic pictures between the first view and the second view to show the visual effect of rotation fruit.

因此,如第2圖所示,為了讓使用者在操作時能夠更有臨場感,本發明之視角與游標的互動方法1更包括步驟S180於一時間區間,在第二視角中依序接收視角移動訊號與游標解除訊號,且視角移動訊號之加速度值係大於一閥值,其中加速度值大於閥值的視角移動訊號會在使用者有相對於一般移動動作較為迅速且轉動角度較大的瞬間動作時產生(例如:甩動動作),當有此較大的動作出現時,即表示使用者欲以較快的速度與較大的角度來轉換視角畫面,這時,視角與游標的互動系統2會以步驟S182根據視角移動訊號的移動方向,將第二視角轉換為一第三視角,並設定位移操作訊號為游標移動訊號,其中第三視角與第二視角之間另包括有多個幀,且一般來說,第三視角與第一視角之間所包括的幀數會多於前述之第二視角與第一視角之間的幀數(幀數即為連續動態畫面的數量),且第二視角會在第三視角與第一視角之間,也就是說,由於想要轉動的角度更大,因此在前述的場景之中,第三視角所能顯示之畫面係相較於第二視角更遠離於第一視角,因此使用者在由第一視角轉換到第三視角時會看到更多的連續動態畫面,且中間也包含會看到第二視角。如此一來,使用者便能藉由簡單的甩動動作來達到較大角度與較快速度的視角平移效果。 Therefore, as shown in FIG. 2, in order to make the user feel more realistic during operation, the method 1 of interacting with the cursor of the present invention further includes step S180 in a time interval, and sequentially receiving the viewing angle in the second viewing angle. The motion signal and the cursor release signal, and the acceleration value of the angle of view movement signal is greater than a threshold value, wherein the angle of view movement signal whose acceleration value is greater than the threshold value may be operated at a moment when the user has a relatively fast moving motion and a large rotation angle. Time (such as: swaying action), when there is such a large action, it means that the user wants to convert the angle of view image with a faster speed and a larger angle. At this time, the interaction system of the angle of view and the cursor will In step S182, the second viewing angle is converted into a third viewing angle according to the moving direction of the viewing angle movement signal, and the displacement operation signal is set as a cursor movement signal, wherein the third viewing angle and the second viewing angle further include a plurality of frames, and Generally, the number of frames included between the third view and the first view is more than the number of frames between the second view and the first view (the number of frames is continuous dynamic) The number of faces), and the second angle of view will be between the third angle of view and the first angle of view, that is, because the angle at which the rotation is desired is greater, among the aforementioned scenes, the third perspective can be displayed The system is farther away from the first viewing angle than the second viewing angle, so the user sees more continuous dynamic pictures when switching from the first viewing angle to the third viewing angle, and the middle also includes the second viewing angle. In this way, the user can achieve a larger angle and a faster perspective viewing effect by simple swaying motion.

舉例來說,當顯示模組20正顯示出主角模型前方的視角畫面(第一視角)且使用者想要操作主角模型查看場景中 位於主角模型後方(第三視角)的狀況時,使用者可以在按下控制鍵並鎖定游標之座標之後,將控制模組24朝一方向快速移動(由於還沒接收到游標解除訊號,因此就算這時的加速度已經超過前述之閥值,但視角與游標的互動系統2仍會依步驟S13根據視角移動訊號來將第一視角轉換為第二視角),並在移動動作結束的同時放開控制鍵(此時顯示畫面已經在第二視角),使得控制模組24在產生視角移動訊號之後於前述之時間區間內馬上再產生游標解除訊號,則視角與游標的互動系統2便會根據步驟S182來將視角畫面以一速率朝使用者移動的方向慣性轉動,並在轉動到場景中位於主角模型後方的視角畫面(第三視角)時停止轉動,也就是說,使用者可以透過上述步驟使得主角模型把其視角轉向後方,並讓使用者有如真的回頭一般而可以看到遊戲中主角模型後方的場景的視角畫面,當然,使用者接著還可以重新依照上述步驟朝反方向操作,即可使主角模型的視角畫面從第三視角回復到原本的第一視角。 For example, when the display module 20 is displaying the perspective image (first perspective) in front of the protagonist model and the user wants to operate the protagonist model to view the scene. When the situation is behind the main character model (third perspective), the user can quickly move the control module 24 in one direction after pressing the control button and locking the coordinates of the cursor (because the cursor release signal has not been received yet, so even then) The acceleration has exceeded the aforementioned threshold, but the interactive system 2 of the angle of view and the cursor still converts the first angle of view to the second angle of view according to the angle of view movement signal according to step S13, and releases the control button at the same time as the end of the movement action ( At this time, the display screen is already in the second view, so that the control module 24 generates the cursor release signal immediately after the generation of the angle of view movement signal within the foregoing time interval, and the interaction system 2 of the angle of view and the cursor will be according to step S182. The angle of view image is rotated at a rate toward the direction in which the user moves, and stops rotating when rotated to a view image (third angle of view) behind the main character model in the scene, that is, the user can make the lead model through the above steps. The angle of view turns to the rear, and allows the user to see the scene behind the protagonist model in the game as if he is really looking back. Screen angle, of course, the user can then operate again in the reverse direction according to the above steps lead to the viewing angle the screen model from the third view to restoring the original first viewing angle.

另外,上述之游標的第一座標值與第二座標值可以是根據游標與前述之顯示螢幕的一螢幕邊框之間的一垂直距離以及一水平距離來計算,並不會因為視角畫面的轉換而改變。 In addition, the first coordinate value and the second coordinate value of the cursor may be calculated according to a vertical distance and a horizontal distance between the cursor and a screen frame of the display screen, and are not converted by the perspective image. change.

請接著配合參考第4圖至第7D圖,第4圖為儲存於本發明之視角與游標的互動系統中的場景示意圖,第5A圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第5B圖為本發明之視角與游標的互動系統於顯示模組上 所顯示之畫面示意圖,第6A圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第6B圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第6C圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第7A圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第7B圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第7C圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖,第7D圖為本發明之視角與游標的互動系統於顯示模組上所顯示之畫面示意圖。 Please refer to FIG. 4 to FIG. 7D together. FIG. 4 is a schematic diagram of a scene stored in the interactive system of the perspective and the cursor of the present invention, and FIG. 5A is an interactive system of the perspective and the cursor of the present invention on the display module. The schematic diagram of the displayed screen, FIG. 5B is an interactive system of the perspective and the cursor of the present invention on the display module The schematic diagram of the displayed screen, FIG. 6A is a schematic diagram of a screen displayed by the interactive system of the perspective and the cursor of the present invention on the display module, and FIG. 6B is a view showing the interactive system of the perspective and the cursor of the present invention displayed on the display module FIG. 6C is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention, and FIG. 7A is a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention. Schematic diagram, FIG. 7B is a schematic diagram of a screen displayed on the display module by the interaction system of the perspective and the cursor of the present invention, and FIG. 7C is a schematic diagram of the screen displayed by the interactive system of the perspective and the cursor of the present invention on the display module. The 7D is a schematic diagram of a screen displayed on the display module by the interactive system of the perspective and the cursor of the present invention.

本發明之視角與游標的互動方法1是應用於視角與游標的互動系統2,且於本實施例中,視角與游標的互動系統2所執行的應用軟體是一遊戲軟體,也就是說,本實施例中的視角與游標的互動系統2會是一遊戲平台,且其記憶單元226會儲存有一場景3、一主角模型40、一準心體模型42、一敵人模型44以及一武器模型46。一般來說,當使用者透過視角與游標的互動系統2來進行遊戲時,使用者會以雙手握持並操作控制模組24,並以顯示模組20所顯示之畫面為主角模型40的第一人稱視角,以及藉由控制模組24來控制遊戲中主角模型40的移動方向、視角畫面以及射擊方向,且當使用者控制遊戲中的主角模型40向顯示模組20的右側移動時,表示使用者欲控制遊戲中的主角模型40在場景3中朝向目前的視角畫面之右側移動,當使用 者將射擊方向往顯示模組20的左側移動時,則表示使用者欲控制遊戲中主角模型40將武器模型46的準心體模型42移向視角畫面的左側,並待使用者藉由控制模組24下達攻擊指令時進行射擊等方式的攻擊,當使用者將視覺方向往顯示模組20的右側控制時,表示使用者欲控制遊戲中主角模型40將當前的視角畫面朝向右側移動,使得主角模型40的視角能看到原本的視角畫面外的右側之場景3,並將之後的視角畫面所能看見的場景3呈現於顯示模組20上。 The interaction method 1 of the perspective of the present invention and the cursor is an interaction system 2 applied to the perspective and the cursor, and in the embodiment, the application software executed by the interaction system 2 of the perspective and the cursor is a game software, that is, the present The interaction system 2 of the view angle and the cursor in the embodiment is a game platform, and the memory unit 226 stores a scene 3, a protagonist model 40, a quasi-heart model 42, an enemy model 44, and a weapon model 46. Generally, when the user plays the game through the interactive system 2 of the cursor and the cursor, the user holds and operates the control module 24 with both hands, and the screen displayed by the display module 20 is the main angle model 40. a first person perspective, and a control module 24 to control a moving direction, a viewing angle screen, and a shooting direction of the in-game protagonist model 40, and when the user controls the protagonist model 40 in the game to move to the right side of the display module 20, Representing that the user wants to control the protagonist model 40 in the game to move to the right of the current perspective image in scene 3, when using When the shooting direction is moved to the left side of the display module 20, it indicates that the user wants to control the in-game protagonist model 40 to move the quasi-heart model 42 of the weapon model 46 to the left side of the viewing angle screen, and wait for the user to control the mode. When the group 24 issues an attack command, an attack such as shooting is performed. When the user controls the visual direction to the right side of the display module 20, it indicates that the user wants to control the in-game protagonist model 40 to move the current view image toward the right side, so that the protagonist The view angle of the model 40 can see the scene 3 on the right side outside the original view picture, and the scene 3 visible on the subsequent view picture is presented on the display module 20.

請參考第4至6C圖,於本實施例,準心體模型42即表示為前述之游標,場景3可以是一個房間,房間可以具有一房門30與一掛飾32,當使用者控制主角模型40進入此場景3中時,主角模型40在場景3中與房門30、敵人模型44的相對位置係如第5A圖所示,並根據實際情況,主角模型40的可視角度應為夾角A,這時使用者可以透過顯示模組20看到如第5B圖所示之視角畫面,同時,使用者即能透過此視角畫面觀察到敵人模型44位於視角畫面中的某個位置,接著使用者便可以藉由操作控制模組24並配合本發明之視角與游標的互動方法1的步驟S10以試圖將準心體模型42對準敵人模型44。 Please refer to FIG. 4 to FIG. 6C. In this embodiment, the quasi-heart model 42 is represented as the aforementioned cursor, and the scene 3 may be a room. The room may have a door 30 and a pendant 32 when the user controls the protagonist. When the model 40 enters the scene 3, the relative position of the protagonist model 40 in the scene 3 to the door 30 and the enemy model 44 is as shown in FIG. 5A, and according to the actual situation, the viewing angle of the protagonist model 40 should be the angle A. At this time, the user can see the view image as shown in FIG. 5B through the display module 20, and the user can observe the enemy model 44 at a certain position in the view image through the view image, and then the user can It is possible to attempt to align the quasi-central body model 42 with the enemy model 44 by operating the control module 24 in conjunction with step S10 of the interactive method 1 of the perspective and cursor of the present invention.

舉例來說,就在主角模型40進入場景3之後,敵人模型44在一第一時間中朝主角模型40的左側方向移動,如第6A圖,這時候的視角畫面即為前述之第一視角34,也就是使用者在第一時間中的視覺方向所能夠看到的場景3的一部分畫 面,這時,使用者便可以操作控制模組24來移動準心體模型42以瞄準敵人模型44(如第6C圖所示),但是,如第6A至6C圖所示,在使用者瞄準的過程中,使用者會發現敵人模型44已經移動到視角畫面邊緣或是顯示模組20所能顯示的範圍之外,也就是說,此時敵人模型44已經移動到第一視角34的邊緣或第一視角34之外,使得使用者難以在第一視角34中準確瞄準與攻擊,這時,使用者可以按下前述之控制模組24的控制鍵,視角與游標的互動系統2便會根據步驟S11與S12來使得準心體模型42被固定於按下控制鍵前的最後位置,也就是第一座標值50,接著視角與游標的互動系統2會根據使用者移動控制模組24時所產生之位移操作訊號來轉變遊戲中主角模型40的視角畫面(如步驟S13),也就是說,這時使用者可以藉由將控制模組24朝向顯示模組20的左側平移來追蹤敵人模型44的位置。 For example, just after the protagonist model 40 enters the scene 3, the enemy model 44 moves toward the left direction of the protagonist model 40 in a first time, as shown in FIG. 6A, where the perspective image is the aforementioned first perspective 34. , that is, part of the scene 3 that the user can see in the visual direction in the first time. In this case, the user can operate the control module 24 to move the quasi-heart model 42 to aim at the enemy model 44 (as shown in FIG. 6C), but as shown in FIGS. 6A to 6C, the user is aiming During the process, the user may find that the enemy model 44 has moved to the edge of the viewing angle screen or outside the range that the display module 20 can display, that is, the enemy model 44 has moved to the edge of the first viewing angle 34 or In addition to a viewing angle 34, it is difficult for the user to accurately aim and attack in the first viewing angle 34. At this time, the user can press the control button of the control module 24, and the interaction system 2 of the viewing angle and the cursor will follow the step S11. And S12 to make the quasi-heart model 42 fixed at the last position before pressing the control button, that is, the first coordinate value 50, and then the interaction system 2 of the angle of view and the cursor is generated according to the user moving the control module 24. The displacement operation signal is used to transform the perspective image of the protagonist model 40 in the game (step S13), that is, the user can now track the position of the enemy model 44 by shifting the control module 24 toward the left side of the display module 20.

另外,因為在實際狀況中,使用者所瞄準之準心體模型42應該會在自己的視角畫面之中,因此當使用者將控制模組24移出顯示模組20所能顯示的範圍之外時,視角與游標的互動系統2會根據步驟S11來將準心體模型42設置於第一視角34的中心點,使得準心體模型42不會超出主角模型40的視角畫面之中,以避免不合理的瞄準狀況發生。 In addition, because in the actual situation, the quasi-heart model 42 that the user is aiming should be in the perspective view of the user, when the user moves the control module 24 out of the range that the display module 20 can display. The interaction system 2 of the angle of view and the cursor will set the quasi-heart model 42 to the center point of the first angle of view 34 according to step S11, so that the quasi-heart model 42 does not exceed the perspective image of the protagonist model 40 to avoid A reasonable aiming situation occurs.

接著,如第7A至7D圖所示,當使用者持續移動視角,並在一第二時間中確認敵人模型44進入可視角度的夾角A之內而停止於場景3中的另外一個畫面時(如第7A圖),顯示模 組20這時所顯示的視角畫面就是前述之第二視角36(如第7B圖),且視角與游標的互動系統2會根據步驟S13使得準心體模型42位於第二視角36中的第一座標值50,如此一來,使用者便能夠穩定的進行瞄準,而不會因為準心體模型42跟著視角位移而難以瞄準,接著,使用者若想要再次移動準心體模型42來瞄準時,使用者可以放開控制模組24之控制鍵,並使控制模組24產生游標解除訊號(如步驟S14),這時視角畫面就會被固定於第二視角36,顯示模組20所顯示的畫面也會被固定於第二視角36,而使用者就可以重新開始控制準心體模型42至一第二座標值52(如第7C與7D圖以及步驟S15所示)達到簡單控制的效果。 Then, as shown in FIGS. 7A to 7D, when the user continuously moves the angle of view and confirms that the enemy model 44 enters the angle A of the viewing angle in a second time and stops at another screen in the scene 3 (eg, Figure 7A), display mode The view angle displayed by the group 20 at this time is the aforementioned second view angle 36 (as shown in FIG. 7B), and the interaction system 2 of the view angle and the cursor causes the quasi-central body model 42 to be located at the first coordinate in the second view angle 36 according to step S13. The value is 50, so that the user can perform the aiming stably without being difficult to aim because the quasi-spirit model 42 follows the displacement of the angle of view. Then, if the user wants to move the quasi-heart model 42 again to aim, The user can release the control button of the control module 24 and cause the control module 24 to generate the cursor release signal (step S14). At this time, the view screen is fixed to the second view angle 36, and the display module 20 displays the screen. It will also be fixed to the second viewing angle 36, and the user can restart the control of the quasi-spirit model 42 to a second coordinate value 52 (as shown in Figures 7C and 7D and step S15) to achieve a simple control effect.

因此,本發明之視角與游標的互動方法及其系統可以藉由游標鎖定訊號與游標解除訊號之間的交互驅動來提升視角與游標的互動系統的操作性,如此便能讓使用者在操作視角與游標的互動系統時感覺更有臨場感而貼近於實際狀況,且也有利於使用者能夠輕易的進行流暢的操作,達到高操作性與真實性的效果。 Therefore, the method for interacting with the cursor and the system of the present invention can improve the operability of the interactive system of the view angle and the cursor by the interaction between the cursor lock signal and the cursor release signal, so that the user can operate the perspective The interactive system with the cursor feels more realistic and close to the actual situation, and also helps the user to easily perform smooth operation and achieve high operational and authentic effects.

Claims (9)

一種視角與游標的互動方法,係應用於一系統,包括:接收至少一個位移操作訊號,並設定該位移操作訊號為一游標移動訊號;於一第一視角中接收一游標鎖定訊號,並取得一游標之一第一座標值;根據該游標鎖定訊號,設定該位移操作訊號為一視角移動訊號;根據該視角移動訊號,將該第一視角轉換為一第二視角,且該游標係固定於該第一座標值的位置上,其中第一視角與第二視角之間包含有多個幀;以及接收一游標解除訊號,並設定該位移操作訊號為該游標移動訊號。 A method for interacting with a cursor and a cursor is applied to a system, comprising: receiving at least one displacement operation signal, and setting the displacement operation signal to be a cursor movement signal; receiving a cursor lock signal in a first angle of view, and obtaining a a first coordinate value of the cursor; according to the cursor locking signal, setting the displacement operation signal as a viewing angle movement signal; moving the signal according to the viewing angle, converting the first viewing angle into a second viewing angle, and the cursor is fixed to the cursor a position of the first value, wherein the first angle of view and the second angle of view comprise a plurality of frames; and receiving a cursor release signal, and setting the displacement operation signal to the cursor movement signal. 如請求項1所述之視角與游標的互動方法,另包括:當該第一座標值超出該第一視角的範圍時,將該游標位置設定至該第一視角之一中心點。 The method for interacting with the cursor and the cursor according to claim 1, further comprising: setting the cursor position to a center point of the first perspective when the first coordinate value exceeds the range of the first perspective. 如請求項1所述之視角與游標的互動方法,另包括:於一時間區間,在該第二視角中依序接收該視角移動訊號與該游標解除訊號,且該視角移動訊號之一加速度值係大於一閥值;以及 根據該視角移動訊號的移動方向,將該第二視角轉換為一第三視角,並設定該位移操作訊號為該游標移動訊號,其中該第三視角與該第二視角之間另包括有多個幀。 The interaction method of the view angle and the cursor according to claim 1, further comprising: sequentially receiving the view movement signal and the cursor release signal in the second view, and the acceleration value of the one of the view movement signals Is greater than a threshold; and Converting the second viewing angle to a third viewing angle according to the moving direction of the moving signal, and setting the displacement operation signal to the cursor movement signal, wherein the third viewing angle and the second viewing angle further comprise a plurality of frame. 一種視角與游標的互動系統,包括:一顯示模組,用以呈現多個視角畫面,且該些視角畫面具有一游標;一控制模組,係根據使用者的操作來傳送至少一個位移操作訊號及一游標控制訊號,其中該游標控制訊號包括一游標鎖定訊號及一游標解除訊號;以及一處理模組,接收該控制模組之該些位移操作訊號及該游標控制訊號,並設定該游標於各該視角畫面中的座標值。 An interactive system of a viewing angle and a cursor includes: a display module for presenting a plurality of viewing angle images, wherein the viewing angle images have a cursor; and a control module transmits at least one displacement operation signal according to a user operation And a cursor control signal, wherein the cursor control signal includes a cursor lock signal and a cursor release signal; and a processing module receives the displacement operation signals of the control module and the cursor control signal, and sets the cursor to The coordinate value in each view screen. 如請求項4所述之視角與游標的互動系統,其中該控制模組係具有一運動傳感器,並根據該運動傳感器產生該位移操作訊號。 The interaction system of the viewing angle and the cursor according to claim 4, wherein the control module has a motion sensor, and the displacement operation signal is generated according to the motion sensor. 如請求項4所述之視角與游標的互動系統,其中該控制模組更具有至少一控制鍵,並根據該控制鍵產生該游標控制訊號。 The interactive system of the viewing angle and the cursor as described in claim 4, wherein the control module further has at least one control key, and generates the cursor control signal according to the control key. 如請求項6所述之視角與游標的互動系統,其中該控制模組係在該控制鍵被按下時產生該游標鎖定訊號,並在該控制鍵被放開時產生該游標解除訊號。 The interaction system of the view angle and the cursor as described in claim 6, wherein the control module generates the cursor lock signal when the control button is pressed, and generates the cursor release signal when the control button is released. 如請求項6所述之視角與游標的互動系統,其中該控制模組係依據該控制鍵之觸發來交替產生該游標鎖定訊號與該游標解除訊號。 The interaction system of the view angle and the cursor according to claim 6, wherein the control module alternately generates the cursor lock signal and the cursor release signal according to the trigger of the control key. 如請求項4所述之視角與游標的互動系統,其係為一遊戲平台,且該些視角畫面各為一遊戲軟體中之一顯示畫面。 The interaction system of the perspective and the cursor described in claim 4 is a game platform, and each of the perspective images is a display screen of one of the game software.
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107433038A (en) * 2017-08-11 2017-12-05 杭州电魂网络科技股份有限公司 A kind of method and device for control of playing

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