TWI222380B - Shooting game machine and method for performing it - Google Patents

Shooting game machine and method for performing it Download PDF

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Publication number
TWI222380B
TWI222380B TW092119596A TW92119596A TWI222380B TW I222380 B TWI222380 B TW I222380B TW 092119596 A TW092119596 A TW 092119596A TW 92119596 A TW92119596 A TW 92119596A TW I222380 B TWI222380 B TW I222380B
Authority
TW
Taiwan
Prior art keywords
distance
coordinates
shooting game
detected
player
Prior art date
Application number
TW092119596A
Other languages
Chinese (zh)
Other versions
TW200413066A (en
Inventor
Yong-Hwan Kim
Woo-Jin Jung
Original Assignee
Andamiro Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from KR10-2002-0043913A external-priority patent/KR100462427B1/en
Priority claimed from KR10-2003-0006935A external-priority patent/KR100485810B1/en
Application filed by Andamiro Co Ltd filed Critical Andamiro Co Ltd
Publication of TW200413066A publication Critical patent/TW200413066A/en
Application granted granted Critical
Publication of TWI222380B publication Critical patent/TWI222380B/en

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Classifications

    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • 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
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • 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
    • A63F2300/1062Features 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 specially adapted to a type of game, e.g. steering wheel
    • 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
    • A63F2300/1087Features 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 comprising photodetecting means, e.g. a camera
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/632Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Length Measuring Devices By Optical Means (AREA)
  • Closed-Circuit Television Systems (AREA)

Abstract

The present invention discloses an infrared detection type shooting game machine and method, which changes the degree of difficulty and environment of a game depending upon a distance measured using a plurality of references arranged at irregular intervals, thus providing realistic and interesting games. The shooting game method includes (a) displaying images, including a mark, by a display means and displaying a plurality of references that are bases for detection of coordinates; (b) detecting a partial image of a certain region of a point indicated through an indication means manipulated by a player; (c) receiving the detected partial image, detecting coordinates of the references, and setting coordinates of the references to the detected coordinates of the references; (d) detecting indicated coordinates of the point indicated by the player based upon the coordinates of the references; (e) measuring a distance D between the display means and the indication means based upon previously stored intervals between the plurality of references and distances between the coordinates of the references; and (f) setting reference distances D0 to some of distances D between the display means and the indication means falling within a certain range, and changing a degree of difficulty and situations of the game depending upon whether the reference distances are fulfilled.

Description

玖、發明說明 (發明說明應敘明:發明所屬之技術領域、先前技術、內容、實施方式及圖式簡單說明) 【發明所屬之技術領域】 本發明係與一種射擊遊戲機有關,尤指一種紅外線式 4 射擊遊戲機及方法,其可使用若干按照不規則間隔予以 排列的基準點,根據所測得的距離來變更遊戲的難易度 5 與環境,因而提供一種符合現實及有趣的遊戲。 【先前技術】 本發明係2002年7月25日所提出,名為「遊戲難易 度及情況之調整」的韓國第10-2002-43913號專利申請案 10 的改良。與本案密切相關之該專利申請案的内容併入本 案。 參閱第一圖,所示者係一習用射擊遊戲機的透視圖, 該習用射擊遊戲機包括一遊戲機箱1,一螢幕la,設於 遊戲機箱1内的一影像產生器2,一半透明反射鏡面3 15 用以將影像產生器2所產生之影像顯示在該螢幕la上, 用以產生基準點7以供作為計算座標之基礎的一紅外線 產生裝置4,用以控制整個射擊遊戲機的一控制器5,和 用以根據紅外線產生裝置4產生之基準點而偵測玩家所 指示之座標的一座標偵測器6。 20 另外,該射擊遊戲機另包括一支模型鎗10,以供對 準在螢幕la顯示出之影像上的一標靶。模型鎗10包括 鎗身l〇a,扳機11,諸如橡皮之類的防震構件12,電荷 耦合裝置(CCD)相機13,鏡頭14,和紅外線濾過器15。 3續次頁(發明說明頁不敷使用時,請註記並使用續頁)说明 Description of the invention (the description of the invention should state: the technical field to which the invention belongs, the prior art, the content, the embodiments, and the drawings) [Technical field to which the invention belongs] The present invention relates to a shooting game machine, especially a The infrared type 4 shooting game machine and method can use a number of reference points arranged at irregular intervals to change the difficulty level 5 and the environment of the game according to the measured distance, thereby providing a realistic and interesting game. [Prior Art] The present invention is an improvement of Korean Patent Application No. 10-2002-43913, entitled "Adjustment of Game Difficulty and Situation", proposed on July 25, 2002. The content of this patent application, which is closely related to this case, is incorporated into this case. Referring to the first figure, the figure shows a perspective view of a conventional shooting game machine. The conventional shooting game machine includes a game case 1, a screen la, an image generator 2 provided in the game case 1, and a semi-transparent reflective mirror surface. 3 15 An infrared generating device 4 for displaying an image generated by the image generator 2 on the screen 1a, for generating a reference point 7 as a basis for calculating coordinates, and for controlling a control of the entire shooting game machine Device 5, and a target detector 6 for detecting the coordinates indicated by the player based on the reference point generated by the infrared generating device 4. 20 In addition, the shooting game machine further includes a model gun 10 for aligning a target on the image displayed on the screen la. The model gun 10 includes a gun body 10a, a trigger 11, a shock-proof member 12, such as a rubber, a charge-coupled device (CCD) camera 13, a lens 14, and an infrared filter 15. 3 Continued pages (Please note and use continuation pages if the invention description page is insufficient.)

發明說明續頁 經由CCD相機13偵知的影像係透過一條連接到模型餘 1〇的通訊線16而被傳輸給座標偵測器6。CCD相機13 2 CCD形狀大致為矩形,且該C(:D係用於圖素較多和 "又成跟水平方向平行的那一邊。 5 在如前述結構之射擊遊戲機中用以顯示遊戲影像的 顯示器包括螢幕la,影像產生器2和半透明反射鏡面3。 從控制器5傳輸的遊戲影像資訊,包括_標乾,先由影 像產生器2轉換成一種屬於可見光範圍的光,再由半透 明鏡面3反射,最後被照射到螢幕la,因而可由玩家觀 1〇祭到。在此情況下,從紅外線產生器4射出的光係由半 透明反射鏡面3予以反射,再照射到螢幕la上,因而指 示出可供作為偵測座標之基礎的基準點7。 元豕以手中的模型鎗對準勞幕1 a。在此情況下,螢 幕1 a上所顯示的影像及基準點7即抵達紅外線滤過器。 15這時屬於可見光範圍的光無法通過紅外線濾、過器15 , 而基準點7 ,亦即屬於紅外線範圍的光,則會通過紅外 線濾過器15。 通過紅外線濾過器15的基準點7透過鏡頭14在(::(:1) 相機13上形成影像,而已在CCD相機13上形成影像的 20基準點7則轉換成由電訊號組成的影像,再將電訊號構 成的影像傳輸到座標偵測器6。此時,當玩家扣動扳機 11時,座標偵測器便計算基準點的座標和取得指示座 -8- 1222380 標,亦即根據基準點座標而由玩家所指示之螢幕la上的 指示座標。 如前述方式所取得的指示座標係被傳輸給控制器 5,再由控制器5以玩家扣動扳機11當時的座標來跟指 5 示座標做比較,據以確定是否擊中標靶。 然而,由於紅外線產生裝置4所產生的基準點,總有 ——或二個以上未按指定規則分布在影像周園,而且玩家 的指示座標係在假定模型鎗1 〇不旋轉的條件下予以偵 測,所以習用射擊遊戲機具有無法正確計算出位置的缺 10 點。 也就是說,如第四a圖所示,在習用射擊遊戲機中, 二個基準點{CCD相機13上之基準點的座標是ρι=(ριχ, Piυ),Ρ2=(Ρ2χ,Ρπ)(假定CCD相機之座標的原點是左上 角),而且螢幕la上之螢幕la中心的座標是事先儲存的 15 (xg’ yg)}大致排列成與螢幕la的中心對稱,唯有在CCD 相機13偵知所有的基準點時,始會偵測指示座標。 座標偵測器6是以計算CCD相機13上之基準點座標 {Ρι=(Ριχ,p1Y),ρ2=(ρ2χ , ρ2γ)}和取得重心的方式,來計 算CCD相機η上之基準點的中心(因為該等基準點係被 20排列成與« la中心對稱,所以該等基準點的中心就變 成勞幕a中^ )的座“ {ρ〇==(ρ〇χ,ρ〇γ)卜由於ccd相機 13上各基準點之間的距離D是以 -9- 1222380 發明說明_胃 d = d(P2X -ριχΫ +(p2Y -Ριγ)2 求得,所以在 CCD 相機 13 上之 CCD相機13的中心座標是C=(CX,CY)和螢幕la上各基 準點之間的距離是L時,指示座標是以义= ^+((^-/7。/)# a 和求得。 a 5 因此,當玩家所在的位置非常接近螢幕la或遠離螢 幕la時(CCD相機偵測不到所有的基準點),習用射擊遊 戲機便無法獲得正確的指示座標,另在如同本發明一樣 把模型鎗10的旋轉列入考慮時,習用射擊遊戲機也無法 取得正確的指示座標,因為習用射擊遊戲機在計算指示 10 座標上所用的方法並未把模型鎗10的旋轉列入考慮。 再者,由於習用射擊遊戲機係以所有顯示的基準點來 偵測玩家所指示的指示座標8,和用前述方式進行偵測, 因而如發生紅外線產生裝置4部份失靈,以致有部份基 準點未被偵知時,習用射擊遊戲機即會出現無法偵測指 15 示座標8的缺點。 另外,因為習用射擊遊戲機只能在所有已用基準點均 被偵知時始可偵測指示座標,所以習用射擊遊戲機具有 相同尺寸之CCD相機所能偵測的範圍很小的缺點。 此外,在習用射擊遊戲機中,玩家只能按照控制器5 20 提供的遊戲内容被動做出反應動作的方式來玩遊戲。再 者,習用射擊遊戲機因為無法反應出模型鎗10的旋轉和 被偵知的模型餘10與螢幕1 a之間的距離變化,所以具 -10- 1222380 發明說明S胃 有無法提供合乎現實之遊戲的缺點。 模型鎗10與螢幕la之間的距離可視玩家而改變。體 能狀況良好的玩家可減低距離而在一個接近螢幕la的位 置玩遊戲。由於接近螢幕la的位置可改善射擊準確性, 5 所以無法玩公平的遊戲。所有玩家都想在接近螢幕la的 位置玩遊戲。 此外,因為習用射擊遊戲機所用的CCD相機13未固 定,可由玩家自由移動,所以一影像能被相同的CCD偵 測。習用射擊遊戲機並未根據前述受限的基準點分布來 10 偵測指示座標,據以善用解析度。 射擊遊戲機偵測影像所用的指標是解析度,而CCD 相機的CCD解析度直接影響到影像偵測的解析度。增加 CCD解析度是增加影像偵測解析度最簡單的方法,但這 方法因為會增加CCD的成本和增加傳輸及處理資料的數 15 量,以致需要高速傳速的方法和高性能的處理設備,因 而在成本及技術上有其限制。 【發明内容】 本發明係為克服習用技藝所發生的前述種種問題而 20 提出,其目的是提供一種射擊遊戲機及方法,其能按照 模型鎗與螢幕之間距離而變更遊戲環境,據以增進對該 遊戲之興趣。 -11- 1222380 發明說明$賣胃 本發明的另一目的是提供一種射擊遊戲機及方法, 可根據玩家所偵知的指示座標,模型鎗的旋轉,或模型 錄與螢幕之間的距離而變更遊戲的影像及調整遊戲的難 易度。 5 本發明的再一目的是提供一種射擊遊戲機及方法, 可設定模型鎗與螢幕之間的基準距離,且在實際距離如 小於基準距離時便使遊戲變困難,和在實際距離如比基 準距離大時,就給玩家優惠。 本發明的又一目的是提供一種射擊遊戲機及方法, 10其中係把若干基準點按照某種規則予以排列,以致使用 部份的基準點就可計算指示座標,所以不但使用解析度 相同的CCD相機就能在廣泛的範圍中計算指示座標,而 且使用低解析度的CCD相機也可在相同範圍計算指示座 標0 15 本發明的另一目的是提供一種射擊遊戲機及方法, 其可設定模型鎗與螢幕之間的基準距離,且在實際距離 如比基準距離小時,就減低標靶的尺寸、施以處罰、和 增加子彈的方位角等,以增加困難度;以及在實際距離 如果比基準距離大時,即增加標靶的尺寸,和提供便利 20 等,使玩家受惠。 為達成前述目的,本發明提供一種射擊遊戲機,其 包括顯示器,用以顯示包括一標靶在内的各種影像;基 -12- 1222380 發明說明$賣胃 準點顯示器,用以顯示若干按照不規則間隔排列在顯示 器之内或周圍,作為偵知座標之基礎的基準點;指示器, 用以指向顯示器上由玩家所指示的一個點;影像偵測 器,其係安裝在指示器上以供偵測該指示器所指示之區 5域中的一影像;基準點座標偵測器,用以接收已偵知的 影像和偵測基準點的座標;指示座標偵測器,用以根據 已偵知的基準點座標來偵測該指示器所指示的指示座 標;以及控制器,用以根據顯示器與指示器之間的距離 而調整難易度,接收已偵知的指示座標和控制整個射擊 1〇 遊戲機。 各該基準間之間的不規則間隔,宜以射擊遊戲機的 各項條件作為決定因素,例如顯示器的解析度,影像偵 測器的解析度、可見範圍與旋轉限度,以及顯示器與指 示器之間的距離。 15 該基準點座標偵測器宜在影像偵測器如只偵測到部 份基礎點時,便可根據已偵知基準點之間的距離比來偵 測該已偵知基準點的實際資訊。 該指示座標偵測器宜根據該影像偵測器所偵知之部 份基準點中的二個來偵測指示座標。 20 該射擊遊戲機宜另包括旋轉偵測器,用以根據各該 基準點來偵測該指示器的旋轉。 該控制器宜根據指示座標偵測器所偵知之指示座標 \ -13- 1222380 發明說明 的變化或該旋轉偵測器所偵知之旋轉來控制顯示器上所 顯示的影像。 該射擊遊戲機宜另包括一距離量測器,用以根據事 先儲存的顯示器上各基準點之間的間隔,和影像偵測器 5 上由其所偵知各基準點之間的間隔,來偵測顯示器與指 示器之間的距離。 該控制器宜根據該指示座標偵測器所偵知之指示座 標的變化,或該距離偵測器所偵知的顯示器與指示器之 間的距離,來控制顯示器上所顯示的影像。 10 該控制器宜根據指示座標偵測器所偵知之座標的變 化來控制顯示器上所顯示的影像。 最好,指示器宜包括一影像產生器,一半透明反射 鏡面,和一用以顯示半透明反射鏡面所反射之影像的螢 幕。該基準點顯示器係位在半透明鏡面的後方。 15 最好,該指示器宜為鎗、網球拍,棒球棒,棍棒, 或刀劍其中一種的模型。 為達成前述目的,本發明提供一種射擊遊戲方法, 其包括下列各步驟:(a)以一顯示器顯示包括一標靶在 内的各種影像,以及顯示若干作為偵知座標之基礎的基 20 準點;(b)偵測經由玩家操縱之一指示器所指示的一個 點的某個區域的部份影像;(c)接收該已偵知的影像, 偵測各該基準點的座標,和按照各該已偵知基準點的座 -14- 1222380 發明說明,_胃Description of the invention continued page The image detected by the CCD camera 13 is transmitted to the coordinate detector 6 through a communication line 16 connected to the model I 10. CCD camera 13 2 The shape of the CCD is approximately rectangular, and the C (: D is used for the side with more pixels and parallel to the horizontal direction. 5 It is used to display the game in the shooting game machine with the structure described above. The display of the image includes a screen la, an image generator 2 and a translucent reflective mirror 3. The game image information transmitted from the controller 5, including _standard stem, is first converted by the image generator 2 into a light belonging to the visible range, and then by the The translucent mirror surface 3 reflects and is finally irradiated to the screen la, so it can be viewed by the player. In this case, the light emitted from the infrared generator 4 is reflected by the translucent mirror surface 3, and then shines on the screen la. Therefore, the reference point 7 which can be used as the basis for detecting the coordinates is indicated. Yuan Zhen aimed the labor screen 1 a with the model gun in his hand. In this case, the image displayed on the screen 1 a and the reference point 7 are It reaches the infrared filter. 15 At this time, the light belonging to the visible range cannot pass through the infrared filter and the filter 15, and the reference point 7, that is, the light belonging to the infrared range, passes through the infrared filter 15. The infrared filter The fiducial point 7 of 15 forms an image on the (: :(: 1) camera 13 through the lens 14, and the 20 fiducial point 7 which has formed an image on the CCD camera 13 is converted into an image composed of electrical signals, and the electrical signals are then composed The image is transmitted to the coordinate detector 6. At this time, when the player pulls the trigger 11, the coordinate detector calculates the coordinates of the reference point and obtains the indication coordinates of 8-1222380, that is, according to the coordinates of the reference point, the player The indicated coordinates on the indicated screen la. The indicated coordinates obtained as described above are transmitted to the controller 5, and the controller 5 compares the coordinates at the time when the player pulled the trigger 11 with the indicated coordinates of the indicated 5, according to To determine whether to hit the target. However, due to the reference points generated by the infrared generating device 4, there are always-or two or more are not distributed in the image week garden according to the specified rules, and the player's instruction coordinate system is assumed to be a model gun 1 〇 It is detected under the condition of no rotation, so the conventional shooting game machine has a missing 10 points that cannot calculate the position correctly. That is, as shown in Figure 4a, in the conventional shooting game machine, two reference points {C The coordinates of the reference point on the CD camera 13 are ρm = (ριχ, Piυ), P2 = (P2χ, Pπ) (assuming the origin of the coordinates of the CCD camera is the upper left corner), and the coordinates of the center of the screen la on the screen la is The 15 (xg 'yg)} stored in advance is arranged approximately symmetrically to the center of the screen la, and only when the CCD camera 13 detects all the reference points, the indicator coordinates are detected. The coordinate detector 6 is used to calculate the CCD The coordinates of the reference point on the camera 13 {Pι = (Ριχ, p1Y), ρ2 = (ρ2χ, ρ2γ)} and the way to obtain the center of gravity to calculate the center of the reference point on the CCD camera η (because these reference points are determined by 20 Arranged symmetrically with «la center, so the center of these reference points becomes the seat of ^)" {ρ〇 == (ρ〇χ, ρ〇γ) The distance D is calculated from -9-1222380. _Stomach d = d (P2X -ριχΫ + (p2Y -Ριγ) 2, so the center coordinate of the CCD camera 13 on the CCD camera 13 is C = (CX, CY) When the distance between each reference point on the screen la is L, the indication coordinate is meaning = ^ + ((^-/ 7. /) # a And find. a 5 Therefore, when the player's position is very close to the screen la or away from the screen la (the CCD camera cannot detect all the reference points), the conventional shooting game machine cannot obtain the correct pointing coordinates. In addition, as in the present invention, When the rotation of the model gun 10 is taken into consideration, the conventional shooting game machine cannot obtain the correct indication coordinates, because the method used by the conventional shooting game machine to calculate the coordinates of the instruction 10 does not take into account the rotation of the model gun 10. In addition, since the conventional shooting game machine uses all the displayed reference points to detect the indication coordinates 8 indicated by the player, and uses the aforementioned method to detect, if the infrared generating device 4 partially fails, some of the benchmarks are caused. When the point is not detected, the conventional shooting game machine will have the disadvantage of being unable to detect the coordinates of the indicator 15 of the indicator 8. In addition, because the conventional shooting game machine can only detect the indication coordinates when all the used reference points are detected, the conventional shooting game machine has the disadvantage that the CCD camera of the same size can detect a small range. In addition, in the conventional shooting game machine, the player can only play the game in a manner of passively responding to the game content provided by the controller 5 20. In addition, the conventional shooting game machine cannot reflect the rotation of the model gun 10 and the change in the distance between the remaining model 10 and the screen 1 a, so -10- 1222380 Invention Description S stomach can not provide a realistic Disadvantages of the game. The distance between the model gun 10 and the screen la can be changed depending on the player. Players in good physical condition can reduce the distance and play the game at a position close to the screen la. Since being closer to the screen la improves shooting accuracy, 5 fair games cannot be played. All players want to play the game near the screen la. In addition, since the CCD camera 13 used in the conventional shooting game machine is not fixed and can be freely moved by the player, an image can be detected by the same CCD. The conventional shooting game machine does not detect the indication coordinates according to the aforementioned restricted reference point distribution, so as to make good use of the resolution. The index used by the shooting game machine to detect the image is the resolution, and the CCD resolution of the CCD camera directly affects the resolution of the image detection. Increasing the CCD resolution is the easiest way to increase the resolution of image detection. However, this method will increase the cost of the CCD and increase the number of data to be transmitted and processed. Therefore, high-speed transmission methods and high-performance processing equipment are required. Therefore, there are restrictions on cost and technology. [Summary of the Invention] The present invention is proposed in order to overcome the aforementioned problems occurring in conventional techniques. 20 The purpose of the present invention is to provide a shooting game machine and method that can change the game environment according to the distance between the model gun and the screen, thereby improving the game environment. Interest in the game. -11- 1222380 Description of the invention [Selling stomach] Another object of the present invention is to provide a shooting game machine and method, which can be changed according to the indication coordinates detected by the player, the rotation of the model gun, or the distance between the model record and the screen. The image of the game and the difficulty of adjusting the game. 5 Another object of the present invention is to provide a shooting game machine and method, which can set the reference distance between the model gun and the screen, and make the game difficult if the actual distance is less than the reference distance, and the actual distance is more than the reference. When the distance is large, the player is given a discount. Another object of the present invention is to provide a shooting game machine and method, in which a number of reference points are arranged according to a certain rule, so that the reference coordinates can be calculated using some of the reference points, so not only a CCD with the same resolution is used The camera can calculate the indication coordinates in a wide range, and the low-resolution CCD camera can also calculate the indication coordinates in the same range. 0 15 Another object of the present invention is to provide a shooting game machine and method, which can set a model gun The reference distance from the screen, and if the actual distance is smaller than the reference distance, reduce the size of the target, impose penalties, and increase the azimuth of the bullet to increase difficulty; and if the actual distance is greater than the reference distance When it is large, it increases the size of the target, and provides convenience, etc., to benefit the player. In order to achieve the foregoing object, the present invention provides a shooting game machine including a display for displaying various images including a target; Base-12-1222380 Invention Description $ Selling stomach on-point display for displaying a number of irregularities The intervals are arranged in or around the display as the reference point on which the coordinates are detected; the indicator is used to point to a point indicated by the player on the display; the image detector is mounted on the indicator for detection Measure an image in 5 areas of the area indicated by the indicator; a reference point coordinate detector for receiving the detected image and detecting the coordinates of the reference point; an indicator coordinate detector for detecting based on the detected The reference point coordinates to detect the indication coordinates indicated by the indicator; and a controller for adjusting the difficulty level according to the distance between the display and the indicator, receiving the detected indication coordinates and controlling the entire shooting 10 game machine. The irregular intervals between the benchmarks should be determined by various conditions of the shooting game machine, such as the resolution of the display, the resolution of the image detector, the visible range and rotation limit, and the relationship between the display and the indicator. Distance. 15 The datum point coordinate detector should detect the actual information of the detected datum points based on the distance ratio between the detected datum points if the image detector only detects part of the base points. . The indicator coordinate detector should detect the indicator coordinate based on two of the partial reference points detected by the image detector. 20 The shooting game machine should further include a rotation detector for detecting the rotation of the indicator according to the reference points. The controller should control the image displayed on the display according to the change in the indication coordinate detected by the indication coordinate detector or the rotation detected by the rotation detector. The shooting game machine preferably further includes a distance measuring device for detecting the interval between the reference points on the display stored in advance and the interval between the reference points detected by the image detector 5. Measure the distance between the display and the indicator. The controller should control the image displayed on the display according to the change of the indication coordinate detected by the indication coordinate detector, or the distance between the display and the indicator detected by the distance detector. 10 The controller should control the image displayed on the display based on changes in the coordinates detected by the indicator coordinate detector. Preferably, the indicator should include an image generator, a semi-transparent mirror, and a screen for displaying the image reflected by the semi-transparent mirror. The reference point display is located behind a translucent mirror. 15 Preferably, the indicator should be a model of a gun, tennis racket, baseball bat, stick, or sword. In order to achieve the foregoing object, the present invention provides a shooting game method, which includes the following steps: (a) displaying various images including a target on a display, and displaying a plurality of base points which are used as a basis for detecting coordinates; (B) detecting a partial image of an area of a point indicated by a pointer manipulated by the player; (c) receiving the detected image, detecting the coordinates of each of the reference points, and according to each of the Seat of which the reference point has been detected -14-12380 Description of the invention, _ stomach

標來設定各該基準點的座標;(d)根據各該基準點的座 標來偵測玩豕所指示那一點的指示座標;(e)根據事先 儲存的各該基準點之間的間隔以及各該基準點座標之間 的距離’來量測該顯示器與該指示器之間的距離D ;以 5及(f)按照該顯示器與該指示器之間屬於某個範圍内的 一些距離D來設定基準距離D(),和按照是否符合基準距 離的條件來變更遊戲的難易度和情況。 該顯示器與該指示器之間的距離D宜以下列方程式 D f(L/d)算出,其中f係指一鏡頭的焦距,l係指以事 10先儲存之各該基準點座標所獲得的基準點之間的距離, 而d則指一 CCD相機上各基準點之間的間隔;其中該指 示器的前端配備該鏡頭,後端則配備該CCD相機。 距離D如果比基準距離d〇短,宜增加指示器的方位 角δ〇 ’反之距離D若是大於基準距離D〇,即減低指示器 15 的方位角δ〇。 距離D如果比基準距離D〇短,宜縮小該標靶的尺 寸’反之距離D若是大於基準距離D〇,即加大該標靶的 尺寸。 距離D如果比基準距離D〇短,宜給予玩家處罰,反 20 之距離D若是大於基準距離D〇,即給予玩家優惠。 給予玩家的處罰宜為減低玩家在遊戲中之移動速 度’限制跳躍高度,和減少遊戲時間或其組合。 •15- 1222380 發明說明續頁 距離D如果比基準距離D❹短,宜將遊戲情況設定成 不利於玩家’反之距離D若是大於基準距離d〇,則將遊 戲情況設定成有利於玩家。 5 【實施方式】 配合附圖參考下列的詳細說明,即可更加瞭解本發 明的前述及其它目的,特點與其他優點。 第二圖係依本發明構成之一種射擊遊戲機的透視 圖。 10 除了模型鎗外,遊戲機箱1裝有構成一部遊戲機的 各式το件。螢幕ia是個顯示若干基準點的裝置,該等基 準點則是作為偵測包括一標靶及指示座標在内之内容影 像的基礎。影像產生器2是個產生各種影像,包括遊戲 及標靶内容在内的裝置。另有個褐色盆狀物或投影機用 15 於影像產生器2。 用以指示標靶的顯示器,在構造上係包括該螢幕 la,該影像產生器2及一半透明鏡面3。然而,若將影像 產生器2直接安裝在第二圖中的螢幕u位置,便可構成 不包括螢幕la及半透明鏡面3的顯示器。 2〇 紅外線產生裝置4是個用以產生基準點的基準點顯 示裝置,該等基準點是偵測玩家所指示座標,亦即指示 座標的基礎。該產生裝置係運用紅外線雷射,和位在螢 -16- 丄222380 發明說明_頁 幕la的内部,外周邊或背面。 基準點顯示器所產生的基準點,係被顯示在勞幕1 a 的内部或週邊,並構成偵測座標的基礎,其詳情容後再 予說明。 5 對基準點產生裝置採用紅外線產生裝置4的理由, 是因為螢幕la上所顯示的遊戲影像是由不可見射線的電 磁波組成,因此如前所述,基準點無法與遊戲影像區別 出’所以要使用紅外線並讓光線通過紅外線產生裝置4, 以顯示出基準點,從而正確及清楚地偵測基準點。 10 另外,由於本發明係以如後所述的以某種特定規則 來確定間隔,再使用按該間隔排列的基準點來計算出座 標,所以除了基準點外,不必偵測的點均可免除,因而 進一步正確偵測出指示座標。 紅外線產生器4係位在半透明鏡面3後方,基準點 15 則宜沿著穿過螢幕1 a垂直軸的水平軸排列。由紅外線產 生裝置4所產生的紅外線基準點會穿過半透明反射鏡面 3和顯示在螢幕ia上。如果顯示器的構造屬於把影像產 生器2設於螢幕la之位置而未採用螢幕ia和半透明鏡 面3者,便可將紅外線產生裝置4設於螢幕la的周邊或 20 其附近。 控制器5是個用以控制整個射擊遊戲的工具,其係 將包括標靶在内的影像傳送到影像產生器2,以便玩家 -17- 丄222380 發明說明,續頁 可看到遊戲影像,另視玩家動作而變更遊戲内容,和確 定標靶是否被擊中以便管理該遊戲。控制器5可用一般 的微處理器予以實施。 模型鎗10是種可供指向螢幕la上被玩家所指出那 5 一點的指示器,其可改用網球拍,棒球棒,棍棒,和刀 劍等取代。 模型鎗10包括一台CCD (電荷轉合裝置)相機13 , 一鏡頭14,一紅外線濾過器15,一個可對指示器所指示 區域中影像加以偵測的影像偵測器,和一個可供玩家在 10 接獲通知時即射擊的扳機11。CCD相機可改用互補金屬 氧化物半導體(CMOS)元件取代。 紅光線滤過器15的功用在於接收遊戲的各種影像, 包括螢幕上所顯示的標靶,消除可見光範圍的光線,和 讓紅外線區域的電磁波通過。 15 由紅外線區域各種電磁波構成的基準點,是以鏡頭 14而使其形成於CCD相機13上,再轉換成電訊號,和 經由通訊線16而傳輸到座標偵測器6。 該座標偵測器6包括一個使用該影像偵測器所偵測 出和經由通訊線16傳輸的訊號來偵測參考點座標的一 20基準點座標偵測器,和一個根據該基準點座標偵測器所 偵測出的各基準點之座標用以偵測指示座標的指示座標 偵測器,該指示座標係由玩家而經由指示器所指示者。 -18- 1222380 發明說明續頁 座標偵測器6包括一個在模型鎗1〇所傳輸之訊號為類比 訊號時,可將該等類比訊號轉換成數位訊號的轉換器。 該座標偵測器6可始終對指示座標進行偵測,以便 在玩遊戲時視玩家之動作而變更遊戲内容,或可在扣動 5扳機11那一刻始對指示座標進行偵測,以減輕控制器5 或座標偵測器的作業負擔。 玩家所指示的那一點在經由該指示座標偵測器偵測 出其指示座標時,即被傳輸給控制器5,並與玩家扣動 扳機11那一刻的標靶位置座標進行比較,據以確定玩家 10 是否擊中該標靶。 兹將依本發明構成之基準點的配置說明於後。 習用的射擊遊戲機是運用一或二個基準點。如運用 三個或以上的基準點時,是把它們按固定間隔排列在螢 幕附近時才這麼用。對照之下,由於本發明是運用基準 15點的距離比,在考慮過螢幕la解析度,CCD相機之解析 度、可見範圍(能由CCD相機同時偵測到的螢幕u範圍) 和旋轉限度(當玩家指向影像時可被注意到的最大旋轉 角度)’以及鎗的解析度,亦即模型鎗1〇可偵測出螢幕 la之範圍後,至少有三個基準點會按預定的間隔排列。 2〇 在本各明中,正確偵測出各該基準點座標的過程可 分成下列各步驟,即找出已偵知基準點之實際資訊,也 就是按基準點之順序來確定已偵知基準點佔用何位置的 -19- 1222380 發明說明#賣胃 步驟,以及使用該已偵知的基準點來偵測該指示座標的 步驟。為能按基準點之順序來確定已偵知基準點佔用何 位置,該CCD相機13必須始終偵測至少二個距離,亦 即至少三個基準點。因為不必偵測全部的基準點,所以 5 即使是用低解析度的CCD祖機13,也可偵測出座標。 為能始終偵測到數個基準點中的至少三個,基準點 之間的間隔是以CCD相機13的解析度(若是基準點之 間的間隔大時,可用高解析度的CCD相機,反之則可用 低解析度的CCD相機),該CCD相機13的旋轉限度, 10鎗的解析度,螢幕la的解析度,和玩家在遊戲時主要所 在的位置作為決定因素,同時要調整基準點顯示器,以 便按照預定間隔顯示出該等基準點。 舉例來說’如果CCD相機13的旋轉限度是以3〇度 為限時,那麼便可在30度的旋轉範圍内偵測出整個螢幕 15 la,但CCD相機13的旋轉角度如超過30度時,則在螢 幕la的端位置至少有三個基準點不會同時被偵知。另 外,若是標準位置係隨意安排而成,那麼指示器如較標 準位置為近,CCD相機13的影像解析能力就變高。但指 示器若較任一極限點為近,就無法量測螢幕的端位置。 20 反之,如果指示器的位置遠離標準位置,CCD相機 13的影像解析能力就變低。 由於螢幕尺寸可有種種不同的變化,而標準位置又 -20- 1222380 與螢幕尺寸成正比,所以在決定基準點之間的間隔時, 要以CCD相機的解析度、可見範圍和旋轉限度,以及鎗 的解析度作根據,並按照所確定的間隔來求出決定螢幕 la尺寸及標準位置的常數。舉例來說,如果15〇公分是 5 73·66公分(29吋)螢幕ia的標準位置,那麼258公分就 是127公分(50吋)螢幕ia的標準位置。利用前述方法, 對於種種尺寸的螢幕la而言,就可用種種不同的基準點 配置來保持相同效果。 再者,因為基準點之間的間隔差異變大,所以已偵 10 知的基點與其他的基準點也較易區別出。 雖然把基準點顯示器設在螢幕la周邊之外,即可在 螢幕la周邊的附近顯示出前述若干基準點,但如第二圖 所示,宜將基準點顯示器設在半透明反射鏡面3的後 方,以便在螢幕la内顯示出該等若干基準點。 15 若是將該等若干基準點排列在螢幕la之外,那麼安 裝在模型鎗10上以供偵測玩家所指示區域之影像的 CCD相機13,即如第三a圖所示,必須在模型鎗1Q上 安裝成與其偏移,以致模型鎗10的設計受限。若是該等 若干基準點是被安排在螢幕1 a之内,便如第三b圖所 20不’可將CCD相機13在模型鎗1〇安裝成與其軸線對齊, 以致消除模型鎗1〇的設計限制。 前述的基準點配置限制可用下列的數學方程式正確 -21- 發明說明續頁 表不出(如第四a圖所示,其係以該等若干基準點沿著穿 過勞幕1 a垂直轴的水平軸排列為例)。 在與螢幕la周邊(或偵測影像之區域周邊)相隔某個 距離内存有至少三個基準點所需之最小距離的周邊臨界 疾差ET,和用CCD相機偵測螢幕la周邊(或偵測影像之 區域周邊)除外之螢幕la内部區域時,用以偵測至少三 個基準點所需之最小距離的一般臨界誤差GT,均可用下 列數學方式算出。 10 在模型鎗之水平解析值為Sw (因為基準點是沿著水 平軸予以指示,所以不使用),模型鎗之垂直解析值為 SH ’ CCD相機之水平解析值為cw,CCD相機之垂直解 析值為CH,CCD相機之旋轉極限角度為%,和CCD相 機之旋轉角度為Θ (〇d^c)的情況下,如果將α(θ)和 Α(θ)定義成 /^(θ):么一c"C0se 15 Ρ2(θ) = sin0J^) + cw c〇s6 2 ~2~To set the coordinates of each of the reference points; (d) to detect the indicated coordinates of the point indicated by the toy according to the coordinates of each of the reference points; (e) according to the interval between the reference points and the The distance between the reference point coordinates' is used to measure the distance D between the display and the indicator; 5 and (f) are set according to some distances D between the display and the indicator that fall within a certain range The reference distance D (), and the difficulty and situation of the game are changed according to whether the conditions of the reference distance are met. The distance D between the display and the indicator should be calculated by the following equation D f (L / d), where f refers to the focal length of a lens, and l refers to the coordinates obtained from each of the reference points stored beforehand. The distance between the reference points, and d refers to the interval between the reference points on a CCD camera; wherein the front end of the indicator is equipped with the lens, and the rear end is equipped with the CCD camera. If the distance D is shorter than the reference distance do, the azimuth angle δo of the pointer should be increased. If the distance D is greater than the reference distance Do, the azimuth angle δo of the indicator 15 is decreased. If the distance D is shorter than the reference distance D0, it is desirable to reduce the size of the target ', and if the distance D is greater than the reference distance D0, the target size is increased. If the distance D is shorter than the reference distance D0, the player should be punished. If the distance D is greater than the reference distance D0, the player is given a discount. The penalty given to the player should be to reduce the player's movement speed in the game 'to limit the jump height, and to reduce the game time or a combination thereof. • 15-1222380 Description of the invention Continuation page If the distance D is shorter than the reference distance D❹, the game situation should be set to be unfavorable to the player '. Otherwise, if the distance D is greater than the reference distance do, the game situation is set to be beneficial to the player. 5 [Embodiment] With reference to the following detailed description in conjunction with the drawings, the foregoing and other objects, features, and other advantages of the present invention can be better understood. The second figure is a perspective view of a shooting game machine constructed in accordance with the present invention. 10 In addition to the model gun, the game case 1 is equipped with various το pieces constituting a game machine. The screen ia is a device that displays a number of reference points, which are used as a basis for detecting content images including a target and an indication coordinate. The image generator 2 is a device that generates various images, including games and target content. Another brown pot or projector is used for image generator 2. The display for indicating the target includes the screen 1a, the image generator 2 and the semi-transparent mirror surface 3 in structure. However, if the image generator 2 is directly installed at the position of the screen u in the second figure, a display excluding the screen 1a and the translucent mirror 3 can be constructed. 20 The infrared generating device 4 is a reference point display device for generating reference points. These reference points are the basis for detecting the coordinates indicated by the player, that is, the indicated coordinates. The generating device is an infrared laser, and is located on the inside, the outer periphery or the back of the screen. The datum points generated by the datum point display are displayed inside or around the curtain 1 a and form the basis for detecting the coordinates. The details will be described later. 5 The reason why the reference point generating device uses the infrared generating device 4 is because the game image displayed on the screen la is composed of electromagnetic waves of invisible rays, so as mentioned above, the reference point cannot be distinguished from the game image. Use infrared rays and pass light through the infrared generating device 4 to display the reference points, so that the reference points are detected correctly and clearly. 10 In addition, since the present invention uses a specific rule to determine the interval as described later, and then uses the reference points arranged at the interval to calculate the coordinates, in addition to the reference points, points that do not need to be detected can be exempted. , So that the coordinates of the indicator are further detected correctly. The infrared generator 4 is located behind the translucent mirror 3, and the reference point 15 should be arranged along the horizontal axis passing through the vertical axis of the screen 1a. The infrared reference point generated by the infrared generating device 4 passes through the translucent reflecting mirror surface 3 and is displayed on the screen ia. If the structure of the display belongs to the position where the image generator 2 is provided on the screen la without using the screen ia and the translucent mirror 3, the infrared generating device 4 may be provided on the periphery of the screen la or near it. The controller 5 is a tool for controlling the entire shooting game. It transmits the image including the target to the image generator 2 so that the player-17- 丄 222380 description of the invention, the game image can be seen on the continuation page. The player moves to change the game content, and determines if the target is hit in order to manage the game. The controller 5 can be implemented by a general microprocessor. The model gun 10 is a pointer that can be pointed on the screen la by the player, and it can be replaced with a tennis racket, a baseball bat, a stick, and a sword. The model gun 10 includes a CCD (charge transfer device) camera 13, a lens 14, an infrared filter 15, an image detector that can detect the image in the area indicated by the pointer, and a player for the player The trigger 11 is fired when 10 is notified. CCD cameras can be replaced with complementary metal-oxide-semiconductor (CMOS) devices. The function of the red light filter 15 is to receive various images of the game, including targets displayed on the screen, eliminate light in the visible range, and allow electromagnetic waves in the infrared region to pass. 15 The reference point composed of various electromagnetic waves in the infrared region is formed on the CCD camera 13 by the lens 14, and then converted into an electric signal, and transmitted to the coordinate detector 6 through the communication line 16. The coordinate detector 6 includes a 20-reference-point coordinate detector that detects a reference point coordinate using a signal detected by the image detector and transmitted via the communication line 16 and a detection method based on the reference-point coordinate. The coordinates of each reference point detected by the tester are used to detect an indication coordinate detector, which is indicated by the player through the pointer. -18- 1222380 Description of the invention Continuation page The coordinate detector 6 includes a converter that can convert these analog signals into digital signals when the signals transmitted by the model gun 10 are analog signals. The coordinate detector 6 can always detect the indicator coordinates, so that the game content can be changed according to the player's actions when playing the game, or the indicator coordinates can be detected at the moment of pulling the trigger 5 to reduce the control. Burden of the scanner 5 or the coordinate detector. The point indicated by the player is transmitted to the controller 5 when the indication coordinate is detected by the indication coordinate detector, and is compared with the target position coordinate at the moment when the player pulls the trigger 11 to determine Whether player 10 hits the target. The arrangement of the reference points constituted according to the present invention will be described later. The conventional shooting game machine uses one or two reference points. For example, when using three or more fiducial points, they are only used when they are arranged near the screen at regular intervals. In contrast, since the present invention uses a reference distance ratio of 15 points, after considering the screen la resolution, the resolution of the CCD camera, the visible range (the screen u range that can be simultaneously detected by the CCD camera), and the rotation limit ( The maximum rotation angle that can be noticed when the player points at the image) 'and the resolution of the gun, that is, after the model gun 10 can detect the range of the screen la, at least three reference points will be arranged at predetermined intervals. 2 In this article, the process of correctly detecting the coordinates of each reference point can be divided into the following steps, that is, to find the actual information of the detected reference points, that is, to determine the detected reference in the order of the reference points. -19-1222380 where the point occupies. 发明 说明 #Selling stomach step, and the step of detecting the indicated coordinate using the detected reference point. In order to determine the position occupied by the reference points in the order of the reference points, the CCD camera 13 must always detect at least two distances, that is, at least three reference points. Because it is not necessary to detect all the reference points, the coordinates can be detected even with a low-resolution CCD ancestor 13. In order to always detect at least three of the several reference points, the interval between the reference points is the resolution of the CCD camera 13 (if the interval between the reference points is large, a high-resolution CCD camera can be used, and vice versa You can use a low-resolution CCD camera), the rotation limit of the CCD camera 13, the resolution of 10 shots, the resolution of the screen 1a, and the player's main position during the game as the determining factors. At the same time, the reference point display must be adjusted. In order to display these reference points at predetermined intervals. For example, 'If the rotation limit of the CCD camera 13 is limited to 30 degrees, then the entire screen 15 la can be detected within a 30-degree rotation range, but if the rotation angle of the CCD camera 13 exceeds 30 degrees, Then at least three reference points at the end of the screen la will not be detected at the same time. In addition, if the standard position is randomly arranged, if the pointer is closer to the standard position, the image analysis capability of the CCD camera 13 becomes higher. However, if the indicator is closer to any limit point, the end position of the screen cannot be measured. 20 Conversely, if the position of the pointer is far from the standard position, the image resolution of the CCD camera 13 becomes low. Since the screen size can be variously changed, and the standard position is -20-1222380 proportional to the screen size, when determining the interval between the reference points, the resolution, visible range and rotation limit of the CCD camera must be used, and The resolution of the gun is used as a basis, and constants that determine the size of the screen la and the standard position are obtained at the determined interval. For example, if 150 cm is the standard position of a screen of 5 73.66 cm (29 inches), then 258 cm is the standard position of a screen of 127 cm (50 inches). With the foregoing method, for screens 1a of various sizes, various reference point configurations can be used to maintain the same effect. In addition, because the gap between the reference points becomes larger, it is easier to distinguish the known base points from other reference points. Although the reference point display is set outside the periphery of the screen la, the aforementioned reference points can be displayed near the periphery of the screen la. However, as shown in the second figure, the reference point display should be provided behind the translucent reflective mirror surface 3. In order to display these several reference points on the screen la. 15 If these reference points are arranged outside the screen la, then the CCD camera 13 installed on the model gun 10 to detect the image of the area indicated by the player, that is, as shown in the third a, must be on the model gun The 1Q is mounted so as to be offset therefrom, so that the design of the model gun 10 is limited. If these reference points are arranged within the screen 1 a, as shown in Figure 3b 20, the CCD camera 13 can be installed on the model gun 10 to align with its axis, so that the design of the model gun 10 is eliminated. limit. The foregoing reference point configuration restrictions can be corrected with the following mathematical equations: 21- Description of the Invention The continuation page does not show (as shown in Figure 4a, it is based on the number of these reference points along the vertical axis through the labor curtain 1 a Example of horizontal axis arrangement). The peripheral critical difference ET with the minimum distance required by a minimum distance of at least three reference points within a certain distance from the periphery of the screen la (or the periphery of the area where the image is detected), and the periphery of the screen la (or detection with a CCD camera) The general critical error GT used to detect the minimum distance required for the minimum distance of at least three reference points can be calculated by the following mathematical methods when the internal area of the screen la is excluded). 10 The horizontal resolution of the model gun is Sw (because the reference point is indicated along the horizontal axis, so it is not used), the vertical resolution of the model gun is SH 'CCD camera's horizontal resolution is cw, and the CCD camera's vertical resolution When the value is CH, the rotation limit angle of the CCD camera is%, and the rotation angle of the CCD camera is Θ (〇d ^ c), if α (θ) and Α (θ) are defined as / ^ (θ): Mody c " C0se 15 Ρ2 (θ) = sin0J ^) + cw c〇s6 2 ~ 2 ~

2tan0 2 ^ 那麼以下列方程式算出之2tan0 2 ^ Then calculate it with the following equation

數值的最小值,就變成ET和GT的數值(如果符合Ετ(θ) 右邊二個或以上的條件,便算出結果)。 ΕΤ(Θ) 永定義 _丨⑻丨 (今)2+(聊)2 之(争 (D2(〇)<〇) (|AW|<|AW|)(_丨、_丨) -22- 1222380 GT⑼二 未定義 發明說明續頁 吟)2+(聊23今)2+(争)2) 其它方面 如果未在θ ((Κθ<θθ (未定義)算出ΕΤ(Θ)和GT(e)的 數值,則ΕΤ(Θ)和GT(e)便不存在。The minimum value becomes the value of ET and GT (if two or more conditions to the right of Ετ (θ) are met, the result is calculated). ΕΤ (Θ) is always defined_ 丨 ⑻ 丨 (present) 2+ (chat) 2 of (D2 (〇) < 〇) (| AW | < | AW |) (_ 丨 、 _ 丨) -22 -1222380 GT # 2 Undefined invention description Continued yin) 2+ (Liao 23 to date) 2+ (continued) 2) Otherwise, if θ ((Κθ < θθ (undefined) is not calculated ET (Θ) and GT (e ), ETT (Θ) and GT (e) do not exist.

基準點係被排列成能在符合ΕΤ(Θ)和GT(e)之條件的 5 範園内使該等基準點之間的間隔增至最大。舉例來說, 由於ET和GT分別是58.58及142.99,因而極限角度如 為15度時,在與螢幕la周邊相隔58.58的距離内要設至 少三個基準點,而接續三個基準點在142.99的距離内要 設置,以便使基準點之間的間隔增至最大。 10 按照CCD相機13的解析度和可見範圍,模型鎗的 解析度,螢幕la的解析度及標準位置而以數學方式算出 數值,再以該等數值作基礎來安排基準點,即可更正確 計算出座標。The reference points are arranged to maximize the interval between these reference points within a range of 5 domains that meet the conditions of ET (Θ) and GT (e). For example, since ET and GT are 58.58 and 142.99 respectively, if the limit angle is 15 degrees, at least three reference points should be set within a distance of 58.58 from the periphery of the screen la, and the three reference points should be 142.99. Set within the distance to maximize the interval between the reference points. 10 Calculate the value mathematically according to the resolution and visible range of the CCD camera 13, the resolution of the model gun, the resolution of the screen la, and the standard position, and then arrange the reference points based on these values to calculate more accurately. Out of coordinates.

第八a圖所示者係依習用技藝使用CCD相機之方法 15 的視圖,而第八b圖所示者則為依本發明一實施例使用 CCD相機之方法的視圖。 實際、量產及普遍採用的CCD是以4 : 3比例產製, 以便與商用電視及監視器的長寬比(320x240,352x288 ’ 400x300,和640x480)配合。所使用之CCD的解析度為 20 (360x240及720x480),其中縱軸的圖素數大於橫軸。 -23- 1222380 以解析度為320x240的CCD為例,如第八a圖所示, 因為圖素較多的縱軸係設成與水平方向平行,以致習用 射擊遊戲機所用模型鎗10最能偵測出影像的解析度為 320x240 ° 5 然而,圖素較多的縱軸若是如第八b圖所示,係依The one shown in FIG. 8a is a view of a method 15 using a CCD camera according to conventional techniques, and the one shown in FIG. 8b is a view of a method using a CCD camera according to an embodiment of the present invention. The actual, mass-produced and commonly used CCDs are manufactured in a 4: 3 ratio to match the aspect ratios of commercial TVs and monitors (320x240, 352x288 '400x300, and 640x480). The resolution of the CCD used is 20 (360x240 and 720x480), where the number of pixels on the vertical axis is greater than the horizontal axis. -23- 1222380 Take a CCD with a resolution of 320x240 as an example, as shown in Figure 8a, because the vertical axis with more pixels is set parallel to the horizontal direction, so the model gun 10 used in conventional shooting game machines can detect the most The resolution of the measured image is 320x240 ° 5 However, if the vertical axis with more pixels is as shown in Figure 8b, it depends on

本發明之實施例而設成與垂直方向平行,亦即CCD是在 旋轉90度後使用,那麼按照該定規則各該基準點會沿著 水平方向密集排列,以便縱軸的影像偵測解析度80不會 發生問題。是以,如採用一般螢幕la的4 ·· 3比時,設 10 成與水平方向平行之橫軸的解析度即為427(320x4/3)。 結果,縱然採用習用的CCD,解析度也可增加 (427x320)/(320x240)=136,640/76,800=178%,以致影像偵 測解析度可增加178%。 茲以前述構造為基礎,將本發明之實施例的操作說 15 明於後。In the embodiment of the present invention, it is set to be parallel to the vertical direction, that is, the CCD is used after being rotated 90 degrees, and then the reference points will be densely arranged along the horizontal direction according to the rule, so that the vertical axis image detection resolution 80 will not cause problems. Therefore, if the 4 · 3 ratio of a normal screen la is used, the resolution of the horizontal axis which is set to 10 parallel to the horizontal direction is 427 (320x4 / 3). As a result, even with the conventional CCD, the resolution can be increased by (427x320) / (320x240) = 136,640 / 76,800 = 178%, so that the image detection resolution can be increased by 178%. Based on the foregoing configuration, the operation of the embodiment of the present invention will be described later.

第六圖所示者係依本發明實施例構成之整個系統的 流程圖。 當玩家在步驟S00和S01手持模型鎗10指向螢幕la 上所顯示的標靶時,即於步驟S02以安裝在模型鎗10上 20 的CCD相機13來偵測基準點。 CCD相機13偵知的基準點係經由通訊線16被傳輸 到座標偵測器6,該座標偵測器6在步驟S03會消除掉 -24- 1222380 發明說明_胃The sixth figure is a flowchart of the entire system constructed according to the embodiment of the present invention. When the player points the model gun 10 at the target displayed on the screen la in steps S00 and S01, the reference point is detected by the CCD camera 13 mounted on the model gun 10 at step S02. The reference point detected by the CCD camera 13 is transmitted to the coordinate detector 6 via the communication line 16, and the coordinate detector 6 will be eliminated in step S03. -24-1222380 Description of the invention _ stomach

對基準點會造成妨礙的干擾點。因為基準點的資訊事先 已被儲存在射擊遊戲機内,所以將已偵知點與基準點資 訊做比較,據以確定各該偵知點是否為基準點,即可消 除掉干擾點。 / 5 /肖除掉干擾點後,於步驟s〇4確定所剩餘的點數是 否在三個或以上。此舉的理由是已偵知基準點的數目若 在三個或以上時,即可偵測本發明的座標。 如果剩餘的點數在三個以上,即於步驟s〇5使用容 後再予說明的座;算法來算出指示座標,和算出勞幕 10 la與玩家之間的距離,以及模型鎗10的旋轉角度。若是 剩餘的點數少於三個,便返回起始步驟。 指示座標,螢幕la與玩家之間的距離,以及模型鎗 10的旋轉角度’係被傳輸到控制器5,並以包括各種影 像及標靶尺寸在内的遊戲内容反映出。 15 h其後,於步驟SG6確定玩家是否已扣動扳機。如果 玩家未扣動扳機,即返回起始步驟。若是已扣動,即於 步驟S07拿當時的指示座標與標㈣座標進行比較,據 以確定標乾是否被擊中。最後,於步驟確定遊戲是 否已結束’如未悄測到結束訊號,即返回初始步驟。 20 帛七圖所不者係依本發明一實施例進行座標演算法 的流程圖。 以下列者為例·螢幕la具有朝水平方向能在0到400 -25- 1222380 發明說明#賣Μ 的範圍予以繪製的解析度,CCD相機13具有320x240 的解析度,且其是以設成與垂直方向平行而具有高解析 度的那一邊來使用(因此,CCD相機的中心座標為(120, 160)),基準點則被安排在(19,43,58,14卜175,200, 5 225,259,342,357,381)位置。Interference points that can interfere with the reference point. Since the information of the reference point has been stored in the shooting game machine in advance, the detected points are compared with the reference point information to determine whether each detected point is a reference point, and the interference point can be eliminated. / 5 / After removing the interference points, determine whether the number of remaining points is three or more in step s04. The reason for this is that if the number of detected reference points is three or more, the coordinates of the present invention can be detected. If the remaining points are more than three, then use the seat that will be explained later in step s05; the algorithm calculates the indication coordinates, and calculates the distance between the labor curtain 10 la and the player, and the rotation of the model gun 10 angle. If there are less than three points remaining, return to the initial step. The indication coordinates, the distance between the screen la and the player, and the rotation angle of the model gun 10 are transmitted to the controller 5 and reflected in the game content including various images and target sizes. After 15 h, determine whether the player has pulled the trigger at step SG6. If the player does not pull the trigger, it returns to the initial step. If it has been pulled, then in step S07, compare the current indicated coordinate with the target coordinate to determine whether the target has been hit. Finally, it is determined at the step whether the game has ended '. If the end signal is not quietly detected, it returns to the initial step. 20 What is not shown in FIG. 7 is a flowchart of coordinate calculation algorithm according to an embodiment of the present invention. Take the following as an example. The screen la has a resolution that can be plotted in the range of 0 to 400 -25-1222380 in the horizontal direction. The CCD camera 13 has a resolution of 320x240. Use the side with a high resolution parallel to the vertical direction (the center coordinate of the CCD camera is (120, 160)), and the reference point is arranged at (19, 43, 58, 14 and 175, 200, 5 225 , 259, 342, 357, 381).

事先把基準點的位置儲存到射擊遊戲機中,鄰接基 準點之間的間隔為(24,15,83,34,25,25,34,83, 15,24),而鄰接基準點的間隔比則為(0.625000, 5.533333,0.409638,0.735294,1.000000,1.360000, 10 2.441176,0.180722,1.60000) 〇 於步驟S001,玩家以模型鎗10指向螢幕la或轉動 模型鎗10時,若是經由CCD相機13輸入的基準點數目 超過三個,對動作予以感測而偵測座標的過程即開始。 如果先前輸入的基準點數目在三個以上,即於步驟 15 S002計算基準點之間的間隔。The position of the reference point is stored in the shooting game machine in advance, and the interval between adjacent reference points is (24, 15, 83, 34, 25, 25, 34, 83, 15, 24), and the interval ratio of adjacent reference points is (0.625000, 5.533333, 0.409638, 0.735294, 1.000000, 1.36000, 10 2.441176, 0.180722, 1.60000) 〇 At step S001, when the player points the model gun 10 to the screen la or rotates the model gun 10, if it is the reference input via the CCD camera 13 When the number of points exceeds three, the process of sensing the movement and detecting the coordinates is started. If the number of previously entered reference points is more than three, the interval between the reference points is calculated in step S002.

算出鄰接基準點之間的距離時,即於步驟S003依次 計算鄰接基準點之間間隔的比。 於步驟S003算出鄰接基準點之間的問隔比後,如果 輸入基準點的數目是三個,便在步驟S015找出間隔比與 20 指定間隔比最適當的基準點。在前述範例中,若是將三 個基準點輸入,而間隔比是0.42時,那麼0.409638即為 最近似的值,已偵知的基準點便被視為第三、第四和第 - 26- 1222380 發明說明#胃 五基準點。 於步驟S003, 上,就在步驟S025 如果輸入基準點的數目是四個或以 找出指定間隔比之誤差和最小的那些 位置 間隔 的基準點。在這範例中,如果輸人五個基準點,且 比依大小順序4 〇·74, M3和2.42日寺,則在從間隔 比來推定連續基準點並彼此進行比較時,由於最小誤差 分別是0.735294,L360000和2·441176 ,所以已偵知的 基準點是第四、第五、第六和第七基準點。When the distance between the adjacent reference points is calculated, the ratio of the intervals between the adjacent reference points is sequentially calculated in step S003. After calculating the interval ratio between adjacent reference points in step S003, if the number of input reference points is three, then in step S015, the reference point with the most appropriate interval ratio and the specified interval ratio of 20 is found. In the previous example, if three reference points are input and the interval ratio is 0.42, then 0.409638 is the closest value, and the detected reference points are regarded as the third, fourth, and -26-1222380.发明 说明 # Stomach five benchmark. In step S003, in step S025, if the number of input reference points is four or to find the reference point of the position interval with the smallest error of the specified interval ratio. In this example, if five reference points are entered, and the ratio is in order of magnitude: 4.07, M3, and 2.42 Risi, then when the continuous reference points are estimated from the interval ratio and compared with each other, the minimum errors are 0.735294, L360000 and 2.441176, so the detected reference points are the fourth, fifth, sixth and seventh reference points.

10 ^在此情況下,如因基準點顯示器部份失靈而悄測不 到第七基準點時,即偵測第四、第五和第六基準點,以 致能算出座標。 基準點的座標是由基準點座標偵測器根據前述所偵 知的基準點予以偵測。而在步驟S006可用下列方式求出 玩本指示那一點的指示座標。10 ^ In this case, if the seventh reference point cannot be detected due to the failure of the reference point display, the fourth, fifth, and sixth reference points are detected, so that the coordinates can be calculated. The coordinates of the reference point are detected by the reference point coordinate detector based on the previously detected reference points. In step S006, the coordinates of the point indicated by the playbook can be obtained in the following manner.

用於計算座標之基準點的數目是二個。如偵測三個 基準點時,即用左邊二個基準點來計算座標。如偵測四 個或以上基準點時,宜用二個基準點,包括最接近CCD 相機中心的那一基準點,和這最接近基準點旁邊的那一 基準點,來計算指示座標。 如果CCD相機13上用於計算之二個基準點(假定左 上角是原點)的座標是A 仏)和P2 = (/v ~),CCD相 機13的中心座標是C = (c;〇cv),依大小順序而與基準點 -27- 1222380 發明說明續頁 對應的預定值為II和込,且e和d被分別定義成 e = -/^,/^一~)和 ^ = V (P2X ~ P\x )2 + ^Ρ2Υ ^Ρ\γ)2 ’ 即分別 使用 來計算X座標與 Y座標。在此情況下,假定一燈是位在監視器的中心後, 5 即獲得X和Y座標的計算方程式。若是燈不位在中心, 計算方程式則為不同。The number of reference points used to calculate the coordinates is two. When detecting three reference points, the two reference points on the left are used to calculate the coordinates. When detecting four or more reference points, two reference points should be used, including the reference point closest to the center of the CCD camera and the reference point next to the closest reference point to calculate the indication coordinates. If the coordinates of the two reference points on the CCD camera 13 (assuming the upper left corner is the origin) are A 仏) and P2 = (/ v ~), the center coordinates of the CCD camera 13 are C = (c; 〇cv ), According to the size order and reference point -27-1222380 Invention description The predetermined values corresponding to the continuation page are II and 込, and e and d are defined as e =-/ ^, / ^ 一 ~) and ^ = V ( P2X ~ P \ x) 2 + ^ Ρ2Υ ^ Ρ \ γ) 2 'are used to calculate the X and Y coordinates respectively. In this case, assuming that a lamp is located at the center of the monitor, 5 is the calculation equation for the X and Y coordinates. If the lamp is not in the center, the calculation equation is different.

如果假定螢幕la上之座標的原點是螢幕la基準點延 長線與左邊之間的交叉點,那麼先前定義的數值^和12 宜為螢幕la之水平軸的座標。舉例來說,使用第三和第 10 四基準點來計算指示座標時,Ιι和I2的數值分別為58及 121 〇If it is assumed that the origin of the coordinates on the screen la is the intersection between the extension line of the screen la reference point and the left, then the previously defined values ^ and 12 should be the coordinates of the horizontal axis of the screen la. For example, when the third and tenth reference points are used to calculate the indication coordinates, the values of I and I2 are 58 and 121, respectively.

算出玩家所指示的指示座標後,便於步驟S〇〇7根據 已查知基準點的座標和先前輸入基準點的座標來計算指 示器的傾斜程度,再據以求出指示器的旋轉角度。計算 15旋轉角度的方程式是cos-^Pu-PM/V^)(弧度)。如果 (Pu - - Ar)的符號是正,這正號即表示指示器已旋 轉到右邊。如果的符號是負,這負號即 表示指示器已旋轉到左邊。 算出指示器的旋轉角度後,即於步驟s〇〇8量測ccd 2〇相機13上已查知基準點之間的距離,和由先前輸入基準 點座標所獲得螢幕la上基準點之間的實際距離。 螢幕u和指示器之間的距離和CCD相機13上已查 -28- 1222380 發明說明,Μ頁 知基準點之間的距離分別為D和d,以及鏡頭14的焦距 和根據先前輸入基準點座標求得的基準點之間的距離分 別為f和L時,螢幕la和指示器之間的距離〇是以〇与 f(L/d)獲得。 5 第十圖所示者係依據螢幕la和指示器之間的距離d 而變更遊戲的難易度及情況的過程。 參閱第十圖,玩家係在步驟S101用模型鎗1〇對準 螢幕la上的標靶,再用模型鎗1〇射擊。這時,於步驟 S102 ’當模型鎗10的位置改變時,即在射擊遊戲機内不 10斷量測模型鎗10與螢幕la之間的距離D。 於步驟S103,射擊遊戲機確定所測得的距離是否被 適當維持。也就是說,如第九圖所示,螢幕1&與指示器 之間的距離可視玩家的動作而改變。現把適當的距離定 義成基準距離D〇。此時,如果基準距離%並非一個點, 15而是一個具有某種變化範圍的距離時,將這變化範圍設 定到DGa〜DGb。於步驟S104,若是對距離D加以量測, 且測得的距離D在變化範圍之内時,即於步驟sl〇4維持 正常狀態和提供正常遊戲。如果測得的距離〇與變化範 圍不符,亦即測得的距離D是個較短距離Di或較大距離 20 DG,就在步驟S105變更遊戲的難易度或情況。也就是 說,按照與模型鎗10相隔的距離而提供條件困難的遊戲 環境,據以引起玩家對這遊戲的興趣。 -29- 1222380 5 10 15 發明說明_胃 第十-_十-e圖所示者即為變更遊戲難易度和遊 戲情況的具體範例。第十一 a $丨丨丄 a到十一 e圖係用以變更遊 戲難易度和遊戲情況之各種不同範例的流程圖。 參閱第十一 a圖,於步驟SU0評估過距離D及變化 範圍D0a〜D0b之後,如果距離D小於變化範圍,亦即模 型錄10的位置接近螢幕例如,模型鎗1G與螢幕la 相隔的程度為距離Di),則在玩家於步驟S111扣動扳機 11時’射出的子彈就會偏離職^也就是說,子彈射不 中玩家對準的標起’而是射中與該標㈣某著方向偏斜 的座標。此舉在玩家用模型鎗1〇射擊時,會造成擊中標 靶之可能性減低的作用。因此,被擊中的可能是標靶之 外的另一物件。此點之具體範例的方程式如後。第十二 a及十二b圖即為這觀點的視圖。第十二a圖所示者係只 存有模型鎗10本身固有之純誤差角度心時的子彈痕跡。 第十二b圖所示者則為不但存有純誤差角度Ss,而且射 擊遊戲機也會使子彈偏離時的誤差角度5s。此方程僅供 例舉說明而已,可自由予以修改。 δ〇== lSs^Um-(kx\ds-d\) (d<ds) V 其它方面After calculating the indication coordinates indicated by the player, it is convenient for step S07 to calculate the inclination of the indicator based on the coordinates of the known reference point and the coordinates of the previously entered reference point, and then to obtain the rotation angle of the indicator. The equation for the 15 rotation angle is cos- ^ Pu-PM / V ^) (radians). If the sign of (Pu--Ar) is positive, the positive sign indicates that the indicator has rotated to the right. If the sign is negative, the negative sign indicates that the indicator has been rotated to the left. After calculating the rotation angle of the pointer, the distance between the reference point on the ccd20 camera 13 and the reference point on the screen la obtained by previously inputting the reference point coordinates is measured at step s08. Actual distance. The distance between the screen u and the indicator and the CCD camera 13 have been checked -28-12222380 Invention description, the distance between the reference points on page M is D and d, and the focal length of the lens 14 and the coordinates of the reference point according to the previous input When the distances between the obtained reference points are f and L, respectively, the distance 0 between the screen la and the pointer is obtained as 0 and f (L / d). 5 The figure 10 shows the process of changing the difficulty and situation of the game according to the distance d between the screen la and the pointer. Referring to the tenth figure, the player aims the target on the screen 1a with the model gun 10 at step S101, and then shoots with the model gun 10. At this time, when the position of the model gun 10 is changed in step S102 ', that is, the distance D between the model gun 10 and the screen la is measured in the shooting game machine without interruption. In step S103, the shooting game machine determines whether the measured distance is properly maintained. That is, as shown in the ninth figure, the distance between the screen 1 & and the pointer changes depending on the player's motion. The appropriate distance is now defined as the reference distance D0. At this time, if the reference distance% is not a point, but 15 is a distance having a certain change range, the change range is set to DGa ~ DGb. In step S104, if the distance D is measured and the measured distance D is within the variation range, the normal state is maintained in step 104 and a normal game is provided. If the measured distance 0 does not match the change range, that is, the measured distance D is a shorter distance Di or a larger distance 20 DG, then the difficulty or situation of the game is changed in step S105. That is to say, a difficult-to-condition game environment is provided according to the distance from the model gun 10, thereby arousing player's interest in the game. -29- 1222380 5 10 15 Description of the Invention _ Stomach 10th-_10th-e is a specific example of changing the difficulty of the game and the situation of the game. The eleventh a $ 丨 丨 丄 a to eleven e are flowcharts of various examples for changing the difficulty and the situation of the game. Referring to the eleventh figure a, after the distance D and the change range D0a ~ D0b have been evaluated in step SU0, if the distance D is less than the change range, that is, the position of the model record 10 is close to the screen. Distance Di), when the player pulls the trigger 11 in step S111, 'the bullet fired will deviate from the position ^ That is, the bullet misses the player's alignment mark' but instead hits the target in a direction Skewed coordinates. This will reduce the possibility of hitting the target when the player shoots with the model gun 10. Therefore, it may be that something other than the target was hit. The equation of the specific example at this point is as follows. Figures twelve a and twelve b are views of this view. The twelfth figure (a) shows only the bullet traces when the pure angle error center inherent to the model gun 10 itself is stored. The one shown in Figure 12b is not only a pure error angle Ss, but also an error angle of 5s when the shooting game machine will cause the bullet to deviate. This equation is for illustration only and can be modified freely. δ〇 == lSs ^ Um- (kx \ ds-d \) (d < ds) V Other aspects

Ss ··模型鎗本身固有的誤差角度 ds ··模型鎗與螢幕之間的臨界距離 k :視模型鎗而確定的常數 -30- 1222380 發明說明續頁 反之,如果距離D大於變化範圍中的任一距離,即 於步驟S112採取增加射擊準確性的行動。也就是說,縱 然子彈射中一個偏離標靶的位置,亦可視為子彈已射中 標乾。 5 參閱第十一 b圖,於步驟S120評估過距離D及變化 範圍D0a〜D〇b之後,如果距離D小於變化範圍中的任一 距離,即於步驟S121在玩家扣動扳機n時減小標靶的 尺寸。也就是說,按照與模型鎗1〇相隔的距離來調整標 靶尺寸,以致不論模型鎗10的位置均提供相同或難難的 10條件,從而減低擊中標靶的可能性。以下即為有關這點 的一個方程式範例。 (Lx^\ds-d\ (d<ds) V L 其它方面 折合長度 ds :模型鎗與螢幕之間的臨界距離 k:依目標而設定的常數 15 反之,如果距離D大於變化範圍中的任一距離,即 於步驟S122採取增加標乾尺寸的行動。 參閱第十一 c圖,於步驟S13〇評估過距離D及變化 範圍DorDob之後,如果距離D小於變化範圍中的任一 距離,即於步驟S131在玩家扣動扳機u時對玩家施以 2〇處罰。所施以的處罰可以是各式各樣,例如在某一段時 -31- 1222380 間内把玩家在遊戲環境中的移動速率大幅減低而使玩家 無法跟遊戲環境配合,當玩家在遊戲環境中跳躍時限制 其跳躍高度或增加射擊的間隔而難以連續射擊,或增加 標靶的速度而使玩家無法輕易跟隨標靶。相反的,如果 5距離D大於變化範圍中的任一距離,即於步驟§ 13 2對玩 家提供如往常的正常遊戲,或給玩家獎勵。 , 參閱第十一 d圖,於步驟S140評估過距離d及變化 範圍D〇a〜D〇b之後,如果距離D小於變化範圍中的任一 距離,即於步驟S141減低螢幕上所顯示畫面的尺寸。此 10舉是減低標靶視域尺寸,因而連帶減低標靶的尺寸。相 反的,如果距離D大於變化範圍中的任一距離,即於步 驟S142增加標靶的尺寸。也就是說,當距離加長時,標 靶尺寸也隨著加長距離而成正比的增大,以致維持玩家 的能力。第十三a及十三b圖即為前述過程的範例。第 15十三a圖所示者係在模型鎗10的位置遠離螢幕u時, 螢幕la上所顯示畫面的尺寸。第十三b圖所示者則為模 型鎗10的位置接近螢幕1&時,螢幕1&上所顯示畫面的 尺寸。 參閱第十一 e圖,距離D及變化D〇a〜D〇b係於步驟 20 s 150加以評估。如果距離D小於變化D〇a〜D〇b中的任一 距離’即於步驟S151在玩家扣動扳機11時變更遊戲的 情況。遊戲的情況係指該遊戲有間接影響的佈景或背 -32- 1222380 景。相反的,如果距離D大於變化中的任一距離,即於 步驟S152在維持相同怖景和背景之際,使標乾的輪靡變 得清楚,以便讓玩家易於對準標靶。 如前所述,本發明可在玩家握住指示器,即模型鎗 5 10時,正確計算出該玩家在螢幕la所對準的那一點。即 使把模型鎗10的旋轉列入考慮,也能正確算出指示座 另外,縱然在CCD相機13偵測出部份的基準點時, 這種指示座標的偵測方法也能計算出指示座標。因此, 10 如第四b圖所示,縱然使用CCD之解析度相同的CCD 相機13,也能在廣泛的範圍中偵知那些指示座標。使用 低解析度的CCD相機,便可在相同範圍計算指示座標。 另外,如第五a圖所示,若是部份的基準點顯示器 失靈,因而部份的基準點不能被顯示出,習用的射擊遊 15 戲機就典法计其出指tf座標。在本發明中,如第五b圖 所示,雖然部份的紅外線產生裝置4失靈,因而部份的 基準點未顯示出,但仍可計算出玩家指示的那一點,旋 轉’和螢幕la與指示器之間的距離,以致增加射擊遊戲 機的使用期限。 20 再者,本發明可計算指示器的旋轉度以及螢幕1&與 指示器之間的距離,而控制器5則可調整遊戲的難易度 和根據計算出的旋轉度與距離自動變更遊戲的影像。 -33- 1222380 發明說明#賣頁 也就是說,如果玩家走近螢幕la,就能輕易射中標 靶,以致控制器5可增加標靶的移動速度或減少標靶的 尺寸而增加困難度。反之,若是玩家遠離螢幕la,控制 器就可減低標靶的移動速度或增加標靶的尺寸而減輕困 5 難度。Ss ·· the inherent error angle ds of the model gun ·· the critical distance between the model gun and the screen k: a constant determined according to the model gun -30-1222380 Description of the Continuation of the Invention Conversely, if the distance D is greater than any After a distance, an action is taken to increase the shooting accuracy at step S112. In other words, even if a bullet deviates from the target, it can be regarded as a bullet that has hit the target. 5 Referring to the eleventh figure b, after the distance D and the change range D0a ~ D0b have been evaluated in step S120, if the distance D is less than any distance in the change range, it is reduced when the player pulls the trigger n in step S121. Target size. That is, the target size is adjusted according to the distance from the model gun 10, so that the same or difficult 10 conditions are provided regardless of the position of the model gun 10, thereby reducing the possibility of hitting the target. The following is an example of an equation on this point. (Lx ^ \ ds-d \ (d < ds) VL other reduced length ds: critical distance between the model gun and the screen k: a constant set according to the target 15 Conversely, if the distance D is greater than any of the change range The distance is to increase the size of the standard trunk at step S122. Referring to the eleventh figure, after evaluating the distance D and the change range DorDob at step S13, if the distance D is less than any distance in the change range, then the step S131 imposes a 20 penalty on the player when the player pulls the trigger u. The penalty imposed can be various, for example, during a period of -31-1222380, the player's movement rate in the game environment is greatly reduced. This prevents the player from cooperating with the game environment. When the player jumps in the game environment, the player can limit the jumping height or increase the shooting interval to make continuous shooting difficult, or increase the speed of the target so that the player cannot easily follow the target. Conversely, if 5 The distance D is greater than any distance in the variation range, that is, in step § 13 2 to provide the player with the normal game as usual, or to give the player a reward. See FIG. 11d, which was evaluated in step S140. After the distance d and the change range D0a ~ D0b, if the distance D is less than any distance in the change range, the size of the screen displayed on the screen is reduced in step S141. This 10 moves are to reduce the target sight size, Therefore, the size of the target is reduced. On the contrary, if the distance D is greater than any distance in the variation range, the size of the target is increased in step S142. That is, as the distance increases, the target size also increases with the distance. It is proportionally increased so as to maintain the player's ability. Figures 13a and 13b are examples of the foregoing process. Figures 15a and 13a are shown when the model gun 10 is away from the screen u, The size of the picture displayed on the screen la. The one shown in Figure 13b is the size of the picture displayed on the screen 1 & when the position of the model gun 10 is close to the screen 1 & Changes D〇a ~ D〇b are evaluated at step 20 s 150. If the distance D is less than any distance between changes D〇a ~ D〇b ', then the game is changed when the player pulls the trigger 11 at step S151. A game situation means that the game has an indirect effect Set or back-32-1222380 scene. Conversely, if the distance D is greater than any distance in the change, that is, while maintaining the same scene and background in step S152, make the standard rounds clear, so that It is easy for the player to aim at the target. As mentioned earlier, when the player holds the indicator, that is, the model gun 5 10, the point at which the player is aligned on the screen 1a is correctly calculated. Taking the rotation into consideration, the pointing position can also be calculated correctly. In addition, even when a part of the reference point is detected by the CCD camera 13, this pointing coordinate detection method can also calculate the pointing position. Therefore, as shown in Fig. 4b, even if a CCD camera 13 having the same CCD resolution is used, those indicating coordinates can be detected in a wide range. With a low-resolution CCD camera, the index coordinates can be calculated in the same range. In addition, as shown in Figure 5a, if some of the reference point displays fail, and thus some of the reference points cannot be displayed, the conventional shooting game 15 can calculate its tf coordinate. In the present invention, as shown in FIG. 5b, although some of the infrared generating devices 4 fail, and thus some of the reference points are not shown, the point indicated by the player can still be calculated. The distance between the pointers increases the useful life of the shooting game machine. 20 Furthermore, the present invention can calculate the rotation of the pointer and the distance between the screen 1 & and the pointer, and the controller 5 can adjust the difficulty of the game and automatically change the image of the game based on the calculated rotation and distance. . -33- 1222380 发明 说明 # Selling page In other words, if the player approaches the screen la, he can easily hit the target, so that the controller 5 can increase the moving speed of the target or reduce the size of the target to increase difficulty. Conversely, if the player is away from the screen la, the controller can reduce the target's moving speed or increase the size of the target to reduce the difficulty.

此外,習用射擊遊戲機處理遊戲時並不管玩家的動 作,但本發明的控制器5卻會對指示器的轉動或移動, 或與指示器相隔的距離加以反應而變更遊戲的影像。 因此,由於玩家在玩這遊戲時,可隨著玩家的動作 10 予以回應而變更遊戲的難易度及進度,所以玩家能玩一 個較符合現實的射擊遊戲。 以上所舉實施例僅用以說明本發明而已,非用以限 制本發明之範圍。舉凡不達本發明精神所從事的種種修 改或變化,俱屬本發明申請專利範圍。In addition, the conventional shooting game machine does not care about the player's actions when processing the game, but the controller 5 of the present invention changes the image of the game in response to the rotation or movement of the pointer or the distance from the pointer. Therefore, since the player can change the difficulty and progress of the game as the player responds to the action 10, the player can play a more realistic shooting game. The above embodiments are only used to illustrate the present invention, and are not intended to limit the scope of the present invention. Various modifications or changes that do not meet the spirit of the present invention are within the scope of the present invention.

15 如前所述,本發明可按照模型鎗與螢幕之間的距離 而變更遊戲環境,因而使玩家對這遊戲產生很大的興趣。 本發明係以變更遊戲影像或提供不同難易度的方 式,據以變更遊戲的進度而增加對這遊戲的興趣。 另外,本發明如因實際距離比模型鎗與螢幕之間設 20 定的基準距離短時,就會讓遊戲變得較困難,而實際距 離如比大於基準距離短時,就給玩家優惠,所以提供了 能對遊戲公平處理的效果。舉例來說,如果實際距離比 -34- 122238015 As mentioned above, the present invention can change the game environment according to the distance between the model gun and the screen, so that the player is very interested in the game. The present invention is to increase the interest in the game by changing the game video or providing different levels of difficulty, based on which the progress of the game is changed. In addition, according to the present invention, if the actual distance is shorter than the reference distance set between the model gun and the screen, it will make the game more difficult, and if the actual distance is shorter than the reference distance, the player will be given a discount, so Provides effects that allow fair handling of the game. For example, if the actual distance is -34- 1222380

發明說明胃 基準距離短時,就減低標靶的尺寸、施以處罰、和增加 子彈的万位角等,以增加困難度。若實際距離大於基準 距離時,即增加標靶的尺寸,和提供便利等,使玩家受 惠。 5 因此,由於玩家在玩這遊戲時,可隨著玩家操縱模Description of the Invention When the stomach reference distance is short, the target size is reduced, penalties are imposed, and the 10,000-degree angle of the bullet is increased to increase difficulty. If the actual distance is greater than the reference distance, the size of the target is increased, and convenience is provided to benefit the player. 5 Therefore, as players play this game,

型鎗的旋轉或距離的變化予以回應而變更遊戲的難易度 及進度,所以本發明具有一種提供符合現實之射擊遊戲 的效果。 此外,有若干基準點按照一特定規則予以排列,以 10 致僅使用部份的基準點就可計算指示座標,所以不但使 用解析度相同的CCD相機就能在廣泛的範圍中計算指示 座標,而且使用低解析度的CCD相機也可在相同範圍計 算指示座標。 -35- 發明說明續頁 【圖式簡單說明】 f一圖係一習用射擊遊戲機的透视圖; 々第二圖錄本發明構成之縣麵機的透視圖; 5 ^ a ®所示者係—習用模型鎗料螢幕的示意 圖’而第三b圖所示者則為依本發明一實施例而以一模 型鎗對準螢幕的示意圖;In response to changes in the rotation or distance of the type gun, the difficulty and progress of the game are changed, so the present invention has the effect of providing a shooting game that is consistent with reality. In addition, there are several reference points arranged in accordance with a specific rule, so that only a part of the reference points can be used to calculate the indication coordinates, so not only can a CCD camera with the same resolution be used to calculate the indication coordinates in a wide range, but also A low-resolution CCD camera can also calculate the index coordinates in the same range. -35- Continued description of the invention [Simplified description of the drawings] f A picture is a perspective view of a conventional shooting game machine; 々 The second picture is a perspective view of a county-level machine constituted by the present invention; A schematic diagram of a conventional model gun material screen, and the one shown in FIG. 3b is a schematic diagram of a model gun aimed at the screen according to an embodiment of the present invention;

第四a圖所示者係一計算座標的習用方法,而第四b 圖所示者則為依本發明_實施例來計算座標的方法; 第五a圖所示者係在部份燈失靈時的一種計算座標 的習用方法,而第五b圖所示者則為依本發明—實施例 而在部份燈失靈時的一種計算座標的方法; 第穴圖係依本發明實施例構成之整個系統的流程 IS · 圃, 第七圖係本發明實施例構成之一種座標算法的流程 15 圖;The method shown in Figure 4a is a conventional method for calculating coordinates, and the method shown in Figure 4b is a method for calculating coordinates according to the embodiment of the present invention. The method shown in Figure 5a is that some lamps fail. A conventional method for calculating coordinates is shown in FIG. 5B, and the method shown in FIG. 5b is a method for calculating coordinates when a part of the lamp fails according to the embodiment of the present invention; the first hole diagram is constructed according to the embodiment of the present invention The flow of the entire system, IS · Garden, and the seventh diagram is a flowchart of a coordinate algorithm of the embodiment of the present invention.

第八a圖所示者係使用依習用方法構成之ccd相機 的方法’而第八b圖所示者則為使用依本發明一實施例 構成之C C D相機的方法; 第九圖所示者係螢幕與指示器彼此隔開的狀態; 20 第十圖係一流程圖,顯示出一種根據螢幕與指示器 之間距離而變更遊戲難易度與情況的方法範例; 第十一 a到十一 e圖所示者係種種變更遊戲難易度與 -36- 1222380 發明說明續頁 情況之範例的流程圖, 第十二圖所示者係扣動扳機時之子彈偏離的狀態; 以及 第十三a及第十三b圖所示者係減低螢幕上所顯示 5 畫面之尺寸的範例。The method shown in FIG. 8a is a method using a ccd camera constructed according to conventional methods, and the method shown in FIG. 8b is a method using a CCD camera constructed according to an embodiment of the present invention; The screen and indicator are separated from each other. 20 The tenth picture is a flowchart showing an example of a method for changing the difficulty and situation of the game according to the distance between the screen and the indicator; pictures eleven a to eleven e The shown is a flowchart of an example of changing the difficulty of the game and the example of -36-1222380 description of the continuation of the page. The figure 12 shows the state of the bullet when the trigger is pulled; and the 13th a and the 13th Figure 13b shows an example of reducing the size of the 5 pictures displayed on the screen.

la :螢幕 3:半透明反射鏡面 5 :控制器 7 :基準點 10 :模型鎗 12 :防震構件 14 :鏡頭 16 :通訊線la: screen 3: translucent reflective mirror 5: controller 7: reference point 10: model gun 12: anti-vibration member 14: lens 16: communication line

【圖式符號說明】 1:遊戲機箱 2 :影像產生器 10 4 :紅外線產生器 6 :座標偵測器 8 ·指7JT座標 11 :扳機 13 : CCD相機 15 15 :紅外線濾過器 -37-[Illustration of Symbols] 1: Game case 2: Image generator 10 4: Infrared generator 6: Coordinate detector 8 · Refers to 7JT coordinates 11: Trigger 13: CCD camera 15 15: Infrared filter -37-

Claims (1)

申請專利範圍 L二種射擊遊戲機,其包含有: 二::’用以顯示包括-標靶在内的影像; 在#顧-w Γ 丁态,用以顯示若干按照不規則間隔排列 周15,作4偵知座標之基礎的基準點; 點;曰^ ’用以指向該顯示器上由玩家所指示的一個 W像偵測詻’其係安裝在指示器上以供偵測該指示 器所指示之一區域中的一影像; 基準2座標谓測器,用以接收該已偵知的影像和偵 測基準點的座標; 座.偵測n ’用以根據該已偵知的基準點座標 來偵測該指示器所指示的指示座標;以及 控制器,用以根據該顯示器與該指示器之間的距離 周整難易度、接收該已偵知的指示座標和控制整個射 擊遊戲機。 /·如申請專利範圍第1項所述之射擊遊戲機,其中 該右干基準點之間的不規則間隔是以該射擊遊戲機的各 項條件作為決定因素,例如該顯示器的解析度,該影像 偵測器的解析度、可見範圍與旋轉限度,以及該顯示器 與該指示器之間的距離。 3·如申請專利範圍第1項所述之射擊遊戲機,其中 該基準點座標偵測器在該影像偵測器如只偵測到部份基 準點時,便根據各該偵知基準點之間的距離比來偵測各 該已偵知基準點的實際資訊。 次頁(申請專利範圍頁不敷使用時,請_蘇並使用續頁)The patent application scope L includes two types of shooting game machines, which include: Two: '' is used to display images including-target; In # 顾 -w Γ Ding state, it is used to display a number of weeks arranged at irregular intervals15 , As the reference point on which the 4 detection coordinates are based; point; say ^ 'to point to a W-image detection indicated by the player on the display', which is installed on the indicator for detecting the indicator Indicate an image in an area; a datum 2 coordinate predicator to receive the detected image and the coordinates of the detected datum point; coordinates. Detection n 'to be based on the coordinates of the detected datum point Detecting the indication coordinates indicated by the pointer; and a controller for receiving the detected indication coordinates and controlling the entire shooting game machine according to the difficulty of the roundness adjustment between the display and the pointer. / · The shooting game machine as described in item 1 of the scope of patent application, wherein the irregular interval between the right stem reference points is determined by various conditions of the shooting game machine, such as the resolution of the display, the The resolution, visible range and rotation limit of the image detector, and the distance between the display and the pointer. 3. The shooting game machine as described in item 1 of the scope of the patent application, wherein the reference point coordinate detector, when the image detector detects only a part of the reference points, is based on each of the detected reference points. Distance ratio to detect the actual information of each detected reference point. Next page (If the patent application page is insufficient, please use _ Su and use a continuation page) 4·如申請專利範圍第1或3項所述之射擊遊戲機, 其中該指示座標偵測器係根據該影像偵測器所偵知之部 份基準點中的二個來偵測指示座標。 5·如申請專利範圍第1項所述之射擊遊戲機,更包 5含有旋轉偵測器’用以根據該若干基準點來偵測該指示 器的旋轉。 、6·如申請專利範圍第5項所述之射擊遊戲機,其中 該柽制器係根據該指示座標偵測器所偵知之指示座標的 又化或邊旋轉偵測器所偵知之旋轉來控制顯示器上所 10 顯示的影像。 7·如申請專利範圍第丨項所述之射擊遊戲機,更包 含有y距離量測器,用以根據事先儲存的顯示器上各基 準點<間的間隔’和該影像偵測器上由其所偵知之各該 基準點又間的間隔,來偵測該顯示器與該指示器之間的 15 距離。 8·如申請專利範圍第7項所述之射擊遊戲機,其中 該控制器係根據該指示座標偵測器所偵知之指示座標的 一變化,或者該距離偵測器所偵知的該顯示器與該指示 器之間的距離來控制顯示器上所顯示的影像。 20 9.如申請專利範圍第1項所述之射擊遊戲機,其中 該控制器係根據該指示座標偵測器所偵知之座標的一變 化來控制顯示器上所顯示的影像。 又 1〇.如申請專利範圍第1項所述之射擊遊戲機,其中 該指π器係可為一鎗、一網球拍,一棒球棒,一棍棒, -39- 12223804. The shooting game machine according to item 1 or 3 of the scope of the patent application, wherein the indicator coordinate detector detects the indicator coordinate based on two of the reference points detected by the image detector. 5. The shooting game machine as described in item 1 of the scope of patent application, further including a rotation detector 'for detecting the rotation of the indicator based on the reference points. 6. The shooting game machine as described in item 5 of the scope of patent application, wherein the controller is controlled according to the turning of the instruction coordinates detected by the instruction coordinate detector or the rotation detected by the side rotation detector. The image shown on the monitor. 7. The shooting game machine described in item 丨 of the scope of patent application, further comprising a y-distance measuring device for measuring the distance between reference points < The interval between each of the reference points it detects is used to detect a distance of 15 meters between the display and the indicator. 8. The shooting game machine as described in item 7 of the scope of patent application, wherein the controller is based on a change in the indication coordinate detected by the indication coordinate detector, or the display and the display detected by the distance detector. The distance between the indicators controls the image displayed on the monitor. 20 9. The shooting game machine according to item 1 of the scope of patent application, wherein the controller controls the image displayed on the display according to a change in the coordinates detected by the indicating coordinate detector. 10. The shooting game machine described in item 1 of the scope of patent application, wherein the finger system can be a shot, a tennis racket, a baseball bat, a stick, -39-1222380 或一刀劍其中之一種的模型。 11· 一種射擊遊戲方法,其包括下列各步騾: (a)以一顯示器顯示包括一標靶在内的影像,以及顯 不若干作為偵知座標之基礎的基準點; 5 (b)偵測經由玩家操縱之一指示器所指示的一個點 的某個區域的部份影像;Or a model of one sword. 11. A shooting game method comprising the following steps: (a) displaying an image including a target on a display, and displaying a number of reference points as a basis for detecting coordinates; 5 (b) detection A partial image of an area of a point indicated by a pointer manipulated by the player; (c) 接收該已偵知的影像,偵測各該基準點的座標, 和按照已偵知基準點的座標來設定基準點的座標; (d) 根據各該基準點的座標來偵測玩家所指示那一 10 點的指示座標; (e) 根據事先儲存的各該基準點之間的間隔以及各 咸基準點座標之間的距離來量測該顯示器與該指示器之 間的距離D ;以及 (0按照顯示器與指示器之間屬於某個範圍内的一 15些距離D來設定基準距離D〇,和按照是否符合該基準距 離的條件來變更遊戲的難易度和情況。(c) receiving the detected image, detecting the coordinates of each reference point, and setting the coordinates of the reference point according to the coordinates of the detected reference point; (d) detecting the player based on the coordinates of each reference point The indicated coordinates of the indicated 10 points; (e) measuring the distance D between the display and the indicator according to the interval between the reference points and the distance between the reference points coordinates stored in advance; And (0 sets the reference distance D0 according to some 15 distances D between the display and the pointer within a certain range, and changes the difficulty and situation of the game according to whether the conditions of the reference distance are met. 12·如申請專利範圍第丨丨項所述之射擊遊戲方法, 其中該顯示器與該指示器之間的距離D係以下列方程式 算出 20 D%f(L/d) 其中f係指一鏡頭的焦距,L係指以事先儲存之基準 點座標所獲得的基準點之間的距離,而d則指一 CCD相 機上各基準點之間的間隔; 其中该指示器的前端配備有該鏡頭,後端則配備有 -40- 122238012. The shooting game method as described in item 丨 丨 of the scope of patent application, wherein the distance D between the display and the indicator is calculated by the following equation: 20 D% f (L / d), where f refers to a lens Focal length, L refers to the distance between the reference points obtained with reference point coordinates stored in advance, and d refers to the interval between reference points on a CCD camera; where the front end of the indicator is equipped with the lens, The end is equipped with -40-1222380 該CCD相機。 甲明專利範圍第11項所述之射擊遊戲方法, 其中該距㈣如果比基準距離Dg短,即增加該指示器的 7方位角δ。,若是該距離D大於該基準距離De,即減低 該指示器的方位角δ0。 14.如申請專利範圍第η項所述之射擊遊戲方法, 其中該距離D如果比該基準距離D。短,即減低該標乾的The CCD camera. The shooting game method according to item 11 of Jiaming's patent scope, wherein if the distance 短 is shorter than the reference distance Dg, the 7-azimuth angle δ of the indicator is increased. If the distance D is greater than the reference distance De, the azimuth angle δ0 of the indicator is reduced. 14. The shooting game method as described in item η of the patent application range, wherein the distance D is greater than the reference distance D. Short, reducing the standard 尺寸,反之該距離D若是大於該基準距離Dg,即增加該 標乾的尺寸。 10 15·如申請專利範圍第U項所述之射擊遊戲方法, 其中該轉D如果比該基準距離%短,即給予玩家處 罰,反足孩距離D若是大於該基準距離D〇 ,即給予玩家 優惠。 16.如申請專利範園第15項所述之射擊遊戲方法, 15其中給予玩家的處罰是減低玩家在遊戲中之㈣速度, 限制跳躍鬲度,和減少遊戲時間或其組合。 17·如申請專利範圍第11項所述之射擊遊戲方法, 其中薇距離D如果比該基準距離D〇短,即將遊戲情況設 定成不利於玩家,反之該距離D若是大於該基準距離 20 D〇 ’則將遊戲情況設定成有利於玩家。 -41-If the distance D is greater than the reference distance Dg, the size of the standard trunk is increased. 10 15 · The shooting game method described in item U of the patent application range, wherein if the turn D is shorter than the reference distance%, the player is punished, and if the back foot distance D is greater than the reference distance D0, the player is given a penalty Offer. 16. The shooting game method described in item 15 of the patent application park, 15 wherein the penalty given to the player is to reduce the player's speed in the game, limit the jump rate, and reduce the game time or a combination thereof. 17. The shooting game method described in item 11 of the scope of patent application, wherein if the Wei distance D is shorter than the reference distance D0, the game situation is set to be unfavorable to the player, otherwise the distance D is greater than the reference distance 20 D〇 'The game situation is set to benefit the player. -41-
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