TWI603768B - Game system, control method and program - Google Patents
Game system, control method and program Download PDFInfo
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- TWI603768B TWI603768B TW105135402A TW105135402A TWI603768B TW I603768 B TWI603768 B TW I603768B TW 105135402 A TW105135402 A TW 105135402A TW 105135402 A TW105135402 A TW 105135402A TW I603768 B TWI603768 B TW I603768B
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Description
本發明關於一種遊戲系統、一種控制方法及一種程式,對在三維虛擬空間內移動的物件進行打擊並使其方向改變。 The present invention relates to a game system, a control method, and a program for striking an object moving in a three-dimensional virtual space and changing its orientation.
先前技術提出一種棒球遊戲,對來自投手角色所投出的球物件,藉由移動顯示在與畫面上的擊球游標(用於提供球棒打中球物件的指示的游標)不同區域的操作圖示以使連動的擊球游標移動的同時,球物件在到達壘板上附近的時間點時藉由離開接觸遊戲畫面的拇指以能夠進行打者角色的球棒揮擊(參考專利文獻1、2)。 The prior art proposes a baseball game for manipulating a ball object from a pitcher character by moving an operation map displayed in a different area from a hitting cursor on the screen (a cursor for providing an indication of the bat hitting the ball object) In order to move the linked hitting cursor, the ball object can be slammed by the thumb of the player's character by leaving the thumb touching the game screen at the time of reaching the vicinity of the barrier (refer to Patent Documents 1 and 2). .
此外,專利文獻1中記載使用者一邊以單手拿著智慧型手機一邊對擊球游標的移動操作及球棒揮擊的打擊操作的兩者進行操作。 Further, Patent Document 1 describes that the user operates both the moving operation of the hitting cursor and the striking operation of the bat swing while holding the smart phone with one hand.
[先前技術文獻] [Previous Technical Literature]
[專利文獻] [Patent Literature]
[專利文獻1]日本特許第5248705號公報 [Patent Document 1] Japanese Patent No. 5248705
[專利文獻2]日本特開第2015-131041號公報 [Patent Document 2] Japanese Patent Laid-Open No. 2015-131041
上述專利文獻1、2中記載的棒球遊戲為藉由進行擊球游標的移動操作的拇指離開畫面以進行球棒揮擊的打擊操作,因此擊球游標的移動操作及球棒揮擊的打擊操作設定成一系列的流程,且在操作的自由度方面有所限制。 The baseball game described in the above-mentioned Patent Documents 1 and 2 is a striking operation in which a thumb of a moving operation of a hitting cursor is moved away from the screen to perform a bat swing, and thus the moving operation of the hitting cursor and the striking operation of the bat swing are performed. Set into a series of processes, and there are restrictions on the freedom of operation.
本發明是鑑於上述情況所完成的,其目的在於,確保對物件的打擊操作及擊球游標的自由度的同時,提供防止兩操作間的干擾的遊戲系統、控制方法及程式。 The present invention has been made in view of the above circumstances, and an object thereof is to provide a game system, a control method, and a program for preventing interference between two operations while ensuring a punching operation of an object and a degree of freedom of a hitting cursor.
本發明解決上述問題的基本方式涉及一種遊戲系統,為對在三維虛擬空間內移動的物件進行打擊並使移動方向改變的遊戲系統,包含:擊球游標移動單元,對應使用者的操作,移動顯示對前述物件進行打擊的指示位置的擊球游標;物件位置判斷單元,判斷前述物件是否落入由對前述物件進行打擊的位置預定的範圍內,並且在前述物件落入由對前述物件進行打擊的位置預定的範圍內的情況下產生輸出;以及擊球游標移動限制單元,接收前述物件位置判斷單元的輸出並至少一部分限制前述擊球游標移動單元的動作,其中,對應前述物件的位置,切換未限制前述擊球游標的移動的第1模式及至少一部分限制前述擊球游標的移動的第2模式,能夠在對球的打擊操作及擊球游標的移動操作之間不產生干擾。 The basic method for solving the above problems of the present invention relates to a game system, which is a game system for striking an object moving in a three-dimensional virtual space and changing a moving direction, comprising: a hitting cursor moving unit, corresponding to a user operation, and a mobile display a hitting cursor at an indicated position striking the object; the object position determining unit determines whether the object falls within a predetermined range from a position at which the object is struck, and the object falls into the object by striking the object And generating an output in a case where the position is within a predetermined range; and a hitting cursor movement restricting unit that receives an output of the object position determining unit and at least partially limits an action of the hitting cursor moving unit, wherein the position of the object is switched The first mode for restricting the movement of the hitting cursor and the second mode for restricting the movement of the hitting cursor at least partially prevent interference between the striking operation of the ball and the moving operation of the hitting cursor.
根據本發明,可在確保對在三維虛擬空間內移動的物件的打擊操作及擊球游標的移動操作的自由度的同時,防止兩操作間的干擾。 According to the present invention, it is possible to prevent interference between the two operations while ensuring the freedom of the striking operation of the object moving in the three-dimensional virtual space and the moving operation of the hitting cursor.
1‧‧‧遊戲系統 1‧‧‧Game system
2‧‧‧擊球游標移動單元 2‧‧‧Ball Cursor Mobile Unit
3‧‧‧擊球游標移動限制單元 3‧‧‧Ball Cursor Movement Restriction Unit
4‧‧‧物件位置判斷單元 4‧‧‧Object position judgment unit
20‧‧‧伺服器 20‧‧‧Server
21‧‧‧遊戲伺服器 21‧‧‧ Game Server
22‧‧‧資料庫伺服器 22‧‧‧Database Server
30‧‧‧使用者終端 30‧‧‧User terminal
40‧‧‧網路 40‧‧‧Network
110、310‧‧‧CPU 110, 310‧‧‧ CPU
120、320‧‧‧ROM 120, 320‧‧‧ROM
130、330‧‧‧RAM 130, 330‧‧‧RAM
140、390‧‧‧輔助儲存裝置 140, 390‧‧‧Auxiliary storage device
150、410‧‧‧通訊控制部 150, 410‧‧‧Communication Control Department
150a、410a‧‧‧通訊介面 150a, 410a‧‧‧ communication interface
160‧‧‧輸入輸出控制部 160‧‧‧Input and Output Control Department
160a‧‧‧輸入輸出介面 160a‧‧‧Input and output interface
170、420‧‧‧匯流排線路 170, 420‧‧ ‧ busbar line
340‧‧‧圖像處理部 340‧‧‧Image Processing Department
350‧‧‧顯示部 350‧‧‧ Display Department
360‧‧‧音效處理部 360‧‧‧Sound Processing Department
370‧‧‧聲音輸入部 370‧‧‧Sound Input Department
380‧‧‧聲音輸出部 380‧‧‧Sound Output Department
400‧‧‧操作輸入部 400‧‧‧Operation Input Department
600‧‧‧遊戲畫面 600‧‧‧ game screen
602‧‧‧打者角色 602‧‧‧ hitter role
603‧‧‧投手角色 603‧‧‧Player role
604、610‧‧‧標誌 604, 610‧‧‧ mark
605‧‧‧擊球框 605‧‧‧Ball
606‧‧‧本壘板 606‧‧‧Home Plate
607‧‧‧球棒 607‧‧‧ bat
608‧‧‧球 608‧‧‧ ball
609‧‧‧擊球游標 609‧‧‧Ball cursor
S101~S109‧‧‧步驟 S101~S109‧‧‧Steps
圖1為顯示涉及本發明一實施方式的系統組成的方塊圖;圖2A為顯示涉及本發明一實施方式的硬體組成的方塊圖;圖2B為顯示涉及本發明一實施方式的伺服器組成其一例的方塊圖;圖3為顯示涉及本發明一實施方式的伺服器的硬體組成其一例的方塊圖;圖4為顯示涉及本發明一實施方式的使用者終端的硬體組成其一例的方塊圖;圖5為顯示涉及本發明一實施方式的一運作方式的流程圖;圖6A為顯示投手角色進行投球動作之前的遊戲畫面其一例的圖式;圖6B為顯示由投手角色的投球動作後,球落入由打擊位置預定的範圍內前的遊戲畫面其一例的圖式; 圖6C為顯示由投手角色的投球動作後,球落入由打擊位置預定的範圍內後的遊戲畫面其一例的圖式;圖6D為顯示對球進行打擊操作時的遊戲畫面其一例的模式圖。 1 is a block diagram showing the composition of a system according to an embodiment of the present invention; FIG. 2A is a block diagram showing a hardware composition according to an embodiment of the present invention; and FIG. 2B is a diagram showing a server according to an embodiment of the present invention. FIG. 3 is a block diagram showing an example of a hardware composition of a server according to an embodiment of the present invention; and FIG. 4 is a block diagram showing an example of a hardware composition of a user terminal according to an embodiment of the present invention; 5 is a flow chart showing an operation mode according to an embodiment of the present invention; FIG. 6A is a diagram showing an example of a game screen before a pitcher's pitching operation; FIG. 6B is a view showing a pitching action by a pitcher character. a pattern of an example of a game screen before the ball falls within a predetermined range of the strike position; 6C is a diagram showing an example of a game screen in which the ball falls within a predetermined range of the striking position after the pitching operation of the pitcher character; FIG. 6D is a schematic diagram showing an example of a game screen when the ball is struck. .
以下示例性地列舉本發明實施方式的概要。 An outline of an embodiment of the present invention is exemplarily enumerated below.
[態樣1] [Scenario 1]
一種遊戲系統,為對在三維虛擬空間內移動的物件進行打擊並使移動方向改變的遊戲系統,包含:擊球游標移動單元,對應使用者的操作,移動顯示對前述物件進行打擊的指示位置的擊球游標;物件位置判斷單元,判斷前述物件是否落入由對前述物件進行打擊的位置預定的範圍內,並且在前述物件落入由對前述物件進行打擊的位置預定的範圍內的情況下產生輸出;以及擊球游標移動限制單元,接收前述物件位置判斷單元的輸出並至少一部分限制前述擊球游標移動單元的動作,其中,對應前述物件的位置,切換未限制前述擊球游標的移動的第1模式及至少一部分限制前述擊球游標的移動的第2模式,能夠在對球的打擊操作及擊球游標的移動操作之間不產生干擾。 A game system, which is a game system for striking an object moving in a three-dimensional virtual space and changing a moving direction, comprising: a hitting cursor moving unit, corresponding to an operation of the user, moving the display position indicating the striking of the object a hitting cursor; an object position judging unit that judges whether or not the object falls within a predetermined range from a position at which the object is struck, and is generated in a case where the object falls within a predetermined range from a position at which the object is struck And a hitting cursor movement restricting unit that receives an output of the object position determining unit and at least partially limits an action of the hitting cursor moving unit, wherein, corresponding to the position of the object, switching the movement that does not restrict the movement of the hitting cursor The 1 mode and the second mode in which at least a part of the movement of the hitting cursor is restricted, can cause no interference between the striking operation of the ball and the moving operation of the hitting cursor.
根據本態樣1,在第2模式中藉由至少一部分限制擊球游標的移動,可在確保對在三維虛擬空間內移動的物件的打擊操作及擊球游標的自由度的同時,防止兩操作間的干擾。 According to the first aspect, in the second mode, by at least a part of restricting the movement of the hitting cursor, the two operation rooms can be prevented while ensuring the punching operation of the object moving in the three-dimensional virtual space and the degree of freedom of the hitting cursor. Interference.
[態樣2] [Surface 2]
如態樣1記載之遊戲系統,前述預定的範圍由距離所規定。 In the game system described in Aspect 1, the predetermined range is defined by the distance.
[態樣3] [Surface 3]
如態樣1或態樣2記載之遊戲系統,在前述第2模式中,允許朝著對前述物件的打擊操作的方向相異的方向進行前述擊球游標的移動操作。 In the game system described in the aspect 1 or the aspect 2, in the second mode, the moving operation of the hitting cursor is allowed to proceed in a direction different from the direction in which the striking operation of the object is different.
[態樣4] [Surface 4]
如態樣1至態樣3中任一項記載之遊戲系統,其中,能夠在任意的位置進行對前述物件的打擊操作。 The game system according to any one of the aspects 1 to 3, wherein the striking operation of the object is performed at an arbitrary position.
根據本態樣4,可在不需特別注意打擊操作位置的瞬間執行對物件的打擊操作,可使操作自由度增加的同時也旨在提高操作性。 According to the present aspect 4, the striking operation of the object can be performed at the moment when the operation position is not particularly required, and the degree of freedom of operation can be increased while also improving the operability.
[態樣5] [Surface 5]
如態樣1至態樣4中任一項記載之遊戲系統,其中,至少基於前述使用者的打擊操作方向,計算出前述物件的移動軌跡。 The game system according to any one of the aspects 1 to 4, wherein the movement trajectory of the object is calculated based on at least the striking operation direction of the user.
根據本態樣5,可將物件的移動方向作簡單理想化。 According to this aspect 5, the moving direction of the object can be simply idealized.
[態樣6] [Figure 6]
如態樣1至態樣5中任一項記載之遊戲系統,其中,能夠在不妨礙前述擊球游標及前述物件的顯示的位置上完成前述擊球游標的操作。 The game system according to any one of the aspects 1 to 5, wherein the operation of the hitting cursor can be completed at a position that does not hinder the display of the hitting cursor and the object.
根據本態樣6,能夠避免因擊球游標的移動操作而妨礙擊球游標及物件的顯示。 According to this aspect 6, it is possible to prevent the display of the hitting cursor and the object from being hindered by the moving operation of the hitting cursor.
[態樣7] [Stage 7]
如態樣6記載之遊戲系統,其中,在與前述擊球游標相鄰的區域完成前述擊球游標的移動操作。 The game system according to aspect 6, wherein the moving operation of the hitting cursor is completed in an area adjacent to the hitting cursor.
根據本態樣7,可將擊球游標移動操作位置作理想化。 According to this aspect 7, the hitting cursor movement operation position can be idealized.
[態樣8] [Surface 8]
如態樣1至態樣7中任一項記載之遊戲系統,其中,前述遊戲系統產生與前述物件的位置連動的動畫。 The game system of any of the aspects 1 to 7, wherein the game system generates an animation linked to the position of the object.
根據本態樣8,可增加遊戲的真實性。 According to this aspect 8, the authenticity of the game can be increased.
[態樣9] [Surface 9]
如態樣1至態樣8中任一項記載之遊戲系統,其中,遊戲為棒球遊戲,前述物件為棒球用球,且藉由前述三維虛擬空間內的角色的擊球動作對前述棒球用球進行打擊。 The game system according to any one of the aspects 1 to 8, wherein the game is a baseball game, the object is a baseball ball, and the baseball ball is hit by a hitting action of a character in the three-dimensional virtual space. Strike.
根據態樣9,能夠實現對棒球遊戲的較佳實施方式。 According to the aspect 9, a preferred embodiment of the baseball game can be realized.
本發明的其他實施方式為涉及具有與上述各系統內容大致相同的控制方法,以及藉由電腦以實現該方法的程式。 Other embodiments of the present invention are directed to a control method having substantially the same content as each of the above-described systems, and a program for realizing the method by a computer.
因此,即使在前述方法及程式中,也產生與該系統相同的作用效果。 Therefore, even in the aforementioned methods and programs, the same effects as the system are produced.
以下,基於圖式以詳細說明涉及本發明一實施方式。再者,本發明不應受以下說明的實施方式所限定,應基於申請專利範圍的記載來解釋。此外,所屬領域具有通常知識者可使用其他類似的實施方式;此外,應留意在不脫離本發明的精神下可進行合適型態的改變或增加。 Hereinafter, an embodiment related to the present invention will be described in detail based on the drawings. Further, the present invention should not be limited by the embodiments described below, and should be construed based on the description of the scope of the patent application. In addition, other similar embodiments may be utilized by those skilled in the art; in addition, it should be noted that changes or additions of suitable forms may be made without departing from the spirit of the invention.
[系統的組成的概要] [summary of system composition]
圖1為顯示關於本發明一實施方式的遊戲系統組成的方塊圖。遊戲系統1具備擊球游標移動單元2、擊球游標限制單元3及物件位置判斷單元4。針對遊戲系統1的各構成元件2~4所起的功能的細節如下進行詳述。 1 is a block diagram showing the composition of a game system according to an embodiment of the present invention. The game system 1 includes a hitting cursor moving unit 2, a hitting cursor restricting unit 3, and an object position determining unit 4. Details of the functions of the respective constituent elements 2 to 4 of the game system 1 will be described in detail below.
[系統的硬體組成的概要] [Summary of the hardware composition of the system]
圖2A為顯示本發明的一實施方式的基本硬體組成的概要的概念圖。硬體組成包含伺服器20、網路40以及透過網路40而能夠與伺服器20通訊連接的每位使用者的使用者終端30。 Fig. 2A is a conceptual diagram showing an outline of a basic hardware composition according to an embodiment of the present invention. The hardware component includes a server 20, a network 40, and a user terminal 30 for each user that can communicate with the server 20 via the network 40.
伺服器20例如圖2B所示,由遊戲伺服器21及資料庫伺服器22所組成。 The server 20 is composed of, for example, the game server 21 and the database server 22 as shown in FIG. 2B.
遊戲伺服器21接收來自接收遊戲服務的每位使用者的使用者終端30透過網路40的存取,將每位使用者的遊戲資訊紀錄管理,並透過網路40向每位使用者提供遊戲服務。 The game server 21 receives the access from the user terminal 30 of each user receiving the game service through the network 40, manages the game information record of each user, and provides a game to each user through the network 40. service.
資料庫伺服器22為用於將每位使用者的遊戲歷程及獲得點數等的資訊進行紀錄管理的伺服器。 The database server 22 is a server for recording and managing information such as the game history and the number of points obtained for each user.
再者,雖然繪示出的伺服器20為由遊戲伺服器21、資料庫伺服器22所組成的例子,但本發明並不限於此。例如,可構成為:將每台伺服器具有的各種功能分散持有在複數的伺服器中。此外,也可單獨構成用於進行使用者的驗證的驗證伺服器以及使用者在遊戲內購買付費對象的道具時進行付費管理的付費管理伺服器等。 Furthermore, although the server 20 is illustrated as being composed of the game server 21 and the database server 22, the present invention is not limited thereto. For example, it may be configured to disperse various functions of each server in a plurality of servers. Further, a verification server for performing verification of the user and a payment management server for performing payment management when the user purchases an item of the payment object in the game may be separately configured.
此外,在需要建立也能承受來自利用遊戲服務的多數使用者的超量存取的伺服器系統的情況下,也可設置複數的遊戲伺服器21及資料庫伺服 器22等並組成負載分散型的系統。在此情況下,較佳地設置用於調整複數的遊戲伺服器21及資料庫伺服器22等之間的負載的負載平衡器。 In addition, in the case where it is necessary to establish a server system that can withstand excessive access from a majority of users using game services, a plurality of game servers 21 and database servos can also be provided. The device 22 and the like constitute a load-distributed system. In this case, a load balancer for adjusting the load between the plurality of game servers 21 and the database server 22 or the like is preferably provided.
網路40只要是含有經由直接連接的專線(專用電纜)及乙太網路(註冊商標)的LAN等、電話通訊網路及電纜網路等的通訊網路,不限於有線/無線。 The network 40 is not limited to wired/wireless as long as it is a communication network including a dedicated line (dedicated cable) and an Ethernet (registered trademark) LAN, a telephone communication network, and a cable network.
再者,所提供的遊戲可為在SNS平台上所提供的社群網路遊戲,也可建立獨立於SNS平台的遊戲。所提供的遊戲可採用棒球、足球、網球、桌球及板球等多樣的遊戲形式、類型的球類遊戲。 Furthermore, the games provided can be social network games provided on the SNS platform, and games built independently of the SNS platform. The game offered can be a variety of game forms and types of ball games such as baseball, football, tennis, billiards and cricket.
以下的說明中,所提供的遊戲為SNS平台上所提供的社群遊戲,網頁用的程式(應用軟體)安裝在遊戲伺服器,遊戲伺服器對應每個使用者的使用者終端30的輸入操作執行進行遊戲的演算處理及資料處理。在此實例中,遊戲伺服器在隨著遊戲的進行更新資料庫伺服器內所保存的每位使用者的遊戲資訊的同時,也將網頁資訊(遊戲畫面資料)傳送給每位使用者的使用者終端30。 In the following description, the provided game is a community game provided on the SNS platform, and the program for the web page (application software) is installed on the game server, and the game server corresponds to the input operation of the user terminal 30 of each user. Perform calculations and data processing for the game. In this example, the game server transmits the webpage information (game screen material) to each user while updating the game information of each user stored in the database server as the game progresses. Terminal 30.
在每位使用者的使用者終端30中,搭載具有網站閱讀功能的網頁瀏覽器,能夠將遊戲伺服器傳送的網頁資訊顯示於使用者終端30的畫面。該使用者終端30例如可採用行動電話終端、PHS(Personal Handy-phone System,個人手持式電話系統)終端、行動資訊終端(PDA:Personal Digital Assistant,個人數位助理)、智慧型手機、個人電腦或平板型電腦等各種終端。 A web browser having a website reading function is installed in the user terminal 30 of each user, and the web page information transmitted by the game server can be displayed on the screen of the user terminal 30. The user terminal 30 can be, for example, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a mobile information assistant (PDA: Personal Digital Assistant), a smart phone, a personal computer, or Various terminals such as tablet computers.
[遊戲伺服器等的構成] [Composition of game server, etc.]
基於圖3,以下說明遊戲伺服器的具體組成的一例。如圖所示,遊戲伺服器主要具有CPU(Central Processing Unit,中央處理單元)110、ROM(Read Only Memory,唯讀記憶體)120及RAM(Random Access Memory,隨機存取記憶體)130等的主記憶體裝置、輔助儲存裝置140、通訊控制部150、輸入輸出控制部160,該等元件透過包含位址匯流排、資料匯流排及控制匯流排等的匯流排線路170互相連接。再者,也有在匯流排線路170與各構成元件之間安排適當的介面電路(未圖示)的情況。 An example of the specific composition of the game server will be described below based on FIG. As shown in the figure, the game server mainly includes a CPU (Central Processing Unit) 110, a ROM (Read Only Memory) 120, and a RAM (Random Access Memory) 130. The main memory device, the auxiliary storage device 140, the communication control unit 150, and the input/output control unit 160 are connected to each other via a bus bar line 170 including an address bus, a data bus, and a control bus. Further, a case where an appropriate interface circuit (not shown) is disposed between the bus bar line 170 and each constituent element may be employed.
CPU 110進行遊戲伺服器整體的控制。ROM 120儲存對遊戲伺服器的運作控制的必要程式等。RAM 130在儲存各種程式及資料的同時,也對應CPU 110提供工作區。 The CPU 110 performs overall control of the game server. The ROM 120 stores necessary programs and the like for controlling the operation of the game server. The RAM 130 also provides a work area corresponding to the CPU 110 while storing various programs and materials.
輔助儲存裝置140保存遊戲程式等的應用軟體以及各種資料等,例如為硬式磁碟機的儲存裝置。用於啟動遊戲伺服器的程式也被儲存在該輔助儲存裝置140中,該程式在遊戲伺服器啟動時透過匯流排線路170從輔助儲存裝置140載入到RAM 130。 The auxiliary storage device 140 stores an application software such as a game program, various materials, and the like, and is, for example, a storage device of a hard disk drive. The program for launching the game server is also stored in the auxiliary storage device 140, which is loaded from the auxiliary storage device 140 to the RAM 130 through the bus bar line 170 when the game server is started.
通訊控制部150具有與網路40連接的通訊介面150a,控制透過網路40的每位使用者的使用者終端30之間的通訊。此外,在遊戲為SNS平台上所提供的社群遊戲的情況下,通訊控制部150控制SNS伺服器(未圖示)之間的通訊。 The communication control unit 150 has a communication interface 150a connected to the network 40 to control communication between the user terminals 30 of each user through the network 40. Further, in the case where the game is a community game provided on the SNS platform, the communication control unit 150 controls communication between the SNS servers (not shown).
輸入輸出控制部160能夠與資料庫伺服器通訊連接,CPU 110在對資料庫伺服器執行讀寫資料(紀錄)時進行輸入輸出控制。 The input/output control unit 160 is communicably connected to the database server, and the CPU 110 performs input/output control when reading and writing data (recording) to the database server.
資料庫伺服器作為具有儲存每位使用者的遊戲資訊的區域的儲存裝置,例如具備RAID(Redundant Arrays of Inexpensive Disks,獨立磁碟備援陣列)組成的大容量硬碟裝置。該資料庫伺服器例如基於唯一識別每位使用者的識別資訊(使用者ID),可建立管理每位使用者的各種遊戲資訊(使用者名稱、等級、遊戲內的點數及所持道具等)的關聯資料庫、物件資料庫或物件關係資料庫。 The database server is a storage device having an area for storing game information for each user, for example, a large-capacity hard disk device including RAID (Redundant Arrays of Inexpensive Disks). The database server can establish various game information (user name, level, number of points in the game, and items held by the user, etc.) based on uniquely identifying the identification information (user ID) of each user. Associated database, object database or object relationship database.
接著說明對涉及本發明一實施方式的遊戲伺服器存取並接受遊戲服務的提供的使用者其使用者終端30的組成。 Next, the composition of the user terminal 30 of the user who accesses and accepts the provision of the game service by the game server according to the embodiment of the present invention will be described.
[終端裝置的構成] [Configuration of terminal device]
以行動終端作使用者終端30為例,基於圖4說明其組成。如圖4所示,使用者終端30主要具有CPU 310、作為主儲存裝置的ROM 320及RAM 330、圖像處理部340、顯示部350、音效處理部360、聲音輸入部370、聲音輸出部380、輔助儲存裝置390、操作輸入部400及通訊控制部410,構成元件310~340、360及390~410透過匯流排線路420相互的連接。再者,匯流排線路420與各構成元件之間適當安排介面電路(未圖示)。 Taking the mobile terminal as the user terminal 30 as an example, the composition thereof will be described based on FIG. As shown in FIG. 4, the user terminal 30 mainly includes a CPU 310, a ROM 320 and a RAM 330 as main storage devices, an image processing unit 340, a display unit 350, a sound effect processing unit 360, an audio input unit 370, and an audio output unit 380. The auxiliary storage device 390, the operation input unit 400, and the communication control unit 410 form the components 310 to 340, 360, and 390 to 410 connected to each other via the bus bar line 420. Further, a interface circuit (not shown) is appropriately arranged between the bus bar circuit 420 and each constituent element.
CPU 310進行使用者終端30的整體控制。在ROM 320中存有對使用者終端30的運作控制的必要程式等。此外,RAM 330中存有由ROM 320或輔助儲存裝置390所載入的各種程式及資料,並對應CPU 310提供工作區。顯示以HTML等方式所描述的遊戲畫面資料的瀏覽器被儲存在ROM 320或輔助儲存裝置390,並且被載入至RAM 330及藉由CPU 310所執行。此外,用於拓展網頁瀏覽器的瀏覽器功能的各種插入式軟體也可與網頁瀏覽器共同儲存於ROM 320或輔助儲存裝置390中。 The CPU 310 performs overall control of the user terminal 30. A necessary program or the like for controlling the operation of the user terminal 30 is stored in the ROM 320. In addition, the RAM 330 stores various programs and materials loaded by the ROM 320 or the auxiliary storage device 390, and provides a work area corresponding to the CPU 310. A browser that displays game screen material described in the manner of HTML or the like is stored in the ROM 320 or the auxiliary storage device 390, and is loaded into the RAM 330 and executed by the CPU 310. In addition, various plug-in software for expanding the browser function of the web browser can also be stored in the ROM 320 or the auxiliary storage device 390 together with the web browser.
圖像處理部340基於來自CPU 310的圖像顯示指令驅動顯示部350,使圖像顯示在該顯示部350的畫面。顯示部350可採用液晶顯示器等的各種的顯示裝置。 The image processing unit 340 drives the display unit 350 based on the image display command from the CPU 310 to display an image on the screen of the display unit 350. The display unit 350 can employ various display devices such as a liquid crystal display.
音效處理部360在輸入來自聲音輸入部370的聲音時,將類比聲音訊號轉換為數位聲音訊號,同時基於來自CPU 310的發聲指令產生類比聲音訊號並且輸出至聲音輸出部380。聲音輸入部370為使用者終端30內建的麥克風,並在電話通訊的情況以及進行錄音等的情況下使用。聲音輸出部380為電話通訊時的受話揚聲器,以及輸出電話接通聲及遊戲執行時的效果音等的揚聲器。 When the sound from the sound input unit 370 is input, the sound effect processing unit 360 converts the analog sound signal into a digital sound signal, and generates an analog sound signal based on the sounding command from the CPU 310 and outputs it to the sound output unit 380. The voice input unit 370 is a microphone built in the user terminal 30, and is used in the case of telephone communication and recording or the like. The sound output unit 380 is a speaker that is used for telephone communication, and a speaker that outputs a telephone call sound and an effect sound when the game is executed.
輔助儲存裝置390保存各種程式及資料等的儲存裝置。輔助儲存裝置390以行動電話終端的內部記憶體為例,可使用快閃記憶體等;此外,行動電話終端的外接記憶體例如可使用記憶卡讀取寫入器。 The auxiliary storage device 390 stores storage devices such as various programs and materials. The auxiliary storage device 390 is exemplified by an internal memory of the mobile phone terminal, and a flash memory or the like can be used. Further, the external memory of the mobile phone terminal can use, for example, a memory card to read the writer.
操作輸入部400接收使用者的操作輸入後透過匯流排線路420將對應該操作輸入的輸入訊號輸出至CPU 310。操作輸入部400的實例為在使用者終端30的主體上所設置的方向指令鈕、決定鈕及英數文字等輸入鈕等的物理性按鈕。再者,在顯示部350以觸控螢幕組成的情況下,該觸控螢幕當作操作輸入部400。 The operation input unit 400 receives an operation input from the user, and then outputs an input signal corresponding to the operation input to the CPU 310 via the bus bar line 420. An example of the operation input unit 400 is a physical button such as a direction command button, a decision button, and an input button such as an alphanumeric character provided on the main body of the user terminal 30. Furthermore, in the case where the display unit 350 is composed of a touch screen, the touch screen is regarded as the operation input unit 400.
通訊控制部410具有通訊介面410a,且具有在遊戲操作時用於資料通訊的通訊控制功能以及在行動電話終端用於傳送接收聲音資料的通訊控制功能。在此,資料通訊用的通訊控制功能中,例如包含透過無線LAN連接功能、無線LAN及行動電話傳輸網的網路連接功能、近距離無線通訊功能等。通訊控制部410基於來自CPU 310的指令發出用於將使用者終端30連接至無限 LAN及網路等的連接訊號,同時也接受通訊對象所發出來的資訊並提供給CPU 310。 The communication control unit 410 has a communication interface 410a, and has a communication control function for data communication during game operation and a communication control function for transmitting and receiving sound data at the mobile phone terminal. Here, the communication control function for data communication includes, for example, a wireless LAN connection function, a network connection function of a wireless LAN and a mobile phone transmission network, and a short-range wireless communication function. The communication control section 410 issues a connection for connecting the user terminal 30 to the infinite based on an instruction from the CPU 310. The connection signal of the LAN and the network also accepts the information sent by the communication object and supplies it to the CPU 310.
再者,在使用者終端30中也可具有GPS(Global Positioning System,全球定位系統)訊號接收網路、CCD(Charge Coupled Device,電荷耦合裝置)影像感測器等的照像裝置(相機)及3軸加速度感測器等,例如也可在遊戲內有效利用GPS位置資訊。 Further, the user terminal 30 may include a camera (camera) such as a GPS (Global Positioning System) signal receiving network, a CCD (Charge Coupled Device) image sensor, and the like. A 3-axis acceleration sensor or the like can also effectively utilize GPS position information in the game, for example.
[遊戲的處理的實施方式] [Implementation of the processing of the game]
接著,基於如圖5、圖6A~圖6D所示的棒球遊戲的例子,概要說明涉及本發明的一實施方式的遊戲系統其處理的一例。圖5為示出涉及本發明的一實施方式的遊戲系統的運作的流程圖。該流程圖假定藉由投手角色603投出球608,並藉由打者角色602進行對球608打擊的場面。再者,在該場面,投手角色603的投球動作及球的飛行軌跡由遊戲系統所控制。 Next, an example of the processing of the game system according to the embodiment of the present invention will be briefly described based on an example of a baseball game as shown in FIGS. 5 and 6A to 6D. FIG. 5 is a flow chart showing the operation of the game system according to an embodiment of the present invention. The flow chart assumes that the ball 608 is thrown by the pitcher character 603 and the scene of the ball 608 is struck by the hitter character 602. Furthermore, in this scene, the pitching motion of the pitcher character 603 and the flight trajectory of the ball are controlled by the game system.
從主選單畫面(未圖示)中所顯示的可執行的遊戲中由使用者下執行棒球遊戲的指令,於是棒球遊戲開始(S101),如圖6A所示,在遊戲畫面600中顯示包含打者角色602、投手角色603、擊球框605、本壘板606、球棒607及擊球游標609等的初始畫面(S102)。 From the executable game displayed on the main menu screen (not shown), the user executes an instruction of the baseball game, and the baseball game starts (S101), as shown in FIG. 6A, the player screen 600 is displayed including the hitter. An initial screen of the character 602, the pitcher character 603, the batting frame 605, the home plate 606, the bat 607, and the hitting cursor 609 (S102).
再者,圖6A~圖6C中,顯示以假想攝影機從打者角色602的後方拍攝球場的圖像的背景圖像。再者,為了能夠廣範圍地確認狀況,假想攝影機的視角可變更為遠距離的視角及俯瞰的視角。 Further, in FIGS. 6A to 6C, a background image in which an image of a court is photographed from the rear of the hitter character 602 by a virtual camera is displayed. Furthermore, in order to be able to confirm the situation in a wide range, the angle of view of the virtual camera can be changed from a far angle of view and a bird's eye view.
接著,當投手角色603完成投球動作時,在投球動作完成的同時也在遊戲畫面中顯示球608(S103、圖6B)。圖6B顯示投手角色進行投球之後的遊戲畫面,擊球游標609、擊球框605為了不遮住移動的球608的顯示而以半透明顯示。 Next, when the pitcher character 603 completes the pitching operation, the ball 608 is also displayed on the game screen while the pitching operation is completed (S103, FIG. 6B). FIG. 6B shows the game screen after the pitcher character performs the pitching, and the hitting cursor 609 and the batting frame 605 are displayed in a semi-transparent manner in order not to obscure the display of the moving ball 608.
使用者觀察球608在遊戲畫面600內移動的移動路徑,並藉由滑動操作移動擊球游標609(S104)。再者,針對藉由滑動操作的觸控資訊的取得方法將於後面說明。在此,擊球游標609為用於顯示打者角色602可能擊中球的區域的標誌,並顯示於本壘板606的上方。擊球游標移動單元2藉由使用者對觸控螢幕所完成的滑動操作,移動對球進行打擊的指示位置的擊球游標609,可調整藉由球棒607揮擊的對球打擊的指示位置。再者,擊球游標609中附有顯 示對球的最佳打擊位置的標誌610。此外,根據需要,也可在擊球框605或附近顯示球608到達時的預設位置的標誌604。 The user observes the moving path of the ball 608 moving within the game screen 600, and moves the hitting cursor 609 by the sliding operation (S104). Furthermore, a method of acquiring touch information by a slide operation will be described later. Here, the hitting cursor 609 is a flag for displaying an area where the hitter character 602 may hit the ball, and is displayed above the home plate 606. The hitting cursor moving unit 2 can move the pointing position of the ball hit by the bat swipe 607 by the sliding operation performed by the user on the touch screen to move the hitting cursor 609 at the pointed position of the hitting of the ball. . In addition, the hitting cursor 609 is attached A flag 610 showing the best hit position for the ball. Further, the flag 604 of the preset position when the ball 608 arrives may also be displayed at or near the ball striking frame 605 as needed.
使上述擊球游標609移動的滑動操作區域與擊球游標609的顯示區域為不同的區域,例如,能夠在與擊球游標的顯示區域的相鄰區域進行,與滑動操作連動並間接地使擊球游標609移動。如此一來,由於可不需接觸擊球游標609而使其直接移動,因此可避免由於使用者的手指而妨礙擊球游標609的能見度,其結果能夠使定位擊球游標609時的操作性提高。 The sliding operation area for moving the above-described hitting cursor 609 is different from the display area of the hitting cursor 609, for example, can be performed in an adjacent area with the display area of the hitting cursor, interlocking with the sliding operation and indirectly causing the hitting The ball cursor 609 moves. In this way, since the hitting cursor 609 can be directly moved without touching the hitting cursor 609, the visibility of the hitting cursor 609 can be prevented by the user's finger, and as a result, the operability at the time of positioning the hitting cursor 609 can be improved.
接著,進行由投手角色所投出的球是否落入由打擊位置預定的範圍內的判斷(S105)。在物件位置判斷單元3判斷球未落入打擊位置預定的範圍內的情況下返回步驟S104,此時即未限制前述擊球游標的移動的第1模式。在物件位置判斷單元3判斷球落入打擊位置預定的範圍內的情況下則進行後述的步驟S106,此時即切換第1模式到至少一部分限制前述擊球游標的移動的第2模式。再者,預定的範圍可依距離作規定。在此情況下,球落入由打擊位置預定的範圍內的時間點至球到達打擊位置的飛行時間大致上固定,因此可大致固定打擊操作等的準備時間,並可有充裕的時間進行打擊操作等。 Next, it is judged whether or not the ball thrown by the pitcher character falls within a predetermined range of the striking position (S105). When the object position determination unit 3 determines that the ball has not fallen within the predetermined range of the striking position, the process returns to step S104, that is, the first mode in which the movement of the hitting cursor is not restricted. When the object position determining unit 3 determines that the ball falls within the predetermined range of the striking position, the process proceeds to step S106, which will be described later. In this case, the first mode is switched to at least a part of the second mode that restricts the movement of the hitting cursor. Furthermore, the predetermined range can be specified by distance. In this case, the time when the ball falls within the predetermined range from the striking position to the time when the ball reaches the striking position is substantially fixed, so that the preparation time of the striking operation or the like can be substantially fixed, and there is sufficient time for the striking operation. Wait.
圖6C為在判斷由投手角色所投出的球落入由打擊位置預定的範圍內的情況下,顯示其遊戲畫面的一例的圖式。在該情況下,擊球游標移動限制單元4接收來自物件位置判斷單元3的輸出,擊球游標609例如著以黃色(在圖6C中為陰影)並且固定,以限制使用者移動擊球游標609為原則。但是,為了應付變化球,允許擊球游標609向不干擾打擊操作的下方向的任意方向、位置作移動。因此,在至少一部分限制擊球游標609的移動的第2模式下,使用者根據需要使擊球游標609向下方向的任意方向、位置移動(S106)。 6C is a diagram showing an example of displaying a game screen when it is determined that the ball dropped by the pitcher character falls within a predetermined range of the striking position. In this case, the hitting cursor movement restricting unit 4 receives the output from the object position judging unit 3, which is, for example, yellow (shaded in FIG. 6C) and fixed to restrict the user from moving the hitting cursor 609. For the principle. However, in order to cope with the change of the ball, the hitting cursor 609 is allowed to move in any direction and position that does not interfere with the downward direction of the striking operation. Therefore, in the second mode in which at least a part of the movement of the hitting cursor 609 is restricted, the user moves the hitting cursor 609 in any direction and position in the downward direction as needed (S106).
接著,使用者為了抓住時機開始對球的打擊操作而進行向上方向的拂動操作(S107)。用於打擊操作的拂動操作其方向向上,是為了防止干擾擊球游標609的移動操作方向。圖6D為對球進行打擊操作的情況下,顯示其遊戲畫面的一例的模式圖。拂動操作可在能夠觸控操作的畫面的任意位置上進行。如此一來,由於拂動操作可不需特別注意操作位置瞬間執行,因此可使操作的自由度增加的同時也旨在提高操作性。 Next, the user performs a tilting operation in the upward direction in order to start the striking operation of the ball in order to grasp the timing (S107). The slamming operation for the striking operation is directed upward to prevent interference with the moving operation direction of the hitting cursor 609. FIG. 6D is a schematic diagram showing an example of a game screen in the case where the ball is struck. The flicking operation can be performed at any position on the screen capable of touch operation. In this way, since the slamming operation can be performed without paying special attention to the instantaneous operation position, the degree of freedom of operation can be increased while also improving the operability.
接著,在分析拂動操作並取得拂動操作的方向及拂動操作的速度的同時,使打者角色602開始球棒揮擊(S108)。在本型態中,藉由拂動操作的速度來決定球棒揮擊的速度。再者,棒球揮擊的速度也可仰賴於打者的能力。針對藉由拂動操作的觸控資訊的取得方法將在後面說明。 Next, while analyzing the slamming operation and obtaining the direction of the slamming operation and the speed of the slamming operation, the hitter character 602 is caused to start the bat swing (S108). In this type, the speed at which the bat is swept is determined by the speed of the slamming operation. Moreover, the speed of a baseball swing can also depend on the ability of the hitter. A method of acquiring touch information by a flick operation will be described later.
接著,完成取得球飛行的初期條件、算出飛行路徑(S109)。為了定量算出球的飛行路徑,於是必須將球棒與球的撞擊以力學模擬化,並取得撞擊之後球的速度向量、旋轉軸及旋轉量的球飛行的初期條件。此外,在計算飛行路徑時,也必須考慮所取得的拂動操作的方向。針對該些的細節將在後面說明。 Next, the initial conditions for obtaining the ball flight are completed, and the flight path is calculated (S109). In order to quantitatively calculate the flight path of the ball, the impact of the bat and the ball must be mechanically simulated, and the initial condition of the ball's velocity vector, the axis of rotation, and the amount of rotation of the ball after the impact must be obtained. In addition, when calculating the flight path, the direction of the obtained slamming operation must also be considered. Details for this will be described later.
再者,關於球棒揮擊與對球打擊的關係,本質上與實際的棒球相同。例如,球棒揮擊的時機偏離適合對球打擊時機,過早過晚的話則揮棒落空。此外,即使球棒揮擊的時機合適,若球棒揮擊的軌跡偏移適合對球打擊的位置範圍也是揮棒落空。 Furthermore, the relationship between bat strikes and ball strikes is essentially the same as actual baseball. For example, the timing of the bat swing is deviated from the timing of the ball strike, and if it is too late or too late, it will fall. In addition, even if the timing of the bat swing is appropriate, if the trajectory of the bat swing is offset, it is suitable for the range of the position of the ball strike.
此外,球棒揮擊的時機合適,且球棒揮擊的軌跡在適合擊球的位置範圍內的情況下,雖然產生對球打擊,但會根據球棒607與球608碰撞的狀態而得到各種的球飛行軌跡。例如,以球棒的下部在球608的上部打擊的情況下,預設變成擊球的角度向上的飛球。此外,以球棒的上部在球608的下部打擊的情況下,預設變成擊球的角度向下的滾地球。此外,所謂擊中球芯的情況下預設為安打及全壘打,擊中球芯以外的情況下則預設為平凡的打擊。 In addition, the timing of the bat swing is appropriate, and in the case where the trajectory of the bat swing is within the range of the position suitable for hitting the ball, although the ball strike is generated, various abilities are obtained depending on the state in which the bat 607 collides with the ball 608. Ball flight path. For example, in the case where the lower portion of the bat is struck at the upper portion of the ball 608, the flying ball whose angle of the hitting ball is upward is preset. Further, in the case where the upper portion of the bat is struck at the lower portion of the ball 608, the angle of the hitting ball is preset to roll the earth downward. In addition, the so-called hitting of the core is preset to hit and home run, and in the case of hitting the core, it is preset to be an ordinary blow.
以下針對觸控資訊的取得、球飛行的初期條件的取得及球飛翔路徑的算出進行說明。 The following describes the acquisition of touch information, the acquisition of initial conditions of ball flight, and the calculation of the ball flight path.
[觸控資訊的取得] [Getting touch information]
針對藉由滑動操作、拂動操作的觸控資訊的取得方法作說明。使用者在畫面上進行觸控操作時,偵測到物件對觸控螢幕的接觸,並指定相當於操作的開始位置的觸控操作的起點位置。接著,以預定頻率(例如,30fbps的畫面更新率)檢測儲存在觸控螢幕上的觸控位置。 A method of obtaining touch information by a sliding operation or a tilting operation will be described. When the user performs a touch operation on the screen, it detects the contact of the object with the touch screen and specifies the starting position of the touch operation corresponding to the start position of the operation. Next, the touch position stored on the touch screen is detected at a predetermined frequency (for example, a screen update rate of 30 fbps).
如此,依序取得觸控位置的資訊,從前一畫面的觸控位置(向量;二維座標位置)及現在畫面的觸控位置(向量;二維座標位置),可計算 出觸控的移動方向及觸控間的距離,同時藉由算出的距離除以畫面更新率,以算出觸控操作的速度。 In this way, the information of the touch position is obtained sequentially, and the touch position (vector; two-dimensional coordinate position) of the previous screen and the touch position (vector; two-dimensional coordinate position) of the current screen can be calculated. The moving direction of the touch and the distance between the touches are calculated, and the calculated distance is divided by the screen update rate to calculate the speed of the touch operation.
[球飛行的初期條件的取得] [obtaining the initial conditions of the ball flight]
如前述,為了藉由球棒揮擊以對球打擊,並且運算出根據該打擊所產生的球的飛行軌道,較佳地將球棒與球的碰撞以力學模擬化。此外,為了精密地運算出球在三維虛擬空間中飛行的軌跡,必須取得打擊之後球的速度向量、旋轉軸及旋轉量的球飛行的初期條件。以下,提供關於球飛行的初期條件的取得的原理性說明,但請注意本發明不因此受到限制。 As described above, in order to strike the ball by the bat strike, and calculate the flight trajectory of the ball generated according to the strike, the collision of the bat with the ball is preferably mechanically simulated. Further, in order to accurately calculate the trajectory of the ball flying in the three-dimensional virtual space, it is necessary to obtain the initial condition of the ball flight of the speed vector, the rotation axis, and the rotation amount of the ball after the hit. In the following, a schematic explanation of the acquisition of the initial conditions of the ball flight is provided, but it should be noted that the present invention is not limited thereby.
首先,指定球棒上球的碰撞位置。該碰撞位置可由碰撞前的球飛行路徑及藉由球棒揮擊產生的球棒的移動路徑的資訊取得。 First, specify the collision position of the ball on the bat. The collision position can be obtained from the information of the ball flight path before the collision and the movement path of the bat generated by the bat swing.
接著,取得碰撞之後的球速度向量、旋轉軸及旋轉量的資訊(用於球飛行的初期條件)。針對取得該初期條件的方法將於以下詳述。 Next, information on the ball speed vector, the rotation axis, and the amount of rotation after the collision (the initial condition for the ball flight) is obtained. The method for obtaining the initial conditions will be described in detail below.
(碰撞後球速度向量的取得) (Acquisition of the ball velocity vector after collision)
碰撞之前,球棒以速度V(向量,以下,除另有規定則以向量表示)朝向球運動,且球以速度v朝向球棒運動。碰撞後球棒的速度變成V’,且球的速度變成v’。 Prior to the collision, the bat moves toward the ball at a velocity V (vector, hereinafter, unless otherwise specified), and the ball moves toward the bat at a velocity v. After the collision, the speed of the bat becomes V', and the speed of the ball becomes v'.
如上述的情況下,遵從力學定律成立以下式1、2。再者,M為球棒的質量,m為球的質量、且e為恢復係數。 In the above case, the following formulas 1 and 2 are established in accordance with the laws of mechanics. Furthermore, M is the mass of the bat, m is the mass of the ball, and e is the recovery coefficient.
MV+mv=MV’+mv’ (式1) MV+mv=MV’+mv’ (Equation 1)
v-V=-e(v’-V’) (式2) v-V=-e(v’-V’) (Equation 2)
由上述式1、2,碰撞之後的球速度v’為利用碰撞前球棒的速度V、球的速度v及恢復係數e,表示如以下式3。 From the above formulas 1 and 2, the ball velocity v' after the collision is expressed by the following formula 3 using the velocity V of the bat before the collision, the velocity v of the ball, and the recovery coefficient e.
v’=(1+e-1)MV/(M+m)+(m-Me-1)v/(M+m) (式3) v'=(1+e -1 )MV/(M+m)+(m-Me -1 )v/(M+m) (Equation 3)
再者,在上述式1、2中,球棒的質量M及球的質量m當作定值,但在需要更精確的討論的情況下,也有發生需要使用各軸方向的慣性動量與碰撞位置的函數所表示的「有效質量」作為球棒及球的質量的情況。此外,關於恢復係數e,也有不得不使用表示成碰撞位置的函數的「表徵的恢復係數」。如此,則可求得碰撞後的球速度(向量)。 Furthermore, in the above formulas 1, 2, the mass M of the bat and the mass m of the ball are regarded as constant values, but in the case where a more precise discussion is required, there is also a need to use the moment of inertia and the collision position of each axis direction. The "effective quality" represented by the function is used as the quality of the bat and the ball. Further, regarding the restoration coefficient e, there is also a "representational restoration coefficient" that has to be expressed as a function of the collision position. In this way, the ball velocity (vector) after the collision can be obtained.
接著,針對碰撞後球的旋轉(旋轉軸、旋轉量)作說明。再者,在後述的算出球飛行路徑中,在亦可不考慮球的旋轉的情況下,則不需要取得涉及球旋轉的資料。 Next, the rotation (rotation axis, rotation amount) of the ball after the collision will be described. Further, in the calculation of the ball flight path to be described later, it is not necessary to obtain the data relating to the rotation of the ball, regardless of the rotation of the ball.
球的半徑為r、碰撞之前的角速度為ω、碰撞之後的角速度為ω’時,在碰撞時球從球棒受到的球棒的長軸方向的衝量Fx以下述的式4求得。再者,vx為速度v在上述球棒的長軸軸方向分量,v’x為速度v’在上述球棒的長軸軸方向的分量。 When the radius of the ball is r, the angular velocity before the collision is ω, and the angular velocity after the collision is ω', the impulse F x of the long-axis direction of the bat received by the ball from the bat at the time of collision is obtained by the following Expression 4. Further, v x is a component of the velocity v in the major axis direction of the bat, and v' x is a component of the velocity v' in the direction of the major axis of the bat.
-Fx=mv’x-mvx (式4) -F x =mv' x -mv x (Equation 4)
使用以上述式4所求得的衝量Fx時,若將球的慣性動量表示成I時,則導出以下式5。 When the impulse F x obtained by the above formula 4 is used, when the moment of inertia of the ball is expressed as 1, the following formula 5 is derived.
ω’-ω=Fxr/I (式5) Ω'-ω=F x r/I (Equation 5)
但是ω’及ω表示成碰撞前後球的旋轉角速度ω’及ω在上述球棒的長軸方向的分量。 However, ω' and ω represent the components of the rotational angular velocity ω' and ω of the ball before and after the collision in the longitudinal direction of the bat.
再者,球為如棒球般的實心球體的情況下,慣性動量I為利用質量m及半徑r並藉由以下式6所給出。 Further, in the case where the ball is a solid sphere such as a baseball, the moment of inertia I is the mass m and the radius r and is given by the following formula 6.
I=(2/5)mr2 (式6) I=(2/5)mr 2 (Equation 6)
藉由上述式5、6,得到以下顯示碰撞前後球的旋轉角速度ω’及ω的關係的式7。 According to the above formulas 5 and 6, the following expression 7 showing the relationship between the rotational angular velocities ω' and ω of the balls before and after the collision is obtained.
ω’=ω+(5/2mr)Fx (式7) ω'=ω+(5/2mr)F x (Equation 7)
如此,可由碰撞之前球的旋轉角速度ω求得碰撞之後球的旋轉角速度ω’。再者,在上述計算中雖然不需考慮球棒與球之間的滾動摩擦係數、滑動摩擦係數及碰撞面的角度等,但若有需要,也可考慮該些參數。 Thus, the rotational angular velocity ω' of the ball after the collision can be obtained from the rotational angular velocity ω of the ball before the collision. Further, in the above calculation, although it is not necessary to consider the rolling friction coefficient, the sliding friction coefficient, and the angle of the collision surface between the bat and the ball, these parameters may be considered if necessary.
[球飛行路徑的算出] [Calculation of the ball flight path]
如上所述,取得球飛行的初期條件(球的初速度(向量)、旋轉軸的方向及旋轉量)後,接著基於所取得的初期條件算出球的飛行路徑。 As described above, after the initial conditions of the ball flight (the initial velocity (vector) of the ball, the direction of the rotation axis, and the amount of rotation) are acquired, the flight path of the ball is calculated based on the obtained initial conditions.
對於算出球的飛行路徑,考慮到從簡單的計算就能完成的到必須複雜的計算的各種方法。 For calculating the flight path of the ball, various methods that can be completed from a simple calculation to a complicated calculation are considered.
簡單的計算方法的一例為掌握碰撞後的球作為質點,在上述初期條件中僅使用球的初速度(向量)算出飛行路徑,在此情況下,先從運動方程式中求得一般解,透過將初速度(向量)的分量代入該方程式可指定飛行路徑。再者,在此情況下,不需要涉及球旋轉的資料,也不需要準備當作初期條件。 An example of a simple calculation method is to grasp the ball after the collision as a mass point, and calculate the flight path using only the initial velocity (vector) of the ball in the initial condition. In this case, the general solution is first obtained from the equation of motion. Substituting the component of the initial velocity (vector) into the equation specifies the flight path. Furthermore, in this case, there is no need for data relating to the rotation of the ball, and no preparation is required as an initial condition.
需要稍微複雜的計算的一例為掌握為剛體的球,並使用全部的上述初期條件(球的初速度(向量)、旋轉軸的方向、旋轉量)算出球的飛行路徑。如此情況下飛行路徑運算(三維飛行軌跡計算)的原理的一例大致如下。 An example of a calculation that requires a somewhat complicated calculation is to grasp a ball that is a rigid body, and calculate the flight path of the ball using all of the initial conditions (the initial velocity (vector) of the ball, the direction of the rotation axis, and the amount of rotation). An example of the principle of the flight path calculation (three-dimensional flight trajectory calculation) in this case is as follows.
作用在球上的外力(向量)存在有阻力D、浮力L、扭矩T及重力,阻力D的大小|D|、浮力的大小|L|、扭矩T的大小|T|為空氣動力參數,並且利用阻力係數CD、浮力係數CL、流體扭矩係數Cm依序地表示如下。 The external force (vector) acting on the ball has resistance D, buoyancy L, torque T and gravity, the magnitude of the resistance D |D|, the magnitude of the buoyancy |L|, the magnitude of the torque T|T| is an aerodynamic parameter, and The resistance coefficient C D , the buoyancy coefficient C L , and the fluid torque coefficient Cm are sequentially expressed as follows.
|D|=0.5ρ|U|2A*CD (式8) |D|=0.5ρ|U| 2 A*C D (Equation 8)
|L|=0.5ρ|U|2A*CL (式9) |L|=0.5ρ|U| 2 A*C L (Equation 9)
|T|=0.5ρ|U|2Ad*Cm (式10) |T|=0.5ρ|U| 2 Ad*C m (Equation 10)
然而,ρ:空氣的密度、|U|:球飛行速度的大小、A:球直徑剖面積、d:球直徑。 However, ρ: density of air, |U|: magnitude of flight speed of the ball, A: cross-sectional area of the ball diameter, d: diameter of the ball.
在此,阻力係數CD、浮力係數CL、流體扭矩係數Cm的空氣動力參數可近似地表示成球的旋轉速度及飛行速度的函數。再者,旋轉速度因流體扭矩而漸漸地減少,若有需要,也可基於以下的模型式(式11)考慮旋轉速度N(t)的減少。 Here, the aerodynamic parameters of the drag coefficient C D , the buoyancy coefficient C L , and the fluid torque coefficient C m can be approximated as a function of the rotational speed of the ball and the flight speed. Further, the rotation speed is gradually reduced by the fluid torque, and if necessary, the reduction of the rotation speed N(t) can be considered based on the following model formula (Expression 11).
N(t+△t)=-ρAdCm(t)|U|2△t/(4πI)+N(t) (式11) N(t+Δt)=-ρAdC m (t)|U| 2 Δt/(4πI)+N(t) (Equation 11)
然而,Cm(t):於時間t的流體扭矩係數、I:球的慣性動量。 However, C m (t): fluid torque factor at time t, I: inertia momentum of the ball.
若考慮阻力(向量)D與球的速度(向量)U為反方向,且浮力(向量)L於旋轉軸ZR處與球的速度(向量)U正交,則可容易地導出飛行中球的運動方程式(微分方程式),若提供球的初速度(向量)、旋轉軸的方向及旋轉量作初期條件,則可藉由數值計算(例如,尤拉法則)求出球的飛行軌跡及球的旋轉速度。 If the resistance (vector) D and the velocity (vector) U of the ball are considered to be opposite directions, and the buoyancy (vector) L is orthogonal to the velocity (vector) U of the ball at the rotation axis Z R , the in-flight ball can be easily derived. The equation of motion (differential equation), if the initial velocity (vector) of the ball, the direction of the rotation axis, and the amount of rotation are provided as initial conditions, the flight path and the ball of the ball can be obtained by numerical calculation (for example, Euler's law). The speed of rotation.
就更複雜的計算方法,為掌握球的飛行當作球在流體中(空氣中)移動的運動,也考慮利用納維-斯托克斯方程將作用在球上的力進行流體 力學數值計算的方法。但是該方法考量對於棒球的運動的精密分析的必要性、運算處理的所需時間及處理系統的能力等,適用會受侷限,詳細的說明將省略。 For more complicated calculation methods, in order to grasp the movement of the ball as the movement of the ball in the fluid (in the air), it is also considered to use the Navier-Stokes equation to force the force acting on the ball. The method of numerical calculation of mechanics. However, this method considers the necessity of precise analysis of the movement of the baseball, the time required for the arithmetic processing, and the ability of the processing system, and the application is limited, and the detailed description will be omitted.
再者,在球飛行後著地運動時需要求出其運動方向及距離的情況下,例如基於球著地時的速度(向量)及旋轉速度、著地點的傾斜及動摩擦係數等,透過數值計算出球的彈跳及滾動,可模擬出運動方向及距離。 In addition, when it is necessary to obtain the moving direction and distance when the ball is moving after the ball is flying, for example, based on the speed (vector) at the time of the ball landing, the rotational speed, the inclination of the spot, and the dynamic friction coefficient, etc. The bounce and roll of the ball can simulate the direction and distance of the movement.
此外,關於球的彈跳行為,需考慮到因地面的動摩擦係數,球的旋轉與速度相互提供能量,以及其中反彈恢復係數經常衰減。此外,關於球的滾動,在根據地面的滾動阻抗來計算加速度的基礎上求得球的角速度,再基於角速度可求得球滾動的距離。 In addition, regarding the bounce behavior of the ball, it is necessary to consider the coefficient of dynamic friction of the ground, the rotation and velocity of the ball provide energy to each other, and the rebound recovery coefficient is often attenuated. Further, regarding the rolling of the ball, the angular velocity of the ball is obtained based on the calculation of the acceleration based on the rolling resistance of the ground, and the distance at which the ball rolls is determined based on the angular velocity.
接著,針對因拂動操作的方向而對打擊後的球飛行方向產生影響的方法進行說明。 Next, a method of influencing the direction of flight of the ball after the striking due to the direction of the slamming operation will be described.
簡單的方法中,為了將球的初速度(向量)v’投影在球場平面的投影向量與拂動操作的方向吻合,使v’在垂直於球場平面的軸周圍旋轉,其結果所得到的v”較佳採用作為球的初速度。再者,需要旋轉軸的方向及旋轉量的情況下,則直接利用之前的值。 In a simple method, in order to project the initial velocity (vector) v' of the ball on the court plane, the projection vector coincides with the direction of the turbulent operation, so that v' rotates around the axis perpendicular to the plane of the court, and the result is obtained by v. It is preferable to use the initial velocity of the ball. In addition, when the direction of the rotation axis and the amount of rotation are required, the previous value is directly used.
若採用上述的簡單方法時,依照情況也可考量球棒揮擊與球的飛行之間產生有些不自然。為了消除如此的不自然,例如用於讓球棒揮擊的開始時間提早或延後的時間間隔預先設定成拂動操作方向上的函數,對球棒揮擊的基準時間點作上述時間間隔的加減,也可對應拂動操作的開始時間改變球棒揮擊的開始時間。如此一來,藉由對應拂動操作的方向提早、延後球棒揮擊的開始,可使球棒與球的碰撞狀態產生變化,因此,可藉由自然的球棒揮擊使球朝著與拂動操作大致吻合的方向飛行。 If the above simple method is adopted, depending on the situation, it may be considered that there is some unnaturalness between the bat swing and the flight of the ball. In order to eliminate such unnaturalness, for example, the time interval for the start or delay of the start time of the bat swipe is preset to a function in the swaying operation direction, and the reference time point of the bat swipe is made for the above time interval. Addition and subtraction can also change the start time of the bat swing according to the start time of the slamming operation. In this way, by colliding with the direction of the swaying operation and delaying the start of the bat swing, the collision state of the bat and the ball can be changed. Therefore, the ball can be swung by the natural bat Fly in a direction that roughly matches the slamming operation.
以上雖以棒球遊戲舉例說明,但本發明並不僅限於此,當然也可適用於對球打擊並使其移動的遊戲,例如足球、網球、桌球及板球等。 Although the above is exemplified by a baseball game, the present invention is not limited to this, and it is of course applicable to games that hit and move the ball, such as soccer, tennis, billiards, and cricket.
再者,組成前述系統的各方法可為專用的硬體,也可為藉由電腦執行程式以在各處理階段所實現的假想方法(所謂功能實現方法)。 Furthermore, each of the methods constituting the foregoing system may be a dedicated hardware or a virtual method (so-called function implementation method) implemented by a computer to execute the program at each processing stage.
此外,前述系統可安裝於遊戲專用的裝置中,也可安裝於使用者持有的行動電話機、智慧型手機、PDA(Personal Digital Assistant)、行動個人電腦等的行動終端中。 Further, the system may be installed in a game-dedicated device, or may be installed in a mobile terminal such as a mobile phone, a smart phone, a PDA (Personal Digital Assistant), or a mobile personal computer held by a user.
此外,前述系統也可由透過複數的電腦分散處理用於執行遊戲的各處理的遊戲系統組成。 Further, the foregoing system may also be composed of a game system for performing a process for executing a game through a plurality of computers.
1‧‧‧遊戲系統 1‧‧‧Game system
2‧‧‧擊球游標移動單元 2‧‧‧Ball Cursor Mobile Unit
3‧‧‧擊球游標移動限制單元 3‧‧‧Ball Cursor Movement Restriction Unit
4‧‧‧物件位置判斷單元 4‧‧‧Object position judgment unit
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