US20100178967A1 - Shooting game processing method - Google Patents
Shooting game processing method Download PDFInfo
- Publication number
- US20100178967A1 US20100178967A1 US12/683,692 US68369210A US2010178967A1 US 20100178967 A1 US20100178967 A1 US 20100178967A1 US 68369210 A US68369210 A US 68369210A US 2010178967 A1 US2010178967 A1 US 2010178967A1
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- Prior art keywords
- shooting
- shooting game
- game console
- signal
- score
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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
- A63F13/837—Shooting of targets
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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
- A63F13/426—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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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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
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8076—Shooting
Definitions
- the present invention relates to a shooting game and more particularly, to a shooting game processing method where the shooting game console judges whether or not the target is being repeatedly hit when the player operates a light gun to transmits a series of shooting signals, and then multiplies the score when the result of the judgment is positive.
- shooting game suppliers keep creating different virtual-reality shooting games. Further, many target-shooting and balloon-shooting games are commercially available.
- a conventional balloon-shooting game multiple balloons are arranged on a target board, and an air soft BB gun is used with air soft bullets by the player to shoot the balloons.
- Taiwan Patent Publication Number M244432 discloses a shooting game system, as shown in FIG. 8 , which comprises a target board A having holes A 1 thereon, a sensor unit B mounted on the back side of the target board A and a signal generator C mounted on the target board A opposite to the sensor unit B.
- the sensor unit B comprises a striker plate B 1 arranged corresponding to each hole A 1 , a switching lever B 2 connected to the striker plate B and a tack switch B 3 switchable by the switching lever B 2 .
- the signal generator C is electrically connected with the sensor unit B by electric wires, comprising a score counter C 1 and a speaker C 2 .
- the present invention has been accomplished under the circumstances in view.
- a shooting game processing method is used in a shooting game system consisting of a shooting game console and a light gun, wherein when the light gun transmits a wireless shooting signal to the shooting game console, the shooting game console judges whether or not the coordinate value of the shooting signal matches the coordinate value of the shooting target and adds a value to the score-multiplication zone when matched, and then the shooting game console stores the coordinate value of the shooting signal and judges whether or not the coordinate value of the shooting signal matches one storage coordinate value and then combines the value displayed on the score-multiplication display zone and the score of the shooting that hit the shooting target to obtain a total score for display on a score display zone.
- the invention makes the score counting versatile and adds interest to the game.
- the number of shootings of the light gun is preset for each game cycle. Further, the shooting game console can judge whether or not the amount of bullets is zeroed, and then judge whether or not a bullet-reloading signal is received from the light gun after the amount of bullets has been zeroed. When a bullet-reloading signal is received at this time, the shooting game console resumes the amount of bullets to the initial setting. This method greatly enhances the virtual reality.
- FIG. 1 is a system block diagram of a shooting game system according to the present invention.
- FIG. 2 illustrates the processing flow of the shooting game console of the shooting game system according to the present invention.
- FIG. 3 is a light gun coordinate value correction processing flow of the of the shooting game system according to the present invention.
- FIG. 4 illustrates the outer appearance of the shooting game system according to the present invention.
- FIG. 5 illustrates an alternate form of the of the shooting game system according to the present invention.
- FIG. 6 illustrates the shooting game console score counting processing flow of the shooting game system according to the present invention.
- FIG. 7 illustrates the light gun bullet reloading processing flow of the shooting game system according to the present invention.
- FIG. 8 illustrates the outer appearance of a shooting game system according to the prior art.
- a shooting game system in accordance with the present invention comprises a light gun 1 and a shooting game console 2 .
- the light gun 1 is the control device of the shooting game system, having mounted therein a video camera 11 , button unit 12 , a position computation unit 13 and a wireless signal transmission interface 14 .
- the video camera 11 and the button unit 12 are electrically connected to the position computation unit 13 , which is electrically connected to the wireless signal transmission interface 14 .
- the button unit 12 includes one shooting button 121 .
- Function buttons 122 (such as clear button, bullet reloading control button, etc.) may be added to the button unit 12 .
- the shooting game console 2 comprises a wireless signal receiving interface 21 , a control module 22 , an on-screen target 23 , an electronic score board 24 and a sound module 25 .
- the wireless signal receiving interface 21 is electrically connected to the control module 22 and adapted to receive a wireless signal from the wireless signal transmission interface 14 .
- the control module 22 is electrically connected with the on-screen target 23 , the electronic score board 24 and the sound module 25 respectively.
- the on-screen target 23 has an infrared positioning device 231 and a lighting display device 232 .
- the electronic score board 24 can be a 7-segment display or TFT-LCD panel.
- a player can use the light gun 1 to shoot the shooting game console 2 , causing the shooting game console 2 to react to the shooting.
- the shooting game console 2 runs as follows:
- the shooting game console 2 judges whether or not a shooting signal is received from the wireless signal transmission interface 14 of the light gun 1 by the wireless signal receiving interface 21 . If the wireless signal receiving interface 21 receives a shooting signal from the wireless signal transmission interface 14 of the light gun 1 , it immediately transmits the shooting signal to the control module 22 , enabling the control module 22 to analyze and count the coordinates value of the shooting signal on the on-screen target 23 . Thereafter, the control module 22 judges whether or not the coordinate value of the shooting signal falls within the range of a predetermined series of reference coordinate values.
- the control module 22 judges the coordinate value of the shooting signal matches which reference coordinate value, i.e., the on-screen target 23 is divided into different coordinate areas each having a respective reference coordinate value for a respective score.
- the coordinate areas of the on-screen target 23 are arranged one surrounding another in a concentric manner. If the coordinate value of the shooting signal falls within one specific coordinate area of the on-screen target 23 , the corresponding reference coordinate value is matched and the corresponding score is counted.
- control module 22 transmits the corresponding score signal to the lighting display device 232 of the on-screen target 23 , the electronic score board 24 and the sound module 25 , driving the electronic score board 24 to display the corresponding score, the lighting display device 232 to produce a corresponding lighting effect and the sound module 25 to produce a corresponding sound effect.
- the control module 22 transmits a “miss” signal to the sound module 25 , driving the sound module 25 to produce a sound effect indicative of a miss shooting. These sound and lighting effects to indicate the shooting result enhances the flavor of the shooting game.
- the following shooting procedure is performed.
- the light gun 1 runs subject to the following steps:
- the light gun 1 transmits the coordinate value of the aimed point of the light gun 1 and the status signal of the button unit 12 to the control module 22 wirelessly through the wireless signal transmission interface 14 .
- the status signal produced by the button unit 12 can be a shooting signal produced by the shooting button 121 , or a bullet reloading control signal or clear signal produced by the function buttons 122 .
- the video camera 11 of the light gun 1 scans and catches the image of the on-screen target 23 of the shooting game console 2 at a predetermined time interval, and transmits each picked image to the position computation unit 13 .
- the position computation unit 13 analyzes the image received from the video camera 11 , thereby obtaining the coordinate value of the infrared positioning device 231 of the on-screen target 23 .
- the position computation unit 13 Based on the coordinate value of the infrared positioning device 231 , the position computation unit 13 defines the range of the on-screen target 23 , and then counts the coordinate value of the shooting center of the video camera 11 on the on-screen target 23 . Thereafter, the position computation unit 13 uses the data of the coordinate value of the shooting center of the video camera 11 on the on-screen target 23 and the defined range of the on-screen target 23 to calculate the coordinate value of the aimed point of the light gun 1 .
- the light gun 1 will immediately transmit the signal of the coordinate value of the aimed point of the light gun 1 and the status signal (for example, shooting signal) of the button unit 12 to the wireless signal receiving interface 21 of the shooting game console 2 through the wireless signal transmission interface 14 wirelessly.
- the wireless signal receiving interface 21 Upon receipt of a wireless signal from the light gun 1 , the wireless signal receiving interface 21 immediately transmits the received signal to the control module 11 for reading, so that the shooting game console 2 can make a corresponding reaction.
- the predetermined time interval as stated at step ( 201 ) can be set by the system manager.
- the design can set the range of the concentrically arranged coordinate areas (reference coordinate values) of the on-screen target 23 , and stored the setting in the shooting game console 2 .
- the concentrically arranged coordinate areas of the on-screen target 23 are designated in proper order from the center toward the outward to be scored 100 points, 80 points, 50 points, 40 points, 30 points, 20 points and 10 points respectively. If the coordinate value of the shooting signal received from the light gun 1 matches the coordinate area to be scored 50 points, the control module 22 immediately transmits a corresponding score signal to the electronic score board 24 , driving the electronic score board 24 to display the score of 50 points.
- control module 22 transmits the score signal to the sound module 25 , driving the sound module 25 to produce a corresponding sound indicative of the score of 50 points. If the player cannot see the indication of the electronic score board 24 due to a sight problem, the player can still know the scoring by the sound from the sound module 25 . Further, the control module 22 can also transmit the score signal to the lighting display device 232 of the on-screen target 23 , causing it to produce a lighting signal, for example, to light up the corresponding coordinate area.
- the control module 22 receives a next shooting signal from the light gun 1 to produce another score signal, the control module 22 will transmit this new score signal to the electronic score board 24 again. At this time, the electronic score board 24 will add the score. Further, the sound signal to be produced by the sound module 25 can be the sound signal indicative of “hit the target”, the sound signal indicative of the points the current shooting scored or the sound signal indicative of the cumulative scores.
- the player can reset the shooting game console 2 or click the clear button of the function buttons 122 .
- a corresponding status signal i.e., the clear signal is produced and transmitted by the position computation unit 13 to the wireless signal receiving interface 21 of the shooting game console 2 through the wireless signal transmission interface 14 wirelessly.
- the wireless signal transmission interface 14 After receipt of the clear signal by the wireless signal transmission interface 14 , the wireless signal transmission interface 14 transmits the clear signal to the control module 22 , causing the control module 22 to transmit the clear signal to the electronic score board 24 , thereby zeroing the score displayed.
- the shooting game system may be various embodied.
- the on-screen target 23 of the shooting game console 2 is divided into a shooting zone 233 , a score-multiplication display zone 234 and a score display zone 235 .
- the shooting zone 233 is divided into multiple shooting targets 237 .
- the score-multiplication display zone 234 is adapted for displaying the score of a continuous series of shootings that hit the shooting targets 237 .
- the score display zone 235 is adapted for displaying the score of every shooting that hits the shooting targets 237 .
- the score-counting processing procedure is performed by the shooting game console 2 subject to the following steps:
- the shooting zone 233 is divided into multiple shooting targets 237 of different Tetris block shapes.
- one shooting target 237 consists of a first coordinate value 2371 , a second coordinate value 2372 and a third coordinate value 2373 .
- a shooting signal is transmitted by the shooting button 121 to the position computation unit 13 .
- the position computation unit 13 runs the processing process as shown in FIG. 3 .
- the coordinate value of the aimed point of the light gun 1 and the shooting signal are transmitted wirelessly by the wireless signal transmission interface 14 to the wireless signal receiving interface 21 and then transmitted by the wireless signal receiving interface 21 to the control module 22 .
- the control module 22 analyzes and calculates the signals, judging whether or not the coordinate value of the shooting signal matches one of the coordinate values of the respective shooting target 237 , for example, the first coordinate value 2371 , the second coordinate value 2372 or the third coordinate value 2373 .
- the control module 22 When not matched, the control module 22 provides a zero-reading signal to the score-multiplication display zone 234 to zero the reading. On the contrary, when matched, the control module 22 provides a value signal to the score-multiplication display zone 234 to add a value to the value displayed by the score-multiplication display zone 234 . This manner enables the score to be repeatedly added to the score-multiplication display zone 234 when the player continuously hits the shooting target 237 .
- each shooting target 237 consists of a first coordinate value 2371 , a second coordinate value 2372 and a third coordinate value 2373 .
- the coordinate value of the shooting signal matches one coordinate value, for example, the first coordinate value 2371
- the coordinate value of this shooting signal will be stored in the shooting game console 2 .
- the coordinate value of the shooting signal matches all the coordinate values, the first coordinate value 2371 , second coordinate value 2372 and third coordinate value 2373 of one shooting target 237 , this shooting target 237 will disappear.
- control module 22 reads the total value displayed on the score-multiplication display zone 234 and combines this value with the score of the shooting that hit the shooting target 237 to obtain a total score, and then transmit this total score to the score display zone 235 for display. Thus, the score for the shooting of the light gun 1 that hits totally one specific shooting target is displayed.
- the shooting game console 2 will judge whether or not there is a same coordinate value stored therein, and will deny this shooting signal without making judgment, and therefore no any score will be added to the score-multiplication display zone 234 or the score display zone 235 , avoiding adding a score when the player is continuously shooting the same location.
- the on-screen target 23 further has a firing number display zone 236 adapted for counting the number the player has shot.
- the shooting game console 2 determines whether or not to reload the bullets and runs a bullet reloading processing process as follows:
- the shooting game console 2 initially sets the amount of bullet the light gun 1 can shoot to be N. This number N is to be displayed on the firing number display zone 236 of the on-screen target 23 .
- the control module 22 repeatedly transmits a signal to the firing number display zone 236 to reduce the displayed amount of bullet, thereby updating the display.
- the control module 22 of the shooting game console 2 receives the shooting signal once, it reduces the displayed amount of bullet by 1. Further, the control module 22 of the shooting game console 2 can recognize whether or not the current amount of bullet reaches the set number N.
- the control module 22 will then determine whether or not the light gun 1 transmits a bullet reloading control signal. When the control module 22 receives a bullet reloading control signal produced the light gun 1 at this time, the control module 22 resumes the amount of bullet to N. On the contrary, if the control module 22 does not receive a bullet reloading control signal from the light gun 1 , the control module 22 will deny the shooting signal.
- the system controls the number of shootings of the light gun 1 for each game cycle and provides a bullet reloading function, enhancing virtual reality.
- the above-described video shooting game processing method of the present invention has the following advantages:
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Abstract
A shooting game processing method used in a shooting game system consisting of a shooting game console and a light gun, where when the light gun transmits a wireless shooting signal to the shooting game console, the shooting game console judges whether or not the coordinate value of the shooting signal matches the coordinate value of the shooting target and adds a value to the score-multiplication zone when matched, and then the shooting game console stores the coordinate value of the shooting signal and judges whether or not the coordinate value of the shooting signal matches one storage coordinate value and then combines the value displayed on the score-multiplication display zone and the score of the shooting that hit the shooting target to obtain a total score for display on a score display zone.
Description
- This application claims the priority benefit of Taiwan patent application number 098200434 filed on Jan. 10, 2009 and number 098142775 filed on Dec. 14, 2009.
- 1. Field of the Invention
- The present invention relates to a shooting game and more particularly, to a shooting game processing method where the shooting game console judges whether or not the target is being repeatedly hit when the player operates a light gun to transmits a series of shooting signals, and then multiplies the score when the result of the judgment is positive.
- 2. Description of the Related Art
- To satisfy different shooting game players' desire for experiencing different techniques, shooting game suppliers keep creating different virtual-reality shooting games. Further, many target-shooting and balloon-shooting games are commercially available. In a conventional balloon-shooting game, multiple balloons are arranged on a target board, and an air soft BB gun is used with air soft bullets by the player to shoot the balloons.
- Taiwan Patent Publication Number M244432 discloses a shooting game system, as shown in
FIG. 8 , which comprises a target board A having holes A1 thereon, a sensor unit B mounted on the back side of the target board A and a signal generator C mounted on the target board A opposite to the sensor unit B. The sensor unit B comprises a striker plate B1 arranged corresponding to each hole A1, a switching lever B2 connected to the striker plate B and a tack switch B3 switchable by the switching lever B2. The signal generator C is electrically connected with the sensor unit B by electric wires, comprising a score counter C1 and a speaker C2. When the player operates an air soft BB gun to shoot an air soft BB bullet toward the target board A and the air soft BB bullet enters one hole A1 to hit the associating striker plate B1, the associating switching lever B2 will be forced to trigger the tact switch B3, causing the tact switch B3 to provides a signal to the signal generator C, thereby causing the score counter C1 to count the score and the speaker C2 to output a sound, enhancing the reality of the shooting and avoiding dispute in the recognition of the shooting result. However, this shooting game system is still not satisfactory in functions due to the following drawbacks: - 1. This shooting game system consists of a number of components, resulting in a complicated structure. Further, because this shooting game system requires a big installation space, it is simply applicable for commercial application not suitable for home use.
- 2. This shooting game system consists of a number of components that are expensive and complicated to install. Further, it takes much time to install this shooting game system.
- 3. This shooting game system uses an air soft BB gun with air soft BB bullets to shoot the target. Because the motion track of an air soft BB bullet shows a parabolic curve, it is difficult to accurately control the shooting. Further, a child may eat the air soft BB bullet accidentally. Further, an air soft BB bullet may be lost when fired. Further, when one air soft BB bullet hits the target board beyond the holes, it may jump back to hit anyone nearby.
- Therefore, it is desirable to provide a shooting game that eliminates the problems of the various conventional designs.
- The present invention has been accomplished under the circumstances in view.
- According to one aspect of the present invention, a shooting game processing method is used in a shooting game system consisting of a shooting game console and a light gun, wherein when the light gun transmits a wireless shooting signal to the shooting game console, the shooting game console judges whether or not the coordinate value of the shooting signal matches the coordinate value of the shooting target and adds a value to the score-multiplication zone when matched, and then the shooting game console stores the coordinate value of the shooting signal and judges whether or not the coordinate value of the shooting signal matches one storage coordinate value and then combines the value displayed on the score-multiplication display zone and the score of the shooting that hit the shooting target to obtain a total score for display on a score display zone. Thus, the invention makes the score counting versatile and adds interest to the game.
- According to another aspect of the present invention, the number of shootings of the light gun is preset for each game cycle. Further, the shooting game console can judge whether or not the amount of bullets is zeroed, and then judge whether or not a bullet-reloading signal is received from the light gun after the amount of bullets has been zeroed. When a bullet-reloading signal is received at this time, the shooting game console resumes the amount of bullets to the initial setting. This method greatly enhances the virtual reality.
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FIG. 1 is a system block diagram of a shooting game system according to the present invention. -
FIG. 2 illustrates the processing flow of the shooting game console of the shooting game system according to the present invention. -
FIG. 3 is a light gun coordinate value correction processing flow of the of the shooting game system according to the present invention. -
FIG. 4 illustrates the outer appearance of the shooting game system according to the present invention. -
FIG. 5 illustrates an alternate form of the of the shooting game system according to the present invention. -
FIG. 6 illustrates the shooting game console score counting processing flow of the shooting game system according to the present invention. -
FIG. 7 illustrates the light gun bullet reloading processing flow of the shooting game system according to the present invention. -
FIG. 8 illustrates the outer appearance of a shooting game system according to the prior art. - Referring to
FIG. 1 , a shooting game system in accordance with the present invention comprises alight gun 1 and ashooting game console 2. - The
light gun 1 is the control device of the shooting game system, having mounted therein a video camera 11,button unit 12, aposition computation unit 13 and a wirelesssignal transmission interface 14. The video camera 11 and thebutton unit 12 are electrically connected to theposition computation unit 13, which is electrically connected to the wirelesssignal transmission interface 14. Thebutton unit 12 includes oneshooting button 121. Function buttons 122 (such as clear button, bullet reloading control button, etc.) may be added to thebutton unit 12. Theshooting game console 2 comprises a wirelesssignal receiving interface 21, acontrol module 22, an on-screen target 23, anelectronic score board 24 and asound module 25. The wirelesssignal receiving interface 21 is electrically connected to thecontrol module 22 and adapted to receive a wireless signal from the wirelesssignal transmission interface 14. Thecontrol module 22 is electrically connected with the on-screen target 23, theelectronic score board 24 and thesound module 25 respectively. The on-screen target 23 has aninfrared positioning device 231 and alighting display device 232. Further, theelectronic score board 24 can be a 7-segment display or TFT-LCD panel. - Referring to
FIG. 2 andFIG. 1 again, a player can use thelight gun 1 to shoot theshooting game console 2, causing theshooting game console 2 to react to the shooting. When theshooting game console 2 is started, it runs as follows: -
- (101) The
shooting game console 2 judges whether or not a shooting signal from thelight gun 1 is received, and then returns to step (100) when negative, or proceed to step (102) when positive. - (102) The
shooting game console 2 transmits the shooting signal to thecontrol module 22. - (103) The
control module 22 analyzes the coordinate position of the shooting signal on the on-screen target 23. - (104) The
control module 22 judges whether or not the shooting signal falls within a predetermined coordinate location, and then proceeds to step (105) when positive, or step (106) when negative. - (105) The
control module 22 transmits a respective score signal to thelighting display device 232 of the on-screen target 23, theelectronic score board 24 and thesound module 25, and then proceeds to step (107). - (106) The
control module 22 transmits “miss” signal to thesound module 25. - (107) Returns to step (100).
- As stated above, by means of the
control module 22, theshooting game console 2 judges whether or not a shooting signal is received from the wirelesssignal transmission interface 14 of thelight gun 1 by the wirelesssignal receiving interface 21. If the wirelesssignal receiving interface 21 receives a shooting signal from the wirelesssignal transmission interface 14 of thelight gun 1, it immediately transmits the shooting signal to thecontrol module 22, enabling thecontrol module 22 to analyze and count the coordinates value of the shooting signal on the on-screen target 23. Thereafter, thecontrol module 22 judges whether or not the coordinate value of the shooting signal falls within the range of a predetermined series of reference coordinate values. If the coordinate value of the shooting signal falls within the range of the series of reference coordinate values, thecontrol module 22 judges the coordinate value of the shooting signal matches which reference coordinate value, i.e., the on-screen target 23 is divided into different coordinate areas each having a respective reference coordinate value for a respective score. According to the present invention, the coordinate areas of the on-screen target 23 are arranged one surrounding another in a concentric manner. If the coordinate value of the shooting signal falls within one specific coordinate area of the on-screen target 23, the corresponding reference coordinate value is matched and the corresponding score is counted. Thereafter, thecontrol module 22 transmits the corresponding score signal to thelighting display device 232 of the on-screen target 23, theelectronic score board 24 and thesound module 25, driving theelectronic score board 24 to display the corresponding score, thelighting display device 232 to produce a corresponding lighting effect and thesound module 25 to produce a corresponding sound effect. - If the coordinate value of the shooting signal is beyond the range of the predetermined series of reference coordinate values, the
control module 22 transmits a “miss” signal to thesound module 25, driving thesound module 25 to produce a sound effect indicative of a miss shooting. These sound and lighting effects to indicate the shooting result enhances the flavor of the shooting game. - Referring to
FIG. 3 andFIG. 1 again, for enabling thelight gun 1 to aim the shooting signal at the coordinate areas (the range of a predetermined series of reference coordinate values) of the on-screen target 23 accurately, the following shooting procedure is performed. When thelight gun 1 is started, it runs subject to the following steps: -
- (201) The video camera 11 of the
light gun 1 scans and catches the image of the on-screen target 23 of theshooting game console 2 at a predetermined time interval. - (202) The video camera 11 transmits the picked image to the
position computation unit 13. - (203) The
position computation unit 13 analyzes the image, thereby obtaining the coordinate value of theinfrared positioning device 231. - (204) The
position computation unit 13 defines the range of the on-screen target 23 subject to the coordinate value of theinfrared positioning device 231 thus obtained, and counts the coordinate value of the shooting center of the video camera 11 on the on-screen target 23. - (205) The
position computation unit 13 uses the data of the coordinate value of the shooting center of the video camera 11 on the on-screen target 23 and the defined range of the on-screen target 23 to make a proportional counting, thereby obtaining the coordinate value of the aimed point of thelight gun 1. - (206) The
position computation unit 13 receives a status signal from thebutton unit 12. - (207) The
position computation unit 13 transmits the coordinate value of the aimed point of thelight gun 1 and the status signal of thebutton unit 12 to thecontrol module 22 for processing. - (208) Return to step (200).
- The
light gun 1 transmits the coordinate value of the aimed point of thelight gun 1 and the status signal of thebutton unit 12 to thecontrol module 22 wirelessly through the wirelesssignal transmission interface 14. The status signal produced by thebutton unit 12 can be a shooting signal produced by theshooting button 121, or a bullet reloading control signal or clear signal produced by thefunction buttons 122. The video camera 11 of thelight gun 1 scans and catches the image of the on-screen target 23 of theshooting game console 2 at a predetermined time interval, and transmits each picked image to theposition computation unit 13. Theposition computation unit 13 analyzes the image received from the video camera 11, thereby obtaining the coordinate value of theinfrared positioning device 231 of the on-screen target 23. Based on the coordinate value of theinfrared positioning device 231, theposition computation unit 13 defines the range of the on-screen target 23, and then counts the coordinate value of the shooting center of the video camera 11 on the on-screen target 23. Thereafter, theposition computation unit 13 uses the data of the coordinate value of the shooting center of the video camera 11 on the on-screen target 23 and the defined range of the on-screen target 23 to calculate the coordinate value of the aimed point of thelight gun 1. If a status signal is produced by thebutton unit 12 at this time, thelight gun 1 will immediately transmit the signal of the coordinate value of the aimed point of thelight gun 1 and the status signal (for example, shooting signal) of thebutton unit 12 to the wirelesssignal receiving interface 21 of theshooting game console 2 through the wirelesssignal transmission interface 14 wirelessly. Upon receipt of a wireless signal from thelight gun 1, the wirelesssignal receiving interface 21 immediately transmits the received signal to the control module 11 for reading, so that theshooting game console 2 can make a corresponding reaction. - Further, the predetermined time interval as stated at step (201) can be set by the system manager.
- Referring to
FIG. 4 andFIG. 1 again, the design can set the range of the concentrically arranged coordinate areas (reference coordinate values) of the on-screen target 23, and stored the setting in theshooting game console 2. The concentrically arranged coordinate areas of the on-screen target 23 are designated in proper order from the center toward the outward to be scored 100 points, 80 points, 50 points, 40 points, 30 points, 20 points and 10 points respectively. If the coordinate value of the shooting signal received from thelight gun 1 matches the coordinate area to be scored 50 points, thecontrol module 22 immediately transmits a corresponding score signal to theelectronic score board 24, driving theelectronic score board 24 to display the score of 50 points. At the same time, thecontrol module 22 transmits the score signal to thesound module 25, driving thesound module 25 to produce a corresponding sound indicative of the score of 50 points. If the player cannot see the indication of theelectronic score board 24 due to a sight problem, the player can still know the scoring by the sound from thesound module 25. Further, thecontrol module 22 can also transmit the score signal to thelighting display device 232 of the on-screen target 23, causing it to produce a lighting signal, for example, to light up the corresponding coordinate area. - Further, if the
control module 22 receives a next shooting signal from thelight gun 1 to produce another score signal, thecontrol module 22 will transmit this new score signal to theelectronic score board 24 again. At this time, theelectronic score board 24 will add the score. Further, the sound signal to be produced by thesound module 25 can be the sound signal indicative of “hit the target”, the sound signal indicative of the points the current shooting scored or the sound signal indicative of the cumulative scores. - If the player wishes to zero the score of the
electronic score board 24, the player can reset theshooting game console 2 or click the clear button of thefunction buttons 122. When the player clicks the clear button of thefunction button 122, a corresponding status signal, i.e., the clear signal is produced and transmitted by theposition computation unit 13 to the wirelesssignal receiving interface 21 of theshooting game console 2 through the wirelesssignal transmission interface 14 wirelessly. After receipt of the clear signal by the wirelesssignal transmission interface 14, the wirelesssignal transmission interface 14 transmits the clear signal to thecontrol module 22, causing thecontrol module 22 to transmit the clear signal to theelectronic score board 24, thereby zeroing the score displayed. - Referring to
FIGS. 5 and 6 , the shooting game system may be various embodied. According to an alternate form of the present invention, the on-screen target 23 of theshooting game console 2 is divided into ashooting zone 233, a score-multiplication display zone 234 and ascore display zone 235. Theshooting zone 233 is divided into multiple shooting targets 237. The score-multiplication display zone 234 is adapted for displaying the score of a continuous series of shootings that hit the shooting targets 237. Thescore display zone 235 is adapted for displaying the score of every shooting that hits the shooting targets 237. The score-counting processing procedure is performed by theshooting game console 2 subject to the following steps: - (300) Transmit the 1 wireless shooting signal produced by the
light gun 1 to thecontrol module 22. - (301) Judge whether or not the coordinate value of the shooting signal matches the coordinate values of the shooting targets 237, and then proceed to step (302) when negative, or step (303) when positive.
- (302) Transmit a zero-reading signal to the score-
multiplication display zone 234 of theshooting game console 2, and then return to step (301). - (303) Transmit a value signal to the score-
multiplication display zone 234 to add a value to the value displayed by the score-multiplication display zone 234, and then store the coordinate value of this shooting signal in theshooting game console 2. - (304) Judge whether or not the multiple coordinate values of multiple shooting signals stored in the
shooting game console 2 match the coordinate value of one of the shooting targets 237, and then return to step (300) when negative, or proceed to step (305) when positive. - (305) Combine the cumulative value displayed on the score-
multiplication display zone 234 and the score of the shooting that hit theshooting target 237 to obtain a total score, and then transmit this total score to thescore display zone 235 for display. - This shooting game processing process is applicable to many different game contents, for example, the addictive Tetris-style arcade logic game of magic block. The
shooting zone 233 is divided intomultiple shooting targets 237 of different Tetris block shapes. For example, oneshooting target 237 consists of a first coordinate value 2371, a second coordinatevalue 2372 and a third coordinatevalue 2373. - When the
shooting button 121 of thelight gun 1 is triggered, a shooting signal is transmitted by theshooting button 121 to theposition computation unit 13. At this time, theposition computation unit 13 runs the processing process as shown inFIG. 3 . Thereafter, the coordinate value of the aimed point of thelight gun 1 and the shooting signal are transmitted wirelessly by the wirelesssignal transmission interface 14 to the wirelesssignal receiving interface 21 and then transmitted by the wirelesssignal receiving interface 21 to thecontrol module 22. At this time, thecontrol module 22 analyzes and calculates the signals, judging whether or not the coordinate value of the shooting signal matches one of the coordinate values of therespective shooting target 237, for example, the first coordinate value 2371, the second coordinatevalue 2372 or the third coordinatevalue 2373. When not matched, thecontrol module 22 provides a zero-reading signal to the score-multiplication display zone 234 to zero the reading. On the contrary, when matched, thecontrol module 22 provides a value signal to the score-multiplication display zone 234 to add a value to the value displayed by the score-multiplication display zone 234. This manner enables the score to be repeatedly added to the score-multiplication display zone 234 when the player continuously hits theshooting target 237. - As stated above, each
shooting target 237 consists of a first coordinate value 2371, a second coordinatevalue 2372 and a third coordinatevalue 2373. When the coordinate value of the shooting signal matches one coordinate value, for example, the first coordinate value 2371, the coordinate value of this shooting signal will be stored in theshooting game console 2. Further, when the coordinate value of the shooting signal matches all the coordinate values, the first coordinate value 2371, second coordinatevalue 2372 and third coordinatevalue 2373 of oneshooting target 237, thisshooting target 237 will disappear. At this time, thecontrol module 22 reads the total value displayed on the score-multiplication display zone 234 and combines this value with the score of the shooting that hit theshooting target 237 to obtain a total score, and then transmit this total score to thescore display zone 235 for display. Thus, the score for the shooting of thelight gun 1 that hits totally one specific shooting target is displayed. - Further, before storing the coordinate value of the shooting signal, the
shooting game console 2 will judge whether or not there is a same coordinate value stored therein, and will deny this shooting signal without making judgment, and therefore no any score will be added to the score-multiplication display zone 234 or thescore display zone 235, avoiding adding a score when the player is continuously shooting the same location. - Referring to
FIG. 7 andFIGS. 1 and 5 again, the on-screen target 23 further has a firingnumber display zone 236 adapted for counting the number the player has shot. Subject to the display of the firingnumber display zone 236, theshooting game console 2 determines whether or not to reload the bullets and runs a bullet reloading processing process as follows: -
- (401) Set the amount of bullet for each game cycle to be N, and display the number N on the firing
number display zone 236 of the on-screen target 23. - (402) Judge whether or not the amount of bullet is zeroed, and then proceed to step (405) when positive, or step (403) when negative.
- (403) Judge whether or not the
light gun 1 transmits a shooting signal to thecontrol module 22 of theshooting game console 2. - (404) Change the amount of bullet to be N−1, and then update the display of the firing
number display zone 236 of the on-screen target 23 to be N−1, and then return to step (402). - (405) Determine whether or not the
light gun 1 transmits a bullet reloading control signal to theshooting game console 2, and then proceed to step (406) when positive, or return to step (402) when negative. - (406) The
shooting game console 2 transmits a bullet reloading control signal to the firingnumber display zone 236 of the on-screen target 23 to resume the display of amount of bullet to N, and then return to step (402). - The
shooting game console 2 initially sets the amount of bullet thelight gun 1 can shoot to be N. This number N is to be displayed on the firingnumber display zone 236 of the on-screen target 23. When thelight gun 1 repeatedly transmits the shooting signal to theshooting game console 2, thecontrol module 22 repeatedly transmits a signal to the firingnumber display zone 236 to reduce the displayed amount of bullet, thereby updating the display. Normally, when thecontrol module 22 of theshooting game console 2 receives the shooting signal once, it reduces the displayed amount of bullet by 1. Further, thecontrol module 22 of theshooting game console 2 can recognize whether or not the current amount of bullet reaches the set number N. If the current amount of bullet reaches the set number N, thecontrol module 22 will then determine whether or not thelight gun 1 transmits a bullet reloading control signal. When thecontrol module 22 receives a bullet reloading control signal produced thelight gun 1 at this time, thecontrol module 22 resumes the amount of bullet to N. On the contrary, if thecontrol module 22 does not receive a bullet reloading control signal from thelight gun 1, thecontrol module 22 will deny the shooting signal. Thus, the system controls the number of shootings of thelight gun 1 for each game cycle and provides a bullet reloading function, enhancing virtual reality. - In conclusion, the above-described video shooting game processing method of the present invention has the following advantages:
- 1. When a player uses the
light gun 1 to shoot theshooting game console 2, theshooting game console 2 determines whether or not the coordinate value of the shooting signal matches the coordinate values of the shooting targets 237. When matches, a value is added to the score-multiplication display zone 234, and theshooting game console 2 will store the coordinate value of this shooting signal and then judge whether or not this stored coordinate value matches all the coordinate values of one shooting target When matched, the cumulative value displayed on the score-multiplication display zone 234 and the score of the shooting that hit theshooting target 237 are combined into a total score. This shooting game processing method can use the score-multiplication display zone 234 for cumulating the score of continuous shootings that all hit thetarget 237. When one target is totally hit, the value displayed on the score-multiplication display zone 234 are combined to produce a total score. This method makes the score counting versatile and adds interest to the game. - 2. The processing method of the shooting game system limits the number of times of the transmission of the shooting signal for each game cycle, and the
shooting game console 2 judges whether or not the amount of bullet is zeroed and whether or not a bullet reloading control signal produced by thelight gun 1 is received, and the amount of bullet will be resumed to the initial setting if a bullet reloading control signal is received by theshooting game console 2. This manner enhances virtual reality. - 3. The on-
screen target 23 has at least oneinfrared positioning device 231. Theinfrared positioning device 231 is used as a reference point for enabling thelight gun 1 to aim at the target. When thelight gun 1 transmits a shooting signal to theshooting game console 2, thecontrol module 22 of theshooting game console 2 uses the coordinate value of the aimed point and the shooting signal to obtain the coordinate value of the shooting signal. - Although particular embodiments of the invention have been described in detail for purposes of illustration, various modifications and enhancements may be made without departing from the spirit and scope of the invention. Accordingly, the invention is not to be limited except as by the appended claims.
Claims (6)
1. A shooting game processing method used in a shooting game system comprising a shooting game console having a control module and a plurality of shooting targets and a light gun operable to shoot said shooting targets, the shooting game processing method comprising the steps of:
(A) Transmit a wireless shooting signal produced by the light gun to the control module of the shooting game console;
(B) Judge whether or not the coordinate value of the shooting signal matches the coordinate values of the shooting targets of the shooting game console, and then proceed to step (C) when negative, or step (D) when positive;
(C) Transmit a zero-reading signal to a score-multiplication display zone of the shooting game console, and then return to step (b);
(D) Transmit a value signal to the score-multiplication display zone of the shooting game console to add a value to the value displayed by the score-multiplication display zone, and then store the coordinate value of this shooting signal in the shooting game console;
(E) Judge whether or not the multiple coordinate values of multiple shooting signals stored in the shooting game console match the coordinate value of one of the shooting targets, and then return to step (a) when negative, or proceed to step (f) when positive; and
(F) Combine the cumulative value displayed on the score-multiplication display zone and the score of the shooting that hit the shooting target to obtain a total score, and then transmit this total score to a score display zone of the shooting game console for display.
2. The shooting game processing method as claimed in claim 1 , wherein when a wireless shooting signal produced by the light gun is transmitted to the shooting game console, the shooting game console runs an amount of bullet determination process that comprises the steps of:
(a) Set the amount of bullet for each game cycle to be N, and display the number N on a firing number display zone of an on-screen target of the shooting game console;
(b) Judge whether or not the amount of bullet is zeroed, and then proceed to step (e) when positive, or step (c) when negative.
(c) Judge whether or not the light gun transmits a shooting signal to the control module of the shooting game console;
(d) Change the amount of bullet to be N−1, and then update the display of a firing number display zone of the on-screen target to be N−1, and then return to step (b);
(e) Determine whether or not the light gun transmits a bullet reloading control signal to the shooting game console, and then proceed to step (f) when positive, or return to step (b) when negative; and
(f) The shooting game console transmits a bullet reloading control signal to the firing number display zone of the on-screen target to resume the display of amount of bullet to N, and then return to step (b).
3. The shooting game processing method as claimed in claim 1 , wherein the control module of the shooting game console transmits a score signal to a lighting display device, an electronic score board and a sound module of an on-screen target of the shooting game console if the result of the judgment at the step (D) is positive.
4. The shooting game processing method as claimed in claim 1 , wherein the control module of the shooting game console transmits a shooting miss signal to a sound module of the shooting game console if the result of the judgment at the step (D) is negative.
5. The shooting game processing method as claimed in claim 1 , wherein the light gun is controllable to transmit a wireless clear signal to the control module of the shooting game console for causing the control module to clear up the score displayed on an electronic score board of the shooting game console.
6. The shooting game processing method as claimed in claim 1 , wherein when the shooting game console receives a shooting signal from the light gun, the shooting game console judges whether or not the coordinate value of the shooting signal is same as one coordinate value stored therein, and then denies the shooting signal when the judgment result is positive.
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
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TW98200434U TWM359359U (en) | 2009-01-10 | 2009-01-10 | Shooting game device |
TW098200434 | 2009-01-10 | ||
TW98142775A TW201119718A (en) | 2009-12-14 | 2009-12-14 | Processing method of shooting game. |
TW098142775 | 2009-12-14 |
Publications (1)
Publication Number | Publication Date |
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US20100178967A1 true US20100178967A1 (en) | 2010-07-15 |
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ID=42319454
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US12/683,692 Abandoned US20100178967A1 (en) | 2009-01-10 | 2010-01-07 | Shooting game processing method |
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US10876819B2 (en) | 2018-09-03 | 2020-12-29 | Rod Ghani | Multiview display for hand positioning in weapon accuracy training |
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