U.S. patent application number 09/150291 was filed with the patent office on 2001-10-04 for computer game apparatus.
Invention is credited to ENDO, HISASHI, YAMAMOTO, KENJI, YAMAMOTO, SHINICHIRO.
Application Number | 20010026284 09/150291 |
Document ID | / |
Family ID | 27317121 |
Filed Date | 2001-10-04 |
United States Patent
Application |
20010026284 |
Kind Code |
A1 |
YAMAMOTO, SHINICHIRO ; et
al. |
October 4, 2001 |
COMPUTER GAME APPARATUS
Abstract
It is provided a computer game apparatus for displaying an image
of virtual space in which first and second characters locate, the
image being viewed from a first point in the virtual space to a
direction from the first point to a second point in the virtual
space, comprising: a first processor for obtaining positions of the
first and second characters in the virtual space; and a second
processor for setting the first or second point in accordance with
a distance between the positions of the first and second characters
which are aligned in the direction in the virtual space. According
to the present invention, when the characters approach each other
in virtual space in a game, the first point in virtual space is
raised, so that the image is displayed as virtual space is looked
down. Therefore, since the first character manipulated by the
player and the enemy character do not overlap in the image, the
player can clearly observe the movements of the enemy character.
And even when the two characters are fighting in close, since the
character controlled by the player can quickly cope with an attack
by the enemy character, the game will be more exiting.
Inventors: |
YAMAMOTO, SHINICHIRO;
(TOKYO, JP) ; YAMAMOTO, KENJI; (TOKYO, JP)
; ENDO, HISASHI; (TOKYO, JP) |
Correspondence
Address: |
DICKSTEIN SHAPIRO
MORIN & OSHINSKY
2101 L STREET NW
WASHINGTON
DC
20037
|
Family ID: |
27317121 |
Appl. No.: |
09/150291 |
Filed: |
September 9, 1998 |
Current U.S.
Class: |
345/619 |
Current CPC
Class: |
G06T 15/20 20130101;
A63F 13/525 20140902; A63F 13/57 20140902; A63F 2300/8029 20130101;
A63F 2300/6661 20130101; A63F 2300/6653 20130101; A63F 2300/6684
20130101; A63F 2300/64 20130101; A63F 13/10 20130101 |
Class at
Publication: |
345/619 |
International
Class: |
G06T 011/00 |
Foreign Application Data
Date |
Code |
Application Number |
Sep 11, 1997 |
JP |
9-267931 |
Dec 18, 1997 |
JP |
9-349056 |
May 18, 1998 |
JP |
10-135659 |
Claims
What is claimed is:
1. A computer game apparatus for displaying an image of virtual
space in which first and second characters locate, the image being
viewed from a first point in the virtual space to a direction from
the first point to a second point in the virtual space, comprising:
a first processor for obtaining positions of the first and second
characters in the virtual space; and a second processor for setting
the first or second point in accordance with a distance between the
positions of the first and second characters which are aligned in
the direction in the virtual space.
2. A computer game apparatus according to claim 1, wherein, when
the distance between the positions of the first and second
characters is less than a predetermined distance, the second
processor calculates an angle of the direction with horizon in
accordance with the distance, and sets the first or second point
based on the angle.
3. A computer game apparatus according to claim 1, wherein the
second processor sets the first point higher in a height direction
as the distance is shorter, and sets the first point lower in the
height direction as the distance is longer.
4. A computer game apparatus according to claim 2, wherein, when
the angle is greater than a predetermined maximum angle, the second
processor sets the first point in accordance with the predetermined
maximum angle.
5. A computer game apparatus according to claim 4, wherein the
predetermined maximum angle is approximately 40 degrees.
6. A computer game apparatus according to claim 2, wherein when the
first character approaches the second character at a higher speed
than a normal speed, and the distance between the first and second
characters is less than a predetermined distance, the second
processor sets the first point in accordance with an angle smaller
than the angle obtained by the calculation.
7. A computer game apparatus according to claim 6, wherein, when
the speed of the first character is returned to the normal speed or
the first character is halted, the second processor sets the first
point in accordance with the angle obtained by the calculation.
8. A computer game apparatus according to claim 1, wherein, when
the distance between the first and second characters is less than a
predetermined distance, the second processor sets the first point
as a distance between the first and second points is shortened.
9. A computer game apparatus according to claim 8, wherein the
second processor sets the first point as the distance between the
first and second points is shortened in a first time period.
10. A computer game apparatus according to claim 9, wherein, when
the first character approaches the second character at a higher
speed than the normal speed, the second processor sets the first
point as the distance between the first and second points is
shortened in a second time period which is shorter than the first
time period.
11. A computer game apparatus according to claim 1, wherein the
second processor sets the second point at a first height in the
height direction in virtual space, the first height being the
vicinity of an upper portion of the other character, and when the
distance between the first and second characters is less than a
predetermined distance, the second processor sets the second point
at a second height higher than the first height.
12. A computer game apparatus according to claim 11, wherein the
second processor moves the second point from the first height to
the second height in a third time period.
13. A computer game apparatus according to claim 12, wherein, when
the first character approaches the second character at a higher
speed than the normal speed, the second processor moves the second
point from the first height to the second height in a fourth time
period which is shorter than the third time period.
14. A computer game apparatus according to claim 11, wherein the
second processor sets the first point higher than the second
point.
15. A method for displaying an image of virtual space in which
first and second characters locate, the image being viewed from a
first point in the virtual space to a direction from the first
point to a second point in the virtual space, comprising the steps
of: obtaining positions of the first and second characters in the
virtual space; and setting the first or second point in accordance
with a distance between the positions of the first and second
characters which are aligned in the direction in the virtual
space.
16. The method according to claim 15, further comprising the steps
of: calculating an angle of the direction with horizon in
accordance with the distance, when the distance between the
positions of the first and second characters is less than a
predetermined distance; and setting the first or second point based
on the angle.
17. The method according to claim 15, further comprising the step
of: setting the first point higher in a height direction as the
distance is shorter.
18. The method according to claim 15, further comprising the step
of: setting the first point as a distance between the first and
second points is shortened when the distance between the first and
second characters is less than a predetermined distance.
19. The method according to claim 15, further comprising the steps
of: setting the second point at a first height in the height
direction in virtual space, the first height being the vicinity of
an upper portion of the other character; setting the second point
at a second height higher than the first height when the distance
between the first and second characters is less than a
predetermined distance.
20. A medium having a computer game program for executing a game
and displaying an image of virtual space in which first and second
characters locate, the image being viewed from a first point in the
virtual space to a direction from the first point to a second point
in the virtual space, the computer program comprising the steps of:
obtaining positions of the first and second characters in the
virtual space; and setting the first or second point in accordance
with a distance between the positions of the first and second
characters which are aligned in the direction in the virtual
space.
21. The medium according to claim 20, the computer game program
further comprising the steps of: calculating an angle of the
direction with horizon in accordance with the distance, when the
distance between the positions of the first and second characters
is less than a predetermined distance; and setting the first or
second point based on the angle.
22. The medium according to claim 20, the computer game program
further comprising the step of: setting the first point higher in a
height direction as the distance is shorter.
23. The medium according to claim 20, the computer game program
further comprising the step of: setting the first point as a
distance between the first and second points is shortened when the
distance between the first and second characters is less than a
predetermined distance.
24. The medium according to claim 20, the computer game program
further comprising the steps of: setting the second point at a
first height in the height direction in virtual space, the first
height being the vicinity of an upper portion of the other
character; setting the second point at a second height higher than
the first height when the distance between the first and second
characters is less than a predetermined distance.
25. A computer game apparatus for displaying an image of virtual
space in which first and second characters locate, the image being
viewed from a first point in the virtual space to a direction from
the first point to a second point in the virtual space, comprising:
a first processor for obtaining movement of the first character in
the virtual space; and a second processor for setting the first and
second points as the first character and a second character are
aligned in the direction when the first character is moving at a
predetermined speed.
26. The computer game apparatus according to claim 25, wherein the
second processor sets the first point along a line obtained by
extending a line segment which runs between one of points
constituting the first character and their vicinity and one of
points constituting the second character and their vicinity toward
the first character, and sets the second point along the line
segment or along a line obtained by extending the line segment
toward the second character.
27. The computer game apparatus according to claim 25, wherein,
when the first character is moving at a first speed or at a second
speed higher than the first speed, the predetermined speed is the
second speed.
28. The computer game apparatus according to claim 25, wherein the
virtual space is space wherein the first and second characters are
capable of moving in arbitrary directions in three dimensions.
29. The computer game apparatus according to claim 25, wherein when
the second character moves, the second processor shifts the second
point with a predetermined distance in a direction opposite to a
direction in which the second character moves.
30. A computer game apparatus for displaying an image of virtual
space in which a first character and a plurality of other
characters face, the image being viewed from a first point in the
virtual space to a direction from the first point to a second point
in the virtual space, comprising: a first processor for obtaining
positions of the first character and the other characters in the
virtual space; and a second processor for setting the first and
second points in accordance with relationship between the position
of the first character and the position of the other
characters.
31. The computer game apparatus according to claim 30, wherein the
relationship is a distance between the first character and a second
character, of the plurality of the other characters, which is
closest to the first character in the virtual space.
32. The computer game apparatus according to claim 31, wherein,
when the distance between the first character and the second
character in the virtual space is greater than a predetermined
distance, the second processor sets the first point and the second
point so that the first character and the second character are
displayed aligned in the depth direction of the image, and when the
distance in the virtual space is equal to or less than the
predetermined distance, the second processor sets another first
point and another second point so that the first and the second
characters are displayed in the transverse direction on the
image.
33. The computer game apparatus according to claim 32, wherein the
first point and the second point are located higher by a
predetermined height than the another first point and the another
second point.
34. The computer game apparatus according to claim 33, wherein when
the plurality of other characters are located within the
predetermined distance, the second processor sets the another first
point so as to increase an angle of another direction from the
another first point to the another second point with horizon.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a computer game apparatus
for displaying an image of virtual space in a display screen, and
in the virtual space a plurality of characters locate.
[0003] 2. Related Arts
[0004] A computer game apparatus has become popular which is used
when playing a game in virtual space in which a player's character
controlled by levers operated by a player, combats an enemy
character controlled by the game.
[0005] In such a game, when two characters in virtual space are
located at a distance, they carry weapons, such as firearms, and
try to disable or destroy each other by discharging their weapons.
But when they are close each other, they engage in hand-to-hand,
unarmed combat.
[0006] During a game, the back of the player's character is
displayed at the front side in the image, and the enemy character
is displayed at the far side in the image. To display such an image
on the screen, a point of view is set at the upper rear of the
player's character in a coordinate system of the virtual space and
an image obtained when the virtual space is viewed from the point
of view viewing toward the front direction of the player's
character is displayed on the screen in accordance with a
predetermined coordinate transformation process.
[0007] However, when the player's character is displayed at the
front side in the image with turning the back, and the enemy
character is displayed on the far side of the screen with facing
the player's character, in a combat with close distance between the
two characters in the image, the two characters will overlap in the
image. That is, since the player's character is displayed at the
front, the enemy character will be hidden by the player's character
and it will be difficult for the player to observe that enemy
character character's movements.
SUMMARY OF THE INVENTION
[0008] It is, therefore, one objective of the present invention to
provide a computer game apparatus which can so display images that
during the course of a game in virtual space a player can clearly
observe the movements of an enemy character, even when the two
characters are very close.
[0009] To achieve the above objective, according to a first
invention, it is provided a computer game apparatus for displaying
an image of virtual space in which first and second characters
locate, the image being viewed from a first point in the virtual
space to a direction from the first point to a second point in the
virtual space, comprising:
[0010] a first processor for obtaining positions of the first and
second characters in the virtual space; and
[0011] a second processor for setting the first or second point in
accordance with a distance between the positions of the first and
second characters which are aligned in the direction in the virtual
space.
[0012] According to a second invention, it is provided a computer
game apparatus according to the first invention, wherein when the
distance between the positions of the first and second characters
is less than a predetermined distance, the second processor
calculates an angle of the direction with horizon in accordance
with the distance, and sets the first or second point based on the
angle.
[0013] According to a third invention, it is provided a computer
game apparatus according to the second invention, wherein the
second processor sets the first point higher in a height direction
as the distance is shorter, and sets the first point lower in the
height direction as the distance is longer.
[0014] According to a fourth invention, it is provided a computer
game apparatus according to the third invention, wherein, when the
angle is greater than a predetermined maximum angle, the second
processor sets the first point in accordance with the predetermined
maximum angle.
[0015] According to a fifth invention, it is provided a computer
game apparatus according to the fourth invention, the predetermined
maximum angle is approximately 40 degrees.
[0016] According to a sixth invention, it is provided a computer
game apparatus according to the second invention, wherein when the
first character approaches the second character at a higher speed
than a normal speed, and the distance between the first and second
characters is less than a predetermined distance, the second
processor sets the first point in accordance with an angle smaller
than the angle obtained by the calculation.
[0017] According to a seventh invention, it is provided a computer
game apparatus according to the sixth invention, wherein when the
speed of the first character is returned to the normal speed or the
first character is halted, the second processor sets the first
point in accordance with the angle obtained by the calculation.
[0018] According to an eighth invention, it is provided a computer
game apparatus according to the first invention, wherein when the
distance between the first and second characters is less than a
predetermined distance, the second processor sets the first point
as a distance between the first and second points is shortened.
[0019] According to a ninth invention, it is provided a computer
game apparatus according to the eighth invention, wherein the
second processor sets the first point as the distance between the
first and second points is shortened in a first time period.
[0020] According to a tenth invention, it is provided a computer
game apparatus according to the ninth invention, wherein when the
first character approaches the second character at a higher speed
than the normal speed, the second processor sets the first point as
the distance between the first and second points is shortened in a
second time period which is shorter than the first time period.
[0021] According to an eleventh invention, it is provided a
computer game apparatus according to the first invention, wherein
the second processor sets the second point at a first height in the
height direction in virtual space, the first height being the
vicinity of an upper portion of the other character, and when the
distance between the first and second characters is less than a
predetermined distance, the second processor sets the second point
at a second height higher than the first height.
[0022] According to a twelfth invention, it is provided a computer
game apparatus according to the eleventh invention, wherein the
second processor moves the second point from the first height to
the second height in a third time period.
[0023] According to a thirteenth invention, it is provided a
computer game apparatus according to the twelfth invention, wherein
when the first character approaches the second character at a
higher speed than the normal speed, the second processor moves the
second point from the first height to the second height in a fourth
time period which is shorter than the third time period.
[0024] According to a fourteenth invention, it is provided a
computer game apparatus according to the eleventh invention,
wherein the second processor sets the first point higher than the
second point.
[0025] According to another invention of the present invention, it
is provided a computer game apparatus for displaying an image of
virtual space in which first and second characters locate, the
image being viewed from a first point in the virtual space to a
direction from the first point to a second point in the virtual
space, comprising:
[0026] a first processor for obtaining movement of the first
character in the virtual space; and
[0027] a second processor for setting the first and second points
as the first character and a second character are aligned in the
direction when the first character is moving at a predetermined
speed.
[0028] For example, the second processor sets the first point along
a line obtained by extending a line segment which runs between one
of points constituting the first character and their vicinity and
one of points constituting the second character and their vicinity
toward the first character, and sets the second point along the
line segment or along a line obtained by extending the line segment
toward the second character.
[0029] When the first and second point are so set, both the first
and the second characters are displayed on a display screen even
when the first character is moved. Therefore, the second character,
which is fighting with the first character manipulated by the
player, is prevented from disappearing from the display screen due
to the movement of the first character. This setup of the first and
second point is effective especially for a virtual space display
wherein the first character can move in an arbitrary
three-dimensional direction and the second character tends to
disappear from the display screen.
[0030] According to further another invention of the present
invention, it is provided a computer game apparatus for displaying
an image of virtual space in which a first character and a
plurality of other characters face, the image being viewed from a
first point in the virtual space to a direction from the first
point to a second point in the virtual space, comprising:
[0031] first processor for obtaining positions of the first
character and the other characters in the virtual space; and
[0032] second processor for setting the first and second points in
accordance with relationship between the position of the first
character and the position of the other characters.
[0033] In a game wherein the first character fights the other
characters, the first and second point are set in accordance with
relationship between the position of the first character and the
position of the other characters, and the viewing direction is
switched to provide a display on which the relationship between the
positions can easily be understood.
[0034] The relationship between the positions is, for example, a
distance between the first character and a second character, of the
plurality of characters, which is closest to the first
character.
[0035] when the distance between the first character and the second
character in the virtual space is greater than a predetermined
distance, the second processor sets the first point and the second
point so that the first character and the second character are
displayed aligned in the depth direction of the image, and when the
distance in the virtual space is equal to or less than the
predetermined distance, the second processor sets another first
point and another second point so that the first and the second
characters are displayed in the transverse direction on the
image.
[0036] It is preferable that the first point and the second point
are located higher by a predetermined height than the another first
point and the another second point. In addition, when the plurality
of other characters are located within the predetermined distance,
it is preferable that the second processor sets the another first
point so as to increase an angle of another direction from the
another first point to the another second point with horizon.
BRIEF DESCRIPTION OF THE DRAWINGS
[0037] FIG. 1 is a diagram showing the external appearance of a
computer game apparatus according to the present invention;
[0038] FIGS. 2A and 2B are diagrams showing example images
displayed on a screen of the display for a three-dimensional
virtual space wherein characters C1 and C2 combat each other;
[0039] FIG. 3 is a block diagram illustrating an example
arrangement of a game unit according to the present invention which
is built-in the computer game apparatus;
[0040] FIG. 4 is a diagram showing an example three-dimensional
virtual space wherein characters C1 and C2 are located;
[0041] FIGS. 5A and 5B are diagrams showing normal point of view P
and viewing direction R in virtual space;
[0042] FIG. 6 is a diagram showing an example screen of the display
in accordance with FIGS. 5A and 5B;
[0043] FIGS. 7A and 7B are diagrams corresponding to FIGS. 5A and
5B when player's character C1 and an enemy character C2 are close
each other;
[0044] FIG. 8 is a diagram showing an example screen on the display
in accordance with FIGS. 7A and 7B;
[0045] FIGS. 9A and 9B are diagrams showing point of view P and
viewing direction R according to a first embodiment of the present
invention when player's character C1 and an enemy character C2 are
close each other;
[0046] FIG. 10 is a diagram showing an example screen of the
display in accordance with FIGS. 9A and 9B;
[0047] FIGS. 11A and 11B are diagrams showing an example where the
enemy character C2 is behind the player's character C1 in virtual
space;
[0048] FIG. 12 is a diagram showing an example screen on the
display in accordance with FIGS. 11A and 11B;
[0049] FIG. 13 is a flowchart for setting point of view P which
corresponds to the distance between the player's character C1 and
the enemy character C2;
[0050] FIG. 14 is a diagram showing the locations of cameras V when
a virtual space location constitutes a "ground stage";
[0051] FIG. 15 is a top view of the virtual space location in FIG.
14 for explaining point of view P, point of fixation Q and viewing
direction R in the ground stage;
[0052] FIG. 16 is a diagram showing the locations of cameras V when
the virtual space location is a "space stage";
[0053] FIG. 17 is a top view of the virtual space location in FIG.
16 for explaining point of view P, point of fixation Q and viewing
direction R in the space stage;
[0054] FIG. 18 is a diagram showing screens on the display
corresponding to the camera V1, V2 and V3 in FIGS. 16 and 17;
[0055] FIG. 19 is a flowchart according to a second embodiment of
the present invention;
[0056] FIG. 20 is a diagram showing the direction a camera V is
aimed when a player's character in virtual space is positioned at a
distance from a plurality of enemy characters;
[0057] FIG. 21 is a diagram showing an example screen on a display
which corresponds to FIG. 20;
[0058] FIG. 22 is a graph showing the direction the camera V is
aimed when a player's character in virtual space is near a
plurality of enemy characters;
[0059] FIG. 23 is a graph showing the a pick-up range for the
camera V in virtual space;
[0060] FIG. 24 is a diagram showing an example screen on the
display corresponding to FIG. 22;
[0061] FIG. 25 is a specific top view of a location in virtual
space for explaining the switching between viewing direction
R.sub.a in FIG. 20 and viewing direction R.sub.b in FIG. 22;
[0062] FIG. 26 is a diagram showing the direction the camera V is
aimed in the example in FIG. 22 when a plurality of enemy
characters are located within a predetermined radius r in FIG. 25;
and
[0063] FIG. 27 is a flowchart according to a third embodiment of
the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0064] The preferred embodiments of the present invention will now
be described. It should be noted, however, that the technical scope
of the present invention is not limited to these embodiments. Also
note that the same reference numerals are used throughout to denote
corresponding or identical components in the drawings.
[0065] FIG. 1 is a diagram showing the external appearance of a
computer game apparatus (game unit) according to the present
invention. In FIG. 1, two game units are coupled together. When a
player occupies a seat 1 and deposits a predetermined sum in a coin
slot (not shown), a game begins. A pseudo-three-dimensional virtual
space wherein characters C1 and C2 combat each other is displayed
onto a screen of a display 2, as is shown in FIGS. 2A and 2B. While
watching the game screen on the display 2, the player 1 manipulates
operation levers 3, each of which is fitted with a button, to
control the character (hereinafter referred to as a "player's
character") C1 and combat the other character (hereinafter referred
to as an enemy character) C2.
[0066] FIG. 3 is a block diagram illustrating an example game unit
arrangement according to the present invention which is
incorporated in the game apparatus. In FIG. 3, a block enclosed by
a broken line is the section which is to be stored in the main body
of the game unit. The following components, including a CPU, are
interconnected by a bus 100.
[0067] A CPU 101 executes a game based on a game program stored in
a ROM 102. In a RAM 103 are stored predetermined game parameters,
such as coordinates in virtual space for characters which are
updated as the game progresses.
[0068] These parameters are temporarily stored in the RAM 103 and
are transmitted to a geometric processor 104 which functions as
coordinate setting means. The geometric processor 104 performs
specific coordinate transformations, which will later be described
in detail, based on vertex data for polygons constituting
characters and the background for a game in three-dimensional
virtual space. Briefly speaking, a predetermined coordinate system
of a polygon set in three-dimensional virtual space are transformed
into a coordinate system based on a point of view which is a point
set in the virtual space for viewing the virtual space from itself
toward a viewing direction.
[0069] A rendering processor 105 is connected to the geometric
processor 104, and a texture buffer 106 is connected to the
rendering processor 105. The vertex data for the polygons and
texture data to be mapped onto the polygons are read from the ROM
102, and are temporarily stored in the texture buffer 106. The
rendering processor 105 employs the texture data for the polygons,
which are stored in the texture buffer 106, to provide coloring,
shading and texture for the polygons.
[0070] Furthermore, the rendering processor 105 transforms the
coordinate system based on the point of view for the polygon in
three-dimensional virtual space into two-dimensional coordinate
system in order to display the polygon on the display 2. In a Z
buffer 107 connected to the rendering processor 105 are stored
data, concerning the direction of the depth (Z direction), which
are used to transform the three-dimensional coordinates of the
polygon and obtain the two-dimensional coordinates (e.g., such data
as which polygon should be displayed at the front).
[0071] A frame buffer 108 is connected to the output terminal of
the rendering processor 105. Image data for one image on the screen
are stored in the frame buffer 108. The image data for one image of
the screen are read from the frame buffer 108 and are converted
into video signals by a video processor 109, and the resultant data
are sequentially displayed on the display 2.
[0072] An operating unit 3, which includes levers or switches
manipulated by a player, is connected to an I/O processor 10. Based
on an operating signal entered at the operating unit 3, the CPU 101
processes the coordinates of a character in virtual space, and
transmits the result to the geometric processor 104.
[0073] A sound processor 111 is also connected to the bus 100 to
control tone generation for a PCM/FM sound source. A sound memory
112 for storing audio data is connected to the sound generator
111.
[0074] The digital audio data controlled by the sound processor 111
are converted into analog data by a D/A converter (not shown), and
the resultant analog audio signals are transmitted to a speaker
113.
[0075] A method for processing the coordinates for a character will
now be described. First, the locations of characters in virtual
space are represented by position coordinates (X.sub.W, Y.sub.W,
Z.sub.W) in the three-dimensional coordinate system (the
predetermined coordinate system). In virtual space, the position of
the background, such as a fixed object rather than characters, is
also represented by the predetermined coordinate system, and the
shifting of characters is regarded as the predetermined coordinate
system change. Specifically, the position coordinates for
characters are acquired through processing performed by the CPU 101
based on information concerning distance and direction of shift,
which is included in an operating signal issued by the operating
unit 3.
[0076] On the display 2 a two-dimensional image is displayed, as
viewed in a predetermined direction from a specific point (point of
view) in the predetermined coordinate system of three-dimensional
virtual space. This gives a player the impression that an image has
been displayed onto the screen of a display 2 by a video camera
located at a predetermined position in virtual space.
[0077] When, for example, characters C1 and C2 are located in
three-dimensional virtual space as is shown in FIG. 4, their
position coordinates are determined by using the predetermined
coordinates system (X.sub.W, Y.sub.W, Z.sub.W). As is shown in FIG.
4, the point of view (X.sub.WP, Y.sub.WP, Z.sub.WP) is positioned
at the upper rear of the player's character C1 in the predetermined
coordinate system, and the viewing direction R originating at a
point of view P is set so that it points, for example, toward a
point of fixation Q(X.sub.WQ, Y.sub.WQ, Z.sub.WQ), which is a point
viewed from the point of view, near the upper portion of the
player's character C1 (e.g., a slightly higher portion than the
head of the player's character C1). In the following drawings,
including FIG. 4, the symbol for the virtual video camera V is
shown at the point of view P to make the explanation easier.
[0078] The coordinates of the individual characters in the
predetermined coordinates system, based on the point of view P and
the viewing direction R, are transformed by the geometric processor
104 in FIG. 3, which is the coordinate second processor, into the
coordinate system based on the point of view (X.sub.V, Y.sub.V,
Z.sub.V). Furthermore, to display the characters on the screen, the
rendering processor 105 in FIG. 3 transforms these coordinates into
two-dimensional screen coordinate system by a predetermined
projection conversion.
[0079] A further explanation will be given for the point of view P
and the viewing direction R in the predetermined coordinate system
and a corresponding two-dimensional image on the display 2 in
accordance with the coordinate system based on point of view.
[0080] FIGS. 5A and 5B are diagrams showing the normal point of
view P and viewing direction R in virtual space and respectively
showing virtual space viewed in directions D1 and D2 in FIG. 4. A
distance L between the player's character C1 and an enemy character
C2 in the predetermined coordinate system is longer than a
predetermined distance L1, which is a limit of a close range in
which the two characters fight each other. As is shown in FIGS. 5A
and 5B, the point of view P is located rear above the player's
character C1. Specifically, the point of view P is located at a
distance M1 from point of fixation Q1, which is located at a
predetermined distance H1 from the lower end position of the
player's character C1 in the height direction Y.sub.W. The viewing
direction R from the point of view P1 to the point of fixation Q1
is downward relative to the horizontal direction at an angle
.theta.1. The angle .theta.1 is, for example, 10 degrees.
[0081] In FIG. 6 is shown a screen on the display 2 corresponding
to FIGS. 5A and 5B. As is shown in FIG. 6, when the player's
character C1 and the enemy character C2 stand at predetermined
distance L1 or farther, the enemy character C2 appears on the
display 2 without overlapping the player's character C1.
[0082] FIGS. 7A and 7B are diagrams, corresponding to FIGS. 5A and
5B, showing the player's character C1 and the enemy character C2
when they are near each other. In FIG. 7A, the distance L between
the characters C1 and C2 is less than the predetermined distance
L1. Therefore, on the screen of the display 2, the enemy character
C2 overlaps the player's character C1 at the front as is shown in
FIG. 8. Thus, the player can not observe the movement of the
portion of the enemy character C2 which is hidden by the player's
character C1.
[0083] [First Embodiment]
[0084] According to a first embodiment of the present invention,
therefore, the distance L between the player's character C1 and the
enemy character C2 in virtual space is shorter than a predetermined
distance L1, and to be described later in detail, the overlapping
of the enemy character C2 and the character C1 on the screen is
prevented by changing the point of view P.
[0085] FIGS. 9A and 9B are diagrams, corresponding to FIGS. 7A and
7B, showing point of view P and viewing direction R according to
the first embodiment of the present invention when the distance L
between the two characters C1 and C2 is short. In FIGS. 9A and 9B
point of view P2 is located at a distance M2, which is shorter than
the distance M1, from point of fixation Q2, which from the lower
end of the player's character C1 is positioned at a distance H2
which is greater than the predetermined distance H1. Relative to
the horizontal direction, the viewing direction R from the point of
view P2 to point of fixation Q2 is downward at an angle .theta.2
(e.g., 40 degrees), which is greater than .theta.1.
[0086] In FIG. 10 is shown the screen of the display 2 in
accordance with FIGS. 9A and 9B. As is described above, since the
angle in the viewing direction R2 is greater than that in the
viewing direction R1, the point of view P2 is located higher than
the point of view P in the direction of the height (direction
Y.sub.W in FIG. 4). Therefore, a view when looking down from the
point of view P2 is shown on the display 2.
[0087] Since the view looking down on the virtual space is as shown
on the display 2, the characters C1 and C2 do not overlap each
other on the screen.
[0088] Therefore, the player can clearly observe the movement of
the enemy character, and even when the two characters approach each
other and fight, the player can quickly cope with an attack by the
enemy character.
[0089] The angle .theta.2 is changed in accordance with the
distance L between the characters C1 and C2 when the distance L
becomes less than the predetermined distance L1. That is, as the
player's character C1 approaches the enemy character C2 and the
distance L is reduced to the predetermined distance L1 and is then
further shortened, the angle .theta.2 is increased and the point of
view P2 is raised. An equation for calculating the angle .theta.2
is represented by:
.theta.2=arc tan(A1/L) (1)
[0090] wherein A1 is a predetermined constant. When the player's
character C1 is positioned with a low attitude as is shown in FIG.
2B, a constant A2 smaller than the constant A1 is employed.
[0091] In addition, when the angle .theta.2 obtained by equation
(1) is greater than predetermined maximum angle .theta.max (e.g.,
40 degrees), the angle .theta.2 is set, for example, to the maximum
angle .theta.max. This is done for the following reasons. When the
angle .theta.2 is greater than the maxim angle .theta.max, the
point of view P is located immediately above the player's character
C1. In this case, it is difficult for the player to apprehend the
extent of the three-dimensional distance represented in the virtual
space view, or to distinguish between an upward and a downward
attack by the enemy character C2. Therefore, to prevent the player
from feeling clumsy, the maximum angle .theta.max, the upper limit
for the angle .theta.2, is set.
[0092] The distance between the two characters C1 and C2 is
employed as the distance L in equation (1) when the player's
character C1 faces the enemy character C2 as is shown in FIG. 7B.
When, as is shown in FIG. 5B, the player's character C1 does not
face the enemy character C2, the distance L between the two is the
distance from the coordinate (not shown) of the center of the
player's character C1 to an intersection S whereat a line extending
in direction E1, in which the player's character C1 faces,
intersects a line originating at the enemy character C2 and
extending in direction E2 perpendicular to direction E1.
[0093] When the distance L between the characters C1 and C2 becomes
less than the predetermined distance L1 as the player's character
C1 approaches the enemy character C2 at a higher speed than normal,
during this rapid movement, the viewing angle .theta., which is the
angle formed by the viewing direction and the horizontal direction,
is so set that it is smaller than the angle .theta.2 which is
acquired from equation (1) (e.g., is set to half of the angle
.theta.2). When the player's character C1 is halted, the viewing
angle .theta. is set to the angle .theta.2 obtained by equation
(1). In other words, while the player's character C1 is moving
fast, changes in the viewing angle .theta. are limited. This is
because if the viewing angle .theta. is increased in accordance
with equation (1) and the position of the point of view P is
raised, the moving speed of the player's character C1, which the
player can feel, is reduced.
[0094] Therefore, during the rapid movement of the player's
character C1, a predetermined limit is provided for the angle
.theta.2 obtained using equation (1). When the player's character
C1 is halted, the point of view P2 is set to coordinate which
correspond to the angle .theta.2 obtained using equation (1).
[0095] In FIG. 9A, the distance M2 between the point of view P2 and
the point of fixation Q2 is shorter than the normal distance M1. If
the viewing angle .theta. is increased and the position of the
point of view P is raised, the sizes of the characters are reduced
on the screen, and it is almost impossible to clearly observe their
movements. Therefore, when the two characters approach each other
and the viewing angle .theta. is increased, the distance between
the point of view P2 and the point of fixation Q2 is shortened in
order to prevent the sizes of the characters C1 and C2 displayed on
the screen from being reduced.
[0096] When the distance M1 is changed to the distance M2 at the
time the distance L between the two characters becomes less than
the distance L1, the view on the display 2 changes so quickly it
makes a player who is watching the screen feel clumsy. Therefore, a
predetermined period of time T1 is used to make the change from the
distance M1 to the distance M2. Thus, the view displayed on the
screen resembles the view obtained when a camera is zoomed in on a
subject, and the player does not feel clumsy.
[0097] In addition, when the player's character C1 rapidly
approaches the enemy character C2, and the distance L becomes
shorter than the distance L1, a time T2, which is shorter than the
time T1 (e.g., is shorter by 20% than T1), is spent for the change
from the distance M1 to the distance M2 in order to emphasize the
speed.
[0098] In addition, when the distance L between the two characters
is shorter than the predetermined distance L1, the position of the
point of fixation is also raised from the height H1 to the height
H2. The reason for this is as follows: when the distance L is
shorter than the predetermined distance L1, the viewing angle
.theta. is increased and the point of fixation P is raised so that
the two characters do not overlap on the screen. If only the
viewing angle .theta. is increased without changing the height of
the point of fixation Q so that the characters do not overlap, the
viewing angle .theta. must be larger than necessary. Since the
maximum angle .theta.max is provided for the above described
reason, the increase in the viewing angle .theta. must be
limited.
[0099] Therefore, when the viewing angle .theta. is increased and
the position of the point of fixation Q is raised from the height
H1 to the height H2, the position of the point of view P is raised
without the viewing angle .theta. being increased more than
necessary, so that the characters can be displayed without
overlapping.
[0100] When the point of view P is set in advance, the point of
fixation Q may be obtained based on the angle .theta. obtained
using equation (1).
[0101] In some cases, the enemy character C2 moves behind the
player's character C1 when the two are near each other. FIGS. 11A
and 11B are diagrams of views in virtual space, taken in the
directions D1 and D2 in FIG. 4, when the enemy character C2 is
behind the player's character C1. FIG. 12 is a diagram showing the
screen of the display 2 in this case. In FIG. 12, the enemy
character C2 is displayed in front of the player's character C1.
The point of view P and the viewing angle .theta. are determined,
for example, as follows.
[0102] Since the two characters are at close range, viewed from the
normal point of view P1 in FIG. 5 they overlap on the screen of the
display 2, as is shown in FIG. 6. However, since the enemy
character C2 is displayed in the front in FIG. 12, the enemy
character C2 is not hidden by the player's character C1 as in FIG.
6. Further, since the player's character C1 is controlled by the
player, the manipulation by the player is not affected even if the
player's character C1 is partially hidden by the enemy character
C2.
[0103] In this case, therefore, the viewing angle .theta. need not
be increased too much, and need not be delicately changed using
equation (1) in accordance with the distance L separating the two
characters. In addition, as is shown in FIGS. 11A and 11B, point of
view P3 is set at a position above the point of fixation Q1 at a
viewing angle .theta.3 (e.g., 22 degrees), which is slightly
greater than the normal angle .theta.1. The viewing angle .theta.3
in viewing direction R3 is fixed regardless of how the distance L
between the characters changes as they approach each other.
[0104] Distance M3 between the point of view P3 and the point of
fixation Q1 is set so that it is greater than the distance M1 in
FIG. 4. This is done because the size of the enemy character C2
when it is displayed at the front of the screen is prevented from
being increased.
[0105] FIG. 13 is a flowchart for setting the point of view P which
corresponds to the distance between the characters C1 and C2.
First, at step S1 a check is performed to determine whether the
distance between the player's character C1 and the enemy character
C2 is not greater than a predetermined distance L1. When at step S1
the distance L is equal to or greater than the predetermined
distance L1, next step is step S5.
[0106] That is, step S5 corresponds to the case shown in FIG. 4.
The point of view P is P1, which is separated from the point of
fixation Q1 by the distance M1 and is positioned at height H1 above
the lower end of the player's character C1, and which, at the angle
.theta.1 relative to the horizontal direction, is located above the
point of fixation Q and to the rear of the player's character
C1.
[0107] When at step S1 the distance L is less than the
predetermined distance L1, at step S2 a check is performed to
determine whether the enemy character C2 is present behind the
player's character C1. When it is ascertained at step S2 that the
enemy character C2 is behind the player's character C1, next step
is step S8.
[0108] That is, step S8 corresponds to the case in FIG. 11. i15 The
point of view P is P3, which is located at the distance M3 from the
point of fixation Q1 positioned at the height H1 above the lower
end of the player's character C1, and which, at the angle .theta.3
relative to the horizontal direction, is located above the point of
fixation Q1 and to the rear of the player's character C1.
[0109] When at step S2 the enemy character C2 is facing the
player's character C1, next step is step S3. Step S3 corresponds to
the case in FIG. 9, and the viewing angle .theta.2 is obtained by
using equation (1). When the obtained angle .theta.2 is smaller
than the maximum angle .theta.max, next step is step S7. The point
of view P is P2, which is located at the distance M2 from the point
of fixation Q2 which is positioned at the height H2 which is
greater than the height H1, and which, at the angle .theta.2
relative to the horizontal direction, is located above the point of
fixation Q2 and to the rear of the player's character C1.
[0110] When the obtained viewing angle .theta.2 is equal to or
greater than the maximum angle .theta.max, next step is step S6.
The point of view P is P2, which is located at the distance M2 from
the point of fixation Q2 which is positioned at the height H2 which
is greater than the height H1, and which, at the maximum angle
.theta.max relative to the horizontal direction, is located above
the point of fixation Q2 and to the rear of the player's character
C1.
[0111] In the first embodiment of the present invention, the point
of view and the point of fixation are obtained by using equation
(1), but they may be obtained without any calculations being
performed. For example, a table for point of views and point of
fixations which are determined in advance in accordance with
distances between two characters may be stored in a memory (e.g.,
the ROM 102 in FIG. 3) of the computer game apparatus.
[0112] In this embodiment, the enemy character C2 is not limited to
a single character, and there may be a plurality of enemy
characters C2. In this case, the point of view and the point of
fixation may be changed in accordance with the distance between the
player's character C1 and an intermediate position located among a
plurality of enemy characters.
[0113] Further, the first embodiment is not limited to the above
described combat game. For example, for a skiing game in which a
player can enjoy virtual skiing by the manipulation of a virtual
skier on the display 2, the point of view and the point of fixation
may be changed in accordance with the distance between the skier
and an obstacle.
[0114] [Second Embodiment]
[0115] A second embodiment of the present invention will now be
described. In the above combat game wherein the player's character
C1 combats an enemy character C2 in virtual space, there are a
"ground stage" whereat the characters fight in a specific ground
location set in virtual space, and a "space stage" whereat the
characters combats in a space universe wherein they can move to
arbitrary three-dimensional positions. These two stages are
selected by the player, or appear as the game progresses. In this
embodiment, the position of a video camera V (e.g., the point of
view P and the point of fixation Q) is changed in accordance with a
selected stage.
[0116] Moving modes for the player's character C1 will now be
described. A "normal mode" and a "dash mode" are prepared as the
moving modes for the player's character C1. The normal mode is
selected by the player manipulating the levers of the operating
unit 3, without depressing any button thereof. In the normal mode,
so long as the lever is inclined, the player's character C1
continues to move at speed v1 in the direction of inclination of
the lever.
[0117] The dash mode is selected by the player by manipulating a
lever while depressing a button. In the dash mode, so long as the
lever is inclined, the player's character C1 continues to move at
speed v2, which is greater than the speed v1, in the direction of
inclination of the lever. Therefore, by switching between the two
modes which provide different moving speeds for the player's
character C1, the player controls the player's character C1 while
it fights the enemy character C2.
[0118] FIG. 14 is a diagram for explaining the position of the
camera V when the ground stage is selected in virtual space, and
FIG. 15 is a top view of the virtual space location in FIG. 14,
showing the point of view P, the point of fixation Q and the
viewing direction R. As is shown in FIG. 15, when the two
characters C1 and C2 face each other in static positions in the
ground stage, a view taken at the camera position V1 is displayed
on the screen. That is, point of view P.sub.V1 is set to the rear
of the player's character C1 as in the first embodiment, and
viewing direction R.sub.V1, extending from the point of view
P.sub.V1, is set, for example, facing toward point of fixation
Q.sub.V1 at the position of the player's character C1. In other
words, the viewing direction R progresses forward from the player's
character C1. Therefore, as in FIG. 6, the player's character C1 is
displayed at the front of the display 2, and the enemy character C2
is displayed at the rear in the screen.
[0119] When the player's character C1 is to move in the normal mode
or in the dash mode, the player's character C1 faces in the moving
direction. Therefore, a view taken at the camera position V2 is
shown on the display 2. That is, at the time the player's character
C1 moves, point of view P.sub.V2 is set at the rear relative to the
direction of movement of the player's character C1, and point of
fixation Q.sub.V2 is set at the position of the player's character
C1, as is shown in FIG. 15. Thus, the viewing direction R.sub.V2
corresponds to the forward direction of the player's character C1,
i.e., the direction of movement (in FIG. 14, in the dash mode the
player's character C1 moves to the right with respect to the enemy
character C2). Therefore, when the player's character C1 moves in a
direction different from the direction leading to the enemy
character C2, the enemy character C2 disappears from the screen of
the display 2.
[0120] When the player's character C1 moves to the right or to the
left of the enemy character C2, the enemy character C2 disappears
from the screen. However, in the ground stage, since the two
characters C1 and C2 are located on a virtual stage and their
movements are limited only to those possible on the ground, even
when the enemy character C2 disappears from the screen, the player
can comparatively easily find the location of the enemy character
C2. In other words, the player can always find the enemy character
C2 by changing the direction the player's character C1 is facing
and observing the ground over a range of 360 degrees.
[0121] FIG. 16 is a diagram showing the position of the camera V
when the space stage is selected in virtual space, and FIG. 17 is a
top view of space stage in virtual space in FIG. 16 for explaining
the point of view P, the point of fixation Q and the viewing
direction R. As is shown in FIG. 17, when the two characters C1 and
C2 facing each other in static positions in the space stage, a view
obtained at the position of the camera V1 is displayed on the
screen of the display 2. That is, as in the ground stage, the point
of view P.sub.V1 is set to the rear of the player's character c1,
the point of fixation Q.sub.V1 is set at the position of the
player's character C1, and the viewing direction R.sub.V1 is set
forward of the player's character C1.
[0122] In the space stage, the player's character C1 and the enemy
character C2 can freely move in three dimensions. Therefore, unlike
the ground stage, they can freely move not only horizontally but
vertically. In this case, if the same point of view P and point of
fixation Q as those for the ground stage are set, when the
direction of the player's character C1 is facing is changed as it
moves, the point of view P and the viewing direction R (see the
position of the camera V2 in FIG. 15) are changed, and the enemy
character C2 disappears from the screen of the display 2.
[0123] Once the location of the enemy character C2 in the space
stage is lost, unlike in the ground stage, it is difficult to find
the position of the enemy character C2 because the player must
perform a three-dimensional virtual space search.
[0124] Especially when the player's character C1 moves in the dash
mode, at a greater speed than in the normal mode, the distance
between the two characters C1 and C2 in virtual space is rapidly
expanded within a short time, so that it is more difficult to find
the position of the enemy character C2 once the character C1 has
moved.
[0125] In the second embodiment, therefore, the point of view P and
the point of fixation Q are so set that, when the player's
character C1 moves in the dash mode in the space stage, the enemy
character C2 does not disappear from the screen. Specifically, as
is shown by the camera positions V2 and V3 in FIG. 17, the point of
views P.sub.V2 and P.sub.V3 and the point of fixations Q.sub.V2 and
Q.sub.V3 are so set that the player's character C1 and the enemy
character C2 are aligned in the viewing directions R.sub.V2 and
R.sub.V3.
[0126] More specifically, the point of views P.sub.V2 and P.sub.V3
are set on a line obtained by extending toward the player's
character C1 a line segment which runs between the coordinates for
the enemy character C2, or one of the nearby coordinates
(preferably the coordinates near the waist of the enemy character
C2), and the coordinates for the player's character C1 or one of
the nearby coordinates (preferably, coordinates at a predetermined
distance above the head of the player's character C1).
[0127] The point of fixations Q.sub.V2 and Q.sub.V3 are set on the
line segment or a line which is obtained by extending the line
segment toward the enemy character C2, and are, for example,
coordinates near the waist of the enemy character C2. Therefore,
since the viewing directions R.sub.V2 and R.sub.V3 from the
respective point of views P.sub.V2 and P.sub.V3 are those directed
toward the enemy character C2, the enemy character C2 does not
disappear from the screen of the display 2.
[0128] Furthermore, since the player's character C1 is present in
front of the enemy character C2 in the viewing directions R.sub.V2
and R.sub.V3 the player's character C1 is also displayed on the
screen.
[0129] After the player's character C1 has moved, it is halted
facing the enemy character C2. At this time, even when the point of
view P is set to the rear of the player's character C1, and the
point of fixation Q is set at the position of the player's
character C1, the enemy character C2 is located in the viewing
direction R, and does not in this case disappear from the
screen.
[0130] Therefore, even if the enemy character C2 disappears from
the screen during the game, the player can obtain a view of the
enemy character C2 on the screen by moving the player's character
C1 in the dash mode.
[0131] In FIGS. 18A, 18B and 18C are shown the screens of the
display 2 which correspond to the cameras V1, V2 and V3 in FIGS. 16
and 17. In FIG. 18A is shown a view taken by the camera V1 when the
position of the player's character C1 is static, facing the enemy
character C1, as in FIG. 6. In FIGS. 18B and 18C are shown
respective views taken by the cameras V2 and V3, where the player's
character C1 is moving to the right of the screen in the dash mode.
The point of view P is not set to the rear of the player's
character C1, but, as is described above, is located along a line
obtained by extending toward the player's character C1 a line
segment which connects the position of the enemy character C2 and
the position of the player's character C1. The point of fixation Q
is located at the position of the enemy character C2.
[0132] Even when the player's character C1 is moving, therefore,
the enemy character C2 is constantly located substantially in the
center of the screen and does not disappear, and the player's
character C1 is also displayed on the lower portion of the screen.
Thus, the player can move the player's character C1 in the dash
mode while continuing to monitor the position of the enemy
character C2, so that the player does not lose sight of the enemy
character C2 and can restart the combat with the enemy character C2
immediately after the player's character C1 has been moved. In this
manner, the player can enjoy the combat with the enemy character C2
during a more extended period of time within a limited game
period.
[0133] FIG. 19 is a flowchart showing the second embodiment of the
present invention. When the lever is manipulated at step S1 and the
button is depressed at step S2, the player's character C2 moves in
the dash mode. At step S3 a check is performed to determine whether
a current stage of a game is the space stage or the ground
stage.
[0134] When the current stage is the space stage, at step S4, the
point of view P is set along a line segment which connects the
player's character C1 and the enemy character C2, and the point of
fixation Q is set at the position of the enemy character C2, as is
described above, so that both l10 characters C1 and C2 are
displayed on the screen.
[0135] When at step S2 the button is not depressed (i.e., the
normal mode is selected) and at step S3 the current stage is the
ground stage, and at step S5 the normal point of view P and point
of fixation Q are set. That is, the point of view P is set to the
rear of the player's character C1 and the point of fixation Q is
set at the position of the player's character C1. Therefore, the
viewing direction R is one in which the player's character C1
advances.
[0136] In the second embodiment, when in the space stage the
player's character C1 moves in the normal mode, the point of view P
and the point of fixation Q employed for the dash mode may be
set.
[0137] As is described above, in the space stage, unlike in the
ground stage, the enemy character C2 does not disappear from the
screen even when the player's character C1 is moving, so that the
player does not lose sight of the enemy character C2.
[0138] In some cases the enemy character C2 moves while the
player's character C1 is moving. With the above described point of
view P and the point of fixation Q, the enemy character C2 is
always positioned in the center of the screen, even when moving, so
that a player can not understand its movement direction. Therefore,
when not only the player's character C1 but also the enemy
character C2 moves, it is preferable that the display position of
the enemy character C2 be shifted a predetermined distance in the
direction of movement, and when the enemy character C2 moves, the
point of fixation Q be shifted a predetermined distance in a
direction opposite to the direction of movement. As a result, the
position of the enemy character C2 on the screen is shifted from
the center of the screen in the movement direction, so that the
player can easily apprehend in which direction the enemy character
C2 is moving.
[0139] [Third Embodiment]
[0140] A third embodiment of the present invention will now be
described. In addition to the one-to-one combat game using virtual
space as described in the above embodiment, is a one-to-multiple
combat game will be described in the third embodiment.
[0141] In a one-to-multiple combat game, a player's character C1
and a plurality of enemy characters are displayed on the screen.
The direction of camera V at this time (viewing direction R defined
by the point of view P and the point of fixation Q) is set in
accordance with the relationship between the position of the
player's character and positions of a plurality of enemy
characters, as will be described later.
[0142] FIG. 20 is a diagram showing the direction of the camera V
when the player's character at a distance from a plurality of enemy
characters in virtual space. Specifically, the distance between the
player's character C1 and the nearest enemy character C2 is greater
than a predetermined radius r (e.g., 3.5 m in the virtual space).
The distance between the player's character C1 and the nearest
character C2 is selected because it is assumed that the nearest
character C2 will be the first to approach the player's character
C1 and fight it.
[0143] In this case, the camera V is so positioned that the
player's character C1 and the enemy character C2 are aligned along
the viewing direction R.sub.a. In other words, the viewing
direction R.sub.a is so set that the player's character C1 is
displayed at the front in the image and the enemy character C2 is
displayed at the rear in the image. More specifically, the point of
view P is set along a line extending in a direction opposite the
direction leading toward the nearest enemy character C2 from the
point of fixation Q.sub.a' which is located at a predetermined
height H.sub.a above the lower end of the player's character C1 in
the direction of height (in the Y.sub.W direction). The line
defined by the viewing direction R.sub.a' which extends from the
point of view P.sub.a to the point of fixation Q.sub.a' points
downward at an angle .theta.a relative to the horizontal direction.
The angle .theta.a is, for example, 12.5 degrees.
[0144] FIG. 21 is a diagram showing an example screen for the
display 2 corresponding to FIG. 20. As is shown in FIG. 21, as the
virtual space is viewed from the viewing direction R.sub.a' the
player's character C1 is displayed at the front on the screen, and
a plurality of enemy characters C2, C3 and C4 are displayed at the
rear in the image.
[0145] Since the player's character C1 is displayed at the front
and thus the player has substantially the same view as has the
player's character C1, to the player it seems as though he or she
were the player's character C1, and is thus provided a more natural
view. In addition, the enemy characters, who are at a distance, can
be displayed on the screen without reducing the display size of the
player's character C1.
[0146] FIG. 22 is a graph showing the direction of aim of the
camera V when the player's character C1 is near a plurality of
enemy characters in virtual space. Specifically, the distance
between the player's character C1 and the nearest enemy character
C2 is, for example, less than a predetermined radius (3.5 m).
[0147] In this case, the camera V is so positioned that the
player's character C1 and the nearest enemy character C2 are
located at the left (right) and at the right (left) relative to the
viewing direction.
[0148] FIG. 22 is a graph showing the direction of aim of the
camera V when the player's character C1 is near a plurality of
enemy characters in virtual space. Specifically the distance
between the player's character C1 and the nearest enemy character
C2 is, for example, less than a predetermined radius (3.5 m).
[0149] In this case, the camera V is so positioned that the
player's character C1 and the nearest enemy character C2 are
located at the left (right) and at the right (left) relative to the
viewing direction R.sub.b is so set that the player's character C1
and the nearest enemy character C2 are displayed side by on the
screen.
[0150] More specifically, point of view P.sub.b is set on a line
which extends, substantially perpendicular to a line segment S
connecting the player's character C1 and the nearest enemy
character C2, from the point of fixation Q.sub.b' which is
positioned at the height H.sub.b and constitutes the coordinates of
the middle point of the line segment S. The viewing direction
R.sub.b extending from the point of view P.sub.b to the point of
fixation Q.sub.b is inclined downward at an angle .theta..sub.b
relative to the horizontal direction. The angle .theta..sub.b' as
well as the angle .theta..sub.a' is approximately 12.5 degrees.
[0151] The height H.sub.b is set smaller than the height H.sub.a by
a predetermined height DH (e.g., 1 m in virtual space). Thus, the
point of view P.sub.b and the point of fixation Q.sub.b are also
set lower by a distance equal to the predetermined height DH, and
therefore, the viewing direction R.sub.b is lower by the
predetermined height DH than the viewing direction R.sub.b', which
is obtained when it is assumed that the viewing direction R.sub.a
is changed at the height H.sub.a. The reason for this will be
explained below.
[0152] In FIG. 22, assume that besides the nearest enemy character
C2, an enemy character C5 exists within the predetermined radius r
and very near the camera V. In this case, when a high viewing
direction R.sub.b is set, the enemy character CS falls outside the
projection range of the camera V, even though it is within the
predetermined range r, and is therefore not displayed on the
screen.
[0153] FIG. 23 is a diagram showing the shooting range of the
camera V in virtual space. As is shown in FIG. 23, when the enemy
character CS is positioned very near the camera V, enemy character
CS can be taken in shooting range W in the viewing direction
R.sub.b and can be displayed on the screen. In shooting range W' in
the viewing direction R.sub.b', which is higher than the viewing
direction R.sub.b' the enemy character CS can not be taken by the
camera V and can not be displayed on the screen. In order to avoid
this problem, the height H.sub.b for the viewing direction R.sub.b
is set smaller than the height H.sub.a of the viewing direction
R.sub.a.
[0154] In addition, when the player's character C1 and the enemy
character C2 separated from each other as is shown in FIG. 20, no
enemy character is located near the camera V. Therefore, the
viewing direction R.sub.a is set high and a wide-range view of
virtual space wherein a plurality of enemy characters are present
can be displayed on the screen.
[0155] As is apparent from the above description, the angle
.theta..sub.b for the viewing direction R.sub.b and the angle
.theta..sub.a for the viewing direction R.sub.a are the same.
[0156] FIG. 24 is a diagram showing an example screen of the
display 2 corresponding to FIG. 22. As is apparent in FIG. 24,
since the virtual space is viewed from the viewing direction
R.sub.b, the player's character C1 and the nearest enemy character
C2 are displayed side by side on the screen.
[0157] Since the player's character C1 and the enemy character C2
are displayed in the transverse direction on the screen, i.e.,
located side by side, the player can more easily understand how far
apart the characters C1 and C2 are than when they are arranged
toward the rear on the screen as is shown in FIG. 21. For a combat
game wherein characters fight at close quarter, it is preferable
that the player's character C1 and the enemy character C2 be so
displayed on the screen that the distance between the two can be
readily perceived.
[0158] FIG. 25 is a specific top view of a location in virtual
space for explaining the switching in the viewing direction R.sub.a
in FIG. 20 and in the viewing direction R.sub.b in FIG. 22. In FIG.
25, when the distance between the player's character C1 and the
enemy character C2 is equal to a predetermined radius R, the camera
V spends a predetermined period of time moving from the point of
view Pa to the point of view P.sub.b' while drawing a circle at the
point of fixation Q. Therefore, the screen is gradually changed in
accordance with changes in the position of the camera V until the
camera V reaches the point of view P.sub.b from the point of view
P.sub.a, so that the image is changed smoothly.
[0159] FIG. 26 is a graph showing the direction the camera V faces
in the case in FIG. 22, i.e., when the distance between the
player's character C1 and the nearest enemy character c2 is less
than the predetermined radius r, and when a plurality of enemy
characters are present within the radius r.
[0160] An angle .theta..sub.c in viewing direction R.sub.c is set
so it is greater than the angle .theta..sub.b in the viewing
direction R.sub.b. More specifically, the point of view P.sub.c in
the viewing direction R.sub.c is set higher than the point of view
P.sub.b and the point of fixation Q.sub.c is the same as the point
of fixation Q.sub.b. And the angle .theta..sub.c is, for example,
30 degrees.
[0161] The angle .theta..sub.c is set greater than the angle
.theta..sub.b for the following reasons. When many characters are
present in such a narrow range that a plurality of enemy characters
(e.g., more than three) exist within the predetermined radius r,
the enemy characters, or the player's character C1 and the enemy
characters, will overlap in the image. In this case, the character
at the rear will be hidden by the front character, and the player
will not be able to watch the movement of the hidden character.
Especially when the player's character C1 fights the enemy
character hidden at the rear, the player can not watch the movement
of the enemy character and can not avoid an attack by the enemy
character.
[0162] In order to prevent an such inconvenience, when many
characters are present within a small range, the angle for the
viewing direction is increased to provide a view wherein virtual
space is viewed from above, so that the characters do not overlap
each other.
[0163] Therefore, since a player can clearly identify the movement
of the enemy character at the rear in the image, the player's
character C1 can quickly cope with an attack by that enemy
character.
[0164] FIG. 27 is a flowchart for the third embodiment of the
present invention. At step S11 the distance between the player's
character C1 and the nearest enemy character C2 is examined. When
the distance between the two characters is greater than the
predetermined radius r, next step is step S13, whereat a view in
the viewing direction R.sub.a is displayed which has been explained
while referring to FIGS. 20 and 21, i.e., a view wherein the
player's character C1 and the enemy character C2 are aligned at the
rear.
[0165] When the distance between the two characters is equal to or
smaller than the predetermined radius r, next step is step S12,
whereat the number of enemy characters present within the
predetermined radius r is examined. When, at step S12, the number
of enemy characters is smaller than a predetermined number (e.g.,
three), program control advances to step S14, whereat a view in the
viewing direction R.sub.b' i.e., the player's character C1, the
enemy character C2, etc., is displayed in the transverse direction
in the image.
[0166] When at step S12 the number of enemy characters is greater
than the predetermined number, next step is step S15, whereat a
view is displayed in the viewing direction R.sub.c' which is so
inclined that it points upward more than does the viewing direction
R.sub.b.
[0167] According to the present invention, when the characters
approach each other in virtual space in a game, the point of view
in virtual space is raised, so that a view is displayed on the
screen where the activity in virtual space is looked down on.
Therefore, since the character manipulated by the player and the
enemy character do not overlap in the image, the player can clearly
observe the movements of the enemy character. And even when the two
characters are fighting in close, since the character controlled by
the player can quickly cope with an attack by the enemy character,
the game will be more exiting.
[0168] In addition, since an upper limit is provided for the rising
of the point of view, setting the point of view immediately above a
character can be prevented so that there is no deterioration of the
sensation that three-dimensional distances in virtual space are
displayed on the screen.
[0169] The point of view and the point of fixation can be so set
that both the player's character and the enemy character can be
displayed on the screen, even when one or both of them are moving
in arbitrary directions in three-dimensional virtual space. As a
result, the enemy character will not disappear from the screen, and
the player will not lose sight of the enemy character.
[0170] Since, for the one-to-multiple combat game the viewing
direction is changed in accordance with the positional relationship
existing between the player's character C1 and the enemy
characters, a view can be provided which makes it easy for the
player to understand the relationship between the positions of the
player's character and the enemy character C2.
* * * * *