U.S. patent application number 10/823681 was filed with the patent office on 2004-10-14 for image processing device.
This patent application is currently assigned to Kabushiki Kaisha Sega Enterprises. Invention is credited to Inoue, Masayuki, Saikawa, Mitsuharu.
Application Number | 20040204239 10/823681 |
Document ID | / |
Family ID | 16972273 |
Filed Date | 2004-10-14 |
United States Patent
Application |
20040204239 |
Kind Code |
A1 |
Saikawa, Mitsuharu ; et
al. |
October 14, 2004 |
Image processing device
Abstract
Systems and methods consistent with the present invention assist
a user's ability to control a game such that the user's proficiency
is largely independent of prior experience with the game.
Disparities between users arising from differences in experience or
unfavorable viewing perspective can be compensated by appropriately
modifying the speed of the movement of actions taking place within
the game. Additional embodiments are also provided which enhance
the realism of the game display by improving the presentation of
shadows.
Inventors: |
Saikawa, Mitsuharu; (Tokyo,
JP) ; Inoue, Masayuki; (Tokyo, JP) |
Correspondence
Address: |
FINNEGAN, HENDERSON, FARABOW, GARRETT & DUNNER
LLP
1300 I STREET, NW
WASHINGTON
DC
20005
US
|
Assignee: |
Kabushiki Kaisha Sega
Enterprises
Tokyo
JP
|
Family ID: |
16972273 |
Appl. No.: |
10/823681 |
Filed: |
April 14, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10823681 |
Apr 14, 2004 |
|
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09617130 |
Jul 14, 2000 |
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6746331 |
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Current U.S.
Class: |
463/30 ;
463/31 |
Current CPC
Class: |
A63F 13/422 20140902;
A63F 2300/6054 20130101; A63F 2300/8011 20130101; A63F 13/44
20140902; A63F 13/812 20140902; A63F 13/10 20130101 |
Class at
Publication: |
463/030 ;
463/031 |
International
Class: |
A63F 013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 16, 1999 |
JP |
11-234517 |
Claims
1-8. (canceled)
9. An image processing device comprising a character model and a
polygon model for applying a transparency set to this character
model, wherein said polygon model is applied to said character
model and when applying said character model to this polygon model,
the image processing of half transparency is performed for said
character model based on said transparency data.
10. The image processing device according to claim 9, wherein data
for gradation processing, by which the transparency changes in
order, is set for said polygon model, and when said character model
is applied to said polygon model, the gradation processing of half
transparency is performed for said character model.
11. The device according to claim 9 or 10, wherein said character
model is a projection image model corresponding to an object.
12. The device according to claim 11, wherein said projection model
is a shadow model of the object.
13. The device according to claim 9 or 10, wherein there are a
plurality of projection image models and said processing of
transparency of said polygon model is performed to the plurality of
projection image models.
14. The device according to claim 11, wherein there are a plurality
of pairs of said projection image models of characters and said
polygon models, and when these pairs overlap, a disabling means is
provided between the bottom pair and top pair for disabling the
data of transparency of the polygon model of the bottom pair.
15. The device according to claim 14, wherein said disabling means
includes separately an additional polygon model which transparency
is set 0, and this additional polygon model is set upon the
projection image model of said character.
16. The device according to claim 9 or 10, wherein said polygon
model is a tabular polygon and said character model is arranged on
this tabular polygon.
17. An image processing device comprising an image processing means
for performing an image processing movement which generates a
shadow of a motion character moving on a display screen, when
lights are irradiated to the motion character by a plurality of
light sources, further comprising: a shadow model which has color
information and a transparency of 100% designated corresponding to
each of the light sources; a gradation table wherein each of said
shadow models overlap, each make a top layer and the transparency
of said shadow models is set; a filter polygon which is overlapped
under the gradation table except the match of the shadow model and
the gradation table which is at a bottom most layer, has no color
information designated but the transparency of 0% designated.
18. (canceled)
19. (canceled)
20. A method for processing an image, comprising: providing a
character model; providing a polygon model for applying a
transparency set to said character model; and applying said polygon
model to said character model and when applying said character
model to said polygon model, performing the image processing of
half transparency for said character model based on said
transparency data.
21. The method according to claim 20, further comprising: setting
for said polygon model, data for gradation processing, by which the
transparency changes in order; and performing for said character
model, when said character model is applied to said polygon model,
the gradation processing of half transparency.
22. The method according to claim 20 or 21, wherein said character
model is a projection image model corresponding to an object.
23. The method according to claim 22, further comprising providing
said projection model as a shadow model of the object.
24. The method according to claim 20 or 21, wherein there are a
plurality of projection image models; said method further including
performing said processing of transparency of said polygon model to
the plurality of projection image models.
25. The method according to claim 22, wherein there are a plurality
of pairs of said projection image models of characters and said
polygon models; said method further including providing, when these
pairs overlap, a disabling means between the bottom pair and top
pair for disabling the data of transparency of the polygon model of
the bottom pair.
26. The method according to claim 25, wherein said disabling means
includes separately an additional polygon model which transparency
is set 0; and said disabling including setting said additional
polygon model upon the projection image model of said
character.
27. The method according to claim 20 or 21, further including
providing said polygon model as a tabular polygon; and arranging
said character model on said tabular polygon.
28. A method for processing an image, comprising: performing an
image processing movement which generates a shadow of a motion
character moving on a display screen, when lights are irradiated to
the motion character by a plurality of light sources; providing a
shadow model which has color information and a transparency of 100%
designated corresponding to each of the light sources; providing a
gradation table wherein each of said shadow models overlap and make
a top layer and the transparency of said shadow models is set; and
overlapping a filter polygon under the gradation table except the
match of the shadow model and the gradation table which is at a
bottom most layer, has no color information designated but the
transparency of 0% designated.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to an image processing device
and a game device, particularly to an image processing device to
perform a program for a game device for business or family use.
[0003] 2. Description of the Related Art
[0004] In recent years, many simulated games are provided as game
programs for game devices, particularly for video game apparatuses.
The object of these simulated games is to compete with others or a
computer device, which is the main body of processing of the game
device, over the dominance of the game, while experiencing actions
such as fighting between characters appearing in the game, car
racing competitions, sport contests, etc. Particularly in a
simulated game of a sport contest using a ball, the user operates a
plurality of keys equipped with a controller for providing the main
game body with operation signals and controls the behaviors of a
character such as a human character who appears in the game.
[0005] For example, in a tennis game for performing tennis matches,
a competitor is selected, and the movements or behaviors of the
selected player are controlled by operating the keys in the
controller device which is equipped in the game body. For example,
the movements of the player are controlled so that the player
serves a tennis ball or hits the ball which a competitor hits.
Therefore, the movements of the tennis ball depend on the key
operation at the controller which performs the movements and
behaviors of swinging a racket of the player selected by the
user.
[0006] When the timing for swinging the tennis racket is shifted,
in particular, there is a problem that the player can not hit the
ball accurately with the racket so the player misses the ball and
the direction of the ball is shifted from the intended
direction.
[0007] In this example, the structure of the data of the tennis
game is a three dimensional data structure. In the screen seen from
a virtual camera, one player is located closer to the virtual
camera and the other player is located farther away from the
virtual camera, therefore, the user can recognize the perspective
of the images on the screen.
[0008] Moreover, as it is required to change sides during a tennis
match, the player operated by the user alternates the side between
the side closer to the virtual camera to the side farther away from
the virtual camera. Because of this, it is difficult for the player
to understand the timing for swinging the tennis racket, therefore,
it can be predicted that the timing for hitting the ball with the
racket may not be optimal, in other words, the impact is shifted.
Normally, it is not easy to hit the ball which is a small flying
body by moving the player character accurately, in a screen where a
model in a three dimensional space is converted into a picture of
two dimensions.
[0009] In a tennis game, for example, the conventional inventions
amend the timing of the player's swing. However, it can be against
the user's desire to change the timing of its swing.
[0010] Next, other problems of the conventional technology are
explained. In the conventional inventions, the image processing
displays a model which is half transparent, such as a texture, by
providing the image data with the data of transparency. In this
image processing as a conventional example, the background can be
seen through characters by providing the models, such as characters
etc., with the data of half transparency. This data of half
transparency is called .alpha., and the processing of half
transparency becomes possible by setting the value of the .alpha.
in the range from 0 to 1 properly.
[0011] This half transparency processing has been broadly used in
the field of Computer Graphics (CG) in the case of performing
representations of the screen, and as an example of applying such
processing, there is a case of displaying a shadow to a character.
Regarding this processing, there was a case when the value of a is
given to the polygon model of a shadow and the shadow is displayed
as half transparent on the land of the background a is set for the
data of each vertex data of a polygon constituting the shadow, and
the value a of the picture element parts except the vertexes is
calculated by interpolation.
[0012] In this conventional example, a part where the shadow models
overlap, the value a of the shadows is duplicated and so that part
is displayed darkly, in short, that part is displayed at lower
transparency than other parts. For example, in the case of a human
body, the shadow part of joints, where the shadow polygon
corresponding to a brachial arm and the shadow polygon
corresponding to a lower arm overlap, is displayed as a dark
shadow. In the real world, it is unnatural if the joint part has a
darker shadow than the other parts, therefore, the user may feel
the model is inadequate when such a problem is ignored in the image
processing device.
[0013] Furthermore, in a three dimensional game, shadows are
generated by the lights from floodlights corresponding to the
character of the player. By the way, there is a case when such
shadows overlap one another when a plurality of floodlights exist
in different positions. Here, there has to be a difference between
the darkness of the shadow generated by the quantity of light of
one floodlight and the darkness of the shadow generated by the
quantity of light of two floodlights, however, there is no
improvements made regarding such point in the conventional game
devices. If the shadow is not realistic, there will be a difference
between a real shadow and the shadow in the game, and the interest
of the user to the game will be lost.
SUMMARY OF THE INVENTION
[0014] The present invention provides a system in which a game
using a game device can be developed smoothly by assisting the
user's operation of the game device. The present invention also
provides a game device for hitting or hitting back an object such
as a ball by a series of movements in a short period such as
swinging a racket or a bat, wherein the series of movements are
preferably matched to the behaviors of an object such as a ball by
accurately assisting or helping the user's operation without
impairing the user's will.
[0015] The present invention displays a highly realistic
representation of the game image. The present invention also
provides a game device which allows processing such that the
display of shadows of objects on the game screen complies with the
display of real shadows.
[0016] The present invention comprises an image processing means
wherein, when a first object and a second object move in a game
space, the movement of the first object is controlled by inputting
operations at an operation member, and if there is an input of
operations at the operation member to match the movement timings of
both objects, image processing is performed in order to make the
moving motion of the first object influence the movement of the
second object, and controlling means for controlling the speed of
the moving motion of the first object in accordance with the
operation timing of the first object corresponding to the second
object.
[0017] Another aspect of the present invention is explained as
follows. A controlling means is structured such that when the
timing is shifted from an appropriate timing, the controlling means
amends the moving motion according to the extent of this shift. The
controlling means performs a low speed motion if the timing is
earlier than the appropriate timing, and perform a high speed
motion if the timing is later than the appropriate timing, so that
the moving timings of the first object and the second object match
as a result. The second object is an object which flies and the
first object is a tool to collide with the second object, and the
described image processing device is used for a game device for
ball games such as baseball games, tennis games, soccer games,
basketball games, etc.
[0018] According to the present invention, these features can be
achieved not by controlling the timing of beginning a movement of
an object itself, but by giving precedence to controlling the
movement motion of the object.
[0019] The image processing device comprises an image processing
device comprising a character model and a polygon model for
applying a transparency set to this character model, wherein the
polygon model is applied to the character model and when applying
the character model to this polygon model, the image processing of
half transparency is performed for the character model based on the
transparency data. Therefore, for example, even if the shadows
overlap, the half transparency processing is performed by the
transparency data which is set in the polygon model, therefore, it
is possible to avoid generating an image which has incompatibility
such that the part where the shadows overlap is displayed at a
lower transparency than the other area.
[0020] One embodiment of the present invention includes an image
processing device comprising an image processing means for
performing an image processing movement which generates a shadow of
the motion character moving on the display screen, when lights are
irradiated to the motion character by a plurality of light sources,
and this image processing device further comprises a shadow model
which has color information and the transparency of 100% designated
corresponding to each of the light sources, a gradation table
wherein each of the shadow models overlap, each make a top layer
and the transparency of the shadow models is set, a filter polygon
which is overlapped under the graduation table except the match of
the shadow model and the graduation table which is at the bottom
most layer, has no color information but the transparency of 0%
designated.
[0021] One shadow model is not influenced by the transparency
designated to more than two gradation tables because of the
function of the filter polygon, therefore, if more than two shadows
overlap by the light of more than two light sources, it is possible
to generate realistic shadows such that the shadows are dark where
they overlap and the other independent area of the shadows are
faint.
[0022] Additional features and advantages of the invention will be
set forth in part in the description which follows, and in part
will be obvious from the description, or may be learned by practice
of the invention. The features and advantages of the invention will
be realized and attained by means of the elements and combinations
particularly pointed out in the appended claims.
[0023] It is to be understood that both the foregoing general
description and the following detailed description are exemplary
and explanatory only and are not restrictive of the invention, as
claimed.
[0024] The accompanying drawings, which are incorporated in and
constitute a part of this specification, illustrate embodiments of
the invention and together with the description, serve to explain
the principles of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] FIG. 1 is a schematic block diagram of the game device
according to the present invention.
[0026] FIG. 2(A) is a block diagram of the operation member for
performing the function of the game device and FIG. 2(B) is a
perspective view of the operation member.
[0027] FIG. 3 illustrates a scene of the display screen of the
display member.
[0028] FIG. 4 is a block diagram to perform analysis based on the
timing of the movement of swinging the tennis racket.
[0029] FIG. 5 is a control flow chart according to the first
embodiment.
[0030] FIG. 6(A) is a timing chart for setting the movement mode
for setting the timing of the movement of the tennis racket by
inputting at the operation member, and FIG. 6(B) is a chart for
reading the result of the timing.
[0031] FIG. 7 is a top view according to the second embodiment
illustrating the areas of the lights illuminating the tennis
court.
[0032] FIG. 8 is a top view illustrating the condition of shadows
when only the shadow models overlap.
[0033] FIG. 9(A) is a top view when the gradation tables are
arranged corresponding to each of the shadow models, and FIG. 9(B)
is a side view of FIG. 9(A) from the IXB direction.
[0034] FIG. 10 illustrates the recognition of the defective shadow
of FIG. 9.
[0035] FIG. 11 is a top view of an embodiment of the present
invention, where the filter table is inserted in the combination of
the shadow models and the gradation tables.
DESCRIPTION OF THE EMBODIMENTS
[0036] Reference will now be made in detail to the present
exemplary embodiments of the invention, examples of which are
illustrated in the accompanying drawings. Wherever possible, the
same reference numbers will be used throughout the drawings to
refer to the same or like parts.
[0037] First Embodiment
[0038] FIG. 1 is a block diagram of the game device. As shown in
FIG. 1, the game device comprises game processing board 10. The
devices such as operation member 51, display member 53, speaker 13,
and external extension connector 41 are electrically connected to
game processing board 10. The user can play a tennis game by
operating each of the devices in operation member 51 while watching
the game screen displayed on display member 53.
[0039] Game processing board 10 comprises, a counter, which is not
illustrated in a diagram, CPU (Central Processing Unit) 21,
geometry processor 22, system memory 23, program data ROM 24, boot
memory 25, bus arbiter for bus controller 26, rendering processor
27, graphic memory 28, video DAC 29, audio processor 30, audio
memory 31, audio DAC 32, and the parts of these elements are
connected to one another by bus line 33.
[0040] Among these, CPU 21 is connected via bus line 33 to geometry
processor 22 and system memory 23, while its first system being
connected to program data ROM 24 and boot ROM 25, its second system
being connected via I/F 34 to operation member 51, its third system
being connected to external extension connector 41 and audio
processor 30, and its fourth system being connected to rendering
processor 27, respectively. Moreover, rendering processor is
connected to graphic memory 28 and video DAC 29. Audio processor 30
is connected to audio memory 31 and audio DAC 32.
[0041] System memory 23 stores a predetermined program and an image
processing program of this device in advance. Also, boot ROM 25
stores a system activation program in advance.
[0042] CPU 21, after its power is switched on, activates the system
by reading the system activation program stored in boot ROM 25, and
after that, it performs the processing relating to each calculation
and control based on a program included in system memory ROM 23.
The processing includes a processing of selecting a desired game
mode from a plurality of game modes which are set in advance,
processing peculiar to each game mode, behavior calculation
(simulation) processing of player A, player B, tennis racket 204,
and tennis ball 206 shown in FIG. 3, and calculation processing of
special effects.
[0043] The behavior calculation is to simulate the movements of
player A etc. in a virtual three dimensional space (game space). In
order to perform it, after the coordinate values of polygons of
player A etc. in the virtual three dimensional space are
determined, a conversion matrix and form data (polygon data) to
convert the coordinate values into a two dimensional visual field
coordinate system are designated to geometry processor 22.
Furthermore, polygon data means a coordinate data group of relative
or absolute coordinates of each vertex of polygons which is
constituted of a collection of a plurality of vertexes. As
described herein, a polygon may typically be a triangle or
quadrangle.
[0044] The form data constituted of a plurality of polygons (the
three dimensional data of characters, geography, and background,
etc. constituted of each vertex) are stored in program data ROM 24
in advance. This form data is sent to geometry processor 22.
Geometry processor 22 performs perspective transformation of the
designated form data at the conversion matrix sent from CPU 21 and
obtains the form data which is converted from the coordinate system
of three dimensional virtual space into the visual field coordinate
system. This form data is sent to rendering processor 27.
[0045] Rendering processor 27 reads the texture data from graphic
memory 28, pastes the texture to the form data of the converted
visual field coordinate system, and outputs the data to the frame
buffer inside video DAC 29. The polygon screen (the result of the
simulation) of player A and the background etc. stored temporarily
in the frame buffer and the scroll screen with letter information
are synthesized in accordance with the designated priority, and the
final frame image data is generated at certain intervals. This
frame image data is given D/A conversion, sent to display 53, and
displayed as a game screen in real time.
[0046] Audio processor 30 generates sound data based on the
direction from CPU 21 and outputs the data via DAC 32 to speaker
13. Because of this, the sound data is amplified in power and
output from speaker 13 as a sound.
[0047] Moreover, by operating operation member 51, the player can
provide CPU 21 via I/F 34 with the tennis game information such as
the game mode advancement information, the movement information of
the player A and B, the movement information of tennis ball 206,
the information of swinging the tennis racket, and the positional
information of the viewpoint of a camera located in the virtual
three dimensional space etc., while watching the display screen of
display member 53.
[0048] The game device according to the present invention which is
structured as described above, implements a predetermined function
by the CPU's performance of the program which is read from program
data ROM 24 (external storage device).
[0049] This embodiment performs the program of a tennis game stored
in program data ROM 24. A tennis game is a match between two
players by operating the players, in a respective side of a court
using tennis rackets to hit the tennis ball.
[0050] A game device to perform such tennis game is structured, as
shown in FIG. 2(A), from operation members 51a and 51b, which
player A and B operate respectively, and game sequence processing
member 52, which performs the processing so that the game program
displays the scenes of the tennis match on display member 53
(please refer to FIG. 3) according to the operation conditions of
these operation members 51a and 51b. Player character A and B
perform operations for developing the tennis game at operation
members 51a and 51b, in accordance with the display screen of the
displaying means 53 based on the processing of game sequence
processing 52.
[0051] Operation members 51a and 51b are structured, as shown in
FIG. 2(B), from a plurality of operational buttons 200 and 8
direction stick 202 constituted of an arm which can be moved in 8
different directions. Operational buttons 200 are provided to
perform the start of the swinging of the tennis racket 204 and the
different ways of swing, and 8 direction stick 202 is provided to
control player A and B to move in the direction of the ball.
[0052] Furthermore, when there is one player, it is possible to
develop the tennis game in, what is called, a computer competition
mode in which the operation of the other player is performed by
game sequence processing member 52.
[0053] Here, the present embodiment is characterized in that the
speed of the series of movements when the player character A (or B)
swings the tennis racket and hits the tennis ball is controlled
(hereinafter, the explanation follows assuming that the player
character is an object of this movement control).
[0054] As shown in FIG. 3, after the player character A moves in
the direction of tennis ball 206 in order to hit tennis ball 206
(this movement is performed by operating 8 direction stick 202
(please refer to FIG. 2(B)) which constitutes a part of operation
member 51a), the series of movements from the beginning of the
swinging of the racket to its end is started/regenerated from the
time when operational buttons 200 (please refer to FIG. 2(B)) for
swinging tennis racket 204 are operated and input.
[0055] Here, if tennis ball 206 exists in the path of the swing of
tennis racket 204 in a good timing within a predetermined time
range, it is judged that there was a collision of the racket and
the ball, in other words, tennis ball 206 was hit. The collision
angle of the impact in the time range, in short, the collision
angle of tennis racket 204 and tennis ball 206 is calculated, by
which the speed and the direction of the tennis ball is calculated,
then the display control is performed in which the ball is hit to
the competitor's side of the court.
[0056] If the operation of operational buttons 200 to start the
swinging movement is conducted out of the time range, such swing is
judged as a bad swing and the display control is performed in which
tennis ball 206 directly moves behind (front side of FIG. 3) player
character A. Therefore, player character A needs to operate
operational buttons 200 with good timing. Moreover, even if the
operation timing of operational buttons 200 is accurate, the
display control of a bad swing or a mis-hit is performed unless the
relative positional relationship between player character A and
tennis ball 206 is not in a predetermined range.
[0057] In the two dimensional display of tennis court 208 on the
screen of the present embodiment, player characters A and B are
displayed differently in size so that there is the perspective
between player characters A and B. Moreover, because of the
characteristic of the rules of tennis, player character A exists in
the area of the front side 208A in one case but exists in the back
side 208B in another case. Here, the shift of timing for swinging
tennis ball 206 is liable to happen because of the perspective
between front side 208A and back side 208B.
[0058] Therefore, the present embodiment provides a time range for
the amendment of the timing before and after the predetermined time
range. When operational buttons 200 are operated within the time
range for amending the timing which is before the predetermined
time range, it controls the collision time (impact time) of tennis
ball 206 to be within the predetermined time range by slowing down
the speed of the series of movements of tennis racket 204, in
short, by selecting a slow motion. On the other hand, when
operational buttons 200 are operated within the time range for
amending the timing which is after the predetermined time range, it
controls that the collision time (impact time) of tennis ball 206
to be within the predetermined time range by quickening the speed
of the series of movements of tennis racket 204, in short, by
selecting a fast motion.
[0059] FIG. 4 shows a block diagram of the control described above.
The input signal from operational buttons 200 is input to signal
generator for starting judgment 210. Signal generator for starting
judgment 210 outputs a signal to judgment member 212 at the same
time when the operation of operational buttons 200 is input.
[0060] Judgment member 212 is connected to A gate signal generator
214 for generating a gate signal based on the predetermined time
range, B gate signal generator 216 for generating a gate signal
based on the time range for amending the timing before the
predetermined time range, and C gate signal generator 218 for
generating a gate signal based on the time range for amending the
timing after the predetermined time range, and judgment member 212
judges the movement mode based on the condition (1 or 0) of each
signal for starting judgment at the time when they are input from
signal generator for starting judgment 210. The signal based on the
movement mode judged is output to movement selection control member
220, by which the movement mode is selected and sent to display
control member 222. Display control member 222 controls display
member 224 and displays the series of movements (the movement of
swinging tennis racket 204) based on the selected movement
mode.
[0061] The function of the present embodiment is hereinafter
explained with reference to the flow chart in FIG. 5 as well as the
timing chart in FIG. 6(A).
[0062] In step 300, flag F is reset (0) and in step 302, it is
judged whether tennis ball 206 flies to player character A. If it
is judged affirmatively, the computer proceeds to step 304 in which
player A is moved to the position of tennis ball 206 by operating 8
direction stick 202.
[0063] In step 306, it is judged whether player character A is in
the appropriate position, in short, the position where tennis ball
206 can be hit, and if it is judged that it is in such position,
the computer proceeds to step 308 to set (1) flag F and further
proceeds to step 310. If it is judged that player character A is in
the inappropriate position, in short, a position where tennis ball
206 can not be hit, the computer directly proceeds to step 310 by
skipping over step 308.
[0064] In step 310, it is judged whether operational buttons 200
are operated. In other words, it is judged whether player character
A directed to start swinging tennis racket 204. When it is judged
affirmatively, the computer proceeds to step 312 in which judgment
member 212 analyzes whether the operation time of these operational
buttons 200 is appropriate, as shown in FIG. 4.
[0065] As shown in FIG. 6(A), judgment member 212 takes in each
signals and determines the series of movements depending on when
the activation of the signal for starting judgment based on the
operation of operational buttons 200 is conducted. This
determination is performed based on the judgment table in FIG.
6(B).
[0066] When the analysis in step 312 (the determination of the
series of movements) is over, the computer proceeds from step 312
to step 314 in which a judgment is made regarding whether the
operation time of operational buttons 200 was accurate. If the
judgment is affirmative, in other words, if it is judged that the
operation time of operational buttons 200 was accurate, the
computer proceeds to step 316 to set the predetermined series of
movements, then proceeds to step 318.
[0067] Furthermore, if the judgment is negative, in other words, it
is judged that the operation time of operational buttons 200 was
not accurate, the computer proceeds to step 320 in which it is
judged whether the operation time is within an amendable range even
if the operation time is not accurate. The amendable range means a
range in which operational buttons 200 can be operated in the time
range for amending the timing, and if it is judged affirmatively in
step 320, an amendment mode is selected in steps 322, 324, and 326.
In short, either performing the series of movements at a slow speed
(step 324) or performing it at a fast speed (step 326) is set, and
the embodiment proceeds to step 318.
[0068] In step 318, it is judged whether the flag F is set (1), and
if it is judged that it is set, it is possible to hit tennis ball
206 and the computer proceeds to step 328 in which the hitting
direction and speed is calculated, then to step 330 in which the
series of movements are displayed. Here, the series of movements
are performed at either speed set in step 316, 324, or 326. In step
332, the display of hitting is performed and the processing
ends.
[0069] On the other hand, if the judgment in step 318 is negative,
in other words, if it is judged that flag F is reset (0), the ball
can not be hit regardless of the operation time of operational
buttons 200, therefore, the computer proceeds to step 334 in which
the series of movements (the movements of swinging tennis racket
204) are displayed, then to step 336 in which the display of a bad
swing is performed and the processing ends. Furthermore, if it is
judged that the operation time of operational buttons 200 is
outside the amendable range, the computer also proceeds to step 334
in which the series of movements and a bad swing are displayed and
the processing ends.
[0070] The above embodiment can solve the unfairness among the
users which results from the differences in the quantity of
experiences regarding the difference in the timing of the series of
movements (the movements of swinging tennis racket 204) between
front side 208A and back side 208B having the perspective
therebetween on the display screen, by providing the time range for
amending the timing before and after the predetermined time range
which indicates the appropriate operation input of operational
buttons 200 for the series of movements, and by slowing down the
speed of the series of movements if the operation of operational
buttons 200 is performed early or by quickening the speed if the
operation is performed late.
[0071] In a mode where the speed of the movements of the player
character is fast, such motion is selected and displayed that
requires a short time for the player to begin and end swinging the
racket, on the other hand, in a mode where the speed is slow, such
motion is selected and displayed that requires a slightly long time
in doing it. In these motions, such images are provided that the
player character takes postures which correspond to the fast
movements and slightly slow movements. Furthermore, the motion of
the player character can be obtained from the real-time calculation
processing based on a predetermined function formula.
[0072] In the present embodiment, this motion control processing
can be performed to both or either player characters in fighting
games among a plurality of users. Particularly, it is more
effective to perform the control processing to character B which is
arranged far from the virtual camera than to perform it to
character A which is closer to the virtual camera. This is because
the user controlling character B can not easily recognize the
positional relationship between character B and the ball, for
example, the distance or angle between the ball and the racket,
therefore, character B is liable to be in a disadvantageous
position compared to character A. It is possible to change the
extent of the amendment between characters A and B. In other words,
it is also possible to amend the movement of the character which is
farther away from the virtual camera preferentially to the
character which is close to the virtual camera.
[0073] Second Embodiment
[0074] Although it is not illustrated in the three dimensional
display screen in FIG. 3, the game modes includes a night mode in
which the processing of turning on the floodlights is performed.
Player character A (and player character B) and tennis ball 206
have their shadows on the surface of the court corresponding to the
lights.
[0075] FIG. 7 is a virtual overhead view of the display screen and
the lights are irradiated from the 4 edges of the court where the 4
floodlights, 250A, 250B, 250C, and 250D respectively exist. Here,
shadow 252A which is generated from the light from one floodlight
250A is constituted of polygons of a black shadow model (shadow
252B, 252C, and 252D are generated likewise).
[0076] For example, as shown in FIG. 8, shadow 254 is generated
from two floodlights 250A and 250B that exist independently,
therefore, each is constituted of respective shadow models 252A and
252B. Regarding the two shadows 252A and 252B generated for one
object (player character A), there is common area 256 where the two
shadows overlap and independent area 258 where the shadows do not
overlap. Because common area 256 is the shadow generated from the
light of the combination of two floodlights, the shadow is more
realistic if it is darker than the shadow of independent area
258.
[0077] At this point, as shown in FIG. 9(A) and FIG. 9(B), a
parameter is set for the two shadow models 252A and 252B for
changing the transparency of each of the two shadow models between
0 and 1 respectively, and the transparent tabular polygons 260A and
260B for achieving the gradation effect are provided for the shadow
models having the black color which is displayed on the polygon. If
the black shadow models 252A and 252B are pasted on the polygons,
the gradation processing for changing the darkness of the shadow
respectively is performed to each of the shadow models 252A and
252B at the transparency (the value a) designated by gradation
tables 260A and 260B. Here, from the top to the bottom, the shadow
polygon 252B, table polygon 260B, shadow polygon 252A, and table
polygon 260A overlap in this sequence.
[0078] Regarding independent area 258 where the two table polygons
do not overlap, the darkness is respectively set by the
transparency designated by both gradation tables. Regarding common
area 262 where the two table polygons overlap, the parameters of
the transparency designated by both polygon tables are applied
doubly and the shadow of common area 262 is displayed more darkly
than the shadow of independent area 258. Especially the part where
both shadow models overlap, the shadow is displayed even darker
because the texture data of the two shadow models overlap.
[0079] In the concrete example of a tennis court, if the court
surface is lawn grass, the shadow of the independent area is dark
green which is darker than the green of the lawn grass, and the
shadow of the common area is a green which is almost black.
[0080] Furthermore, in the conventional art, the part where the
shadow models overlap, for example, the joint parts of a model of a
human body, has the low transparency because the value a is set for
a plurality of shadow model polygons. On the other hand, in the
present invention, the part where the shadows overlap is displayed
in the same darkness at the same value a as the part where the
shadows do not overlap, by setting that the shadow model is a
polygon which does not have the value a, setting the value a to the
described table polygon, and pasting the shadow model to this
polygon, or if the value a for gradation processing purpose is
adopted, the shadow is displayed such that the darkness changes. In
a game space where a single light source is set, it is not
realistic if the part where the shadow models overlap (joints of a
human body model etc.) is displayed darkly. However, by adopting
the structure of the present invention which is explained herein,
it is possible to display the part where the shadow models overlap
in the same darkness as the part where the shadow models do not
overlap in a same concentration, thus a realistic image can be
generated.
[0081] On the other hand, in a game space where a plurality of
light source models exist, it is realistic that the part where the
shadows overlap is displayed more darkly than the part where the
shadows do not overlap. Provided however, in FIG. 9(A), the shadow
parts BB, except the part AA where the shadows overlap, in area 262
where the table polygons overlap, are displayed more darkly than
the shadows CC which is the rest of the shadows except the shadow
AA and BB. In order to make it more realistic, it is necessary to
make the part BB have the same darkness as the part CC. This will
be explained in detail hereinafter.
[0082] As shown in FIG. 10, there is area A256 (area AA in FIG. 9)
having a shadow which is extremely dark. The shadow of this area is
displayed most darkly because the transparency data of two polygons
are reflected to the two shadow model polygons. There is area B262
(area BB) having shadows of medium darkness. The transparency data
of the two polygon tables is reflected to each shadow polygon,
therefore, the shadow of medium darkness is generated. C258 (area
CC) is a part which has shadows of standard darkness. At this
point, because the generation of the shadows of medium darkness is
not realistic, the image processing which does not generate such
shadows becomes necessary.
[0083] In the image processing of the tennis game of the present
embodiment, as shown in FIG. 10, filter table 270, which is a
polygon model having a parameter (the transparency 0) which
nullifies or cancels the value a of the polygon table located under
polygon table 260A, is arranged on polygon table 260A. In fact, it
is structured so that this filter table is arranged in advance on
the polygon table which is pasted with a shadow polygon.
[0084] Because of this arrangement of filter table 270, as shown in
FIG. 11, area A having a shadow displayed most darkly has a color
made by overlapping the two polygons of two shadow models and the
shadow is displayed more darkly than the shadows of the other
areas. On the other hand, in area B of medium darkness, not the
transparency of polygon table 260A but the transparency of polygon
table 260B is applied to the shadow model 252B, which is located on
top when one views it from the top, while the transparency of the
polygon table 260A is applied to the shadow polygon 252A which is
below 252B. Therefore, the transparency parameter of polygon table
260B is applied to the color of each shadow model and area B is
displayed in the same darkness as the other area C.
[0085] The shadow models 252A and 252B, gradation table 260A and
260B, and filter table 270 can be expressed in data form such as
(R, G, B, .alpha.) respectively. R, G, and B indicates the
brightness of each color, red, green, and blue, and 0 means that
there is no color to be applied while 1 means that a color is
reflected 100%. .alpha. means the transparency, 0 means 100%
transparency, and 1 means 100% opacity.
[0086] The first shadow model 252A is (0, 0, 0, 0), and only the
area of shadow is set while the model itself has no color. The
first gradation table 260A is (0, 0, 0, .alpha..sub.1), and
.beta..alpha..sub.2 can have the value of 0.about.1 depending on
the quantity of light from floodlight 250A. The second shadow model
252B is (0, 0, 0, 0), and only the area of shadow is set while the
model itself has no color. The second gradation table 2160B is (0,
0, .alpha..sub.2), and .alpha..sub.2 can take the value of
0.about.1 depending on the quantity of light from floodlight
250B.
[0087] Filter table 270, which is provided under the second
gradation table 260B, is (0, 0, 0, 1), and the table itself has no
color but is a completely impairment table. Consequently, the
degree of influence of the layers which are under filter table 270
to the upper layers is calculated by the following equation. (0, 0,
0, 1).times.(1, 1, 1, 1)+(R of bottom layer, G of bottom layer, B
of bottom layer, a of bottom layer).times.(1, 1, 1, 1)+(R of bottom
layer, G of bottom layer, B of bottom layer, a of bottom layer)=(R
of bottom layer, G of bottom layer, B of bottom layer, 1). Shortly,
no matter what values they have, R of bottom layer, G of bottom
layer, B of bottom layer do not reflect the degree of influence
because the value a in the last member is 1.
[0088] Conclusion
[0089] As explained above, the present invention provides a system
in which a game using a game device can be developed smoothly by
assisting the user's operation of the game device.
[0090] The present invention provides a game device for hitting or
hitting an object such as a ball by a series of movements in a
short period such as swinging a racket or a bat, wherein the series
of movements are preferably matched to the behaviors of an object,
such as a ball, by accurately assisting or helping the user's
operation without impairing the user's will.
[0091] The present invention can display a highly realistic
representation of the game image. The present invention can provide
a game device which allows processing such that the display of
shadows of objects on the game screen complies with the display of
real shadows.
[0092] The present invention performs operation processing control
which does not depend on the degree of experience of a user of the
game device, and victory or defeat is influenced only by the
technology of the game itself, furthermore, it is possible to
create a more realistic image by the existence of the shadow of an
object moving on the screen.
[0093] Other embodiments of the invention will be apparent to those
skilled in the art from consideration of the specification and
practice of the invention disclosed herein. It is intended that the
specification and examples be considered as exemplary only, with a
true scope and spirit of the invention being indicated by the
following claims.
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