U.S. patent application number 12/683692 was filed with the patent office on 2010-07-15 for shooting game processing method.
Invention is credited to Chiu-Hao Cheng, Tai-Jung Kuo.
Application Number | 20100178967 12/683692 |
Document ID | / |
Family ID | 42319454 |
Filed Date | 2010-07-15 |
United States Patent
Application |
20100178967 |
Kind Code |
A1 |
Cheng; Chiu-Hao ; et
al. |
July 15, 2010 |
SHOOTING GAME PROCESSING METHOD
Abstract
A shooting game processing method used in a shooting game system
consisting of a shooting game console and a light gun, where when
the light gun transmits a wireless shooting signal to the shooting
game console, the shooting game console judges whether or not the
coordinate value of the shooting signal matches the coordinate
value of the shooting target and adds a value to the
score-multiplication zone when matched, and then the shooting game
console stores the coordinate value of the shooting signal and
judges whether or not the coordinate value of the shooting signal
matches one storage coordinate value and then combines the value
displayed on the score-multiplication display zone and the score of
the shooting that hit the shooting target to obtain a total score
for display on a score display zone.
Inventors: |
Cheng; Chiu-Hao; (Miaoli
Hsien, TW) ; Kuo; Tai-Jung; (Taipei Hsien,
TW) |
Correspondence
Address: |
Muncy, Geissler, Olds & Lowe, PLLC
4000 Legato Road, Suite 310
FAIRFAX
VA
22033
US
|
Family ID: |
42319454 |
Appl. No.: |
12/683692 |
Filed: |
January 7, 2010 |
Current U.S.
Class: |
463/5 |
Current CPC
Class: |
A63F 13/46 20140902;
A63F 13/837 20140902; A63F 13/04 20130101; A63F 13/426
20140902 |
Class at
Publication: |
463/5 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 10, 2009 |
TW |
098200434 |
Dec 14, 2009 |
TW |
098142775 |
Claims
1. A shooting game processing method used in a shooting game system
comprising a shooting game console having a control module and a
plurality of shooting targets and a light gun operable to shoot
said shooting targets, the shooting game processing method
comprising the steps of: (A) Transmit a wireless shooting signal
produced by the light gun to the control module of the shooting
game console; (B) Judge whether or not the coordinate value of the
shooting signal matches the coordinate values of the shooting
targets of the shooting game console, and then proceed to step (C)
when negative, or step (D) when positive; (C) Transmit a
zero-reading signal to a score-multiplication display zone of the
shooting game console, and then return to step (b); (D) Transmit a
value signal to the score-multiplication display zone of the
shooting game console to add a value to the value displayed by the
score-multiplication display zone, and then store the coordinate
value of this shooting signal in the shooting game console; (E)
Judge whether or not the multiple coordinate values of multiple
shooting signals stored in the shooting game console match the
coordinate value of one of the shooting targets, and then return to
step (a) when negative, or proceed to step (f) when positive; and
(F) Combine the cumulative value displayed on the
score-multiplication display zone and the score of the shooting
that hit the shooting target to obtain a total score, and then
transmit this total score to a score display zone of the shooting
game console for display.
2. The shooting game processing method as claimed in claim 1,
wherein when a wireless shooting signal produced by the light gun
is transmitted to the shooting game console, the shooting game
console runs an amount of bullet determination process that
comprises the steps of: (a) Set the amount of bullet for each game
cycle to be N, and display the number N on a firing number display
zone of an on-screen target of the shooting game console; (b) Judge
whether or not the amount of bullet is zeroed, and then proceed to
step (e) when positive, or step (c) when negative. (c) Judge
whether or not the light gun transmits a shooting signal to the
control module of the shooting game console; (d) Change the amount
of bullet to be N-1, and then update the display of a firing number
display zone of the on-screen target to be N-1, and then return to
step (b); (e) Determine whether or not the light gun transmits a
bullet reloading control signal to the shooting game console, and
then proceed to step (f) when positive, or return to step (b) when
negative; and (f) The shooting game console transmits a bullet
reloading control signal to the firing number display zone of the
on-screen target to resume the display of amount of bullet to N,
and then return to step (b).
3. The shooting game processing method as claimed in claim 1,
wherein the control module of the shooting game console transmits a
score signal to a lighting display device, an electronic score
board and a sound module of an on-screen target of the shooting
game console if the result of the judgment at the step (D) is
positive.
4. The shooting game processing method as claimed in claim 1,
wherein the control module of the shooting game console transmits a
shooting miss signal to a sound module of the shooting game console
if the result of the judgment at the step (D) is negative.
5. The shooting game processing method as claimed in claim 1,
wherein the light gun is controllable to transmit a wireless clear
signal to the control module of the shooting game console for
causing the control module to clear up the score displayed on an
electronic score board of the shooting game console.
6. The shooting game processing method as claimed in claim 1,
wherein when the shooting game console receives a shooting signal
from the light gun, the shooting game console judges whether or not
the coordinate value of the shooting signal is same as one
coordinate value stored therein, and then denies the shooting
signal when the judgment result is positive.
Description
[0001] This application claims the priority benefit of Taiwan
patent application number 098200434 filed on Jan. 10, 2009 and
number 098142775 filed on Dec. 14, 2009.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a shooting game and more
particularly, to a shooting game processing method where the
shooting game console judges whether or not the target is being
repeatedly hit when the player operates a light gun to transmits a
series of shooting signals, and then multiplies the score when the
result of the judgment is positive.
[0004] 2. Description of the Related Art
[0005] To satisfy different shooting game players' desire for
experiencing different techniques, shooting game suppliers keep
creating different virtual-reality shooting games. Further, many
target-shooting and balloon-shooting games are commercially
available. In a conventional balloon-shooting game, multiple
balloons are arranged on a target board, and an air soft BB gun is
used with air soft bullets by the player to shoot the balloons.
[0006] Taiwan Patent Publication Number M244432 discloses a
shooting game system, as shown in FIG. 8, which comprises a target
board A having holes A1 thereon, a sensor unit B mounted on the
back side of the target board A and a signal generator C mounted on
the target board A opposite to the sensor unit B. The sensor unit B
comprises a striker plate B1 arranged corresponding to each hole
A1, a switching lever B2 connected to the striker plate B and a
tack switch B3 switchable by the switching lever B2. The signal
generator C is electrically connected with the sensor unit B by
electric wires, comprising a score counter C1 and a speaker C2.
When the player operates an air soft BB gun to shoot an air soft BB
bullet toward the target board A and the air soft BB bullet enters
one hole A1 to hit the associating striker plate B1, the
associating switching lever B2 will be forced to trigger the tact
switch B3, causing the tact switch B3 to provides a signal to the
signal generator C, thereby causing the score counter C1 to count
the score and the speaker C2 to output a sound, enhancing the
reality of the shooting and avoiding dispute in the recognition of
the shooting result. However, this shooting game system is still
not satisfactory in functions due to the following drawbacks:
[0007] 1. This shooting game system consists of a number of
components, resulting in a complicated structure. Further, because
this shooting game system requires a big installation space, it is
simply applicable for commercial application not suitable for home
use. [0008] 2. This shooting game system consists of a number of
components that are expensive and complicated to install. Further,
it takes much time to install this shooting game system. [0009] 3.
This shooting game system uses an air soft BB gun with air soft BB
bullets to shoot the target. Because the motion track of an air
soft BB bullet shows a parabolic curve, it is difficult to
accurately control the shooting. Further, a child may eat the air
soft BB bullet accidentally. Further, an air soft BB bullet may be
lost when fired. Further, when one air soft BB bullet hits the
target board beyond the holes, it may jump back to hit anyone
nearby.
[0010] Therefore, it is desirable to provide a shooting game that
eliminates the problems of the various conventional designs.
SUMMARY OF THE INVENTION
[0011] The present invention has been accomplished under the
circumstances in view.
[0012] According to one aspect of the present invention, a shooting
game processing method is used in a shooting game system consisting
of a shooting game console and a light gun, wherein when the light
gun transmits a wireless shooting signal to the shooting game
console, the shooting game console judges whether or not the
coordinate value of the shooting signal matches the coordinate
value of the shooting target and adds a value to the
score-multiplication zone when matched, and then the shooting game
console stores the coordinate value of the shooting signal and
judges whether or not the coordinate value of the shooting signal
matches one storage coordinate value and then combines the value
displayed on the score-multiplication display zone and the score of
the shooting that hit the shooting target to obtain a total score
for display on a score display zone. Thus, the invention makes the
score counting versatile and adds interest to the game.
[0013] According to another aspect of the present invention, the
number of shootings of the light gun is preset for each game cycle.
Further, the shooting game console can judge whether or not the
amount of bullets is zeroed, and then judge whether or not a
bullet-reloading signal is received from the light gun after the
amount of bullets has been zeroed. When a bullet-reloading signal
is received at this time, the shooting game console resumes the
amount of bullets to the initial setting. This method greatly
enhances the virtual reality.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG. 1 is a system block diagram of a shooting game system
according to the present invention.
[0015] FIG. 2 illustrates the processing flow of the shooting game
console of the shooting game system according to the present
invention.
[0016] FIG. 3 is a light gun coordinate value correction processing
flow of the of the shooting game system according to the present
invention.
[0017] FIG. 4 illustrates the outer appearance of the shooting game
system according to the present invention.
[0018] FIG. 5 illustrates an alternate form of the of the shooting
game system according to the present invention.
[0019] FIG. 6 illustrates the shooting game console score counting
processing flow of the shooting game system according to the
present invention.
[0020] FIG. 7 illustrates the light gun bullet reloading processing
flow of the shooting game system according to the present
invention.
[0021] FIG. 8 illustrates the outer appearance of a shooting game
system according to the prior art.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0022] Referring to FIG. 1, a shooting game system in accordance
with the present invention comprises a light gun 1 and a shooting
game console 2.
[0023] The light gun 1 is the control device of the shooting game
system, having mounted therein a video camera 11, button unit 12, a
position computation unit 13 and a wireless signal transmission
interface 14. The video camera 11 and the button unit 12 are
electrically connected to the position computation unit 13, which
is electrically connected to the wireless signal transmission
interface 14. The button unit 12 includes one shooting button 121.
Function buttons 122 (such as clear button, bullet reloading
control button, etc.) may be added to the button unit 12. The
shooting game console 2 comprises a wireless signal receiving
interface 21, a control module 22, an on-screen target 23, an
electronic score board 24 and a sound module 25. The wireless
signal receiving interface 21 is electrically connected to the
control module 22 and adapted to receive a wireless signal from the
wireless signal transmission interface 14. The control module 22 is
electrically connected with the on-screen target 23, the electronic
score board 24 and the sound module 25 respectively. The on-screen
target 23 has an infrared positioning device 231 and a lighting
display device 232. Further, the electronic score board 24 can be a
7-segment display or TFT-LCD panel.
[0024] Referring to FIG. 2 and FIG. 1 again, a player can use the
light gun 1 to shoot the shooting game console 2, causing the
shooting game console 2 to react to the shooting. When the shooting
game console 2 is started, it runs as follows:
(100) Start
[0025] (101) The shooting game console 2 judges whether or not a
shooting signal from the light gun 1 is received, and then returns
to step (100) when negative, or proceed to step (102) when
positive. [0026] (102) The shooting game console 2 transmits the
shooting signal to the control module 22. [0027] (103) The control
module 22 analyzes the coordinate position of the shooting signal
on the on-screen target 23. [0028] (104) The control module 22
judges whether or not the shooting signal falls within a
predetermined coordinate location, and then proceeds to step (105)
when positive, or step (106) when negative. [0029] (105) The
control module 22 transmits a respective score signal to the
lighting display device 232 of the on-screen target 23, the
electronic score board 24 and the sound module 25, and then
proceeds to step (107). [0030] (106) The control module 22
transmits "miss" signal to the sound module 25. [0031] (107)
Returns to step (100).
[0032] As stated above, by means of the control module 22, the
shooting game console 2 judges whether or not a shooting signal is
received from the wireless signal transmission interface 14 of the
light gun 1 by the wireless signal receiving interface 21. If the
wireless signal receiving interface 21 receives a shooting signal
from the wireless signal transmission interface 14 of the light gun
1, it immediately transmits the shooting signal to the control
module 22, enabling the control module 22 to analyze and count the
coordinates value of the shooting signal on the on-screen target
23. Thereafter, the control module 22 judges whether or not the
coordinate value of the shooting signal falls within the range of a
predetermined series of reference coordinate values. If the
coordinate value of the shooting signal falls within the range of
the series of reference coordinate values, the control module 22
judges the coordinate value of the shooting signal matches which
reference coordinate value, i.e., the on-screen target 23 is
divided into different coordinate areas each having a respective
reference coordinate value for a respective score. According to the
present invention, the coordinate areas of the on-screen target 23
are arranged one surrounding another in a concentric manner. If the
coordinate value of the shooting signal falls within one specific
coordinate area of the on-screen target 23, the corresponding
reference coordinate value is matched and the corresponding score
is counted. Thereafter, the control module 22 transmits the
corresponding score signal to the lighting display device 232 of
the on-screen target 23, the electronic score board 24 and the
sound module 25, driving the electronic score board 24 to display
the corresponding score, the lighting display device 232 to produce
a corresponding lighting effect and the sound module 25 to produce
a corresponding sound effect.
[0033] If the coordinate value of the shooting signal is beyond the
range of the predetermined series of reference coordinate values,
the control module 22 transmits a "miss" signal to the sound module
25, driving the sound module 25 to produce a sound effect
indicative of a miss shooting. These sound and lighting effects to
indicate the shooting result enhances the flavor of the shooting
game.
[0034] Referring to FIG. 3 and FIG. 1 again, for enabling the light
gun 1 to aim the shooting signal at the coordinate areas (the range
of a predetermined series of reference coordinate values) of the
on-screen target 23 accurately, the following shooting procedure is
performed. When the light gun 1 is started, it runs subject to the
following steps:
(200) Start
[0035] (201) The video camera 11 of the light gun 1 scans and
catches the image of the on-screen target 23 of the shooting game
console 2 at a predetermined time interval. [0036] (202) The video
camera 11 transmits the picked image to the position computation
unit 13. [0037] (203) The position computation unit 13 analyzes the
image, thereby obtaining the coordinate value of the infrared
positioning device 231. [0038] (204) The position computation unit
13 defines the range of the on-screen target 23 subject to the
coordinate value of the infrared positioning device 231 thus
obtained, and counts the coordinate value of the shooting center of
the video camera 11 on the on-screen target 23. [0039] (205) The
position computation unit 13 uses the data of the coordinate value
of the shooting center of the video camera 11 on the on-screen
target 23 and the defined range of the on-screen target 23 to make
a proportional counting, thereby obtaining the coordinate value of
the aimed point of the light gun 1. [0040] (206) The position
computation unit 13 receives a status signal from the button unit
12. [0041] (207) The position computation unit 13 transmits the
coordinate value of the aimed point of the light gun 1 and the
status signal of the button unit 12 to the control module 22 for
processing. [0042] (208) Return to step (200).
[0043] The light gun 1 transmits the coordinate value of the aimed
point of the light gun 1 and the status signal of the button unit
12 to the control module 22 wirelessly through the wireless signal
transmission interface 14. The status signal produced by the button
unit 12 can be a shooting signal produced by the shooting button
121, or a bullet reloading control signal or clear signal produced
by the function buttons 122. The video camera 11 of the light gun 1
scans and catches the image of the on-screen target 23 of the
shooting game console 2 at a predetermined time interval, and
transmits each picked image to the position computation unit 13.
The position computation unit 13 analyzes the image received from
the video camera 11, thereby obtaining the coordinate value of the
infrared positioning device 231 of the on-screen target 23. Based
on the coordinate value of the infrared positioning device 231, the
position computation unit 13 defines the range of the on-screen
target 23, and then counts the coordinate value of the shooting
center of the video camera 11 on the on-screen target 23.
Thereafter, the position computation unit 13 uses the data of the
coordinate value of the shooting center of the video camera 11 on
the on-screen target 23 and the defined range of the on-screen
target 23 to calculate the coordinate value of the aimed point of
the light gun 1. If a status signal is produced by the button unit
12 at this time, the light gun 1 will immediately transmit the
signal of the coordinate value of the aimed point of the light gun
1 and the status signal (for example, shooting signal) of the
button unit 12 to the wireless signal receiving interface 21 of the
shooting game console 2 through the wireless signal transmission
interface 14 wirelessly. Upon receipt of a wireless signal from the
light gun 1, the wireless signal receiving interface 21 immediately
transmits the received signal to the control module 11 for reading,
so that the shooting game console 2 can make a corresponding
reaction.
[0044] Further, the predetermined time interval as stated at step
(201) can be set by the system manager.
[0045] Referring to FIG. 4 and FIG. 1 again, the design can set the
range of the concentrically arranged coordinate areas (reference
coordinate values) of the on-screen target 23, and stored the
setting in the shooting game console 2. The concentrically arranged
coordinate areas of the on-screen target 23 are designated in
proper order from the center toward the outward to be scored 100
points, 80 points, 50 points, 40 points, 30 points, 20 points and
10 points respectively. If the coordinate value of the shooting
signal received from the light gun 1 matches the coordinate area to
be scored 50 points, the control module 22 immediately transmits a
corresponding score signal to the electronic score board 24,
driving the electronic score board 24 to display the score of 50
points. At the same time, the control module 22 transmits the score
signal to the sound module 25, driving the sound module 25 to
produce a corresponding sound indicative of the score of 50 points.
If the player cannot see the indication of the electronic score
board 24 due to a sight problem, the player can still know the
scoring by the sound from the sound module 25. Further, the control
module 22 can also transmit the score signal to the lighting
display device 232 of the on-screen target 23, causing it to
produce a lighting signal, for example, to light up the
corresponding coordinate area.
[0046] Further, if the control module 22 receives a next shooting
signal from the light gun 1 to produce another score signal, the
control module 22 will transmit this new score signal to the
electronic score board 24 again. At this time, the electronic score
board 24 will add the score. Further, the sound signal to be
produced by the sound module 25 can be the sound signal indicative
of "hit the target", the sound signal indicative of the points the
current shooting scored or the sound signal indicative of the
cumulative scores.
[0047] If the player wishes to zero the score of the electronic
score board 24, the player can reset the shooting game console 2 or
click the clear button of the function buttons 122. When the player
clicks the clear button of the function button 122, a corresponding
status signal, i.e., the clear signal is produced and transmitted
by the position computation unit 13 to the wireless signal
receiving interface 21 of the shooting game console 2 through the
wireless signal transmission interface 14 wirelessly. After receipt
of the clear signal by the wireless signal transmission interface
14, the wireless signal transmission interface 14 transmits the
clear signal to the control module 22, causing the control module
22 to transmit the clear signal to the electronic score board 24,
thereby zeroing the score displayed.
[0048] Referring to FIGS. 5 and 6, the shooting game system may be
various embodied. According to an alternate form of the present
invention, the on-screen target 23 of the shooting game console 2
is divided into a shooting zone 233, a score-multiplication display
zone 234 and a score display zone 235. The shooting zone 233 is
divided into multiple shooting targets 237. The
score-multiplication display zone 234 is adapted for displaying the
score of a continuous series of shootings that hit the shooting
targets 237. The score display zone 235 is adapted for displaying
the score of every shooting that hits the shooting targets 237. The
score-counting processing procedure is performed by the shooting
game console 2 subject to the following steps: [0049] (300)
Transmit the 1 wireless shooting signal produced by the light gun 1
to the control module 22. [0050] (301) Judge whether or not the
coordinate value of the shooting signal matches the coordinate
values of the shooting targets 237, and then proceed to step (302)
when negative, or step (303) when positive. [0051] (302) Transmit a
zero-reading signal to the score-multiplication display zone 234 of
the shooting game console 2, and then return to step (301). [0052]
(303) Transmit a value signal to the score-multiplication display
zone 234 to add a value to the value displayed by the
score-multiplication display zone 234, and then store the
coordinate value of this shooting signal in the shooting game
console 2. [0053] (304) Judge whether or not the multiple
coordinate values of multiple shooting signals stored in the
shooting game console 2 match the coordinate value of one of the
shooting targets 237, and then return to step (300) when negative,
or proceed to step (305) when positive. [0054] (305) Combine the
cumulative value displayed on the score-multiplication display zone
234 and the score of the shooting that hit the shooting target 237
to obtain a total score, and then transmit this total score to the
score display zone 235 for display.
[0055] This shooting game processing process is applicable to many
different game contents, for example, the addictive Tetris-style
arcade logic game of magic block. The shooting zone 233 is divided
into multiple shooting targets 237 of different Tetris block
shapes. For example, one shooting target 237 consists of a first
coordinate value 2371, a second coordinate value 2372 and a third
coordinate value 2373.
[0056] When the shooting button 121 of the light gun 1 is
triggered, a shooting signal is transmitted by the shooting button
121 to the position computation unit 13. At this time, the position
computation unit 13 runs the processing process as shown in FIG. 3.
Thereafter, the coordinate value of the aimed point of the light
gun 1 and the shooting signal are transmitted wirelessly by the
wireless signal transmission interface 14 to the wireless signal
receiving interface 21 and then transmitted by the wireless signal
receiving interface 21 to the control module 22. At this time, the
control module 22 analyzes and calculates the signals, judging
whether or not the coordinate value of the shooting signal matches
one of the coordinate values of the respective shooting target 237,
for example, the first coordinate value 2371, the second coordinate
value 2372 or the third coordinate value 2373. When not matched,
the control module 22 provides a zero-reading signal to the
score-multiplication display zone 234 to zero the reading. On the
contrary, when matched, the control module 22 provides a value
signal to the score-multiplication display zone 234 to add a value
to the value displayed by the score-multiplication display zone
234. This manner enables the score to be repeatedly added to the
score-multiplication display zone 234 when the player continuously
hits the shooting target 237.
[0057] As stated above, each shooting target 237 consists of a
first coordinate value 2371, a second coordinate value 2372 and a
third coordinate value 2373. When the coordinate value of the
shooting signal matches one coordinate value, for example, the
first coordinate value 2371, the coordinate value of this shooting
signal will be stored in the shooting game console 2. Further, when
the coordinate value of the shooting signal matches all the
coordinate values, the first coordinate value 2371, second
coordinate value 2372 and third coordinate value 2373 of one
shooting target 237, this shooting target 237 will disappear. At
this time, the control module 22 reads the total value displayed on
the score-multiplication display zone 234 and combines this value
with the score of the shooting that hit the shooting target 237 to
obtain a total score, and then transmit this total score to the
score display zone 235 for display. Thus, the score for the
shooting of the light gun 1 that hits totally one specific shooting
target is displayed.
[0058] Further, before storing the coordinate value of the shooting
signal, the shooting game console 2 will judge whether or not there
is a same coordinate value stored therein, and will deny this
shooting signal without making judgment, and therefore no any score
will be added to the score-multiplication display zone 234 or the
score display zone 235, avoiding adding a score when the player is
continuously shooting the same location.
[0059] Referring to FIG. 7 and FIGS. 1 and 5 again, the on-screen
target 23 further has a firing number display zone 236 adapted for
counting the number the player has shot. Subject to the display of
the firing number display zone 236, the shooting game console 2
determines whether or not to reload the bullets and runs a bullet
reloading processing process as follows:
(400) Start
[0060] (401) Set the amount of bullet for each game cycle to be N,
and display the number N on the firing number display zone 236 of
the on-screen target 23. [0061] (402) Judge whether or not the
amount of bullet is zeroed, and then proceed to step (405) when
positive, or step (403) when negative. [0062] (403) Judge whether
or not the light gun 1 transmits a shooting signal to the control
module 22 of the shooting game console 2. [0063] (404) Change the
amount of bullet to be N-1, and then update the display of the
firing number display zone 236 of the on-screen target 23 to be
N-1, and then return to step (402). [0064] (405) Determine whether
or not the light gun 1 transmits a bullet reloading control signal
to the shooting game console 2, and then proceed to step (406) when
positive, or return to step (402) when negative. [0065] (406) The
shooting game console 2 transmits a bullet reloading control signal
to the firing number display zone 236 of the on-screen target 23 to
resume the display of amount of bullet to N, and then return to
step (402).
[0066] The shooting game console 2 initially sets the amount of
bullet the light gun 1 can shoot to be N. This number N is to be
displayed on the firing number display zone 236 of the on-screen
target 23. When the light gun 1 repeatedly transmits the shooting
signal to the shooting game console 2, the control module 22
repeatedly transmits a signal to the firing number display zone 236
to reduce the displayed amount of bullet, thereby updating the
display. Normally, when the control module 22 of the shooting game
console 2 receives the shooting signal once, it reduces the
displayed amount of bullet by 1. Further, the control module 22 of
the shooting game console 2 can recognize whether or not the
current amount of bullet reaches the set number N. If the current
amount of bullet reaches the set number N, the control module 22
will then determine whether or not the light gun 1 transmits a
bullet reloading control signal. When the control module 22
receives a bullet reloading control signal produced the light gun 1
at this time, the control module 22 resumes the amount of bullet to
N. On the contrary, if the control module 22 does not receive a
bullet reloading control signal from the light gun 1, the control
module 22 will deny the shooting signal. Thus, the system controls
the number of shootings of the light gun 1 for each game cycle and
provides a bullet reloading function, enhancing virtual
reality.
[0067] In conclusion, the above-described video shooting game
processing method of the present invention has the following
advantages: [0068] 1. When a player uses the light gun 1 to shoot
the shooting game console 2, the shooting game console 2 determines
whether or not the coordinate value of the shooting signal matches
the coordinate values of the shooting targets 237. When matches, a
value is added to the score-multiplication display zone 234, and
the shooting game console 2 will store the coordinate value of this
shooting signal and then judge whether or not this stored
coordinate value matches all the coordinate values of one shooting
target When matched, the cumulative value displayed on the
score-multiplication display zone 234 and the score of the shooting
that hit the shooting target 237 are combined into a total score.
This shooting game processing method can use the
score-multiplication display zone 234 for cumulating the score of
continuous shootings that all hit the target 237. When one target
is totally hit, the value displayed on the score-multiplication
display zone 234 are combined to produce a total score. This method
makes the score counting versatile and adds interest to the game.
[0069] 2. The processing method of the shooting game system limits
the number of times of the transmission of the shooting signal for
each game cycle, and the shooting game console 2 judges whether or
not the amount of bullet is zeroed and whether or not a bullet
reloading control signal produced by the light gun 1 is received,
and the amount of bullet will be resumed to the initial setting if
a bullet reloading control signal is received by the shooting game
console 2. This manner enhances virtual reality. [0070] 3. The
on-screen target 23 has at least one infrared positioning device
231. The infrared positioning device 231 is used as a reference
point for enabling the light gun 1 to aim at the target. When the
light gun 1 transmits a shooting signal to the shooting game
console 2, the control module 22 of the shooting game console 2
uses the coordinate value of the aimed point and the shooting
signal to obtain the coordinate value of the shooting signal.
[0071] Although particular embodiments of the invention have been
described in detail for purposes of illustration, various
modifications and enhancements may be made without departing from
the spirit and scope of the invention. Accordingly, the invention
is not to be limited except as by the appended claims.
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