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JPH06337918A - Method for judging contact of complex-shaped character - Google Patents

Method for judging contact of complex-shaped character

Info

Publication number
JPH06337918A
JPH06337918A JP5148347A JP14834793A JPH06337918A JP H06337918 A JPH06337918 A JP H06337918A JP 5148347 A JP5148347 A JP 5148347A JP 14834793 A JP14834793 A JP 14834793A JP H06337918 A JPH06337918 A JP H06337918A
Authority
JP
Japan
Prior art keywords
character
contact
judging
expressed
enemy
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP5148347A
Other languages
Japanese (ja)
Inventor
Isamu Izumi
勇 和泉
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Hudson Soft Co Ltd
Original Assignee
Hudson Soft Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Hudson Soft Co Ltd filed Critical Hudson Soft Co Ltd
Priority to JP5148347A priority Critical patent/JPH06337918A/en
Publication of JPH06337918A publication Critical patent/JPH06337918A/en
Pending legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Landscapes

  • Processing Or Creating Images (AREA)

Abstract

PURPOSE:To exremely shorten judging time for judging the contact of a character having a complex shape by approximating the complex-shaped character with a group of simple graphics such as triangles, rectangles and circles and judging the contact of the character based upon the graphics. CONSTITUTION:When the inaccuracy of eyes is utilized for the judgement of contact between two characters, a difference between its display and judgement is not so large and programming is possible. In the case of judging contact in a game using hands for attacking an enemy, a character is expressed by a rectangle, point coordinates on a diagonal of the friend side are expressed by (x1, y1) - (x2, y2) and that of enemy side are, expressed by (X1, Y1) - (X2, Y2). When fist is projected, the length of arm is approximated by a rectangle. The point coordinates of the arm is expressed by (x3, y3) - (x4, y4) to judge as if the fist attacks the enemy. Since the shape of a character is approximated, the contact of the character can be judged only by a simple condition.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は不定形の大型キャラクタ
の接触判定を必要とするコンピュータゲームに関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a computer game which requires contact judgment of an irregular large character.

【0002】[0002]

【従来の技術】コンピュータゲームは発達の初期の頃は
単純な図形をもちいたものが多かったが、コンピュータ
の進歩とともに現実の人や物に近い形状の画像を使用す
ることが多くなってきた。
2. Description of the Related Art Computer games often used simple figures in the early stages of their development, but with the progress of computers, it has become more common to use images having a shape similar to that of a real person or thing.

【0003】コンピュータゲームでは登場人物などの画
像をキャラクタとよんでいるが、このような複雑な形状
をもったキャラクタ同士が接触する場合、プログラムで
接触判定を行うには従来は主に次の2通りの方法が採ら
れてきた。
In a computer game, an image of a character or the like is called a character. When a character having such a complicated shape comes into contact with each other, the following two methods are conventionally used to make a contact determination by a program. Method has been adopted.

【0004】ひとつはキャラクタの代表点で判定する方
法、もうひとつは、キャラクタに忠実にキャラクタの一
点一点をチェックする方法である。
One is a method of judging by the representative points of the character, and the other is a method of checking each character faithfully to the character.

【0005】[0005]

【発明が解決しようとする課題】前者は、判定速度は速
いが、大きさのあるキャラクタを一点で判定するため
に、画面への表示上と判定の間に大きな開きがでる。そ
れでも以前のように画面が小さく、キャラクタも小さい
場合には問題はなかった。ところが最近のように画面が
大きく、大型のキャラクタを扱うようになってくると、
この方法では現実離れをして、使いものにならなくなっ
ている。
In the former method, the judgment speed is fast, but a large character is judged at a single point, so that there is a large difference between the display on the screen and the judgment. Even so, if the screen was small and the characters were small as before, there was no problem. However, as recently, when the screen is large and large characters are handled,
This method is unrealistic and unusable.

【0006】一方、後者は正確ではあるが、ドット単位
のチェックになるために、チェック点が多く、判定に時
間が掛かりすぎる。特に、大型のキャラクタ同士の接触
判定には利用できないという問題点がある。本発明はこ
のような大型キャラクタ同士の接触判定をも速く、しか
も画面表示とずれの少ない判定を行う手法の開発を目的
とする。
On the other hand, although the latter is accurate, since it is checked in dot units, there are many check points and the determination takes too long. In particular, there is a problem that it cannot be used to determine the contact between large characters. An object of the present invention is to develop a method for performing such a contact determination between large-sized characters quickly, and further, a determination with less deviation from the screen display.

【0007】[0007]

【課題を解決するための手段】接触判定が重要な要素で
ある実際のボクシングや剣道などでは一瞬に勝負が決ま
ることがある。パンチや竹刀が出たところは見えても、
それが相手を当たったかどうかの見分けがつかないこと
がよくある。あまりにもスピードが速いからである。そ
れでも、雰囲気だけはつかめるものであり、スピードの
速い勝負というものは、概してこのようなものである。
[Means for Solving the Problems] In actual boxing or kendo where contact determination is an important factor, the game may be decided in an instant. Even if you can see the punch and bamboo sword,
Often it is impossible to tell whether or not it has hit the opponent. Because the speed is too fast. Still, only the atmosphere can be grasped, and a fast game is generally like this.

【0008】コンピュータゲームにおいても接触判定の
必要なゲームというものは、動きの速いキャラクタを扱
うことが多い。このため、ボクシングや剣道のように、
観戦者にはパンチや竹刀が相手に直接当たっているかど
うかというよりも、そのときの雰囲気が重要である。
Even in computer games, games requiring contact determination often deal with fast-moving characters. For this reason, like boxing and kendo,
For the spectator, the atmosphere at that time is more important than whether or not the punch or bamboo sword directly hits the opponent.

【0009】人間が動いている物を目で判定する場合、
それほど正確でないからである。キャラクタとキャラク
タの接触判定も、この目の不正確さを利用すれば、表示
と判定との開きはそれほどなく、プログラミングが行え
る。
When a human being visually determines a moving object,
Because it is not so accurate. In the contact determination between the characters, if the inaccuracy of the eyes is used, there is not much difference between the display and the determination, and programming can be performed.

【0010】そこで本発明では、不定形のキャラクタを
三角形、長方形、円のような簡単な図形の集合で近似
し、その図形をもとに接触判定を行うようにしたもので
ある。
Therefore, in the present invention, an irregular character is approximated by a set of simple figures such as triangles, rectangles and circles, and contact determination is performed based on the figure.

【0011】たとえばバスなら長方形、乗用車なら大小
の長方形が重ね合わさったものとして、接触判定を行
う。このように大半の図形が三角形、円、長方形といっ
た簡単な図形の重ね合わせとして表現でき、それをもと
に接触判定をしても、不自然さはない。
For example, contact determination is performed assuming that a bus is rectangular and a passenger car is large and small. In this way, most of the figures can be expressed as a superposition of simple figures such as triangles, circles, and rectangles, and even if contact determination is performed based on them, there is no unnaturalness.

【0012】[0012]

【実施例】以下、敵を倒すのに手を使う簡単なゲームを
例にとって本発明の接触判定方法を説明する。図1に示
すように構えの状態のときは人を長方形で表す。味方
(プレイヤーが操作できる登場人物)の対角線上の点座
標を(x1,y1)−(x2,y2)で表し、敵のそれを
(X1,Y1)−(X2,Y2)で表す。
DESCRIPTION OF THE PREFERRED EMBODIMENTS The contact determination method of the present invention will be described below with reference to a simple game in which a hand is used to defeat an enemy. As shown in FIG. 1, a person is represented by a rectangle when in a ready state. The point coordinates on the diagonal line of an ally (characters that can be operated by the player) are represented by (x1, y1)-(x2, y2), and those of the enemy are represented by (X1, Y1)-(X2, Y2).

【0013】図2に示すように次に拳を突き出したとき
の腕を長方形で近似する。そのときの対角線上の点座標
を(x3,y3)−(x4,y4)とする。このとき拳が敵
を打ったかの判定は、次のように行う。
As shown in FIG. 2, the arm when the fist is next projected is approximated by a rectangle. The point coordinates on the diagonal line at that time are (x3, y3)-(x4, y4). At this time, whether the fist hits the enemy is determined as follows.

【0014】 勝ち:(X1≦x4 かつ X1≧x3) かつ (X1≦y4 かつ Y2≧y3)Win: (X1 ≦ x4 and X1 ≧ x3) and (X1 ≦ y4 and Y2 ≧ y3)

【0015】 負け:(X1≦x2 かつ X2≧x1) かつ (Y1≧y2 かつ Y2≧y1)Loss: (X1 ≦ x2 and X2 ≧ x1) and (Y1 ≧ y2 and Y2 ≧ y1)

【0016】上記の判定は、味方が敵よりも左にいる場
合の例である。この判定では、拳から腕までの範囲が相
手に届いていれば敵に当たった判定して勝ち、体が敵の
体にぶつかっているときは逆に負けとなる。キャラクタ
の形状の近似化を行うことによりこのような単純な条件
だけで接触判定が行える。
The above determination is an example when the ally is on the left of the enemy. In this judgment, if the range from the fist to the arm has reached the opponent, it is judged that the enemy has been hit and wins. If the body hits the enemy's body, the player loses. By approximating the shape of the character, the contact determination can be made only under such simple conditions.

【0017】[0017]

【発明の効果】本発明の方法によれば、複雑な形状のキ
ャラクタを簡単な図形の集合体として接触判定するため
に、判定時間を非常に短縮することができる。またそれ
でいて、キャラクタの形状をある程度近似しているの
で、目で見た感覚では自然な接触現象としてゲームを進
行できる効果がある。
According to the method of the present invention, since a character having a complicated shape is contact-determined as a group of simple figures, the determination time can be greatly shortened. Moreover, since the shape of the character is approximated to some extent, there is an effect that the game can be progressed as a natural contact phenomenon as visually sensed.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明の一実施例のゲームの説明図である。FIG. 1 is an explanatory diagram of a game according to an embodiment of the present invention.

【図2】本発明の一実施例のゲームの説明図である。FIG. 2 is an explanatory diagram of a game according to an embodiment of the present invention.

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 不定形のキャラクタの接触判定を行うコ
ンピュータゲームにおいて、前記不定形キャラクタを単
純な図形により近似して接触判定を行うことを特徴とす
る不定形キャラクタ接触判定方法。
1. A contact determination method for an irregular character, characterized in that, in a computer game for determining the contact of an irregular character, the contact is determined by approximating the irregular character with a simple graphic.
JP5148347A 1993-05-28 1993-05-28 Method for judging contact of complex-shaped character Pending JPH06337918A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP5148347A JPH06337918A (en) 1993-05-28 1993-05-28 Method for judging contact of complex-shaped character

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP5148347A JPH06337918A (en) 1993-05-28 1993-05-28 Method for judging contact of complex-shaped character

Publications (1)

Publication Number Publication Date
JPH06337918A true JPH06337918A (en) 1994-12-06

Family

ID=15450735

Family Applications (1)

Application Number Title Priority Date Filing Date
JP5148347A Pending JPH06337918A (en) 1993-05-28 1993-05-28 Method for judging contact of complex-shaped character

Country Status (1)

Country Link
JP (1) JPH06337918A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH08305891A (en) * 1995-05-11 1996-11-22 Sega Enterp Ltd Device and method for image processing
EP1854520A1 (en) * 2006-05-09 2007-11-14 Nintendo Co., Limited Game program and game apparatus

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH08305891A (en) * 1995-05-11 1996-11-22 Sega Enterp Ltd Device and method for image processing
EP1854520A1 (en) * 2006-05-09 2007-11-14 Nintendo Co., Limited Game program and game apparatus
US8926427B2 (en) 2006-05-09 2015-01-06 Nintendo Co., Ltd. Video game with screen flip and dual sets of collision data

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