IP Library Granted Patent US 7,399,224
Granted Patent B2
US 7,399,224 · App. 10/825,311 · Granted Jul 15, 2008

Method of game character movement control in game space

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Quick Facts
Patent No.
US 7,399,224
App. No.
10/825,311
Granted
Jul 15, 2008
Kind
B2
Abstract

Provided is a game performing method for executing a given game by controlling movements of characters in a game space. The generated image of the game space has a set plurality of sample points in the game space; calculated positions of the characters; calculated arrival times of the characters; recognized areas pertaining to power of the character group; and controlled movements of the characters on positions and/or magnitudes of the recognized areas in the game space.

Claims (105)

1. A game performing method for executing a game by controlling movements of characters constituting a character group in a game space and by generating an image of the game space,

wherein the character group includes a plurality of character groups,

the method comprising:

setting a plurality of sample points in the game space;

calculating positions of the characters after a prescribed time when the characters keep a present moving situation;

calculating a time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

drawing out, from the plurality of sample points, sample points to which an arrival time is more than or equal to a reference time for determining a space area for any character in any of the character groups, based on the calculated arrival time, the space area being an area not belonging to a power of any of the character groups in the game space;

recognizing the space area in the game space, based on the drawn out sample points;

controlling the movements of the characters based on the space area and/or magnitudes of the space area in the game space; and

updating the image of the game space.

2. The method as claimed in claim 1 , further comprising:

selecting a character within a character group and controlling the movements of the character based on the relative positional relationship between the character and the space area and/or the magnitudes of the space area.

3. The method as claimed in claim 2 ,

wherein the game is a competition-type game, in which an attacking direction of the character group is previously determined, and

the character selected to be controlled is selected in consideration of the attacking direction of the character group.

4. The method as claimed in claim 2 ,

wherein the game is a ball game, and

the character selected to be controlled is selected in consideration of a position of a ball in the game space.

5. The method as claimed in claim 1 , further comprising:

setting movement target positions within the recognized space areas,

wherein controlling the movements of the characters includes moving the characters to the set movement target positions.

6. A game performing method for executing a game by controlling movements of characters constituting a character group in a game space and by generating an image of the game space,

wherein the character group includes a plurality of character groups,

the method comprising:

setting a plurality of sample points in the game space;

calculating positions of the characters after a prescribed time when the characters keep a present moving situation;

calculating a time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

recognizing an area pertaining to power of each of the character groups, wherein the power of each of the character groups is based on an arrival time of each of the characters in the character group to each character's sample point, from among the calculated arrival time;

recognizing, as a space area, an area not belonging to the power of any of the character groups in the game space, based on the recognized area pertaining to the power;

controlling the movements of the characters based on a position of the space area and/or a magnitude of the space area in the game space; and

updating the image of the game space.

7. The method as claimed in claim 6 , further comprising:

setting movement target positions within the recognized space areas,

wherein controlling the movements of the characters includes moving the characters to the set movement target positions.

8. The method as claimed in claim 7 , wherein movement target positions are set from recognized power areas to recognized space areas.

9. The method as claimed in claim 6 ,

wherein the character groups include a first character group and a second character group,

the power of each of the character groups is based on the calculated times of each group to arrive at their respective sample points, and

controlling the movements of the characters constituting the first character group based on the characters' positions and/or the magnitudes of power in the recognized areas wherein the recognized areas pertain to the power of the second character group in the game space; and

controlling the movements of the characters constituting the second character group based on the characters' positions and/or the magnitudes of power in the recognized areas wherein the recognized areas pertain to the power of the first character group in the game space.

10. The method as claimed in claim 6 ,

wherein the character groups include a first character group and a second character group,

the power of each of the character groups is based on the calculated times of each group to arrive at their respective sample points,

the controlling of the movements of the characters constitutes the first character group based on the characters' positions and/or the magnitudes of power in the recognized areas wherein the recognized areas pertain to the power of the first character group in the game space, and

controlling the movements of the characters constituting the second character group based on the characters' positions and/or the magnitudes of power in the recognized areas wherein the recognized areas pertain to the power of the second character group in the game space.

11. The method as claimed in claim 6 , further comprising:

selecting a character within a character group and controlling the movements of the character based on the relative positional relationship between the character and the space area and/or the magnitudes of the space area.

12. The method as claimed in claim 11 ,

wherein the game is a competition-type game, in which an attacking direction of the character group is previously determined, and

the character selected to be controlled is selected in consideration of the attacking direction of the character group.

13. The method as claimed in claim 11 ,

wherein the game is a ball game, and

the character selected to be controlled is selected in consideration of the position of a ball in the game space.

14. The method as claimed in claim 6 ,

wherein the powers of the character groups are recognized when a predominance degree of each sample point is calculated so as to make the predominance degree higher as the arrival time of the character is shorter.

15. A game apparatus for executing a game by controlling movements of characters constituting a character group in a game space, and by generating an image of the game space,

wherein the character group includes a plurality of character groups,

the game apparatus comprising:

a point setting section for setting a plurality of sample points in the game space;

an inertia calculation section for calculating positions of the characters after a prescribed time when the characters keep a present moving situation;

an arrival time calculation section for calculating the times that each character takes to reach the set plurality of sample points from the calculated positions as starting points;

a drawing section for drawing out, from the plurality of sample points, sample points to which an arrival time is more than or equal to a reference time for determining a space area for any character in any of the character groups, based on the calculated arrival time, the space area being an area not belonging to the power of any of the character groups in the game space;

a space area recognition section for recognizing the space area in the game space, based on the drawn out sample points;

a movement control section for controlling the movements of the characters based on a position of the space area and/or a magnitude of the space area in the game space; and

a generated image display section for displaying the generated the display image.

16. A computer-executable storage medium that contains a computer executable program that causes an operating device to receive a data signal embodied in a carrier wave, the data signal causing the operating device to perform a method comprising:

setting a plurality of sample points in a game space;

calculating positions of characters after a prescribed time when the characters keep a present moving situation;

calculating a time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

drawing out, from the plurality of sample points, sample points to which an arrival time is more than or equal to a reference time for determining a space area for any character in any of the character groups, based on the calculated arrival time, the space area being an area not belonging to a power of any of the character groups in the game space;

recognizing the space area in the game space, based on the drawn out sample points;

controlling movements of the characters based on the space area and/or magnitudes of the space area in the game space; and

updating the image of the game space.

17. A computer-readable storage medium that includes a program stored therein, wherein when loaded onto an operating device, the program makes the operating device execute a method comprising:

setting a plurality of sample points in a game space;

calculating positions of characters after a prescribed time when the characters keep a present moving situation;

calculating a time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

drawing out, from the plurality of sample points, sample points to which an arrival time is more than or equal to a reference time for determining a space area for any character in any of the character groups, based on the calculated arrival time, the space area being an area not belonging to a power of any of the character groups in the game space;

recognizing the space area in the game space, based on the drawn out sample points;

controlling movements of the characters based on the space area and/or magnitudes of the space area in the game space; and

updating the image of the game space.

18. A game apparatus for executing a game by controlling movements of characters constituting a character group in a game space and by generating an image of the game space, wherein the character group includes a plurality of character groups, the apparatus comprising:

a point setting section for setting a plurality of sample points in the game space;

an inertia calculation section for calculating positions of the characters after a prescribed time when the characters keep a present moving situation;

an arrival time calculation section for calculating the time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

an area recognition section for recognizing an area pertaining to power of each of the character groups, wherein the power of each of the character groups is based on an arrival time of each of the characters in the character group to each character's sample point, from among the calculated arrival time;

a space area recognition section for recognizing, as a space area, an area not belonging to the power of any of the character groups in the game space, based on the recognized area pertaining to the power;

a movement control section for controlling the movements of the characters based on a position of the space area and/or a magnitude of the space area in the game space; and

a generated image display section for displaying the generated display image.

19. A computer-executable storage medium that contains a computer executable program that causes an operating device to receive a data signal embodied in a carrier wave, the data signal causing the operating device to perform a method comprising:

setting a plurality of sample points in a game space;

calculating positions of characters after a prescribed time when the characters keep a present moving situation;

calculating a time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

recognizing an area pertaining to power of each of the character groups, wherein the power of each of the character groups is based on an arrival time of each of the characters in the character group to each character's sample point, from among the calculated arrival time;

recognizing, as a space area, an area not belonging to the power of any of the character groups in the game space, based on the recognized area pertaining to the power;

controlling the movements of the characters based on a position of the space area and/or a magnitude of the space area in the game space; and

updating the image of the game space.

20. A computer-executable storage medium that stores a program, wherein when the program is loaded onto an operating device, the program making the operating device execute a method comprising:

setting a plurality of sample points in a game space;

calculating positions of characters after a prescribed time when the characters keep a present moving situation;

calculating a time for each character to arrive at the set plurality of sample points from the calculated positions as starting points;

recognizing an area pertaining to power of each of the character groups, wherein the power of each of the character groups is based on an arrival time of each of the characters in the character group to each character's sample point, from among the calculated arrival time;

recognizing, as a space area, an area not belonging to the power of any of the character groups in the game space, based on the recognized area pertaining to the power;

controlling the movements of the characters based on a position of the space area and/or a magnitude of the space area in the game space; and

updating the image of the game space.

Assignments (6)
CHANGE OF NAME Recorded Mar 16, 2016
From: BANDAI NAMCO GAMES INC.
To: BANDAI NAMCO ENTERTAINMENT INC.
Reel/Frame 038104/0734 →
CHANGE OF NAME Recorded May 29, 2014
From: NAMCO BANDAI GAMES INC.
To: BANDAI NAMCO GAMES INC.
Reel/Frame 033061/0930 →
CHANGE OF ADDRESS Recorded Nov 15, 2007
From: NAMCO BANDAI GAMES INC.
To: NAMCO BANDAI GAMES INC.
Reel/Frame 020206/0292 →
CHANGE OF ADDRESS Recorded Sep 10, 2007
From: NAMCO BANDAI GAMES INC.
To: NAMCO BANDAI GAMES INC
Reel/Frame 019834/0562 →
CHANGE OF NAME Recorded Jun 15, 2006
From: NAMCO LIMITED/NAMCO LTD.
To: NAMCO BANDAI GAMES INC.
Reel/Frame 017996/0786 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 23, 2004
From: HIRAI, YOSHIAKI
To: NAMCO LTD.
Reel/Frame 015078/0789 →