Reactive emitters of a video game effect based on intersection of coverage and detection zones
A reactive emitter associated with an object in a video game emits an asset in response to a secondary effect of an activity that occurs in the video game within a vicinity of the object.
1. A method of outputting an asset and exhibiting a simulated physical effect in a video game being played by a user, comprising:
assigning a coverage zone to a secondary effect of an activity in the video game, the secondary effect simulating a force caused by the activity;
assigning a detection zone to an object in the video game;
determining the coverage zone intersects with the detection zone;
determining a magnitude of the intersection;
assigning a payload to an asset dependent at least partially on the magnitude of the intersection and at least partially on a factor from the group consisting of activity type and object type, the asset corresponding to a simulated physical effect of the simulated force acting on the object;
causing the object to emit the asset based on the intersection of the coverage zone and the detection zone, and
exhibiting the simulated physical effect perceivable by the user playing the video game.
2. The method of claim 1 , wherein the asset is an audio asset.
3. The method of claim 2 , wherein the detection zone is substantially spherical and is defined by a detection radius.
4. The method of claim 3 , wherein the activity is an explosion.
5. The method of claim 1 , wherein assigning the payload to the asset further comprises assigning a value to a property of the asset from the group consisting of pitch, volume, duration, frequency.
6. The method of claim 3 , wherein the coverage zone is substantially spherical and is defined by a coverage radius.
7. The method of claim 2 , wherein the coverage zone is substantially spherical and is defined by a coverage radius.
8. The method of claim 2 , wherein the activity is an explosion.
9. The method of claim 1 , wherein the detection zone is substantially spherical and is defined by a detection radius.
10. The method of claim 9 , wherein the coverage zone is substantially spherical and is defined by a coverage radius.
11. The method of claim 1 , wherein the coverage zone is substantially spherical and is defined by a coverage radius.
12. The method of claim 1 , wherein the activity is an explosion.
13. A method of outputting an asset and exhibiting a simulated physical effect in a video game being played by a user, comprising:
assigning a coverage zone to a secondary effect of an activity in the video game, the secondary effect simulating a force caused by the activity;
assigning a detection zone to an object in the video game;
determining the coverage zone intersects with the detection zone;
determining a magnitude of the intersection;
assigning a payload to the asset dependent at least partially on the magnitude of the intersection and at least partially on a factor from the group consisting of activity type and object type, the asset corresponding to a simulated physical effect of the simulated force acting on the object;
causing the object to emit the asset based on the intersection of the coverage zone and the detection zone; and
exhibiting the simulated physical effect perceivable by the user playing the video game.
14. The method of claim 13 , wherein assigning the payload to the asset further comprises assigning a value to a property of the asset from the group consisting of pitch, volume, duration, frequency.