Video game program, video game device, and video game control method
Abstract
An object is to realize that an object is caused to move based on the acceleration data detected by an acceleration sensor when a controller is moved and the controller is caused to vibrate by a vibration mechanism when the moved object makes contact with another object. In the present game program, velocity magnitude data of a controller and velocity magnitude data of an object are calculated based on acceleration data and time interval data, both of which are recognized by a control unit. Then, it is judged by the control unit whether or not the coordinate data within the display range of a moving bat character corresponds to the coordinate data within the display range of a ball character. Next, vibration control data for controlling vibration of the controller is calculated by the control unit depending on the velocity of the bat. Accordingly, a command for outputting the vibration control data to the controller is issued by the control unit.
Claims
exact text as granted — not AI-modified1 . A computer readable medium storing a computer program for a video game, the computer program comprising:
code for recognizing acceleration of an input unit; code for recognizing time duration of the acceleration; code for calculating speed of the input unit on the basis of the acceleration and the time duration; code for calculating first speed of a first object having a first range, on the basis of the speed of the input device; code for displaying the first object moving at the first speed of the first object and a second object having a second range, on the image display unit; code for judging whether or not the first range at least partially overlaps with the second range; and code for vibrating the input unit on the basis of the speed of the first object, if the first range at least partially overlaps the second range.
2 . The computer readable medium according to claim 1 , the computer program further comprising
code for displaying the second object moving at second speed on the image display unit, and code for controlling the vibration of the input unit on the basis of the speed of the first object and the second speed of the second object.
3 . The computer readable medium according to claim 1 , the computer program further comprising
code for recognizing at least one of first hardness of the first object and second hardness of the second object, the first hardness and the second hardness being predetermined, and code for controlling the vibration of the input device on the basis of at least one of the first hardness and the second hardness.
4 . The computer readable medium according to claim 1 , the computer program further comprising
code for displaying the second object moving at the second speed on the image display unit; and code for recognizing at least one of first hardness of the first object and second hardness of the second object, and code for controlling the vibration of the input unit on the basis of at least one of the first hardness and the second hardness.
5 . A game device for a video game in which a first and a second objects are displayed, the game device comprising:
an acceleration data recognizing unit configured to recognize acceleration of an input unit; a time duration data recognizing unit configured to recognize time duration of the acceleration; a velocity data calculating unit configured to calculate speed of the input unit on the basis of the acceleration and the time duration; an object moving velocity data calculating unit configured to first speed of a first object having a first range, on the basis of the speed of the input device; an object moving state displaying unit configured to display the first object at the first speed of the first object and a second object having a second range, on the image display unit; an object correspondence judging unit configured to judge whether or not the first range at least partially overlaps with the second range; and a vibration control data issuing unit configured to vibrate the input unit on the basis of the speed of the first object, if the first range at least partially overlaps the second range.
6 . A method for controlling a video game, comprising:
recognizing acceleration of an input unit; recognizing time duration of the acceleration; calculating speed of the input unit on the basis of the acceleration and the time duration; calculating first speed of a first object having a first range, on the basis of the speed of the input device; displaying the first object at the first speed of the first object and a second object having a second range, on the image display unit; judging whether or not the first range at least partially overlaps with the second range; and vibrating the input unit on the basis of the speed of the first object, if the first range at least partially overlaps the second range.Join the waitlist — get patent alerts
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