Methods for using touch-screens to simulate balancing and manipulation of curved object during gameplay
    1.
    发明授权
    Methods for using touch-screens to simulate balancing and manipulation of curved object during gameplay 有权
    在游戏过程中使用触摸屏来模拟曲线对象的平衡和操纵的方法

    公开(公告)号:US09468845B2

    公开(公告)日:2016-10-18

    申请号:US14259125

    申请日:2014-04-22

    申请人: Zynga Inc.

    IPC分类号: A63F13/42 A63F13/2145

    CPC分类号: A63F13/2145 A63F13/42

    摘要: Methods and computer programs include associating a three-dimensional collider component and a rigid body component to a two-dimensional game object used in the game play. The three-dimensional collider component and the rigid body component define a plurality of physics attributes to enable control of physical behavior of the game object. A second three-dimensional collider component is associated with a game cursor that is used for providing user input to the gameplay. The game cursor is defined as a two-dimensional object with at least a portion of the game cursor having a spherical contour. User input is detected at a touch screen interface of a computing device that is rendering the gameplay. The user input causes the spherical contour of the game cursor to control movement of the game object within the game scene of the gameplay, the movement being adjusted in accordance to physics attributes of the game object.

    摘要翻译: 方法和计算机程序包括将三维对照组件和刚体组件与游戏中使用的二维游戏对象相关联。 三维对照组件和刚体组件定义了多个物理属性,以便能够控制游戏对象的物理行为。 第二个三维对照组件与游戏光标相关联,游戏光标用于提供用户对游戏的输入。 游戏光标被定义为具有游戏光标的至少一部分具有球形轮廓的二维对象。 在渲染游戏的计算设备的触摸屏界面处检测到用户输入。 用户输入使得游戏光标的球形轮廓控制游戏对象在游戏场景中的移动,根据游戏对象的物理属性调整移动。

    Methods for Using Touch-Screens to Simulate Balancing and Manipulation of Curved Object During Gameplay
    2.
    发明申请
    Methods for Using Touch-Screens to Simulate Balancing and Manipulation of Curved Object During Gameplay 有权
    触摸屏在游戏过程中模拟曲线对象平衡和操纵的方法

    公开(公告)号:US20150297987A1

    公开(公告)日:2015-10-22

    申请号:US14259125

    申请日:2014-04-22

    申请人: Zynga Inc.

    IPC分类号: A63F13/2145 A63F13/42

    CPC分类号: A63F13/2145 A63F13/42

    摘要: Methods and computer programs include associating a three-dimensional collider component and a rigid body component to a two-dimensional game object used in the game play. The three-dimensional collider component and the rigid body component define a plurality of physics attributes to enable control of physical behavior of the game object. A second three-dimensional collider component is associated with a game cursor that is used for providing user input to the gameplay. The game cursor is defined as a two-dimensional object with at least a portion of the game cursor having a spherical contour. User input is detected at a touch screen interface of a computing device that is rendering the gameplay. The user input causes the spherical contour of the game cursor to control movement of the game object within the game scene of the gameplay, the movement being adjusted in accordance to physics attributes of the game object.

    摘要翻译: 方法和计算机程序包括将三维对照组件和刚体组件与游戏中使用的二维游戏对象相关联。 三维对照组件和刚体组件定义了多个物理属性,以便能够控制游戏对象的物理行为。 第二个三维对照组件与游戏光标相关联,游戏光标用于提供用户对游戏的输入。 游戏光标被定义为具有游戏光标的至少一部分具有球形轮廓的二维对象。 在渲染游戏的计算设备的触摸屏界面处检测到用户输入。 用户输入使得游戏光标的球形轮廓控制游戏对象在游戏场景中的移动,根据游戏对象的物理属性调整移动。

    SEQUENCING AND LOCATIONS OF SELECTED VIRTUAL OBJECTS TO TRIGGER TARGETED GAME ACTIONS
    5.
    发明申请
    SEQUENCING AND LOCATIONS OF SELECTED VIRTUAL OBJECTS TO TRIGGER TARGETED GAME ACTIONS 有权
    选择的虚拟对象的序列和位置触发特定的游戏行为

    公开(公告)号:US20160067601A1

    公开(公告)日:2016-03-10

    申请号:US14572203

    申请日:2014-12-16

    申请人: Zynga Inc.

    IPC分类号: A63F13/26 A63F13/80 A63F13/67

    摘要: A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a Game Action Trigger Module (GATM) for trigger game actions. The GATM generates a virtual gaming environment comprising a concurrent display of a tile board and a game world separate from the tile board. The GATM receives a selection of a sequence of tile board virtual objects. The GATM identifies a location of a particular tile board virtual object in the selected sequence. The GATM identifies a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence. The GATM applies a game action to the target game world virtual object.

    摘要翻译: 本文描述了用于触发游戏动作的游戏动作触发模块(GATM)的系统,存储指令的机器可读存储介质和计算机实现的方法。 GATM产生虚拟游戏环境,包括瓦片板和与瓦片板分开的游戏世界的并发显示。 GATM接收瓦片板虚拟对象序列的选择。 GATM以所选序列识别特定瓦片板虚拟对象的位置。 GATM基于所选序列中特定瓦片板虚拟对象的位置来识别目标游戏世界虚拟对象。 GATM将游戏动作应用于目标游戏世界虚拟对象。