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:
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:
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:
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:
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.