Game Screen Rotation with Dual Collision Data Sets
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Solution Overview
Problem
Conventional game software programs face complications in hit determination after rotating the game screen, as the action of the player object reverses upon full rotation, leading to incorrect collision detection and complex determination processes.
Innovation Solution
A game program and apparatus that rotate the game screen by generating and displaying a second field based on pre-defined area data after rotation, allowing for easy hit determination by maintaining consistent object attributes and contact processes before and after rotation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the whole field is rotated when the player object reaches a predetermined position, then the entry to the next field becomes accessible, but the hit determination becomes complicated and incorrect actions occur
Solution Approach 1:
The patent pre-defines object attributes before rotation occurs. Each object is assigned attributes that describe its state prior to rotation, allowing the system to maintain correct hit determination logic without needing to re-evaluate object states after rotation. This preliminary preparation eliminates the need for complex post-rotation attribute transformation.
Solution Approach 2:
The patent creates a copy of the field state before rotation by storing pre-rotation object attributes. This copied state allows the system to maintain consistent hit determination logic while the visual field rotates, avoiding the need to re-calculate collisions based on rotated coordinates.
2Adaptability or versatility
If the field is rotated through 180 degrees, then the player can access new areas, but the player object's action on objects becomes reversed
Solution Approach 1:
The patent stores object attributes in a pre-rotation state before any rotation occurs. This preliminary storage ensures that when hit determination is performed, the system uses the original, unrotated object attributes, preventing any reversal or distortion of player-object interaction logic even after the field has rotated 180 degrees.
Solution Approach 2:
The patent introduces an intermediary data structure that separates the visual rotation display from the logical object attributes. This intermediary layer allows the field to rotate visually while maintaining stable, unrotated object attributes for hit determination, thus preserving interaction accuracy.
3Reliability
If hit determination is changed between before and after rotation, then correct collision detection is achieved, but the determination process becomes more complicated
Solution Approach 1:
The patent performs all necessary hit determination preparations before rotation by pre-defining object attributes. This eliminates the need to perform complex attribute transformations during or after rotation, as all collision data is already prepared in the correct reference frame.
Solution Approach 2:
The patent changes the parameter storage approach by storing object attributes in their pre-rotation state rather than transforming them during rotation. This parameter change strategy simplifies hit determination by maintaining a consistent reference frame for all collision calculations regardless of visual rotation.
Data Source
AI summary
When there is an instruction for rotation during a game in a first field, a CPU core of a game apparatus obtains central coordinates in a second field after the rotation and coordinates (central coordinates) of a player object and BG object in steps S53 and S55. Then, the CPU core executes a rotation process in a hardware calculation circuit, for example, in steps S57 to S61. When detecting end of the rotation in a step S63, the CPU core executes a map switch process in a step S65. In the map switch process, the CPU core generates a second field according to second area data. Then, after generating the second field, the CPU core makes a hit determination according to the second area data in a step S7, for example.


