US20030195039A1

Processing collisions between digitally represented mobile objects and free form dynamically created electronic ink

Claim Score by NHIP

Read claim 15, the broadest

Abstract

A computer user enters free-form electronic ink at run-time of an application program for manipulating the trajectories of mobile objects within the application program. Collisions between mobile objects and ink are processed by determining a collision angle that bisects a first and last intersecting point along a periphery of the first object. After the collision, the first object moves away from the ink as if the first object collided with a flat surface oriented perpendicular to the collision angle.

US20030195039A1, drawing sheet 1
Sheet 1 of 12

Term

Term ended

Projected expiry passed 13 August 2022, 4.1 years ago.

  1. Priority and filed
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  4. Today

27 claims: 6 independent, 21 dependent

  1. 1
    In a computer system, a method of processing a collision involving a first virtual object and a second virtual object, the method comprising:determining which at least one point has collided with a free form shape of the second object, wherein the free-form shape is dynamically defined at run time;based on the at least one point that has collided with the second object, determining a collision angle;based on the collision angle, causing the first object to move away from the second object after the collision as if the first object collided with a collision surface that is perpendicular to the collision angle.
  2. 9
    A computer-readable medium containing computer-executable instructions for processing a collision involving a digitally represented ball and electronic ink, wherein a free form shape of the ink is dynamically defined at run time, the method comprising:determining which one or more points, along a circumference of the ball, have collided with the ink;based on the one or more points that have collided with the ink, determining a collision angle;and based on the collision angle, causing the ball to move away from the ink after the collision as if the ball collided with ink oriented perpendicular to the collision angle.
  3. 14
    The computer readable medium of 12 , wherein causing the ball to move away from the ink after the collision comprises:rotating the ball's velocity vector in a first direction by an amount that would make the ink-collision orientation horizontal;negating a y component value of the ball's velocity vector;and rotating the ball's velocity vector by an inverse of the amount that would make the ink-collision orientation horizontal.
  4. 15
    Broadest claimClaim Score 93, very broad(NHIP)The computer readable medium of 9 , wherein the free form shape of the ink is dynamically defined at run time based on a user's handwritten ink strokes.
  5. 16
    An ink-based computer game comprising:colored balls;a plurality of game boards having tiles, wherein each tile can be a floor tile, a wall tile, or a drain;and free form handwritten electronic ink entered by a user while playing the game, wherein the balls bounce off of other balls, wall tiles, and the electronic ink and go through drainpipes in the game boards.
  6. 22
    A computer system including an application program that uses an ink API, which provides services for capturing, storing, and displaying ink entered by a user, the system comprising:an input device for entering free form handwritten electronic ink;and an ink-based computer application program that includes a collision processing module that requests information from the ink API about whether free form ink, entered by a user at run time of the application program, exists at locations occupied by one or more selected mobile application-program objects, and causes a change to a trajectory of at least one of the selected mobile application-program objects, based on how the locations of the mobile application-program objects overlap with the free form ink.