摘要 |
Video-game display method presents a ball by four points (P, Q, S, T) defining e.g. a square, identified by x, y axis coordinates (P = x1y1, Q - x2y1, S = x1y2, T =x2y2). As well as representing straight wall rebound it can represent rebound from corners or curved surfaces as occurring when only one point P, Q, S, or T strikes an obstacle. Rebound of displayed ball from corners or curved surfaces appears more natural. |