JP2005245858A - ゲームプログラム - Google Patents
ゲームプログラム Download PDFInfo
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- JP2005245858A JP2005245858A JP2004062771A JP2004062771A JP2005245858A JP 2005245858 A JP2005245858 A JP 2005245858A JP 2004062771 A JP2004062771 A JP 2004062771A JP 2004062771 A JP2004062771 A JP 2004062771A JP 2005245858 A JP2005245858 A JP 2005245858A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
Abstract
【解決手段】 タッチパネルの入力座標に応じて、第2の表示画面12aに表示された物体OB1を移動させる。操作対象物体が障害物に当たった時点で、操作対象物体を障害物の直前で停止させる。その後、操作対象物体の表示座標と入力座標との距離が所定値以上となったときに、操作対象物体と指とを結ぶ直線を第2の表示画面12aに表示する。
【選択図】 図3
Description
・タッチパネルが部分的に故障しているのではないか。
・コンピュータの処理速度が指の移動速度に追いつかなかったのではないか。
・位置P1でタッチパネルに対する触り方が弱くなった、または~指を浮かしてしまったのではないか。
・見えない障害物や摩擦があるのではないか。
しかしながら、図12Bの表示画面からは指と物体がずれた原因を特定することはできないため、ゲームとして意図されたものなのか否かでプレイヤは不信感を抱かざるを得ない。これでは、意外性を生み出すことには成功しても、プレイヤの満足は得られない。
ゲーム画像表示制御手段は、プレイヤが移動させることのできる物体画像(OB1)を含むゲーム画像を前記表示画面に表示する。
入力座標検出手段は、前記プレイヤによって前記タッチパネルに対して入力が与えられているとき当該タッチパネルから出力される入力座標を所定間隔で検出する。
操作対象設定手段は、前記入力座標検出手段による検出初期段階の前記入力座標と前記表示画面における前記物体画像の表示座標とが一定の関係を満たしたとき、前記入力座標検出手段によって前記タッチパネルからの入力座標が検出され続けている間、当該物体画像を前記プレイヤの操作対象物体として設定する。
表示座標更新手段は、前記入力座標検出手段によって順次検出される入力座標に応じて前記操作対象物体の表示座標を順次更新する。
表示状態変化手段は、前記入力座標と前記操作対象物体の表示座標とが所定距離だけ離れたとき、当該操作対象物体が前記プレイヤの操作対象として設定されていることを示すように前記ゲーム画像の表示状態を変化させる。
11…第1LCD
11a…第1の表示画面
12…第2LCD
12a…第2の表示画面
13…タッチパネル
14…操作キー
15…スピーカ
16…スタイラス
17…メモリカード
21…CPUコア
22…WRAM
23…第1GPU
23a…第1VRAM
24…第2GPU
24a…第2VRAM
25…I/F回路
26…コネクタ
Claims (6)
- ゲーム画像を表示するための表示画面と当該表示画面を覆うタッチパネルとが電気的に接続されたコンピュータを、
プレイヤが移動させることのできる物体画像を含むゲーム画像を前記表示画面に表示するゲーム画像表示制御手段、
前記プレイヤによって前記タッチパネルに対して入力が与えられているとき当該タッチパネルから出力される入力座標を所定間隔で検出する入力座標検出手段、
前記入力座標検出手段による検出初期段階の前記入力座標と前記表示画面における前記物体画像の表示座標とが一定の関係を満たしたとき、前記入力座標検出手段によって前記タッチパネルからの入力座標が検出され続けている間、当該物体画像を前記プレイヤの操作対象物体として設定する操作対象設定手段、
前記入力座標検出手段によって順次検出される入力座標に応じて前記操作対象物体の表示座標を順次更新する表示座標更新手段、および
前記入力座標と前記操作対象物体の表示座標とが所定距離だけ離れたとき、当該操作対象物体が前記プレイヤの操作対象として設定されていることを示すように前記ゲーム画像の表示状態を変化させる表示状態変化手段、として機能させるためのゲームプログラム。 - 前記コンピュータを、前記操作対象物体の表示座標が所定の条件を満たしたときに当該操作対象物体の表示座標の更新を停止する更新停止手段としてさらに機能させることを特徴とする、請求項1に記載のゲームプログラム。
- 前記表示状態変化手段は、前記入力座標に対応する位置と前記操作対象物体とを結ぶ線を表示するものであることを特徴とする、請求項1に記載のゲームプログラム。
- 前記表示状態変化手段は、前記入力座標に対応する位置と前記操作対象物体とを結ぶ直線上に所定の画像を表示するものであることを特徴とする、請求項1に記載のゲームプログラム。
- 前記表示状態変化手段は、前記操作対象物体の表示態様を変化させるものであることを特徴とする、請求項1に記載のゲームプログラム。
- 前記表示状態変化手段は、前記入力座標と前記操作対象物体の表示座標との距離に応じて前記ゲーム画像の表示状態を変化させるものであることを特徴とする、請求項1に記載のゲームプログラム。
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004062771A JP4574194B2 (ja) | 2004-03-05 | 2004-03-05 | ゲームプログラム |
US11/068,392 US7811169B2 (en) | 2004-03-05 | 2005-03-01 | Game program |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004062771A JP4574194B2 (ja) | 2004-03-05 | 2004-03-05 | ゲームプログラム |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2008224864A Division JP4979659B2 (ja) | 2008-09-02 | 2008-09-02 | ゲームプログラム、ゲーム装置、ゲームシステムおよびゲーム処理方法 |
Publications (2)
Publication Number | Publication Date |
---|---|
JP2005245858A true JP2005245858A (ja) | 2005-09-15 |
JP4574194B2 JP4574194B2 (ja) | 2010-11-04 |
Family
ID=34909285
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2004062771A Expired - Lifetime JP4574194B2 (ja) | 2004-03-05 | 2004-03-05 | ゲームプログラム |
Country Status (2)
Country | Link |
---|---|
US (1) | US7811169B2 (ja) |
JP (1) | JP4574194B2 (ja) |
Families Citing this family (13)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US7056286B2 (en) | 2003-11-12 | 2006-06-06 | Adrian Ravenscroft | Medical device anchor and delivery system |
JP4961112B2 (ja) * | 2005-03-14 | 2012-06-27 | 任天堂株式会社 | ゲームプログラム、ゲーム装置、ゲームシステム、およびゲーム処理方法 |
JP4603931B2 (ja) * | 2005-05-16 | 2010-12-22 | 任天堂株式会社 | オブジェクト移動制御装置およびオブジェクト移動制御プログラム |
US8302969B2 (en) * | 2005-07-07 | 2012-11-06 | Prasanna Gorur Narayana Srinivasa | Inverse chess |
JP5030132B2 (ja) * | 2006-01-17 | 2012-09-19 | 任天堂株式会社 | ゲームプログラムおよびゲーム装置 |
JP4734435B2 (ja) * | 2009-03-23 | 2011-07-27 | 株式会社スクウェア・エニックス | タッチパネル式ディスプレイを持った携帯型ゲーム装置 |
JP5687826B2 (ja) * | 2009-05-29 | 2015-03-25 | 任天堂株式会社 | ゲームプログラムおよびゲーム装置 |
WO2011056981A2 (en) | 2009-11-04 | 2011-05-12 | Nitinol Devices And Components, Inc. | Alternating circumferential bridge stent design and methods for use thereof |
WO2012047308A1 (en) | 2010-10-08 | 2012-04-12 | Nitinol Devices And Components, Inc. | Alternating circumferential bridge stent design and methods for use thereof |
KR101946365B1 (ko) * | 2012-08-20 | 2019-02-11 | 엘지전자 주식회사 | 디스플레이 디바이스 및 그 제어 방법 |
US9891799B2 (en) | 2014-10-28 | 2018-02-13 | Gree, Inc. | Game program, computer control method, and information processing apparatus |
JP6170602B1 (ja) * | 2016-08-31 | 2017-07-26 | 株式会社バンダイ | ゲーム装置、ゲームシステム及びプログラム |
US10297090B2 (en) * | 2017-06-12 | 2019-05-21 | Nintendo Co., Ltd. | Information processing system, apparatus and method for generating an object in a virtual space |
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JP2002000939A (ja) * | 2000-06-19 | 2002-01-08 | Sega Corp | 電子ゲーム装置、その方法及び記憶媒体 |
JP2002136768A (ja) * | 2000-10-31 | 2002-05-14 | Namco Ltd | ゲームシステムおよび情報記憶媒体 |
JP2003274283A (ja) * | 2002-03-14 | 2003-09-26 | Hitachi Kokusai Electric Inc | 映像データ編集方法及び映像データ編集装置 |
JP2004070492A (ja) * | 2002-08-02 | 2004-03-04 | Hitachi Ltd | タッチパネルを備えた表示装置及び情報処理方法 |
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JP3289072B2 (ja) | 1993-12-22 | 2002-06-04 | 株式会社セガ | ベクトル入力装置 |
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KR100327209B1 (ko) * | 1998-05-12 | 2002-04-17 | 윤종용 | 첨펜의자취를이용한소프트웨어키보드시스템및그에따른키코드인식방법 |
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-
2004
- 2004-03-05 JP JP2004062771A patent/JP4574194B2/ja not_active Expired - Lifetime
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2005
- 2005-03-01 US US11/068,392 patent/US7811169B2/en active Active
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2002000939A (ja) * | 2000-06-19 | 2002-01-08 | Sega Corp | 電子ゲーム装置、その方法及び記憶媒体 |
JP2002136768A (ja) * | 2000-10-31 | 2002-05-14 | Namco Ltd | ゲームシステムおよび情報記憶媒体 |
JP2003274283A (ja) * | 2002-03-14 | 2003-09-26 | Hitachi Kokusai Electric Inc | 映像データ編集方法及び映像データ編集装置 |
JP2004070492A (ja) * | 2002-08-02 | 2004-03-04 | Hitachi Ltd | タッチパネルを備えた表示装置及び情報処理方法 |
Also Published As
Publication number | Publication date |
---|---|
JP4574194B2 (ja) | 2010-11-04 |
US20050197186A1 (en) | 2005-09-08 |
US7811169B2 (en) | 2010-10-12 |
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