JP5736407B2 - Game program and game device - Google Patents

Game program and game device Download PDF

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JP5736407B2
JP5736407B2 JP2013085486A JP2013085486A JP5736407B2 JP 5736407 B2 JP5736407 B2 JP 5736407B2 JP 2013085486 A JP2013085486 A JP 2013085486A JP 2013085486 A JP2013085486 A JP 2013085486A JP 5736407 B2 JP5736407 B2 JP 5736407B2
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contact
movement
ball
game
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JP2013176573A (en
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智 宇野
智 宇野
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株式会社コナミデジタルエンタテインメント
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Description

The present invention relates to a game program, and more particularly to a game program capable of executing a game by bringing an instruction means into contact with a contact input type image display unit. In addition, about this game program into an executable game equipment.

  Conventionally, various video games have been proposed. These video games are executed in a game device. For example, a general game device for home use has a monitor, a game device main body separate from the monitor, and an input device such as a controller separate from the game device main body. The controller has a plurality of input buttons.

  The portable game device has a touch panel monitor, a game device body integrated with the monitor, and an input button provided integrally with the game device body.

  In such a game apparatus, the direction of the three-dimensional object can be rotated on the monitor. In particular, in a game device having a touch panel monitor, when a touch pen is brought into contact with the monitor and moved inside a three-dimensional object displayed on the monitor, for example, a sphere, the state of the sphere rotating in conjunction with the movement of the touch pen is: It is displayed on a monitor (see Patent Document 1).

  On the other hand, for example, a baseball game is known as one of the games in which the rotation of a sphere may be considered (see Non-Patent Document 1). In this baseball game, for example, when the player operates the controller, the ball type to be thrown from the pitcher character is set. When a ball throwing course is set and the ball is released from the pitcher character, a state in which the ball moves toward the set pitching course is displayed on the monitor.

JP 2006-122285 A

Jikkyou Powerful Pro Baseball 15, Konami Co., Ltd., July 24, 2008, PlayStation version

  Conventional baseball games have been realized mainly in home game devices. However, with the recent spread of portable game devices, attempts have been made to realize conventional games in portable game devices.

  For example, when a game realized in a home game device is realized in a portable game device, the simplest method is to use the same game specification as that in a home game device as it is. This is realized in the game device. Actually, there are many examples in which a game realized in a home game device is transplanted to a portable game device by this method.

  In this way, when a game of a home game device is ported to a portable game device, although the size of the game device is different, the operation mode of the game executed on both game devices is basically Is the same. For example, when a portable game device has a touch panel, there is a difference that the item selected by the cross button of the controller of the home game device is directly selected on the touch panel in the portable game device. However, the information displayed on the monitors of both game devices and the instruction form based on this information are basically the same. As described above, in the conventional game, even if the main input device of the game device is changed from the controller to the touch panel, the series of operation modes of the game has not been positively using the advantages of the touch panel.

  Here, when it is necessary to rotate the target in the conventional game, the target, for example, the ball displayed on the monitor can be rotated using a touch pen or the like as described above. This function is for visually rotating the ball displayed on the monitor without a sense of incongruity, and is not for instructing any command in the game being executed. For this reason, it is difficult to solve the above problem using this function. For example, in the case of the above-described conventional baseball game, there is no scene in which this function is used in the conventional baseball game because the player does not have to actively rotate the ball on the monitor. In other words, the above problem was not solved.

  The present invention has been made in view of such considerations, and an object of the present invention is to provide a game that can instruct a command in an operation mode that positively uses the advantages of a contact input type monitor. It is to provide.

1) A game program according to an aspect of the present invention provides a computer capable of executing a game accompanied by movement of an object by bringing the instruction unit into contact with an image display unit by contacting the instruction unit with the contact input type image display unit. The coordinate data indicating the touched position is changed to a touch position recognition function for causing the control section to recognize the change of the coordinate data of the touch position accompanying the movement when the instruction means is moved in contact with the image display section. Based on the movement state recognition function for causing the control unit to execute processing for calculating the movement speed data of the contact position, and causing the control unit to recognize the movement speed data as characteristic data for movement speed, A game program for realizing a movement characteristic determination function for determining a movement speed when moving.

  The case where this game program is applied to a game for ball games, for example, a baseball game, will be described as an example. A player can move a real-world baseball pitcher by moving his / her finger in contact with the monitor. It is reproduced. Then, after reproducing the action of the real world pitcher by an operation in a baseball game, the movement speed of the ball determined by the action of the real world pitcher is set by this operation. That is, in this configuration, the moving speed when the object moves can be set by positively using the advantages of the contact input type monitor.

  2) In the above-described configuration, the movement state recognition function further causes the control unit to perform processing for calculating movement distance data of the contact position based on a change in the coordinate data of the contact position, thereby determining the movement characteristic. In the function, it is preferable that the amount of change when the object moves is further determined by causing the control unit to recognize the movement distance data as characteristic data for the movement distance.

  In this configuration, it is possible to set the amount of change when the object moves by actively utilizing the advantages of the contact input type monitor.

  3) In the configuration of 1) or 2) above, the movement state recognition function further causes the control unit to execute processing for calculating acceleration data of the contact position based on a change in coordinate data of the contact position. In the movement characteristic determination function, it is preferable that a deceleration rate when the object moves is further determined by causing the control unit to recognize the acceleration data as characteristic data for movement acceleration.

  In this configuration, it is possible to set the deceleration rate when the object moves by actively utilizing the advantages of the contact input type monitor.

  4) In the configuration of any one of 1) to 3) above, the computer causes the control unit to execute a process of calculating the number of the contact positions based on the coordinate data of the contact positions, whereby the contact is performed. A contact number determination function for determining whether or not there are a plurality of positions, and in the movement state recognition function, the instruction means has moved in a state of being in contact with the image display unit starting from the plurality of contact positions. In some cases, it is preferable to cause the control unit to execute processing for calculating movement speed data of the contact position based on a change in coordinate data of the contact position accompanying the movement.

  A case where the present configuration is applied to a baseball game will be described as an example. The action of a real world pitcher is reproduced in a baseball game by the player sliding an instruction means (for example, two fingers) on the monitor. The ball characteristics (movement speed, amount of change, deceleration rate) can be set at the same time.

  5) In the configuration of 4) above, in the movement state recognition function, a process of calculating movement direction data when the instruction means moves in contact with the image display unit starting from the plurality of contact positions. A movement form data storage function for storing a plurality of movement form data for defining each of a plurality of movement forms when the object moves in the computer, and causing the computer to store the movement form data storage function, and the contact position. Is a plurality of contact positions, the control unit is caused to perform processing for calculating the interval data of the plurality of contact positions, and the control unit recognizes the movement form data corresponding to the interval data, thereby The movement form when the object moves by causing the control unit to recognize the movement form narrowing function for narrowing down the movement form and the movement direction data. A moving mode determination function of a constant, it is preferable to further realize.

  A case where the present configuration is applied to a baseball game will be described as an example. When there are a plurality of instruction means, for example, when a plurality of fingers touch the image display unit, the ball type is determined based on the interval between the plurality of fingers. It is narrowed down. Then, when a plurality of fingers, for example, two fingers move in contact with the image display unit starting from each contact position, the two fingers move so as to correspond to the throwing of the real world baseball. Data on the state is calculated, and based on the calculation result, the ball type is determined. In this way, the action of the player touching the two fingers on the monitor and the action of the player sliding the two fingers on the monitor can reproduce the action of the real world pitcher even in the baseball game. You can also set the ball type at the same time. Thereby, the ball type can be set efficiently. In other words, an operation similar to a series of pitching operations in actual baseball, that is, first holding the ball with a grip according to the type of ball to be thrown and then throwing it toward the batter side (strike zone). Since it can be reproduced on the game, the player can experience a sense of reality that could not be experienced in the conventional game, and can realize a game with excellent sensibility. In other words, in the present invention, the advantage of the contact input type monitor is positively utilized, so that the ball type can be set and thrown in a systematic operation mode.

  6) In the configuration according to any one of 1) to 5) above, the object is displayed as an image using image data on the second screen for setting movement characteristics including the moving speed of the object on the computer. The object display function to display on the screen, and when the contact position is separated from the image display section after the contact position is located at or inside the boundary of the object, or the contact position is located at the boundary or inside of the object Later, when positioned outside the object, an instruction for erasing the second screen and an instruction for displaying the first screen including the object of the moving speed determined by the moving characteristic determining function, A screen switching function for switching the screen from the second screen to the first screen by causing the control unit to issue the screen; It is preferable to realized al.

  With this configuration, the second screen (setting screen) to the first screen (for example, the battle screen) at the timing when the instruction means such as a finger is separated from the image display unit or the instruction means is located outside the object such as a ball. The screen can be switched automatically.

  7) A game apparatus according to another aspect of the present invention is a game apparatus capable of executing a game involving the movement of an object by bringing an instruction unit into contact with a contact input type image display unit, wherein the instruction unit includes: Coordinate data indicating a contact position in contact with the image display unit is detected by a contact position recognition unit that causes the control unit to recognize the position data, and when the instruction unit moves in a state of being in contact with the image display unit, Based on a change in coordinate data, a movement state recognition unit that causes the control unit to execute a process of calculating the movement speed data of the contact position, and causes the control unit to recognize the movement speed data as characteristic data for the movement speed. The moving characteristic determining means for determining the moving speed when the object moves.

  8) A game control method according to another aspect of the present invention is a game control method that allows a computer to control a game involving movement of an object by bringing an instruction means into contact with a contact input type image display unit, Accompanying the movement when the instruction means moves in a state where the instruction means touches the image display section, and the contact position recognition step for causing the control section to recognize coordinate data indicating the contact position where the instruction means has contacted the image display section. Based on the change in the coordinate data of the contact position, a movement state recognition step for causing the control unit to execute processing for calculating the movement speed data of the contact position, and the control unit using the movement speed data as characteristic data for the movement speed. And a movement characteristic determining step for determining a movement speed when the object moves.

  ADVANTAGE OF THE INVENTION According to this invention, the game which can instruct | indicate a command can be provided with the operation form which utilized the advantage of the contact input type image display part positively.

The figure which shows the portable game machine by one Embodiment of this invention. The figure which shows the hardware constitutions of the said portable game machine. The functional block diagram as an example of the said portable game machine. The figure which shows a member setting screen. The figure for demonstrating spherical type data. The figure which shows a battle screen (before release). The figure which shows a contact position when an instruction | indication means contacts a monitor in a ball | bowl type setting screen. The figure for demonstrating the calculation form of interval data. The figure which shows the correspondence of space | interval data and ball | bowl type data. The figure which shows an example of the movement form of an instruction | indication means. The figure which shows the position of the coordinate used for calculation of contact point movement state data. The figure which shows the physical quantity and its definition used for calculation of contact point movement state data. The figure which shows the correspondence of rotation axis data and rotation direction data. The figure which shows the function for the moving speed of a ball | bowl. The figure which shows the function for the rotational speed of a ball | bowl. The figure which shows the function for the deceleration rate of a ball | bowl. The figure which shows a battle | competition screen (after release). Flow for explaining the overall outline of the baseball game The flow which shows the command instruction system for pitching in a baseball game. The flow which shows the command instruction system for pitching in a baseball game.

[Configuration of game device]
FIG. 1 is an external view of a portable game machine 1 as an example of a computer to which a game program according to the present invention can be applied. FIG. 2 is a control block diagram as an example of the portable game machine 1.

  As shown in FIG. 1, the portable game machine 1 mainly includes a main body 2, a liquid crystal monitor unit 3, a basic operation unit 4, a microphone 5, and a speaker 6. The monitor unit 3 is provided in the main body 2 and includes a liquid crystal monitor 3a. Here, for example, the liquid crystal monitor 3a is an electrostatic contact input type monitor, that is, a touch panel type monitor. In the liquid crystal monitor 3a, an electric field is formed on the entire surface of the touch panel. Then, when an instruction means such as a finger or a conductive pen is brought into contact with the surface of the touch panel in this state, the surface charge on the surface of the liquid crystal changes. Then, this change in surface charge is captured, and the position of a finger, pen, etc. on the touch panel is detected. Here, a projection-type touch panel is used, and multi-point simultaneous detection is possible with this touch panel.

  The basic operation unit 4 includes a home button 4a, a volume button 4b, and a sleep button 4c. The home button 4 a is provided at the lower part of the touch panel of the main body 2. When the home button 4a is pressed, the home screen is displayed or the portable game machine 1 returns from the sleep state. The volume button 4 b is provided on the upper side of the main body 2. When the upper part of the volume button 4b is pressed, the volume increases. When the lower part of the volume button 4b is pressed, the volume decreases. The sleep button 4 c is provided on the upper surface of the main body 2. When the sleep button 4c is pressed, the portable game machine 1 enters the sleep state.

  The microphone 5 includes a microphone 5a for sound output and a microphone 5b for sound input. The sound output microphone 5 a is provided on the upper part of the touch panel of the main body 2. Sound is output from the sound output microphone 5a when a game is executed, telephone communication is performed, music is listened to, and the like. The microphone 5 b for sound input is built in the main body 2, and an output port is provided on the lower surface of the main body 2. When performing telephone communication or recording, voice is input from the sound input microphone 5b.

  The speaker 6 is built in the main body 2, and an output port is provided on the lower surface of the main body 2. Sound is output from the speaker 6 when playing a game, listening to music, listening to a recording, or the like. In addition, although the earphone jack etc. are provided in the game machine 1, description is abbreviate | omitted about these.

  As shown in FIG. 2, the portable game machine 1 mainly includes a control unit, that is, a control device 10, a communication unit 16, and a storage device 17. The control device 10 includes a CPU (Central Processing Unit) 11 using a microprocessor, a ROM (Read Only Memory) 12 as a main storage device, a RAM (Random Access Memory) 13, an image processing circuit 14, and a sound processing. Circuit 15. These are connected to each other via a bus 16.

  The CPU 11 interprets instructions from the game program and performs various data processing and control. The ROM 12 stores programs and the like necessary for basic control (for example, startup control) of the game machine 1. The RAM 13 secures a work area for the CPU 11. The image processing circuit 14 controls the monitor unit 3 in accordance with a drawing instruction from the CPU 11, and displays a predetermined image on the liquid crystal monitor 3a. The image processing circuit 14 includes a touch input detection circuit 14a. When an instruction means such as a finger is brought into contact with the touch panel, a contact signal is supplied from the touch input detection circuit 14a to the CPU 11, and the contact position is recognized by the CPU 11. Further, when an instruction means is brought into contact with the touch panel at the position of the object displayed on the liquid crystal panel, an object selection signal is supplied from the touch input detection circuit 14a to the CPU 11, and the object is recognized by the CPU.

  The sound processing circuit 15 generates an analog audio signal corresponding to the sound generation instruction from the CPU 11 and outputs the analog audio signal to the microphone 5a and / or the speaker 6 for sound output. When a sound is input from the sound input microphone 5b, the analog sound signal is converted into a digital sound signal.

  The communication unit 16 has a communication function for data communication at the time of game execution, a communication function for communication as a mobile phone, and the like. The communication function for data communication includes a local wireless network function, an Internet connection function using a wireless LAN, and the like.

  The communication unit 16 includes a communication control circuit 20 and a communication interface 21. The communication control circuit 20 and the communication interface 21 are connected to the CPU 11 via the bus 16. The communication control circuit 20 and the communication interface 21 control and transmit a connection signal for connecting the game machine 1 to the Internet through a local wireless network or a wireless LAN in accordance with a command from the CPU 11. Further, during a telephone call, the communication control circuit 20 and the communication interface 21 control and transmit a connection signal for connecting the game machine 1 to the telephone line in accordance with a command from the CPU 11.

  The storage device 17 is built in the main body 2 and connected to the bus 16. For example, the storage device 17 uses a hard disk, a flash memory drive, or the like as a storage medium.

  Note that an interface circuit is interposed between the bus 16 and each element as necessary, but the illustration thereof is omitted here.

  In the game machine 1 configured as described above, the game program stored in the storage device 17 is loaded, and the loaded game program is executed by the CPU 11, so that the player can play games of various genres on the monitor unit 3. You can play at. In addition, by connecting the game machine 1 to the wireless network via the communication control circuit 20 or connecting to another game machine via a communication cable or the like, data can be exchanged with other game machines. And can play a battle game.

[Outline of various processes in this game system]
The game executed in this game system is, for example, a baseball game. Here, the game program and various data for executing the baseball game are stored in the storage device 17. When the baseball game is executed, the game program and various data are loaded into the RAM 13.

  In the baseball game executed in this way, various commands are instructed by bringing an instruction means such as a player's finger or a touch pen into contact with the touch-panel type liquid crystal monitor unit 3a (hereinafter referred to as the monitor 3a). . FIG. 3 is a functional block diagram for explaining functions that play a major role in the present invention. In the baseball game shown below, the instruction means is described as an example when it is a finger. Further, a case where one frame is 1/60 (sec), for example, will be described as an example.

  The movement form data storage means 50 has a function of storing ball type data for defining each of a plurality of ball types possessed by the pitcher character.

  In this means, ball type data for defining each of a plurality of ball types possessed by the pitcher character is stored in the RAM 13. For example, the pitch of the pitcher character is defined in advance in the game program, and the pitch data corresponding to each pitch is stored in the RAM 13.

  The character display means 51 has a function of displaying the pitcher character and the batter character on the battle screen.

  With this means, the pitcher character and the batter character are displayed on the monitor 3 a using the image data for each character stored in the RAM 13 on the battle screen. For example, here, the pitcher character and the batter character before entering the pitching motion are displayed on the monitor 3a. The image data for each character is stored in the RAM 13.

  The delivery target setting means 52 has a function of setting a ball course. Specifically, the sending target setting means 52 obtains coordinate data indicating the contact position where the finger touches the monitor 3a when the finger touches the monitor 3a when the pitcher character and the batter character are displayed on the battle screen. It has a function to recognize.

  In this means, when the pitcher character and the batter character are displayed on the battle screen, when the finger touches the monitor 3a, the coordinate data indicating the contact position where the finger touches the monitor 3a is recognized by the CPU 11, and the RAM 13 Stored in Here, the coordinate data recognized by the CPU 11 is stored in, for example, the RAM 13. The contact position of the finger indicated by the coordinate data is set as the pitching course of the pitcher character.

  The first screen switching means 53 has a function of switching the screen from the battle screen to the ball type setting screen. Specifically, the first screen switching means 53 has a function of issuing a command for deleting the battle screen and a command for displaying the ball type setting screen when the pitching course is set. Yes.

  In this means, when the pitching course is set, the CPU 11 issues a command for deleting the battle screen and a command for displaying the ball type setting screen. Thereby, the battle screen is deleted from the monitor 3a, and the screen is switched from the battle screen to the ball type setting screen.

  The object display means 54 has a function of displaying a ball image for setting the ball type on the monitor 3a.

  In this means, the ball image for setting the ball type is displayed on the monitor 3a using the image data for the ball. Note that the image data for the ball is stored in the RAM 13.

  The contact position recognizing means 55 has a function of recognizing coordinate data indicating the contact position where the finger has contacted the monitor 3a when at least one finger contacts the monitor 3a.

  In this means, when at least one finger touches the monitor 3a, coordinate data indicating a contact position where the finger touches the monitor 3a is recognized by the CPU 11 and stored in the RAM 13.

  The contact number determination means 56 has a function of determining whether or not the finger has touched the monitor 3a at a plurality of positions. Specifically, the contact number determination means 56 has a function of executing a process of calculating the number of contact positions based on the coordinate data of the contact positions.

  In this means, it is determined whether or not there are a plurality of finger contact positions by causing the CPU 11 to execute a process of calculating the number of contact positions based on the coordinate data of the finger contact positions. For example, when the coordinate data of the finger contact position is recognized by the CPU 11 during a predetermined time, the CPU 11 executes a process of incrementing the data value indicating the number of finger contact positions. When the value of this data is “2” or more during a predetermined time, it is determined that there are a plurality of finger touch positions. On the other hand, when the value of this data is “0” or “1”, it is determined that the number of finger touch positions is not plural. Note that data indicating the number of finger contact positions is stored in the RAM 13.

  The notification image display means 57 has a function of notifying that a plurality of fingers are in contact with the monitor 3a when the finger contacts the monitor 3a at a plurality of positions. Specifically, the notification image display means 57 has a function of executing processing for changing the form and brightness of the image data for the ball when there are a plurality of contact positions.

  In this means, when the finger contacts the monitor 3a at a plurality of positions, the CPU 11 executes processing for changing the form and brightness of the image data for the ball. For example, when the CPU 11 executes a process of enlarging the image data for the ball when there are a plurality of contact positions, the enlarged ball image for setting the ball type is displayed on the monitor 3a. Further, when the CPU 11 executes a process for increasing the brightness of the image data for the ball, a ball image for ball type setting with a high brightness is displayed on the monitor 3a. As described above, when the finger touches the monitor 3a at a plurality of positions, it is notified on the screen that the plurality of fingers touch the monitor 3a by changing the form and brightness of the image data for the ball. .

  The first contact position determination means 58 determines whether or not the contact positions of the plurality of fingers are located at the boundary or inside the ball image for setting the ball type when the finger contacts the monitor 3a at the plurality of positions. It has a function to do. Specifically, the first contact position determination means 58 recognizes the coordinate data of a plurality of contact positions and the coordinate data for defining the boundary and internal area of the ball image for setting the ball type, and these coordinates. A function to compare data is provided.

  In this means, when the finger touches the monitor 3a at a plurality of positions, the coordinate data for the plurality of contact positions and the coordinate data for defining the boundary and the internal area of the ball image for setting the ball type are the CPU 11. Recognized. And the process which compares these coordinate data is performed by CPU11. Thereby, it is determined whether or not a plurality of contact positions are located at the boundary or inside of the ball image for ball type setting.

  The movement form narrowing means 59 has a function of narrowing down the ball type. Specifically, when there are a plurality of contact positions, the movement form narrowing means 59 executes a process of calculating interval data of the plurality of contact positions, and recognizes the ball type data corresponding to the interval data. It has a function to do.

  In this means, when the finger touches the monitor 3a at a plurality of positions and the plurality of fingers are positioned at the boundary or inside the ball image for setting the ball type, a plurality of finger positions are determined based on the coordinate data of the finger contact position. The CPU 11 executes a process for calculating the contact position interval data. Then, the CPU 11 recognizes the ball type data corresponding to the interval data. For example, when there are four types of pitches of a pitcher character: fork, curve, shoot, and straight, if the value of the interval data is larger than a predetermined value, the fork type data is recognized by the CPU 11. The On the other hand, when the value of the interval data is smaller than the predetermined value, the CPU 11 recognizes the ball type data for the curve, the ball type data for the shot, and the ball type data for the straight. In this manner, the ball types are narrowed down based on the coordinate data of the finger contact position.

  The second contact position determination means 60 has a function of determining whether or not a plurality of contact positions are located outside the ball type setting ball image. Specifically, the second contact position determination means 60 uses the coordinate data of the plurality of moving positions and the ball type setting when the finger moves in contact with the monitor 3a starting from the plurality of contact positions. It has a function of recognizing coordinate data for defining the boundary and internal area of the ball image and comparing these coordinate data.

  In this means, when the finger is in contact with the monitor 3a at a plurality of positions and the finger moves on the monitor 3a starting from the plurality of contact positions, the coordinate data of the plurality of moving positions and the ball type The CPU 11 recognizes coordinate data for defining the boundary and internal area of the setting ball image. And the process which compares these coordinate data is performed by CPU11. Thus, it is determined whether or not a plurality of contact positions are located outside the ball image for setting the ball type. Note that the coordinate data of a plurality of contact positions during movement is stored in the RAM 13 for each frame.

  The third contact position determination means 61 has a function of determining whether or not the contact position is separated from the monitor 3a. Specifically, the third contact position determination unit 61 continuously recognizes the coordinate data of the plurality of moving positions when the finger moves in contact with the monitor 3a starting from the plurality of contact positions. It has a function to do.

  In this means, when the finger is in contact with the monitor 3a at a plurality of positions and the finger moves on the monitor 3a starting from the plurality of contact positions, the coordinate data of the plurality of contact positions being moved is stored in the CPU 11. It is recognized continuously. When these coordinate data are not recognized by the CPU 11 for a predetermined time or more, for example, for one frame or more, the CPU 11 determines that the finger is separated from the monitor 3a. On the other hand, while these coordinate data are continuously recognized by the CPU 11, the CPU 11 determines that the finger is in contact with the monitor 3a.

  The contact point movement state recognizing means 62, when the finger is in contact with the monitor 3a at a plurality of positions, when the finger moves on the monitor 3a starting from the plurality of contact positions, the coordinate data of the contact position accompanying the movement. A function of calculating contact point movement state data relating to the movement state of the contact position based on the change is provided.

  In this means, when the finger moves on the monitor 3a starting from the plurality of contact positions in a state where the finger is in contact with the monitor 3a at a plurality of positions, it is based on the change in the coordinate data of the contact position accompanying the movement of the finger. Thus, the CPU 11 executes processing for calculating contact point movement state data relating to the movement state of the contact position.

  For example, when at least one contact position among a plurality of contact positions being moved is located outside the ball or separated from the monitor 3a, based on the change in the coordinate data of the contact position accompanying the movement of the finger The CPU 11 executes processing for calculating contact point movement state data relating to the movement state of the finger contact position. Here, the contact point movement state data includes movement direction data, movement speed data, movement distance data, and acceleration data. Each contact point movement state data is calculated by the CPU 11 based on the coordinate data and time data of the contact position accompanying the movement of the finger. The time data is data indicating the time from the time when the finger contacts the monitor unit 3a to the time when the finger is located outside the ball or the time when the finger is separated from the monitor 3a. The time data is stored in the RAM 13.

  The movement form determination means 63 has a function of determining the ball type. In detail, the movement form determination means 63 has a function of recognizing one type of ball data corresponding to the contact point movement state data.

  With this means, the CPU 11 recognizes one spherical type data corresponding to the contact point movement state data. For example, the CPU 11 recognizes one piece of rotation axis data and rotation direction data corresponding to movement direction data indicating the direction in which the finger has moved. As a result, the ball type is determined. For example, when the pitcher character is throwing to the right and the finger moves in a direction diagonally to the left of the screen, the axis extending in the direction intersecting this direction is recognized by the CPU 11 as the rotation axis data. Then, the CPU 11 recognizes the rotation direction data corresponding to the rotation axis data. Then, in this case, a ball, that is, a curve that rotates from the top to the bottom of the rotation axis extending from the upper left of the screen to the lower right direction of the screen, that is, a curve is set as the ball type. Similarly, when a finger moves in a direction diagonally to the lower right of the screen, a ball rotating from the top to the bottom of the rotation axis extending from the upper right of the screen to the lower left of the screen, that is, a chute is set as the ball type. . Further, when the finger moves in the lower direction of the screen, a ball that rotates from the bottom to the top of the rotation axis extending in the horizontal direction, that is, a straight, is set as the ball type.

  The movement characteristic determination means 64 has a function of determining movement characteristics when the ball moves. Specifically, the movement characteristic determining means 64 has a function of recognizing a plurality of characteristic data relating to each of a plurality of movement characteristics when the ball moves.

  With this means, the CPU 11 recognizes characteristic data relating to each of a plurality of movement characteristics when the ball moves. Specifically, the contact point movement state data relating to the movement state of the finger contact position, for example, movement speed data, movement distance data, and acceleration data is recognized by the CPU 11 as characteristic data for defining each characteristic of the ball. Is done. Here, the moving speed of the released ball is set based on the moving speed data, the amount of change of the released ball is set based on the moving distance data, and the power of the released ball is calculated based on the acceleration data. Set based on. The correspondence relationship between the movement speed data and the movement speed of the ball, the correspondence relationship between the movement distance data and the change amount of the ball, and the correspondence relation between the acceleration data and the power of the ball are defined in advance in the game program. Data for defining each correspondence relationship is stored in the RAM 13.

  The second screen switching means 65 has a function of switching the screen from the ball type setting screen to the battle screen. Specifically, the second screen switching means 65 has a function of issuing a command for deleting the ball type setting screen and a command for displaying the battle screen after the ball type and characteristics are set. I have.

  In this means, after the ball type and characteristics are set, the CPU 11 issues a command for deleting the ball type setting screen and a command for displaying the battle screen. Thereby, the ball type setting screen is deleted from the monitor 3a, and the screen is switched from the ball type setting screen to the battle screen.

  The character redisplay unit 66 has a function of redisplaying the pitcher character and the batter character on the battle screen.

  With this means, the pitcher character and the batter character are redisplayed on the monitor 3 a using the image data for each character stored in the RAM 13 on the battle screen. For example, here, a pitcher character performing a pitching motion and a batter character waiting for the ball are displayed on the monitor 3a. The image data for each character is stored in the RAM 13.

  The moving object display means 67 has a function of displaying the ball released from the pitcher character on the battle screen.

  With this means, on the battle screen, the ball released from the pitcher character is displayed on the monitor 3a using the image data for the ball. Here, the CPU 11 executes a process of controlling the ball released from the pitcher character based on the characteristic data. For example, the CPU 11 executes a process for calculating the trajectory of the ball released from the pitcher character based on the moving speed of the ball, the change amount of the ball, and the power of the ball set based on the characteristic data. . Then, the ball moving on the trajectory is displayed on the monitor 3a using the image data for the ball. Note that the trajectory equation for defining the trajectory of the ball is previously defined in the game program and stored in the RAM 13.

[Explanation of pitching instruction system for baseball games]
Next, specific contents of the instruction instruction system for pitchers in a baseball game will be described. The flow shown in FIGS. 18 and 19 will also be described simultaneously. FIG. 19 is a flow for explaining the overall outline of the baseball game, and FIG. 19 is a flow for explaining the system.

  First, when the portable game machine 1 is turned on and the portable game machine 1 is activated, a baseball game program is loaded and stored in the RAM 13 from the storage device 17, for example, a hard disk. At this time, various basic game data necessary for executing the baseball game are simultaneously loaded from the storage device 17 into the RAM 13 and stored (S1).

  For example, the basic game data includes data related to various images for the game space. The data related to various images for the game space includes, for example, stadium model data, player character model data, and various object model data. Further, the basic game data includes position coordinate data for arranging model data for the game space in the game space. In addition, the basic game data includes image data for displaying the model arranged in the game space on the monitor 3a. Further, the basic game data includes other various data used in this system.

  When the above model is placed in the game space at the position indicated by the position coordinate data for the model, the model is taken frame by frame by the virtual camera placed in the game space, and is taken here. The model image data is stored in the RAM 13. Then, the model image is displayed on the monitor 3a using the image data for the model. Instructions for executing these series of processes are instructed from the CPU 11.

  Subsequently, the baseball game program stored in the RAM 13 is executed by the CPU 11 based on the basic game data (S2). Then, the start screen of the baseball game is displayed on the monitor 3a. Then, various setting screens for executing the baseball game are displayed on the monitor 3a. Here, for example, a mode selection screen for selecting a play mode of the baseball game is displayed on the monitor 3a (not shown). A play mode is determined by selecting any one play mode from a plurality of play modes displayed on the mode selection screen (S3). The play mode includes, for example, a battle mode in which a team is selected from 12 teams to enjoy a match of one game, and a pennant mode in which a team is selected from 12 teams to play a pennant race. . The play mode is selected by bringing the finger into contact with the monitor 3a at the position of the battle mode button or pennant mode button.

Subsequently, in the play mode selected on the mode selection screen, various events are executed by the CPU 11 (S4). Various events executed here include, for example, C based on an automatic control program (AI program, Artificial Intelligence Program).
There are events that are automatically controlled by the PU 11 and events that are manually controlled by the player based on input information (signals) that is input when the player touches the monitor 3a with a finger. The player character is controlled by automatically instructing the player character based on an automatic control program (automatic control) or by controlling the player character based on an input signal from the monitor 3a (control). Manual control). Thus, in this baseball game, an event is controlled or an instruction is instructed to the player character in accordance with an instruction from the monitor 3a or an instruction from the automatic control program.

  Note that the automatic control program shown here is included in the baseball game program. Moreover, this automatic control program is a program for automatically controlling the command regarding an event and the command with respect to a player character on behalf of a player. This automatic control program instructs the CPU 11 for various commands according to the play situation. Note that commands corresponding to each play situation are defined in advance in the automatic control program.

  Subsequently, the CPU 11 determines whether or not the selected play mode has ended (S5). Specifically, the CPU 11 determines whether or not a command indicating that the play mode has ended is issued. When the CPU 11 determines that an instruction indicating that the play mode has ended is issued (Yes in S5), the CPU 11 executes a process of storing game continuation data in the RAM 13. When the game continuation data is stored in the RAM 13, a selection screen for selecting whether or not to end the baseball game is displayed on the monitor 3a (S6). Then, on this selection screen, when an item indicating the end of the baseball game is selected by the player touching his / her finger with the monitor 3a (Yes in S6), the CPU 11 performs processing for ending the baseball game. It is executed (S7). On the other hand, when an item indicating the continuation of the baseball game is selected by bringing the player's finger into contact with the monitor 3a on this selection screen (No in S6), the mode selection screen in step 3 (S3) is displayed. And displayed again on the monitor 3a.

  Unless the CPU 11 determines that a command for ending the play mode has been issued (No in S5), various events are repeatedly executed by the CPU 11 in the play mode selected on the mode selection screen (S4).

  Next, the details of the instruction instruction system for pitchers will be described by taking as an example the case where the battle mode is selected as the play mode. In the following, an example is shown in which the automatic control program instructs the player character of the A team who is the first attack and the player instructs the player character of the B team who is the second attack. . In particular, an example in which the player instructs the pitcher character to give a command will be described in detail below.

  When the battle mode is selected on the mode selection screen (S11) and a battle team is selected, a member setting screen for setting a starting member of each team is displayed on the monitor 3a. On this member setting screen, the player character of Team A is selected by the automatic control program, and the player character of Team B is selected by the player (S12). For example, as shown in FIG. 4, a player character at each position desired by the player is selected with a finger from the player list displayed on the monitor 3a. In this state, the selected player character is added to the starting member list by sliding the finger to the starting member list. By repeating this operation, the starting member of Team B is set. In this way, the order of B teams is determined by arranging them from top to bottom in the order desired by the player. In addition, the position and striking order of the player characters of team A are automatically determined by an automatic control program.

  After the starting member is determined, the ability of each character is set. For example, ability data indicating the ability of each player character is defined in advance in the game program and stored in the RAM 13. Then, the ability of each player character is set by causing the CPU 11 to recognize the ability data of each player character stored in the RAM 13.

  For example, in the case of a pitcher character, one of the abilities of the pitcher character is a ball type (held ball) (S13). This ball type is defined using ball type data NK (ID). Here, the symbol “ID” is identification data for identifying the player character. The value assigned to the ID is set individually for each player character. The value assigned to this ID is defined in advance in the game program. Each player character is managed by the CPU 11 based on the ID value.

  For example, as shown in FIG. 5, when the pitch types of the pitcher character are four types of straight, curve, shoot, and fork, four pitch type data NK (ID) are stored for this pitcher character. Be prepared. For example, when the ball type is straight, the numerical value “1” is assigned to the ball type data NK (ID), and when the ball type is a curve, the numerical value “2” is assigned to the ball type data NK (ID). It is done. When the ball type is a shoot, the numerical value “3” is assigned to the ball type data NK (ID), and when the ball type is a fork, the numerical value “4” is assigned to the ball type data NK (ID). It is done. Data indicating the correspondence relationship between the ball type possessed by such a pitcher character and the ball type data NK (ID) is prepared in the RAM 13 (see FIG. 5). Note that at the time of setting a ball type, which will be described later, the CPU 11 recognizes the value of the ball type data NK (ID) to narrow down or set the ball type.

  For example, in the case of a batter character, the batter character is set with an ability such as a meet ability. Here, the size of the meet cursor is changed according to the level of the meet capability. The meat cursor is displayed on the monitor 3a when the player gives an instruction to the batter character. For example, when the batter character's meet ability is higher than the standard value, a meet cursor larger than the standard one is displayed on the monitor 3a (not shown). On the other hand, when the batter character's meet ability is lower than the standard value, a meet cursor smaller than the standard one is displayed on the monitor 3a (not shown).

  Image data for the meet cursor is stored in the RAM 13. When an instruction for displaying the meet cursor on the monitor 3 a is issued from the CPU 11, image data for the meet cursor is read from the RAM 13. Then, the size of the image data is changed based on the data corresponding to the meet ability. Then, the meet cursor is displayed on the monitor 3a (not shown) using the changed image data (including the same size image data).

  In addition, since it aims at giving the detailed description of the command instruction | indication system for pitchers here, the description regarding a batter character is limited to outline description.

  Here, as an example of the ability of the player character, the pitch type of the pitcher character and the meet ability of the batter character are described. As described above, other abilities of the player character are set by causing the CPU 11 to recognize the ability data of each player character stored in the RAM 13.

  When the ability of the player character is set in this manner, the battle screen PT is displayed on the monitor 3a as shown in FIG. 6 (S14). Here, the character image data is read from the RAM 13, and using this image data, the pitcher character before entering the pitching motion, the batter character entering the batting position and taking the batting attitude, and the catcher taking the catching attitude. The character is displayed on the monitor 3a. Further, on this battle screen PT, a rectangular frame image indicating the range of the strike zone is displayed in the vicinity of the batter character, for example, on the side of the batter character using the frame image image data stored in the RAM 13. 3a.

  In this state, when the player touches the monitor 3a to indicate the pitching course, the coordinate data indicating the contact position TC where the finger touches the monitor 3a is recognized by the CPU 11, and the coordinates for the pitching course are used. It is stored in the RAM 13 as data. The position TC indicated by the coordinate data is set as the pitching course of the pitcher character (S15).

  When the pitching course TC is set, the CPU 11 issues a command to switch the screen from the battle screen PT to the ball type setting screen PK. For example, in this case, a command for erasing the battle screen PT and a command for displaying the ball type setting screen PK are issued from the CPU 11. Then, the image data for setting the ball type is read from the RAM 13, and the ball type setting screen is displayed on the monitor 3a (S16). Here, using the image data, as shown in FIG. 7, a ball image KB for setting the ball type is displayed on the monitor 3a.

  In this state, when the player touches the monitor 3a with his / her finger, coordinate data indicating the contact positions CP1 and CP2 at which the finger touches the monitor 3a is recognized by the CPU 11 and stored in the RAM 13 (S17). Then, it is determined whether or not the finger contacts the monitor 3a at two positions (S18). For example, the coordinate data of the finger contact positions CP1 and CP2 for specifying the number of finger contact positions for a predetermined time, for example, for 5 frames, with reference to the time point when the finger contact with the monitor 3a is detected. Is recognized by the CPU 11 and the number of finger contact positions is calculated by the CPU 11. Based on the number of finger contact positions, it is determined whether or not the finger has touched the monitor 3a at two positions.

  More specifically, when the player touches the monitor 3a with two fingers, the contact number data SI indicating the number of finger touch positions is incremented when the first finger touches the monitor 3a. The Thereby, the contact number data SI is rewritten from “0” to “1”. When the second finger contacts the monitor 3a, the contact number data SI is further incremented. Thereby, the contact number data SI is rewritten from “1” to “2”. In this way, the CPU 11 executes a process of calculating the number of contact positions touched by the finger, that is, the contact number data SI. Note that, when the player touches the monitor 3a with three or more fingers, similarly, the value of the contact number data SI is sequentially incremented.

  Here, the CPU 11 counts the number of frames with reference to the time when the first finger contacts the monitor 3a. When the number of frames reaches 5, the calculation of the contact number data SI is stopped by the CPU 11. The contact number data SI at this time is recognized by the CPU 11 as the final contact number data SI and stored in the RAM 13.

  In the present embodiment, since the contact position is detected for each frame, it is extremely difficult for the plurality of fingers to contact the monitor 3a at the same time when the player makes a plurality of fingers contact the monitor 3a. It is rare. That is, a delicate time lag occurs between the time when the first finger contacts the monitor 3a and the time when the other finger contacts the monitor 3a. Here, focusing on this point, the number of finger contact positions is calculated.

  When the contact number data SI is calculated by the CPU 11 in this way, the CPU 11 executes a process for determining whether or not the value of the contact number data SI stored in the RAM 13 is “2”. When the value of the contact number data SI is “2” (Yes in S18), it is determined that the number of finger touch positions is two. That is, in this case, it is determined that there are two fingers in contact with the monitor 3a.

  Then, an image notifying that two fingers have contacted the monitor 3a is provided on the monitor 3a (S19). For example, when two fingers come into contact with the monitor 3a, the CPU 11 executes a process of enlarging the image data for the ball stored in the RAM 13. The CPU 11 executes processing for increasing the brightness of the image data for the ball. Then, the image data for the ball whose form and brightness are emphasized are stored in the RAM 13 as image data for notification. Then, the ball image in which the form and the brightness are emphasized is displayed on the monitor 3a using the image data for notification. The ball image notifies the monitor 3a that two fingers have come into contact with the monitor 3a.

  In order to change the form and brightness of the ball image, ratio data for form and ratio data for brightness are required. These ratio data are defined in advance in the game program, and this ratio data is stored in the RAM 13. Then, for example, by causing the CPU 11 to execute a process of multiplying each ratio data by the diameter of the ball image and the brightness of the ball image, the form and brightness of the ball image are changed.

  Here, when one finger or three or more fingers touch the monitor 3a (No in S18), the notification image is not displayed on the monitor 3a, and the process of step 17 (S17) is executed again.

  Subsequently, it is determined whether or not the two fingers are positioned at the boundary or inside of the ball image (S20). For example, the CPU 11 recognizes the coordinate data (two coordinate data) of the contact positions CP1 and CP2 of two fingers and the coordinate data for defining the boundary and the internal area of the ball image KB for setting the ball type. The And the process which compares these coordinate data is performed by CPU11.

  Here, for example, the range of the ball image KB for setting the ball type, that is, the boundary and the inner area of the ball image KB for setting the ball type are the coordinate data of the center of the ball image KB for setting the ball type and the ball type setting And the radius data of the ball image KB. In other words, by causing the CPU 11 to recognize the coordinate data of the center of the ball image KB for setting the ball type and the radius data of the ball image KB for setting the ball type, the boundary and the inside of the ball image KB for setting the ball type Area coordinate data is detected.

  Then, the CPU 11 determines whether or not the coordinate data of the contact positions CP1 and CP2 of the two fingers respectively coincides with any one coordinate data of the boundary of the ball image KB for setting the ball type and the coordinate data of the internal region. It is judged by. Then, when the coordinate data of the contact positions CP1 and CP2 of the two fingers coincides with any one of the coordinate data of the boundary and the internal area of the ball image KB for setting the ball type (Yes in S20). It is determined that the two fingers are located at the boundary or inside of the ball image.

  When the two fingers are located at the boundary or inside of the ball image (Yes in S20), the CPU 11 executes a process of narrowing down the ball type released from the pitcher character (S21). For example, in this case, as shown in FIG. 8, first, processing for calculating the interval data L between the two finger contact positions CP1 and CP2 based on the coordinate data of the two finger contact positions CP1 and CP2 is performed. , Executed by the CPU 11. Then, the ball type data NK (ID) corresponding to the interval data L is stored in the CPU 11 based on a correspondence table showing the correspondence between the interval data L and the ball type data NK (ID) as shown in FIG. Be recognized. This correspondence table is stored in the RAM 13.

  More specifically, when the pitch types possessed by the pitcher character are four types of forks, curves, shoots, and straights, the value of the interval data L is a predetermined value, for example, as shown in FIGS. When the value is “2 (cm)” or more, the numerical value “4” is recognized by the CPU 11 as the value of the ball type data NK (ID). When the value of the interval data L is less than a predetermined value, for example, “2 (cm)”, the numerical value “1”, the numerical value “2”, and the numerical value “3” are the values of the ball type data NK (ID). As recognized by the CPU 11. In this way, the ball types are narrowed down by setting the value of the ball type data NK (ID) according to the interval between the fingers touching the monitor 3a, for example, the value of the interval data L.

  Here, when the coordinate data of the contact positions CP1 and CP2 of the two fingers does not match any one of the coordinate data of the boundary of the ball image KB for setting the type of ball and the coordinate data of the internal region (S20) No), it is determined that two fingers are located outside the ball image. In this case, the process of step 17 (S17) is re-executed.

  Subsequently, it is determined whether or not the player has moved the two fingers on the monitor 3a while the two fingers are in contact with the monitor 3a. That is, the CPU 11 determines whether or not the coordinate data indicating the two contact positions has changed (S22). Here, when the two fingers have not moved on the monitor 3a for a predetermined time, for example, 60 frames (No in S22), the process of step 17 (S17) is re-executed.

  On the other hand, as shown in FIG. 10, when the player moves two fingers on the monitor 3a with the two fingers in contact with the monitor 3a (Yes in S22), the moving 2 The coordinate data of the finger touch positions CP1 and CP2 are continuously recognized by the CPU 11 and stored in the RAM 13. Here, for example, the coordinate data of the contact positions CP1 and CP2 of the two fingers being moved is recognized by the CPU 11 and stored in the RAM 13 for each frame.

  When the player moves two fingers on the monitor 3a, a process for determining whether or not the two fingers positioned at or in the boundary or inside the ball image KB for setting the ball type are separated from the monitor 3a. Is executed by the CPU 11 every predetermined time (monitoring time) (S23). Here, for example, the coordinate data of the contact positions CP1 and CP2 of two moving fingers is monitored by the CPU 11 for each frame. When the coordinate data of at least one of the touch positions CP1 and CP2 of the two fingers being moved is not recognized by the CPU 11 for a predetermined time or more, for example, for one frame or more Then, it is determined that the finger is separated from the monitor 3a (Yes in S23). On the other hand, while the coordinate data is recognized by the CPU 11 for each frame, it is determined that the finger is in contact with the monitor 3a (No in S23).

  In addition, when the player moves two fingers on the monitor 3a, the process of determining whether or not the two fingers are located outside the ball type setting ball image KB is performed for each frame. This is executed by the CPU 11 (S24). Here, for example, the CPU 11 executes a process of comparing the coordinate data of the contact positions CP1 and CP2 of the two moving fingers with the coordinate data of the boundary and the internal area of the ball image KB for setting the ball type. The

  For example, whether or not the coordinate data of the contact positions CP1 and CP2 of the two fingers that are moving match the coordinate data of either the boundary of the ball image KB for setting the ball type or the coordinate data of the internal region. Is determined by the CPU 11. Then, if the coordinate data of the contact positions CP1 and CP2 of the two fingers being moved coincides with the coordinate data of either the boundary of the ball image KB for setting the ball type or the coordinate data of the internal region, the movement It is determined that the two fingers inside are located at the boundary or inside of the ball image (Yes in S24). Here, when the two moving fingers are located at the boundary or inside of the ball image (Yes in S24), the process of step 22 (S22) is executed again.

  On the other hand, at least one of the coordinate data of the contact positions CP1 and CP2 of the two moving fingers becomes one coordinate data of the boundary of the ball image KB for setting the ball type and the coordinate data of the internal region. If they do not match, it is determined that the two moving fingers are located outside the ball image (No in S24).

  Subsequently, when the player moves two fingers on the monitor 3a, at least one of the contact positions CP1 and CP2 of the two moving fingers is separated from the monitor 3a. In the case (Yes in S23) or when located outside the ball (No in S24), the CPU 11 executes a process of calculating the contact point movement state data D relating to the movement state of the finger contact position (S25).

  The contact point movement state data D includes movement direction data D1, movement speed data D2, movement distance data D3, and acceleration data D4. The contact point movement state data D1, D2, D3, and D4 are calculated by the CPU 11 based on the coordinate data and time data T1 and T2 of the contact positions CP1 and CP2 accompanying the movement of the finger.

  For example, the coordinate data for calculating the contact point movement state data D includes the first coordinate data at the time when it is determined that two fingers are in contact with the monitor 3a, and the contact positions CP1 and CP2 of the two fingers. The second coordinate data at the time when at least one of these is separated from the monitor 3a or when it is located outside the ball is used. The time data when calculating the contact point movement state data D includes the first time data at the time when it is determined that two fingers are in contact with the monitor 3a, and the contact positions CP1 and CP2 of the two fingers. The second time data at the time when at least one of these is separated from the monitor 3a or located outside the ball is used. These coordinate data and time data are stored in the RAM 13.

  Specifically, as shown in FIG. 11, the calculation of the contact point movement state data D indicates the midpoint CPM of the two fingers CP1 and CP2 at the time when it is determined that the two fingers are in contact with the monitor 3a. Coordinate data, that is, coordinate data indicating the midpoint between the two contact positions at the time when it is determined that the second finger has touched the monitor 3a is used as the first coordinate data. Further, in the calculation of the contact point movement state data D, when one of the contact positions CP1 and CP2 of the two fingers is separated from the monitor 3a or positioned outside the ball, Coordinate data indicating the midpoint CPM ′ is used as the second coordinate data. That is, in the calculation of the contact point movement state data D, two contact positions CP1 at the time when one of the contact positions CP1 and CP2 of the two fingers is separated from the monitor 3a or when it is located outside the ball. , CP2 is used as the second coordinate data. FIG. 11 shows an example in which one of the contact positions CP1 and CP2 of two fingers is located outside the ball.

  Further, in the calculation of the contact point movement state data D, time data at the time when it is determined that two fingers are in contact with the monitor 3a, that is, time data at which it is determined that the second finger is in contact with the monitor 3a. Are used as the first time data. In addition, time data at the time when one of the contact positions CP1 and CP2 of the two fingers is separated from the monitor 3a or when it is located outside the ball is used as the second time data in the calculation. .

  Then, based on the first position CPM indicated by the first coordinate data and the second position CPM ′ indicated by the second coordinate data, movement direction data indicating the direction in which the two fingers have moved, for example, angle data D1, The calculation process is executed by the CPU 11. Here, for example, with the center of the ball image KB for setting the ball type as the origin, the longitudinal direction of the game device (ex. Direction toward the microphone 5a for sound output) is defined as the Y axis, and is orthogonal to the Y axis. When the direction is defined as the X axis, the angle data D1 indicating the angle from the Y axis is calculated by the CPU 11 (see FIG. 12). Then, this angle data D1 is recognized by the CPU 11 as movement direction data indicating the direction when two fingers move on the monitor 3a, and stored in the RAM 13. Here, the angle data D1 is calculated using, for example, a trigonometric function.

  Also, as shown in FIG. 12, the first position CPM and the second position CPM ′ are connected based on the first position CPM indicated by the first coordinate data and the second position CPM ′ indicated by the second coordinate data. The length L1 of the line segment is calculated by the CPU 11. Then, this calculation result is recognized by the CPU 11 as movement distance data D3 indicating the distance when the two fingers have moved on the monitor 3a and stored in the RAM 13. The elapsed time (T2-T1) from the first time T1 to the second time T2 is calculated by the CPU 11 based on the first time T1 indicated by the first time data and the second time T2 indicated by the second time data. Is done. Then, the CPU 11 executes a process of dividing the length L1 of the line segment by the elapsed time (T2-T1). Then, the calculation result is recognized by the CPU 11 and stored in the RAM 13 as the moving speed data D2 indicating the speed when the two fingers move on the monitor 3a. Further, the CPU 11 executes a process of dividing the length L1 of the line segment by the square of the elapsed time (T2-T1). Then, this calculation result is recognized by the CPU 11 as acceleration data D4 indicating acceleration when two fingers move on the monitor 3a, and stored in the RAM 13.

  Subsequently, the ball type is set based on the contact point movement state data D (S26). For example, the ball type of the ball is set by causing the CPU 11 to execute a process of setting the rotation axis and the rotation direction of the ball based on the movement direction data D1 included in the contact point movement state data D.

  More specifically, when the pitcher character is throwing to the right, as shown in FIG. 10, when the player moves his / her finger in the diagonally lower left direction of the screen, the direction intersects as shown in FIG. The axis J2 extending in the direction, that is, the axis J2 intersecting the axis J1 in the direction indicated by the movement direction data D1 (angle data) is set as the rotation axis J2 of the ball. Here, angle data D1 '(= D1) of the axis J2 orthogonal to the axis J1 in the direction indicated by the movement direction data D1 is set as the rotation axis data of the ball.

  Then, the rotation direction data D10 corresponding to the rotation axis data D1 'is set by the CPU 11. The rotation direction data D10 is for defining the rotation direction of the ball. A predetermined value is assigned by the CPU 11 to the rotation direction data D10. Here, the predetermined value assigned to the rotation direction data D10 is set based on the rotation axis data D1 '.

  For example, when the value of the rotation axis data D1 ′ is “greater than α (degrees) and less than 90 (degrees)” clockwise with respect to the X axis, a numerical value “2” is set in the rotation direction data D10 by the CPU 11. Assigned. Then, the rotation direction of the ball is determined based on the value of the rotation direction data D10. For example, in this case, when the axis of the rotation axis J2 extending from the second quadrant to the fourth quadrant is viewed from the fourth quadrant side, the clockwise rotation direction is set as the rotation direction of the ball. Here, when the value of the rotation direction data D10 is “1”, the rotation direction is defined counterclockwise, and when the value of the rotation direction data D10 is “2”, the rotation direction is clockwise. Defined in By such processing, a ball type corresponding to the rotation axis data D1 'and the rotation direction data D10, for example, a curve, is determined as the ball type of the ball released from the pitcher character.

  Here, as will be described later, when the player moves his / her finger to the lower part of the screen in order to indicate a straight as a ball type, the player's finger may move slightly diagonally to the left. . In this case, the player may instruct a straight as a ball type, but the curve may be selected. For this reason, this problem is solved here by introducing the recognition permission angle α. Note that the recognition permission angle α is defined in advance in the game program, and is set to a predetermined value. Here, for example, 10 (degrees) is assigned as the value of α.

  When the pitcher character is throwing right and the finger moves in the diagonally lower right direction of the screen, the movement included in the contact point movement state data D is the same as when the finger moves in the diagonally lower left direction of the screen. The ball type is set based on the direction data D1. In this case, the angle data D1 ′ (= D1) of the axis J2 intersecting the axis J1 in the direction indicated by the movement direction data D1 (angle data), for example, the axis J2 orthogonal to the axis J1 in the direction indicated by the movement direction data D1 is It is set as the rotation axis data D1 ′ of the ball.

  Then, the rotation direction data D10 corresponding to the rotation axis data D1 'is set by the CPU 11. For example, when the value of the rotation axis data D1 ′ is in the range of “greater than −90 (degrees) and less than β (degrees)” clockwise with respect to the X axis, the numerical value “2” is included in the rotation direction data D10. , Assigned by the CPU 11. Then, the rotation direction of the ball is determined based on the value of the rotation direction data D10. For example, in this case, considering an axis target diagram with reference to the Y axis in FIG. 12 (not shown), the axis of the rotation axis extending from the third quadrant to the first quadrant is viewed from the first quadrant side. In this case, the direction of clockwise rotation is set as the rotation direction of the ball. By such processing, a ball type corresponding to the rotation axis data D1 'and the rotation direction data D10, for example, a shot, is determined as a ball type released from the pitcher character.

  Here, as will be described later, when the player moves his / her finger to the lower part of the screen in order to indicate a straight as a ball type, the player's finger may move slightly diagonally to the lower right. . In this case, although the player has instructed a straight as a ball type, there is a possibility that a shot will be selected. For this reason, this problem is solved here by introducing the recognition permission angle β. Note that the recognition permission angle β is defined in advance in the game program, and is set to a predetermined value. Here, for example, 10 (degrees) is assigned as the value of β.

  As if the pitcher character is throwing right and the finger moves down the screen, the finger moves in the diagonally lower left direction of the screen (if the finger moves in the diagonally lower right direction of the screen) Based on the moving direction data D1 included in the contact point moving state data D, the ball type is set. In this case, the angle data D1 ′ (= D1) of the axis J2 intersecting the axis J1 in the direction indicated by the movement direction data D1 (angle data), for example, the axis J2 orthogonal to the axis J1 in the direction indicated by the movement direction data D1 is Set as the rotation axis data of the ball.

  Then, the rotation direction data D10 corresponding to the rotation axis data D1 'is set by the CPU 11. For example, when the value of the rotation axis data D1 ′ is in the range of “−β (degrees) or more and α (degrees) or less” clockwise with respect to the X axis, the numerical value “1” is included in the rotation direction data D10. Assigned by the CPU 11. Then, the rotation direction of the ball is determined based on the value of the rotation direction data D10. For example, in this case, when the rotation axis of the ball is viewed from the positive direction of the X axis, the direction of rotating counterclockwise is set as the rotation direction of the ball. By such processing, the ball type corresponding to the rotation axis data D1 'and the rotation direction data D10, for example, straight, is determined as the ball type released from the pitcher character.

  Here, as described above, when the value of the interval data L is a predetermined value, for example, “2 (cm)” or more, the ball type is already narrowed down to one type. Therefore, in this step, the fork already narrowed down to one type is set as the ball type of the ball released from the pitcher character without setting the rotation axis of the ball and the rotation direction of the ball. However, as will be described later, in this embodiment, when calculating the ball trajectory, the rotation axis and the rotation direction of the ball are taken into consideration, so even when the ball type is a fork, the rotation axis data D1 ′ of the ball And rotation direction data D10 are set.

  For example, in the case of a fork, the rotation axis data D1 'and rotation direction data D10 of the ball are set in the same manner as in the case of a straight. For example, when the finger moves to the lower side of the screen, the angle of the axis J2 intersecting the axis J1 in the direction indicated by the movement direction data D1 (angle data), for example, the axis J2 orthogonal to the axis J1 in the direction indicated by the movement direction data D1. Data D1 ′ (= D1) is set as the rotation axis data of the ball. Then, the rotation direction data D10 corresponding to the rotation axis data D1 'is set by the CPU 11. For example, when the value of the rotation axis data D1 ′ is in the range of “−β (degrees) or more and α (degrees) or less” clockwise with respect to the X axis, the numerical value “1” is included in the rotation direction data D10. Assigned by the CPU 11. Then, the rotation direction of the ball is determined based on the value of the rotation direction data D10. For example, in this case, when the rotation axis of the ball is viewed from the positive direction of the X axis, the direction of rotating counterclockwise is set as the rotation direction of the ball. In this way, the rotation axis data D1 'and the rotation direction data D10 are also set for the fork.

  Here, as described above, when setting the rotation direction data D10, a correspondence table indicating the correspondence between the rotation axis data D1 'and the rotation direction data D10 is required. This correspondence table is stored in the RAM 13 and is appropriately referred to by the CPU 11 (see FIG. 13).

  In the present embodiment, when the two fingers move upward (including diagonally upward) and laterally with reference to the initial contact positions CP1 and CP2 of the two fingers, the contact point movement state data D Is not performed. That is, the calculation of the contact point movement state data D is executed only when two fingers are moved downward (including diagonally downward). In addition, here, an example in which the pitcher character is throwing to the right is shown, but when the pitcher character is throwing to the left, the value of the rotation direction data is reversed between the curve and the shot, but the same processing as described above By performing the process, the contact point movement state data D can be calculated.

  As described above, in this embodiment, first, the rotation axis data D1 ′ and rotation direction data D10 of the ball are set using the movement direction data D1, and then the rotation axis data D1 ′ and rotation direction data of the ball are set. An example in which the ball type is set using D10 is shown. However, the ball type having the axis J2 intersecting the axis J1 in the direction indicated by the movement direction data D1 may be set directly using the movement direction data D1.

  In this case, for example, if the pitcher character is throwing right and the finger moves in the lower left direction of the screen, the curve is set as the ball type, and if the finger moves in the lower right direction of the screen, the shot is If the finger moves to the bottom of the screen, the straight is set as the ball type. In the case of a fork, it has already been determined by the interval data L. Then, predetermined rotation axis data D1 'and predetermined rotation direction data D10 are set by the CPU 11 in accordance with each ball type. The predetermined rotation axis data D1 'and the predetermined rotation direction data D10 set here are defined in advance in the game program, and these values are stored in the RAM 13.

  Subsequently, the movement characteristics of the ball released from the pitcher character are set (S27). For example, the CPU 11 recognizes characteristic data TD relating to each of a plurality of movement characteristics when the ball moves. More specifically, contact point movement state data D relating to the movement state of the finger contact position, for example, movement speed data D2, movement distance data D3, and acceleration data D4 are data for defining each characteristic of the ball. , Is recognized by the CPU 11. Here, the ball characteristic data TD includes a ball movement speed V1, a ball rotation speed V2 (variation), and a ball deceleration rate V3 (power). Each characteristic data TD is set based on characteristic contact point movement state data D such as movement speed data D2, movement distance data D3, and acceleration data D4.

  Here, the moving speed V1 of the ball is set based on the moving speed data D2. For example, the moving speed V1 of the ball is set so that the moving speed V1 of the ball increases as the moving speed data D2 of the finger contact position increases. Further, the change amount of the ball, for example, the rotation speed V2 of the ball is set based on the movement distance data D3. For example, the rotation speed V2 of the ball is set so that the rotation speed V2 of the ball increases as the moving distance data D3 of the finger contact position increases. The power of the ball, for example, the deceleration rate V3 of the ball is set based on the acceleration data D4. For example, the deceleration rate V3 of the ball is set such that the deceleration rate V3 of the ball decreases as the acceleration data D4 of the finger contact position increases.

  More specifically, the ball movement speed V1, the ball rotation speed V2, and the ball deceleration rate V3 are evaluated using polynomials. For example, as shown in FIG. 14, assuming that the variable corresponding to the moving speed data D2 of the finger contact position is X1, the moving speed V1 (X1) of the ball is a quadratic function such as “V1 (X1) = A1 · X1. It is calculated using “^ 2 + B1”. Here, A1 and B1 are positive values, and predetermined values are set in the game program. When the moving speed data D2 is equal to or higher than a predetermined value Xm, the moving speed V1 (X1) of the ball is set to a predetermined upper limit value V1max. This upper limit value V1max is set for each pitcher character and corresponds to the maximum speed at which the pitcher character can pitch.

  Further, as shown in FIG. 15, when the variable corresponding to the movement distance data D3 of the finger contact position is X2, the rotation speed V2 (X2) of the ball is a quadratic function, for example, “V2 (X2) = A2 · X2. It is calculated using “^ 2 + B2”. Here, A2 and B2 are positive values, and predetermined values are set in the game program. When the movement distance data D3 becomes a predetermined value, for example, a diameter X2m or more of the ball image KB for setting the ball type, the rotation speed V2 (X2) of the ball is set to a predetermined upper limit value V2max. This upper limit value V2max is set to a predetermined value for each pitcher character.

  Further, as shown in FIG. 16, when the variable corresponding to the acceleration data D4 of the finger contact position is X3, the ball deceleration rate V3 (X3) is a quadratic function, for example, “V3 (X3) = A3 · X3 ^ 2 + B3 ". Here, V3 (X3) takes a positive value of “1.0” or less. That is, B3 is set to 1.0. A3 is a negative value and is set to a predetermined value in the game program. When the acceleration data D4 is equal to or greater than the predetermined value X3m, the ball deceleration rate V3 (X3) is set to a predetermined lower limit value V3min (> 0). This lower limit is set to a predetermined value for each pitcher character.

  The ball deceleration rate V3 (X3) set here is the maximum value of the rate at which the ball moving from the pitcher character to the catcher character decelerates. Considering that the ball gradually decelerates while moving from the pitcher character to the catcher character, the deceleration rate of the ball changes according to the moving distance of the ball after release. Therefore, here, for example, when the ball reaches the catcher character, the deceleration rate of the ball is set so that the deceleration rate of the ball becomes maximum, that is, V3 (X3). That is, the deceleration rate of the ball gradually increases after the ball is released from the pitcher character until the ball reaches the catcher character. For example, the deceleration rate V3 when the ball is released from the pitcher character is set to “0.0”, and the ball does not decelerate at this point. The deceleration rate when the ball reaches the catcher character is set to the value of the deceleration rate V3 (X3), and the ball is most decelerated.

  Specifically, the deceleration rate V3 from when the ball is released from the pitcher character to when the ball reaches the catcher character uses the above-described “0.0” and the value of the deceleration rate V3 (X3). And is obtained by linear interpolation. That is, the ball deceleration rate V3 gradually increases after the ball is released from the pitcher character until the ball reaches the catcher character. Thereby, in the baseball game in the real world, the state where the ball released from the pitcher character stalls as it approaches the catcher character can be reproduced also in the baseball game.

  As described above, the operation mode when setting the ball type and ball characteristics corresponds to the operation mode when the pitcher releases the ball in baseball in the real world. For example, in real-world baseball, when a pitcher releases a ball, the more the arm's swing or wrist rotation is transmitted to the ball, the more the ball moves, the ball rotates, and the ball's power (power) ,To increase. In the baseball game, the operation of the baseball pitcher in the real world is reproduced by an operation in which the player moves his / her finger in contact with the monitor 3a. Then, after reproducing the action of the real world pitcher by the operation in the baseball game, the operation determines the movement speed of the ball, the rotation speed of the ball, and the sphere of the ball (by this operation). Power) is set. In addition, by releasing the ball from the pitcher character at the timing when the finger is separated from the monitor 3a or when the finger is located outside the ball, the sense that the real pitcher releases the ball is also reproduced at the same time. .

  It should be noted that, as shown in FIGS. 14 to 16, the correspondence relationship between the moving speed data D2 (X1) and the moving speed V1 of the ball, the moving distance data D3 (X2) and the rotating speed V2 of the ball (variation). And the correspondence relationship between the acceleration data D4 (X3) and the deceleration rate V3 (power) of the ball are defined in advance in the game program, and data for defining each correspondence relationship is stored in the RAM 13. Has been.

  Although a quadratic function is used here, the functions for evaluating the ball movement speed V1, the ball rotation speed V2, and the ball deceleration rate V3 are not limited to the above-described embodiment, and any function can be used. It may be used. For example, as the moving speed data D2 of the finger contact position increases, a function that increases the moving speed V1 of the ball, and as the moving distance data D3 of the finger contact position increases, the rotational speed V2 of the ball increases. Any function may be used as long as the function is such that the deceleration rate V3 of the ball decreases as the acceleration data D4 of the finger contact position increases.

  Subsequently, the screen is switched from the ball type setting screen PK to the battle screen PT as shown in FIG. 17 when the finger is separated from the monitor 3a or when the finger is positioned outside the ball (S28). . Strictly speaking, when the finger is separated from the monitor 3a or when the finger is located outside the ball, the ball type and characteristics of the ball described above are set as internal processing, and then the battle is set from the ball type setting screen PK. The screen is switched to the screen PT.

  Here, a description will be given of a screen switching process from the ball type setting screen PK to the battle screen PT. For example, the CPU 11 issues a command for deleting the ball type setting screen PK and a command for displaying the battle screen PT when the finger is separated from the monitor 3a or when the finger is positioned outside the ball. Is done. Then, the image data for the battle screen is read from the RAM 13, and using this image data, the battle screen PT as shown in FIG. 17 is redisplayed on the monitor 3a. Here, for example, a pitcher character that has released the ball, a batter character that enters the batting table and takes a batting attitude, a catcher character that takes a catching attitude, and a ball released from the pitcher character are displayed on the monitor 3a.

  Here, the ball released from the pitcher character is displayed on the monitor 3a using the image data for the ball. For example, the ball released from the pitcher character is controlled by the CPU 11. For example, the CPU 11 executes a process of setting the ball trajectory based on the contact point movement state data D, that is, the contact point movement state data D1 for the ball type and the contact point movement state data D2, D3, D4 for characteristics. Is done. Then, the ball moving on the trajectory is displayed on the monitor 3a using the image data.

  More specifically, the ball trajectory is defined by a basic equation (motion equation) stored in the RAM 13 for setting the ball trajectory. The basic equation of the ball is defined in advance in the game program.

  For example, when the time from when the ball is released from the pitcher character is expressed by the symbol “t” and the coordinates indicating the position of the ball at each time t are expressed by the symbol “(x1, x2, x3)”, The basic equation can be expressed as, for example, “(x1, x2, x3) = (F1, F2, F3)”. In the basic equations F1, F2, and F3 of the ball, the ball moving speed V1, the ball rotation speed V2, the ball deceleration rate V3, the gravity applied to the ball, the air resistance received by the ball, and the like are taken into consideration. In the basic equation of the ball, the coordinate data of the release point and the coordinate data of the pitching course TC are considered. Thereby, the basic equations F1, F2, and F3 of the ball are uniquely determined.

  For example, by using the rotation axis data D1 ′ and the rotation direction data D10 corresponding to the movement direction data D1 and the rotation speed V2 of the ball as initial conditions, the coefficient related to the rotation of the ball in the basic equations F1, F2, and F3 is It is determined. Further, by using the moving speed V1 of the ball as an initial condition, a coefficient related to the speed of the ball in the basic equations F1, F2, and F3 is determined. Further, by using the ball deceleration rate V3 set based on the characteristic data TD, the coefficients relating to the power of the ball in the basic equations F1, F2, and F3 are determined. Further, by using the gravity and air resistance of the ball, other coefficients of the basic equations F1, F2, and F3 are determined. In this way, by determining the coefficients of the basic equations F1, F2, and F3 of the ball, the basic equations F1, F2, and F3 of the ball are uniquely determined. Thereby, the trajectory of the ball released from the pitcher character is uniquely set. Then, the ball moving on the track is displayed on the monitor 3a for each frame using the image data for the ball.

  Subsequently, when an instruction regarding batting is instructed to the batter character based on the automatic control program, the CPU 11 determines whether or not the play of the batter character is finished (S29). If the play of the batter character has not ended (No in S29), the process of step 15 (S15) is re-executed by the CPU 11. On the other hand, when the play of the batter character is completed (Yes in S29), it is determined by the CPU 11 whether or not a change has been made (S30). If it is not changed (No in S30), the next batter character enters the bat and the process of step 15 (S15) is re-executed by the CPU 11.

  If a change is made (Yes in S30), the CPU 11 determines whether or not the game is over (S31). Then, when the game is over (Yes in S31), the CPU 11 executes the process of step 7 (S7) in FIG. Here, when the game has not ended (No in S31), the offense and defense are changed. Then, an instruction for hitting the batter character is instructed by the player, and an instruction for throwing the pitcher character is instructed based on the automatic control program. When the offense and defense are changed again, the process of step 15 (S15) is executed by the CPU 11.

  As described above, in the present embodiment, a system for the player to instruct the pitcher character about a pitching instruction, that is, a pitcher instruction instruction system is realized.

  In the present embodiment as described above, by actively utilizing the advantages of the contact input type monitor 3a, an action performed when a pitcher throws a ball with a certain ball type in baseball in the real world, for example, In the baseball game of this embodiment, actions such as determination of grip, throwing, and wrist twist can be reproduced by the action of sliding two fingers on the monitor. Further, not only the action of the real world pitcher is simply reproduced in the baseball game but also the action of the player when the action is reproduced in the baseball game, for example, the action when the player slides two fingers on the monitor. The contact point movement state data D is calculated, and based on the contact point movement state data D, the ball type and the ball characteristics are set. Thus, in the present embodiment, the action of the player sliding the two fingers on the monitor can reproduce the action of the real world pitcher even in the baseball game, and the setting of the ball type and the setting of the ball characteristics Can be done at the same time. That is, in the present invention, the advantage of the contact input type monitor is positively utilized, so that the ball type and the ball characteristics can be set in a systematic operation mode. In addition, the player can experience the sensation of throwing the ball on the game.

Other Embodiment
(A) In the above embodiment, an example in which a portable game machine is used as an example of a computer to which a game program can be applied has been described. However, the computer is not limited to the above embodiment, and the monitor is configured separately. The present invention can be similarly applied to a game device, a game device in which a monitor is integrated, a personal computer or a workstation that functions as a game device by executing a game program.
(B) The present invention includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded. Examples of the recording medium include a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like in addition to the cartridge.

1) As described above, the game program is a program for causing a computer capable of executing the game to realize the following functions by bringing the instruction means into contact with the contact input type image display unit.
(1) A moving form data storage function for storing a plurality of moving form data for defining each of a plurality of moving forms when an object moves in a storage unit.
(2) An object display function for displaying an object on an image display unit using image data.
(3) A contact position recognition function for causing the control unit to recognize coordinate data indicating a contact position where the instruction unit has contacted the image display unit when the instruction unit has contacted the image display unit.
(4) A contact number determination function for determining whether or not there are a plurality of contact positions by causing the control unit to execute a process of calculating the number of contact positions based on the coordinate data of the contact positions.
(5) When there are a plurality of contact positions, by causing the control unit to execute processing for calculating the interval data of the plurality of contact positions, and by causing the control unit to recognize movement form data corresponding to the interval data, Movement form narrowing function to narrow down multiple movement forms.
(6) When the instruction means moves in contact with the image display unit starting from a plurality of contact positions, the contact point movement state relating to the movement state of the contact position based on the change in the coordinate data of the contact position accompanying the movement A contact point movement state recognition function that causes the control unit to execute processing for calculating data.
(7) A movement form determination function for determining a movement form when the object moves by causing the control unit to recognize one movement form data corresponding to the contact point movement state data.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, a plurality of ball type data for defining the ball types released from the pitcher character are stored. Stored in the department. Then, the ball is displayed on the image display unit using the image data. Then, when the instruction means, for example, at least one finger touches the image display unit, the coordinate data indicating the position (contact position) where the finger contacts the image display unit is recognized by the control unit. Then, the process which calculates the number of contact positions based on the coordinate data of this contact position is performed by the control part. Thereby, it is determined whether there are a plurality of contact positions. That is, it is determined whether or not a plurality of fingers are in contact with the image display unit. When there are a plurality of contact positions, for example, when a plurality of fingers come into contact with the image display unit, processing for calculating interval data of the plurality of fingers is executed by the control unit. Then, the ball type data corresponding to the interval data is recognized by the control unit. Thereby, a ball type is narrowed down. Then, when a plurality of fingers move in contact with the image display unit starting from each contact position, the contact point movement state related to the movement state of the contact position based on the change in the coordinate data of the contact position accompanying this movement Processing for calculating data is executed by the control unit. One spherical type data corresponding to the contact point movement state data is recognized by the control unit. Thereby, the ball type of the ball is determined.

  In this case, when there are a plurality of instruction means, for example, when a plurality of fingers come into contact with the image display unit, the ball types are narrowed down based on the interval between the plurality of fingers. Then, when a plurality of fingers, for example, two fingers move in contact with the image display unit starting from each contact position, the two fingers move so as to correspond to the throwing of the real world baseball. Data on the state (contact point movement state data) is calculated, and the ball type is determined based on the calculation result.

  As described above, in the present invention, by actively utilizing the advantages of the contact input type monitor, an action performed when the pitcher throws a ball with a certain ball type in baseball in the real world, for example, the grip of the ball Actions such as decision, throwing, and wrist twist can be reproduced in a baseball game by the action of the player touching the two fingers on the monitor and the action of sliding the two fingers on the monitor. . In addition, in the present invention, not only a real world pitcher's action is reproduced in a baseball game but also a player's action when this action is reproduced in a baseball game, for example, the player slides two fingers on the monitor. Depending on the action of the time, it is possible to calculate the contact point movement state data necessary for setting the ball type. Then, the ball type is set based on the contact point movement state data. Thus, in the present invention, the action of the real world pitcher is reproduced even in the baseball game by the action of the player touching the two fingers with the monitor and the action of the player sliding the two fingers on the monitor. Can be set at the same time. Thereby, the ball type can be set efficiently. In other words, an operation similar to a series of pitching operations in actual baseball, that is, first holding the ball with a grip according to the type of ball to be thrown and then throwing it toward the batter side (strike zone). Since it can be reproduced on the game, the player can experience a sense of reality that could not be experienced in the conventional game, and can realize a game with excellent sensibility. In other words, in the present invention, the advantage of the contact input type monitor is positively utilized, so that the ball type can be set and thrown in a systematic operation mode.

  2) In the game program described in 1) above, when the instruction means moves in contact with the image display unit starting from a plurality of contact positions, movement direction data included in the contact point movement state data is calculated. By causing the control unit to execute the process, the moving direction of the contact position is set. This function is realized in the contact point movement state recognition function. In addition, by causing the control unit to recognize one piece of rotation axis data and rotation direction data corresponding to the movement direction data, the movement mode when the object moves is determined. This function is realized in the movement form determination function.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers move in contact with the image display unit starting from each contact position, Processing for calculating movement direction data included in the contact point movement state data is executed by the control unit. Thereby, the moving directions of a plurality of fingers are set. Then, one rotation axis data and rotation direction data corresponding to the movement direction data are recognized by the control unit. Thereby, the ball type of the ball is determined.

  In this case, in a state where the plurality of fingers are in contact with the image display unit and the ball type is narrowed down, the plurality of fingers, for example, two fingers are placed at the respective contact positions so as to correspond to the wrist twist of the pitcher in the real world. Is moved in contact with the image display unit, the data on the movement direction of these two fingers (movement direction data) is calculated, and the rotation axis and rotation direction of the ball are set based on the calculation result. The Thereby, the ball type of the ball is determined.

  Thus, in the present invention, in the real world baseball, an action to be performed when the pitcher throws a ball with a certain ball type, for example, an action in which the pitcher twists the wrist, and in a baseball game, the player places two fingers on the monitor. It can be reproduced by the act of sliding with. In the present invention, the rotation axis and the rotation direction of the ball are determined by the direction in which the player slides two fingers on the monitor. For example, the direction intersecting the direction in which two fingers slide on the monitor is set as the rotation axis of the ball, and the predetermined rotation direction corresponding to the rotation axis set here is set as the rotation direction of the ball. The As described above, in the present invention, the player can reproduce the action of the pitcher in the real world even in the baseball game by sliding the two fingers on the monitor, and the ball type can be set at the same time. . Thereby, the ball type can be set efficiently.

3) This game program is a program for further realizing the following functions in the game program described in 1) or 2) above.
(8) A movement characteristic determination function for determining a movement characteristic when the object moves by causing the control unit to recognize a plurality of characteristic data relating to each of the plurality of movement characteristics when the object moves.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers move in contact with the image display unit starting from each contact position, Processing for calculating movement speed data included in the contact point movement state data is executed by the control unit. Thereby, the moving speed of a plurality of fingers is set. Then, the moving speed data is recognized by the control unit as characteristic data for the moving speed. Thereby, the moving speed of the ball is determined.

  In this case, in a state where the plurality of fingers are in contact with the image display unit and the ball type is narrowed down, the plurality of fingers, for example, two fingers, start from each contact position so as to correspond to the throwing in the real world. As the movement in contact with the image display unit, data relating to the movement speed of these two fingers (movement speed data) is calculated. Based on the calculation result, the movement speed of the ball released from the pitcher character is It is determined. That is, here, the throwing speed corresponds to the moving speed of the two fingers, and the moving speed of the two fingers is reflected in the moving speed of the ball.

  Thus, according to the present invention, in the real world baseball, an action performed when a pitcher throws a ball with a certain ball type, for example, throwing, in a baseball game, an action in which a player slides two fingers on a monitor. Can be reproduced. In the present invention, the speed of the ball is determined by the speed when the player slides two fingers on the monitor. For example, the speed of the ball is determined according to the speed when two fingers slide on the monitor. Thus, in the present invention, the player can reproduce the action of the pitcher in the real world in the baseball game by sliding the two fingers on the monitor, and the speed of the ball can be set at the same time. it can. Thereby, the speed of the ball can be set efficiently.

4) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 3) above.
(9) A movement characteristic determination function for determining a movement characteristic when the object moves by causing the control unit to recognize a plurality of characteristic data relating to each of the plurality of movement characteristics when the object moves.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers move in contact with the image display unit starting from each contact position, A process of calculating movement distance data included in the contact point movement state data is executed by the control unit. Thereby, the movement distances of a plurality of fingers are set. Then, the movement distance data is recognized by the control unit as characteristic data for the movement distance. Thereby, the amount of change when the ball moves is determined.

  In this case, in a state where the plurality of fingers are in contact with the image display unit and the ball type is narrowed down, the plurality of fingers, for example, two fingers, start from each contact position so as to correspond to the throwing in the real world. As a result of the movement in contact with the image display unit, data on the movement distance of these two fingers (movement distance data) is calculated. Based on the calculation result, the change amount of the ball released from the pitcher character is It is determined. That is, here, the amount of twist of the wrist corresponds to the movement distance of the two fingers, and the movement distance of the two fingers is reflected in the change amount of the ball.

  As described above, in the present invention, in a baseball game in the real world, an action performed when a pitcher throws a ball with a certain ball type, for example, a wrist twist amount, in a baseball game, the player slides two fingers on the monitor. Can be reproduced by the act of doing. In the present invention, the change amount of the ball is determined by the distance when the player slides two fingers on the monitor. For example, the amount of change of the ball, for example, the rotation speed of the ball is determined according to the distance when the two fingers slide on the monitor. As described above, in the present invention, the player can reproduce the action of the pitcher in the real world in the baseball game by sliding the two fingers on the monitor, and the change amount of the ball can be set at the same time. Can do. This also allows the ball change amount to be set efficiently.

5) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 4) above.
(10) A movement characteristic determination function for determining a movement characteristic when the object moves by causing the control unit to recognize a plurality of characteristic data relating to each of the plurality of movement characteristics when the object moves.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers move in contact with the image display unit starting from each contact position, Processing for calculating movement speed data included in the contact point movement state data is executed by the control unit. Thereby, the moving speed of a plurality of fingers is set. Then, acceleration data corresponding to the moving speed data is recognized by the control unit as characteristic data for moving acceleration. Thereby, the power of the ball is determined.

  In this case, in a state where the plurality of fingers are in contact with the image display unit and the ball type is narrowed down, the plurality of fingers, for example, two fingers, start from each contact position so as to correspond to the throwing in the real world. As a result of the movement in contact with the image display unit, data relating to the movement speed of these two fingers (movement speed data) is calculated. Based on the calculation result, the power of the ball released from the pitcher character, for example, The sphere is determined. That is, here, the throwing speed corresponds to the moving speed of the two fingers, and the moving speed of the two fingers is reflected in the ball's ball.

  Thus, according to the present invention, in the real world baseball, an action performed when a pitcher throws a ball with a certain ball type, for example, throwing, in a baseball game, an action in which a player slides two fingers on a monitor. Can be reproduced. Further, in the present invention, the ball's ball power is determined by the speed at which the player slides two fingers on the monitor. For example, the ball's power is determined according to the speed at which two fingers slide on the monitor. In this way, in the present invention, the player can reproduce the action of the pitcher in the real world even in the baseball game by sliding the two fingers on the monitor, and the setting of the ball's ball power can be performed at the same time. it can. This also makes it possible to set the ball power efficiently.

6) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 5) above.
(11) When there are a plurality of contact positions, the control unit recognizes the coordinate data of the plurality of contact positions and the coordinate data for defining the boundary and internal area of the object displayed on the image display unit. Thus, a first contact position determination function for determining whether or not a plurality of contact positions are located at or within the boundary or inside of the object.

  A case where this game program is applied to a game for ball games such as a baseball game will be described as an example. In this game program, when a plurality of fingers come into contact with the image display unit, coordinate data of contact positions of the fingers, The control unit recognizes the coordinate data for defining the boundary and internal area of the ball displayed on the image display unit. Thereby, it is determined whether or not a plurality of fingers are positioned at or inside the boundary of the ball. Then, when a plurality of fingers are positioned at the boundary or inside of the ball, a process of calculating data (interval data) indicating the interval between the fingers is executed by the control unit. Then, the spherical type data corresponding to the interval data is recognized by the control unit. Thereby, a ball type is narrowed down.

  In this case, when a plurality of fingers, for example, two fingers are in contact with the image display unit, it is determined whether or not each of these two fingers is located at the boundary or inside of the ball. Then, when these two fingers are located at the boundary or inside of the ball, the interval between the fingers is calculated, and the ball type is narrowed down according to this interval.

  As described above, in the present invention, the two kinds of fingers in contact with the image display unit are positioned at the boundary or inside of the ball, thereby narrowing down the ball types. In other words, the player can instruct a pitching instruction only after each of the two fingers in contact with the image display unit is positioned at or inside the boundary of the ball. By adopting such an instruction form, the player can experience the sensation of holding the ball on the screen and the sensation of actually throwing the ball from now on. Can be executed efficiently.

7) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 6) above.
(12) When the instructing unit moves in a state of contacting the image display unit with a plurality of contact positions as starting points, the coordinate data of the plurality of contact positions being moved, and the boundaries and inside of the objects displayed on the image display unit A second contact position determination function for determining whether or not a plurality of contact positions are located on the boundary or inside of an object by causing the control unit to recognize coordinate data for defining a region.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers move in contact with the image display unit starting from each contact position, The control unit recognizes the coordinate data of the plurality of fingers that are moving and the coordinate data for defining the boundary and internal area of the ball displayed on the image display unit. Based on these coordinate data, it is determined whether or not a plurality of fingers are located at the boundary or inside of the object. Then, when at least one finger is located outside the object, the process of calculating contact point movement state data for defining the finger movement state based on the coordinate data of the finger contact position is It is executed by.

  In this case, when a plurality of fingers, for example, two fingers, move in the internal area of the ball in contact with the image display unit, it is always monitored whether the fingers have come out of the ball. When the finger goes out of the ball, contact point movement state data for defining the movement state of the finger is calculated based on the coordinate data of either one of the two fingers.

  As described above, in the present invention, the contact point movement state data indicating the movement state of the finger when the finger comes out of the ball after the two fingers contact the image display unit and move in the internal area of the ball. Is calculated. In other words, the player can instruct a command related to the movement of the ball only after the finger touching the image display unit moves from the inside of the ball to the outside. By adopting such an instruction form, the player can experience the sensation of releasing the ball from his / her finger and can efficiently set the ball.

8) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 7) above.
(13) When the instruction unit moves in a state where it comes into contact with the image display unit starting from a plurality of contact positions, the control unit continuously recognizes the coordinate data of the plurality of contact positions being moved, thereby A third contact position determination function for determining whether or not the position is separated from the image display unit.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers move in contact with the image display unit starting from each contact position, The coordinate data of a plurality of fingers that are moving is continuously recognized by the control unit. Thereby, it is determined whether or not the finger is separated from the image display unit. Then, when at least one finger is separated from the image display unit, processing for calculating contact point movement state data is executed by the control unit based on a change in coordinate data of the contact position accompanying the movement.

  In this case, when a plurality of fingers, for example, two fingers, move in the internal area of the ball in contact with the image display unit, it is always monitored whether or not the fingers have left the image display unit. And when a finger leaves | separates from an image display part, based on the change of the position accompanying the movement of a finger, contact point movement state data are calculated.

  As described above, in the present invention, when two fingers touch the image display unit and move in the internal area of the ball and then the finger leaves the screen, contact point movement state data indicating the finger movement state is calculated. Is done. In other words, the player can issue a command related to the ball only after the two fingers that have touched the image display unit are separated from the screen. By adopting such an instruction form, the player can experience the sensation of releasing the ball from his / her finger and can efficiently set the ball.

9) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 8) above.
(14) When there are a plurality of contact positions, the control unit is caused to execute processing for changing the form and brightness of the image data for the object, thereby notifying that the plurality of instruction units have contacted the image display unit. Notification image display function.

  The case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, when a plurality of fingers touch the image display unit, the form and brightness of the image data for the ball are changed. The process to change is performed by the control unit. Thus, the player is notified that a plurality of fingers have contacted the image display unit.

  In this case, when a plurality of fingers touch the image display unit, the size and brightness of the ball image are changed, and the changed ball image is displayed on the image display unit. Thereby, the player can visually confirm whether or not his / her fingers (a plurality of fingers) have contacted the image display unit.

10) This game program is a program for further realizing the following functions in the game program described in any one of 1) to 9) above.
(15) A character display function for displaying, on the image display unit, a first character that sends out an object and a second character that faces the first character on the first screen.
(16) In a state where the first character and the second character are displayed on the first screen, coordinate data indicating a contact position where the instruction unit contacts the image display unit when the instruction unit contacts the image display unit, A transmission target setting function for setting a transmission target of an object by causing the control unit to recognize it.
(17) By causing the control unit to issue a command for deleting the first screen and a command for displaying the second screen for setting the object movement mode when the transmission target is set A first screen switching function for switching the screen from the first screen to the second screen.

  A case where this game program is applied to a game for ball games, for example, a baseball game will be described as an example. In this game program, a pitcher character and a batter character are displayed on the image display unit on the battle screen. Then, in a state where the pitcher character and the batter character are displayed on the battle screen, when the player's finger contacts the image display unit in the course setting area, the coordinate data of the finger is recognized by the control unit. Thereby, the course of the ball is set. When the course of the ball is set, a command for deleting the battle screen and a command for displaying the ball type setting screen are issued from the control unit. Thereby, the screen is switched from the battle screen to the ball type setting screen. Then, on the ball type setting screen, the ball is displayed on the image display unit using the image data.

  In this case, when the player sets a course with his / her finger on the battle screen on which the pitcher character and the batter character are displayed, the battle screen is erased and a ball type setting screen on which the ball image is enlarged is displayed. Thus, in the invention according to claim 10, a series of commands for the pitcher character can be systematically input by positively utilizing the advantages of the contact input type monitor. In particular, at the time of ball type setting, after switching the screen from the battle screen to the ball type setting screen, the ball type image is enlarged on the ball type setting screen, for example, so that a command for the pitcher character is issued from the contact input type monitor. Easy to enter. In addition, the effects described in the above claims can be obtained at the same time.

11) This game program is a program for further realizing the following functions in the game program described in 10) above.
(18) A movement characteristic determination function for determining movement characteristics when an object moves by causing the control unit to recognize a plurality of characteristic data relating to each of the plurality of movement characteristics when the object moves on the second screen.
(19) After determining the movement mode when the object moves, the second screen is issued by causing the control unit to issue a command for deleting the second screen and a command for displaying the first screen. A second screen switching function for switching the screen from the first screen to the first screen.
(20) A character redisplay function for redisplaying the first character and the second character on the image display unit on the first screen.
(21) A moving object display function for displaying an object sent from the first character on the image display unit based on the characteristic data on the first screen.

  The case where this game program is applied to a game for ball games, for example, a baseball game, will be described as an example. In this game program, a plurality of characteristic data relating to a plurality of movement characteristics when the ball moves are displayed on the ball type setting screen. Is recognized by the control unit. Thereby, the movement characteristic when the ball moves is determined. When the movement form of the ball is determined, a command for deleting the ball type setting screen and a command for displaying the battle screen are issued from the control unit. Thereby, the screen is switched from the ball type setting screen to the battle screen. Then, on the battle screen, the pitcher character and the batter character are re-displayed on the image display unit. Then, on the battle screen, the ball released from the pitcher character is displayed on the image display unit based on the characteristic data.

  In this case, when the ball movement characteristics and the ball movement form are determined on the ball type setting screen, the ball type setting screen is deleted and the battle screen is displayed again. Thus, when the screen is switched from the ball type setting screen to the battle screen, the ball released from the pitcher character displayed on the battle screen is displayed on the image display unit based on the characteristic data. As described above, in the present invention, a series of commands for the pitcher character can be systematically input by positively utilizing the advantages of the contact input type monitor. In particular, when a command for the pitcher character is instructed on the ball type setting screen, the screen is switched from the ball type setting screen to the battle screen. Thereby, the player can easily grasp the battle situation between the pitcher character and the batter character. In addition, the effects described in the above claims can be obtained at the same time.

  12) In the game program according to 11) above, in the case where the plurality of contact positions are located at the boundary or inside of the object and at least one of the plurality of contact positions is separated from the image display unit, Or a command for erasing the second screen and a first screen when a plurality of contact positions are positioned at or within the boundary of the object and at least one of the plurality of contact positions is positioned outside the object. An instruction to do this is issued from the control unit. As a result, the screen is switched from the second screen to the first screen. This function is realized in the second screen switching function.

  In this case, on the ball type setting screen, when the player moves the two fingers after being positioned inside or inside the boundary of the ball and moves at least one of the two fingers away from the image display unit, The seed setting screen is deleted and the battle screen is redisplayed. In addition, in the ball type setting screen, when the player moves after placing two fingers on the boundary or inside of the ball and moves at least one of the two fingers to the outside of the ball, The ball type setting screen is deleted and the battle screen is redisplayed. Thus, in the invention according to claim 12, a series of commands for the pitcher character can be systematically input by positively utilizing the advantages of the contact input type monitor. In particular, when a command for the pitcher character is instructed on the ball type setting screen, the screen is switched from the ball type setting screen to the battle screen. Thereby, the player can easily grasp the battle situation between the pitcher character and the batter character. In addition, the effects described in the above claims can be obtained at the same time.

  13) This game apparatus is a game apparatus capable of executing a game by bringing an instruction means into contact with a contact input type image display unit. The game apparatus includes a moving form data storage means for storing a plurality of moving form data for defining each of a plurality of moving forms when the object moves in a storage unit, and the object is displayed as an image using image data. An object display means to be displayed on the part, a contact position recognition means for causing the control part to recognize coordinate data indicating a contact position at which the instruction means has contacted the image display part when the instruction means has contacted the image display part, and a contact Contact number determination means for determining whether or not there are a plurality of contact positions by causing the control unit to execute a process of calculating the number of contact positions based on the coordinate data of the positions, and there are a plurality of contact positions In this case, by causing the control unit to execute processing for calculating the interval data of the plurality of contact positions, and causing the control unit to recognize movement form data corresponding to the interval data, Based on the change in the coordinate data of the contact position accompanying the movement, when the movement means narrowing means for narrowing down the number of movement forms and the instruction means move in a state of contacting the image display unit starting from a plurality of contact positions, Contact point movement state recognition means for causing the control unit to execute processing for calculating contact point movement state data relating to the movement state of the contact position, and causing the control unit to recognize one movement form data corresponding to the contact point movement state data. Thus, a moving form determining means for determining a moving form when the object moves is provided.

  14) This game control method is a game control method in which a game can be controlled by a computer by bringing an instruction means into contact with a contact input type image display unit. This game control method includes a movement form data storage step for storing a plurality of movement form data for defining each of a plurality of movement forms when an object moves, in a storage unit, and an image of the object using image data. An object display step for displaying on the display unit; and a contact position recognition step for causing the control unit to recognize coordinate data indicating a contact position at which the instruction unit contacts the image display unit when the instruction unit contacts the image display unit; By causing the control unit to execute processing for calculating the number of contact positions based on the coordinate data of the contact positions, a contact number determination step for determining whether or not there are a plurality of contact positions, and a plurality of contact positions. In this case, the control unit is caused to execute processing for calculating the interval data of the plurality of contact positions, and the movement mode data corresponding to the interval data is recognized by the control unit. The movement form narrowing step for narrowing down the plurality of movement forms, and the change of the coordinate data of the contact position accompanying the movement when the instruction means moves in contact with the image display unit starting from the plurality of contact positions. Based on the above, the contact point movement state recognition step for causing the control unit to execute processing for calculating the contact point movement state data relating to the movement state of the contact position, and one movement form data corresponding to the contact point movement state data is transmitted to the control unit. And a movement form determining step for determining a movement form when the object moves.

  According to the present invention, it is possible not to use a case or a three-dimensional object such as an arcade game, but to realize a game with excellent sensibility and full of realism even though it is a portable game. Specifically, for example, in a pitching scene of a baseball game using a finger contact type mobile game, a finger is placed at a position as if to grab a real baseball ball, and then the ball is thrown with an arbitrary ball type The throwing operation which can be performed can be performed.

  The present invention can be used in a game in which an instruction is instructed by bringing an instruction means into contact with a contact input type image display unit.

3a Liquid crystal monitor 10 Control device 11 CPU
13 RAM
Reference Signs List 17 storage device 50 movement form data storage means 51 character display means 52 sending target setting means 53 first screen switching means 54 object display means 55 contact position recognition means 56 contact number determination means 57 notification image display means 58 first contact position determination means 59 Movement form narrowing means 60 Second contact position judging means 61 Third contact position judging means 62 Contact point moving state recognizing means 63 Moving form determining means 64 Moving characteristic determining means 65 Second screen switching means 66 Character redisplay means 67 Movement Object display means ID identification data NK (ID) Ball type data CP1, CP2 Contact position SI Contact number data L Interval data D Contact point movement state data D1 Movement direction data D1 'Rotation axis data D10 Rotation direction data TD Characteristic data D2 Movement speed Data D3 Travel distance data 4 acceleration data TC pitching course PT competition screen PK ball type setting screen KB ball image for ball type setting

Claims (9)

  1. By bringing the pointing means into contact with the contact input type image display unit, a computer capable of executing a game involving movement of an object,
    A contact position recognition function for causing the control unit to recognize coordinate data indicating a contact position at which the instruction means contacts the image display unit;
    When the instruction means moves in contact with the image display unit, a process for calculating movement speed data and acceleration data of the contact position based on a change in coordinate data of the contact position accompanying the movement is controlled. Moving state recognition function to be executed by
    By causing the control unit to recognize the moving speed data as moving speed characteristic data, the moving speed when the object moves is determined , and the acceleration data is recognized by the control unit as moving acceleration characteristic data. A movement characteristic determination function for determining a deceleration rate when the object moves ,
    A game program to make it happen.
  2. By bringing the pointing means into contact with the contact input type image display unit, a computer capable of executing a game involving movement of an object,
    A contact position recognition function for causing the control unit to recognize coordinate data indicating a contact position at which the instruction means contacts the image display unit;
    A contact number determination function for determining whether or not there are a plurality of contact positions by causing the control unit to execute a process of calculating the number of contact positions based on the coordinate data of the contact positions;
    When the instruction means moves in contact with the image display unit starting from the plurality of contact positions, the moving speed data of the contact positions is calculated based on the change in the coordinate data of the contact positions accompanying the movement. A movement state recognition function that causes the control unit to execute processing to perform,
    A movement characteristic determination function for determining a movement speed when the object moves by causing the control unit to recognize the movement speed data as characteristic data for movement speed;
    A game program to make it happen.
  3. In the movement state recognition function, when the instruction means moves in contact with the image display unit starting from the plurality of contact positions, the control unit executes processing for calculating movement direction data,
    In the computer,
    A movement form data storage function for storing a plurality of movement form data for defining each of a plurality of movement forms when the object moves;
    By causing the control unit to execute processing for calculating the interval data of the plurality of contact positions and causing the control unit to recognize the movement form data corresponding to the interval data when there are a plurality of the contact positions. A movement form narrowing function for narrowing down a plurality of movement forms;
    A movement form determination function for determining a movement form when the object moves by causing the control unit to recognize the movement direction data;
    The game program according to claim 2 , further realizing the above.
  4. The movement state recognition function further causes the control unit to execute a process of calculating movement distance data of the contact position based on a change in coordinate data of the contact position.
    4. The movement characteristic determination function according to claim 1, further comprising: determining a change amount when the object moves by causing the control unit to recognize the movement distance data as movement distance characteristic data . The game program according to item 1 .
  5. In the computer,
    An object display function for displaying the object on an image display unit using image data in a second screen for setting movement characteristics including a movement speed of the object;
    After the contact position is located on the boundary or inside of the object, if the contact position is separated from the image display unit, or after the contact position is located on the boundary or inside of the object, it is located outside the object. A command for erasing the second screen and a command for displaying the first screen including the object of the moving speed determined by the moving characteristic determining function, A screen switching function for switching the screen from the second screen to the first screen;
    The further implemented, the game program according to any one of claims 1 to 4.
  6. By bringing the pointing means into contact with the contact input type image display unit, a computer capable of executing a game involving movement of an object,
    A contact position recognition function for causing the control unit to recognize coordinate data indicating a contact position at which the instruction means contacts the image display unit;
    When the instruction means moves in contact with the image display unit, the control unit executes processing for calculating acceleration data of the contact position based on a change in coordinate data of the contact position accompanying the movement. Movement state recognition function,
    By recognizing the control section, the acceleration data as characteristic data for movement acceleration, the moving characteristics determining function of determining the deceleration rate when the object moves,
    A game program to make it happen.
  7. A game device capable of executing a game involving movement of an object by bringing an instruction means into contact with a contact input type image display unit,
    Contact position recognition means for causing the control section to recognize coordinate data indicating a contact position where the instruction means has contacted the image display section;
    When the instruction means moves in contact with the image display unit, a process for calculating movement speed data and acceleration data of the contact position based on a change in coordinate data of the contact position accompanying the movement is controlled. Moving state recognition means to be executed by the unit,
    By causing the control unit to recognize the moving speed data as moving speed characteristic data, the moving speed when the object moves is determined , and the acceleration data is recognized by the control unit as moving acceleration characteristic data. A moving characteristic determining means for determining a deceleration rate when the object moves ,
    A game device comprising:
  8. A game device capable of executing a game involving movement of an object by bringing an instruction means into contact with a contact input type image display unit,
    Contact position recognition means for causing the control section to recognize coordinate data indicating a contact position where the instruction means has contacted the image display section;
    Contact number determination means for determining whether or not there are a plurality of contact positions by causing the control unit to perform a process of calculating the number of contact positions based on the coordinate data of the contact positions;
    When the instruction means moves in contact with the image display unit starting from the plurality of contact positions, the moving speed data of the contact positions is calculated based on the change in the coordinate data of the contact positions accompanying the movement. Moving state recognition means for causing the control unit to execute processing to perform,
    Movement characteristic determination means for determining a movement speed when the object moves by causing the control unit to recognize the movement speed data as characteristic data for movement speed;
    A game device comprising:
  9. A game device capable of executing a game involving movement of an object by bringing an instruction means into contact with a contact input type image display unit,
    Contact position recognition means for causing the control section to recognize coordinate data indicating a contact position where the instruction means has contacted the image display section;
    When the instruction means moves in contact with the image display unit, the control unit executes processing for calculating acceleration data of the contact position based on a change in coordinate data of the contact position accompanying the movement. Moving state recognition means;
    By recognizing the control section, the acceleration data as characteristic data for movement acceleration, the moving characteristics determining means for determining the deceleration rate when the object moves,
    A game device comprising:
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US7411575B2 (en) * 2003-09-16 2008-08-12 Smart Technologies Ulc Gesture recognition method and touch system incorporating the same
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