JP6784544B2 - Program and information processing method - Google Patents

Program and information processing method Download PDF

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JP6784544B2
JP6784544B2 JP2016174622A JP2016174622A JP6784544B2 JP 6784544 B2 JP6784544 B2 JP 6784544B2 JP 2016174622 A JP2016174622 A JP 2016174622A JP 2016174622 A JP2016174622 A JP 2016174622A JP 6784544 B2 JP6784544 B2 JP 6784544B2
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修一 倉林
修一 倉林
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株式会社Cygames
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本発明は、プログラム及び情報処理方法に関する。 The present invention relates to a program and an information processing method.

従来、据置型のゲーム装置では、操作器具として、実物体のコントローラがゲーム装置本体とは別途設けられていた。
このような実物体のコントローラは、スマートフォン等の携帯端末で実行されるゲームの操作用途としては不適である。 Such a real object controller is unsuitable for operating a game executed on a mobile terminal such as a smartphone. このため、携帯端末で実行されるゲームの操作用に、当該携帯端末のタッチパネルに表示される仮想コントローラが用いられている(例えば特許文献1参照)。 Therefore, a virtual controller displayed on the touch panel of the mobile terminal is used for operating the game executed on the mobile terminal (see, for example, Patent Document 1). Conventionally, in a stationary game device, a controller of a real object is provided separately from the game device main body as an operating device. Conventionally, in a stationary game device, a controller of a real object is provided separately from the game device main body as an operating device.
Such a real object controller is unsuitable for operating a game executed on a mobile terminal such as a smartphone. Therefore, a virtual controller displayed on the touch panel of the mobile terminal is used for operating the game executed on the mobile terminal (see, for example, Patent Document 1). Such a real object controller is unsuitable for operating a game executed on a mobile terminal such as a smartphone. Therefore, a virtual controller displayed on the touch panel of the mobile terminal is used for operating the game executed on the mobile terminal (see, for) example, Patent Document 1).

2014−45965号公報2014-45965

しかしながら、携帯端末のタッチパネルに表示される従来の仮想コントローラは、当該携帯端末の画面上の比較的広い面積を占有してしまうと、ゲームキャラクタを含むゲーム内のオブジェクトの視認性を失うという問題がある。
特に、ゲームキャラクタの動作を指示操作する用途の従来の仮想コントローラは、当該仮想コントローラの中心からの指の移動距離に応じて、ゲームキャラクタの移動速度等を設定する指示操作を採用している。 In particular, the conventional virtual controller for instructing and operating the operation of the game character employs an instruction operation for setting the movement speed of the game character and the like according to the movement distance of the finger from the center of the virtual controller. 直感的にゲームキャラクタを移動させることができるからである。 This is because the game character can be moved intuitively. しかしながら、ゲームキャラクタの移動速度等を大きくしようとすると、その分だけ指の移動面積が大きくなるため、より視認性を損なうことになる。 However, if an attempt is made to increase the moving speed of the game character or the like, the moving area of ​​the finger is increased by that amount, so that the visibility is further impaired.
従って、プレイヤーにとって指の移動面積を小さくしつつ、かつ、直感的にゲームキャラクタを移動させることができる仮想コントローラの実現が要求されている。 Therefore, it is required for the player to realize a virtual controller that can intuitively move the game character while reducing the movement area of ​​the finger. However, the conventional virtual controller displayed on the touch panel of the mobile terminal has a problem that if it occupies a relatively large area on the screen of the mobile terminal, the visibility of the objects in the game including the game character is lost. is there. However, the conventional virtual controller displayed on the touch panel of the mobile terminal has a problem that if it occupies a relatively large area on the screen of the mobile terminal, the visibility of the objects in the game including the game character is lost. Is there.
In particular, the conventional virtual controller for instructing and operating the operation of the game character employs an instruction operation for setting the movement speed of the game character and the like according to the movement distance of the finger from the center of the virtual controller. This is because the game character can be moved intuitively. However, if an attempt is made to increase the moving speed of the game character or the like, the moving area of the finger is increased by that amount, so that the visibility is further impaired. In particular, the conventional virtual controller for instructing and operating the operation of the game character employs an instruction operation for setting the movement speed of the game character and the like according to the movement distance of the finger from the center of the virtual controller. Is because the game character can be moved intuitively. However, if an attempt is made to increase the moving speed of the game character or the like, the moving area of ​​the finger is increased by that amount, so that the visibility is further impaired.
Therefore, it is required for the player to realize a virtual controller that can intuitively move the game character while reducing the movement area of the finger. Therefore, it is required for the player to realize a virtual controller that can intuitively move the game character while reducing the movement area of ​​the finger.

本発明は、このような状況に鑑みてなされたものであり、プレイヤーにとって指の移動面積を小さくしつつ、かつ、直感的にゲームキャラクタを移動させることが可能となる仮想コントローラを実現可能とすることを目的とする。 The present invention has been made in view of such a situation, and makes it possible to realize a virtual controller that enables a player to intuitively move a game character while reducing the movement area of a finger. The purpose is.

上記目的を達成するため、本発明の一態様のプログラムは、
表示面への物体の接触の操作に応じて動作を変化させるゲームキャラクタを含む画像を、当該表示面に表示させる表示媒体と、

前記表示面への物体の接触度合に応じて変化する、当該表示媒体に関する所定の物理量を検出する第1検出手段と、 A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface.
を備える端末を制御対象とするコンピュータに、 For computers that control terminals equipped with
前記第1検出手段の検出結果を所定のラチェット関数に入力して、当該ラチェット関数の出力量を、外部に出力するラチェット関数出力ステップと、 A ratchet function output step in which the detection result of the first detection means is input to a predetermined ratchet function and the output amount of the ratchet function is output to the outside.
前記ラチェット関数の出力量に応じて、前記ゲームキャラクタの動作の所定量を決定する動作量決定ステップと、 An operation amount determination step that determines a predetermined amount of operation of the game character according to the output amount of the ratchet function, and
前記動作量決定ステップの処理で決定された前記所定量で、前記ゲームキャラクタの動作を変化させる制御を実行する動作制御実行ステップと、 An operation control execution step that executes control for changing the operation of the game character with the predetermined amount determined in the process of the operation amount determination step.
を含む制御処理を実行させるものである。 The control process including is executed. In order to achieve the above object, the program of one aspect of the present invention In order to achieve the above object, the program of one aspect of the present invention
A display medium for displaying an image including a game character whose operation changes according to an operation of contact of an object with the display surface on the display surface, and A display medium for displaying an image including a game character whose operation changes according to an operation of contact of an object with the display surface on the display surface, and
A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface. A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface.
For computers that control terminals equipped with For computers that control terminals equipped with
A ratchet function output step in which the detection result of the first detection means is input to a predetermined ratchet function and the output amount of the ratchet function is output to the outside. A ratchet function output step in which the detection result of the first detection means is input to a predetermined ratchet function and the output amount of the ratchet function is output to the outside.
An operation amount determination step that determines a predetermined amount of operation of the game character according to the output amount of the ratchet function, and An operation amount determination step that determines a predetermined amount of operation of the game character according to the output amount of the ratchet function, and
An operation control execution step that executes control for changing the operation of the game character with the predetermined amount determined in the process of the operation amount determination step. An operation control execution step that executes control for changing the operation of the game character with the predetermined amount determined in the process of the operation amount determination step.
The control process including is executed. The control process including is executed.

本発明の一態様の上記情プログラムに対応する情報処理方法も、本発明の一態様の情報処理方法として提供される。 An information processing method corresponding to the above-mentioned information program of one aspect of the present invention is also provided as an information processing method of one aspect of the present invention.

本発明によれば、プレイヤーにとって指の移動面積を小さくしつつ、かつ、直感的にゲームキャラクタを移動させることが可能となる仮想コントローラが実現可能となる。 According to the present invention, it is possible to realize a virtual controller that enables a player to intuitively move a game character while reducing the movement area of a finger.

本発明の一実施形態に係るプレイヤー端末1のハードウェア構成を示すブロック図である。 It is a block diagram which shows the hardware composition of the player terminal 1 which concerns on one Embodiment of this invention. 図1のプレイヤー端末1に表示されるバーチャルパッドによるキャラクターの基本的な操作方法を示す図である。 It is a figure which shows the basic operation method of the character by the virtual pad displayed on the player terminal 1 of FIG. 図2のキャラクタの移動速度の決定手法を説明する図である。 It is a figure explaining the method of determining the movement speed of the character of FIG. 図3の決定手法で用いられるラチェット関数により、操作の連続性を確保できることを説明する図である。 It is a figure explaining that the continuity of operation can be ensured by the ratchet function used in the determination method of FIG. 割り込み処理の振る舞いを表した図である。 It is a figure which showed the behavior of interrupt processing. 図1のプレイヤー端末の機能的構成の一例を示す機能ブロック図である。 It is a functional block diagram which shows an example of the functional structure of the player terminal of FIG. 図6の機能的構成のプレイヤー端末のうち割り込み可否判定部に適用された、割り込みの要否の判定手法の一例を説明する図である。 FIG. 6 is a diagram illustrating an example of an interrupt necessity determination method applied to an interrupt enable / disable determination unit among player terminals having a functional configuration of FIG. 図6の機能的構成のプレイヤー端末のうちゲームキャラクタ動作量決定部に適用される、トランスミッション関数の各種例を表す図である。 It is a figure which shows various examples of the transmission function applied to the game character movement amount determination part among the player terminals of the functional structure of FIG. 図6の機能的構成のプレイヤー端末のうちゲームキャラクタ動作量決定部に適用される、トランスミッション関数の各種例を表す図である。 It is a figure which shows various examples of the transmission function applied to the game character movement amount determination part among the player terminals of the functional structure of FIG. 図6の機能的構成のプレイヤー端末のうちゲームキャラクタ動作制御実行部による、キャラクタの動作の制御の具体例を示す図である。 It is a figure which shows the specific example of the control of the character movement by the game character movement control execution part in the player terminal of the functional structure of FIG. 図6の機能的構成を有するプレイヤー端末1が実行する処理の流れの一例を説明するフローチャートである。 6 is a flowchart illustrating an example of a flow of processing executed by the player terminal 1 having the functional configuration of FIG.

以下、本発明の実施形態について、図面を用いて説明する。 Hereinafter, embodiments of the present invention will be described with reference to the drawings.

なお、以下において、単に「画像」と呼ぶ場合には、「動画像」と「静止画像」との両方を含むものとする。
また、「動画像」には、次の第1処理乃至第3処理の夫々により表示される画像を含むものとする。 Further, the "moving image" shall include an image displayed by each of the following first to third processes.
第1処理とは、平面画像(2D画像)におけるオブジェクト(例えばゲームキャラクタ)の夫々の動作に対して、複数枚からなる一連の静止画像を時間経過と共に連続的に切り替えて表示させる処理をいう。 The first process refers to a process of continuously switching and displaying a series of still images composed of a plurality of images with the lapse of time for each operation of an object (for example, a game character) in a flat image (2D image). 具体的には例えば、2次元アニメーション、いわゆるパラパラ漫画的な処理が第1処理に該当する。 Specifically, for example, two-dimensional animation, so-called flip book-like processing, corresponds to the first processing.
第2処理とは、立体画像(3Dモデルの画像)におけるオブジェクト(例えばゲームキャラクタ)の夫々の動作に対応するゲームキャラクタの動作を設定しておき、時間経過と共に当該ゲームキャラクタの動作を変化させて表示させる処理をいう。 In the second process, the movement of the game character corresponding to each movement of the object (for example, the game character) in the stereoscopic image (3D model image) is set, and the movement of the game character is changed with the passage of time. The process of displaying. 具体的には例えば、3次元アニメーションが第2処理に該当する。 Specifically, for example, three-dimensional animation corresponds to the second process.
第3処理とは、オブジェクト(例えばゲームキャラクタ)の夫々の動作に対応した映像(即ち動画)を準備しておき、時間経過と共に当該映像を流していく処理をいう。 The third process is a process in which an image (that is, a moving image) corresponding to each operation of an object (for example, a game character) is prepared and the image is played over time. In the following, when simply referred to as an "image", both a "moving image" and a "still image" are included. In the following, when simply referred to as an "image", both a "moving image" and a "still image" are included.
Further, the "moving image" shall include an image displayed by each of the following first to third processes. Further, the "moving image" shall include an image displayed by each of the following first to third processes.
The first process refers to a process of continuously switching and displaying a series of still images composed of a plurality of images with the passage of time for each operation of an object (for example, a game character) in a flat image (2D image). Specifically, for example, two-dimensional animation, so-called flip book-like processing, corresponds to the first processing. The first process refers to a process of continuously switching and displaying a series of still images composed of a plurality of images with the passage of time for each operation of an object (for example, a game character) in a flat image (2D image) Specifically, for example, two-dimensional animation, so-called flip book-like processing, corresponds to the first processing.
In the second process, the movement of the game character corresponding to each movement of the object (for example, the game character) in the stereoscopic image (3D model image) is set, and the movement of the game character is changed with the passage of time. The process of displaying. Specifically, for example, three-dimensional animation corresponds to the second process. In the second process, the movement of the game character corresponding to each movement of the object (for example, the game character) in the stereoscopic image (3D model image) is set, and the movement of the game character is changed with the passage of time. The process of displaying. Specifically, for example, three-dimensional animation corresponds to the second process.
The third process is a process in which a video (that is, a moving image) corresponding to each movement of an object (for example, a game character) is prepared and the video is played over time. The third process is a process in which a video (that is, a moving image) corresponding to each movement of an object (for example, a game character) is prepared and the video is played over time.

図1は、本発明の一実施形態に係るプレイヤー端末1のハードウェア構成を示すブロック図である。 FIG. 1 is a block diagram showing a hardware configuration of a player terminal 1 according to an embodiment of the present invention.

プレイヤー端末1は、スマートフォン等で構成される。
プレイヤー端末1は、CPU(Central Processing Unit)21と、ROM(Read Only Memory)22と、RAM(Random Access Memory)23と、バス24と、入出力インターフェース25と、タッチ操作入力部26と、表示部27と、入力部28と、記憶部29と、通信部30と、ドライブ31と、タッチ圧検出部41、タッチ位置検出部42を備えている。
The player terminal 1 is composed of a smartphone or the like.
The player terminal 1 displays a CPU (Central Processing Unit) 21, a ROM (Read Only Memory) 22, a RAM (Random Access Memory) 23, a bus 24, an input / output interface 25, a touch operation input unit 26, and a display. It includes a unit 27, an input unit 28, a storage unit 29, a communication unit 30, a drive 31, a touch pressure detection unit 41, and a touch position detection unit 42. The player terminal 1 displays a CPU (Central Processing Unit) 21, a ROM (Read Only Memory) 22, a RAM (Random Access Memory) 23, a bus 24, an input / output interface 25, a touch operation input unit 26, and a display. It includes a unit 27, an input unit 28, a storage unit 29, a communication unit 30, a drive 31, a touch pressure detection unit 41, and a touch position detection unit 42.

CPU21は、ROM22に記録されているプログラム、又は、記憶部29からRAM23にロードされたプログラムに従って各種の処理を実行する。
RAM23には、CPU21が各種の処理を実行する上において必要なデータ等も適宜記憶される。
The CPU 21 executes various processes according to the program recorded in the ROM 22 or the program loaded from the storage unit 29 into the RAM 23.

Data and the like necessary for the CPU 21 to execute various processes are also appropriately stored in the RAM 23. Data and the like necessary for the CPU 21 to execute various processes are also appropriately stored in the RAM 23.

CPU21、ROM22及びRAM23は、バス24を介して相互に接続されている。このバス24にはまた、入出力インターフェース25も接続されている。入出力インターフェース25には、タッチ操作入力部26、表示部27、入力部28、記憶部29、通信部30、及びドライブ31が接続されている。 The CPU 21, ROM 22 and RAM 23 are connected to each other via the bus 24. An input / output interface 25 is also connected to the bus 24. A touch operation input unit 26, a display unit 27, an input unit 28, a storage unit 29, a communication unit 30, and a drive 31 are connected to the input / output interface 25.

タッチ操作入力部26は、タッチ圧検出部41及びタッチ位置検出部42を含み、プレイヤーにより入力されるタッチ操作を検出する。
ここで、タッチ操作とは、タッチ操作入力部26に対する物体の接触の操作をいう。タッチ操作入力部26に対して接触する物体は、例えばプレイヤーの指やタッチペン等である。なお、以下、タッチ操作がなされた位置を「タッチ位置」と呼び、タッチ位置の座標を「タッチ座標」と呼ぶ。
タッチ圧検出部41は、例えば感圧センサにより構成され、タッチ操作入力部26に対するタッチ操作により生じた圧力(以下、「タッチ圧」と呼ぶ)を検出する。
タッチ位置検出部42は、例えば表示部27に積層される静電容量式又は抵抗膜式(感圧式)の位置入力センサにより構成され、タッチ座標を検出する。 The touch position detection unit 42 is composed of, for example, a capacitance type or resistance film type (pressure sensitive type) position input sensor laminated on the display unit 27, and detects touch coordinates.
表示部27は、液晶等のディスプレイにより構成され、ゲームに関する画像等、各種画像を表示する。 The display unit 27 is composed of a display such as a liquid crystal display, and displays various images such as an image related to a game.
このように、本実施形態では、タッチ操作入力部26及び表示部27により、タッチパネルが構成されている。 As described above, in the present embodiment, the touch panel is composed of the touch operation input unit 26 and the display unit 27.
なお、本明細書で「表示媒体」と呼ぶ場合、単に表示部27を意味せず、タッチ操作入力部26及び表示部27から構成される「タッチパネル」を意味する。 When the term "display medium" is used in the present specification, it does not simply mean the display unit 27, but means a "touch panel" composed of the touch operation input unit 26 and the display unit 27. The touch operation input unit 26 includes a touch pressure detection unit 41 and a touch position detection unit 42, and detects a touch operation input by the player. The touch operation input unit 26 includes a touch pressure detection unit 41 and a touch position detection unit 42, and detects a touch operation input by the player.
Here, the touch operation means an operation of contacting an object with the touch operation input unit 26. The object that comes into contact with the touch operation input unit 26 is, for example, a player's finger or a touch pen. Hereinafter, the position where the touch operation is performed is referred to as a "touch position", and the coordinates of the touch position are referred to as "touch coordinates". Here, the touch operation means an operation of contacting an object with the touch operation input unit 26. The object that comes into contact with the touch operation input unit 26 is, for example, a player's finger or a touch pen. where the touch operation is performed is referred to as a "touch position", and the coordinates of the touch position are referred to as "touch coordinates".
The touch pressure detection unit 41 is composed of, for example, a pressure-sensitive sensor, and detects the pressure generated by the touch operation on the touch operation input unit 26 (hereinafter, referred to as “touch pressure”). The touch pressure detection unit 41 is composed of, for example, a pressure-sensitive sensor, and detects the pressure generated by the touch operation on the touch operation input unit 26 (hereinafter, referred to as “touch pressure”).
The touch position detection unit 42 is composed of, for example, a capacitance type or resistance film type (pressure sensitive type) position input sensor laminated on the display unit 27, and detects touch coordinates. The touch position detection unit 42 is composed of, for example, a capacitance type or resistance film type (pressure sensitive type) position input sensor laminated on the display unit 27, and detects touch coordinates.
The display unit 27 is composed of a display such as a liquid crystal display, and displays various images such as an image related to a game. The display unit 27 is composed of a display such as a liquid crystal display, and displays various images such as an image related to a game.
As described above, in the present embodiment, the touch panel is composed of the touch operation input unit 26 and the display unit 27. As described above, in the present embodiment, the touch panel is composed of the touch operation input unit 26 and the display unit 27.
When the term "display medium" is used in the present specification, it does not simply mean the display unit 27, but means a "touch panel" composed of the touch operation input unit 26 and the display unit 27. When the term "display medium" is used in the present specification, it does not simply mean the display unit 27, but means a "touch panel" composed of the touch operation input unit 26 and the display unit 27.

ここで、タッチパネルにおけるタッチ操作の種類としては、例えば、スワイプとフリックが存在する。
ただし、スワイプもフリックも、表示媒体への物体の接触が開始された第1状態から、表示媒体への接触が維持されて物体の位置が変化又は維持する第2状態(タッチ位置が変化又は維持する第2状態)を経て、表示媒体への物体の接触が解除される第3状態(物体が表示媒体から離間する第3状態)まで至る一連の操作である点は変わらない。 However, in both swipe and flick, from the first state in which the contact of the object with the display medium is started, the second state in which the contact with the display medium is maintained and the position of the object is changed or maintained (the touch position is changed or maintained). There is no change in the fact that the operation is a series of operations from the second state) to the third state (the third state in which the object is separated from the display medium) in which the contact of the object with the display medium is released. そこで、本明細書では、このような一連の操作をまとめて「スワイプ」と呼ぶことにする。 Therefore, in the present specification, such a series of operations are collectively referred to as "swipe".
換言すると、本明細書でいう「スワイプ」は、一般的に呼ばれるスワイプの他、上述のフリック等も含まれる広義な概念である。 In other words, "swipe" as used herein is a broad concept that includes the above-mentioned flicks and the like in addition to the generally called swipe. Here, as the types of touch operations on the touch panel, for example, there are swipe and flick. Here, as the types of touch operations on the touch panel, for example, there are swipe and flick.
However, in both swipe and flick, from the first state in which the contact of the object with the display medium is started, the second state in which the contact with the display medium is maintained and the position of the object is changed or maintained (the touch position is changed or maintained). There is no change in the fact that the operation is a series of operations from the second state) to the third state (the third state in which the object is separated from the display medium) in which the contact of the object with the display medium is released. Therefore, in the present specification, such a series of operations are collectively referred to as "swipe". However, in both swipe and flick, from the first state in which the contact of the object with the display medium is started, the second state in which the contact with the display medium is maintained and the position of the object is changed or maintained ( The touch position is changed or maintained). There is no change in the fact that the operation is a series of operations from the second state) to the third state (the third state in which the object is separated from the display medium) in which The contact of the object with the display medium is released. Therefore, in the present specification, such a series of operations are collectively referred to as "swipe".
In other words, "swipe" as used herein is a broad concept that includes the above-mentioned flicks and the like in addition to the generally called swipe. In other words, "swipe" as used herein is a broad concept that includes the above-mentioned flicks and the like in addition to the generally called swipe.

入力部28は、各種ハードウェア釦等で構成され、プレイヤーの指示操作に応じて各種情報を入力する。
記憶部29は、DRAM(Dynamic Random Access Memory)等で構成され、各種データを記憶する。
通信部30は、図示せぬインターネットを含むネットワークを介して他の装置(図示せぬサーバや図示せぬ他のプレイヤー端末)との間で行う通信を制御する。
The input unit 28 is composed of various hardware buttons and the like, and inputs various information according to a player's instruction operation.
The storage unit 29 is composed of a DRAM (Dynamic Random Access Memory) or the like, and stores various data.
The communication unit 30 controls communication with other devices (a server (not shown) or another player terminal (not shown) via a network including the Internet (not shown). The communication unit 30 controls communication with other devices (a server (not shown) or another player terminal (not shown) via a network including the Internet (not shown).

ドライブ31は、必要に応じて設けられる。ドライブ31には、磁気ディスク、光ディスク、光磁気ディスク、或いは半導体メモリ等よりなる、リムーバブルメディア32が適宜装着される。ドライブ31によってリムーバブルメディア32から読み出されたプログラムは、必要に応じて記憶部29にインストールされる。また、リムーバブルメディア32は、記憶部29に記憶されている各種データも、記憶部29と同様に記憶することができる。 The drive 31 is provided as needed. A removable medium 32 made of a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is appropriately mounted on the drive 31. The program read from the removable media 32 by the drive 31 is installed in the storage unit 29 as needed. In addition, the removable media 32 can also store various data stored in the storage unit 29 in the same manner as the storage unit 29.

このような図1のプレイヤー端末1の各種ハードウェアと各種ソフトウェアとの協働により、プレイヤー端末1でゲームの実行が可能になる。
例えば本実施形態では、図2に示すような3DバーチャルパッドVPを用いてゲームキャラクタCを操作するゲームが、プレイヤー端末1で実行可能になる。
即ち、図2は、図1のプレイヤー端末1に表示される3DバーチャルパッドVPによるゲームキャラクタCの基本的な操作方法を説明する図である。
By collaborating with various hardware and various software of the player terminal 1 shown in FIG. 1, the game can be executed on the player terminal 1.
For example, in the present embodiment, a game in which the game character C is operated by using the 3D virtual pad VP as shown in FIG. 2 can be executed on the player terminal 1. For example, in the present embodiment, a game in which the game character C is operated by using the 3D virtual pad VP as shown in FIG. 2 can be executed on the player terminal 1.
That is, FIG. 2 is a diagram illustrating a basic operation method of the game character C by the 3D virtual pad VP displayed on the player terminal 1 of FIG. That is, FIG. 2 is a diagram illustrating a basic operation method of the game character C by the 3D virtual pad VP displayed on the player terminal 1 of FIG.

図2の左方には、プレイヤーがタッチパネルでスワイプを行うことでゲームキャラクタCの移動を指示操作するための仮想コントローラとして、3DバーチャルパッドVPが表されている。
ここで、3DバーチャルパッドVPとは、物理的な十字ボタンを模したGUI(Graphical User Interface)である。 Here, the 3D virtual pad VP is a GUI (Graphical User Interface) that imitates a physical cross button. 本実施形態の3DバーチャルパッドVPは、円の形状を有しており、その中心に対するプレイヤーのタッチ位置の方向により、ゲームキャラクタCの移動方向を指示すると共に、当該プレイヤーのタッチ操作がなされた際のタッチ圧により、ゲームキャラクタCの移動速度(加減速)を指示するためのGUIである。 The 3D virtual pad VP of the present embodiment has a circular shape, and when the movement direction of the game character C is instructed by the direction of the player's touch position with respect to the center thereof and the player's touch operation is performed. This is a GUI for instructing the moving speed (acceleration / deceleration) of the game character C by the touch pressure of. On the left side of FIG. 2, a 3D virtual pad VP is shown as a virtual controller for instructing and operating the movement of the game character C by the player swiping on the touch panel. On the left side of FIG. 2, a 3D virtual pad VP is shown as a virtual controller for instructing and operating the movement of the game character C by the player swiping on the touch panel.
Here, the 3D virtual pad VP is a GUI (Graphical User Interface) that imitates a physical cross button. The 3D virtual pad VP of the present embodiment has a circular shape, and when the movement direction of the game character C is instructed by the direction of the player's touch position with respect to the center thereof and the player's touch operation is performed. This is a GUI for instructing the moving speed (acceleration / deceleration) of the game character C by the touch pressure of. Here, the 3D virtual pad VP is a GUI (Graphical User Interface) that imitates a physical cross button. The 3D virtual pad VP of the present embodiment has a circular shape, and when the movement direction of the game character C is instructed by the Direction of the player's touch position with respect to the center thereof and the player's touch operation is performed. This is a GUI for instructing the moving speed (acceleration / deceleration) of the game character C by the touch pressure of.

図2の右方には、プレイヤーのタッチパネルへのスワイプに応じて、ゲーム内の仮想空間を移動するゲームキャラクタCが表されている。
ここで、ゲームキャラクタCとは、ゲーム内のオブジェクトのうち、プレイヤーが操作可能なオブジェクトを意味する。 Here, the game character C means an object that can be operated by the player among the objects in the game. つまり、ここでいう「ゲームキャラクタC」とは、図2に示す人間を模したオブジェクトだけでなく、自動車や飛行機、球技におけるボール等の無生物的なオブジェクトも含む広義の概念である。 That is, the "game character C" here is a broad concept that includes not only human-like objects shown in FIG. 2 but also inanimate objects such as automobiles, airplanes, and balls in ball games. On the right side of FIG. 2, a game character C that moves in a virtual space in the game in response to a swipe to the touch panel of the player is shown. On the right side of FIG. 2, a game character C that moves in a virtual space in the game in response to a swipe to the touch panel of the player is shown.
Here, the game character C means an object that can be operated by the player among the objects in the game. That is, the "game character C" here is a broad concept that includes not only human-like objects shown in FIG. 2 but also inanimate objects such as automobiles, airplanes, and balls in ball games. Here, the game character C means an object that can be operated by the player among the objects in the game. That is, the "game character C" here is a broad concept that includes not only human-like objects shown in FIG. 2 but also inanimate objects such as automobiles, airplanes, and balls in ball games.

本実施形態では、タッチパネルから離間していたプレイヤーの指等が当該タッチパネルに接触した時点、即ちスワイプの第1状態の時点では、3DバーチャルパッドVPは、プレイヤーが視認可能な状態ではないものとする。
その後、スワイプの第2状態に移行すると、図2の上方に示すように、スワイプの第1状態におけるタッチ位置を表示面上の中心或いは重心として、3DバーチャルパッドVPがプレイヤーに視認可能な状態で表示される。
つまり、プレイヤーにとっては、タッチパネルに対する最初のタッチ位置に、3DバーチャルパッドVPがあたかも出現したかのように視認される。
そして、プレイヤーが所定方向にスワイプをすると(スワイプの第2状態に移行すると)、ゲーム内の仮想空間において、所定方向に対応する方向にゲームキャラクタCが低速で歩き始める。 Then, when the player swipes in a predetermined direction (shifts to the second state of swiping), the game character C starts walking at a low speed in the direction corresponding to the predetermined direction in the virtual space in the game. In the present embodiment, the 3D virtual pad VP is not in a state in which the player can see it when the player's finger or the like separated from the touch panel touches the touch panel, that is, in the first state of swiping. .. In the present embodiment, the 3D virtual pad VP is not in a state in which the player can see it when the player's finger or the like separated from the touch panel touches the touch panel, that is, in the first state of swiping. ..
After that, when the state shifts to the second state of swipe, as shown in the upper part of FIG. 2, the 3D virtual pad VP is visible to the player with the touch position in the first state of swipe as the center or the center of gravity on the display surface. Is displayed. After that, when the state shifts to the second state of swipe, as shown in the upper part of FIG. 2, the 3D virtual pad VP is visible to the player with the touch position in the first state of swipe as the center or the center of gravity on the display surface. Is displayed.
That is, to the player, the 3D virtual pad VP is visually recognized as if it appeared at the first touch position with respect to the touch panel. That is, to the player, the 3D virtual pad VP is visually recognized as if it appeared at the first touch position with respect to the touch panel.
Then, when the player swipes in a predetermined direction (shifts to the second state of swiping), the game character C starts walking at a low speed in the direction corresponding to the predetermined direction in the virtual space in the game. Then, when the player swipes in a predetermined direction (shifts to the second state of swiping), the game character C starts walking at a low speed in the direction corresponding to the predetermined direction in the virtual space in the game.

さらに、本実施形態では、スワイプの第2状態(指を離間させない状態、即ちスワイプの第3状態に移行する前の状態)において、プレイヤーがタッチパネルを強く押下すると、タッチ圧(タッチ圧検出部41の出力値)が大きくなる。これにより、図2の下方に示す様に、そのタッチ圧の強さに応じた移動速度となるように、ゲームキャラクタCは加速して移動するようになる。 Further, in the present embodiment, when the player strongly presses the touch panel in the second state of swiping (the state in which the fingers are not separated, that is, the state before shifting to the third state of swiping), the touch pressure (touch pressure detecting unit 41) Output value) becomes large. As a result, as shown in the lower part of FIG. 2, the game character C accelerates and moves so as to have a moving speed corresponding to the strength of the touch pressure.

このように、タッチパネルを強く押し続けてゲームキャラクタCが加速させていく操作は、例えば、自動車運転でのアクセル操作に類似するため、プレイヤーにとって直感的な操作である。
また、プレイヤーにとっては、タッチパネルに対するスワイプに加えて押下度合の強弱の操作をするだけで、ゲームキャラクタCを縦横無尽に加減速させながら走らせることができる。これにより、3DバーチャルパッドVPは、既存の仮想コントローラと比べ、プレイヤーの指がタッチパネルの画面上で移動する範囲が小さくなるため、タッチパネルの画面上に表示されているオブジェクト(ゲームキャラクタC含む)の視認性を損なわせないようにすることができる。
即ち、スマートフォンのように比較的小さな表示画面を持つ端末をプレイヤー端末1として採用するとき、画面上に一時に表示できる量には限りがある。 That is, when a terminal having a relatively small display screen such as a smartphone is adopted as the player terminal 1, the amount that can be displayed on the screen at one time is limited. しかし、本実施形態のように、タッチパネルを指一本で押下するだけでゲームキャラクタCを自在に動かせることができるようにして、プレイヤーの指の移動面積を小さくすることができれば、ゲーム実行中の表示面において、オブジェクト(ゲームキャラクタC含む)の視認性を確保することができる。 However, as in the present embodiment, if the game character C can be freely moved by simply pressing the touch panel with one finger and the moving area of ​​the player's finger can be reduced, the game is being executed. The visibility of the object (including the game character C) can be ensured on the display surface. In this way, the operation in which the game character C accelerates by pressing the touch panel strongly is similar to the accelerator operation in driving a car, and is therefore an intuitive operation for the player. In this way, the operation in which the game character C accelerates by pressing the touch panel strongly is similar to the accelerator operation in driving a car, and is therefore an intuitive operation for the player.
Further, the player can run the game character C while accelerating and decelerating in all directions by simply swiping the touch panel and operating the strength of the pressing degree. As a result, the 3D virtual pad VP has a smaller range in which the player's finger moves on the touch panel screen than the existing virtual controller, so that the objects (including the game character C) displayed on the touch panel screen can be moved. It is possible to prevent the visibility from being impaired. Further, the player can run the game character C while accelerating and decelerating in all directions by simply swiping the touch panel and operating the strength of the pressing degree. As a result, the 3D virtual pad VP has a smaller range in which the player's finger moves on the touch panel screen than the existing virtual controller, so that the objects (including the game character C) displayed on the touch panel screen can be moved. It is possible to prevent the visibility from being impaired.
That is, when a terminal having a relatively small display screen such as a smartphone is adopted as the player terminal 1, the amount that can be displayed on the screen at one time is limited. However, as in the present embodiment, if the game character C can be freely moved by simply pressing the touch panel with one finger and the moving area of the player's finger can be reduced, the game is being executed. The visibility of the object (including the game character C) can be ensured on the display surface. That is, when a terminal having a relatively small display screen such as a smartphone is adopted as the player terminal 1, the amount that can be displayed on the screen at one time is limited. However, as in the present embodiment, if the game character C can be freely moved by simply pressing the touch panel with one finger and the moving area of ​​the player's finger can be reduced, the game is being executed. The visibility of the object (including the game character C) can be ensured on the display surface.

上述した様に、本実施形態では、タッチ圧(タッチ圧検出部41の出力値)に応じて、ゲームキャラクタCの移動速度(加減速量)が変化する。しかしながら、タッチ圧の生データの時系列は、プレイヤーが自然人である以上、安定せずに非連続(振動を繰り返したもの)になる。従って、タッチ圧の生データそのものを用いてゲームキャラクタCの移動速度を決定すると、ゲームキャラクタCの移動(加減速)は不安定となってしまう。
そこで、本実施形態では、図3に示す様に、タッチ圧を入力パラメータとしてラチェット関数に入力し、当該ラチェット関数の出力を用いてゲームキャラクタCの移動速度を決定する、という手法が採用されている。 Therefore, in the present embodiment, as shown in FIG. 3, a method is adopted in which the touch pressure is input to the ratchet function as an input parameter and the moving speed of the game character C is determined using the output of the ratchet function. There is. As described above, in the present embodiment, the moving speed (acceleration / deceleration amount) of the game character C changes according to the touch pressure (output value of the touch pressure detecting unit 41). However, the time series of raw touch pressure data is not stable and becomes discontinuous (repeated vibration) as long as the player is a natural person. Therefore, if the movement speed of the game character C is determined using the raw data of the touch pressure itself, the movement (acceleration / deceleration) of the game character C becomes unstable. As described above, in the present embodiment, the moving speed (acceleration / deceleration amount) of the game character C changes according to the touch pressure (output value of the touch pressure detecting unit 41). However, the time series of raw touch pressure data is not stable and becomes discontinuous (repeated vibration) as long as the player is a natural person. Therefore, if the movement speed of the game character C is determined using the raw data of the touch pressure itself, the movement (acceleration / deceleration) ) of the game character C becomes unstable.
Therefore, in the present embodiment, as shown in FIG. 3, a method is adopted in which the touch pressure is input to the ratchet function as an input parameter and the moving speed of the game character C is determined using the output of the ratchet function. There is. Therefore, in the present embodiment, as shown in FIG. 3, a method is adopted in which the touch pressure is input to the ratchet function as an input parameter and the moving speed of the game character C is determined using the output of the ratchet function. There is.

ここで、ラチェット関数とは、所定の物理量を入力パラメータとして入力する関数であって、当該所定の物理量が変動しても、これまでに入力された当該所定の物理量の最大量を出力する関数をいう。 Here, the ratchet function is a function that inputs a predetermined physical quantity as an input parameter, and outputs a function that outputs the maximum amount of the predetermined physical quantity that has been input so far even if the predetermined physical quantity fluctuates. Say.

図3の左方に示されているグラフは、タッチ圧(タッチ圧検出部41の出力値)の生データの時系列の推移を示している。即ち、図3の左方において、縦軸はタッチ圧(タッチ圧検出部41の出力値)を示し、横軸は時間を示している。つまり、グラフが連続している横軸の長さは、プレイヤーの指等がタッチパネルに接触している時間の長さを表す。
このように、タッチ圧(タッチ圧検出部41の出力値)の生データの時系列は、非連続(振動が激しい)ことから、タッチ圧の生データをゲームキャラクタCの移動速度の設定に用いると、ゲームキャラクタCが不必要に加減速してしまい(加減速が非連続になってしまい)、不適である。
そこで、本実施形態では、図3に示すように、タッチ圧をラチェット関数の入力パラメータとして入力して、当該ラチェット関数の出力値を、ゲームキャラクタCの移動速度の設定に用いる、という手法が採用される。 Therefore, in the present embodiment, as shown in FIG. 3, a method is adopted in which the touch pressure is input as an input parameter of the ratchet function and the output value of the ratchet function is used for setting the moving speed of the game character C. Will be done. The graph shown on the left side of FIG. 3 shows the time-series transition of the raw data of the touch pressure (output value of the touch pressure detection unit 41). That is, on the left side of FIG. 3, the vertical axis represents the touch pressure (output value of the touch pressure detection unit 41), and the horizontal axis represents time. That is, the length of the horizontal axis in which the graphs are continuous represents the length of time that the player's finger or the like is in contact with the touch panel. The graph shown on the left side of FIG. 3 shows the time-series transition of the raw data of the touch pressure (output value of the touch pressure detection unit 41). That is, on the left side of FIG. 3, the vertical axis represents the touch pressure (output value of the touch pressure detection unit 41), and the horizontal axis represents time. That is, the length of the horizontal axis in which the graphs are continuous represents the length of time that the player's finger or the like is in contact with the touch panel.
In this way, since the time series of the raw data of the touch pressure (output value of the touch pressure detection unit 41) is discontinuous (vibration is intense), the raw data of the touch pressure is used for setting the movement speed of the game character C. Then, the game character C unnecessarily accelerates / decelerates (acceleration / deceleration becomes discontinuous), which is unsuitable. In this way, since the time series of the raw data of the touch pressure (output value of the touch pressure detection unit 41) is discontinuous (vibration is intense), the raw data of the touch pressure is used for setting the movement speed of the game character C. Then, the game character C unnecessarily accelerates / decelerates (acceleration / deceleration becomes discontinuous), which is unsuitable.
Therefore, in the present embodiment, as shown in FIG. 3, a method is adopted in which the touch pressure is input as an input parameter of the ratchet function and the output value of the ratchet function is used for setting the moving speed of the game character C. Will be done. Therefore, in the present embodiment, as shown in FIG. 3, a method is adopted in which the touch pressure is input as an input parameter of the ratchet function and the output value of the ratchet function is used for setting the moving speed of the game character C. Will be done.

これにより、図4に示す様に、ラチェット関数の出力値、即ちタッチ圧の最大値を用いて、ゲームキャラクタCの移動速度を決定することが可能になる。
つまり、ラチェット関数を適用することにより、図4の左方に示す非連続的なタッチ圧の変化を、図4の右方に示すように連続的な変化に変換することができる。 That is, by applying the ratchet function, the discontinuous change in touch pressure shown on the left side of FIG. 4 can be converted into a continuous change as shown on the right side of FIG. このような連続的な変化を用いて、ゲームキャラクタCの移動速度を設定することで、ゲームキャラクタCは連続した加減速をすることができる。 By setting the moving speed of the game character C using such continuous changes, the game character C can continuously accelerate and decelerate. 具体的には例えばタッチ圧が下がっても、タッチパネルからプレイヤーの指等が離間されない限り、ゲームキャラクタCは、タッチ圧の最大値に応じた速度で、即ち不用意に移動速度を低下させずに、走り続けることができる。 Specifically, for example, even if the touch pressure drops, the game character C does not inadvertently reduce the moving speed at a speed corresponding to the maximum value of the touch pressure, unless the player's finger or the like is separated from the touch panel. , You can keep running.
このようにして、プレイヤーは、表示画面上の少ない面積の指の移動をするだけで、プレイヤー端末1のタッチパネルを強く押し続けなくても、直感的にゲームキャラクタCの移動操作をすることができる。 In this way, the player can intuitively move the game character C by moving a finger in a small area on the display screen without pressing and holding the touch panel of the player terminal 1 strongly. .. This makes it possible to determine the moving speed of the game character C using the output value of the ratchet function, that is, the maximum value of the touch pressure, as shown in FIG. This makes it possible to determine the moving speed of the game character C using the output value of the ratchet function, that is, the maximum value of the touch pressure, as shown in FIG.
That is, by applying the ratchet function, the discontinuous change in touch pressure shown on the left side of FIG. 4 can be converted into a continuous change as shown on the right side of FIG. By setting the moving speed of the game character C using such continuous changes, the game character C can continuously accelerate and decelerate. Specifically, for example, even if the touch pressure drops, the game character C does not inadvertently reduce the moving speed at a speed corresponding to the maximum value of the touch pressure unless the player's finger or the like is separated from the touch panel. , You can keep running. That is, by applying the ratchet function, the discontinuous change in touch pressure shown on the left side of FIG. 4 can be converted into a continuous change as shown on the right side of FIG. By setting the moving speed of the game character C Using such continuous changes, the game character C can continuously accelerate and decelerate. Specifically, for example, even if the touch pressure drops, the game character C does not inadvertently reduce the moving speed at a speed corresponding to the maximum value of the touch pressure. unless the player's finger or the like is separated from the touch panel., You can keep running.
In this way, the player can intuitively move the game character C by moving a finger in a small area on the display screen without pressing and holding the touch panel of the player terminal 1 strongly. .. In this way, the player can intuitively move the game character C by moving a finger in a small area on the display screen without pressing and holding the touch panel of the player terminal 1 strongly ...

さらに、このようなラチェット関数を適用することで、図5に示す様に、ゲームキャラクタCの移動速度を制御しながら、当該ゲームキャラクタCをジャンプさせる等の割り込み処理を適切に行うこともできる。
図5は、割り込み処理の振る舞いを表した図である。
Further, by applying such a ratchet function, as shown in FIG. 5, it is possible to appropriately perform interrupt processing such as jumping the game character C while controlling the moving speed of the game character C.
FIG. 5 is a diagram showing the behavior of interrupt processing.

ここで、割り込み処理とは、所定の処理実行中に、実行要求が外部(所定の処理の実行要求とは別の場所)から与えられる別の処理をいう。なお、外部から与えられる実行要求を、以下「割り込み」と呼ぶ。
本実施形態では、所定の処理としては、設定された移動方向に設定された移動速度でゲームキャラクタCを移動させる処理が採用される。そして、例えばゲームキャラクタCをジャンプさせる処理が、割り込み処理として採用される。つまり、設定された移動方向に設定された移動速度でゲームキャラクタCが移動している最中に、割り込み処理が発生すると、当該ゲームキャラクタCはジャンプすることになる。
なお、本実施形態では、割り込み処理はゲームキャラクタCをジャンプさせる処理とするが、特にこれに限定されず、例えばゲームキャラクタCの移動速度を減速させる処理でもよいし、また例えばゲームキャラクタCに所定の攻撃動作をさせる処理でもよい。 In the present embodiment, the interrupt process is a process of jumping the game character C, but the process is not particularly limited to this, and for example, a process of decelerating the moving speed of the game character C may be performed, or the game character C may be predetermined. It may be a process to make the attack action of. Here, the interrupt process refers to another process in which an execution request is given from the outside (a place different from the execution request of the predetermined process) during the execution of the predetermined process. An execution request given from the outside is hereinafter referred to as an "interrupt". Here, the interrupt process refers to another process in which an execution request is given from the outside (a place different from the execution request of the predetermined process) during the execution of the predetermined process. An execution request given from the outside is contained referred to as an "interrupt".
In the present embodiment, as a predetermined process, a process of moving the game character C at a set movement speed in a set movement direction is adopted. Then, for example, a process of jumping the game character C is adopted as an interrupt process. That is, if the interrupt process occurs while the game character C is moving at the movement speed set in the set movement direction, the game character C will jump. In the present embodiment, as a predetermined process, a process of moving the game character C at a set movement speed in a set movement direction is adopted. Then, for example, a process of jumping the game character C is adopted as an interrupt process That is, if the interrupt process occurs while the game character C is moving at the movement speed set in the set movement direction, the game character C will jump.
In the present embodiment, the interrupt process is a process of jumping the game character C, but the process is not particularly limited to this, and for example, a process of decelerating the moving speed of the game character C may be performed, or the game character C may be predetermined. It may be a process to make the attack action of. In the present embodiment, the interrupt process is a process of jumping the game character C, but the process is not particularly limited to this, and for example, a process of decelerating the moving speed of the game character C may be performed, or the game character C may be predetermined. It may be a process to make the attack action of.

ここで、割り込みの発生の条件は、特に限定されないが、本実施形態では、プレイヤーの指がタッチパネルに接触されている状態(それゆえ、ラチェット関数の出力値に応じた移動速度でゲームキャラクタCが移動している状態)で、極短時間(例えば100ミリ秒)だけタッチパネルへの押下度合を強め、その後押下度合を弱める操作が検出されるという条件が採用されている。
ここで、極短時間だけタッチパネルへの押下度合を強めて、その後押下度合を弱める操作をした場合、図5の左方のグラフのように、極短時間だけタッチ圧が急激に変化する。
図5に示す様に、この極短時間のタッチ圧の急激な変化が検出された場合、割り込みが発生する。 As shown in FIG. 5, when this extremely short-time sudden change in touch pressure is detected, an interrupt is generated. これにより、ゲームキャラクタCはジャンプすることになる。 As a result, the game character C jumps.
ここで、この極短時間のタッチ圧の変化がそのままラチェット関数に入力(適用)されてしまうと、当該ラチェット関数の出力が変化してしまうことになる。 Here, if the change in the touch pressure for an extremely short time is directly input (applied) to the ratchet function, the output of the ratchet function will change. そこで、この極短時間のタッチ圧の急激な変化が検出された場合、タッチ圧(生データ)はラチェット関数に入力されず、予め決められた所定値(例えば0)が入力される。 Therefore, when a sudden change in the touch pressure for an extremely short time is detected, the touch pressure (raw data) is not input to the ratchet function, but a predetermined predetermined value (for example, 0) is input. これにより、ラチェット関数の出力値は変化せず、割り込みが発生しても、ゲームキャラクタCは等速度運動を続けることができる。 As a result, the output value of the ratchet function does not change, and the game character C can continue to move at a constant velocity even if an interrupt occurs. Here, the condition for generating the interrupt is not particularly limited, but in the present embodiment, the game character C is in a state where the player's finger is in contact with the touch panel (hence, the game character C moves at a moving speed according to the output value of the ratchet function. A condition is adopted in which an operation of increasing the degree of pressing on the touch panel for a very short time (for example, 100 milliseconds) and then decreasing the degree of pressing is detected in the moving state). Here, the condition for generating the interrupt is not particularly limited, but in the present embodiment, the game character C is in a state where the player's finger is in contact with the touch panel (hence, the game character C moves at a moving speed According to the output value of the ratchet function. A condition is adopted in which an operation of increasing the degree of pressing on the touch panel for a very short time (for example, 100 milliseconds) and then decreasing the degree of pressing is detected in the moving state).
Here, when the touch panel is pressed for a very short time and then the touch is weakened, the touch pressure changes abruptly for a very short time as shown in the graph on the left side of FIG. Here, when the touch panel is pressed for a very short time and then the touch is weakened, the touch pressure changes abruptly for a very short time as shown in the graph on the left side of FIG.
As shown in FIG. 5, when this extremely short-time sudden change in touch pressure is detected, an interrupt is generated. As a result, the game character C jumps. As shown in FIG. 5, when this extremely short-time sudden change in touch pressure is detected, an interrupt is generated. As a result, the game character C jumps.
Here, if the change in the touch pressure for an extremely short time is directly input (applied) to the ratchet function, the output of the ratchet function will change. Therefore, when a sudden change in the touch pressure for an extremely short time is detected, the touch pressure (raw data) is not input to the ratchet function, but a predetermined predetermined value (for example, 0) is input. As a result, the output value of the ratchet function does not change, and the game character C can continue to move at a constant velocity even if an interrupt occurs. Here, if the change in the touch pressure for an extremely short time is directly input (applied) to the ratchet function, the output of the ratchet function will change. Therefore, when a sudden change in the touch pressure for an extremely short time is detected, the touch pressure (raw data) is not input to the ratchet function, but a predetermined predetermined value (for example, 0) is input. As a result, the output value of the ratchet function does not change, and the game character C can continue to move at a constant velocity even if an interrupt occurs.

このように本実施形態では、タッチ圧を、ラチェット関数の入力パラメータとして用いると共に、割り込みの発生要否を判定するものとして用いる。
これにより、プレイヤーは、タッチパネルに指を接触させた後、当該タッチパネルに対する押下度合の強弱を変化させる操作をするだけで、ゲームキャラクタCが移動する際の加速及び瞬発的な動き(ジャンプ等)の両方を指示することができる。そして、このような指示操作をするGUIが、3DバーチャルパッドVPである。
即ち、ゲームキャラクタCの加速と瞬間的な動きの両方の操作を、タッチパネル上の3DバーチャルパッドVPに対する押下度合の加減で実現することができる。 That is, both the acceleration and the momentary movement of the game character C can be realized by adjusting the degree of pressing the 3D virtual pad VP on the touch panel. 例えば、プレイヤーは、3DバーチャルパッドVPに対して、ある程度長い時間(例えば300ミリ秒)押下度合を強めていくことでゲームキャラクタCを加速させ、また、瞬間的(例えば100ミリ秒程度の短時間)に強く押してすぐに弱めることで当該ゲームキャラクタCに瞬発的な動き(ジャンプ等)をさせることができる。 For example, the player accelerates the game character C by strengthening the pressing degree for a certain long time (for example, 300 milliseconds) with respect to the 3D virtual pad VP, and also instantaneously (for example, a short time of about 100 milliseconds). ) Is strongly pressed and immediately weakened, so that the game character C can make an instantaneous movement (jump, etc.).
このように3DバーチャルパッドVPは、スマートフォン等の表示面の少ない面積の指の移動で、ゲームキャラクタCの移動の加減速命令と瞬発的な移動命令を途切れなく入力することができるGUIである。 As described above, the 3D virtual pad VP is a GUI capable of continuously inputting acceleration / deceleration commands for moving the game character C and instantaneous movement commands by moving a finger in a small area of ​​a display surface such as a smartphone. As described above, in the present embodiment, the touch pressure is used as an input parameter of the ratchet function and is used to determine whether or not an interrupt is required to occur. As described above, in the present embodiment, the touch pressure is used as an input parameter of the ratchet function and is used to determine whether or not an interrupt is required to occur.
As a result, the player simply touches the touch panel with his / her finger and then changes the strength of the degree of pressing the touch panel to accelerate the movement and instantaneous movement (jump, etc.) of the game character C. Both can be instructed. The GUI that performs such an instruction operation is a 3D virtual pad VP. As a result, the player simply touches the touch panel with his / her finger and then changes the strength of the degree of pressing the touch panel to accelerate the movement and instantaneous movement (jump, etc.) of the game character C. Both can be instructed. The GUI that performs such an instruction operation is a 3D virtual pad VP.
That is, both the acceleration and the momentary movement of the game character C can be realized by adjusting the degree of pressing the 3D virtual pad VP on the touch panel. For example, the player accelerates the game character C by strengthening the pressing degree for a certain long time (for example, 300 milliseconds) with respect to the 3D virtual pad VP, and also instantaneously (for example, a short time of about 100 milliseconds). ) Is strongly pressed and immediately weakened, so that the game character C can make an instantaneous movement (jump, etc.). That is, both the acceleration and the momentary movement of the game character C can be realized by adjusting the degree of pressing the 3D virtual pad VP on the touch panel. For example, the player accelerates the game character C by strengthening the pressing degree for a certain long time (for example, 300 milliseconds) with respect to the 3D virtual pad VP, and also instantaneously (for example, a short time of about 100 milliseconds).) Is strongly pressed and immediately weakened, so that the game character C can make an instantaneous movement (jump, etc.).
As described above, the 3D virtual pad VP is a GUI that can continuously input acceleration / deceleration commands for movement of the game character C and instantaneous movement commands by moving a finger in a small area of a display surface such as a smartphone. As described above, the 3D virtual pad VP is a GUI that can continuously input acceleration / deceleration commands for movement of the game character C and instantaneous movement commands by moving a finger in a small area of ​​a display surface such as a smartphone.

以上説明したラチェット関数や割り込みを適用したゲームキャラクタCの移動の制御処理は、プレイヤー端末1におけるハードウェアとソフトウェアの協働により実現される。この場合、プレイヤー端末1は、例えば、図6に示す機能的構成を有することができる。 The movement control process of the game character C to which the ratchet function and the interrupt described above are applied is realized by the cooperation of the hardware and the software in the player terminal 1. In this case, the player terminal 1 can have, for example, the functional configuration shown in FIG.

図6に示すように、プレイヤー端末1のCPU21においては、割り込み可否判定部51と、ラチェット関数出力部52と、ゲームキャラクタ動作量決定部53と、ゲームキャラクタ動作制御実行部54と、表示制御部55とが機能する。
さらに、記憶部29の一領域として、トランスミッション関数DB61が設けされている。
なお、図示はしないが、前提として、3DバーチャルパッドVPによるゲームキャラクタCを操作するゲームについて、その実行を制御する機能ブロック(ゲーム実行部)がCPU21において機能しているものとする。 Although not shown, it is assumed that the function block (game execution unit) that controls the execution of the game that operates the game character C by the 3D virtual pad VP is functioning in the CPU 21. As shown in FIG. 6, in the CPU 21 of the player terminal 1, the interrupt enable / disable determination unit 51, the ratchet function output unit 52, the game character operation amount determination unit 53, the game character operation control execution unit 54, and the display control unit 55 works. As shown in FIG. 6, in the CPU 21 of the player terminal 1, the interrupt enable / disable determination unit 51, the ratchet function output unit 52, the game character operation amount determination unit 53, the game character operation control execution unit 54 , and the display control unit 55 works.
Further, a transmission function DB 61 is provided as one area of the storage unit 29. Further, a transmission function DB 61 is provided as one area of ​​the storage unit 29.
Although not shown, it is assumed that the function block (game execution unit) that controls the execution of the game that operates the game character C by the 3D virtual pad VP is functioning in the CPU 21. Although not shown, it is assumed that the function block (game execution unit) that controls the execution of the game that operates the game character C by the 3D virtual pad VP is functioning in the CPU 21.

タッチ圧検出部41は、上述した様に、タッチパネル(表示部27)への指の押下度合に応じて変化する、タッチ圧を検出する。
タッチ位置検出部42は、タッチパネルへのタッチ位置(タッチ座標)を検出する。
具体的には、タッチ操作入力部26のうち、タッチ位置検出部42は、プレイヤーのタッチ座標(x、y)を検出し、タッチ圧検出部41は、プレイヤーのタッチ操作時のタッチ圧を示す値(z=0〜1)を検出する。ここで、z=0はタッチ圧がないことを意味し、z=1はタッチ圧が検出可能な最大値であることを意味する。
As described above, the touch pressure detection unit 41 detects the touch pressure, which changes according to the degree of finger pressing on the touch panel (display unit 27).
The touch position detection unit 42 detects the touch position (touch coordinates) on the touch panel. The touch position detection unit 42 detects the touch position (touch coordinates) on the touch panel.
Specifically, of the touch operation input units 26, the touch position detection unit 42 detects the player's touch coordinates (x, y), and the touch pressure detection unit 41 indicates the touch pressure at the time of the player's touch operation. The value (z = 0 to 1) is detected. Here, z = 0 means that there is no touch pressure, and z = 1 means that the touch pressure is the maximum value that can be detected. Specifically, of the touch operation input units 26, the touch position detection unit 42 detects the player's touch coordinates (x, y), and the touch pressure detection unit 41 indicates the touch pressure at the time of the player's touch operation. The value ( z = 0 to 1) is detected. Here, z = 0 means that there is no touch pressure, and z = 1 means that the touch pressure is the maximum value that can be detected.

割り込み可否判定部51は、タッチ圧検出部41の検出結果(タッチ圧)を入力し、当該検出結果の変化時間及び変化量に基づいて割り込み処理をするか否かを判定する。
本実施形態では、割り込み可否判定部51は、タッチ圧検出部41の検出結果に基づいて、「極短時間(例えば100ミリ秒)だけタッチパネルへの押下度合を強め、その後押下度合を弱める操作」がなされたか否かを検出することで、割り込み処理をするか否かを判定する。 In the present embodiment, the interrupt enable / disable determination unit 51 "operates to increase the degree of pressing on the touch panel for an extremely short time (for example, 100 milliseconds) and then decrease the degree of pressing" based on the detection result of the touch pressure detecting unit 41. By detecting whether or not the interrupt processing has been performed, it is determined whether or not interrupt processing is performed.
ここで、「極短時間だけタッチパネルへの押下度合を強め、その後押下度合を弱める操作」の検出手法は、タッチ圧検出部41の検出結果(タッチ圧)の変化時間及び変化量に基づく手法であれば足りる。 Here, the detection method of "an operation of increasing the degree of pressing on the touch panel for an extremely short time and then decreasing the degree of pressing" is a method based on the change time and the amount of change of the detection result (touch pressure) of the touch pressure detection unit 41. All you need is.
例えば、本実施形態では図7に示す手法が採用されている。 For example, in this embodiment, the method shown in FIG. 7 is adopted.
即ち、図7は、図6の機能的構成のプレイヤー端末のうち割り込み可否判定部51に適用された、割り込みの要否の判定手法の一例を説明する図である。 That is, FIG. 7 is a diagram illustrating an example of an interrupt necessity determination method applied to the interrupt enable / disable determination unit 51 among the player terminals having the functional configuration of FIG. The interrupt enable / disable determination unit 51 inputs the detection result (touch pressure) of the touch pressure detection unit 41, and determines whether or not to perform interrupt processing based on the change time and the amount of change of the detection result. The interrupt enable / disable determination unit 51 inputs the detection result (touch pressure) of the touch pressure detection unit 41, and determines whether or not to perform interrupt processing based on the change time and the amount of change of the detection result.
In the present embodiment, the interrupt enable / disable determination unit 51 "operates to increase the degree of pressing on the touch panel for an extremely short time (for example, 100 milliseconds) and then decrease the degree of pressing" based on the detection result of the touch pressure detecting unit 41. By detecting whether or not the interrupt processing has been performed, it is determined whether or not interrupt processing is performed. In the present embodiment, the interrupt enable / disable determination unit 51 "operates to increase the degree of pressing on the touch panel for an extremely short time (for example, 100 milliseconds) and then decrease the degree of pressing" based on the detection result Of the touch pressure detecting unit 41. By detecting whether or not the interrupt processing has been performed, it is determined whether or not interrupt processing is performed.
Here, the detection method of "an operation of increasing the degree of pressing on the touch panel for an extremely short time and then decreasing the degree of pressing" is a method based on the change time and the amount of change of the detection result (touch pressure) of the touch pressure detection unit 41. All you need is. Here, the detection method of "an operation of increasing the degree of pressing on the touch panel for an extremely short time and then decreasing the degree of pressing" is a method based on the change time and the amount of change of the detection result ( touch pressure) of the touch pressure detection unit 41. All you need is.
For example, in this embodiment, the method shown in FIG. 7 is adopted. For example, in this embodiment, the method shown in FIG. 7 is adopted.
That is, FIG. 7 is a diagram illustrating an example of an interrupt necessity determination method applied to the interrupt enable / disable determination unit 51 among the player terminals having the functional configuration of FIG. That is, FIG. 7 is a diagram illustrating an example of an interrupt necessity determination method applied to the interrupt enable / disable determination unit 51 among the player terminals having the functional configuration of FIG.

図7において、縦軸がタッチ圧を表し、横軸が時間を表している。なお、縦軸の最低値は、必ずしもタッチ圧が0を意味せず、所定の値であるものとする。
図7に示すように、タッチ圧の局地的変化が時間α内に起きており(変化時間が時間α内であり)、変化量dが閾値βを上回る場合、割り込み可否判定部51は、「極短時間だけタッチパネルへの押下度合を強め、その後押下度合を弱める操作」であると検出し、割り込みをすると判定する、それ以外の場合割り込みをしないと判定する。 As shown in FIG. 7, when the local change of the touch pressure occurs within the time α (the change time is within the time α) and the amount of change d exceeds the threshold value β, the interrupt enable / disable determination unit 51 determines. It is detected that the operation is "an operation of increasing the degree of pressing on the touch panel for a very short time and then decreasing the degree of pressing", and it is determined that an interrupt is performed. In other cases, it is determined that an interrupt is not performed.
なお、時間αと閾値βは、設計者等が任意に変更可能な値である。 The time α and the threshold value β are values ​​that can be arbitrarily changed by the designer or the like. In FIG. 7, the vertical axis represents the touch pressure and the horizontal axis represents the time. The lowest value on the vertical axis does not necessarily mean that the touch pressure is 0, and is assumed to be a predetermined value. In FIG. 7, the vertical axis represents the touch pressure and the horizontal axis represents the time. The lowest value on the vertical axis does not necessarily mean that the touch pressure is 0, and is assumed to be a predetermined value.
As shown in FIG. 7, when the local change of the touch pressure occurs within the time α (the change time is within the time α) and the amount of change d exceeds the threshold value β, the interrupt enable / disable determination unit 51 determines. It is detected that the operation is "an operation in which the degree of pressing on the touch panel is strengthened for a very short time and then the degree of pressing is weakened", and it is determined that an interrupt is performed. As shown in FIG. 7, when the local change of the touch pressure occurs within the time α (the change time is within the time α) and the amount of change d exceeds the threshold value β, the interrupt enable / disable determination unit 51 It is detected that the operation is "an operation in which the degree of pressing on the touch panel is strengthened for a very short time and then the degree of pressing is weakened", and it is determined that an interrupt is performed.
The time α and the threshold value β are values that can be arbitrarily changed by the designer or the like. The time α and the threshold value β are values ​​that can be efficiently changed by the designer or the like.

図6に戻り、割り込み可否判定部51は、割り込みをしないと判定した場合、タッチ圧検出部41の検出結果(タッチ圧)をそのままラチェット関数出力部52に提供する。 Returning to FIG. 6, when it is determined that the interrupt is not performed, the interrupt enable / disable determination unit 51 provides the detection result (touch pressure) of the touch pressure detection unit 41 to the ratchet function output unit 52 as it is.

これに対して、割り込み可否判定部51は、割り込みをすると判定した場合、ゲームキャラクタ動作制御実行部54に対して割り込みをする。この場合、割り込み可否判定部51は、タッチ圧検出部41の検出結果(タッチ圧)をラチェット関数出力部52に提供することを禁止するか、若しくは当該検出結果を加工してラチェット関数出力部52に提供する。
具体的には例えばタッチ圧検出部41の検出結果(タッチ圧)が上述のようにz=0〜1の値で与えられる場合、割り込み可否判定部51は、割り込み処理をすると判定すると、当該検出結果を加工した値として「0」をラチェット関数出力部52に提供する。
ここで、割り込みが発生する場合にも、タッチ圧がそのまま、ラチェット関数出力部52に提供されると、次のような不具合が生じる。 Here, even when an interrupt occurs, if the touch pressure is provided to the ratchet function output unit 52 as it is, the following problems occur. 即ち、プレイヤーは割り込み(ゲームキャラクタCのジャンプ指示等)のためにタッチ圧を強めただけなのに、当該タッチ圧がそのままラチェット関数に入力されると、最大値が更新されてしまう場合があり得る。 That is, even though the player has only increased the touch pressure due to an interrupt (such as a jump instruction of the game character C), if the touch pressure is directly input to the ratchet function, the maximum value may be updated. このような場合、ラチェット関数の出力が上昇し、それに伴いゲームキャラクタCの移動速度が上昇してしまう。 In such a case, the output of the ratchet function increases, and the movement speed of the game character C increases accordingly. つまり、プレイヤーは加速の指示操作をしていないと思っているにも関わらず、ゲームキャラクタCが加速してしまうことになる、といった不具合が生じる。 That is, there is a problem that the game character C accelerates even though the player thinks that the acceleration instruction operation is not performed.
そこで、このような不具合が生ずることを防止すべく、本実施形態では、割り込みをすると判定されたた場合、タッチ圧そのものではなく、その加工値「0」がラチェット関数出力部52に供給される。 Therefore, in order to prevent such a problem from occurring, in the present embodiment, when it is determined to interrupt, the processing value "0" is supplied to the ratchet function output unit 52 instead of the touch pressure itself. .. これにより、プレイヤーが加速指示ではなく割り込み指示(ゲームキャラクタCのジャンプ指示等)をした場合に、ラチェット関数の出力が不用意に上昇してしまうことを防止し、その結果、ゲームキャラクタCの移動速度を等速度に保持することができる。 This prevents the output of the ratchet function from inadvertently increasing when the player gives an interrupt instruction (such as a jump instruction for the game character C) instead of an acceleration instruction, and as a result, the game character C moves. The speed can be kept constant. On the other hand, when the interrupt enable / disable determination unit 51 determines that an interrupt is to be made, the interrupt enable / disable determination unit 51 interrupts the game character operation control execution unit 54. In this case, the interrupt enable / disable determination unit 51 prohibits providing the detection result (touch pressure) of the touch pressure detection unit 41 to the ratchet function output unit 52, or processes the detection result to process the ratchet function output unit 52. To provide. On the other hand, when the interrupt enable / disable determination unit 51 determines that an interrupt is to be made, the interrupt enable / disable determination unit 51 interrupts the game character operation control execution unit 54. In this case, the interrupt enable / disable determination unit 51 prohibits providing the detection result (touch pressure) of the touch pressure detection unit 41 to the ratchet function output unit 52, or processes the detection result to process the ratchet function output unit 52. To provide.
Specifically, for example, when the detection result (touch pressure) of the touch pressure detection unit 41 is given by the value of z = 0 to 1 as described above, when the interrupt enable / disable determination unit 51 determines that the interrupt process is performed, the detection is performed. “0” is provided to the ratchet function output unit 52 as a processed value of the result. Specifically, for example, when the detection result (touch pressure) of the touch pressure detection unit 41 is given by the value of z = 0 to 1 as described above, when the interrupt enable / disable determination unit 51 determines that the interrupt process is performed, the detection is performed. “0” is provided to the ratchet function output unit 52 as a processed value of the result.
Here, even when an interrupt occurs, if the touch pressure is provided to the ratchet function output unit 52 as it is, the following problems occur. That is, even though the player has only increased the touch pressure due to an interrupt (such as a jump instruction of the game character C), if the touch pressure is directly input to the ratchet function, the maximum value may be updated. In such a case, the output of the ratchet function increases, and the movement speed of the game character C increases accordingly. That is, there is a problem that the game character C accelerates even though the player thinks that the acceleration instruction operation is not performed. Here, even when an interrupt occurs, if the touch pressure is provided to the ratchet function output unit 52 as it is, the following problems occur. That is, even though the player has only increased the touch pressure due to an interrupt (such as) a jump instruction of the game character C), if the touch pressure is directly input to the ratchet function, the maximum value may be updated. In such a case, the output of the ratchet function increases, and the movement speed of the game character C increases accordingly. That is, there is a problem that the game character C accelerates even though the player thinks that the acceleration instruction operation is not performed.
Therefore, in order to prevent such a problem from occurring, in the present embodiment, when it is determined to interrupt, the processing value "0" is supplied to the ratchet function output unit 52 instead of the touch pressure itself. .. This prevents the output of the ratchet function from inadvertently increasing when the player gives an interrupt instruction (such as a jump instruction for the game character C) instead of an acceleration instruction, and as a result, the game character C moves. The speed can be kept constant. Therefore, in order to prevent such a problem from occurring, in the present embodiment, when it is determined to interrupt, the processing value "0" is supplied to the ratchet function output unit 52 instead of the touch pressure itself. .. This prevents The output of the ratchet function from inadvertently increasing when the player gives an interrupt instruction (such as a jump instruction for the game character C) instead of an acceleration instruction, and as a result, the game character C moves. The speed can be kept constant.

ラチェット関数出力部52は、タッチ圧検出部41の検出結果(より正確には割り込みをする場合には「0」等の加工値)を所定のラチェット関数に入力して、当該ラチェット関数の出力値を、ゲームキャラクタ動作量決定部53に供給する。
ゲームキャラクタ動作量決定部53は、ラチェット関数の出力に応じて、ゲームキャラクタCの移動速度を決定する。 The game character movement amount determination unit 53 determines the moving speed of the game character C according to the output of the ratchet function. The ratchet function output unit 52 inputs the detection result of the touch pressure detection unit 41 (more accurately, a processed value such as “0” when interrupting) into a predetermined ratchet function, and the output value of the ratchet function. Is supplied to the game character movement amount determination unit 53. The ratchet function output unit 52 inputs the detection result of the touch pressure detection unit 41 (more accurately, a processed value such as “0” when interrupting) into a predetermined ratchet function, and the output value of the ratchet function. Is supplied to the game character movement amount determination unit 53.
The game character movement amount determination unit 53 determines the moving speed of the game character C according to the output of the ratchet function. The game character movement amount determination unit 53 determines the moving speed of the game character C according to the output of the ratchet function.

ここで、移動速度の決定手法は、ラチェット関数の出力量に基づいて決定する手法であれば足り、特に限定されない。
本実施形態では、ラチェット関数の出力をゲームキャラクタCの移動速度に変換する関数(以下、「トランスミッション関数」と呼ぶ)として、複数種類のパターンが予めトランスミッション関数DB61に保持されている。 In the present embodiment, a plurality of types of patterns are previously held in the transmission function DB 61 as a function for converting the output of the ratchet function into the moving speed of the game character C (hereinafter, referred to as “transmission function”). そして、これらの複数のパターンの中から所定のパターンのトランスミッション関数を抽出して、抽出したトランスミッション関数を利用してゲームキャラクタCの移動速度を決定する、という手法が採用されている。 Then, a method is adopted in which a transmission function of a predetermined pattern is extracted from these a plurality of patterns, and the moving speed of the game character C is determined by using the extracted transmission function. Here, the method for determining the moving speed is not particularly limited as long as it is a method for determining based on the output amount of the ratchet function. Here, the method for determining the moving speed is not particularly limited as long as it is a method for determining based on the output amount of the ratchet function.
In the present embodiment, a plurality of types of patterns are previously held in the transmission function DB 61 as a function for converting the output of the ratchet function into the moving speed of the game character C (hereinafter referred to as “transmission function”). Then, a method is adopted in which a transmission function of a predetermined pattern is extracted from these a plurality of patterns, and the moving speed of the game character C is determined by using the extracted transmission function. In the present embodiment, a plurality of types of patterns are previously held in the transmission function DB 61 as a function for converting the output of the ratchet function into the moving speed of the game character C (hereinafter referred to as “transmission function”) Then, a method is adopted in which a transmission function of a predetermined pattern is extracted from these a plurality of patterns, and the moving speed of the game character C is determined by using the extracted transmission function.

図8及び図9は、図6の機能的構成のプレイヤー端末1のうちゲームキャラクタ動作量決定部53に適用される、トランスミッション関数の各種例を表す図である。
図8及び図9において、縦軸がトランスミッション関数の出力、即ちゲームキャラクタCの移動速度を表し、横軸がトランスミッション関数の入力、即ちラチェット関数の出力を表している。 In FIGS. 8 and 9, the vertical axis represents the output of the transmission function, that is, the moving speed of the game character C, and the horizontal axis represents the input of the transmission function, that is, the output of the ratchet function.
図8(A)の例のトランスミッション関数は、人間のゲームキャラクタCが走るときの加速の様子を模したものである。 The transmission function in the example of FIG. 8A imitates the state of acceleration when the human game character C runs.
図8(B)の例のトランスミッション関数は、自動車の加速の様子を模したもの、即ち、多段階のギアチェンジを模したものである。 The transmission function in the example of FIG. 8 (B) imitates the state of acceleration of an automobile, that is, imitates a multi-step gear change.
図8(C)の例のトランスミッション関数は、飛行機の加速の様子を模したもの、即ち所定の瞬間まで徐々に加速し、当該所定の瞬間から指数関数的に一気に加速するようなジェットエンジンの振る舞いを模したものである。 The transmission function in the example of FIG. 8C is a model of the acceleration of an airplane, that is, the behavior of a jet engine that gradually accelerates to a predetermined moment and exponentially accelerates from the predetermined moment. It imitates. 8 and 9 are diagrams showing various examples of transmission functions applied to the game character movement amount determination unit 53 in the player terminal 1 having the functional configuration of FIG. 8 and 9 are diagrams showing various examples of transmission functions applied to the game character movement amount determination unit 53 in the player terminal 1 having the functional configuration of FIG.
In FIGS. 8 and 9, the vertical axis represents the output of the transmission function, that is, the moving speed of the game character C, and the horizontal axis represents the input of the transmission function, that is, the output of the ratchet function. In FIGS. 8 and 9, the vertical axis represents the output of the transmission function, that is, the moving speed of the game character C, and the horizontal axis represents the input of the transmission function, that is, the output of the ratchet. function.
The transmission function in the example of FIG. 8A imitates the state of acceleration when the human game character C runs. The transmission function in the example of FIG. 8A imitates the state of acceleration when the human game character C runs.
The transmission function in the example of FIG. 8 (B) imitates the state of acceleration of an automobile, that is, imitates a multi-step gear change. The transmission function in the example of FIG. 8 (B) imitates the state of acceleration of an automobile, that is, imitates a multi-step gear change.
The transmission function in the example of FIG. 8C is a model of the acceleration of an airplane, that is, the behavior of a jet engine that gradually accelerates to a predetermined moment and exponentially accelerates from the predetermined moment. It imitates. The transmission function in the example of FIG. 8C is a model of the acceleration of an airplane, that is, the behavior of a jet engine that gradually accelerates to a predetermined moment and exponentially accelerates from the predetermined moment. It imitates.

このように、図8の例のトランスミッション関数は、ラチェット関数の出力が増大するほど、ゲームキャラクタCの移動速度も増えていく各種パターン、即ち、加速をさせるパターンの例であった。
しかしながら、トランスミッション関数は、加速をさせるパターンに特に限定されず、図9に示す様に、減速を伴うパターンやリミットを伴うパターン、換言すると非線形なパターンを採用することもできる。 However, the transmission function is not particularly limited to the pattern for accelerating, and as shown in FIG. 9, a pattern with deceleration, a pattern with a limit, in other words, a non-linear pattern can be adopted.
図9(A)の例のトランスミッション関数は、ブレーキによる減速処理を行うような振る舞いを模したものである。 The transmission function in the example of FIG. 9A imitates the behavior of performing deceleration processing by the brake.
図9(B)に示すトランスミッション関数は、加速の後に減速する乗り物の制御を行うような振る舞いを模したものである。 The transmission function shown in FIG. 9B mimics the behavior of controlling a vehicle that decelerates after acceleration.
図9(C)に示すトランスミッション関数は、例えば重い荷物を持っているために一定以上のスピードで走れない人間を表すような振る舞いを模したもの、即ち、移動速度にリミットを設けたものである。 The transmission function shown in FIG. 9C imitates a behavior that represents a human being who cannot run at a certain speed or higher because he / she has a heavy load, that is, a limit is provided for the movement speed. ..
なお、図8及び図9に示すトランスミッション関数は、例示に過ぎず、多種多彩な状況やゲームキャラクタCの特徴に応じて、各種各様なパターンのものを採用することができる。 The transmission functions shown in FIGS. 8 and 9 are merely examples, and various patterns can be adopted according to a wide variety of situations and the characteristics of the game character C.
このように、複数パターンのトランスミッション関数を選択的に切り替えて使用することにより、人間、自動車、飛行機等、様々なゲームキャラクタCの移動用に適用することが容易にできる。 In this way, by selectively switching and using a plurality of patterns of transmission functions, it can be easily applied to the movement of various game characters C such as humans, automobiles, and airplanes.
また、敵に魔法をかけられて、移動が遅くなった状態等、ゲーム内の各種状態に応じた移動速度についても、複数パターンのトランスミッション関数を選択的に切り替えて使用することで容易に実現可能になる。 In addition, the movement speed according to various states in the game, such as the state where the movement is slowed down by being enchanted by the enemy, can be easily realized by selectively switching and using multiple patterns of transmission functions. become. As described above, the transmission function in the example of FIG. 8 is an example of various patterns in which the moving speed of the game character C increases as the output of the ratchet function increases, that is, a pattern for accelerating. As described above, the transmission function in the example of FIG. 8 is an example of various patterns in which the moving speed of the game character C increases as the output of the ratchet function increases, that is, a pattern for accelerating.
However, the transmission function is not particularly limited to the pattern for accelerating, and as shown in FIG. 9, a pattern with deceleration, a pattern with a limit, in other words, a non-linear pattern can be adopted. However, the transmission function is not particularly limited to the pattern for accelerating, and as shown in FIG. 9, a pattern with deceleration, a pattern with a limit, in other words, a non-linear pattern can be adopted.
The transmission function in the example of FIG. 9A imitates the behavior of performing deceleration processing by the brake. The transmission function in the example of FIG. 9A imitates the behavior of performing deceleration processing by the brake.
The transmission function shown in FIG. 9B mimics the behavior of controlling a vehicle that decelerates after acceleration. The transmission function shown in FIG. 9B mimics the behavior of controlling a vehicle that decelerates after acceleration.
The transmission function shown in FIG. 9C imitates a behavior that represents a human being who cannot run at a certain speed or higher because he / she has a heavy load, that is, a limit is provided for the movement speed. .. The transmission function shown in FIG. 9C imitates a behavior that represents a human being who cannot run at a certain speed or higher because he / she has a heavy load, that is, a limit is provided for the movement speed.
The transmission functions shown in FIGS. 8 and 9 are merely examples, and various patterns can be adopted according to a wide variety of situations and the characteristics of the game character C. The transmission functions shown in FIGS. 8 and 9 are merely examples, and various patterns can be adopted according to a wide variety of situations and the characteristics of the game character C.
In this way, by selectively switching and using a plurality of patterns of transmission functions, it can be easily applied to the movement of various game characters C such as humans, automobiles, and airplanes. In this way, by selectively switching and using a plurality of patterns of transmission functions, it can be easily applied to the movement of various game characters C such as humans, automobiles, and airplanes.
In addition, the movement speed according to various states in the game, such as the state where the movement is slowed down by being enchanted by the enemy, can be easily realized by selectively switching and using multiple patterns of transmission functions. become. In addition, the movement speed according to various states in the game, such as the state where the movement is slowed down by being enchanted by the enemy, can be easily realized by selectively switching and using multiple patterns of transmission functions. Become.

図6に戻り、ゲームキャラクタ動作制御実行部54は、ゲームキャラクタ動作量決定部53で決定された移動速度で、タッチ位置検出部42の検出結果に基づく移動方向に、ゲームキャラクタCを移動させる制御を実行する。
つまり、ゲームキャラクタ動作制御実行部54は、ゲームキャラクタ動作量決定部53により選択された加速や減速方法(トランスミッション関数の所定パターン)に基づいて決定される移動速度で、タッチ位置検出部42により検出されたタッチ位置で決定される方向へ、ゲームキャラクタCを移動させる制御を実行する。 That is, the game character motion control execution unit 54 detects the movement speed determined by the touch position detection unit 42 based on the acceleration or deceleration method (predetermined pattern of the transmission function) selected by the game character motion amount determination unit 53. Control is performed to move the game character C in the direction determined by the touch position.
また、このようなキャラクタの移動中に割り込み可否判定部51からの割り込みが発生した場合、ゲームキャラクタ動作制御実行部54は、所定の割り込み処理(例えばゲームキャラクタCをジャンプさせる制御処理)を実行する。 Further, when an interrupt from the interrupt enable / disable determination unit 51 occurs during such movement of the character, the game character operation control execution unit 54 executes a predetermined interrupt process (for example, a control process for jumping the game character C). .. Returning to FIG. 6, the game character motion control execution unit 54 controls to move the game character C in the movement direction based on the detection result of the touch position detection unit 42 at the movement speed determined by the game character motion amount determination unit 53. To execute. Returning to FIG. 6, the game character motion control execution unit 54 controls to move the game character C in the movement direction based on the detection result of the touch position detection unit 42 at the movement speed determined by the game character motion amount determination unit 53. To execute.
That is, the game character motion control execution unit 54 detects the movement speed determined by the touch position detection unit 42 based on the acceleration or deceleration method (predetermined pattern of the transmission function) selected by the game character motion amount determination unit 53. Control is performed to move the game character C in the direction determined by the touch position. That is, the game character motion control execution unit 54 detects the movement speed determined by the touch position detection unit 42 based on the acceleration or deceleration method (predetermined pattern of the transmission function) selected by the game character motion amount determination unit 53. Control is performed to move the game character C in the direction determined by the touch position.
Further, when an interrupt from the interrupt enable / disable determination unit 51 occurs during such movement of the character, the game character operation control execution unit 54 executes a predetermined interrupt process (for example, a control process for jumping the game character C). .. Further, when an interrupt from the interrupt enable / disable determination unit 51 occurs during such movement of the character, the game character operation control execution unit 54 executes a predetermined interrupt process (for example, a control process for jumping the game character C). ..

表示制御部55は、ゲームキャラクタ動作制御実行部54で動作が制御されたゲームキャラクタCを、ゲーム内の仮想空間に配置して表示部27に表示させる制御を実行する。 The display control unit 55 executes control to arrange the game character C whose operation is controlled by the game character operation control execution unit 54 in the virtual space in the game and display it on the display unit 27.

表示制御部55はまた、3DバーチャルパッドVPを表示部27に表示させる制御も実行する。
即ち、ゲームキャラクタ動作制御実行部54は、タッチ位置検出部42の検出結果に基づいて、スワイプを検出し、そのスワイプの状態を表示制御部55に通知する。

表示制御部55は、3DバーチャルパッドVPを、表示部27の表示面のうちスワイプの第1状態におけるタッチ位置に、その中心がくるように配置させて、当該表示部27に表示させる制御を実行する。 The display control unit 55 arranges the 3D virtual pad VP so that its center comes to the touch position in the first state of swiping on the display surface of the display unit 27, and executes control to display the 3D virtual pad VP on the display unit 27. To do.
ゲームキャラクタ動作制御実行部54は、当該スワイプの第2状態における物体の移動方向(バーチャルパッドVPの中心から現在の指のタッチ位置に向かう方向)に基づいて、ゲームキャラクタCの移動方向を決定する。 The game character motion control execution unit 54 determines the moving direction of the game character C based on the moving direction of the object in the second state of the swipe (the direction from the center of the virtual pad VP toward the current finger touch position). ..
また、ゲームキャラクタ動作量決定部53は、当該スワイプの第2状態におけるラチェット関数の出力に応じて、ゲームキャラクタCの移動速度を決定する。 Further, the game character movement amount determination unit 53 determines the moving speed of the game character C according to the output of the ratchet function in the second state of the swipe. The display control unit 55 also executes control for displaying the 3D virtual pad VP on the display unit 27. The display control unit 55 also executes control for displaying the 3D virtual pad VP on the display unit 27.
That is, the game character motion control execution unit 54 detects a swipe based on the detection result of the touch position detection unit 42, and notifies the display control unit 55 of the swipe state. That is, the game character motion control execution unit 54 detects a swipe based on the detection result of the touch position detection unit 42, and notifies the display control unit 55 of the swipe state.
The display control unit 55 arranges the 3D virtual pad VP so that its center comes to the touch position in the first state of swiping on the display surface of the display unit 27, and executes control to display the 3D virtual pad VP on the display unit 27. To do. The display control unit 55 arranges the 3D virtual pad VP so that its center comes to the touch position in the first state of swiping on the display surface of the display unit 27, and executes control to display the 3D virtual pad VP on the display unit 27. To do.
The game character motion control execution unit 54 determines the moving direction of the game character C based on the moving direction of the object in the second state of the swipe (the direction from the center of the virtual pad VP toward the current finger touch position). .. The game character motion control execution unit 54 determines the moving direction of the game character C based on the moving direction of the object in the second state of the swipe (the direction from the center of the virtual pad VP toward the current finger touch position) ...
Further, the game character movement amount determination unit 53 determines the moving speed of the game character C according to the output of the ratchet function in the second state of the swipe. Further, the game character movement amount determination unit 53 determines the moving speed of the game character C according to the output of the ratchet function in the second state of the swipe.

図10は、ゲームキャラクタ動作制御実行部54によるゲームキャラクタCの動作の制御の具体例を示す図である。
図10において、縦軸はタッチ圧又は移動速度を示し、横軸は時間を示す。点線TPは、タッチ圧(タッチ圧検出部41の出力値)の時間推移を表している。実線CSは、当該タッチ圧を入力した際のラチェット関数の出力の時間推移を示している。図10の例では、図8(A)のトランスミッション関数が採用されている。つまり、実線CSは、そのままゲームキャラクタCの移動速度も示しているといえる。
FIG. 10 is a diagram showing a specific example of control of the operation of the game character C by the game character operation control execution unit 54.
In FIG. 10, the vertical axis represents the touch pressure or the moving speed, and the horizontal axis represents the time. The dotted line TP represents the time transition of the touch pressure (output value of the touch pressure detection unit 41). The solid line CS shows the time transition of the output of the ratchet function when the touch pressure is input. In the example of FIG. 10, the transmission function of FIG. 8 (A) is adopted. That is, it can be said that the solid line CS also indicates the moving speed of the game character C as it is. In FIG. 10, the vertical axis represents the touch pressure or the moving speed, and the horizontal axis represents the time. The dotted line TP represents the time transition of the touch pressure (output value of the touch pressure detection unit 41). The solid line CS shows the time transition of the output of the ratchet function when the touch pressure is input. In the example of FIG. 10, the transmission function of FIG. 8 (A) is adopted. That is, it can be said that the solid line CS also indicates the moving speed of the game character C as it is.

図10に示すように、本実施例では、プレイヤーがタッチパネルへの押下度合を徐々に増加させ、一定の押下度合になったところで、押下度合を緩める操作をしている。プレイヤーは、自然人であるので、押下度合を徐々に増加させているつもりでも、実際のタッチ圧TPは変動して不連続になる。しかしながら、ラチェット関数を採用しているので、その出力に基づく移動速度CSは、連続的に増加していく。つまり、ゲームキャラクタCは、自然に加速していくことができる。
そして、プレイヤーが押下度合を緩める直前がタッチ圧TPの最大値となるため、それ以降、移動速度CSは定速度になる。つまり、ゲームキャラクタCは、等速で走り続けることになる。
このように、ラチェット関数を採用することで、プレイヤーは、ゲームキャラクタCが目的の速度に達した後は、タッチパネルへの押下度合を弱めることができるため、その後、割り込みを発生させるための瞬間的な押圧操作をすることができるようになる。 In this way, by adopting the ratchet function, the player can weaken the degree of pressing on the touch panel after the game character C reaches the target speed, and thus the player can momentarily generate an interrupt. You will be able to perform various pressing operations. ここで、瞬間的な押圧操作とは、上述したように、極短時間(例えば100ミリ秒)だけタッチパネルへの押下度合を強めて、その後押下度合を弱める操作を意味する。 Here, the momentary pressing operation means an operation in which the pressing degree on the touch panel is strengthened for an extremely short time (for example, 100 milliseconds) and then the pressing degree is weakened, as described above.
図10の例では、プレイヤーは、3回の瞬間的な押圧操作をしていることがわかる。 In the example of FIG. 10, it can be seen that the player performs three momentary pressing operations. この瞬間的な押圧操作は、図7を用いて上述した様に、タッチ圧TPの局地的変化が時間α内に起きており(変化時間が時間α内であり)、変化量dが閾値βを上回るという条件が満たされたときに検出される。 In this momentary pressing operation, as described above with reference to FIG. 7, the local change of the touch pressure TP occurs within the time α (the change time is within the time α), and the amount of change d is the threshold value. Detected when the condition of exceeding β is satisfied. そして、このような瞬間的な押圧操作が検出されると、割り込みが発生し、ゲームキャラクタCはジャンプする。 Then, when such a momentary pressing operation is detected, an interrupt is generated and the game character C jumps.
ここで注意すべきは、ゲームキャラクタCの移動速度は、0になるわけではく(即ちゲームキャラクタCは静止するわけではなく)、一定速度を保持している(即ちゲームキャラクタCは等速で走り続けながらジャンプをする)という点である。 It should be noted here that the moving speed of the game character C does not become 0 (that is, the game character C does not stand still) and maintains a constant speed (that is, the game character C has a constant speed). (Jump while continuing to run). この点は、上述した様に、タッチ圧TPの値をそのままラチェット関数に入力させるわけではなく、タッチ圧TPの加工値(例えば0)をラチェット関数に入力させることで可能になる。 This point can be achieved by inputting the processed value of the touch pressure TP (for example, 0) into the ratchet function instead of inputting the value of the touch pressure TP into the ratchet function as it is, as described above. As shown in FIG. 10, in this embodiment, the player gradually increases the degree of pressing on the touch panel, and when the degree of pressing reaches a certain degree, the player performs an operation of loosening the degree of pressing. Since the player is a natural person, the actual touch pressure TP fluctuates and becomes discontinuous even if the degree of pressing is gradually increased. However, since the ratchet function is adopted, the moving speed CS based on the output increases continuously. That is, the game character C can accelerate naturally. As shown in FIG. 10, in this embodiment, the player gradually increases the degree of pressing on the touch panel, and when the degree of pressing reaches a certain degree, the player performs an operation of loosening the degree of pressing. Since the player Is a natural person, the actual touch pressure TP fluctuates and becomes discontinuous even if the degree of pressing is gradually increased. However, since the ratchet function is adopted, the moving speed CS based on the output increases continuously. That is, the game character C can accelerate naturally.
Then, since the maximum value of the touch pressure TP is reached immediately before the player loosens the pressing degree, the moving speed CS becomes a constant speed thereafter. That is, the game character C will continue to run at a constant speed. Then, since the maximum value of the touch pressure TP is reached immediately before the player loosens the pressing degree, the moving speed CS becomes a constant speed subsequently. That is, the game character C will continue to run at a constant speed.
In this way, by adopting the ratchet function, the player can weaken the degree of pressing on the touch panel after the game character C reaches the target speed, and thus the player can momentarily generate an interrupt. You will be able to perform various pressing operations. Here, the momentary pressing operation means an operation in which the pressing degree on the touch panel is strengthened for an extremely short time (for example, 100 milliseconds) and then the pressing degree is weakened, as described above. In this way, by adopting the ratchet function, the player can weaken the degree of pressing on the touch panel after the game character C reaches the target speed, and thus the player can momentarily generate an interrupt. You will be able to perform various pressing. operations. Here, the momentary pressing operation means an operation in which the pressing degree on the touch panel is strengthened for an extremely short time (for example, 100 milliseconds) and then the pressing degree is weakened, as described above.
In the example of FIG. 10, it can be seen that the player performs three momentary pressing operations. In this momentary pressing operation, as described above with reference to FIG. 7, the local change of the touch pressure TP occurs within the time α (the change time is within the time α), and the amount of change d is the threshold value. Detected when the condition of exceeding β is satisfied. Then, when such a momentary pressing operation is detected, an interrupt is generated and the game character C jumps. In the example of FIG. 10, it can be seen that the player performs three momentary pressing operations. In this momentary pressing operation, as described above with reference to FIG. 7, the local change of the touch pressure TP occurs within the time α (the change time is within the time α), and the amount of change d is the threshold value. Detected when the condition of exceeding β is satisfied. Then, when such a momentary pressing operation is detected, an interrupt is generated and the game character C jumps.
It should be noted here that the moving speed of the game character C does not become 0 (that is, the game character C does not stand still) and maintains a constant speed (that is, the game character C has a constant speed). (Jump while continuing to run). This point can be achieved by inputting the processed value of the touch pressure TP (for example, 0) into the ratchet function instead of inputting the value of the touch pressure TP into the ratchet function as it is, as described above. It should be noted here that the moving speed of the game character C does not become 0 (that is, the game character C does not stand still) and maintains a constant speed (that is, the game character C has a constant speed). (Jump while continuing to run). This point can be achieved by inputting the processed value of the touch pressure TP (for example, 0) into the ratchet function instead of inputting the value of the touch pressure TP into the ratchet function as it is , as described above.

ここで、従来のハードウェアのコントローラ等を用い、テレビジョン受像機等をモニタとして用いるゲームでは、ゲームキャラクタCを走らせながらジャンプをする等の指示操作は2本の指により行っていた。つまり、プレイヤーは、ゲームキャラクタCの移動(移動方向及び移動速度)の指示は右手の指で、ゲームキャラクタCのジャンプは左手の指で、別々にコントローラ等を操作することで、ゲームキャラクタCを走らせながらジャンプをする等の指示操作を実現していた。
しかしながら、タッチパネルの表示面積がさほど大きくないスマートフォン等のプレイヤー端末1において、指2本を用いたタッチ操作を採用することは、ゲームキャラクタC等の表示を妨げることとなり不適である。 However, in a player terminal 1 such as a smartphone in which the display area of ​​the touch panel is not so large, it is unsuitable to adopt a touch operation using two fingers because it hinders the display of the game character C or the like.
そこで、本実施形態のようにラチェット関数を採用することで、プレイヤーは、従来からあるスワイプと、押下度合の強弱操作とを組合せたタッチ操作、つまり、指一本のタッチ操作をするだけで、ゲームキャラクタCを走らせながらジャンプをする等の操作指示をすることが容易にできるようになる。 Therefore, by adopting the ratchet function as in the present embodiment, the player can perform a touch operation that combines a conventional swipe and a strength operation of the degree of pressing, that is, a touch operation with only one finger. It becomes possible to easily give operation instructions such as jumping while running the game character C. Here, in a game in which a conventional hardware controller or the like is used and a television receiver or the like is used as a monitor, instruction operations such as jumping while running the game character C are performed with two fingers. That is, the player controls the movement (movement direction and movement speed) of the game character C with the finger of the right hand, and jumps of the game character C with the finger of the left hand, and operates the game character C separately by operating the controller or the like. It realized instructional operations such as jumping while running. Here, in a game in which a conventional hardware controller or the like is used and a television receiver or the like is used as a monitor, instruction operations such as jumping while running the game character C are performed with two fingers. That is, the player controls the movement (movement direction and movement speed) of the game character C with the finger of the right hand, and jumps of the game character C with the finger of the left hand, and operates the game character C separately by operating the controller or the like. It realized instructional operations such as jumping while running.
However, in a player terminal 1 such as a smartphone in which the display area of the touch panel is not so large, it is unsuitable to adopt a touch operation using two fingers because it hinders the display of the game character C or the like. However, in a player terminal 1 such as a smartphone in which the display area of ​​the touch panel is not so large, it is unsuitable to adopt a touch operation using two fingers because it hinders the display of the game character C or the like.
Therefore, by adopting the ratchet function as in the present embodiment, the player can perform a touch operation that combines a conventional swipe and a strength operation of the degree of pressing, that is, a touch operation with only one finger. It becomes possible to easily give operation instructions such as jumping while running the game character C. Therefore, by adopting the ratchet function as in the present embodiment, the player can perform a touch operation that combines a conventional swipe and a strength operation of the degree of pressing, that is, a touch operation with only one finger. It becomes possible to easily give operation instructions such as jumping while running the game character C.

次に、図11を参照して、図6の機能的構成を有するプレイヤー端末1が実行する処理の流れについて説明する。
即ち、図11は、図6の機能的構成を有するプレイヤー端末1が実行する処理の流れの一例を説明するフローチャートである。 That is, FIG. 11 is a flowchart illustrating an example of the flow of processing executed by the player terminal 1 having the functional configuration of FIG. Next, with reference to FIG. 11, the flow of processing executed by the player terminal 1 having the functional configuration of FIG. 6 will be described. Next, with reference to FIG. 11, the flow of processing executed by the player terminal 1 having the functional configuration of FIG. 6 will be described.
That is, FIG. 11 is a flowchart illustrating an example of the flow of processing executed by the player terminal 1 having the functional configuration of FIG. That is, FIG. 11 is a flowchart illustrating an example of the flow of processing executed by the player terminal 1 having the functional configuration of FIG.

ステップS1において、図3のタッチ圧検出部41及びタッチ位置検出部42は、プレイヤーの指又は物体がタッチパネルの画面上に接しているかどうかを検出する。
プレイヤーの指又は物体が画面上に接していない状態では、ステップS1においてNOであると判断されて、処理終了となる。

即ち、3DバーチャルパッドVPを用いたゲームキャラクタCの動作を入力することは、プレイヤーの指又は物体が画面上に接していることが処理開始の条件であり、プレイヤーの指又は物体が画面上から離れることが処理終了の条件となっている。 That is, inputting the operation of the game character C using the 3D virtual pad VP is a condition for starting the process that the player's finger or object is in contact with the screen, and the player's finger or object is from the screen. The condition for ending the process is to leave.
従って、タッチ圧検出部41及びタッチ位置検出部42がプレイヤーの指又は物体が画面上に接している状態を検出した場合は、ステップS1においてYESであると判定されて、処理はステップS2に進む。 Therefore, when the touch pressure detection unit 41 and the touch position detection unit 42 detect a state in which the player's finger or an object is in contact with the screen, it is determined to be YES in step S1, and the process proceeds to step S2. .. In step S1, the touch pressure detection unit 41 and the touch position detection unit 42 of FIG. 3 detect whether or not the player's finger or object is in contact with the screen of the touch panel. In step S1, the touch pressure detection unit 41 and the touch position detection unit 42 of FIG. 3 detect whether or not the player's finger or object is in contact with the screen of the touch panel.
When the player's finger or object is not in contact with the screen, it is determined to be NO in step S1, and the process ends. When the player's finger or object is not in contact with the screen, it is determined to be NO in step S1, and the process ends.
That is, inputting the operation of the game character C using the 3D virtual pad VP is a condition for starting the process that the player's finger or object is in contact with the screen, and the player's finger or object is from the screen. The condition for ending the process is to leave. That is, inputting the operation of the game character C using the 3D virtual pad VP is a condition for starting the process that the player's finger or object is in contact with the screen, and the player's finger or object is from the screen. for ending the process is to leave.
Therefore, when the touch pressure detection unit 41 and the touch position detection unit 42 detect a state in which the player's finger or an object is in contact with the screen, it is determined to be YES in step S1, and the process proceeds to step S2. .. Therefore, when the touch pressure detection unit 41 and the touch position detection unit 42 detect a state in which the player's finger or an object is in contact with the screen, it is determined to be YES in step S1, and the process proceeds to step S2 ...

ステップS2において、タッチ圧検出部41は、タッチ圧を検出し、タッチ位置検出部42は、タッチ位置を検出する。 In step S2, the touch pressure detecting unit 41 detects the touch pressure, and the touch position detecting unit 42 detects the touch position.

ステップS3において、割り込み可否判定部51は、タッチ圧検出部41の検出結果(タッチ圧の変化時間及び変化量)に基づいて、割り込み処理をするか否かを判定する。ステップS3の判定手法は、図7を用いて説明した通りであるので、ここではその説明は省略する。
割り込み可否判定部51が割り込み処理をすると判定した場合には、ステップS3においてYESと判断されて、処理はステップS4に進む。
ステップS4において、割り込み可否判定部51は、ゲームキャラクタ動作制御実行部54に対して割り込みをする。 In step S4, the interrupt enable / disable determination unit 51 interrupts the game character operation control execution unit 54. 即ち、割り込み可否判定部51は、割り込み用のゲームキャラクタ動作(例えばジャンプ)を設定し、ゲームキャラクタ動作制御実行部54に要求する。 That is, the interrupt enable / disable determination unit 51 sets the game character operation (for example, jump) for interruption and requests the game character operation control execution unit 54. その後、処理はステップS10に進む。 After that, the process proceeds to step S10. なお、ステップS10については後述する。 Note that step S10 will be described later. In step S3, the interrupt enable / disable determination unit 51 determines whether or not to perform interrupt processing based on the detection result (change time and change amount of touch pressure) of the touch pressure detection unit 41. Since the determination method in step S3 is as described with reference to FIG. 7, the description thereof will be omitted here. In step S3, the interrupt enable / disable determination unit 51 determines whether or not to perform interrupt processing based on the detection result (change time and change amount of touch pressure) of the touch pressure detection unit 41. Since the determination method in step S3 is as described with reference to FIG. 7, the description thereof will be omitted here.
If the interrupt enable / disable determination unit 51 determines that the interrupt process is to be performed, it is determined to be YES in step S3, and the process proceeds to step S4. If the interrupt enable / disable determination unit 51 determines that the interrupt process is to be performed, it is determined to be YES in step S3, and the process proceeds to step S4.
In step S4, the interrupt enable / disable determination unit 51 interrupts the game character operation control execution unit 54. That is, the interrupt enable / disable determination unit 51 sets the game character operation (for example, jump) for interruption and requests the game character operation control execution unit 54. After that, the process proceeds to step S10. The step S10 will be described later. In step S4, the interrupt enable / disable determination unit 51 interrupts the game character operation control execution unit 54. That is, the interrupt enable / disable determination unit 51 sets the game character operation (for example, jump) for interruption and requests the game character operation control execution unit 54. After that, the process proceeds to step S10. The step S10 will be described later.

これに対して、割り込み可否判定部51が割り込み処理をしないと判定した場合には、ステップS3においてNOと判断され、ステップS2で検出されたタッチ圧がラチェット関数出力部52に提供されて、処理はステップS5に進む。
ステップS5において、ラチェット関数出力部52は、ステップS2で検出されたタッチ圧の最大値が変化したかどうかを判定する。
タッチ圧の最大値が変化した場合には、ステップS5においてYESであると判断されて、処理はステップS6に進む。ステップS6において、ラチェット関数出力部52は、タッチ圧の最大値を更新し、更新後の値でラチェット関数の出力をする。
これに対して、タッチ圧の最大値が変化していない場合には、ステップS5においてNOと判断されて、処理はステップS7に進む。 On the other hand, if the maximum value of the touch pressure has not changed, NO is determined in step S5, and the process proceeds to step S7. ステップS7において、ラチェット関数出力部52は、これまでに記録されたタッチ圧の最大値を用いて、ラチェット関数の出力をする。 In step S7, the ratchet function output unit 52 outputs the ratchet function using the maximum value of the touch pressure recorded so far. つまり、ラチェット関数の出力は変化しない。 That is, the output of the ratchet function does not change.
このようにして、ステップS6又はS7の処理でラチェット関数の出力がなされると、処理はステップS8に進む。 In this way, when the ratchet function is output in the process of step S6 or S7, the process proceeds to step S8. On the other hand, when the interrupt enable / disable determination unit 51 determines that interrupt processing is not performed, it is determined as NO in step S3, and the touch pressure detected in step S2 is provided to the ratchet function output unit 52 for processing. Proceeds to step S5. On the other hand, when the interrupt enable / disable determination unit 51 determines that interrupt processing is not performed, it is determined as NO in step S3, and the touch pressure detected in step S2 is provided to the ratchet function output unit 52 for processing .Proceeds to step S5.
In step S5, the ratchet function output unit 52 determines whether or not the maximum value of the touch pressure detected in step S2 has changed. In step S5, the ratchet function output unit 52 determines whether or not the maximum value of the touch pressure detected in step S2 has changed.
When the maximum value of the touch pressure changes, it is determined to be YES in step S5, and the process proceeds to step S6. In step S6, the ratchet function output unit 52 updates the maximum value of the touch pressure and outputs the ratchet function with the updated value. When the maximum value of the touch pressure changes, it is determined to be YES in step S5, and the process proceeds to step S6. In step S6, the ratchet function output unit 52 updates the maximum value of the touch pressure and outputs the ratchet function with the updated value.
On the other hand, if the maximum value of the touch pressure has not changed, NO is determined in step S5, and the process proceeds to step S7. In step S7, the ratchet function output unit 52 outputs the ratchet function using the maximum value of the touch pressure recorded so far. That is, the output of the ratchet function does not change. On the other hand, if the maximum value of the touch pressure has not changed, NO is determined in step S5, and the process proceeds to step S7. In step S7, the ratchet function output unit 52 outputs the ratchet function using the maximum value Of the touch pressure recorded so far. That is, the output of the ratchet function does not change.
In this way, when the ratchet function is output in the process of step S6 or S7, the process proceeds to step S8. In this way, when the ratchet function is output in the process of step S6 or S7, the process proceeds to step S8.

ステップS8において、ゲームキャラクタ動作量決定部53は、ラチェット関数出力部52から出力されたラチェット関数の出力量に応じて、ゲームキャラクタCの移動速度を決定する。
具体的には本実施形態では、ゲームキャラクタ動作量決定部53は、ゲームの状況やゲームキャラクタCの特徴等に基づいて、トランスミッション関数DB61から所定パターンのトランスミッション関数を抽出する。 Specifically, in the present embodiment, the game character movement amount determination unit 53 extracts a transmission function of a predetermined pattern from the transmission function DB 61 based on the game situation, the characteristics of the game character C, and the like. ゲームキャラクタ動作量決定部53は、ラチェット関数の出力量を入力パラメータとして、抽出したトランスミッション関数に入力させる。 The game character movement amount determination unit 53 inputs the output amount of the ratchet function as an input parameter to the extracted transmission function. ゲームキャラクタ動作量決定部53は、当該トランスミッション関数の出力値を、ゲームキャラクタCの移動速度として決定する。 The game character movement amount determination unit 53 determines the output value of the transmission function as the movement speed of the game character C. In step S8, the game character movement amount determination unit 53 determines the moving speed of the game character C according to the output amount of the ratchet function output from the ratchet function output unit 52. In step S8, the game character movement amount determination unit 53 determines the moving speed of the game character C according to the output amount of the ratchet function output from the ratchet function output unit 52.
Specifically, in the present embodiment, the game character movement amount determination unit 53 extracts a transmission function of a predetermined pattern from the transmission function DB 61 based on the game situation, the characteristics of the game character C, and the like. The game character movement amount determination unit 53 inputs the output amount of the ratchet function as an input parameter to the extracted transmission function. The game character movement amount determination unit 53 determines the output value of the transmission function as the movement speed of the game character C. Specifically, in the present embodiment, the game character movement amount determination unit 53 extracts a transmission function of a predetermined pattern from the transmission function DB 61 based on the game situation, the characteristics of the game character C, and the like. The game character movement amount determination unit 53 inputs the output amount of the ratchet function as an input parameter to the extracted transmission function. The game character movement amount determination unit 53 determines the output value of the transmission function as the movement speed of the game character C.

ステップS9において、ゲームキャラクタ動作量決定部53は、ゲームキャラクタ動作制御実行部54に対し、決定されたゲームキャラクタCの移動速度での移動を、ゲームキャラクタ動作として設定し、ゲームキャラクタ動作制御実行部54に要求する。 In step S9, the game character motion amount determination unit 53 sets the game character motion control execution unit 54 to move the determined game character C at the movement speed as the game character motion, and the game character motion control execution unit 53. Request 54.

ステップS10において、ゲームキャラクタ動作制御実行部54は、ステップS4又はS0において要求されたゲームキャラクタ動作を実行するように制御する。
その後、処理はステップS1に戻され、それ以降の処理が繰り返される。即ち、プレイヤーの指又は物体が画面上から離れない限りは、ステップS1乃至S10のループ処理が繰り返される。
In step S10, the game character motion control execution unit 54 controls to execute the game character motion requested in step S4 or S0.
After that, the process is returned to step S1, and the subsequent processes are repeated. That is, as long as the player's finger or object does not move away from the screen, the loop processing of steps S1 to S10 is repeated.

以上、本発明の一実施例について説明したが、本発明は、上述の実施例に限定されるものではなく、本発明の目的を達成できる範囲での変形、改良等は本発明に含まれるものである。 Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the range in which the object of the present invention can be achieved are included in the present invention. Is.

例えば、上述した一連の処理は、ハードウェアにより実行させることもできるし、ソフトウェアにより実行させることもできる。
換言すると、図6の機能的構成は例示に過ぎず、特に限定されない。 In other words, the functional configuration of FIG. 6 is merely an example and is not particularly limited. 即ち、上述した一連の処理を全体として実行できる機能が情報処理システムに備えられていれば足り、この機能を実現するためにどのような機能ブロックを用いるのかは特に図6の例に限定されない。 That is, it suffices if the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and what kind of functional block is used to realize this function is not particularly limited to the example of FIG. また、機能ブロックの存在場所も、図6に特に限定されず、任意でよい。 Further, the location of the functional block is not particularly limited to FIG. 6, and may be arbitrary.
具体的には例えば、図6に示す各機能ブロックは、上述の実施形態ではネイティブアプリケーションとしてプレイヤー端末1に備えられていたが、HTMLとJavaScript(登録商標)を用いてWebアプリケーションとして実装することで、図示せぬサーバ等に備えることもできる。 Specifically, for example, each functional block shown in FIG. 6 was provided in the player terminal 1 as a native application in the above-described embodiment, but by implementing it as a Web application using HTML and Javascript (registered trademark). , It is also possible to prepare for a server or the like (not shown).
また、1つの機能ブロックは、ハードウェア単体で構成してもよいし、ソフトウェア単体で構成してもよいし、それらの組み合わせで構成してもよい。 Further, one functional block may be configured by a single piece of hardware, a single piece of software, or a combination thereof. For example, the series of processes described above can be executed by hardware or software. For example, the series of processes described above can be executed by hardware or software.
In other words, the functional configuration of FIG. 6 is merely an example and is not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and what kind of functional block is used to realize this function is not particularly limited to the example of FIG. Further, the location of the functional block is not particularly limited to FIG. 6, and may be arbitrary. In other words, the functional configuration of FIG. 6 is merely an example and is not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole. , and what kind of functional block is used to realize this function is not particularly limited to the example of FIG. Further, the location of the functional block is not particularly limited to FIG. 6, and may be arbitrary.
Specifically, for example, each functional block shown in FIG. 6 was provided in the player terminal 1 as a native application in the above-described embodiment, but by implementing it as a Web application using HTML and Javascript (registered trademark). , It is also possible to prepare for a server or the like (not shown). Specifically, for example, each functional block shown in FIG. 6 was provided in the player terminal 1 as a native application in the above-described embodiment, but by implementing it as a Web application using HTML and Javascript (registered trademark)., It is also possible to prepare for a server or the like (not shown).
Further, one functional block may be configured by a single piece of hardware, a single piece of software, or a combination thereof. Further, one functional block may be configured by a single piece of hardware, a single piece of software, or a combination thereof.

一連の処理をソフトウェアにより実行させる場合には、そのソフトウェアを構成するプログラムが、コンピュータ等にネットワークや記録媒体からインストールされる。
コンピュータは、専用のハードウェアに組み込まれているコンピュータであってもよい。 The computer may be a computer embedded in dedicated hardware. また、コンピュータは、各種のプログラムをインストールすることで、各種の機能を実行することが可能なコンピュータ、例えばサーバの他汎用のスマートフォンやパーソナルコンピュータであってもよい。 Further, the computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose smartphone or a personal computer in addition to a server. When a series of processes are executed by software, the programs constituting the software are installed on a computer or the like from a network or a recording medium. When a series of processes are executed by software, the programs simply the software are installed on a computer or the like from a network or a recording medium.
The computer may be a computer embedded in dedicated hardware. Further, the computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose smartphone or a personal computer in addition to a server. The computer may be a computer embedded in dedicated hardware. Further, the computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose smartphone or a personal computer in addition to a server.

このようなプログラムを含む記録媒体は、ユーザにプログラムを提供するために装置本体とは別に配布される図示せぬリムーバブルメディアにより構成されるだけでなく、装置本体に予め組み込まれた状態でユーザに提供される記録媒体等で構成される。 The recording medium containing such a program is not only composed of a removable medium (not shown) distributed separately from the device main body in order to provide the program to the user, but also is preliminarily incorporated in the device main body to the user. It is composed of the provided recording media and the like.

なお、本明細書において、記録媒体に記録されるプログラムを記述するステップは、その順序に沿って時系列的に行われる処理はもちろん、必ずしも時系列的に処理されなくとも、並列的或いは個別に実行される処理をも含むものである。
また、本明細書において、システムの用語は、複数の装置や複数の手段等より構成される全体的な装置を意味するものとする。
In the present specification, the steps for describing a program recorded on a recording medium are not necessarily processed in chronological order, but also in parallel or individually, even if they are not necessarily processed in chronological order. It also includes the processing to be executed.
Further, in the present specification, the term of the system shall mean an overall device composed of a plurality of devices, a plurality of means, and the like. Further, in the present specification, the term of the system shall mean an overall device composed of a plurality of devices, a plurality of means, and the like.

また例えば上述の例では、ゲームキャラクタCの移動速度は、タッチ圧を入力する所定のラチェット関数の出力量に基づいて設定されていたが、特にこれに限定されない。
即ち、ラチェット関数の出力量に基づいて設定される量は、移動速度である必要は特に無く、ゲームキャラクタCの動作の所定量であれば足りる。

また、ラチェット関数の入力パラメータも、タッチ圧である必要は特になく、タッチパネルの表示面への物体の接触度合に応じて変化する、当該タッチパネルに関する所定の物理量であれば足りる。 Further, the input parameter of the ratchet function does not have to be the touch pressure, and any predetermined physical quantity related to the touch panel, which changes according to the degree of contact of the object with the display surface of the touch panel, is sufficient. 例えば、タッチパネルに対する力覚や、タッチパネル(プレイヤー端末1)の振動量を、ラチェット関数の入力パラメータとして採用してもよい。 For example, the force sense with respect to the touch panel and the vibration amount of the touch panel (player terminal 1) may be adopted as input parameters of the ratchet function. Further, for example, in the above example, the moving speed of the game character C is set based on the output amount of a predetermined ratchet function for inputting the touch pressure, but the moving speed is not particularly limited to this. Further, for example, in the above example, the moving speed of the game character C is set based on the output amount of a predetermined ratchet function for inputting the touch pressure, but the moving speed is not particularly limited to this.
That is, the amount set based on the output amount of the ratchet function does not have to be the moving speed in particular, and a predetermined amount of the operation of the game character C is sufficient. That is, the amount set based on the output amount of the ratchet function does not have to be the moving speed in particular, and a predetermined amount of the operation of the game character C is sufficient.
Further, the input parameter of the ratchet function does not have to be the touch pressure, and any predetermined physical quantity related to the touch panel, which changes according to the degree of contact of the object with the display surface of the touch panel, is sufficient. For example, the force sense with respect to the touch panel and the vibration amount of the touch panel (player terminal 1) may be adopted as input parameters of the ratchet function. Further, the input parameter of the ratchet function does not have to be the touch pressure, and any predetermined physical quantity related to the touch panel, which changes according to the degree of contact of the object with the display surface of the touch panel, is For example, the force sense with respect to the touch panel and the vibration amount of the touch panel (player terminal 1) may be adopted as input parameters of the ratchet function.

換言すると、本発明が適用されるプログラムは、上述の図1のプレイヤー端末1を含め、次のような構成を有する端末を制御対象とするコンピュータに実行させるものであれば足りる。
即ち、本発明が適用されるプログラムは、

表示面への物体の接触の操作に応じて動作を変化させるゲームキャラクタ(例えば図2等のキャラクタC)を含む画像を、当該表示面に表示させる表示媒体(例えば図1のタッチパネル、特に表示部27)と、 A display medium (for example, the touch panel of FIG. 1, particularly a display unit) for displaying an image including a game character (for example, character C in FIG. 2 or the like) whose operation is changed according to an operation of contact of an object with the display surface on the display surface. 27) and
前記表示面への物体の接触度合に応じて変化する、当該表示媒体に関する所定の物理量(例えば上述のタッチ圧)を検出する第1検出手段(例えば図1のタッチ圧検出部41)と、 A first detecting means (for example, the touch pressure detecting unit 41 in FIG. 1) for detecting a predetermined physical quantity (for example, the above-mentioned touch pressure) related to the display medium, which changes according to the degree of contact of the object with the display surface.
を備える端末を制御対象とするコンピュータに実行させるプログラムである。 It is a program that causes a computer to control a terminal equipped with the above.
このプログラムは、 This program
前記第1検出手段の検出結果を所定のラチェット関数に入力して、当該ラチェット関数の出力量を、外部に出力するラチェット関数出力ステップ(例えば図6のラチェット関数出力部52が実行するステップ)と、 A ratchet function output step (for example, a step executed by the ratchet function output unit 52 of FIG. 6) in which the detection result of the first detection means is input to a predetermined ratchet function and the output amount of the ratchet function is output to the outside. ,
前記ラチェット関数の出力量に応じて、前記ゲームキャラクタの動作の所定量を決定する動作量決定ステップ(例えば図6のゲームキャラクタ動作量決定部53が実行するステップ)と、 An operation amount determination step (for example, a step executed by the game character operation amount determination unit 53 of FIG. 6) for determining a predetermined amount of operation of the game character according to the output amount of the ratchet function.
前記動作量決定ステップの処理で決定された前記所定量で、前記ゲームキャラクタの動作を変化させる制御を実行する動作制御実行ステップ(例えば図6のゲームキャラクタ動作制御実行部54が実行するステップ)と、 An operation control execution step (for example, a step executed by the game character operation control execution unit 54 in FIG. 6) that executes control for changing the operation of the game character with the predetermined amount determined in the process of the operation amount determination step. ,
を含む。 including. In other words, the program to which the present invention is applied suffices as long as it causes a computer to control a terminal having the following configuration, including the player terminal 1 of FIG. 1 described above, to execute the program. In other words, the program to which the present invention is applied suffices as long as it causes a computer to control a terminal having the following configuration, including the player terminal 1 of FIG. 1 described above, to execute the program.
That is, the program to which the present invention is applied is That is, the program to which the present invention is applied is
A display medium (for example, the touch panel of FIG. 1, particularly a display unit) for displaying an image including a game character (for example, character C in FIG. 2 or the like) whose operation is changed according to an operation of contact of an object with the display surface on the display surface. 27) and A display medium (for example, the touch panel of FIG. 1, particularly a display unit) for displaying an image including a game character (for example, character C in FIG. 2 or the like) whose operation is changed according to an operation of contact of an object with the display surface on the display surface. 27) and
A first detecting means (for example, the touch pressure detecting unit 41 in FIG. 1) for detecting a predetermined physical quantity (for example, the above-mentioned touch pressure) related to the display medium, which changes according to the degree of contact of the object with the display surface. A first detecting means (for example, the touch pressure detecting unit 41 in FIG. 1) for detecting a predetermined physical quantity (for example, the above-mentioned touch pressure) related to the display medium, which changes according to the degree of contact of the object with the display surface.
It is a program that causes a computer to control a terminal equipped with the above. It is a program that causes a computer to control a terminal equipped with the above.
This program This program
A ratchet function output step (for example, a step executed by the ratchet function output unit 52 of FIG. 6) in which the detection result of the first detection means is input to a predetermined ratchet function and the output amount of the ratchet function is output to the outside. , A ratchet function output step (for example, a step executed by the ratchet function output unit 52 of FIG. 6) in which the detection result of the first detection means is input to a predetermined ratchet function and the output amount of the ratchet function is output to the outside.,
An operation amount determination step (for example, a step executed by the game character operation amount determination unit 53 of FIG. 6) for determining a predetermined amount of operation of the game character according to the output amount of the ratchet function. An operation amount determination step (for example, a step executed by the game character operation amount determination unit 53 of FIG. 6) for determining a predetermined amount of operation of the game character according to the output amount of the ratchet function.
An operation control execution step (for example, a step executed by the game character operation control execution unit 54 in FIG. 6) that executes control for changing the operation of the game character with the predetermined amount determined in the process of the operation amount determination step. , An operation control execution step (for example, a step executed by the game character operation control execution unit 54 in FIG. 6) that executes control for changing the operation of the game character with the predetermined amount determined in the process of the operation amount determination step.,
including. including.

このように、プレイヤーは表示面への指等の物体の移動距離ではなく、物体の接触度合を変化させるだけで、ゲームキャラクタの動作の所定量を変化さえることができる。つまり、プレイヤーにとって指の移動面積を小さくしつつ、かつ、直感的にゲームキャラクタを移動させることが可能となる仮想コントローラを実現可能とすることができる。
ここで、表示面への物体の接触度合に応じて変化する、当該表示媒体に関する所定の物理量は、プレイヤーが自然人である以上、非連続となってしまう(振動をしてしまう)。 Here, the predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface, becomes discontinuous (vibrates) as long as the player is a natural person. 従って、当該所定の物理量をそのまま、ゲームキャラクタの動作の所定量の設定に用いると、ゲームキャラクタの動作の所定量の変化も非連続になってしまい不適である。 Therefore, if the predetermined physical quantity is used as it is for setting the predetermined amount of the operation of the game character, the change of the predetermined amount of the operation of the game character becomes discontinuous, which is unsuitable.
そこで、当該所定の物理量を所定のラチェット関数に入力して、当該ラチェット関数の出力量を、ゲームキャラクタの動作の所定量の設定に用いている。 Therefore, the predetermined physical quantity is input to the predetermined ratchet function, and the output amount of the ratchet function is used to set the predetermined amount of the operation of the game character. これにより、ゲームキャラクタの動作の所定量の変化が連続的になり好適である。 As a result, a predetermined amount of change in the movement of the game character becomes continuous, which is preferable. In this way, the player can even change a predetermined amount of movement of the game character simply by changing the degree of contact of the object, not the moving distance of the object such as a finger to the display surface. That is, it is possible to realize a virtual controller that enables the player to intuitively move the game character while reducing the movement area of the finger. In this way, the player can even change a predetermined amount of movement of the game character simply by changing the degree of contact of the object, not the moving distance of the object such as a finger to the display surface. That is, it is possible to realize a virtual controller that enables the player to intuitively move the game character while reducing the movement area of ​​the finger.
Here, the predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface, becomes discontinuous (vibrates) as long as the player is a natural person. Therefore, if the predetermined physical quantity is used as it is for setting the predetermined amount of the operation of the game character, the change of the predetermined amount of the operation of the game character becomes discontinuous, which is unsuitable. Here, the predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface, becomes discontinuous (vibrates) as long as the player is a natural person. Therefore, if the predetermined physical quantity is used as it is for setting the predetermined amount of the operation of the game character, the change of the predetermined amount of the operation of the game character becomes discontinuous, which is unsuitable.
Therefore, the predetermined physical quantity is input to the predetermined ratchet function, and the output amount of the ratchet function is used to set the predetermined amount of the operation of the game character. As a result, a predetermined amount of change in the movement of the game character becomes continuous, which is preferable. Therefore, the predetermined physical quantity is input to the predetermined ratchet function, and the output amount of the ratchet function is used to set the predetermined amount of the operation of the game character. As a result, a predetermined amount of change in the movement of the game character becomes continuous, which is preferred.

ここで、本発明が適用されるプログラムは、
前記第1検出手段の検出結果を入力し、当該検出結果が示す前記所定の物理量の変化時間及び変化量に基づいて割り込みをするか否かを判定し、割り込みをしないと判定した場合、当該検出結果を前記ラチェット関数出力ステップに提供し、割り込みをすると判定した場合、当該検出結果を前記ラチェット関数出力ステップに提供することを禁止するか、若しくは当該検出結果を加工して前記ラチェット関数出力ステップに提供する割り込み可否判定ステップ(例えば図6の割り込み可否判定部51が実行するステップ)を 含む制御処理をさらに実行させ、 When the detection result of the first detection means is input, it is determined whether or not to interrupt based on the change time and the amount of change of the predetermined physical amount indicated by the detection result, and when it is determined not to interrupt, the detection is performed. If the result is provided to the ratchet function output step and it is determined to interrupt, it is prohibited to provide the detection result to the ratchet function output step, or the detection result is processed into the ratchet function output step. Further, the control process including the provided interrupt enable / disable determination step (for example, the step executed by the interrupt enable / disable determination unit 51 in FIG. 6) is further executed.
前記動作制御実行ステップは、前記割り込み可否判定ステップの処理において前記割り込みをすると判定された場合、前記ゲームキャラクタの動作に対する所定の割り込み処理を実行するステップを含む ようにすることができる。 The operation control execution step may include a step of executing a predetermined interrupt process for the operation of the game character when it is determined in the process of the interrupt enable / disable determination step that the interrupt is to be performed. Here, the program to which the present invention is applied is Here, the program to which the present invention is applied is
When the detection result of the first detection means is input, it is determined whether or not to interrupt based on the change time and the amount of change of the predetermined physical quantity indicated by the detection result, and when it is determined not to interrupt, the detection is performed. If the result is provided to the ratchet function output step and it is determined to interrupt, it is prohibited to provide the detection result to the ratchet function output step, or the detection result is processed into the ratchet function output step. Further, the control process including the provided interrupt enable / disable determination step (for example, the step executed by the interrupt enable / disable determination unit 51 in FIG. 6) is further executed. When the detection result of the first detection means is input, it is determined whether or not to interrupt based on the change time and the amount of change of the predetermined physical quantity indicated by the detection result, and when it is determined not to interrupt, the detection is performed. If the result is provided to the ratchet function output step and it is determined to interrupt, it is prohibited to provide the detection result to the ratchet function output step, or the detection result is processed into the ratchet function output step . Further, the control process including the provided interrupt enable / disable determination step (for example, the step executed by the interrupt enable / disable determination unit 51 in FIG. 6) is further executed.
The operation control execution step may include a step of executing a predetermined interrupt process for the operation of the game character when it is determined in the process of the interrupt enable / disable determination step that the interrupt is to be performed. The operation control execution step may include a step of executing a predetermined interrupt process for the operation of the game character when it is determined in the process of the interrupt enable / disable determination step that the interrupt is to be performed.

これにより、ゲームキャラクタの動作の所定量(移動速度等)を一定にしつつ、当該ゲームキャラクタの別動作をさせる割り込み処理を容易に実現することができる。 As a result, it is possible to easily realize an interrupt process that causes another operation of the game character while keeping a predetermined amount (movement speed, etc.) of the operation of the game character constant.

この割り込み処理による別動作は、特に限定されず、上述した様にジャンプ等を採用してもよい。この場合、ゲームキャラクタの動作の所定量(移動速度等)の指示操作と、当該ゲームキャラクタの別動作(ジャンプ等)の指示操作等を、指1本だけのタッチ操作で実現できるようになる。
具体的には例えば、ゲームキャラクタの動作の所定量として移動速度が採用されているときには、プレイヤーは、最初、徐々に指を押す力を強めていく操作をすることで、ゲームキャラクタを加速させていき、その後力を弱めることで、ラチェット関数の機能により、当該ゲームキャラクタを等速移動させることができる。
さらに、プレイヤーは、瞬間的に指の力を込める操作をすることで、割り込み処理として当該ゲームキャラクタに別動作(ジャンプ等)をさせることができる。 Further, the player can make the game character perform another operation (jump, etc.) as an interrupt process by performing an operation in which the force of the finger is momentarily applied.
ここで、割り込みの場合、第1検出手段の検出結果をラチェット関数に入力することを禁止するか、若しくは当該検出結果を加工してラチェット関数に入力することになる。 Here, in the case of an interrupt, inputting the detection result of the first detection means to the ratchet function is prohibited, or the detection result is processed and input to the ratchet function. その結果、ゲームキャラクタは、等速移動を止めることなく、別動作(ジャンプ等)をすることもできる。 As a result, the game character can also perform another operation (jump, etc.) without stopping the constant velocity movement. The separate operation by this interrupt processing is not particularly limited, and a jump or the like may be adopted as described above. In this case, the instruction operation of a predetermined amount (movement speed, etc.) of the movement of the game character and the instruction operation of another operation (jump, etc.) of the game character can be realized by a touch operation with only one finger. The separate operation by this interrupt processing is not particularly limited, and a jump or the like may be adopted as described above. In this case, the instruction operation of a predetermined amount (movement speed, etc.) of the movement of the game character and the instruction operation of another operation (jump, etc.) of the game character can be realized by a touch operation with only one finger.
Specifically, for example, when the movement speed is adopted as a predetermined amount of movement of the game character, the player first accelerates the game character by gradually increasing the force of pressing the finger. By going on and then weakening the force, the game character can be moved at a constant speed by the function of the ratchet function. Specifically, for example, when the movement speed is adopted as a predetermined amount of movement of the game character, the player first accelerates the game character by gradually increasing the force of pressing the finger. By going on and then weakening the force, the game character can be moved at a constant speed by the function of the ratchet function.
Further, the player can make the game character perform another action (jump, etc.) as an interrupt process by performing an operation in which the force of the finger is momentarily applied. Further, the player can make the game character perform another action (jump, etc.) as an interrupt process by performing an operation in which the force of the finger is momentarily applied.
Here, in the case of an interrupt, inputting the detection result of the first detection means to the ratchet function is prohibited, or the detection result is processed and input to the ratchet function. As a result, the game character can also perform another operation (jump, etc.) without stopping the constant velocity movement. Here, in the case of an interrupt, inputting the detection result of the first detection means to the ratchet function is prohibited, or the detection result is processed and input to the ratchet function. As a result, the game character can also perform another operation (jump, etc.) without stopping the constant velocity movement.

また、割り込み処理による別動作として、減速(ブレーキ)を採用してもよい。この場合、例えばゲームキャラクタの動作の所定量として移動速度が採用されているときには、プレイヤーは、上述の操作と同様にして、ゲームキャラクタを加速させて、一定速度になった後は等速移動させることができる。
さらに、プレイヤーは、瞬間的に指の力を込める操作をすることで、割り込み処理として当該ゲームキャラクタに対して減速命令(ブレーキ)を与えることができる。これにより、1本の指の押下力の増減だけで、キャラクタ移動の加速命令(“走る”等)と減速命令とを同時に実現できる。
つまり、プレイヤーにとって指の移動面積を小さくしつつ、かつ、直感的にゲームキャラクタを移動させることが可能となる仮想コントローラをより容易かつ適切に実現可能とすることができる。 That is, it is possible to more easily and appropriately realize a virtual controller that enables the player to intuitively move the game character while reducing the movement area of ​​the finger. Further, deceleration (brake) may be adopted as another operation by interrupt processing. In this case, for example, when the movement speed is adopted as a predetermined amount of movement of the game character, the player accelerates the game character in the same manner as described above, and moves the game character at a constant speed after reaching a constant speed. be able to. Further, deceleration (brake) may be adopted as another operation by interrupt processing. In this case, for example, when the movement speed is adopted as a predetermined amount of movement of the game character, the player accelerates the game character in the same manner as described above, and moves the game character at a constant speed after reaching a constant speed. Be able to.
Further, the player can give a deceleration command (brake) to the game character as an interrupt process by performing an operation in which the force of the finger is momentarily applied. As a result, the acceleration command (“running”, etc.) and the deceleration command for character movement can be simultaneously realized by increasing or decreasing the pressing force of one finger. Further, the player can give a deceleration command (brake) to the game character as an interrupt process by performing an operation in which the force of the finger is momentarily applied. As a result, the acceleration command (“running”, etc.) and the deceleration command for character movement can be simultaneously realized by increasing or decreasing the pressing force of one finger.
That is, it is possible to more easily and appropriately realize a virtual controller that enables the player to intuitively move the game character while reducing the movement area of the finger. That is, it is possible to more easily and appropriately realize a virtual controller that enables the player to intuitively move the game character while reducing the movement area of ​​the finger.

また、本発明が適用されるプログラムにおいて、
前記ゲームキャラクタの動作量決定ステップは、前記ラチェット関数の出力量を前記ゲームキャラクタの動作の所定量に変換する1種以上のパターン(例えばトランスミッション関数のパターン)のうち、所定種類のパターンを用いて、前記ゲームキャラクタの動作の前記所定量を決定するステップを含む、 The game character movement amount determination step uses a predetermined type of pattern among one or more types of patterns (for example, a transmission function pattern) that convert the output amount of the ratchet function into a predetermined amount of the game character movement. , Including a step of determining the predetermined amount of movement of the game character.
ようにすることができる。 Can be done. In addition, in the program to which the present invention is applied, In addition, in the program to which the present invention is applied,
The game character movement amount determination step uses a predetermined type of pattern among one or more types of patterns (for example, a transmission function pattern) that convert the output amount of the ratchet function into a predetermined amount of the game character movement. , Including a step of determining the predetermined amount of movement of the game character. The game character movement amount determination step uses a predetermined type of pattern among one or more types of patterns (for example, a transmission function pattern) that convert the output amount of the ratchet function into a predetermined amount of the game character movement., Including a step of determining the predetermined amount of movement of the game character.
Can be done. Can be done.

これにより、拡張性やカスタマイズ性に優れた、ゲームキャラクタの動作の制御を容易に実現することができる。
即ち、パターン(トランスミッション関数のパターン等)を書き換えたり、選択的に用いることにより、人間、自動車、飛行機等、様々なゲームキャラクタの動作の指示操作を実現することができる。また、敵に魔法をかけられて、移動が遅くなった状態等、ゲーム内の状態に応じたゲームキャラクタの動作の制御も容易に実現可能になる。
As a result, it is possible to easily control the movement of the game character, which is excellent in expandability and customizability.
That is, by rewriting the pattern (transmission function pattern, etc.) or selectively using it, it is possible to realize an instruction operation for the operation of various game characters such as humans, automobiles, and airplanes. In addition, it becomes possible to easily control the movement of the game character according to the state in the game, such as a state in which the movement is slowed down by being enchanted by the enemy. That is, by rewriting the pattern (transmission function pattern, etc.) or selectively using it, it is possible to realize an instruction operation for the operation of various game characters such as humans, automobiles, and airplanes. In addition, it becomes possible to easily control the movement of the game character according to the state in the game, such as a state in which the movement is slowed down by being enchanted by the enemy.

また、本発明が適用されるプログラムにおいて、
前記端末は、さらに、前記表示媒体の前記表示面への物体の接触の位置を検出する第2検出手段(例えば図1等のタッチ位置検出部42)をさらに備え、
前記動作制御実行ステップは、

前記第2検出手段の検出結果に基づいて、前記ゲームキャラクタの動作の変化方向を決定する変化方向決定ステップと、 A change direction determination step for determining the change direction of the movement of the game character based on the detection result of the second detection means, and
前記変化方向決定ステップの処理で決定された前記変化方向に、前記動作量決定ステップの処理で決定された前記所定量で、前記ゲームキャラクタの動作を変化させる制御を実行する動作制御実行ステップと、 An operation control execution step that executes control for changing the operation of the game character in the change direction determined by the process of the change direction determination step with the predetermined amount determined by the process of the operation amount determination step.
を含むようにすることができる。 Can be included. In addition, in the program to which the present invention is applied, In addition, in the program to which the present invention is applied,
The terminal further includes a second detecting means (for example, a touch position detecting unit 42 as shown in FIG. 1) for detecting the position of contact of an object with the display surface of the display medium. The terminal further includes a second detecting means (for example, a touch position detecting unit 42 as shown in FIG. 1) for detecting the position of contact of an object with the display surface of the display medium.
The operation control execution step is The operation control execution step is
A change direction determination step for determining the change direction of the movement of the game character based on the detection result of the second detection means, and A change direction determination step for determining the change direction of the movement of the game character based on the detection result of the second detection means, and
An operation control execution step that executes control for changing the operation of the game character in the change direction determined by the process of the change direction determination step with the predetermined amount determined by the process of the operation amount determination step. An operation control execution step that executes control for changing the operation of the game character in the change direction determined by the process of the change direction determination step with the predetermined amount determined by the process of the operation amount determination step.
Can be included. Can be included.

これにより、ゲームキャラクタの動作の所定量(移動速度等)だけでなく、動作の変化方向(移動方向)等の制御も容易に実現可能になるので、多種多様な動作をするゲームキャラクタを含むゲームの実現が可能になる。 As a result, it is possible to easily control not only a predetermined amount of movement of the game character (movement speed, etc.) but also a change direction (movement direction) of the movement, so that a game including a game character that performs a wide variety of movements. Can be realized.

また、本発明が適用されるプログラムは、
前記第2検出手段の検出結果に基づいて、前記表示媒体への前記物体の接触が開始された第1状態から、前記表示媒体への接触が維持されて前記物体が移動する第2状態を経て、前記表示媒体への前記物体の接触が解除される第3状態に至るまでの一連の操作(上述のスワイプ)を検出する操作検出ステップと、 Based on the detection result of the second detection means, from the first state in which the contact of the object with the display medium is started, through the second state in which the contact with the display medium is maintained and the object moves. An operation detection step for detecting a series of operations (the swipe described above) up to a third state in which the contact of the object with the display medium is released.
前記ゲームキャラクタの動作を指示操作するための所定の形状のコントローラ(例えば図2の円形状の3DバーチャルパッドVP)を、前記表示媒体の前記表示面への前記第1状態における前記物体の接触の位置に、その中心又は重心がくるように配置させて、前記表示媒体に表示させる制御を実行する表示制御ステップと、 A controller having a predetermined shape (for example, the circular 3D virtual pad VP of FIG. 2) for instructing and operating the operation of the game character is used for contacting the object in the first state with the display surface of the display medium. A display control step that executes control for displaying on the display medium by arranging the position so that the center or the center of gravity comes to the position.
をさらに前記コンピュータに実行させ、 Is further executed by the computer,
前記変化方向決定ステップは、前記第2状態における前記物体の移動方向に基づいて、前記ゲームキャラクタの動作の変化方向を決定するステップを含み、 The change direction determination step includes a step of determining a change direction of the movement of the game character based on the movement direction of the object in the second state.
前記動作量決定ステップは、前記第2状態における前記ラチェット関数の出力量に応じて、前記ゲームキャラクタの動作の所定量を決定するステップを含む、 The movement amount determination step includes a step of determining a predetermined amount of movement of the game character according to the output amount of the ratchet function in the second state.
ようにすることができる。 Can be done. In addition, the program to which the present invention is applied In addition, the program to which the present invention is applied
Based on the detection result of the second detection means, from the first state in which the contact of the object with the display medium is started, through the second state in which the contact with the display medium is maintained and the object moves. An operation detection step for detecting a series of operations (the swipe described above) up to a third state in which the contact of the object with the display medium is released. Based on the detection result of the second detection means, from the first state in which the contact of the object with the display medium is started, through the second state in which the contact with the display medium is maintained and the object moves. An operation detection step for detecting a series of operations (the swipe described above) up to a third state in which the contact of the object with the display medium is released.
A controller having a predetermined shape (for example, the circular 3D virtual pad VP of FIG. 2) for instructing and operating the operation of the game character is used for contacting the object in the first state with the display surface of the display medium. A display control step that executes control for displaying on the display medium by arranging the position so that the center or the center of gravity comes to the position. A controller having a predetermined shape (for example, the circular 3D virtual pad VP of FIG. 2) for instructing and operating the operation of the game character is used for contacting the object in the first state with the display surface of the display medium. A display control step that executes control for displaying on the display medium by arranging the position so that the center or the center of gravity comes to the position.
To further run the computer To further run the computer
The change direction determination step includes a step of determining a change direction of the movement of the game character based on the movement direction of the object in the second state. The change direction determination step includes a step of determining a change direction of the movement of the game character based on the movement direction of the object in the second state.
The movement amount determination step includes a step of determining a predetermined amount of movement of the game character according to the output amount of the ratchet function in the second state. The movement amount determination step includes a step of determining a predetermined amount of movement of the game character according to the output amount of the ratchet function in the second state.
Can be done. Can be done.

上述した様に、仮想のコントローラの形状は、上述した実施形態では図2に示すように円形状とされたが、特にこれに限定されず、ゲームキャラクタの動作を指示操作することが可能であれば任意の形状とすることができる。
また、表示制御ステップの制御により、仮想のコントローラを表示媒体に表示させるタイミングは、特に限定されない。
即ち、上述した実施形態では、タッチパネルから離間していたプレイヤーの指等が当該タッチパネルに接触した時点、即ちスワイプの第1状態の時点では、仮想のコントローラの一例である3DバーチャルパッドVPは、プレイヤーが視認可能な状態ではないものとされた。 That is, in the above-described embodiment, when the player's finger or the like separated from the touch panel touches the touch panel, that is, at the time of the first swipe state, the 3D virtual pad VP, which is an example of the virtual controller, is the player. Was not in a visible state. そして、スワイプの第2状態に移行すると、図2の上方に示すように、スワイプの第1状態におけるタッチ位置を表示面上の中心或いは重心として、3DバーチャルパッドVPがプレイヤーに視認可能な状態で表示された。 Then, when the state shifts to the second state of the swipe, as shown in the upper part of FIG. 2, the 3D virtual pad VP is visible to the player with the touch position in the first state of the swipe as the center or the center of gravity on the display surface. It was displayed.
しかしながら、このような表示は例示に過ぎない。 However, such a display is merely an example. 即ち、3DバーチャルパッドVP等の仮想のコントローラは、プレイヤーのタッチ操作とは独立して、表示媒体の所定位置に元々表示されていてもよい。 That is, a virtual controller such as a 3D virtual pad VP may be originally displayed at a predetermined position on the display medium independently of the touch operation of the player. つまりプレイヤーから常に視認可能な場所に、仮想のコントローラを表示させておくこともできる。 In other words, the virtual controller can be displayed in a place that is always visible to the player. As described above, the shape of the virtual controller is circular as shown in FIG. 2 in the above-described embodiment, but the shape is not particularly limited to this, and the operation of the game character can be instructed and operated. Any shape can be used. As described above, the shape of the virtual controller is circular as shown in FIG. 2 in the above-described embodiment, but the shape is not particularly limited to this, and the operation of the game character can be instructed and operated. Any shape can be used.
Further, the timing of displaying the virtual controller on the display medium by controlling the display control step is not particularly limited. Further, the timing of displaying the virtual controller on the display medium by controlling the display control step is not particularly limited.
That is, in the above-described embodiment, when the player's finger or the like separated from the touch panel touches the touch panel, that is, at the time of the first swipe state, the 3D virtual pad VP, which is an example of the virtual controller, is the player. Was not in a visible state. Then, when the state shifts to the second state of the swipe, as shown in the upper part of FIG. 2, the 3D virtual pad VP is visible to the player with the touch position in the first state of the swipe as the center or the center of gravity on the display surface. It was displayed. That is, in the above-described embodiment, when the player's finger or the like separated from the touch panel touches the touch panel, that is, at the time of the first swipe state, the 3D virtual pad VP, which is an example of The virtual controller, is the player. Was not in a visible state. Then, when the state shifts to the second state of the swipe, as shown in the upper part of FIG. 2, the 3D virtual pad VP is visible to the player It was displayed. With the touch position in the first state of the swipe as the center or the center of gravity on the display surface.
However, such a display is merely an example. That is, the virtual controller such as the 3D virtual pad VP may be originally displayed at a predetermined position on the display medium independently of the touch operation of the player. In other words, the virtual controller can be displayed in a place that is always visible to the player. However, such a display is merely an example. That is, the virtual controller such as the 3D virtual pad VP may be originally displayed at a predetermined position on the display medium independently of the touch operation of the player. In other words, the virtual controller can be displayed in a place that is always visible to the player.

このようにして、プレイヤーにとって指の移動面積を小さくしつつ、かつ、直感的にゲームキャラクタを移動させることが可能となる仮想コントローラはより簡単に実現可能になる。
さらに、このようにして実現される仮想のコントローラは、既存のバーチャルパッドとの互換性に優れたものである。
即ち、画面上に表示されるUIとして、既存のバーチャルパッドと全く同一のものを採用することができるため、既存のバーチャルパッドと同じ操作性で使用することができる。 That is, since the UI displayed on the screen can be exactly the same as the existing virtual pad, it can be used with the same operability as the existing virtual pad. 従って、このようにして実現される仮想のコントローラは、第1検出手段(感圧センサ等)を有しないスマートフォン上では、既存のバーチャルパッドとしてふるまうことができる。 Therefore, the virtual controller realized in this way can behave as an existing virtual pad on a smartphone that does not have the first detection means (pressure sensor or the like). つまり、このようにして実現される仮想のコントローラは、既存のバーチャルパッドの上位互換技術として使用することが可能になる。 In other words, the virtual controller realized in this way can be used as an upward compatible technology for existing virtual pads. In this way, a virtual controller that enables the player to intuitively move the game character while reducing the movement area of the finger can be realized more easily. In this way, a virtual controller that enables the player to intuitively move the game character while reducing the movement area of ​​the finger can be realized more easily.
Further, the virtual controller realized in this way has excellent compatibility with the existing virtual pad. Further, the virtual controller realized in this way has excellent compatibility with the existing virtual pad.
That is, since the UI displayed on the screen can be exactly the same as the existing virtual pad, it can be used with the same operability as the existing virtual pad. Therefore, the virtual controller realized in this way can behave as an existing virtual pad on a smartphone that does not have the first detection means (pressure sensor or the like). In other words, the virtual controller realized in this way can be used as an upward compatible technology for existing virtual pads. That is, since the UI displayed on the screen can be exactly the same as the existing virtual pad, it can be used with the same operability as the existing virtual pad. Therefore, the virtual controller realized in this way can behave as an existing virtual In other words, the virtual controller realized in this way can be used as an upward compatible technology for existing virtual pads. Pad on a smartphone that does not have the first detection means (pressure sensor or the like).

1・・・プレイヤー端末、21・・・CPU、41・・・タッチ圧検出部、42・・・タッチ位置検出部、51・・・割り込み可否判定部、52・・・ラチェット関数出力部、53・・・ゲームキャラクタ動作量決定部、54・・・ゲームキャラクタ動作制御実行部、55・・・表示制御部、61・・・トランスミッション関数DB 1 ... player terminal, 21 ... CPU, 41 ... touch pressure detection unit, 42 ... touch position detection unit, 51 ... interrupt enable / disable judgment unit, 52 ... ratchet function output unit, 53 ... Game character motion amount determination unit, 54 ... Game character motion control execution unit, 55 ... Display control unit, 61 ... Transmission function DB

Claims (3)

  1. 表示面への物体の接触の操作に応じて動作を変化させるゲームキャラクタを含む画像を、当該表示面に表示させる表示媒体と、
    前記表示面への物体の接触度合に応じて変化する、当該表示媒体に関する所定の物理量を検出する第1検出手段と、
    前記表示媒体の前記表示面への物体の接触の位置を検出する第2検出手段と、
    を備える端末を制御対象とするコンピュータに、
    前記接触が維持されている状態における前記第1検出手段の検出結果に基づく出力量を外部に出力する関数出力ステップと、
    前記出力量に応じて、前記ゲームキャラクタの移動速度を決定する移動速度決定ステップと、
    前記接触が維持されている状態における前記第2検出手段の検出結果に基づいて、前記ゲームキャラクタの移動方向を決定する移動方向決定ステップと、 A movement direction determination step for determining the movement direction of the game character based on the detection result of the second detection means in the state where the contact is maintained, and
    前記接触が維持されている状態において、前記移動速度及び前記移動方向に基づいて前記ゲームキャラクタを移動させる動作制御実行ステップと、 An operation control execution step of moving the game character based on the movement speed and the movement direction in the state where the contact is maintained, and
    を含む制御処理を実行させ、 To execute control processing including
    前記出力量は、前記所定の物理量の最大量であり、 The output quantity, Ri maximum amount der of the predetermined physical quantity,
    前記移動速度決定ステップは、前記第2検出手段が、前記位置を検出し、前記接触が維持されている状態のまま前記位置の変化を検出した場合に、前記移動速度を低速に決定し、その後、前記第2検出手段による前記位置の検出がされたままの状態である間、前記移動速度を、前記出力量に対応した、前記低速よりも大きい速度に決定する、プログラム。 In the movement speed determination step, when the second detecting means detects the position and detects a change in the position while the contact is maintained, the movement speed is determined to be low, and then the movement speed is determined. , A program that determines the moving speed to a speed higher than the low speed corresponding to the output amount while the position is still detected by the second detecting means . A display medium for displaying an image including a game character whose operation changes according to an operation of contact of an object with the display surface on the display surface, and A display medium for displaying an image including a game character whose operation changes according to an operation of contact of an object with the display surface on the display surface, and
    A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface. A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface.
    A second detecting means for detecting the position of contact of the object with the display surface of the display medium, and A second detecting means for detecting the position of contact of the object with the display surface of the display medium, and
    For computers that control terminals equipped with For computers that control terminals equipped with
    A function output step that outputs an output amount based on the detection result of the first detection means to the outside in a state where the contact is maintained, and a function output step. A function output step that outputs an output amount based on the detection result of the first detection means to the outside in a state where the contact is maintained, and a function output step.
    A movement speed determination step that determines the movement speed of the game character according to the output amount, and A movement speed determination step that determines the movement speed of the game character according to the output amount, and
    A movement direction determination step for determining the movement direction of the game character based on the detection result of the second detection means in the state where the contact is maintained, and A movement direction determination step for determining the movement direction of the game character based on the detection result of the second detection means in the state where the contact is maintained, and
    An operation control execution step of moving the game character based on the movement speed and the movement direction in the state where the contact is maintained, and An operation control execution step of moving the game character based on the movement speed and the movement direction in the state where the contact is maintained, and
    To execute control processing including To execute control processing including
    The output quantity, Ri maximum amount der of the predetermined physical quantity, The output quantity, Ri maximum amount der of the predetermined physical quantity,
    In the movement speed determination step, when the second detecting means detects the position and detects a change in the position while the contact is maintained, the movement speed is determined to be low, and then the movement speed is determined. , A program that determines the moving speed to a speed higher than the low speed corresponding to the output amount while the position is still detected by the second detecting means . In the movement speed determination step, when the second detecting means detects the position and detects a change in the position while the contact is maintained, the movement speed is determined to be low, and then the movement speed is determined., A program that determines. the moving speed to a speed higher than the low speed corresponding to the output amount while the position is still detected by the second detecting means .
  2. ゲームの状況に基づいて所定のトランスミッション関数を選択するトランスミッション関数選択ステップと、
    をさらに前記コンピュータに実行させ、
    前記移動速度決定ステップは、

    前記関数出力ステップにおける前記出力量を前記トランスミッション関数に入力し、前記トランスミッション関数の出力量に基づいて、前記ゲームキャラクタの移動速度を決定するステップを含む、 A step of inputting the output amount in the function output step into the transmission function and determining the moving speed of the game character based on the output amount of the transmission function is included.
    請求項1に記載のプログラム。 The program according to claim 1. A transmission function selection step that selects a predetermined transmission function based on the game situation, and A transmission function selection step that selects a predetermined transmission function based on the game situation, and
    To further run the computer To further run the computer
    The movement speed determination step is The movement speed determination step is
    A step of inputting the output amount in the function output step into the transmission function and determining the moving speed of the game character based on the output amount of the transmission function is included. A step of inputting the output amount in the function output step into the transmission function and determining the moving speed of the game character based on the output amount of the transmission function is included.
    The program according to claim 1. The program according to claim 1.
  3. 表示面への物体の接触の操作に応じて動作を変化させるゲームキャラクタを含む画像を、当該表示面に表示させる表示媒体と、
    前記表示面への物体の接触度合に応じて変化する、当該表示媒体に関する所定の物理量を検出する第1検出手段と、
    前記表示媒体の前記表示面への物体の接触の位置を検出する第2検出手段と、
    を備える情報処理装置が実行する情報処理方法であって、
    前記接触が維持されている状態における前記第1検出手段の検出結果に基づく出力量を外部に出力する関数出力ステップと、
    前記出力量に応じて、前記ゲームキャラクタの移動速度を決定する移動速度決定ステップと、
    前記接触が維持されている状態における前記第2検出手段の検出結果に基づいて、前記ゲームキャラクタの移動方向を決定する移動方向決定ステップと、 A movement direction determination step for determining the movement direction of the game character based on the detection result of the second detection means in the state where the contact is maintained, and
    前記接触が維持されている状態において、前記移動速度及び前記移動方向に基づいて前記ゲームキャラクタを移動させる動作制御実行ステップと、 An operation control execution step of moving the game character based on the movement speed and the movement direction in the state where the contact is maintained, and
    を含み、 Including
    前記出力量は、前記所定の物理量の最大量であり、 The output quantity, Ri maximum amount der of the predetermined physical quantity,
    前記移動速度決定ステップは、前記第2検出手段が、前記位置を検出し、前記接触が維持されている状態のまま前記位置の変化を検出した場合に、前記移動速度を低速に決定し、その後、前記第2検出手段による前記位置の検出がされたままの状態である間、前記移動速度を、前記出力量に対応した、前記低速よりも大きい速度に決定する、情報処理方法。 In the movement speed determination step, when the second detecting means detects the position and detects a change in the position while the contact is maintained, the movement speed is determined to be low, and then the movement speed is determined. , while the a remains detected is of the position by the second detecting means, the moving speed, corresponding to the output quantity, that determine the rate greater than the low speed, an information processing method. A display medium for displaying an image including a game character whose operation changes according to an operation of contact of an object with the display surface on the display surface, and A display medium for displaying an image including a game character whose operation changes according to an operation of contact of an object with the display surface on the display surface, and
    A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface. A first detection means for detecting a predetermined physical quantity related to the display medium, which changes according to the degree of contact of the object with the display surface.
    A second detecting means for detecting the position of contact of the object with the display surface of the display medium, and A second detecting means for detecting the position of contact of the object with the display surface of the display medium, and
    It is an information processing method executed by an information processing device equipped with It is an information processing method executed by an information processing device equipped with
    A function output step that outputs an output amount based on the detection result of the first detection means to the outside in a state where the contact is maintained, and a function output step. A function output step that outputs an output amount based on the detection result of the first detection means to the outside in a state where the contact is maintained, and a function output step.
    A movement speed determination step that determines the movement speed of the game character according to the output amount, and A movement speed determination step that determines the movement speed of the game character according to the output amount, and
    A movement direction determination step for determining the movement direction of the game character based on the detection result of the second detection means in the state where the contact is maintained, and A movement direction determination step for determining the movement direction of the game character based on the detection result of the second detection means in the state where the contact is maintained, and
    An operation control execution step of moving the game character based on the movement speed and the movement direction in the state where the contact is maintained, and An operation control execution step of moving the game character based on the movement speed and the movement direction in the state where the contact is maintained, and
    Including Including
    The output quantity, Ri maximum amount der of the predetermined physical quantity, The output quantity, Ri maximum amount der of the predetermined physical quantity,
    In the movement speed determination step, when the second detecting means detects the position and detects a change in the position while the contact is maintained, the movement speed is determined to be low, and then the movement speed is determined. , while the a remains detected is of the position by the second detecting means, the moving speed, corresponding to the output quantity, that determine the rate greater than the low speed, an information processing method. In the movement speed determination step, when the second detecting means detects the position and detects a change in the position while the contact is maintained, the movement speed is determined to be low, and then the movement speed is determined., While the a remains detected is of the position by the second detecting means, the moving speed, corresponding to the output quantity, that determine the rate greater than the low speed, an information processing method.
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