TW202237246A - Game program, game processing method, and game device - Google Patents

Game program, game processing method, and game device Download PDF

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TW202237246A
TW202237246A TW110120977A TW110120977A TW202237246A TW 202237246 A TW202237246 A TW 202237246A TW 110120977 A TW110120977 A TW 110120977A TW 110120977 A TW110120977 A TW 110120977A TW 202237246 A TW202237246 A TW 202237246A
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user
character
game
target
switching
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TW110120977A
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TWI785639B (en
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藤田淳一
野本哲也
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日商科樂美數碼娛樂股份有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)
  • Input From Keyboards Or The Like (AREA)
  • Image Generation (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The present invention provides a game program that causes a computer which executes a process for a game in which a character to be operated by a user is switched among a plurality of characters to execute: a step for selecting a character having the shortest distance away from a specific object from the plurality of characters as the character to be operated; a step for detecting an operation of the user and an operation direction for moving the selected character to be operated; a step for determining, if the user operation is detected, whether or not to switch the character to be operated on the basis of the operation direction of the user and the direction from the character to be operated to the specific object; and a step for switching, if it is determined to switch the character to be operated, the character to be operated to another character from the plurality of characters.

Description

遊戲程式、遊戲處理方法、及遊戲裝置Game program, game processing method, and game device

本發明係有關於遊戲程式、遊戲處理方法、及遊戲裝置。The present invention relates to a game program, a game processing method, and a game device.

在遊戲中,有從能成為操作對象的複數角色之中,使用者操作特定的角色的場面。例如在棒球遊戲中,使用者的操作對象的隊伍在守備側欲接捕球時,有在球落下的位置周邊存在複數守備側的選手(角色)的場面。在這種場面中,使用者雖操作複數選手之中成為操作對象的一人的選手,但有因球或選手的位置而切換欲操作的選手的情形。In the game, there is a scene where the user operates a specific character among plural characters that can be manipulated. For example, in a baseball game, when the user's operation target team tries to catch a ball on the defensive side, there may be a plurality of players (characters) on the defensive side around the position where the ball fell. In such a scene, although the user operates one player to be operated among a plurality of players, the player to be operated may be switched depending on the position of the ball or the player.

例如,專利文獻1揭示進行使用者自身切換操作對象的選手的操作的方法。又,專利文獻2揭示基於操作對象的手與球的距離及與球有關聯的敵方角色的移動方向與我方角色的夾角等,判斷是否將操作對象自動切換的方法。 [先前技術文獻] [專利文獻] For example, Patent Document 1 discloses a method of performing an operation by the user himself to switch players to be operated. In addition, Patent Document 2 discloses a method of judging whether to automatically switch the operation object based on the distance between the hand of the operation object and the ball and the angle between the movement direction of the enemy character associated with the ball and the friendly character. [Prior Art Literature] [Patent Document]

[專利文獻1]特開2005-131310號公報 [專利文獻2]特許第5325141號公報 [Patent Document 1] JP-A-2005-131310 [Patent Document 2] Patent No. 5325141

[發明所欲解決的問題][Problem to be solved by the invention]

不過,如專利文獻1揭示那樣進行使用者自身切換操作對象的操作時,因為切換操作對象的操作與向操作對象的操作的兩者成為必要,操作會變得煩雜。又,專利文獻2揭示的方法,雖自動切換操作對象,但因為未考慮使用者的操作,有成為使用者未意圖的操作對象的情形。However, when the user performs an operation to switch the operation target by himself as disclosed in Patent Document 1, both the operation to switch the operation target and the operation to the operation target are necessary, and the operation becomes complicated. Also, the method disclosed in Patent Document 2 automatically switches the operation target, but because the user's operation is not taken into consideration, it may become the operation target not intended by the user.

本發明的各種態樣,目的為提供不需要煩雜的操作而能夠進行反映使用者的意圖的操作對象的切換的遊戲程式、遊戲處理方法、及遊戲裝置。Various aspects of the present invention aim to provide a game program, a game processing method, and a game device capable of switching an operation target reflecting a user's intention without complicated operations.

又,本發明的其他態樣,目的為提供能達到後述實施形態記載的作用效果的遊戲程式、遊戲處理方法、及遊戲裝置。 [解決問題的手段] In addition, another aspect of the present invention aims to provide a game program, a game processing method, and a game device capable of achieving the effects described in the embodiments described later. [means to solve the problem]

為了解決上述課題,本發明的一態樣為一種遊戲程式,使執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理的電腦,執行:將前述複數角色之中與特定的物件的距離最小的角色作為前述操作對象選擇的步驟;檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的步驟;檢出前述使用者的操作時,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向判定是否切換前述操作對象的步驟;判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的步驟。In order to solve the above-mentioned problems, an aspect of the present invention is a game program that causes a computer that executes game processing for switching a character to be operated by a user from among a plurality of characters to execute: combining the plurality of characters with a specific object The step of selecting the character with the smallest distance as the operation target; the step of detecting the user's operation and operation direction for moving the operation target character selected as the operation target; when detecting the operation of the user, based on the above The step of determining whether to switch the operation object from the user's operation direction and the direction from the operation object character to the specific object; when it is determined to switch the operation object, switch other characters among the plurality of characters to the operation object step.

又,本發明的一態樣為一種遊戲方法,藉由執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理的電腦執行,包含:將前述複數角色之中與特定的物件的距離最小的角色作為前述操作對象選擇的步驟;檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的步驟;檢出前述使用者的操作時,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向判定是否切換前述操作對象的步驟;判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的步驟。In addition, an aspect of the present invention is a game method executed by a computer that performs game processing for switching a character to be operated by a user from among a plurality of characters, including: combining the plurality of characters with a specific object The step of selecting the character with the smallest distance as the operation target; the step of detecting the user's operation and operation direction for moving the operation target character selected as the operation target; when detecting the operation of the user, based on the aforementioned use The step of determining whether to switch the operation object according to the operation direction of the operator and the direction from the operation object character to the specific object; when it is determined to switch the operation object, the step of switching other characters among the plurality of characters to the operation object .

又,本發明的一態樣為一種遊戲裝置,係執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理,具備:將前述複數角色之中與特定的物件的距離最小的角色作為前述操作對象選擇的選擇部;檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的檢出部;檢出前述使用者的操作時,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向判定是否切換前述操作對象的判定部;判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的切換部。Also, an aspect of the present invention is a game device that executes game processing for switching a character to be operated by a user from among a plurality of characters, and includes: a character whose distance to a specific object is the smallest among the plurality of characters A selection unit for selecting the operation target; a detection unit for detecting the user’s operation and operation direction for moving the operation target character selected as the operation target; when detecting the operation of the user, based on the user’s The direction of the operation and the direction from the operation object character to the above-mentioned specific object determine whether to switch the operation object; when it is determined to switch the operation object, switch other characters among the plurality of characters to the switch of the operation object department.

[實施形態][implementation form]

以下,參照圖式說明有關本發明的一實施形態。 [遊戲裝置的概要] 首先,關於以本實施形態的遊戲裝置執行的遊戲處理之一例,說明其概要。本實施形態的遊戲裝置,典型能夠例示家庭用的遊戲機,但是設置於遊戲中心等遊戲設施等也可以。作為家庭用的遊戲機,能夠例示對電視(電視受像機)等顯示器輸出遊戲影像進行遊戲的固定型遊戲機、或內藏顯示器攜帶型遊戲機等。 Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [summary of game device] First, an outline of an example of game processing executed by the game device of this embodiment will be described. The game device of this embodiment can typically be an example of a game machine for home use, but it may be installed in a game facility such as a game center or the like. Examples of game machines for home use include stationary game machines that output game images to displays such as televisions (television receivers) and play games, portable game machines with built-in displays, and the like.

又,本實施形態的遊戲,為用複數角色進行的遊戲。角色是在遊戲中登場的人物、動物、物體(例如,交通工具)等遊戲角色,在遊戲畫面作為影像(角色影像)顯示。使用者,將選擇複數角色之中的任一者的角色作為操作對象進行遊戲。其中,以由成為使用者的操作對象的隊伍與對戰對手的隊伍進行比賽的棒球遊戲為例說明。使用者,在成為操作對象的隊伍為攻擊側時,進行使依照打序選擇的選手角色(打者)進行打擊的打擊操作等。另一方面,使用者,在成為操作對象的隊伍為守備側時,進行使作為投手選擇的選手角色(投手)進行投球的投球操作、及使作為野手選擇的選手角色進行守備的守備操作等。Also, the game of this embodiment is a game played with plural characters. A character is a game character such as a person, an animal, an object (for example, a vehicle) appearing in a game, and is displayed as an image (character image) on the game screen. The user plays the game by selecting any one of the plurality of characters as an operation object. Here, a baseball game in which a team that is an operation target of the user competes with an opponent's team will be described as an example. When the team to be operated is the attacking side, the user performs a strike operation such as causing a player character (batter) selected in order to strike. On the other hand, when the team to be operated is on the fielding side, the user performs a pitching operation in which a player character (pitcher) selected as a pitcher pitches, a fielding operation in which a player character selected as a fielder performs fielding, and the like.

在此說明關於守備操作。成為使用者的操作對象的隊伍在守備側接球時,有在球落下的位置周邊存在複數守備側的選手角色的場面。在這種場面中,複數選手角色之中的一個選手角色作為使用者的操作對象被選擇,其他的選手角色例如作為NPC(Non Player Character)由遊戲裝置控制。例如,有將最接近球的選手角色自動作為操作對象選擇的方法。不過,僅單將最接近球的選手角色自動作為操作對象選擇,因為使用者意圖的操作對象未必是最接近球的選手,有無法成為反映使用者的意圖的操作對象的情形。又,因為最接近球的選手時時刻刻會變化,也有操作對象的選手角色會頻繁改變,操作變得困難的情形。其中,在本實施形態中,不只是將最接近球的選手角色自動選擇而也考慮使用者的操作決定成為操作對象的選手角色。Here is an explanation about guarding operations. When the team that is the user's operation target catches the ball on the defensive side, there may be a plurality of defensive player characters around the position where the ball fell. In such a scene, one of the plurality of player characters is selected as an operation target of the user, and the other player characters are controlled by the game device as, for example, NPC (Non Player Character). For example, there is a method of automatically selecting the player character closest to the ball as an operation target. However, only the player character closest to the ball is automatically selected as the operation object, because the operation object intended by the user may not necessarily be the player closest to the ball, and the operation object may not reflect the user's intention. Also, since the player who is closest to the ball changes every moment, the character of the player to be operated may change frequently, making the operation difficult. However, in this embodiment, not only the player character closest to the ball is automatically selected, but also the user's operation is considered to determine the player character to be operated.

參照圖1,說明決定成為操作對象的選手角色的操作對象決定處理的概要。圖1為說明本實施形態的操作對象決定處理的概要的圖。本實施形態的操作對象決定處理包含「操作對象選擇處理」、「操作對象變更處理」。操作對象選擇處理為在未有使用者指示選手角色的移動的操作時,遊戲裝置(系統)自動選擇成為操作對象的選手角色的處理。圖1表示選手角色即選手A及選手B、與表示球的球體BO。如同圖示,在選手B與球體BO的距離Lb比選手A與球體BO的距離La小時,將最接近球的選手B作為操作對象選擇。又,表示作為操作對象選擇的游標P1與選手B建立關聯(例如,在指向選手B的位置)顯示。詳細為對於在3維空間的飛球,將在相當於地面的平面(2維)投影的球的座標與同平面上的選手的座標的距離最小的選手角色作為操作對象選擇。Referring to FIG. 1 , an outline of an operation target determination process for determining a player character to be operated will be described. FIG. 1 is a diagram illustrating an outline of operation target determination processing in the present embodiment. The operation target determination process of this embodiment includes "operation target selection process" and "operation target change process". The operation target selection process is a process in which the game device (system) automatically selects a player character to be operated when there is no user operation instructing movement of the player character. FIG. 1 shows player characters, namely player A and player B, and a sphere BO representing a ball. As shown in the figure, when the distance Lb between the player B and the ball BO is smaller than the distance La between the player A and the ball BO, the player B closest to the ball is selected as the operation target. Also, the cursor P1 indicating selection as an operation target is associated with player B (for example, at a position pointing to player B) and displayed. Specifically, for a flying ball in a three-dimensional space, a player character whose distance between the coordinates of the ball projected on a plane (two-dimensional) equivalent to the ground and the coordinates of the player on the same plane is the smallest is selected as an operation target.

操作對象選擇處理為在有使用者指示選手角色的移動的操作時,考慮基於該操作取得的移動的「方向」(以下,稱為「使用者的操作方向」),切換操作對象的選手角色的處理。例如,進行從藉由操作對象選擇處理作為操作對象選擇的選手B向球體BO的方向Db與使用者的操作方向Du是否一致的判斷,判斷成未一致時,變更操作對象為下個與球的距離最小的選手A。此外,判斷成一致時,操作對象維持選手B不變更。操作對象變更成選手A後,從選手A向球體BO的方向Da與使用者的操作方向Du一致。該使用者的操作方向Du,取決於使用者意圖操作選手A的操作,切換操作對象為使用者意圖的選手角色。The operation target selection process is to switch the operation target player character in consideration of the "direction" of movement obtained based on the operation (hereinafter referred to as "user's operation direction") when there is an operation instructing the movement of the player character by the user. deal with. For example, it is judged whether the direction Db from the player B selected as the operation object by the operation object selection process to the ball BO coincides with the user's operation direction Du. Player A with the smallest distance. In addition, when it is determined that they match, the operation target remains player B unchanged. After the operation object is changed to player A, the direction Da from player A to the ball BO is consistent with the user's operation direction Du. The user's operation direction Du depends on the user's intended operation of the player A, and the operation object is switched to the user's intended player character.

以下,更詳細說明關於本實施形態。 [遊戲系統的構造] 圖2為表示本實施形態的遊戲系統1的構造的一例的區塊圖。遊戲系統1包含遊戲裝置10與伺服器裝置30,該等裝置經由通信網路NW連接。其中,雖圖示使用者使用的遊戲裝置10的1台,但其他使用者使用的複數遊戲裝置10經由通信網路NW與伺服器裝置30連接,複數使用者使用各別的遊戲裝置10在線上進行對戰也可以。 Hereinafter, this embodiment will be described in more detail. [Game system structure] FIG. 2 is a block diagram showing an example of the structure of the game system 1 according to this embodiment. The game system 1 includes a game device 10 and a server device 30, and these devices are connected via a communication network NW. Among them, although one game device 10 used by a user is shown in the figure, a plurality of game devices 10 used by other users are connected to the server device 30 through a communication network NW, and a plurality of users use each game device 10 to connect online. You can also play against each other.

伺服器裝置30,管理用來以遊戲裝置10執行遊戲處理的必要遊戲程式及遊戲程式等。例如,伺服器裝置30為遊戲營運公司管理的電腦裝置,也可以是以複數伺服器機器、儲存器、網路開關、路由器、防火牆等構成的系統。The server device 30 manages game programs and game programs necessary for executing game processing by the game device 10 . For example, the server device 30 is a computer device managed by a game operating company, and may also be a system composed of multiple server machines, storage, network switches, routers, firewalls, and the like.

伺服器裝置30管理的遊戲程式中,包含遊戲處理的至少一部分的程式。遊戲程式中,不僅在遊戲開始前下載至遊戲裝置10者,也包含遊戲開始後下載至遊戲裝置10者。此外,遊戲開始前下載至遊戲裝置10的遊戲程式,不限於以伺服器裝置30管理者,以配送在遊戲裝置10動作的程式的伺服器裝置管理者也可以。此外,伺服器裝置30執行遊戲處理的一部分也可以。The game programs managed by the server device 30 include programs for at least a part of game processing. Among the game programs, not only those downloaded to the game device 10 before the start of the game, but also those downloaded to the game device 10 after the start of the game are included. In addition, the game program downloaded to the game device 10 before the start of the game is not limited to the server device 30 manager, and the server device manager who distributes the program operating on the game device 10 may also be used. In addition, the server device 30 may execute a part of the game processing.

遊戲裝置10為執行使用者進行遊戲的遊戲處理的電腦裝置。其中,遊戲裝置10將放置型遊戲機的情形為例進行說明。如同圖示,遊戲裝置10,包含通信部11、輸出入IF部12、記憶部13、CPU(Central Processing Unit)14。The game device 10 is a computer device that executes game processing for a user to play a game. Here, the game device 10 will be described taking the case of an idle game machine as an example. As shown in the figure, the game device 10 includes a communication unit 11 , an I/O IF unit 12 , a memory unit 13 , and a CPU (Central Processing Unit) 14 .

通信部11,為進行對應能讓遊戲裝置10與伺服器裝置30通信的無線LAN、有線LAN、移動體通信(LTE)等通信網路NW的通信規格的通信的裝置。The communication unit 11 is a device that performs communication corresponding to the communication standard of a communication network NW such as wireless LAN, wired LAN, mobile communication (LTE), etc. that allow the game device 10 to communicate with the server device 30 .

輸出入IF部12為用來與外部的輸入裝置及輸出裝置等連接的介面。例如,於輸出入IF部12連接控制器15、顯示裝置16等。The I/O IF unit 12 is an interface for connecting to external input devices, output devices, and the like. For example, a controller 15 , a display device 16 , and the like are connected to the I/O IF unit 12 .

控制器15為用來讓使用者輸入遊戲操作的輸入裝置。例如,在控制器15設置操作桿及操作按鍵等。例如,使用者能夠使用操作桿進行指示選手角色的移動方向的操作。作為一例,使用者,進行將操作桿倒向欲使選手角色移動的方向的操作。將該操作桿倒向的方向,對應使用者的操作方向。此外,使用者以控制器15操作的方向(例如,將操作桿倒向的方向)與選手角色的移動方向未必一致。輸出入IF部12檢出控制器15的操作狀態,將基於檢出的操作狀態的操作信號向CPU14輸出。The controller 15 is an input device for allowing the user to input game operations. For example, the controller 15 is provided with a joystick, operation buttons, and the like. For example, the user can use the joystick to perform an operation to instruct the movement direction of the player character. As an example, the user performs an operation of tilting the joystick in the direction in which the player character is to be moved. The direction in which the operating rod is turned corresponds to the operating direction of the user. In addition, the direction in which the user operates the controller 15 (for example, the direction in which the joystick is tilted) does not necessarily coincide with the moving direction of the player character. The I/O IF unit 12 detects the operating state of the controller 15 and outputs an operating signal based on the detected operating state to the CPU 14 .

顯示裝置16顯示基於遊戲裝置10執行的遊戲處理的遊戲影像,同時輸出基於遊戲處理的聲音。顯示裝置16具備顯示部161及聲音輸出部162。顯示部161,例如,包含液晶顯示器面板、有機EL(ElectroLuminescence)顯示器面板等。聲音輸出部162,例如,包含揚聲器。又,聲音輸出部162,包含對耳機或頭戴耳機等輸出聲音的聲音輸出端子等也可以。The display device 16 displays a game video based on the game process executed by the game device 10 and outputs sound based on the game process. The display device 16 includes a display unit 161 and an audio output unit 162 . The display unit 161 includes, for example, a liquid crystal display panel, an organic EL (Electro Luminescence) display panel, or the like. The audio output unit 162 includes, for example, a speaker. In addition, the audio output unit 162 may include an audio output terminal for outputting audio to earphones, headphones, or the like.

此外,顯示裝置16可以是具有接收電視放送波的機能的電視、也可以是不具有接收電視放送波的機能的監視器。又,顯示裝置16作為未具備聲音輸出部162的構造也可以。聲音輸出部162作為與顯示裝置16不同的裝置也可以。In addition, the display device 16 may be a television having a function of receiving TV broadcast waves, or may be a monitor not having a function of receiving TV broadcast waves. In addition, the display device 16 may have a structure that does not include the sound output unit 162 . The audio output unit 162 may be a device different from the display device 16 .

記憶部13,例如,包含HDD(Hard Disk Drive)或SSD(Solid State Drive)、EEPROM(Electrically Erasable Programmable Read-Only Memory)、ROM(Read-Only Memory)、RAM(Random Access Memory)等,遊戲裝置10記憶用於處理的各種資料、程式等。此外,記憶部13不限於內藏在遊戲裝置10者,是經由輸出入IF部12等連接的外接型記憶裝置也可以。Memory unit 13, for example, includes HDD (Hard Disk Drive) or SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory) etc., game device 10 memory for processing various data, programs, etc. In addition, the memory unit 13 is not limited to being incorporated in the game device 10, and may be an external memory device connected via the I/O IF unit 12 or the like.

CPU14作為控制遊戲裝置10具備控制各部的控制中樞作用。 例如,CPU14藉由執行記憶於記憶部13的遊戲程式執行棒球遊戲的遊戲處理。 The CPU 14 functions as a control center for controlling the game device 10 . For example, the CPU 14 executes game processing of a baseball game by executing the game program stored in the storage unit 13 .

[遊戲裝置10的機能構造] 接著,參照圖3說明關於遊戲裝置10的機能構造。 圖3為表示本實施形態的遊戲裝置10的機能構造的一例的方塊圖。圖示的遊戲裝置10,作為藉由CPU14執行記憶於記憶部13的遊戲程式實現的機能構造,具備遊戲處理部140。遊戲處理部140包含操作檢出部141(檢出部的一例)、描繪處理部142、及操作對象控制部143。 [Functional Structure of Game Device 10] Next, the functional structure of the game device 10 will be described with reference to FIG. 3 . FIG. 3 is a block diagram showing an example of the functional structure of the game device 10 according to this embodiment. The illustrated game device 10 includes a game processing unit 140 as a functional structure realized by the CPU 14 executing the game program stored in the storage unit 13 . The game processing unit 140 includes an operation detection unit 141 (an example of a detection unit), a rendering processing unit 142 , and an operation target control unit 143 .

操作檢出部141檢出使用者對控制器15的操作。例如操作檢出部141,取得因應使用者對控制器15的操作經由輸出入IF部12輸入的操作信號,基於取得的操作信號檢出使用者的操作。使用者的操作,例如,是關於遊戲進行的操作。關於遊戲進行的操作,包含用來使作為操作對象選擇的選手角色移動的操作及操作方向等。描繪處理部142,描繪基於遊戲處理的遊戲影像,以預定的幀率(例如30fps)更新遊戲影像。The operation detection unit 141 detects a user's operation on the controller 15 . For example, the operation detection unit 141 acquires an operation signal input through the I/O IF unit 12 in response to the user's operation on the controller 15, and detects the user's operation based on the acquired operation signal. The user's operation is, for example, an operation related to game progress. Operations related to the progress of the game include operations for moving the player character selected as the operation target, operation directions, and the like. The rendering processing unit 142 renders a game image based on game processing, and updates the game image at a predetermined frame rate (for example, 30 fps).

圖4為表示本實施形態的遊戲處理所致的遊戲空間的一例的示意圖。圖示的遊戲空間中,包含模擬棒球場的地面的遊戲場FL。遊戲場FL作為XY座標的2維空間表示。在該遊戲場FL(2維的座標面)上,顯示守備側的9人的選手角色、攻擊側作為1人的打者的選手角色、攻擊側最大作為3人的跑者的選手角色、及球體。在3維空間飛翔的球體,以投影在遊戲場FL(2維的座標面)上的座標表示。FIG. 4 is a schematic diagram showing an example of a game space caused by game processing in this embodiment. The illustrated game space includes a game field FL that simulates the ground of a baseball field. The playing field FL is represented as a 2-dimensional space of XY coordinates. On the game field FL (2-dimensional coordinate plane), nine player characters on the defense side, one player character on the attack side as a batter, and a maximum of three player characters on the attack side as runners, and a sphere are displayed. . A sphere flying in the three-dimensional space is represented by coordinates projected on the game field FL (two-dimensional coordinate plane).

圖4所示之例中,示出作為對戰對手的打者的選手角色C2擊打因應使用者的操作從作為投手的選手角色C1投出的球體BO,被擊出的球體BO向箭頭Y1的方向移動的狀態。在該狀態中,守備側的9人的選手角色之中成為使用者的操作對象的選手角色為1人,剩餘的8人的選手角色為NPC。在此,守備側的9人的選手角色之中游標P1表示的選手角色C3因為最接近球體BO,作為操作對象的選手角色選擇。例如,該選手角色C3對應圖1所示的選手B,選手角色C3的下個最接近球體BO的選手角色C4對應圖1所示的選手A。In the example shown in FIG. 4, the player character C2 who is the batter of the opponent hits the ball BO thrown from the player character C1 who is the pitcher in response to the user's operation, and the hit ball BO is directed in the direction of the arrow Y1. The state of the move. In this state, among the nine player characters on the defense side, one player character becomes an operation target of the user, and the remaining eight player characters are NPCs. Here, among the nine player characters on the defense side, the player character C3 indicated by the cursor P1 is selected as the player character to be operated because it is closest to the sphere BO. For example, the player character C3 corresponds to the player B shown in FIG. 1 , and the player character C4 next to the player character C3 closest to the sphere BO corresponds to the player A shown in FIG. 1 .

若將選手角色與球體BO作為遊戲對象的一個,則在遊戲場FL上存在的遊戲對象之數最大成為14。遊戲處理部140最大控制14個遊戲對象的位置。遊戲處理部140,將操作對象的選手角色因應使用者的操作控制。又,遊戲處理部140,將操作對象的選手角色以外的選手角色(NPC)及球體BO,無關使用者的操作,因應遊戲場FL上的狀態(各種遊戲對象的位置關係等)及比賽進行的狀況等進行控制。CPU14,如圖5所示,作為遊戲處理部140的機能,將該遊戲處理所致的控制以預定的幀率(例如30fps)在每1幀執行,更新遊戲影像。If the player character and the sphere BO are one of the game objects, the maximum number of game objects existing on the game field FL is 14. The game processing unit 140 controls the positions of a maximum of 14 game objects. The game processing unit 140 controls the player character to be operated according to the user's operation. Furthermore, the game processing unit 140 controls the player characters (NPC) and the ball BO other than the player character to be operated, regardless of the user's operation, according to the state on the game field FL (the positional relationship of various game objects, etc.) and the progress of the game. situation etc. to control. As a function of the game processing unit 140, as shown in FIG. 5, the CPU 14 executes control by the game processing at a predetermined frame rate (for example, 30 fps) every frame, and updates the game image.

圖5為表示本實施形態的遊戲處理的一例的流程圖。CPU14執行基於使用者對控制器15的操作的輸入處理(步驟S10)。例如,CPU14取得基於使用者對控制器15的操作的操作信號,執行基於取得到的操作信號的處理。作為一例,CPU14,基於對操作對象的選手角色的操作,決定該選手角色的加速度及方向。又作為其他例,CPU14,基於作為對戰對手的打者對選手角色的操作或NPC的控制,決定球體BO的加速度及方向。又,CPU14,決定操作對象以外的其他選手角色(NPC)的加速度及方向。FIG. 5 is a flowchart showing an example of game processing in this embodiment. The CPU 14 executes input processing based on the user's operation on the controller 15 (step S10 ). For example, the CPU 14 acquires an operation signal based on the user's operation on the controller 15, and executes processing based on the acquired operation signal. As an example, the CPU 14 determines the acceleration and direction of the player character based on the operation of the player character to be operated. As another example, the CPU 14 determines the acceleration and direction of the ball BO based on the operation of the player character by the batter as the opponent or the control of the NPC. Also, the CPU 14 determines the acceleration and direction of other player characters (NPCs) other than the operation target.

接著,CPU14,基於步驟S10的輸入處理執行遊戲處理(步驟S20)。例如,CPU14,基於在步驟S10決定的遊戲對象的加速度及方向,更新在遊戲場FL上存在的最大14的遊戲對象的位置等。Next, the CPU 14 executes game processing based on the input processing in step S10 (step S20). For example, the CPU 14 updates the positions and the like of a maximum of 14 game objects existing on the game field FL based on the acceleration and direction of the game objects determined in step S10.

接著,CPU14,基於在步驟S20更新的遊戲對象的位置等,描繪包含該遊戲對象的遊戲影像進行更新(步驟S30)。CPU14,將該步驟S10~S30的遊戲處理以1幀1次,預定的幀率(例如30fps)執行。此外,CPU14,使步驟S10及步驟S20的處理與S30的處理非同步進行也可以。例如,CPU14,使步驟S10及步驟S20的處理以可變幀率執行,僅使步驟S30的處理以預定的幀率執行也可以。Next, the CPU 14 draws and updates the game image including the game object based on the position of the game object updated in step S20 (step S30 ). The CPU 14 executes the game processing in steps S10 to S30 once per frame at a predetermined frame rate (for example, 30 fps). In addition, CPU14 may asynchronously perform the process of step S10 and step S20, and the process of S30. For example, the CPU 14 may execute the processing of steps S10 and S20 at a variable frame rate, or may execute only the processing of step S30 at a predetermined frame rate.

步驟S20的遊戲處理之中,進行參照圖1說明的操作對象決定處理。操作對象控制部143,作為進行操作對象決定處理的機能構造,包含操作對象選擇部144(選擇部的一例)、操作對象變更部145(切換部的一例)、位置推定部146、判定部147(判定部的一例)。In the game processing of step S20 , the operation target determination processing described with reference to FIG. 1 is performed. The operation object control unit 143 includes an operation object selection unit 144 (an example of a selection unit), an operation object change unit 145 (an example of a switching unit), a position estimation unit 146, and a determination unit 147 ( An example of the judging unit).

操作對象選擇部144,不取決於使用者的操作,選擇操作對象選手角色。例如,操作對象選擇部144,將複數選手角色之中與球體BO的距離最小的選手角色作為操作對象選擇。The operation target selection unit 144 selects the player character to be operated regardless of the user's operation. For example, the operation target selection unit 144 selects, as an operation target, a player character whose distance from the sphere BO is the smallest among a plurality of player characters.

操作對象變更部145,基於使用者的操作,切換成為操作對象的選手角色。例如,操作對象變更部145,檢出使用者的操作時,基於使用者的操作方向與從操作對象的選手角色向球體BO的方向是否一致,切換操作對象。The operation target changing unit 145 switches the player character to be the operation target based on the user's operation. For example, when detecting a user's operation, the operation target changing unit 145 switches the operation target based on whether the user's operation direction matches the direction from the player character of the operation target to the ball BO.

其中,使用者的操作方向與從選手角色向球體BO的方向是否一致的判定,例如不只是使用者操作的時點的位置關係也基於考慮到預定期間目標(例如預定幀目標)為止的選手角色或球體BO的移動的位置關係進行。這是因為使用者進行用來使選手角色移動的操作時,不只是選手角色與球體BO的現在的位置,也考慮向稍微之前的位置的移動進行操作。The determination of whether the direction of the user's operation coincides with the direction from the player character to the sphere BO is not only based on the positional relationship at the time of the user's operation, but also based on the player character or The positional relationship of the movement of the sphere BO is performed. This is because when the user performs an operation for moving the player character, not only the current position of the player character and the sphere BO but also the movement to a slightly previous position is considered for the operation.

位置推定部146推定從檢出使用者的操作的時點到預定期間目標為止的操作對象的選手角色的位置與球體BO的位置。例如,位置推定部146推定從檢出使用者的操作的時點的幀到預定幀目標為止的操作對象的選手角色的位置與球體BO的位置。以下,具體說明關於選手角色的位置與球體BO的位置的推定。The position estimating unit 146 estimates the position of the player character of the operation target and the position of the ball BO from the time point when the user's operation is detected to a predetermined period target. For example, the position estimating unit 146 estimates the position of the player character of the operation target and the position of the sphere BO from the frame at the time when the user's operation is detected to a predetermined frame target. Hereinafter, estimation of the position of the player character and the position of the sphere BO will be specifically described.

位置推定部146,將使用者操作的時點作為第1幀,假定該操作維持這樣持續推定到預定幀目標(例如第300幀)為止的選手角色的位置。例如,位置推定部146,基於因應使用者的操作決定的選手角色的移動的加速度及方向,推定從第1幀到預定幀目標(例如第300幀)為止的選手角色的位置。位置推定部146,將各幀的選手角色的位置的座標(X,Y)保持於記憶部13。The position estimating unit 146 regards the time point of the user's operation as the first frame, and continues to estimate the position of the player character up to a predetermined frame target (for example, the 300th frame) assuming that the operation is maintained. For example, the position estimating unit 146 estimates the position of the player character from the first frame to a predetermined frame target (for example, the 300th frame) based on the acceleration and direction of movement of the player character determined in response to the user's operation. The position estimating unit 146 holds the coordinates (X, Y) of the position of the player character in each frame in the memory unit 13 .

又,位置推定部146,將使用者操作的時點作為第1幀,到預定幀目標(例如第300幀)為止推定因應打擊移動的球體BO的位置。位置推定部146,基於球體BO的移動的加速度及方向,推定從第1幀到預定幀目標(例如第300幀)為止的球體BO的位置。位置推定部146,將各幀的球體BO的位置的座標(X,Y)保持於記憶部13。Furthermore, the position estimating unit 146 estimates the position of the spherical body BO moving in response to the impact up to a predetermined frame target (for example, the 300th frame) using the time point of the user's operation as the first frame. The position estimation unit 146 estimates the position of the spherical body BO from the first frame to a predetermined frame target (for example, the 300th frame) based on the acceleration and direction of the movement of the spherical body BO. The position estimating unit 146 holds the coordinates (X, Y) of the position of the sphere BO in each frame in the memory unit 13 .

圖6為表示本實施形態的選手角色的參數例的圖。圖示的選手參數131,表示保持於記憶部13的選手角色的參數的一例。選手參數131,包含表示加速度、速度、及方向(角度)的參數、及選手角色的第N幀的位置的XY座標(n)(N、n為正整數)。加速度及方向因應使用者對選手角色的操作決定。速度基於加速度與方向算出。第1幀的選手角色的XY座標(1)為使用者操作的時點的第1幀的實際座標。從選手角色的第2幀的XY座標(2)到第300幀的XY座標(300)是基於第1幀的XY座標(1)與加速度(速度)及方向算出的推定值。FIG. 6 is a diagram showing an example of parameters of a player character in this embodiment. The player parameter 131 shown in the figure shows an example of the parameter of the player character held in the storage unit 13 . The player parameter 131 includes parameters indicating acceleration, speed, and direction (angle), and XY coordinates (n) of the position of the player character in the Nth frame (N and n are positive integers). Acceleration and direction are determined according to the user's operation on the player character. Velocity is calculated based on acceleration and direction. The XY coordinates (1) of the player character in the first frame are actual coordinates in the first frame at the time of the user's operation. The XY coordinates (2) of the player character in the 2nd frame to the XY coordinates (300) of the 300th frame are estimated values calculated based on the XY coordinates (1) of the first frame, acceleration (velocity) and direction.

此外,各選手角色作為NPC動作時,上述參數之中加速度與方向藉由系統決定,基於決定的加速度與方向之值算出其他參數之值。In addition, when each player character acts as an NPC, the acceleration and direction among the above parameters are determined by the system, and the values of other parameters are calculated based on the determined acceleration and direction values.

圖7為表示本實施形態的球體的參數例的圖。圖示的球參數132,表示保持於記憶部13的球體BO的參數的一例。球參數132中,包含表示加速度、速度、及方向(角度)的參數、與球體BO的第N幀的位置的XY座標(n)。加速度及方向藉由對戰對手的操作或NPC的控制決定。速度基於加速度與方向算出。第1幀的球體BO的XY座標(1)為圖6所示的第1幀中的球體BO的實際座標。從球體BO的第2幀的XY座標(2)到第300幀的XY座標(300)是基於第1幀的XY座標(1)與加速度(速度)及方向算出的推定值。Fig. 7 is a diagram showing an example of parameters of a sphere according to the present embodiment. The illustrated ball parameter 132 shows an example of the parameter of the spherical body BO held in the storage unit 13 . The ball parameters 132 include parameters indicating acceleration, velocity, and direction (angle), and XY coordinates (n) of the position of the N-th frame of the spherical body BO. The acceleration and direction are determined by the operation of the opponent or the control of the NPC. Velocity is calculated based on acceleration and direction. The XY coordinates (1) of the spherical body BO in the first frame are actual coordinates of the spherical body BO in the first frame shown in FIG. 6 . The XY coordinates (2) of the 2nd frame of the spherical body BO to the XY coordinates (300) of the 300th frame are estimated values calculated based on the XY coordinates (1) of the first frame, acceleration (velocity) and direction.

圖8為表示本實施形態的選手角色及球體的位置的推定結果的影像圖。在該圖中,選手B與球體BO對應圖1所示的選手B與球體BO。此外,使用者的操作方向Du為與圖1不同的方向。在該圖中,表示推定從使用者對選手B(操作對象)操作的時點(第1幀)到第300幀目標為止的選手B與球體BO的位置的結果。基於各幀中的選手B的位置與球體BO的位置,決定從各幀中的選手B向球體BO的方向(向量)Db1、・・・、Dbn、・・・、Db300。FIG. 8 is an image diagram showing the estimation results of the positions of the player character and the ball according to the present embodiment. In this figure, the player B and the ball BO correspond to the player B and the ball BO shown in FIG. 1 . In addition, the user's operation direction Du is a direction different from that in FIG. 1 . This figure shows the result of estimating the positions of the player B and the ball BO from the time point (the first frame) when the user operates the player B (operation object) to the object in the 300th frame. Based on the position of the player B and the position of the ball BO in each frame, directions (vectors) Db1, ..., Dbn, ..., Db300 from the player B to the ball BO in each frame are determined.

判定部147,在檢出使用者的操作時,基於使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db判定是否切換操作對象。例如,判定部147,在使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db一致時,判定成不切換操作對象。另一方面,在使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db不一致時,判定成切換操作對象。When detecting the user's operation, the determination unit 147 determines whether to switch the operation object based on the user's operation direction Du and the direction Db from the player character of the operation object to the ball BO. For example, the determination unit 147 determines not to switch the operation target when the user's operation direction Du coincides with the direction Db from the player character of the operation target to the sphere BO. On the other hand, when the user's operation direction Du does not coincide with the direction Db from the player character to be operated to the sphere BO, it is determined that the operation object has been switched.

在這裡,使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db一致,為使用者的操作方向Du包含於預定的方向範圍中。預定的方向範圍為基於從操作對象的選手角色向球體BO的方向Db的範圍。判定部147,在從檢出使用者的操作的時點的幀到預定幀目標(例如第300幀目標)為止,判定使用者的操作方向Du是否包含於預定的方向範圍中。Here, the user's operation direction Du coincides with the direction Db from the player character to be operated to the sphere BO, and the user's operation direction Du is included in a predetermined direction range. The predetermined direction range is a range based on the direction Db from the player character to be operated to the sphere BO. The determination unit 147 determines whether the user's operation direction Du is included in a predetermined direction range from the frame at which the user's operation is detected to a predetermined frame target (for example, the 300th frame target).

關於預定的方向範圍,參照圖9更詳加說明。 圖9表示用於本實施形態的操作方向的判定的方向範圍的一例的示意圖。在該圖中,從第N幀的選手B向球體BO的方向(向量)Dbn與從第N+1幀的選手B向球體BO的方向(向量)Dbn+1之間的角度θ的範圍相當於上述預定的方向範圍。圖示之例中,因為使用者的操作方向Du包含於預定的方向範圍(角度θ的範圍)中,判定成使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db一致。 The predetermined direction range will be described in more detail with reference to FIG. 9 . FIG. 9 is a schematic diagram showing an example of a direction range used for determination of an operation direction in this embodiment. In this figure, the range of the angle θ between the direction (vector) Dbn from player B to the sphere BO in the Nth frame and the direction (vector) Dbn+1 from the player B to the sphere BO in the N+1th frame corresponds to the range within the predetermined range of directions above. In the illustrated example, since the user's operation direction Du is included in a predetermined direction range (range of angle θ), it is determined that the user's operation direction Du coincides with the direction Db from the player character to be operated to the sphere BO.

判定部147,從檢出使用者的操作的幀到300幀目標為止,判定使用者的操作方向Du是否包含於藉由從第N幀的操作對象的選手角色向球體BO的方向Dbn與從第N+1幀的操作對象的選手角色向球體BO的方向Dbn+1決定的預定的方向範圍(角度θ的範圍)中。The determination unit 147 determines whether the user's operation direction Du is included in the direction Dbn from the player character to be operated in the Nth frame to the ball BO from the frame where the user's operation is detected to the 300-frame target. The player character to be operated in the N+1 frame moves in a predetermined direction range (range of angle θ) determined by the direction Dbn+1 of the sphere BO.

接著,判定部147,判定第1幀到第300幀為止之中在至少1個幀中使用者的操作方向Du包含於預定的方向範圍中時,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db一致,判定不切換操作對象。另一方面,判定部147,判定第1幀到第300幀為止之中無使用者的操作方向包含於預定的方向範圍中的幀時,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db不一致,判定切換操作對象。Next, when determining that the user's operation direction Du is included in a predetermined direction range in at least one frame from the first frame to the 300th frame, the determination unit 147 determines that the user's operation direction Du is different from that of the operation object. The direction Db of the player character toward the sphere BO is consistent, and it is determined not to switch the operation object. On the other hand, when it is determined that there is no frame in which the user's operation direction is included in the predetermined direction range from the first frame to the 300th frame, the determination unit 147 determines that the user's operation direction Du is different from the operation target player character. If the direction Db to the sphere BO is inconsistent, it is determined to switch the operation object.

此外,判定使用者的操作方向的預定的方向範圍,設為對由從第N幀與第N+1幀的各自的選手B向球體BO方向決定的角度θ的範圍追加角度α的範圍也可以。如同圖示,將在從第N幀中的選手B向球體BO的方向Dbn追加角度α的方向Dbn′、與在從第N+1幀中的選手B向球體BO的方向Dbn+1追加角度α的方向Dbn+1′之間的角度(θ+2α)的範圍設為預定的方向範圍也可以。In addition, the predetermined direction range for determining the user's operation direction may be a range of an angle α added to the range of an angle θ determined by the player B in the Nth frame and the N+1th frame in the direction of the sphere BO. . As shown in the figure, add the direction Dbn' of the angle α to the direction Dbn from the player B to the ball BO in the Nth frame, and add the angle Dbn+1 to the direction Dbn+1 from the player B to the ball BO in the N+1th frame The range of the angle (θ+2α) between the directions Dbn+1' of α may be a predetermined direction range.

又,判定部147,根據判定第1幀到第300幀為止之中使用者的操作方向Du包含於預定的方向範圍中的幀是否為預定的比例(例如,50%或100%等)以上,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db是否一致也可以。例如,判定部147,在第1幀到第300幀為止之中使用者的操作方向Du包含於預定的方向範圍中的幀為預定的比例以上時,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db一致也可以。另一方面,判定部147,在第1幀到第300幀為止之中使用者的操作方向Du包含於預定的方向範圍中的幀未滿預定的比例時,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db不一致也可以。Furthermore, the judging unit 147 judges whether or not the frame in which the user's operation direction Du is included in the predetermined direction range among the first frame to the 300th frame is more than a predetermined ratio (for example, 50% or 100%), It may be determined whether or not the user's operation direction Du coincides with the direction Db from the player character to be operated to the sphere BO. For example, the determination unit 147 determines that the user's operation direction Du is different from the operation object when the number of frames in which the user's operation direction Du is included in a predetermined direction range is greater than or equal to a predetermined ratio among the first frame to the 300th frame. The direction Db of the player character to the sphere BO may be the same. On the other hand, the determination unit 147 determines that the user's operation direction Du is not in the predetermined direction range from the first frame to the 300th frame when the number of frames included in the predetermined direction range is less than a predetermined ratio. The direction Db of the player character to be operated to the sphere BO may not match.

又,取代第N幀的方向Dbn與第N+1幀的方向Dbn+1,使用第N幀的方向Dbn與第N+M幀的方向也可以(M為整數)。例如,判定部147,根據由從第N幀與第N+2幀的各自的選手B向球體BO的方向Db決定的預定的方向範圍中是否包含使用者的操作方向Du,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db是否一致也可以。Also, instead of the direction Dbn of the Nth frame and the direction Dbn+1 of the N+1th frame, the direction Dbn of the Nth frame and the direction of the N+M frame may be used (M is an integer). For example, the determination unit 147 determines whether the user's operation direction Du is included in the predetermined direction range determined by the direction Db from the respective player B in the Nth frame and the N+2th frame to the ball BO. Whether or not the direction Du coincides with the direction Db from the player character to be operated to the sphere BO may be matched.

又,判定部147,根據由從第1幀的選手B向球體BO的方向Db1與從第300幀的選手B向球體BO的方向Db300決定的預定的方向範圍中是否包含使用者的操作方向Du,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db是否一致也可以。又,判定部147,根據由從第1幀的選手B向球體BO的方向Db1、與和該方向Db1的夾角成為最大的方向Dbn(從第N幀的選手B向球體BO的方向)決定的預定的方向範圍中是否包含使用者的操作方向Du,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db是否一致也可以。In addition, the determination unit 147 determines whether the user's operation direction Du is included in the predetermined direction range determined by the direction Db1 from the player B to the ball BO in the first frame and the direction Db300 from the player B to the ball BO in the 300th frame. It may be determined whether or not the user's operation direction Du coincides with the direction Db from the player character to be operated to the sphere BO. In addition, the determination unit 147 is determined based on the direction Db1 from the player B in the first frame to the ball BO and the direction Dbn (the direction from the player B in the Nth frame to the ball BO) that makes the largest angle with the direction Db1. Whether or not the user's operation direction Du is included in the predetermined direction range may be determined to determine whether the user's operation direction Du coincides with the direction Db from the player character to be operated to the sphere BO.

又,預定的方向範圍,設為將從第1幀的選手B向球體BO的方向Db1作為基準的預定的角度的範圍也可以。例如,預定的方向範圍,設為將從第1幀的選手B向球體BO的方向Db1的預定的角度的範圍也可以、將該方向Db1作為中心的預定的角度的範圍也可以。也就是說,判定部147,根據將從第1幀的選手B向球體BO的方向Db1作為基準的預定的角度的範圍中是否包含使用者的操作方向Du,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db是否一致也可以。Also, the predetermined direction range may be a predetermined angle range based on the direction Db1 from the player B to the ball BO in the first frame. For example, the predetermined direction range may be a predetermined angle range centered on the direction Db1 from the player B to the ball BO in the first frame, or may be a predetermined angle range centered on the direction Db1 . That is, the determination unit 147 determines whether the user's operation direction Du is related to the user's operation direction Du based on whether or not the user's operation direction Du is included in a predetermined angular range based on the direction Db1 from the player B to the ball BO in the first frame. Whether or not the direction Db of the player character to be operated to the sphere BO is the same may be used.

又,預定的方向範圍,設為將從各幀的選手B向球體BO的方向Db1作為基準的預先設定的角度的範圍也可以。例如,預定的方向範圍,設為將從各幀的選手B向球體BO的方向Db1的預先設定的角度的範圍也可以、將該方向Db1作為中心的預先設定的角度的範圍也可以。也就是說,判定部147,基於將從第1幀到第300幀為止的各幀的選手B向球體BO的方向Db1作為基準的預定的角度的範圍中是否包含使用者的操作方向Du,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db是否一致也可以。此時,在至少一個幀中使用者的操作方向Du包含於預定的角度範圍中時判定成一致也可以、在預先比例的幀中使用者的操作方向Du包含於預定的角度範圍中時判定成一致也可以。此外,預先設定的角度為0度,亦即判定成完全一致也可以。Also, the predetermined direction range may be a range of a preset angle based on the direction Db1 from the player B to the sphere BO in each frame. For example, the predetermined direction range may be a range of a preset angle with the direction Db1 from the player B to the ball BO in each frame, or a range of a preset angle with the direction Db1 as the center. That is, the determination unit 147 determines whether or not the user's operation direction Du is included in a predetermined angular range based on the direction Db1 of the player B toward the sphere BO in each frame from the first frame to the 300th frame. It does not matter whether the user's operation direction Du coincides with the direction Db from the player character to be operated to the sphere BO. At this time, it may be determined to be coincident when the user's operation direction Du is included in a predetermined angle range in at least one frame, and it may be determined to be coincident when the user's operation direction Du is included in a predetermined angle range in frames proportional in advance. Consistent is fine too. In addition, the preset angle may be 0 degrees, that is, it may be determined to be completely coincident.

又,雖說明將從檢出使用者的操作的幀到300幀目標為止作為判定的對象的例,但不限於到300幀目標為止者,作為判定的對象的幀數能夠設為任意。In addition, although an example is described in which the determination target is from the frame where the user's operation is detected to the 300-frame target, it is not limited to the 300-frame target, and the number of frames to be determined can be arbitrary.

此外,雖說明位置推定部146,考慮選手B(操作對象的選手角色)與球體BO這兩者的移動,推定到預定幀目標為止的兩者的位置之例,但僅推定任一者的位置也可以。例如,位置推定部146,選手B(操作對象的選手角色)的位置未從第1幀的位置移動,到預定幀目標為止僅推定球體BO的位置也可以。此時,從各幀中的選手B向球體BO的方向Db,由第1幀的選手B的位置與各幀中的球體BO的位置決定。In addition, an example in which the position estimating unit 146 considers the movement of both the player B (the player character to be operated) and the ball BO and estimates the positions of both up to a predetermined frame target will be described, but only the position of either one is estimated. also can. For example, the position estimating unit 146 may estimate only the position of the ball BO up to the predetermined frame target without moving the position of the player B (operator character) from the position of the first frame. At this time, the direction Db from the player B in each frame to the ball BO is determined by the position of the player B in the first frame and the position of the ball BO in each frame.

判定部147,判定使用者的操作方向Du與從操作對象的選手角色向球體BO的方向Db不一致時,判定成切換操作對象。此時,操作對象變更部145,將操作對象的選手角色的下個與球體BO的距離最小的選手角色切換成操作對象。The determination unit 147 determines that the operation target is switched when it is determined that the user's operation direction Du does not coincide with the direction Db from the player character of the operation target to the sphere BO. At this time, the operation target changing unit 145 switches the player character next to the operation target player character who has the smallest distance from the sphere BO as the operation target.

如此,操作對象變更部145,在檢出使用者的操作時,並非單將與球體BO的距離最小的選手角色作為操作對象選擇,而進行考慮該使用者的操作切換操作對象的選手角色的「操作對象變更處理」。例如,操作對象變更部145,在從與球體BO的距離最小的操作對象的選手角色向球體BO的方向與使用者的操作方向不一致時,將操作對象的選手角色的下個與球體BO的距離最小的選手角色切換成操作對象。In this way, when detecting the user's operation, the operation target changing unit 145 does not simply select the player character whose distance from the sphere BO is the smallest as the operation target, but performs "switching" of the player character to be operated in consideration of the user's operation. Operation object change processing". For example, when the direction from the player character to be operated with the smallest distance to the sphere BO to the sphere BO does not coincide with the direction of the user's operation, the operation target changing unit 145 changes the distance between the next player character to be operated and the sphere BO to The smallest player character is switched to be the object of operation.

另一方面,操作對象選擇部144不再檢出使用者的操作時,且和操作對象的角色相比與球體BO的距離最小的選手角色存在時,將該距離最小的選手角色作為操作對象選擇的「操作對象選擇處理」。亦即,操作對象選擇部144不再檢出使用者的操作時,且與球體BO的距離最小的選手角色並非操作對象時,將與球體BO的距離最小的選手角色切換成操作對象。On the other hand, when the operation target selection unit 144 no longer detects the user's operation and there is a player character with the smallest distance from the sphere BO compared with the character to be operated, the player character with the smallest distance is selected as the operation target. "Operation object selection processing" of . That is, when the operation target selection unit 144 no longer detects the user's operation and the player character with the shortest distance from the sphere BO is not the target of the operation, the player character with the shortest distance from the sphere BO is switched as the target of the operation.

此外,切換作為操作對象的選手角色時,在遊戲場FL上存在的選手角色之中一部分的選手角色從操作對象的切換對象除外也可以。一部分的選手角色,為成為現在操作對象的選手角色、或非現在操作對象的選手角色之中,正準備補位的野手、補位中的野手、比擊球還前(本壘側)的內野手等的選手角色。例如,正進行壘包補位的捕手的選手角色,被從操作對象的切換對象除外。Also, when switching the player character to be operated, some of the player characters existing on the game field FL may be excluded from the switching target of the operation. Part of the player characters are the player characters that are currently the target of the operation, or the player characters that are not currently the target of the operation, the fielder who is preparing to fill in, the fielder who is filling in, and the fielder who is ahead of the batting (home plate side) Player roles such as fielders. For example, the player character of a catcher who is performing a cover is excluded from the switching target of the operation target.

又,藉由操作對象選擇處理或操作對象變更處理切換操作對象時,之後預定期間禁止操作對象的切換。操作對象選擇部144,在未檢出使用者的操作的狀態下基於與球體BO的距離切換操作對象時,切換後的預定期間(第2期間)禁止操作對象的切換。又,操作對象變更部145,在基於使用者的操作方向與從操作對象的角色向球體BO的方向切換操作對象時,切換後的預定期間(第1期間)禁止操作對象的切換。Also, when the operation object is switched by the operation object selection process or the operation object change process, switching of the operation object is prohibited for a predetermined period thereafter. When the operation object selection unit 144 switches the operation object based on the distance from the sphere BO in the state where the user's operation is not detected, the switching of the operation object is prohibited for a predetermined period (second period) after the switching. Furthermore, when switching the operation object based on the user's operation direction and the direction from the character of the operation object to the ball BO, the operation object changing unit 145 prohibits switching of the operation object for a predetermined period (first period) after switching.

其中,在操作對象選擇部144藉由無關使用者的操作的操作對象選擇處理切換操作對象的情形、及在操作對象變更部145藉由考慮使用者的操作的操作對象變更處理切換操作對象的情形,使禁止操作對象的切換的預定期間不同也可以。例如,相較於操作對象選擇部144藉由操作對象選擇處理切換操作對象的情形,操作對象變更部145藉由操作對象變更處理切換操作對象的情形者禁止操作對象的切換的預定期間被設定成長期間也可以。作為一例,在操作對象選擇部144藉由操作對象選擇處理切換操作對象的情形將禁止操作對象的切換的預定期間(第2期間)設為500msec、在操作對象變更部145藉由操作對象變更處理切換操作對象的情形將禁止操作對象的切換的預定期間(第1期間)設為800msec也可以。Among them, when the operation target is switched by the operation target selection process irrespective of the user's operation in the operation target selection part 144, and when the operation target is switched by the operation target change process in the operation target change part 145 considering the user's operation , the predetermined period for prohibiting the switching of the operation target may be different. For example, compared with the case where the operation object selection unit 144 switches the operation object by the operation object selection process, the operation object change unit 145 switches the operation object by the operation object change process or the predetermined period for prohibiting the switching of the operation object is set to be longer. Period is also possible. As an example, when the operation object selection unit 144 switches the operation object through the operation object selection process, the predetermined period (second period) for prohibiting the switching of the operation object is set to 500 msec, and the operation object change unit 145 performs the operation object change process. When the operation object is switched, the predetermined period (first period) during which switching of the operation object is prohibited may be set to 800 msec.

此外,操作對象選擇部144或操作對象變更部145禁止操作對象的切換的情形,不進行判定是否切換也可以、雖進行該判定但無視判定結果不進行切換也可以。In addition, when the operation object selection unit 144 or the operation object change unit 145 prohibits the switching of the operation object, it may not judge whether to switch, or it may ignore the judgment result and not switch even though the judgment is made.

[處理的動作] 接著,說明關於圖5所示的步驟S20的遊戲處理之中進行的操作對象決定處理的動作。 圖10為表示實施形態的操作對象決定處理的一例的流程圖。 [action of processing] Next, the operation of the operation target determination process performed in the game process of step S20 shown in FIG. 5 will be described. Fig. 10 is a flowchart showing an example of operation target determination processing according to the embodiment.

首先,CPU14判定有無對控制器15的使用者的操作(步驟S201)。使用者的操作為使操作對象的選手角色移動的操作。此外,作為使用者的意圖,雖也有使非操作對象的選手角色移動的操作的情形,但作為CPU14,與使用者的意圖無關,作為使操作對象的選手角色移動的操作接受。CPU14,判定有使用者的操作時(步驟S201:YES),進入步驟S210的操作對象變更處理。另一方面,CPU14,判定沒有使用者的操作時(步驟S201:NO),進入步驟S220的操作對象選擇處理。First, the CPU 14 determines whether or not the user has operated the controller 15 (step S201). The user's operation is an operation to move the player character to be operated. In addition, although the user's intention may be an operation to move a player character not to be operated, the CPU 14 accepts an operation to move a player character to be operated regardless of the user's intention. When the CPU 14 determines that there is an operation by the user (step S201: YES), it proceeds to the operation target change process of step S210. On the other hand, when the CPU 14 determines that there is no user operation (step S201: NO), it proceeds to the operation object selection process in step S220.

首先,說明關於步驟S210的操作對象變更處理。CPU14,判定藉由操作對象變更處理切換操作對象後是否經過預定期間(例如800msec)以上(步驟S211)。CPU14,判定藉由操作對象變更處理切換操作對象後未經過預定期間(例如800msec)以上時(步驟S211:NO),不進行操作對象的切換而結束操作對象變更處理。接著,進入步驟S230的處理。First, the operation target change process in step S210 will be described. The CPU 14 determines whether or not a predetermined period (for example, 800 msec) or more has elapsed since the operation object was switched by the operation object change process (step S211 ). When the CPU 14 determines that a predetermined period (for example, 800 msec) has not elapsed since the operation target was switched by the operation target change process (step S211: NO), the operation target change process is terminated without switching the operation target. Next, the process proceeds to step S230.

另一方面,CPU14,判定藉由操作對象變更處理切換操作對象後經過預定期間(例如800msec)以上時(步驟S211:YES),進入步驟S213的處理。步驟S213中,CPU14從檢出使用者的操作的時點的幀到預定幀目標為止,推定操作對象的選手角色與球體BO的位置,算出從操作對象的選手角色向球體BO的方向(圖8參照)。On the other hand, when the CPU 14 judges that a predetermined period (for example, 800 msec) or more has elapsed since the operation target was switched by the operation target change process (step S211: YES), the process proceeds to step S213. In step S213, the CPU 14 estimates the positions of the player character to be operated and the sphere BO from the frame at the time when the user's operation is detected to the predetermined frame target, and calculates the direction from the player character to be operated to the sphere BO (see FIG. 8 ). ).

接著,CPU14,判定使用者的操作方向是否在預定的方向範圍內(步驟S215)。預定的方向範圍,例如,為第N幀與第N+1幀(N=1,2,・・・,299)的從各別的操作對象的選手角色向球體BO的方向之間的角度θ的範圍(或,在該範圍追加角度α×2的範圍)(圖9參照)。例如,CPU14,基於從第1幀到第300幀中使用者的操作方向是否包含於預定的方向範圍,判定使用者的操作方向是否為預定的方向範圍內。Next, the CPU 14 determines whether the user's operation direction is within a predetermined direction range (step S215). The predetermined direction range is, for example, the angle θ between the direction from the player character of the respective operation target to the sphere BO in the Nth frame and the N+1th frame (N=1, 2, ..., 299) range (or a range in which an angle α×2 is added to this range) (see FIG. 9 ). For example, the CPU 14 determines whether the user's operation direction is within the predetermined direction range based on whether the user's operation direction is included in the predetermined direction range from the first frame to the 300th frame.

CPU14,判定使用者的操作方向為預定的方向範圍內時(步驟S215:YES),不進行操作對象的切換而結束操作對象變更處理。接著,進入步驟S230的處理。When the CPU 14 determines that the user's operation direction is within the predetermined direction range (step S215: YES), the operation object change process is terminated without switching the operation object. Next, the process proceeds to step S230.

另一方面,CPU14,判定使用者的操作方向未在預定的方向範圍內時(步驟S215:NO),將操作對象的選手角色的下個與球體BO的距離最小的選手角色切換成操作對象(步驟S217)。接著,CPU14結束操作對象變更處理,進入步驟S230的處理。On the other hand, when CPU 14 judges that the user's operation direction is not within the predetermined direction range (step S215: NO), the player character next to the operation target player character who has the smallest distance from the sphere BO is switched as the operation target ( Step S217). Next, the CPU 14 ends the operation target change process, and proceeds to the process of step S230.

接著,說明關於步驟S220的操作對象選擇處理。CPU14,判定藉由操作對象選擇處理切換操作對象後是否經過預定期間(例如500msec)以上(步驟S221)。CPU14,判定藉由操作對象選擇處理切換操作對象後未經過預定期間(例如500msec)以上時(步驟S221:NO),不進行操作對象的切換而結束操作對象選擇處理。接著,進入步驟S230的處理。Next, the operation target selection process in step S220 will be described. The CPU 14 determines whether or not a predetermined period (for example, 500 msec) or more has elapsed since the operation object was switched by the operation object selection process (step S221 ). When the CPU 14 determines that a predetermined period (for example, 500 msec) has not elapsed since the operation object was switched by the operation object selection process (step S221: NO), the operation object selection process is terminated without switching the operation object. Next, the process proceeds to step S230.

另一方面,CPU14,判定藉由操作對象選擇處理切換操作對象後經過預定期間(例如500msec)以上時(步驟S221:YES),進入步驟S223的處理。步驟S223中,CPU14,判定與球體BO的距離最小的選手角色是否為操作對象的選手角色(步驟S223)。On the other hand, when the CPU 14 judges that a predetermined period (for example, 500 msec) or more has elapsed since the operation object was switched by the operation object selection process (step S221: YES), the process proceeds to step S223. In step S223, the CPU 14 determines whether or not the player character whose distance from the sphere BO is the shortest is the player character to be operated (step S223).

CPU14,判定與球體BO的距離為最小的選手角色為操作對象的選手角色時(步驟S223:YES),不進行操作對象的切換而結束操作對象選擇處理。接著,進入步驟S230的處理。另一方面,CPU14,判定與球體BO的距離為最小的選手角色非操作對象的選手角色時(步驟S223:NO),將與球體BO的距離最小的選手角色切換成操作對象(步驟S225)。接著,CPU14結束操作對象選擇處理,進入步驟S230的處理。When the CPU 14 determines that the player character with the smallest distance from the sphere BO is the player character to be manipulated (step S223: YES), the manipulation target selection process is terminated without switching the manipulation target. Next, the process proceeds to step S230. On the other hand, when the CPU 14 determines that the player character with the smallest distance from the sphere BO is not an operation target player character (step S223: NO), it switches the player character with the smallest distance from the sphere BO as the operation target (step S225). Next, the CPU 14 ends the operation target selection process, and proceeds to the process of step S230.

步驟S230中,CPU14,更新由操作對象變更處理或操作對象選擇處理決定的操作對象的選手角色遊戲場FL上的所有遊戲對象。In step S230, the CPU 14 updates all game objects on the player character field FL of the operation target determined by the operation target change process or the operation target selection process.

此外,步驟S230的處理在步驟S201之前執行也可以。也就是說,遊戲對象的更新,為反映在該幀中的操作對象變更處理或操作對象選擇處理的處理結果的更新也可以、為反映在跟前的幀中的操作對象變更處理或操作對象選擇處理的處理結果的更新也可以。In addition, the process of step S230 may be performed before step S201. That is, the update of the game object may be an update of the processing result of the operation object change processing or operation object selection processing reflected in the frame, or it may be the operation object change processing or operation object selection processing reflected in the previous frame. The update of the processing result is also possible.

接著,參照圖11~圖13,說明操作對象的切換的具體例。此外,在此說明的內容,是單為了說明操作對象的切換之例者,並非與實際的棒球遊戲中的狀況對應者。Next, specific examples of switching of operation objects will be described with reference to FIGS. 11 to 13 . In addition, the content described here is only for describing the example of switching of the operation object, and does not correspond to the situation in an actual baseball game.

圖11為表示遊戲場FL上的遊戲對象的位置關係的一例的示意圖。該圖11,將選手角色與球體BO的位置關係、使用者的操作方向、及操作對象的一例示意表示。將選手角色Ca稱為選手A。將選手角色Cb稱為選手B。將選手角色Cc稱為選手C。關於球體BO,示出時刻t1、時刻t2、時刻t3、及時刻t4各別的位置、與將時刻t2的球體BO的位置設為第1幀的位置時的第200幀與第300幀的球體BO的推定位置。在該圖中,將時刻t1中的選手A與球體BO的距離設為L1。將時刻t2中的選手A與球體BO的距離設為L2、將選手B與球體BO的距離設為L3、將選手C與球體BO的距離設為L4。各別的距離的關係為L2>L4>L3>L1。又,圖12為表示操作對象的切換的第1例的時序圖表。又,圖13為表示操作對象的切換的第2例的時序圖表。FIG. 11 is a schematic diagram showing an example of the positional relationship of game objects on the game field FL. This FIG. 11 schematically shows an example of the positional relationship between the player character and the sphere BO, the user's operation direction, and the operation object. The player character Ca is called player A. The player character Cb is called player B. The player character Cc is called player C. The positions of the sphere BO at time t1, time t2, time t3, and time t4, and the sphere at the 200th frame and the 300th frame when the position of the sphere BO at time t2 is the position at the first frame are shown. The putative location of the BO. In this figure, the distance between the player A and the sphere BO at time t1 is L1. Let the distance between player A and sphere BO at time t2 be L2, the distance between player B and sphere BO be L3, and the distance between player C and sphere BO be L4. The relationship of the respective distances is L2>L4>L3>L1. 12 is a timing chart showing a first example of switching of operation objects. 13 is a timing chart showing a second example of switching of operation objects.

接著,參照圖11及圖12,說明操作對象的切換的第1例。從時刻t1到時刻t2為止的期間,選手A最接近球體BO。因此,藉由操作對象選擇處理將選手A作為操作對象選擇,游標P1顯示在選手A。此時,游標P2及P3為非顯示。在時刻t2中,因為最接近球體BO的選手從選手A變成選手B,藉由操作對象選擇處理將操作對象從選手A切換成選手B。游標P1成為非顯示而顯示游標P2。因為藉由操作對象選擇處理切換操作對象,從時刻t2開始500msec的期間,即便使用者進行向任意方向的操作,操作對象的切換也被禁止。Next, a first example of switching the operation target will be described with reference to FIGS. 11 and 12 . During the period from the time t1 to the time t2, the player A is closest to the sphere BO. Therefore, player A is selected as an operation target by the operation target selection process, and the cursor P1 is displayed on player A. FIG. At this time, the cursors P2 and P3 are not displayed. At time t2, since the player closest to the ball BO changes from player A to player B, the operation target is switched from player A to player B by the operation target selection process. The cursor P1 is not displayed, and the cursor P2 is displayed. Since the operation object is switched by the operation object selection process, switching of the operation object is prohibited even if the user performs an operation in any direction for a period of 500 msec from time t2.

時刻t2中,使用者進行意圖向選手B的操作的向操作方向Du1的操作時,判定使用者的操作方向Du1與從選手B向球體BO的方向為一致。因此,從時刻t2開始500msec後,即便能進行操作對象的切換,也未產生操作對象變更處理所致的操作對象的切換。At time t2, when the user performs an operation in the operation direction Du1 intended to operate on the player B, it is determined that the user's operation direction Du1 coincides with the direction from the player B to the ball BO. Therefore, after 500 msec from the time t2, even if the operation target can be switched, the operation target switching due to the operation target change process does not occur.

之後,時刻t4中,使用者進行意圖向選手C的操作的向操作方向Du2的操作時,判定使用者的操作方向Du2與從選手B向球體BO的方向不一致,藉由操作對象變更處理,將操作對象切換成下個接近球體BO的選手C。游標P2成為非顯示而顯示游標P3。時刻t4開始800msec的期間,操作對象的切換被禁止。Thereafter, at time t4, when the user performs an operation in the operation direction Du2 intended to be an operation on the player C, it is determined that the user's operation direction Du2 does not coincide with the direction from the player B to the ball BO. The operation object is switched to the next player C approaching the sphere BO. Cursor P2 is not displayed, and cursor P3 is displayed. During a period of 800 msec from time t4, switching of operation targets is prohibited.

接著,參照圖11及圖13,說明操作對象的切換的第2例。從時刻t1到時刻t2為止,與第1例一樣將選手A作為操作對象選擇,游標P1顯示在選手A。在時刻t2中,因為最接近球體BO的選手從選手A變成選手B,藉由操作對象選擇處理將操作對象從選手A切換成選手B。游標P1成為非顯示而顯示游標P2。Next, a second example of switching the operation target will be described with reference to FIGS. 11 and 13 . From time t1 to time t2, player A is selected as an operation target as in the first example, and cursor P1 is displayed on player A. At time t2, since the player closest to the ball BO changes from player A to player B, the operation target is switched from player A to player B by the operation target selection process. The cursor P1 is not displayed, and the cursor P2 is displayed.

該第2例中,時刻t2中,與第1例不同,設為使用者進行意圖向選手C的操作的向操作方向Du2的操作。因為從時刻t2開始500msec的期間禁止操作對象的切換,選手B維持原狀成為操作對象,使用者的向操作方向Du的操作,作為向選手B的操作處理。從時刻t2開始500msec後,能進行操作對象的切換後,判定使用者的操作方向Du2與從選手B向球體BO的方向不一致,藉由操作對象變更處理,將操作對象切換成下個最接近球體BO的選手C(時刻t3)。游標P2成為非顯示而顯示游標P3。時刻t3開始800msec的期間,操作對象的切換被禁止。In this second example, at time t2, unlike the first example, it is assumed that the user performs an operation in the operation direction Du2 intended to operate on the player C. FIG. Since switching of the operation target is prohibited for 500 msec from time t2, player B remains the operation target, and the user's operation in the operation direction Du is treated as an operation for player B. After 500msec from time t2, after the operation object can be switched, it is determined that the user’s operation direction Du2 is inconsistent with the direction from player B to the sphere BO, and the operation object is switched to the next closest sphere through the operation object change process Player C of BO (time t3). Cursor P2 is not displayed, and cursor P3 is displayed. During a period of 800 msec from time t3, switching of operation targets is prohibited.

[實施形態的整理] 如同以上說明,本實施形態的遊戲裝置10,係執行從複數選手角色(角色的一例)之中切換成為使用者的操作對象的選手角色的遊戲處理。例如,遊戲裝置10,將複數選手角色之中與球體BO(特定的物件的一例)的距離最小的選手角色作為操作對象選擇。又,遊戲裝置10,檢出用來使作為操作對象選擇的操作對象的選手角色(操作對象角色的一例)移動的使用者的操作及操作方向。遊戲裝置10,在檢出使用者的操作時,基於使用者的操作方向與從操作對象的選手角色向球體BO的方向判定是否切換操作對象。接著,遊戲裝置10,判定成切換操作對象時,將複數選手角色之中的其他選手角色切換成操作對象。 [Arrangement of Embodiment] As described above, the game device 10 of the present embodiment executes a game process of switching a player character to be operated by the user from among a plurality of player characters (an example of characters). For example, the game device 10 selects, as an operation target, a player character whose distance from a sphere BO (an example of a specific object) is the smallest among a plurality of player characters. In addition, the game device 10 detects the user's operation and operation direction for moving the operation-target player character (an example of the operation-target character) selected as the operation target. When detecting the user's operation, the game device 10 determines whether to switch the operation object based on the direction of the user's operation and the direction from the player character of the operation object to the ball BO. Next, when the game device 10 determines that the operation target is to be switched, it switches another player character among the plurality of player characters as the operation target.

藉此,遊戲裝置10,因為並非只是選手角色與球體BO的距離而考慮使選手角色移動的使用者的操作決定操作對象,不需要煩雜的操作而能夠切換成反映使用者意圖的操作對象。In this way, the game device 10 determines the operation target in consideration of the user's operation to move the player character, not just the distance between the player character and the sphere BO, and can switch to an operation target that reflects the user's intention without complicated operations.

例如,遊戲裝置10,判定成切換操作對象時,將操作對象的選手角色的下個與球體BO的距離最小的選手角色切換成操作對象。For example, when the game device 10 determines to switch the operation target, it switches the player character next to the operation target player character who has the smallest distance from the sphere BO as the operation target.

藉此,遊戲裝置10,在切換操作對象時,因為將下個與球體BO的距離最小的選手角色設為操作對象,能夠切換成反映使用者的意圖的操作對象。Thereby, when the game device 10 switches the operation target, since the next player character with the smallest distance from the sphere BO is set as the operation target, it is possible to switch to the operation target reflecting the user's intention.

例如,遊戲裝置10,在使用者的操作方向,未包含於基於從操作對象的選手角色向球體BO的方向的預定的方向範圍時,判定成切換操作對象。For example, the game device 10 determines that the operation target is switched when the user's operation direction is not included in a predetermined direction range based on the direction from the player character of the operation target to the ball BO.

藉此,遊戲裝置10,基於使用者的操作,在操作對象的選手角色並非使用者意圖的操作對象時,能夠切換操作對象。Thereby, the game device 10 can switch the operation object based on the user's operation when the player character to be operated is not the operation object intended by the user.

例如,使用者進行用來使選手角色移動的操作時,不只是選手角色與球體BO的現在的位置,也考慮向稍微之前的位置的移動進行操作。在此,遊戲裝置10,推定從檢出使用者的操作的時點到預定期間目標為止的操作對象的選手角色的位置與球體BO的位置的至少一者。接著,遊戲裝置10,基於操作對象的選手角色的位置與球體BO的位置的至少一者的推定結果,判定從檢出使用者的操作的時點到預定期間目標為止使用者的操作方向是否包含於預定的方向範圍中。For example, when the user performs an operation to move the player character, not only the current position of the player character and the sphere BO but also the operation to a slightly previous position is considered. Here, the game device 10 estimates at least one of the position of the player character of the operation target and the position of the ball BO from the time point when the user's operation is detected to a predetermined period target. Next, the game device 10, based on the estimation result of at least one of the position of the player character to be operated and the position of the sphere BO, determines whether or not the user's operation direction is included in the predetermined period target from the time point when the user's operation is detected. within the predetermined range of directions.

藉此,遊戲裝置10,藉由在預定期間內判定考慮選手角色或球體BO的移動的使用者的操作方向,能夠適切地判定操作對象的選手角色是否為使用者意圖的操作對象。Thereby, the game device 10 can appropriately determine whether the player character to be operated is an operation target intended by the user by determining the direction of the user's operation in consideration of the movement of the player character or the ball BO within a predetermined period.

例如,遊戲裝置10,將含有複數選手角色及球體BO的遊戲的影像以預定的幀率進行描繪。接著,遊戲裝置10,在從檢出使用者的操作的時點的幀到預定幀目標為止,判定使用者的操作方向是否包含於預定的方向範圍中。For example, the game device 10 renders video images of a game including a plurality of player characters and a sphere BO at a predetermined frame rate. Next, the game device 10 determines whether or not the user's operation direction is included in a predetermined direction range from the frame at the time point when the user's operation is detected to a predetermined frame target.

藉此,遊戲裝置10,藉由在預定幀判定考慮選手角色或球體BO的移動的使用者的操作方向,能夠適切地判定操作對象的選手角色是否為使用者意圖的操作對象。Thus, the game device 10 can appropriately determine whether the player character to be operated is the user's intended operation target by determining the direction of the user's operation in consideration of the movement of the player character or the ball BO at a predetermined frame.

作為一例,遊戲裝置10,從檢出使用者的操作的幀到預定的幀目標為止,判定第N(N為正整數)幀的使用者的操作方向,是否包含於藉由從第N幀的操作對象的選手角色向球體BO的方向與從第N+1幀的操作對象的選手角色向球體BO的方向決定的預定的方向範圍中。As an example, the game device 10, from the frame where the user's operation is detected to a predetermined frame target, determines whether the user's operation direction in the Nth (N is a positive integer) frame is included in the The direction of the player character of the operation target to the sphere BO is within a predetermined direction range determined from the direction of the player character of the operation target to the sphere BO in the N+1th frame.

藉此,遊戲裝置10,藉由在預定幀判定考慮選手角色或球體BO的移動的使用者的操作方向,能夠適切地判定操作對象的選手角色是否為使用者意圖的操作對象。Thus, the game device 10 can appropriately determine whether the player character to be operated is the user's intended operation target by determining the direction of the user's operation in consideration of the movement of the player character or the ball BO at a predetermined frame.

遊戲裝置10,在不再檢出使用者的操作時,且和操作對象的選手角色相比與球體BO的距離最小的選手角色存在時,將該距離最小的角色作為操作對象設定。When the game device 10 no longer detects the user's operation and there is a player character whose distance to the sphere BO is the smallest compared with the player character to be operated, the character with the smallest distance is set as the operation object.

藉此,遊戲裝置10,在使用者未對選手角色進行操作時,能夠將使用者進行操作的可能性高的選手角色作為操作對象。Thereby, the game device 10 can target a player character that is highly likely to be operated by the user when the user is not operating the player character.

遊戲裝置10,在基於使用者的操作方向與從操作對象的選手角色向球體BO的方向切換操作對象時,切換後的第1期間(例如800msec)禁止操作對象的切換。When the game device 10 switches the operation object based on the user's operation direction and the direction from the player character of the operation object to the ball BO, switching of the operation object is prohibited for a first period (for example, 800 msec) after the switching.

藉此,遊戲裝置10,藉由選手角色與球體BO的位置關係或使用者的操作方向等若干的變化,能夠抑制在短時間必要以上的操作對象的切換。Thereby, the game device 10 can suppress the switching of the operation target more than necessary in a short time due to some changes in the positional relationship between the player character and the sphere BO or the user's operation direction.

遊戲裝置10,在未檢出使用者的操作的狀態下基於與球體BO的距離切換操作對象時,切換後的第2期間(例如500msec)禁止操作對象的切換。When the game device 10 switches the operation target based on the distance from the sphere BO while the user's operation is not detected, switching of the operation target is prohibited for a second period (for example, 500 msec) after switching.

藉此,遊戲裝置10,藉由選手角色與球體BO的位置關係或使用者的操作方向等若干的變化,能夠抑制在短時間必要以上的操作對象的切換。Thereby, the game device 10 can suppress the switching of the operation target more than necessary in a short time due to some changes in the positional relationship between the player character and the sphere BO or the user's operation direction.

例如,將上述第1期間(例如800msec)設定成較上述第2期間(例如500msec)還長的期間。For example, the first period (for example, 800 msec) is set to be longer than the second period (for example, 500 msec).

藉此,遊戲裝置10,在基於使用者的操作進行切換操作對象的判定時,比無關使用者的操作的系統所致的操作對象的切換的判定更加重視,能夠不容易引起操作對象的切換。Thereby, when the game device 10 determines switching of the operation target based on the user's operation, more emphasis is placed on the determination of the switching of the operation target by the system irrespective of the user's operation, and the switching of the operation target can be less likely to occur.

又,使執行從複數選手角色(角色的一例)之中切換成為使用者的操作對象的選手角色的遊戲處理的遊戲裝置10中的遊戲處理方法,執行:將複數選手角色之中與球體BO(特定的物件的一例)的距離最小的選手角色作為操作對象選擇的步驟;檢出用來使作為操作對象選擇的操作對象的選手角色(操作對象角色的一例)移動的使用者的操作及操作方向的步驟;檢出使用者的操作時,基於使用者的操作方向與從操作對象的選手角色向球體BO的方向判定是否切換操作對象的步驟;判定成切換操作對象時,將複數選手角色之中的其他選手角色切換成操作對象的步驟。In addition, the game processing method in the game device 10 for performing game processing for switching a player character to be operated by the user from among plural player characters (an example of a character) is to perform: combining the plurality of player characters with the ball BO ( An example of a specific object) The step of selecting the player character whose distance is the smallest as an operation target; detecting the user's operation and operation direction for moving the player character (an example of the operation target character) selected as the operation target Steps; when the user's operation is detected, the step of judging whether to switch the operation object based on the user's operation direction and the direction from the player character of the operation object to the sphere BO; Steps to switch other player roles to the operation object.

藉此,遊戲裝置10中的遊戲處理方法,因為並非只是選手角色與球體BO的距離而考慮使選手角色移動的使用者的操作決定操作對象,不需要煩雜的操作而能夠切換成反映使用者意圖的操作對象。In this way, the game processing method in the game device 10 can be switched to reflect the user's intention without complicated operations because the user's operation to move the player character is considered to determine the operation target, not just the distance between the player character and the sphere BO. operation object.

[變形例] 以上,雖就本發明的實施形態參照圖式進行詳述,但具體構造並不限於上述實施形態,也包含不脫離本發明的要旨的範圍的設計等。例如,上述實施形態中說明的各構造能夠任意組合。 [modified example] As mentioned above, although the embodiment of this invention was described in detail with reference to drawings, the specific structure is not limited to the said embodiment, The design etc. of the range which do not deviate from the summary of this invention are included. For example, the respective structures described in the above embodiments can be combined arbitrarily.

此外,上述實施形態中,說明操作對象變更部145,在使用者的操作方向與從操作對象的選手角色向球體的方向不一致時,將操作對象的選手角色的下個與球體BO的距離最小的選手角色切換成操作對象之例。不限於此,操作對象變更部145,在切換成操作對象時,將使用者的操作方向與向球體的方向一致的選手角色作為操作對象決定也可以。In addition, in the above-mentioned embodiment, it was described that when the user's operation direction does not coincide with the direction from the player character to be operated to the sphere, the next player character to be operated is the one whose distance from the sphere BO is the smallest. An example of switching from a player character to an operation object. The present invention is not limited thereto, and the operation target changing unit 145 may determine, as the operation target, a player character whose operation direction by the user coincides with the direction toward the sphere when switching to the operation target.

又,在上述實施形態中,雖以棒球遊戲為例說明,但不限定於棒球遊戲。例如,若是從複數角色之中切換成為使用者的操作對象的角色的遊戲,適用於將足球、橄欖球、美式足球等運動作為題材的各種遊戲。又,也不限於將運動作為題材的遊戲,能夠適用於複數戰士角色捕獲或攻擊特定的敵物件的那種戰鬥遊戲等的任意遊戲。In addition, in the above-mentioned embodiment, although the baseball game was taken as an example and explained, it is not limited to the baseball game. For example, a game in which a character to be operated by the user is switched from among plural characters is applicable to various games having sports such as soccer, rugby, and American football as themes. Also, the game is not limited to sports-themed games, and can be applied to any game such as a fighting game in which a plurality of warrior characters capture or attack a specific enemy.

又,將用來實現上述遊戲處理部140的機能的程式記錄於電腦可讀記錄媒體,藉由使電腦系統讀入該記錄於記錄媒體的程式並執行,進行作為遊戲處理部140的處理也可以。其中,「使電腦系統讀入該記錄於記錄媒體的程式並執行」包含在電腦系統安裝程式。這裡的「電腦系統」包含OS及周邊機器等硬體。又,「電腦系統」包含經由包含網際網路及WAN、LAN、專用線路等通信線路網路連接的複數電腦裝置也可以。又,「電腦可讀取記錄媒體」指的是可撓性磁碟、磁光碟、ROM、CD-ROM等可搬媒體、內藏於電腦系統的硬碟等記憶裝置。如此,記憶程式的記錄媒體是CD-ROM等非短暫的記錄媒體也可以。又,在記錄媒體中,為了配送該程式,也包含能從配送伺服器存取的設於內部或外部的記錄媒體。記憶配送伺服器的記錄媒體的程式碼,與能以終端裝置執行的形式的程式碼不同也可以。亦即,若是能從配送伺服器下載並能以終端裝置執行的形式安裝者,則不管以配送伺服器記憶的形式都可以。此外,將程式分割成複數,在各自不同的時點下載後於終端裝置合體的構造、或配送分割的程式的各者的配送伺服器不同也可以。再來「電腦可讀取記錄媒體」也包含經由網路發送程式的情形的伺服器或成為用戶端的電腦系統內部的揮發性記憶體(RAM)那樣,保持一定時間程式者。又,上述程式是用來實現上述機能的一部分者也可以。再來,是能夠將上述機能與已記錄於電腦系統的程式組合實現者,所謂的差分檔案(差分程式)也可以。In addition, the program for realizing the function of the game processing unit 140 described above is recorded in a computer-readable recording medium, and the processing as the game processing unit 140 may be performed by causing the computer system to read and execute the program recorded in the recording medium. . Wherein, "causing the computer system to read and execute the program recorded in the recording medium" includes installing the program in the computer system. The "computer system" here includes hardware such as an OS and peripheral devices. In addition, the "computer system" may include a plurality of computer devices connected via a communication line network including the Internet, WAN, LAN, and dedicated line. Also, "computer-readable recording medium" refers to removable media such as flexible disks, magneto-optical disks, ROMs, and CD-ROMs, and memory devices such as hard disks built into computer systems. In this way, the recording medium for memorizing the program may be a non-transitory recording medium such as a CD-ROM. In addition, the recording medium includes an internal or external recording medium that can be accessed from a distribution server for distribution of the program. The program code stored in the recording medium of the delivery server may be different from the program code in a format executable by the terminal device. That is, as long as it can be downloaded from the distribution server and installed in a form that can be executed by the terminal device, it does not matter whether it is in the form stored in the distribution server. In addition, the structure in which the program is divided into plural numbers, downloaded at different timings, and integrated in the terminal device, or the distribution server for distributing each of the divided programs may be different. Furthermore, the "computer-readable recording medium" also includes those that retain programs for a certain period of time, such as a server that transmits programs via a network or a volatile memory (RAM) inside a computer system that becomes a client. In addition, the above-mentioned program may be a part for realizing the above-mentioned function. Furthermore, what can be realized by combining the above-mentioned functions with a program already recorded in the computer system, so-called difference file (difference program) is also possible.

又,將上述遊戲處理部140的一部分或全部的功能,作為LSI(Large Scale Integration)等的積體電路實現也可以。上述各機能個別進行處理器化也可以、將一部分或全部積體化進行處理器化也可以。又,積體電路化的手法不限於LSI,以專用電路、或泛用處理器實現也可以。又,因半導體技術的進步而代替LSI的積體電路化的技術出現時,使用該技術所致的積體電路也可以。In addition, a part or all of the functions of the game processing unit 140 may be implemented as an integrated circuit such as LSI (Large Scale Integration). Each of the above-mentioned functions may be individually implemented as a processor, or a part or all of them may be integrated and implemented as a processor. In addition, the method of forming an integrated circuit is not limited to LSI, and it may be realized by a dedicated circuit or a general-purpose processor. In addition, when a technology of integrated circuits that replaces LSIs emerges due to progress in semiconductor technology, integrated circuits using this technology may be used.

又,上述實施形態中,在遊戲裝置10具備的記憶部13記憶的資料的至少一部分,記憶於外部連接的記憶裝置也可以。外部連接的記憶裝置,為與遊戲裝置10以有線或無線連接的記憶裝置。例如,外部連接的記憶裝置,可以是以USB(Universal Serial Bus)、無線LAN(Local Area Network)、也可以是有線LAN等連接的記憶裝置、也可以是經由網際網路等連接的記憶裝置(資料伺服器)。該經由網際網路等連接的記憶裝置(資料伺服器),也可以是使用雲端計算利用者。In addition, in the above-described embodiment, at least a part of the data stored in the storage unit 13 included in the game device 10 may be stored in an externally connected storage device. The externally connected memory device is a memory device connected to the game device 10 by wire or wirelessly. For example, the externally connected memory device may be a memory device connected via a USB (Universal Serial Bus), a wireless LAN (Local Area Network), or a wired LAN, or may be a memory device connected via the Internet ( data server). The memory device (data server) connected via the Internet or the like may also be a user using cloud computing.

又,相當於遊戲處理部140具備的各部的至少一部分的構造,經由網際網路等連接的伺服器裝置30具備也可以。例如,在遊戲的處理在伺服器裝置30執行的所謂的雲端遊戲也能夠適用上述實施形態。In addition, at least a part of the structure corresponding to each unit included in the game processing unit 140 may be provided in the server device 30 connected via the Internet or the like. For example, the above-described embodiment can also be applied to a so-called cloud game in which game processing is executed on the server device 30 .

[附記] 根據以上的記載本發明例如如以下那樣掌握。此外,為了容易理解本發明,將附圖的參照符號方便上用括弧附記,但本發明並非限定於圖式的態樣。 [Note] From the above description, the present invention can be understood as follows, for example. In addition, in order to facilitate understanding of the present invention, the reference signs of the drawings are conveniently attached in parentheses, but the present invention is not limited to the aspects of the drawings.

(附記1)本發明的一態樣為一種遊戲程式,使執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理的電腦,執行:將前述複數角色之中與特定的物件(BO)的距離最小的角色作為前述操作對象選擇的步驟(S220);檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的步驟(S10);檢出前述使用者的操作時,基於前述使用者的操作方向(Du)與從前述操作對象角色向前述特定的物件的方向(Db)判定是否切換前述操作對象的步驟(S215);判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的步驟(S217)。(Supplementary note 1) An aspect of the present invention is a game program that causes a computer that executes game processing for switching a character to be operated by a user from among plural characters to execute: combining the plurality of characters with a specific object ( Step (S220) of selecting the character whose distance from B0) is the smallest as the aforementioned operation target; detecting the step (S10) of the user's operation and operation direction for moving the operation target character selected as the aforementioned operation target (S10); During the user's operation, based on the user's operation direction (Du) and the direction (Db) from the aforementioned operation object character to the aforementioned specific object, it is determined whether to switch the aforementioned operation object (S215); it is determined to switch the aforementioned operation object , the step of switching other characters among the plurality of characters to be the operation target (S217).

根據附記1的構造,遊戲程式,因為並非只是角色與特定的物件的距離而考慮使角色移動的使用者的操作決定操作對象,不需要煩雜的操作而能夠切換成反映使用者意圖的操作對象。According to the structure of supplementary note 1, the game program determines the operation object considering the user's operation to move the character not just the distance between the character and a specific object, and can switch to the operation object reflecting the user's intention without complicated operations.

(附記2)本發明的一態樣為附記1記載的遊戲程式,其中,前述切換的步驟(S217)中,判定成切換前述操作對象時,將前述操作對象角色的下個與前述特定的物件距離最小的角色切換成前述操作對象。(Supplementary Note 2) An aspect of the present invention is the game program described in Supplementary Note 1, wherein, in the switching step (S217), when it is determined that the operation target is switched, the next character of the operation target character and the specified object The character with the smallest distance switches to the aforementioned operation object.

根據附記2的構造,遊戲程式,在切換操作對象時,因為將下個與特定的球體的距離最小的角色設為操作對象,能夠切換成反映使用者的意圖的操作對象。According to the structure of supplementary note 2, when switching the operation object, the game program can switch to the operation object reflecting the user's intention because the next character with the smallest distance from the specific sphere is set as the operation object.

(附記3)本發明的一態樣為附記1或附記2記載的遊戲程式,其中,前述判定的步驟(S215)中,前述使用者的操作方向,未包含於基於從前述操作對象角色向前述預定的物件的方向的預定的方向範圍中時,判定成切換前述操作對象。(Supplementary Note 3) An aspect of the present invention is the game program described in Supplementary Note 1 or Supplementary Note 2, wherein in the step of determining (S215), the user's operation direction is not included in the direction based on the direction from the operation target character to the above-mentioned When the direction of the predetermined object is within a predetermined direction range, it is determined that the operation object is switched.

根據附記3的構造,遊戲程式,基於使用者的操作,在操作對象的選手角色並非使用者意圖的操作對象時,能夠切換操作對象。According to the structure of supplementary note 3, the game program can switch the operation object based on the user's operation when the player character to be operated is not the operation object intended by the user.

(附記4)本發明的一態樣為附記3記載的遊戲程式,其中,更使前述電腦執行:推定從檢出前述使用者的操作的時點到預定期間目標為止的前述操作對象角色的位置與前述特定的物件的位置的至少一者的步驟(S213);其中,前述判定的步驟(S215)中,基於前述操作對象角色的位置與前述特定的物件的位置的至少一者的推定結果,判定從檢出前述使用者的操作的時點到前述預定期間目標為止前述使用者的操作方向是否包含於前述預定的方向範圍中。(Supplementary Note 4) An aspect of the present invention is the game program described in Supplementary Note 3, wherein the computer is further caused to execute: estimating the position of the operation target character and The step of at least one of the position of the aforementioned specific object (S213); wherein, in the aforementioned step of determining (S215), it is determined based on an estimation result of at least one of the position of the aforementioned operation target character and the position of the aforementioned specific object Whether or not the user's operation direction is included in the predetermined direction range from the time point when the user's operation is detected to the predetermined period target.

根據附記4的構造,遊戲程式,藉由在預定期間內判定考慮角色或特定的物件的移動的使用者的操作方向,能夠適切地判定操作對象的角色是否為使用者意圖的操作對象。According to the structure of supplementary note 4, the game program can appropriately determine whether the character to be operated is an operation target intended by the user by determining the direction of the user's operation in consideration of the movement of the character or a specific object within a predetermined period of time.

(附記5)本發明的一態樣為附記4記載的遊戲程式,其中,更使前述電腦執行:將含有前述複數角色及前述特定的物件的前述遊戲的影像以預定的幀率進行描繪的步驟(S30);其中,前述判定的步驟(S215)中,從檢出前述使用者的操作的時點的幀到預定幀目標(例如300幀目標)為止,判定前述使用者的操作方向是否包含於前述預定的方向範圍中。(Supplementary Note 5) An aspect of the present invention is the game program described in Supplementary Note 4, wherein the computer is further caused to execute: the step of rendering the video of the aforementioned game including the aforementioned plurality of characters and the aforementioned specific object at a predetermined frame rate (S30); wherein, in the step of determining (S215), it is determined whether the user's operation direction is included in the above-mentioned within the predetermined range of directions.

根據附記5的構造,遊戲程式,藉由在預定幀判定考慮角色或特定的物件的移動的使用者的操作方向,能夠適切地判定操作對象的角色是否為使用者意圖的操作對象。According to the structure of supplementary note 5, the game program can appropriately determine whether the character to be operated is an operation target intended by the user by determining the direction of the user's operation in consideration of the movement of the character or a specific object at a predetermined frame.

(附記6)本發明的一態樣為附記5記載的遊戲程式,其中,前述判定的步驟(S215)中,從檢出前述使用者的操作的幀到預定的幀目標為止,判定第N(N為正整數)幀的前述使用者的操作方向是否包含於藉由從第N幀的前述操作對象角色向前述特定的物件的方向與從第N+1幀的前述操作對象角色向前述特定的物件的方向決定的前述預定的方向範圍中。(Supplementary Note 6) An aspect of the present invention is the game program described in Supplementary Note 5, wherein in the step of determining (S215), it is determined that the Nth ( N is a positive integer) Whether the operation direction of the user in the frame is included in the direction from the operation target character in the Nth frame to the specific object and from the operation target character in the N+1th frame to the specific object The direction of the object is determined within the aforementioned predetermined direction range.

根據附記6的構造,遊戲程式,藉由在預定幀判定考慮角色或特定的物件的移動的使用者的操作方向,能夠適切地判定操作對象的角色是否為使用者意圖的操作對象。According to the structure of supplementary note 6, the game program can appropriately determine whether the character to be operated is an operation target intended by the user by determining the direction of the user's operation in consideration of the movement of the character or a specific object at a predetermined frame.

(附記7)本發明的一態樣為附記1至附記6中任一項記載的遊戲程式,其中,前述選擇的步驟(S220)中,不再檢出前述使用者的操作時,且和前述操作對象角色相比與前述特定的物件的距離最小的角色存在時,將該距離最小的角色作為前述操作對象設定。(Supplementary Note 7) An aspect of the present invention is the game program described in any one of Supplementary Notes 1 to 6, wherein, in the aforementioned selection step (S220), when the aforementioned user's operation is no longer detected, and the same as the aforementioned When there is a character whose distance to the specified object is the smallest compared to the operation target character, the character whose distance is the smallest is set as the operation target.

根據附記7的構造,遊戲程式,在使用者未對角色進行操作時,能夠將使用者進行操作的可能性高的角色作為操作對象。According to the structure of Supplementary Note 7, the game program can target a character that is highly likely to be operated by the user when the user is not operating the character.

(附記8)本發明的一態樣為附記1至附記7中任一項記載的遊戲程式,其中,前述切換的步驟(S217)中,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向切換前述操作對象時,切換後的第1期間(例如800msec)禁止前述操作對象的切換。(Supplementary Note 8) An aspect of the present invention is the game program described in any one of Supplementary Notes 1 to 7, wherein in the switching step (S217), based on the user's operation direction and the direction from the operation target character to When the direction of the specific object switches the operation object, switching of the operation object is prohibited for a first period (for example, 800 msec) after switching.

根據附記8的構造,遊戲程式,藉由角色與特定的物件的位置關係或使用者的操作方向等若干的變化,能夠抑制在短時間必要以上的操作對象的切換。According to the structure of supplementary note 8, the game program can suppress the switching of the operation object more than necessary in a short time due to some changes in the positional relationship between the character and the specific object or the user's operation direction.

(附記9)本發明的一態樣為附記8記載的遊戲程式,其中,前述切換的步驟(S217)中,在未檢出前述使用者的操作的狀態下基於與前述特定的物件的距離切換前述操作對象時,切換後的第2期間(例如500msec)禁止前述操作對象的切換。(Supplementary Note 9) An aspect of the present invention is the game program described in Supplementary Note 8, wherein in the switching step (S217), switching is based on the distance from the specified object in the state where the operation of the user is not detected. In the case of the operation target, switching of the operation target is prohibited for a second period (for example, 500 msec) after switching.

根據附記9的構造,遊戲程式,藉由角色與特定的物件的位置關係或使用者的操作方向等若干的變化,能夠抑制在短時間必要以上的操作對象的切換。According to the structure of supplementary note 9, the game program can suppress the switching of the operation object more than necessary in a short time due to some changes in the positional relationship between the character and the specific object or the user's operation direction.

(附記10)本發明的一態樣為附記9記載的遊戲程式,其中,將前述第1期間(例如800msec)設定成較前述第2期間(例如500msec)還長的期間。(Supplementary Note 10) An aspect of the present invention is the game program described in Supplementary Note 9, wherein the first period (for example, 800msec) is set longer than the second period (for example, 500msec).

根據附記10的構成,遊戲程式,在基於使用者的操作進行切換操作對象的判定時,比無關使用者的操作的系統所致的操作對象的切換的判定更加重視,能夠不容易引起操作對象的切換。According to the configuration of supplementary note 10, when the game program determines whether to switch the operation object based on the user's operation, it pays more attention to the judgment of switching the operation object due to the system regardless of the user's operation. switch.

(附記11)本發明的一態樣為一種遊戲處理方法,藉由使執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理的電腦執行,包含:將前述複數角色之中與特定的物(BO)件的距離最小的角色作為前述操作對象選擇的步驟(S220);檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的步驟(S10);檢出前述使用者的操作時,基於前述使用者的操作方向(Du)與從前述操作對象角色向前述特定的物件的方向(Db)判定是否切換前述操作對象的步驟(S215);判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的步驟(S217)。(Supplementary Note 11) An aspect of the present invention is a game processing method, which is executed by a computer that executes game processing for switching a character to be operated by a user from among a plurality of characters, including: combining the aforementioned plurality of characters with The character whose distance from the specific object (BO) piece is the smallest is used as the step of selecting the operation target (S220); the step of detecting the user's operation and operation direction for moving the operation target character selected as the operation target (S10 ); when the operation of the aforementioned user is detected, the step of determining whether to switch the aforementioned operation object based on the operation direction (Du) of the aforementioned user and the direction (Db) from the aforementioned operation object character to the aforementioned specific object (S215); When switching the aforementioned operation object, the step of switching other characters among the plurality of characters to the aforementioned operation object (S217).

根據附記11的構造,遊戲處理方法,因為並非只是角色與特定的物件的距離而考慮使角色移動的使用者的操作決定操作對象,不需要煩雜的操作而能夠切換成反映使用者意圖的操作對象。According to the structure of Supplementary Note 11, the game processing method determines the operation object in consideration of the user's operation to move the character, not just the distance between the character and a specific object, and can switch to an operation object that reflects the user's intention without complicated operations. .

(附記12)本發明的一態樣為一種遊戲裝置(10),係執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理,具備:將前述複數角色之中與特定的物件(BO)的距離最小的角色作為前述操作對象選擇的選擇部(144、S220);檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的檢出部(141、S10);檢出前述使用者的操作時,基於前述使用者的操作方向(Du)與從前述操作對象角色向前述特定的物件的方向(Db)判定是否切換前述操作對象的判定部(147、S215);判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的切換部(145、S217)。(Supplementary Note 12) An aspect of the present invention is a game device (10) that executes game processing for switching a character to be operated by a user from among plural characters, and includes: combining the plurality of characters with a specific object A selection unit (144, S220) for selecting the character with the smallest distance between (BO) as the operation target; a detection unit for detecting the user’s operation and operation direction for moving the operation target character selected as the operation target ( 141, S10); when the user's operation is detected, the judging unit that determines whether to switch the operation object based on the operation direction (Du) of the user and the direction (Db) from the operation object character to the specific object ( 147, S215); when it is determined that the operation object is switched, a switching unit that switches other characters among the plurality of characters to the operation object (145, S217).

根據附記12的構造,遊戲裝置,因為並非只是角色與特定的物件的距離而考慮使角色移動的使用者的操作決定操作對象,不需要煩雜的操作而能夠切換成反映使用者意圖的操作對象。According to the structure of supplementary note 12, the game device can switch to an operation object that reflects the user's intention without complicated operations because the game device determines the operation object considering the operation of the user who moves the character, not just the distance between the character and a specific object.

1:遊戲系統 10:遊戲裝置 11:通信部 12:輸出入IF部 13:記憶部 14:CPU 15:控制器 16:顯示裝置 140:遊戲處理部 141:操作檢出部 142:描繪處理部 143:操作對象控制部 144:操作對象選擇部 145:操作對象變更部 146:位置推定部 147:判定部 161:顯示部 162:聲音輸出部 1: Game system 10: Game device 11: Department of Communications 12: Input and output IF section 13: Memory Department 14:CPU 15: Controller 16: Display device 140: Game processing department 141: Operation detection unit 142: Drawing processing department 143: Operation object control unit 144: operation object selection unit 145:Operation object change department 146: Position Estimation Department 147: Judgment Department 161: display part 162: Sound output unit

[圖1]說明實施形態的操作對象決定處理的概要的圖。 [圖2]表示實施形態的遊戲系統的構造的一例的方塊圖。 [圖3]表示實施形態的遊戲裝置的機能構造的一例的方塊圖。 [圖4]表示實施形態的遊戲處理所致的遊戲空間的一例的示意圖。 [圖5]表示實施形態的遊戲處理的一例的流程圖。 [圖6]表示實施形態的選手角色的參數例的圖。 [圖7]表示實施形態的球體的參數例的圖。 [圖8]表示實施形態的選手角色及球體的位置的推定結果的影像圖。 [圖9]表示用於實施形態的操作方向的判定的方向範圍的一例的示意圖。 [圖10]表示實施形態的操作對象決定處理的一例的流程圖。 [圖11]表示實施形態的遊戲場上的遊戲對象的位置關係的一例的示意圖。 [圖12]表示實施形態的操作對象的切換的第1例的時序圖表。 [圖13]表示實施形態的操作對象的切換的第2例的時序圖表。 [ Fig. 1] Fig. 1 is a diagram illustrating an outline of operation target determination processing in the embodiment. [ Fig. 2 ] A block diagram showing an example of the structure of the game system of the embodiment. [FIG. 3] A block diagram showing an example of the functional structure of the game device according to the embodiment. [ Fig. 4 ] A schematic diagram showing an example of a game space caused by game processing in the embodiment. [ Fig. 5 ] A flowchart showing an example of game processing in the embodiment. [FIG. 6] A diagram showing an example of parameters of a player character in the embodiment. [ Fig. 7 ] A diagram showing an example of parameters of a sphere according to the embodiment. [ Fig. 8 ] An image diagram showing the estimation results of the positions of the player character and the sphere according to the embodiment. [ Fig. 9 ] A schematic diagram showing an example of a direction range used for determination of an operation direction in the embodiment. [ Fig. 10 ] A flowchart showing an example of operation target determination processing in the embodiment. [ Fig. 11 ] A schematic diagram showing an example of the positional relationship of game objects on the game field according to the embodiment. [ Fig. 12 ] A sequence chart showing a first example of switching of operation objects according to the embodiment. [ Fig. 13 ] A sequence chart showing a second example of switching of operation objects according to the embodiment.

A,B:選手 A, B: players

BO:球體 BO: sphere

Du:使用者的操作方向 Du: The user's operating direction

Da,Db:方向 Da, Db: direction

La:距離 La: distance

Lb:距離 Lb: distance

P1:游標 P1: Cursor

Claims (12)

一種記憶有遊戲程式的非暫時性記憶媒體,該遊戲程式係使執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理的電腦,執行: 將前述複數角色之中與特定的物件的距離最小的角色作為前述操作對象選擇的步驟; 檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的步驟; 檢出前述使用者的操作時,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向判定是否切換前述操作對象的步驟; 判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的步驟。 A non-transitory memory medium having a game program stored therein. The game program is a computer that executes game processing for switching a character to be operated by a user from among a plurality of characters, and executes: The step of selecting the character with the smallest distance from the specific object among the aforementioned plurality of characters as the aforementioned operation object; A step of detecting a user's operation and an operation direction for moving the operation subject character selected as the operation subject; When detecting the operation of the user, the step of determining whether to switch the operation object based on the operation direction of the user and the direction from the operation object character to the specific object; When it is determined to switch the operation target, a step of switching other characters among the plurality of characters to the operation target. 如請求項1記載的記憶有遊戲程式的非暫時性記憶媒體,其中,前述切換的步驟中, 判定成切換前述操作對象時,將前述操作對象角色的下個與前述特定的物件距離最小的角色切換成前述操作對象。 The non-transitory storage medium storing the game program as described in Claim 1, wherein, in the aforementioned switching step, When it is determined that the operation target is switched, the operation target character next to the operation target character with the smallest distance to the specific object is switched to the operation target. 如請求項1記載的記憶有遊戲程式的非暫時性記憶媒體,其中,前述判定的步驟中, 前述使用者的操作方向,未包含於基於從前述操作對象角色向前述預定的物件的方向的預定的方向範圍中時,判定成切換前述操作對象。 The non-transitory storage medium storing the game program as described in Claim 1, wherein, in the aforementioned determination step, When the user's operation direction is not included in a predetermined direction range based on a direction from the operation target character to the predetermined object, it is determined that the operation target is switched. 如請求項3記載的記憶有遊戲程式的非暫時性記憶媒體,其中,更使前述電腦執行: 推定從檢出前述使用者的操作的時點到預定期間目標為止的前述操作對象角色的位置與前述特定的物件的位置的至少一者的步驟; 其中, 前述判定的步驟中, 基於前述操作對象角色的位置與前述特定的物件的位置的至少一者的推定結果,判定從檢出前述使用者的操作的時點到前述預定期間目標為止前述使用者的操作方向是否包含於前述預定的方向範圍中。 As described in claim 3, the memory has a non-transitory memory medium of a game program, wherein, the aforementioned computer is further executed: A step of estimating at least one of the position of the operation subject character and the position of the specific object from the time point when the user's operation is detected to a predetermined period target; in, In the aforementioned steps of determination, Based on the estimation result of at least one of the position of the operation subject character and the position of the specific object, it is determined whether the operation direction of the user is included in the predetermined period from the time when the user's operation is detected to the predetermined period target. in the range of directions. 如請求項4記載的記憶有遊戲程式的非暫時性記憶媒體,其中,更使前述電腦執行: 將含有前述複數角色及前述特定的物件的前述遊戲的影像以預定的幀率進行描繪的步驟; 其中, 前述判定的步驟中, 從檢出前述使用者的操作的時點的幀到預定幀目標為止,判定前述使用者的操作方向是否包含於前述預定的方向範圍中。 As described in claim 4, the memory has a non-transitory memory medium of a game program, wherein, the aforementioned computer is further executed: A step of drawing the image of the aforementioned game including the aforementioned plurality of characters and the aforementioned specific object at a predetermined frame rate; in, In the aforementioned steps of determination, From the frame when the user's operation is detected to a predetermined frame target, it is determined whether the user's operation direction is included in the predetermined direction range. 如請求項5記載的記憶有遊戲程式的非暫時性記憶媒體,其中,前述判定的步驟中, 從檢出前述使用者的操作的幀到預定的幀目標為止,判定第N(N為正整數)幀的前述使用者的操作方向是否包含於藉由從第N幀的前述操作對象角色向前述特定的物件的方向與從第N+1幀的前述操作對象角色向前述特定的物件的方向決定的前述預定的方向範圍中。 The non-transitory storage medium storing the game program as described in Claim 5, wherein, in the aforementioned determination step, From the frame where the user's operation is detected to the predetermined frame target, it is determined whether the operation direction of the user in the Nth frame (N is a positive integer) is included in the direction from the operation target character in the Nth frame to the The direction of the specific object is within the predetermined direction range determined from the direction of the operation target character at the N+1th frame to the direction of the specific object. 如請求項1記載的記憶有遊戲程式的非暫時性記憶媒體,其中,前述選擇的步驟中, 不再檢出前述使用者的操作時,且和前述操作對象角色相比與前述特定的物件的距離最小的角色存在時,將該距離最小的角色作為前述操作對象設定。 The non-transitory storage medium storing the game program as described in Claim 1, wherein, in the aforementioned selection steps, When the user's operation is no longer detected and a character with the smallest distance to the specific object exists compared with the operation target character, the character with the smallest distance is set as the operation target. 如請求項1記載的記憶有遊戲程式的非暫時性記憶媒體,其中,前述切換的步驟中, 基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向切換前述操作對象時,切換後的第1期間禁止前述操作對象的切換。 The non-transitory storage medium storing the game program as described in Claim 1, wherein, in the aforementioned switching step, When the operation object is switched based on the user's operation direction and the direction from the operation object character to the specific object, switching of the operation object is prohibited for a first period after switching. 如請求項8記載的記憶有遊戲程式的非暫時性記憶媒體,其中,前述切換的步驟中, 在未檢出前述使用者的操作的狀態下基於與前述特定的物件的距離切換前述操作對象時,切換後的第2期間禁止前述操作對象的切換。 The non-transitory memory medium storing the game program as described in Claim 8, wherein, in the aforementioned switching step, When the operation target is switched based on the distance to the specific object in a state in which the user's operation is not detected, switching of the operation target is prohibited for a second period after switching. 如請求項9記載的記憶有遊戲程式的非暫時性記憶媒體,其中,將前述第1期間設定成較前述第2期間還長的期間。In the non-transitory storage medium storing the game program according to claim 9, the first period is set to be longer than the second period. 一種遊戲處理方法,藉由執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理的電腦執行,包含: 將前述複數角色之中與特定的物件的距離最小的角色作為前述操作對象選擇的步驟; 檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的步驟; 檢出前述使用者的操作時,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向判定是否切換前述操作對象的步驟; 判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的步驟。 A game processing method executed by a computer that executes game processing for switching a character that becomes a user's operation target from among a plurality of characters, including: The step of selecting the character with the smallest distance from the specific object among the aforementioned plurality of characters as the aforementioned operation object; A step of detecting a user's operation and an operation direction for moving the operation subject character selected as the operation subject; When detecting the operation of the user, the step of determining whether to switch the operation object based on the operation direction of the user and the direction from the operation object character to the specific object; When it is determined to switch the operation target, a step of switching other characters among the plurality of characters to the operation target. 一種遊戲裝置,係執行從複數角色之中切換成為使用者的操作對象的角色的遊戲處理,具備: 將前述複數角色之中與特定的物件的距離最小的角色作為前述操作對象選擇的選擇部; 檢出用來使作為前述操作對象選擇的操作對象角色移動的使用者的操作及操作方向的檢出部; 檢出前述使用者的操作時,基於前述使用者的操作方向與從前述操作對象角色向前述特定的物件的方向判定是否切換前述操作對象的判定部; 判定成切換前述操作對象時,將前述複數角色之中的其他角色切換成前述操作對象的切換部。 A game device that executes a game process of switching a character to be operated by a user from among a plurality of characters, comprising: selecting a character whose distance from the specific object is the smallest among the plurality of characters as the selection part for the aforementioned operation object selection; a detecting unit for detecting a user's operation and an operation direction for moving the operation subject character selected as the operation subject; When the user's operation is detected, a determination unit that determines whether to switch the operation object based on the user's operation direction and the direction from the operation object character to the specific object; A switching unit that switches another character among the plurality of characters to the operation target when it is determined that the operation target is switched.
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