TW202237246A - Game program, game processing method, and game device - Google Patents
Game program, game processing method, and game device Download PDFInfo
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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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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Abstract
Description
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,
[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
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
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
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
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
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
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/
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
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
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
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。
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
[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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
[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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
[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
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
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
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
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
[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
(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
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
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
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
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
(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
(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
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
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