WO2009141913A1 - Game device - Google Patents
Game device Download PDFInfo
- Publication number
- WO2009141913A1 WO2009141913A1 PCT/JP2008/059531 JP2008059531W WO2009141913A1 WO 2009141913 A1 WO2009141913 A1 WO 2009141913A1 JP 2008059531 W JP2008059531 W JP 2008059531W WO 2009141913 A1 WO2009141913 A1 WO 2009141913A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- detection sensor
- story
- predetermined
- operation position
- collision
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B63/00—Targets or goals for ball games
- A63B63/004—Goals of the type used for football, handball, hockey or the like
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/002—Training appliances or apparatus for special sports for football
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0605—Decision makers and devices using detection means facilitating arbitration
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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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
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
- A63B2024/0028—Tracking the path of an object, e.g. a ball inside a soccer pitch
- A63B2024/0031—Tracking the path of an object, e.g. a ball inside a soccer pitch at the starting point
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
- A63B2024/0037—Tracking a path or terminating locations on a target surface or at impact on the ground
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B24/00—Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
- A63B24/0021—Tracking a path or terminating locations
- A63B2024/0037—Tracking a path or terminating locations on a target surface or at impact on the ground
- A63B2024/0043—Systems for locating the point of impact on a specific surface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B63/00—Targets or goals for ball games
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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
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a technology for realizing a realistic game in a sports game using a moving object such as a ball.
- a sports game using a computer is a game in which various sports are virtually reproduced and enjoyed, and there are, for example, games using balls such as soccer and baseball.
- Such a sports game is realized by a home game device or a game device installed in a game center or the like.
- the performance of home-use game devices has been significantly improved, and while games in a state closer to reality have come to be enjoyed, the size of game machines is limited because they are for home use, so The sense of reality was limited.
- a game device used in such a play facility is realized by, for example, a game device as disclosed in Patent Documents 1 and 2.
- Patent Documents 1 and 2 have large shapes and can not be realized in a home-use game device.
- the movement range of the ball is large and a large detection mechanism is required to detect the movement of the ball, the movement and adjustment of the device can not be easily performed.
- the present invention has been made in view of the above-described circumstances, and it is an object of the present invention to provide a game apparatus which can enjoy a realistic game and save space.
- the present invention detects a moving object moving in space by an operation of the operator and a collision position of the moving object on a predetermined display screen, and coordinates according to the detected collision position.
- a collision position detection sensor that outputs data
- an operation position detection sensor that detects the operation position of the moving body by the operator, and outputs position data according to the detected operation position, and a predetermined algorithm on the display screen
- display control means for displaying a moving image according to the story progressing according to the predetermined algorithm, the predetermined algorithm according to the coordinate data output from the collision position detection sensor and the position data output from the operation position detection sensor
- the display control means is configured to, from the position of the display screen corresponding to the coordinate data output from the collision position detection sensor, position data to be output from the operation position detection sensor and the coordinate data
- a predetermined object is displayed so as to move along a trajectory according to the predetermined trajectory
- the predetermined algorithm is configured to change a mode of progress of the story according to the trajectory of the predetermined object.
- the movement path calculation means is operated from the collision position detection sensor from the timing when the detection result by the contact state detection sensor changes from a state in which the predetermined portion is in contact to a state in which the predetermined portion is not in contact.
- the moving speed of the moving body is further determined based on the time until the timing when the coordinate data is output, and the positional relationship between the operation position detected by the operation position detection sensor and the collision position detected by the collision position detection sensor.
- the display control means displays the predetermined object so as to move at a speed according to the movement speed calculated by the movement path calculation means.
- the moving direction calculating unit further calculates the moving direction of the moving body based on the operation position detected by the operation position detection sensor and the collision position detected by the collision position detection sensor.
- the display control means may display the predetermined object so as to move along a trajectory according to the movement direction calculated by the movement direction calculation means.
- the mobile terminal further includes a contact state detection sensor that detects whether or not the mobile body is in contact with a predetermined portion, and the predetermined algorithm stops the progress of the story at a predetermined timing. And the progress of the story is resumed if the detection result by the contact state detection sensor indicates that the movable body is in contact with the predetermined portion and is not in contact with the predetermined portion. It is characterized by
- the predetermined algorithm is performed at the coordinate data output from the collision position detection sensor, at a timing when the coordinate data is output, or at a timing before a predetermined time set from the timing. According to the position data outputted from the operation position detection sensor, the aspect of the progress of the story is changed.
- DESCRIPTION OF SYMBOLS 1 Game device main body, 2 ... Operation position detection sensor, 3 ... Contact state detection sensor, 4 ... Installation stand, 10 ... Bus, 11 ... Control part, 12 ... Storage part, 13 ... Sound emission part, 14 ... Display part, DESCRIPTION OF SYMBOLS 15 ... Operation part, 16 ... Collision position detection part, 17 ... Interface, 21 ... Operation position detection part, 22 ... Detection part, 31 ... Contact state reception part, 32 ... Contact state detection part, 100 ... Virtual ball, 200 ... Goal keeper, 300 ... soccer goal, 1000 ... actual ball, 2000 ... hand.
- the game device is a device capable of playing a soccer game.
- the game is advanced by causing a ball to collide with a display screen having a touch panel and displaying the ball in the game screen from the point of collision.
- this soccer game is a game for achieving a shot to a goal in a PK match, free kick, or the like.
- the goalkeeper 200 and the soccer goal 300 are displayed on the display screen of the display unit 14 of the game apparatus body 1.
- the user of the game apparatus wears a band-shaped detection target 22 in the vicinity of the user's hand 2000, in this example, the wrist. Then, the small real ball 1000 imitating a soccer ball is thrown by the hand 2000 toward the display screen or flipped.
- the virtual ball 100 is displayed in the display screen from the collision position P, and moves along a trajectory calculated as described later
- the goalkeeper 200 moves to block the goal of the virtual ball 100 into the soccer goal 300. Then, if the goal keeper 200 can not stop the goal and the virtual ball 100 enters the soccer goal 300, it is scored, and if the goal keeper 200 catches the virtual ball 100 or bounces outside the football goal 300, the score is scored. It does not become.
- the game apparatus has a game apparatus body 1 and an operation position detection sensor 2.
- the game apparatus body 1 includes a control unit 11, a storage unit 12, a sound emitting unit 13, a display unit 14, an operation unit 15, a collision position detection unit 16, and an interface 17, and is, for example, a notebook computer.
- the operation position detection sensor 2 includes an operation position detection unit 21 and a detection target unit 22.
- the control unit 11 includes a central processing unit (CPU), a read only memory (ROM), and a random access memory (RAM).
- the CPU reads out the control program from the ROM or the storage unit 12 to the RAM and executes it to control each part of the game apparatus body 1 and the operation position detection sensor 2 via the bus 10. Also, by executing this control program, the above-described soccer game is progressed with a story in accordance with a predetermined algorithm.
- This predetermined algorithm changes the aspect of the progress of the story by satisfying a predetermined condition as described later.
- the change in the aspect of the progress of the story according to the predetermined algorithm means, for example, a plurality of branches from the story A in response to satisfying the predetermined condition in the ongoing story (story A) at a certain point in time Of the stories (Story B1, B2,%) Of any of the stories (Story B1, B2,%) Are changed from Story A as a story to be advanced. Then, depending on which one of the stories to be changed is changed from the story A, the aspect of the progress of the story is changed. For example, since the progress of the story is different between the case where the story A is changed to the story B1 and the case where the story A is changed to the story B2, the aspect of the progression is changed.
- the change of the story indicates that the parameter indicating the content of the story progressing according to a predetermined algorithm is changed, for example, the parameter for controlling the display mode, the sound emission mode, etc. in the display screen is changed.
- the parameter for controlling the display mode, the sound emission mode, etc. in the display screen is changed.
- Indicates For example, each of the stories A, B1, B2,... Controls the display mode in the display screen according to the parameters set in advance, and the parameters are changed by changing the stories. . About the content of the story mentioned later, this example is shown.
- each of the stories A, B1, B2,... May be described as a subroutine program.
- the change of the story is, for example, a subroutine corresponding to a story to be changed (one of the stories B1, B2,...) To be changed from the state where the subroutine program of the story A is being executed.
- the program is called and executed, and the subroutine program to be executed is jumped and changed.
- the storage unit 12 is, for example, a large-capacity storage unit such as a hard disk, and can store a control program and various data.
- the sound emitting unit 13 has a sound emitting means such as a speaker unit, and emits the audio data input under the control of the control unit 11.
- this audio data is data of a sound to be emitted according to a story proceeding according to a predetermined algorithm, and is data showing a musical tone, an imitation sound, and the like.
- the display unit 14 is a display device such as a liquid crystal display that displays a video on a display screen, and performs display based on video data input by control of the control unit 11. During the game, this video data is moving image data to be displayed on the display screen in accordance with the story progressing in accordance with a predetermined algorithm.
- the operation unit 15 is, for example, operation means such as a keyboard and a mouse.
- operation means such as a keyboard and a mouse.
- data representing the content of the operation is output to the control unit 11.
- a pointer or the like that moves according to the operation is displayed on the display screen of the display unit 14.
- the collision position detection unit 16 has a resistive film type touch panel provided on the display screen of the display unit 14, and outputs coordinate data indicating a touch position on the touch panel to the control unit 11.
- coordinate data indicating the coordinates is output to the control unit 11.
- the coordinates on the display screen of the display unit 14 and the coordinates on the touch panel are associated with each other in advance, and the coordinates indicating the touch position can be detected as the collision position P on the display screen.
- each coordinate may be associated one to one, or may be associated by a predetermined conversion formula.
- the touch panel does not have to be a resistive film type, and may be another detection type such as a capacitive type, an optical type, or an ultrasonic type. Also, as in these cases, a plurality of points may be detected by detecting with a matrix such as a digital type, instead of an analog type touch panel that detects one point of contact.
- the operation position detection unit 21 detects the position of the detection target 22, and outputs position data corresponding to the detected position to the control unit 11 via the interface 17. Since the detection target 22 is a band-like one attached to the wrist in the vicinity of the user's hand 2000, the position to be detected is the operation position S (FIG. 7 (a) Corresponding to).
- the to-be-detected part 22 may be ring-shaped things, such as a ring, and as long as it can be mounted
- the operation position detection unit 21 uses, in this example, a known electromagnetic wave, sound wave or the like for the direction and distance of the detection target 22 from the operation position detection unit 21.
- the position is detected by measurement according to the method (for example, JP-A-2002-357656). Therefore, the position of the detection target 22 is detected with the position of the operation position detection unit 21 as a reference.
- the method of detecting the position of the detection target 22 is not limited to this method, and various known methods such as a three-point survey method may be used.
- the operation position S detected by the operation position detection unit 21 is a reference The positional relationship between the collision position P and the operation position S can not be recognized. Therefore, the operation position detection unit 21 performs conversion for aligning the reference position with respect to the detected operation position S so as to recognize each positional relationship, and outputs it as position data. Specifically, the positional relationship between the position of the operation position detection unit 21 and a predetermined position in the display screen serving as the reference of the collision position P is set in advance, and the reference position of the operation position S is determined by the set positional relationship. Convert to a predetermined position on the display screen.
- control part 11 can recognize the relative positional relationship of the collision position P and the operation position S, if coordinate data and position data are acquired.
- the operation position detection unit 21 outputs the detected operation position S as it is as position data, and the control unit 11 performs conversion for aligning the reference position, and the position between the collision position P and the operation position S. The relationship may be recognized.
- the above is the description of the configuration of the game device according to the first embodiment.
- the control unit 11 executes the control program, and a story according to a predetermined algorithm, as shown in FIG.
- the goal 300 and the like are displayed as a moving image.
- the goalkeeper 200 or a background (not shown) for example, a spectator
- the story (hereinafter referred to as a story A) related to the moving image displayed in this manner proceeds in accordance with a predetermined algorithm (step S110).
- the control unit 11 When determining that there is a collision to the display screen, the control unit 11 acquires position data output from the operation position detection sensor 2 and identifies the position of the detection target 22, that is, the operation position S (step S130). .
- the control unit 11 requests the operation position detection sensor 2 to output position data, and acquires position data.
- the operation position detection sensor 2 is performed at the timing when the collision to the display screen occurs, that is, the timing when the coordinate data is output from the collision position detection unit 16.
- the position data output from may be acquired, and it is assumed that the timing at which the real ball 1000 is operated is slightly before the timing at which the collision occurred, and a predetermined time set in advance from the timing at which the collision occurred.
- the position data output from the operation position detection sensor 2 may be acquired at the timing of (1). In this case, position data for the predetermined time may be buffered in the RAM of the control unit 11 or the like.
- control unit 11 specifies the collision position P in the display screen of the real ball 1000 from the output coordinate data (step S140).
- the order of the identification of the collision position P (step S140) and the identification of the operation position S described above (step S130) may be reversed.
- the control unit 11 calculates the moving direction of the real ball 1000 at the time of the display screen collision based on the positional relationship between the specified operation position S and the collision position P (step S150).
- this movement direction is calculated as a direction connecting the operation position S to the collision position P by a straight line, but if it is calculated using the operation position S and the collision position P Any calculation method may be used.
- a function indicating a predetermined curve having the operation position S and the collision position P as variables is set in advance, and it is assumed that the curve calculated using the function is the movement path of the real ball 1000. It is sufficient to calculate the moving direction of the real ball 1000 in.
- the control unit 11 causes the virtual ball 100 to be displayed at a position in the display screen corresponding to the collision position P (step S160), calculates a trajectory corresponding to the calculated movement direction, and starts movement on the trajectory.
- the moving speed of the virtual ball 100 may be changed according to the distance between the operation position S and the collision position P.
- the direction in which the goal keeper 200 in the display screen is moved (left, right, upper, upper left, upper right, no movement, etc.) is determined and movement is started.
- the movement of the goal keeper 200 may be determined at random, for example, at randomly determined moving speeds, or may be determined by a preset function or the like.
- the control unit 11 determines whether the calculation result of the trajectory of the virtual ball 100 satisfies a predetermined condition (step S170).
- the predetermined condition is to reach the soccer goal 300 by moving the virtual ball 100 and not to touch the virtual ball 100 by moving the goal keeper 200, that is, the condition that the chute is determined It is.
- the control unit 11 determines that the predetermined condition is satisfied (step S170: Yes)
- the virtual ball 100 in the display screen moves into the soccer goal 300.
- a score is entered, and the story A progressing according to a predetermined algorithm is changed to the story B1 corresponding to the point scored (step S181). For example, a display showing a moving image that the goalkeeper 200 is discouraged Score is added.
- step S170 determines that the predetermined condition is not satisfied (step S170: No)
- the virtual ball 100 in the display screen moves out of the soccer goal 300.
- a score is not entered, and the story A progressing according to a predetermined algorithm is changed to the story B2 corresponding to a case where the score is not entered (step S182). It becomes indication and the score is not added.
- the mode of progress of the story changes.
- the virtual ball 100 can be displayed on the display screen by causing the user to throw the small-sized actual ball 1000 and cause the object screen to collide with the display screen. You can enjoy the game by intuitive operation.
- the user can recognize the operation position S of the operation for throwing the virtual ball 100 by attaching the band-like detected portion 22 to the wrist, and the operation position can be set to various directions and distances. Since the movement direction of the real ball 1000 can also be calculated by this, it is possible to make the trajectory when the virtual ball 100 moves in the display screen coincide with the user's sense, It can be something with a sense.
- a game apparatus is the game apparatus according to the first embodiment, further including a contact state detection sensor for detecting whether or not the real ball 1000 is in contact with a predetermined portion. is there.
- the outline of the game in the configuration of the second embodiment will be described with reference to FIG.
- FIG. 4A a display similar to that of the embodiment is displayed on the display screen of the display unit 14.
- the user places the real ball 1000 on a predetermined portion (in the figure, the upper surface portion) of the contact state detection unit 32 of the installation stand 4 configured by the detection target unit 22 and the contact state detection unit 32. Then, the user performs an operation to flip the entity ball 1000 toward the display screen with a finger.
- the virtual ball 100 is displayed in the display screen from the collision position P, and moves along a trajectory calculated as described later
- the goalkeeper 200 moves to block the goal of the virtual ball 100 into the soccer goal 300. Then, if the goal keeper 200 can not stop the goal and the virtual ball 100 enters the soccer goal 300, it is scored, and if the goal keeper 200 catches the virtual ball 100 or bounces outside the football goal 300, the score is scored. It does not become.
- the game apparatus has a touch state detection sensor 3 in addition to the configuration of the first embodiment.
- the contact state detection sensor 3 has a contact state reception unit 31 and a contact state detection unit 32.
- the configuration of the contact state detection sensor 3 will be described.
- the contact state detection unit 32 detects whether or not the substance ball 1000 is in contact with a predetermined portion (hereinafter referred to as a contact state) (hereinafter referred to as a non-contact state), and indicates contact data indicating the detection result. It is transmitted to the touch state reception unit 31. Then, the touch state reception unit 31 receives the touch data transmitted from the touch state detection unit 32, and outputs the touch data to the control unit 11 through the connected interface 17.
- the detection of the contact state in the contact state detection unit 32 may be detected directly by measuring whether or not the substantial ball 1000 is in contact with a predetermined portion, or the measurement may be performed without light contact etc. It may be detected indirectly by measuring whether or not the entity ball 1000 is positioned at a predetermined portion.
- the contact state detection unit 32 constitutes the installation stand 4 together with the detection unit 22.
- the to-be-detected part 22 differs from the band-like structure in embodiment.
- the other configuration is the same as the configuration in the first embodiment, and thus the description thereof will be omitted.
- the control unit 11 executes a control program to display a moving image according to the story A on the display screen of the display unit 14. Then, the story A progresses according to a predetermined algorithm (step S210).
- the control unit 11 determines whether the physical ball 1000 is in contact with the installation stand 4 based on whether the contact data from the contact state detection sensor 3 indicates a contact state or a contact state (step S215). While the contact data indicates the contact state (step S215: Yes), the progress of the story A is continued on the assumption that the entity ball 1000 remains on the installation table 4 (step S210).
- step S215 determines that the contact state has been changed from the contact state, assuming that the physical ball 1000 is flipped by the user's operation and separated from the installation stand 4
- the timing when changing to the state is specified as the operation timing (step S216)
- the position data output from the operation position detection sensor 2 is acquired by the same method as the first embodiment, and the operation position S is specified ( Step S217).
- the specification of the operation position S may be performed in advance.
- step S220 determines whether or not there is a collision with the display screen of the display unit 14 for the real ball 1000 by the same method as the first embodiment (step S220), and determines that there is no collision with the display screen ((S220) While the step S220: No) is performed, the determination in the step S220 is repeated. If it is determined that there is a collision to the display screen (step S220: Yes), the control unit 11 determines from the coordinate data output by the collision position detection unit 16 the collision position P in the display screen of the real ball 1000 and the coordinate data. The output timing is specified as a collision timing (step S240).
- step S250 When the control unit specifies the operation position S, the operation timing, the collision position P and the collision timing, the time from the operation timing to the collision timing (hereinafter referred to as moving time) and the positional relationship between the operation position S and the collision position P Based on the movement path of the real ball 1000 from the operation position S to the collision position P is calculated (step S250).
- moving time the time from the operation timing to the collision timing
- the positional relationship between the operation position S and the collision position P Based on the movement path of the real ball 1000 from the operation position S to the collision position P is calculated (step S250).
- moving time the time from the operation timing to the collision timing
- FIG. 7 shows the real space on the user side and the virtual space in the display screen with the display screen as the boundary, and the moving path of the real ball 1000 calculated by the control unit 11 and the virtual space in the virtual space
- the moving direction of the ball 100 is shown.
- FIG. 7A schematically shows the calculation method in the first embodiment, and it is assumed that the movement path of the real ball 1000 from the operation position S to the collision position P is substantially a straight line. The movement direction of 100 is calculated.
- the movement path on the parabola can be calculated by including the length of the movement time and the gravitational acceleration in the calculation method. For example, when the movement time is short, it is a low movement path as shown in FIG. 7 (b), and when the movement time is long, it is calculated as a movement path on a parabola which has risen high as shown in FIG. 7 (c). Can. Then, the movement direction of the virtual ball 100 may be calculated as the direction on the extension of the movement path.
- the moving speed of the real ball 1000 calculates the speed of the virtual ball 100 according to the calculated moving speed, and move the virtual ball 100 at the calculated speed.
- the positions of the goal keeper 200 and the soccer goal 300 in the virtual space may be arbitrarily changed by setting.
- the setting may be changed in the depth direction (right direction in FIG. 7). .
- the control unit 11 causes the virtual ball 100 to be displayed at a position in the display screen corresponding to the collision position P (step S260), calculates a trajectory corresponding to the calculated movement route, and starts movement on the trajectory.
- the processes of subsequent steps S270, S281, and S282 are the same as the processes of steps S170, S181, and S182 in the first embodiment, and thus the description thereof will be omitted.
- the above is the description of the operation of the game device according to the second embodiment.
- the game apparatus accurately calculates the movement path and movement speed of the real ball 1000 by providing the contact state detection sensor 3 in addition to the game apparatus in the first embodiment. Therefore, the trajectory of the virtual ball 100 in the display screen when moving can be made more consistent with the sense of the user, and can be more realistic.
- the control unit 11 determines the operation timing and the operation position after determining that the physical ball 1000 has been separated from the installation stand 4 based on the contact data. It may be performed after there is a collision on the display screen of. In this case, time data indicating the last timing when the contact data changed from the contact state to the non-contact state, and the position data output at that timing are stored in the storage unit 12 or the like, and the display screen is displayed. When there is a collision of the real ball 1000, time data and position data may be read out from the storage unit 12 to specify the operation timing and the operation position.
- steps S310 and S320 are the same as steps S110 and S120 in the first embodiment, and thus the description thereof is omitted.
- the time data is read from the storage unit 12 to specify the operation timing (step S336)
- the position data is read from the storage unit 12 to specify the operation position (step S337). Note that this order may be reversed.
- step S340 and subsequent steps are respectively the same as step S240 and subsequent steps in the second embodiment, the description thereof will be omitted.
- time data and position data are stored in advance, and the processing is performed after the substance ball 1000 collides with the display screen, so that even if the substance ball 1000 is accidentally dropped from the installation stand 4, It is possible to operate after placing the real ball 1000 again without progressing the processing.
- the installation base 4 is configured of the detection target portion 22 and the contact state detection portion 32.
- the contact state detection sensor 3 is a glove like one to be attached to the hand 2000 instead of the installation stand 4. Whether or not the real ball 1000 is in contact with the object may be detected, and the operation position detection sensor 2 may detect the position of the hand 2000.
- the operation timing can be specified by the touch data output from the touch state detection sensor 3, but the touch data may be used in another mode.
- the progress may be resumed when the contact data changes from the contact state to the non-contact state.
- the story A is temporarily stopped and the moving image is stopped.
- the progress of the story A may be resumed, and the process may proceed to step S216 shown in FIG.
- interruption processing as shown in FIG. 9 may be inserted before the flowchart shown in FIG. 3.
- the installation stand 4 is configured by the contact state detection unit 32 of the contact state detection sensor 3, and the detection unit 4 is mounted on the wrist of the user.
- the control unit 11 advances the story A (step S401), determines whether or not the stop timing preset by the predetermined algorithm has been reached (step S402), and if it does not reach the stop timing (step S402: No) The determination is continued in a state in which the progress of the story A is continued (step S402). Then, when the stop timing is reached (step S402: Yes), the control unit 11 temporarily stops the story A (step S403).
- the process of temporarily stopping the story A may be a process of stopping the moving image displayed on the display screen as a still image, or the process of displaying the moving image by repeatedly displaying the predetermined display content. May not progress.
- step S404 determines the contact state of the physical ball 1000 to the contact state detection unit 32 (step S404), and while determining that the contact state detection unit 32 is in the non-contact state (step S404: No), step S404. Continue the judgment in.
- step S404: Yes determines the contact state again in the next step (step S405).
- step S405: Yes determines the contact state again in the next step.
- step S405: No determines the contact state again in the next step S406.
- the control unit 11 places the real ball 1000 on the installation table 4 and then resumes the interrupted story A by performing an operation of releasing it.
- the timing for stopping the story A may be set in advance as a predetermined algorithm as described above, or may be stopped when the contact data changes from the non-contact state to the contact state.
- the position data output by the operation position detection sensor 2 specifies the operation position by the distance and the direction, but it is also possible to specify only the distance.
- the trajectory of the virtual ball 100 is set in advance, and the story may be changed according to the distance indicated by the position data, for example, the score may be changed. In this way, for example, it is possible to play a game that reproduces two-point shoot, three-point shoot and the like in basketball. Further, in the soccer game as in the embodiment, if the distance is too close, it may be changed to a story in which a score is not entered as a foul.
- the real ball 1000 was operated by the user. However, depending on the type of game, it may not be the ball. For example, in the case of a dart or the like, an imitation of an arrow may be used, and any moving body that moves in space by the operation of the user may be used. Further, the object displayed on the display screen as in the virtual ball 100 may be changed depending on the type of the game, and may be an object corresponding to the moving object.
- the detection of the collision position P on the display screen is performed by directly detecting the collision position P using a touch panel, but may be indirect detection.
- the physical ball 1000 may be photographed by a CCD camera or the like, and the movement path of the substance ball 1000 may be calculated by image analysis from photographed data obtained by photographing to detect the collision position P on the display screen.
- a plurality of passage sensors for detecting passage coordinates of the real ball 1000 may be provided, and a movement path of the real ball 1000 may be calculated from the passage coordinates to detect the collision position P on the display screen. Then, coordinate data corresponding to the collision position P may be output. That is, as long as the collision position P on the display screen is detected, it may be detected by any method.
- the user may operate the operation unit 15 to issue an instruction to correct the trajectory of the virtual ball 100.
- the virtual ball 100 may be given a change such as a curve or a shot.
- the control unit 11 may calculate the trajectory of moving the virtual ball 100 including this instruction.
- a plurality of units having different structures of predetermined portions for detecting the touch state in the touch state detection unit 32 may be prepared and used depending on the game.
- a predetermined part may be configured to reproduce a fairway, a rough, a bunker, or the like, and may be used properly according to the situation of the game (progress of the story).
- a structure ID corresponding to each structure is stored in the contact state detection unit 32, and in the contact state reception unit 31, the contact state detection unit 32 having a structure ID that can be used according to the game situation contacts Reception of data other than data may be invalid.
- the operation position detection sensor 2 is used to detect the operation position, but the movement speed is detected by detecting the movement speed from the time change of the position of the detection target 22 According to the above, the moving speed of the virtual ball 100 may be corrected.
- the collision position detection unit 16 is included in the configuration of the game apparatus body 1, but like the operation position detection sensor 2 and the touch state detection sensor 3, An external collision position detection sensor may be connected.
- the collision position detection sensor outputs the coordinate data corresponding to the detected collision position P to the control unit 11 via the interface 17 and the touch panel provided on the front of the display screen of the display unit 14 It is sufficient to have
- the collision position detection sensor is also provided with a correlating means for performing processing of correlating both coordinate relationships. Just do it.
- An example of such association processing is the following. That is, a figure such as a point is displayed at a predetermined coordinate as a display for association in the display screen. Then, the user touches the figure through the touch panel installed on the front of the display screen to acquire coordinate data as the collision position P. By performing this for a plurality of coordinates, the coordinates of the touch panel can be made to correspond to the coordinates in the display screen. Thereafter, the collision position detection sensor may output coordinate data indicating coordinates obtained by converting the coordinates of the collision position P into coordinates on the display screen according to the correspondence.
- the collision position detection sensor, the operation position detection sensor 2 and the contact state detection sensor 3 are connected to a general computer, and the control program is stored in the storage unit 12 to obtain the game device of the present invention. It can be configured.
- ⁇ Modification 12> In the first and second embodiments described above, the configuration in which the game apparatus alone enjoys the game has been described, but the game may be enjoyed using a plurality of game apparatuses by communicating through a network. In this case, each of the plurality of game devices may be connected to the network by the interface 17 or the like to communicate with each other.
- game apparatus A the display content displayed on the side of the game apparatus performing the shooting operation
- game apparatus B the other game apparatus
- the game devices A and B do not have to have exactly the same display content.
- the display content of the game device B is the direction of the line of sight of the goalkeeper 200 (the direction when the operating position S is viewed from the back of the soccer goal 300) ) May be reproduced.
- the movement path is not calculated until the vehicle collides with the display screen after the actual ball 1000 is operated, so if displaying the game device B after the movement path is determined, The movement path of the real ball 1000 can also be reproduced by the virtual ball 100, and can be displayed from the state when shot.
- the goalkeeper 200 may be operated.
- the display on the game device A stops the movement of the virtual ball 100 after the actual ball 1000 collides with the display screen, and the movement of the virtual ball 100 is performed only on the game device B.
- the game apparatus A may move the goal keeper 200 operated in the game apparatus B together with the movement of the virtual ball 100.
- the movement of the goal keeper 200 in the game apparatus B is included, and as a result, the story A is changed to either of the stories B1 and B2 depending on whether or not the virtual ball 100 enters the soccer goal 300. And the aspect of the progress of the story may be changed.
- the game device can also enjoy the game by a plurality of users simultaneously via the network.
- the control program executed by the control unit 11 in the embodiment described above may be provided in a state of being stored in a computer readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. It is also possible to download via a network such as the Internet.
- a computer readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. It is also possible to download via a network such as the Internet.
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Abstract
Provided is a game device, which can display a virtual ball (100) in a display screen when the user pitches a substantial ball (1000) to a display screen, so that the user can enjoy the game by an intuitive operation. Moreover, the user is enabled, by wearing a band-shaped detected portion (22) on the wrist, to recognize the operation position (S), at which the virtual ball (100) is pitched, thereby to locate the operation position (S) in various directions and at various distances and to calculate the moving direction of the substantial ball (1000). Thus, the orbit, in which the virtual ball (100) moves in the display screen, can match the feeling of the user, thereby to establish the realistic sensation.
Description
本発明は、ボールなどの移動体を用いたスポーツゲームにおいて、臨場感のあるゲームを実現する技術に関する。
The present invention relates to a technology for realizing a realistic game in a sports game using a moving object such as a ball.
コンピュータを利用したスポーツゲームは、様々なスポーツを仮想的に再現して楽しむものであり、例えば、サッカー、野球などボールを用いるゲームがある。このようなスポーツゲームは、家庭用ゲーム装置や、ゲームセンターなどに設置されたゲーム装置で実現されている。近年、家庭用ゲーム装置は、その性能が著しく向上しているため、より現実に近い状態のゲームが楽しめるようになった一方、家庭用であるためゲーム機の大きさに制限があり、得られる臨場感は限られたものとなっていた。
A sports game using a computer is a game in which various sports are virtually reproduced and enjoyed, and there are, for example, games using balls such as soccer and baseball. Such a sports game is realized by a home game device or a game device installed in a game center or the like. In recent years, the performance of home-use game devices has been significantly improved, and while games in a state closer to reality have come to be enjoyed, the size of game machines is limited because they are for home use, so The sense of reality was limited.
ゲームセンターなどの遊戯施設においては、ゲーム装置を大きくすることができる。そのため、大きなスクリーンにゲーム画像を表示させて、そのスクリーンに向けて現実のボールを蹴ったり、投げたりすることで、より現実に近い状態で臨場感のあるゲームを楽しむことができるようになっている。このような遊戯施設において用いられるゲーム装置は、例えば特許文献1、2に開示されたようなゲーム装置により実現される。
特開2004-97662号公報
特開2007-181493号公報
In a game arcade such as a game center, the game device can be enlarged. Therefore, by displaying a game image on a large screen and kicking or throwing a real ball toward the screen, it is possible to enjoy a more realistic game in a more realistic state. There is. A game device used in such a play facility is realized by, for example, a game device as disclosed in Patent Documents 1 and 2.
Unexamined-Japanese-Patent No. 2004-97662 JP, 2007-181493, A
特許文献1、2に開示されたようなゲーム装置は、形状が大きく、家庭用ゲーム装置において実現することはできない。また、ボールの移動範囲が大きく、ボールの動きの検出のためには大掛かりな検出機構が必要であったため、装置の移動や調整を簡単に行うことができなかった。
The game devices as disclosed in Patent Documents 1 and 2 have large shapes and can not be realized in a home-use game device. In addition, since the movement range of the ball is large and a large detection mechanism is required to detect the movement of the ball, the movement and adjustment of the device can not be easily performed.
本発明は、上述の事情に鑑みてなされたものであり、臨場感のあるゲームを楽しむことができるとともに、省スペース化もできるゲーム装置を提供することを目的とする。
The present invention has been made in view of the above-described circumstances, and it is an object of the present invention to provide a game apparatus which can enjoy a realistic game and save space.
上述の課題を解決するため、本発明は、操作者の操作によって空間を移動する移動体と、所定の表示画面への前記移動体の衝突位置を検出して、検出した衝突位置に応じた座標データを出力する衝突位置検出センサと、前記操作者による前記移動体の操作位置を検出して、検出した操作位置に応じた位置データを出力する操作位置検出センサと、前記表示画面に所定のアルゴリズムに従って進行するストーリーに応じた動画を表示させる表示制御手段とを具備し、前記所定のアルゴリズムは、前記衝突位置検出センサから出力される座標データおよび前記操作位置検出センサから出力される位置データに応じて、前記ストーリーの進行の態様を変化させるものであることを特徴とするゲーム装置を提供する。
In order to solve the above-mentioned problems, the present invention detects a moving object moving in space by an operation of the operator and a collision position of the moving object on a predetermined display screen, and coordinates according to the detected collision position. A collision position detection sensor that outputs data, an operation position detection sensor that detects the operation position of the moving body by the operator, and outputs position data according to the detected operation position, and a predetermined algorithm on the display screen And display control means for displaying a moving image according to the story progressing according to the predetermined algorithm, the predetermined algorithm according to the coordinate data output from the collision position detection sensor and the position data output from the operation position detection sensor According to another aspect of the present invention, there is provided a game apparatus characterized in that a mode of progress of the story is changed.
また、別の好ましい態様において、前記表示制御手段は、前記衝突位置検出センサから出力される座標データに対応する前記表示画面の位置から、前記操作位置検出センサから出力される位置データおよび当該座標データに応じた軌道で移動するように所定の物体を表示させ、前記所定のアルゴリズムは、前記所定の物体の軌道に応じて、前記ストーリーの進行の態様を変化させるものであることを特徴とする。
Further, in another preferable aspect, the display control means is configured to, from the position of the display screen corresponding to the coordinate data output from the collision position detection sensor, position data to be output from the operation position detection sensor and the coordinate data A predetermined object is displayed so as to move along a trajectory according to the predetermined trajectory, and the predetermined algorithm is configured to change a mode of progress of the story according to the trajectory of the predetermined object.
また、別の好ましい態様において、前記移動体が所定部分に接触している状態か否かを検出する接触状態検出センサと、前記接触状態検出センサによる検出結果が前記所定部分に接触している状態から接触していない状態に変化したタイミングから前記衝突位置検出センサから座標データが出力されたタイミングまでの時間、および前記操作位置検出センサによって検出された操作位置と前記衝突位置検出センサによって検出された衝突位置との位置関係に基づいて、当該操作位置から当該衝突位置までの前記移動体の移動経路を算出する移動経路算出手段とをさらに具備し、前記表示制御手段は、前記移動経路算出手段によって算出された移動経路に応じた軌道で移動するように前記所定の物体を表示させることを特徴とする。
Further, in another preferable aspect, a contact state detection sensor for detecting whether or not the movable body is in contact with a predetermined portion, and a state where a detection result by the contact state detection sensor is in contact with the predetermined portion Time from the timing when the collision position detection sensor changes to the timing when the collision position detection sensor outputs coordinate data, the operation position detected by the operation position detection sensor, and the collision position detection sensor The apparatus further comprises movement path calculation means for calculating a movement path of the moving body from the operation position to the collision position based on a positional relationship with the collision position, the display control means including the movement path calculation means It is characterized in that the predetermined object is displayed so as to move on a trajectory corresponding to the calculated movement route.
また、別の好ましい態様において、前記移動経路算出手段は、前記接触状態検出センサによる検出結果が前記所定部分に接触している状態から接触していない状態に変化したタイミングから前記衝突位置検出センサから座標データが出力されたタイミングまでの時間、および前記操作位置検出センサによって検出された操作位置と前記衝突位置検出センサによって検出された衝突位置との位置関係に基づいて、さらに前記移動体の移動速度を算出し、前記表示制御手段は、前記移動経路算出手段によって算出された移動速度に応じた速度で移動するように前記所定の物体を表示させることを特徴とする。
Further, in another preferable aspect, the movement path calculation means is operated from the collision position detection sensor from the timing when the detection result by the contact state detection sensor changes from a state in which the predetermined portion is in contact to a state in which the predetermined portion is not in contact. The moving speed of the moving body is further determined based on the time until the timing when the coordinate data is output, and the positional relationship between the operation position detected by the operation position detection sensor and the collision position detected by the collision position detection sensor. The display control means displays the predetermined object so as to move at a speed according to the movement speed calculated by the movement path calculation means.
また、別の好ましい態様において、前記操作位置検出センサによって検出された操作位置および前記衝突位置検出センサによって検出された衝突位置に基づいて、前記移動体の移動方向を算出する移動方向算出手段をさらに具備し、前記表示制御手段は、前記移動方向算出手段によって算出された移動方向に応じた軌道で移動するように前記所定の物体を表示させることを特徴とする。
Further, in another preferable aspect, the moving direction calculating unit further calculates the moving direction of the moving body based on the operation position detected by the operation position detection sensor and the collision position detected by the collision position detection sensor. The display control means may display the predetermined object so as to move along a trajectory according to the movement direction calculated by the movement direction calculation means.
また、別の好ましい態様において、前記移動体が所定部分に接触している状態か否かを検出する接触状態検出センサをさらに具備し、前記所定のアルゴリズムは、所定のタイミングにおいてストーリーの進行を停止し、前記接触状態検出センサによる検出結果が、前記所定部分に前記移動体が接触している状態から接触していない状態へ変化したことを示すと、前記ストーリーの進行を再開するものであることを特徴とする。
In another preferred embodiment, the mobile terminal further includes a contact state detection sensor that detects whether or not the mobile body is in contact with a predetermined portion, and the predetermined algorithm stops the progress of the story at a predetermined timing. And the progress of the story is resumed if the detection result by the contact state detection sensor indicates that the movable body is in contact with the predetermined portion and is not in contact with the predetermined portion. It is characterized by
また、別の好ましい態様において、前記所定のアルゴリズムは、前記衝突位置検出センサから出力される座標データと、当該座標データが出力されたタイミングまたは当該タイミングから予め設定された所定時間前のタイミングにおいて前記操作位置検出センサから出力される位置データとに応じて、前記ストーリーの進行の態様を変化させるものであることを特徴とする。
Further, in another preferable aspect, the predetermined algorithm is performed at the coordinate data output from the collision position detection sensor, at a timing when the coordinate data is output, or at a timing before a predetermined time set from the timing. According to the position data outputted from the operation position detection sensor, the aspect of the progress of the story is changed.
本発明によれば、臨場感のあるゲームを楽しむことができるとともに、省スペース化もできるゲーム装置を提供することができる。
According to the present invention, it is possible to provide a game apparatus capable of enjoying a realistic game and saving space.
1…ゲーム装置本体、2…操作位置検出センサ、3…接触状態検出センサ、4…設置台、10…バス、11…制御部、12…記憶部、13…放音部、14…表示部、15…操作部、16…衝突位置検出部、17…インターフェイス、21…操作位置検出部、22…被検出部、31…接触状態受信部、32…接触状態検出部、100…仮想ボール、200…ゴールキーパー、300…サッカーゴール、1000…実体ボール、2000…手。
DESCRIPTION OF SYMBOLS 1 ... Game device main body, 2 ... Operation position detection sensor, 3 ... Contact state detection sensor, 4 ... Installation stand, 10 ... Bus, 11 ... Control part, 12 ... Storage part, 13 ... Sound emission part, 14 ... Display part, DESCRIPTION OF SYMBOLS 15 ... Operation part, 16 ... Collision position detection part, 17 ... Interface, 21 ... Operation position detection part, 22 ... Detection part, 31 ... Contact state reception part, 32 ... Contact state detection part, 100 ... Virtual ball, 200 ... Goal keeper, 300 ... soccer goal, 1000 ... actual ball, 2000 ... hand.
以下、本発明の一実施形態について説明する。
Hereinafter, an embodiment of the present invention will be described.
<第1実施形態>
本発明の第1実施形態に係るゲーム装置は、サッカーゲームを行うことができる装置である。このゲームは、タッチパネルを有する表示画面にボールを衝突させ、衝突したところからゲーム画面内にボールを表示させることにより、ゲームを進行させるものである。この例においては、このサッカーゲームは、PK戦、フリーキックなどにおけるゴールへのシュートを実現するためのゲームである。まず、図1を用いて、そのゲームの概要を説明する。 First Embodiment
The game device according to the first embodiment of the present invention is a device capable of playing a soccer game. In this game, the game is advanced by causing a ball to collide with a display screen having a touch panel and displaying the ball in the game screen from the point of collision. In this example, this soccer game is a game for achieving a shot to a goal in a PK match, free kick, or the like. First, an outline of the game will be described with reference to FIG.
本発明の第1実施形態に係るゲーム装置は、サッカーゲームを行うことができる装置である。このゲームは、タッチパネルを有する表示画面にボールを衝突させ、衝突したところからゲーム画面内にボールを表示させることにより、ゲームを進行させるものである。この例においては、このサッカーゲームは、PK戦、フリーキックなどにおけるゴールへのシュートを実現するためのゲームである。まず、図1を用いて、そのゲームの概要を説明する。 First Embodiment
The game device according to the first embodiment of the present invention is a device capable of playing a soccer game. In this game, the game is advanced by causing a ball to collide with a display screen having a touch panel and displaying the ball in the game screen from the point of collision. In this example, this soccer game is a game for achieving a shot to a goal in a PK match, free kick, or the like. First, an outline of the game will be described with reference to FIG.
ゲームを開始すると、図1(a)に示すように、ゲーム装置本体1の表示部14の表示画面内にゴールキーパー200とサッカーゴール300が表示される。ゲーム装置の利用者は、利用者の手2000の近傍、この例においては手首にバンド状の被検出部22を装着する。そして、サッカーボールを模した小型の実体ボール1000を、手2000によって表示画面に向かって投げたり、弾いたりする操作を行う。
When the game is started, as shown in FIG. 1A, the goalkeeper 200 and the soccer goal 300 are displayed on the display screen of the display unit 14 of the game apparatus body 1. The user of the game apparatus wears a band-shaped detection target 22 in the vicinity of the user's hand 2000, in this example, the wrist. Then, the small real ball 1000 imitating a soccer ball is thrown by the hand 2000 toward the display screen or flipped.
図1(b)に示すように、投げられた実体ボール1000が表示画面に衝突すると、その衝突位置Pから表示画面内に仮想ボール100が表示され、後述するように計算される軌道で移動するとともに、ゴールキーパー200が仮想ボール100のサッカーゴール300内へのゴールを阻止すべく移動するようになっている。そして、ゴールキーパー200がゴールを阻止できず、仮想ボール100がサッカーゴール300内に入った場合には得点となり、ゴールキーパー200が仮想ボール100を捕ったり、サッカーゴール300外に弾いたりすれば得点とはならない。
As shown in FIG. 1 (b), when the thrown real ball 1000 collides with the display screen, the virtual ball 100 is displayed in the display screen from the collision position P, and moves along a trajectory calculated as described later At the same time, the goalkeeper 200 moves to block the goal of the virtual ball 100 into the soccer goal 300. Then, if the goal keeper 200 can not stop the goal and the virtual ball 100 enters the soccer goal 300, it is scored, and if the goal keeper 200 catches the virtual ball 100 or bounces outside the football goal 300, the score is scored. It does not become.
次に、第1実施形態に係るゲーム装置の構成について説明する。ゲーム装置は、図2に示すように、ゲーム装置本体1および操作位置検出センサ2を有する。ゲーム装置本体1は、制御部11、記憶部12、放音部13、表示部14、操作部15、衝突位置検出部16およびインターフェイス17を有し、例えば、ノート型のコンピュータである。また、操作位置検出センサ2は、操作位置検出部21および被検出部22を有する。
Next, the configuration of the game device according to the first embodiment will be described. As shown in FIG. 2, the game apparatus has a game apparatus body 1 and an operation position detection sensor 2. The game apparatus body 1 includes a control unit 11, a storage unit 12, a sound emitting unit 13, a display unit 14, an operation unit 15, a collision position detection unit 16, and an interface 17, and is, for example, a notebook computer. Further, the operation position detection sensor 2 includes an operation position detection unit 21 and a detection target unit 22.
制御部11は、CPU(Central Processing Unit)、ROM(Read Only Memory)、RAM(Random Access Memory)を有している。CPUは、ROMや記憶部12から制御プログラムをRAMに読み出して実行することにより、ゲーム装置本体1および操作位置検出センサ2の各部について、バス10を介して制御する。また、この制御プログラムの実行により、上述したようなサッカーゲームを所定のアルゴリズムに従ったストーリーで進行させる。この所定のアルゴリズムは、後述するような所定の条件を満たすことにより、そのストーリーの進行の態様を変化させるものとなっている。
The control unit 11 includes a central processing unit (CPU), a read only memory (ROM), and a random access memory (RAM). The CPU reads out the control program from the ROM or the storage unit 12 to the RAM and executes it to control each part of the game apparatus body 1 and the operation position detection sensor 2 via the bus 10. Also, by executing this control program, the above-described soccer game is progressed with a story in accordance with a predetermined algorithm. This predetermined algorithm changes the aspect of the progress of the story by satisfying a predetermined condition as described later.
ここで、所定のアルゴリズムに従ったストーリーの進行の態様の変化とは、例えば、ある時点において進行中のストーリー(ストーリーA)において、所定の条件を満たすことを契機として、ストーリーAから分岐する複数のストーリー(ストーリーB1、B2、・・・)のうち、予め設定された条件に応じて、いずれかのストーリーを進行すべきストーリーとしてストーリーAから変更するように行われることをいう。そして、ストーリーAから変更される進行すべきストーリーがいずれかによって、ストーリーの進行の態様が変化することになる。例えば、ストーリーAからストーリーB1に変更される場合と、ストーリーAからストーリーB2に変更される場合とは、ストーリーの進行が異なっているから、その進行の態様が変化していることになる。
Here, the change in the aspect of the progress of the story according to the predetermined algorithm means, for example, a plurality of branches from the story A in response to satisfying the predetermined condition in the ongoing story (story A) at a certain point in time Of the stories (Story B1, B2,...) Of any of the stories (Story B1, B2,...) Are changed from Story A as a story to be advanced. Then, depending on which one of the stories to be changed is changed from the story A, the aspect of the progress of the story is changed. For example, since the progress of the story is different between the case where the story A is changed to the story B1 and the case where the story A is changed to the story B2, the aspect of the progression is changed.
また、ストーリーの変更とは、所定のアルゴリズムに従って進行するストーリーの内容を示すパラメータが変更されることを示し、例えば、表示画面内の表示態様、放音態様などを制御するパラメータが変更されることを示す。例えば、ストーリーA、B1、B2、・・・は、それぞれ予め設定されたパラメータにより表示画面内の表示態様を制御するものであって、ストーリーを変更することによってパラメータの変更がなされることになる。後述するストーリーの内容については、この一例を示すものである。
Further, the change of the story indicates that the parameter indicating the content of the story progressing according to a predetermined algorithm is changed, for example, the parameter for controlling the display mode, the sound emission mode, etc. in the display screen is changed. Indicates For example, each of the stories A, B1, B2,... Controls the display mode in the display screen according to the parameters set in advance, and the parameters are changed by changing the stories. . About the content of the story mentioned later, this example is shown.
なお、所定のアルゴリズムを示すプログラムにおいては、例えば、ストーリーA、B1、B2、・・・のそれぞれが、サブルーチンプログラムとして記述されるようにしてもよい。この場合には、ストーリーの変更とは、例えば、ストーリーAのサブルーチンプログラムが実行されている状態から、変更される進行すべきストーリー(ストーリーB1、B2、・・・のいずれか)に対応するサブルーチンプログラムが呼び出されて実行され、実行されるサブルーチンプログラムがジャンプして変更されることをいう。
In the program indicating a predetermined algorithm, for example, each of the stories A, B1, B2,... May be described as a subroutine program. In this case, the change of the story is, for example, a subroutine corresponding to a story to be changed (one of the stories B1, B2,...) To be changed from the state where the subroutine program of the story A is being executed. The program is called and executed, and the subroutine program to be executed is jumped and changed.
記憶部12は、例えばハードディスクなどの大容量記憶手段であって、制御プログラムや各種データを記憶することができる。
The storage unit 12 is, for example, a large-capacity storage unit such as a hard disk, and can store a control program and various data.
放音部13は、スピーカユニットなどの放音手段を有し、制御部11の制御によって入力されるオーディオデータを放音する。ゲーム中においては、このオーディオデータは、所定のアルゴリズムに従って進行するストーリーに応じて放音すべき音のデータであって、楽音、擬音などを示すデータである。
The sound emitting unit 13 has a sound emitting means such as a speaker unit, and emits the audio data input under the control of the control unit 11. In the game, this audio data is data of a sound to be emitted according to a story proceeding according to a predetermined algorithm, and is data showing a musical tone, an imitation sound, and the like.
表示部14は、映像を表示画面に表示する液晶ディスプレイなどの表示デバイスであって、制御部11の制御によって入力される映像データに基づく表示を行う。ゲーム中においては、この映像データは、所定のアルゴリズムに従って進行するストーリーに応じて表示画面に表示すべき動画のデータとなっている。
The display unit 14 is a display device such as a liquid crystal display that displays a video on a display screen, and performs display based on video data input by control of the control unit 11. During the game, this video data is moving image data to be displayed on the display screen in accordance with the story progressing in accordance with a predetermined algorithm.
操作部15は、例えばキーボード、マウスなどの操作手段である。利用者が操作部15を操作するとその操作内容を表すデータが制御部11へ出力される。また、操作に応じて移動するポインタなどが表示部14の表示画面に表示される。
The operation unit 15 is, for example, operation means such as a keyboard and a mouse. When the user operates the operation unit 15, data representing the content of the operation is output to the control unit 11. In addition, a pointer or the like that moves according to the operation is displayed on the display screen of the display unit 14.
衝突位置検出部16は、表示部14の表示画面に設けられた抵抗膜方式のタッチパネルを有し、タッチパネルへの接触位置を示す座標データを制御部11に出力する。この例においては、例えば、利用者によって投げられた実体ボール1000がタッチパネルに接触すると、その座標を示す座標データが制御部11に出力されることになる。ここで、表示部14の表示画面における座標とタッチパネル上の座標とは、各座標同士が予め対応付けられ、この接触位置を示す座標は、表示画面への衝突位置Pとして検出することができる。この対応付けは、例えば、各座標が一対一で対応付けられていてもよいし、所定の変換式で対応付けられていてもよい。
The collision position detection unit 16 has a resistive film type touch panel provided on the display screen of the display unit 14, and outputs coordinate data indicating a touch position on the touch panel to the control unit 11. In this example, for example, when the real ball 1000 thrown by the user touches the touch panel, coordinate data indicating the coordinates is output to the control unit 11. Here, the coordinates on the display screen of the display unit 14 and the coordinates on the touch panel are associated with each other in advance, and the coordinates indicating the touch position can be detected as the collision position P on the display screen. For this association, for example, each coordinate may be associated one to one, or may be associated by a predetermined conversion formula.
なお、タッチパネルは、抵抗膜方式でなくてもよく、静電容量方式、光学方式、超音波方式など、他の検出方式であってもよい。また、これらのように、接触した1点を検出するアナログタイプのタッチパネルでなく、デジタルタイプのようなマトリックスで検出することにより、複数の点を検出するものであってもよい。
The touch panel does not have to be a resistive film type, and may be another detection type such as a capacitive type, an optical type, or an ultrasonic type. Also, as in these cases, a plurality of points may be detected by detecting with a matrix such as a digital type, instead of an analog type touch panel that detects one point of contact.
インターフェイス17は、外部機器と接続し、様々なデータの入出力をするための接続端子であって、例えばUSB(Universal Serial Bus)端子などである。この例においては、操作位置検出センサ2が接続される。なお、外部機器との接続は、接続端子による有線による接続に限らず、無線通信などにより接続するものであってもよい。また、ネットワークに接続された外部機器とネットワークを介した通信により接続してもよい。
The interface 17 is a connection terminal for connecting to an external device and inputting / outputting various data, and is, for example, a USB (Universal Serial Bus) terminal or the like. In this example, the operation position detection sensor 2 is connected. The connection with the external device is not limited to wired connection by the connection terminal, and may be connected by wireless communication or the like. Further, it may be connected to an external device connected to the network by communication via the network.
操作位置検出部21は、被検出部22の位置を検出して、検出した位置に応じた位置データを、インターフェイス17を介して制御部11に出力する。被検出部22は、利用者の手2000近傍の手首に装着されるバンド状のものであるから、検出される位置はゲーム中において実体ボール1000を投げる操作を行う操作位置S(図7(a)参照)に対応する。なお、被検出部22は、指輪などのリング状のものであってもよく、利用者の手2000近傍に位置するように装着できれば、どのようなものであってもよい。
The operation position detection unit 21 detects the position of the detection target 22, and outputs position data corresponding to the detected position to the control unit 11 via the interface 17. Since the detection target 22 is a band-like one attached to the wrist in the vicinity of the user's hand 2000, the position to be detected is the operation position S (FIG. 7 (a) Corresponding to). In addition, the to-be-detected part 22 may be ring-shaped things, such as a ring, and as long as it can be mounted | worn so that a user's hand 2000 may be located, it may be anything.
操作位置検出部21は、被検出部22の位置を検出するために、この例においては、操作位置検出部21からの被検出部22の方向と距離とについて、電磁波、音波などを用いた公知の方法(例えば、特開2002-357656号公報)で測定することによりその位置を検出する。したがって、被検出部22の位置は、操作位置検出部21の位置を基準として検出される。なお、被検出部22の位置を検出する方法は、この方法に限られず、3点測量法など公知の様々な方法を用いてもよい。
In order to detect the position of the detection target 22, the operation position detection unit 21 uses, in this example, a known electromagnetic wave, sound wave or the like for the direction and distance of the detection target 22 from the operation position detection unit 21. The position is detected by measurement according to the method (for example, JP-A-2002-357656). Therefore, the position of the detection target 22 is detected with the position of the operation position detection unit 21 as a reference. Note that the method of detecting the position of the detection target 22 is not limited to this method, and various known methods such as a three-point survey method may be used.
ここで、上述した座標データに係る衝突位置Pは、表示画面内の所定位置を基準とした座標で表される位置であるから、操作位置検出部21によって検出された操作位置Sとは基準となる位置が異なるため、衝突位置Pと操作位置Sとの位置関係を認識することができない。そのため、操作位置検出部21は、それぞれの位置関係を認識できるように、検出された操作位置Sについて、基準となる位置を合わせるための変換を行って位置データとして出力する。具体的には、操作位置検出部21の位置と衝突位置Pの基準となる表示画面内の所定位置との位置関係を予め設定しておき、設定された位置関係によって操作位置Sの基準位置を表示画面の所定位置に変換する。
Here, since the collision position P related to the coordinate data described above is a position represented by coordinates based on a predetermined position in the display screen, the operation position S detected by the operation position detection unit 21 is a reference The positional relationship between the collision position P and the operation position S can not be recognized. Therefore, the operation position detection unit 21 performs conversion for aligning the reference position with respect to the detected operation position S so as to recognize each positional relationship, and outputs it as position data. Specifically, the positional relationship between the position of the operation position detection unit 21 and a predetermined position in the display screen serving as the reference of the collision position P is set in advance, and the reference position of the operation position S is determined by the set positional relationship. Convert to a predetermined position on the display screen.
これにより、制御部11は、座標データと位置データとを取得すると、衝突位置Pと操作位置Sとの相対的な位置関係を認識することができる。なお、操作位置検出部21は、検出した操作位置Sをそのまま位置データとして出力し、制御部11において、基準となる位置を合わせるための変換を行って、衝突位置Pと操作位置Sとの位置関係を認識するものとしてもよい。以上が、第1実施形態に係るゲーム装置の構成についての説明である。
Thereby, the control part 11 can recognize the relative positional relationship of the collision position P and the operation position S, if coordinate data and position data are acquired. The operation position detection unit 21 outputs the detected operation position S as it is as position data, and the control unit 11 performs conversion for aligning the reference position, and the position between the collision position P and the operation position S. The relationship may be recognized. The above is the description of the configuration of the game device according to the first embodiment.
次に、第1実施形態に係るゲーム装置の動作について、図3を用いて説明する。このとき、利用者は図1における説明でも述べたように、手2000の近傍の手首にバンド状の被検出部22を装着している。まず、ゲームを開始すると、制御部11は、制御プログラムを実行して、所定のアルゴリズムに従ったストーリーで、図1(a)に示すように、表示部14の表示画面にゴールキーパー200およびサッカーゴール300などを動画として表示させる。このときゴールキーパー200や図示しない背景(例えば観客など)は動くようにしてもよい。このように表示される動画に係るストーリー(以下、ストーリAという)は、所定のアルゴリズムに従って進行する(ステップS110)。
Next, the operation of the game device according to the first embodiment will be described with reference to FIG. At this time, the user wears the band-shaped detection target 22 on the wrist in the vicinity of the hand 2000 as described in the description of FIG. First, when the game is started, the control unit 11 executes the control program, and a story according to a predetermined algorithm, as shown in FIG. The goal 300 and the like are displayed as a moving image. At this time, the goalkeeper 200 or a background (not shown) (for example, a spectator) may move. The story (hereinafter referred to as a story A) related to the moving image displayed in this manner proceeds in accordance with a predetermined algorithm (step S110).
この状態において、利用者は、実体ボール1000を表示画面へ向けて投げる操作をする。制御部11は、実体ボール1000について表示部14の表示画面への衝突があったかどうかを判定する(ステップS120)。これは、衝突位置検出部16からの座標データの出力の有無により判定される。座標データの出力が無い間は、表示画面への衝突が無い(ステップS120:No)として、ストーリーAの進行を続ける(ステップS110)。一方、座標データの出力を検出すると、表示画面への衝突があった(ステップS120:Yes)として、次のステップ(ステップS130以降)に進む。
In this state, the user operates to throw the real ball 1000 toward the display screen. The control unit 11 determines whether or not there is a collision with the display screen of the display unit 14 for the real ball 1000 (step S120). This is determined by the presence or absence of the output of the coordinate data from the collision position detection unit 16. While there is no output of coordinate data, it is determined that there is no collision with the display screen (step S120: No), and the progress of the story A is continued (step S110). On the other hand, when the output of the coordinate data is detected, it is determined that there is a collision with the display screen (step S120: Yes), and the process proceeds to the next step (step S130 and subsequent steps).
制御部11は、表示画面への衝突があったと判定すると、操作位置検出センサ2から出力される位置データを取得して、被検出部22の位置、すなわち操作位置Sを特定する(ステップS130)。ここで、制御部11は、表示画面への衝突があったと判定したときに、操作位置検出センサ2に対して位置データの出力を要求して、位置データを取得する。
When determining that there is a collision to the display screen, the control unit 11 acquires position data output from the operation position detection sensor 2 and identifies the position of the detection target 22, that is, the operation position S (step S130). . Here, when it is determined that there is a collision on the display screen, the control unit 11 requests the operation position detection sensor 2 to output position data, and acquires position data.
なお、操作位置検出センサ2から順次位置データが出力されている場合には、表示画面への衝突があったタイミング、すなわち衝突位置検出部16から座標データが出力されたタイミングにおいて操作位置検出センサ2から出力された位置データを取得してもよいし、実体ボール1000が操作されたタイミングは衝突があったタイミングより少し前であるとものとして、衝突があったタイミングから予め設定された所定時間前のタイミングにおいて操作位置検出センサ2から出力された位置データを取得してもよい。この場合は、その所定時間分の位置データを制御部11のRAMなどにバッファしておけばよい。
In addition, when position data are sequentially output from the operation position detection sensor 2, the operation position detection sensor 2 is performed at the timing when the collision to the display screen occurs, that is, the timing when the coordinate data is output from the collision position detection unit 16. The position data output from may be acquired, and it is assumed that the timing at which the real ball 1000 is operated is slightly before the timing at which the collision occurred, and a predetermined time set in advance from the timing at which the collision occurred. The position data output from the operation position detection sensor 2 may be acquired at the timing of (1). In this case, position data for the predetermined time may be buffered in the RAM of the control unit 11 or the like.
そして、制御部11は、出力された座標データから実体ボール1000の表示画面内における衝突位置Pを特定する(ステップS140)。この衝突位置Pの特定(ステップS140)と上述の操作位置Sの特定(ステップS130)については、順番が逆であってもよい。
Then, the control unit 11 specifies the collision position P in the display screen of the real ball 1000 from the output coordinate data (step S140). The order of the identification of the collision position P (step S140) and the identification of the operation position S described above (step S130) may be reversed.
制御部11は、操作位置Sと衝突位置Pとを特定すると、特定した操作位置Sと衝突位置Pとの位置関係に基づいて、表示画面衝突時における実体ボール1000の移動方向を算出する(ステップS150)。この移動方向は、この例においては、操作位置Sから衝突位置Pへ直線で結んだ方向として算出されるものとするが、操作位置Sと衝突位置Pとを用いて算出されるものであれば、どのような算出方法であってもよい。例えば、操作位置Sと衝突位置Pとを変数とする所定の曲線を示す関数を設定しておき、その関数を用いて演算された曲線が実体ボール1000の移動経路であるものとして、衝突位置Pにおける実体ボール1000の移動方向を算出すればよい。
When the control unit 11 specifies the operation position S and the collision position P, the control unit 11 calculates the moving direction of the real ball 1000 at the time of the display screen collision based on the positional relationship between the specified operation position S and the collision position P (step S150). In this example, this movement direction is calculated as a direction connecting the operation position S to the collision position P by a straight line, but if it is calculated using the operation position S and the collision position P Any calculation method may be used. For example, a function indicating a predetermined curve having the operation position S and the collision position P as variables is set in advance, and it is assumed that the curve calculated using the function is the movement path of the real ball 1000. It is sufficient to calculate the moving direction of the real ball 1000 in.
制御部11は、衝突位置Pに対応する表示画面内の位置に仮想ボール100を表示させ(ステップS160)、算出した移動方向に対応した軌道を計算して、その軌道で移動を開始させる。このとき、操作位置Sと衝突位置Pとの距離に応じて、仮想ボール100の移動速度を変化させてもよい。また、表示画面内のゴールキーパー200を移動させる方向(左、右、上、左上、右上、移動無など)を決定して移動を開始させる。ゴールキーパー200の移動については、例えばランダムに方向を決定して、ランダムに決定される移動速度で移動させてもよいし、予め設定された関数などにより決定してもよい。
The control unit 11 causes the virtual ball 100 to be displayed at a position in the display screen corresponding to the collision position P (step S160), calculates a trajectory corresponding to the calculated movement direction, and starts movement on the trajectory. At this time, the moving speed of the virtual ball 100 may be changed according to the distance between the operation position S and the collision position P. Also, the direction in which the goal keeper 200 in the display screen is moved (left, right, upper, upper left, upper right, no movement, etc.) is determined and movement is started. The movement of the goal keeper 200 may be determined at random, for example, at randomly determined moving speeds, or may be determined by a preset function or the like.
そして、制御部11は、仮想ボール100の軌道の計算結果が、所定の条件を満たすかを判定する(ステップS170)。この所定の条件とは、仮想ボール100が移動することによってサッカーゴール300内に到達すること、およびゴールキーパー200が移動することによって仮想ボール100に接触しないことであり、すなわちシュートが決まることが条件である。そして、制御部11は、所定の条件を満たすと判定する(ステップS170:Yes)と、表示画面内の仮想ボール100がサッカーゴール300内に移動する。これにより得点が入ることになり、所定のアルゴリズムに従って進行するストーリーAが、得点が入った場合に対応するストーリーB1に変更(ステップS181)され、例えば、ゴールキーパー200が落胆する動画を示す表示となって得点が加算される。
Then, the control unit 11 determines whether the calculation result of the trajectory of the virtual ball 100 satisfies a predetermined condition (step S170). The predetermined condition is to reach the soccer goal 300 by moving the virtual ball 100 and not to touch the virtual ball 100 by moving the goal keeper 200, that is, the condition that the chute is determined It is. Then, when the control unit 11 determines that the predetermined condition is satisfied (step S170: Yes), the virtual ball 100 in the display screen moves into the soccer goal 300. As a result, a score is entered, and the story A progressing according to a predetermined algorithm is changed to the story B1 corresponding to the point scored (step S181). For example, a display showing a moving image that the goalkeeper 200 is discouraged Score is added.
一方、制御部11は、所定の条件を満たさないと判定する(ステップS170:No)と、表示画面内の仮想ボール100がサッカーゴール300外に移動する。これにより得点が入らないことになり、所定のアルゴリズムに従って進行するストーリーAが、得点が入らなかった場合に対応するストーリーB2に変更(ステップS182)され、例えば、ゴールキーパー200が歓喜する動画を示す表示となって得点が加算されない。このように、所定の条件を満たすか否かが判定されることにより、ストーリーの進行の態様が変化する。すなわち、実体ボール1000が表示画面に衝突することを契機として、現在のストーリー(ストーリーA)から分岐する複数のストーリー(ストーリーB1、B2)のうち、予め設定された条件を満たすか否かに応じて、いずれかのストーリーを進行すべきストーリーとして現在のストーリーから変更することによって、ストーリーの進行の態様が変化する。以上が、第1実施形態に係るゲーム装置の動作についての説明である。
On the other hand, when the control unit 11 determines that the predetermined condition is not satisfied (step S170: No), the virtual ball 100 in the display screen moves out of the soccer goal 300. As a result, a score is not entered, and the story A progressing according to a predetermined algorithm is changed to the story B2 corresponding to a case where the score is not entered (step S182). It becomes indication and the score is not added. As described above, by determining whether or not a predetermined condition is satisfied, the mode of progress of the story changes. That is, according to whether the condition set in advance is met among a plurality of stories (Story B1 and B2) branched from the current story (Story A) when the actual ball 1000 collides with the display screen By changing any of the stories from the current story as a story to be advanced, the aspect of the progress of the story changes. The above is the description of the operation of the game device according to the first embodiment.
このように、本発明の第1実施形態に係るゲーム装置は、利用者が小型の実体ボール1000を投げて表示画面に衝突させることにより、表示画面内に仮想ボール100を表示させることができ、直感的な操作によりゲームを楽しむことができる。また、利用者がバンド状の被検出部22を手首に装着することにより、仮想ボール100を投げる操作の操作位置Sを認識することができ、操作位置を様々な方向、距離にすることができるだけでなく、これにより実体ボール1000の移動方向についても算出することもできるから、表示画面内の仮想ボール100が移動するときの軌道を、利用者の感覚と一致したものとすることができ、臨場感のあるものとすることができる。
As described above, in the game device according to the first embodiment of the present invention, the virtual ball 100 can be displayed on the display screen by causing the user to throw the small-sized actual ball 1000 and cause the object screen to collide with the display screen. You can enjoy the game by intuitive operation. In addition, the user can recognize the operation position S of the operation for throwing the virtual ball 100 by attaching the band-like detected portion 22 to the wrist, and the operation position can be set to various directions and distances. Since the movement direction of the real ball 1000 can also be calculated by this, it is possible to make the trajectory when the virtual ball 100 moves in the display screen coincide with the user's sense, It can be something with a sense.
<第2実施形態>
本発明の第2実施形態に係るゲーム装置は、第1実施形態に係るゲーム装置において、さらに実体ボール1000が所定部分に接触している状態か否かを検出する接触状態検出センサを有するものである。第2実施形態の構成におけるゲームの概要について、図4を用いて説明する。 Second Embodiment
A game apparatus according to a second embodiment of the present invention is the game apparatus according to the first embodiment, further including a contact state detection sensor for detecting whether or not thereal ball 1000 is in contact with a predetermined portion. is there. The outline of the game in the configuration of the second embodiment will be described with reference to FIG.
本発明の第2実施形態に係るゲーム装置は、第1実施形態に係るゲーム装置において、さらに実体ボール1000が所定部分に接触している状態か否かを検出する接触状態検出センサを有するものである。第2実施形態の構成におけるゲームの概要について、図4を用いて説明する。 Second Embodiment
A game apparatus according to a second embodiment of the present invention is the game apparatus according to the first embodiment, further including a contact state detection sensor for detecting whether or not the
ゲームを開始すると、図4(a)に示すように、表示部14の表示画面に実施形態と同様な表示がなされる。利用者は、まず、被検出部22および接触状態検出部32により構成される設置台4の接触状態検出部32の所定部分(この図においては、上面部分)に実体ボール1000を置く。そして、利用者は、この実体ボール1000を表示画面に向かって指で弾く操作を行う。
When the game is started, as shown in FIG. 4A, a display similar to that of the embodiment is displayed on the display screen of the display unit 14. First, the user places the real ball 1000 on a predetermined portion (in the figure, the upper surface portion) of the contact state detection unit 32 of the installation stand 4 configured by the detection target unit 22 and the contact state detection unit 32. Then, the user performs an operation to flip the entity ball 1000 toward the display screen with a finger.
図4(b)に示すように、弾かれた実体ボール1000が表示画面に衝突すると、その衝突位置Pから表示画面内に仮想ボール100が表示され、後述するように計算される軌道で移動するとともに、ゴールキーパー200が仮想ボール100のサッカーゴール300内へのゴールを阻止すべく移動するようになっている。そして、ゴールキーパー200がゴールを阻止できず、仮想ボール100がサッカーゴール300内に入った場合には得点となり、ゴールキーパー200が仮想ボール100を捕ったり、サッカーゴール300外に弾いたりすれば得点とはならない。
As shown in FIG. 4 (b), when a bouncing real ball 1000 collides with the display screen, the virtual ball 100 is displayed in the display screen from the collision position P, and moves along a trajectory calculated as described later At the same time, the goalkeeper 200 moves to block the goal of the virtual ball 100 into the soccer goal 300. Then, if the goal keeper 200 can not stop the goal and the virtual ball 100 enters the soccer goal 300, it is scored, and if the goal keeper 200 catches the virtual ball 100 or bounces outside the football goal 300, the score is scored. It does not become.
次に、第2実施形態に係るゲーム装置の構成について説明する。ゲーム装置は、図5に示すように、第1実施形態の構成に加えて、接触状態検出センサ3を有する。この接触状態検出センサ3は、接触状態受信部31および接触状態検出部32を有する。以下、接触状態検出センサ3の構成について説明する。
Next, the configuration of the game device according to the second embodiment will be described. As shown in FIG. 5, the game apparatus has a touch state detection sensor 3 in addition to the configuration of the first embodiment. The contact state detection sensor 3 has a contact state reception unit 31 and a contact state detection unit 32. Hereinafter, the configuration of the contact state detection sensor 3 will be described.
接触状態検出部32は、所定部分に実体ボール1000が接触している状態(以下、接触状態という)か否か(以下、非接触状態という)を検出して、その検出結果を示す接触データを接触状態受信部31に送信する。そして、接触状態受信部31は、接触状態検出部32から送信された接触データを受信して、接続されたインターフェイス17を介して制御部11に接触データを出力する。この接触状態検出部32における接触状態の検出は、所定部分に実体ボール1000が接触しているか否かを測定することによって直接的に検出してもよいし、光学的に非接触で測定するなど所定の部分に実体ボール1000が位置するかどうかを測定することにより、間接的に検出してもよい。
The contact state detection unit 32 detects whether or not the substance ball 1000 is in contact with a predetermined portion (hereinafter referred to as a contact state) (hereinafter referred to as a non-contact state), and indicates contact data indicating the detection result. It is transmitted to the touch state reception unit 31. Then, the touch state reception unit 31 receives the touch data transmitted from the touch state detection unit 32, and outputs the touch data to the control unit 11 through the connected interface 17. The detection of the contact state in the contact state detection unit 32 may be detected directly by measuring whether or not the substantial ball 1000 is in contact with a predetermined portion, or the measurement may be performed without light contact etc. It may be detected indirectly by measuring whether or not the entity ball 1000 is positioned at a predetermined portion.
また、図4に示すように、接触状態検出部32は、被検出部22とともに設置台4を構成している。このように、被検出部22は、実施形態におけるバンド状の構成とは異なっている。他の構成については、第1実施形態における構成と同様であるので、その説明を省略する。
Further, as shown in FIG. 4, the contact state detection unit 32 constitutes the installation stand 4 together with the detection unit 22. Thus, the to-be-detected part 22 differs from the band-like structure in embodiment. The other configuration is the same as the configuration in the first embodiment, and thus the description thereof will be omitted.
次に、第2実施形態に係るゲーム装置の動作について、図6を用いて説明する。このとき、実体ボール1000は、設置台4に置かれているものとする。まず、ゲームを開始すると、制御部11は、制御プログラムを実行して、ストーリーAに応じた動画を表示部14の表示画面に表示させる。そして、ストーリーAは、所定のアルゴリズムに従って進行する(ステップS210)。
Next, the operation of the game device according to the second embodiment will be described using FIG. At this time, the real ball 1000 is placed on the installation table 4. First, when the game is started, the control unit 11 executes a control program to display a moving image according to the story A on the display screen of the display unit 14. Then, the story A progresses according to a predetermined algorithm (step S210).
この状態において、利用者は実体ボール1000を表示画面に向けて弾く操作を行う。制御部11は、設置台4に実体ボール1000が接触しているか否かについて、接触状態検出センサ3からの接触データが接触状態を示すか被接触状態を示すかにより判定する(ステップS215)。接触データが接触状態を示す(ステップS215:Yes)間は、実体ボール1000が設置台4に置かれたままであるとして、ストーリーAの進行を続ける(ステップS210)。
In this state, the user performs an operation to flip the physical ball 1000 toward the display screen. The control unit 11 determines whether the physical ball 1000 is in contact with the installation stand 4 based on whether the contact data from the contact state detection sensor 3 indicates a contact state or a contact state (step S215). While the contact data indicates the contact state (step S215: Yes), the progress of the story A is continued on the assumption that the entity ball 1000 remains on the installation table 4 (step S210).
一方、接触データが非接触状態を示す(ステップS215:No)と、利用者の操作により実体ボール1000が弾かれて、設置台4から離れたものとして、制御部11は、接触状態から被接触状態へ変わったときのタイミングを操作タイミングとして特定し(ステップS216)、操作位置検出センサ2から出力される位置データを第1実施形態と同様の方法で取得して、操作位置Sを特定する(ステップS217)。なお、操作位置Sの特定については、予め行なっておいてもよい。
On the other hand, if the contact data indicates a non-contact state (step S215: No), the control unit 11 determines that the contact state has been changed from the contact state, assuming that the physical ball 1000 is flipped by the user's operation and separated from the installation stand 4 The timing when changing to the state is specified as the operation timing (step S216), the position data output from the operation position detection sensor 2 is acquired by the same method as the first embodiment, and the operation position S is specified ( Step S217). The specification of the operation position S may be performed in advance.
そして、制御部11は、実体ボール1000について表示部14の表示画面への衝突があったかどうかを第1実施形態と同様の方法で判定し(ステップS220)、表示画面への衝突が無いと判定(ステップS220:No)する間は、このステップS220における判定を繰り返す。表示画面への衝突があったと判定(ステップS220:Yes)すると、制御部11は、衝突位置検出部16によって出力された座標データから実体ボール1000の表示画面内における衝突位置P、および座標データが出力されたタイミングを衝突タイミングとして特定する(ステップS240)。
Then, the control unit 11 determines whether or not there is a collision with the display screen of the display unit 14 for the real ball 1000 by the same method as the first embodiment (step S220), and determines that there is no collision with the display screen ((S220) While the step S220: No) is performed, the determination in the step S220 is repeated. If it is determined that there is a collision to the display screen (step S220: Yes), the control unit 11 determines from the coordinate data output by the collision position detection unit 16 the collision position P in the display screen of the real ball 1000 and the coordinate data. The output timing is specified as a collision timing (step S240).
制御部は、操作位置S、操作タイミング、衝突位置Pおよび衝突タイミングを特定すると、操作タイミングから衝突タイミングまでの時間(以下、移動時間という)、および操作位置Sと衝突位置Pとの位置関係に基づいて、操作位置Sから衝突位置Pまでの実体ボール1000の移動経路を算出する(ステップS250)。ここで、第1実施形態においては、移動時間を取得していないため、操作位置Sから衝突位置Pまでの実体ボール1000の移動経路が概ね直線であるものとして、移動方向を算出していたが、第2実施形態においては、移動時間を取得していることから、移動経路を算出することができる。これについて、図7を用いて説明する。
When the control unit specifies the operation position S, the operation timing, the collision position P and the collision timing, the time from the operation timing to the collision timing (hereinafter referred to as moving time) and the positional relationship between the operation position S and the collision position P Based on the movement path of the real ball 1000 from the operation position S to the collision position P is calculated (step S250). Here, in the first embodiment, since the movement time is not acquired, the movement direction is calculated on the assumption that the movement path of the real ball 1000 from the operation position S to the collision position P is substantially a straight line. In the second embodiment, since the travel time is acquired, the travel route can be calculated. This will be described with reference to FIG.
図7は、表示画面を境界として利用者側の実空間と表示画面内の仮想空間とを示したものであり、制御部11によって算出される実体ボール1000の移動経路、および仮想空間内における仮想ボール100の移動方向を示したものである。図7(a)は、第1実施形態における算出方法を模式的に示したものであって、操作位置Sから衝突位置Pまでの実体ボール1000の移動経路が概ね直線であるものとして、仮想ボール100の移動方向が計算される。
FIG. 7 shows the real space on the user side and the virtual space in the display screen with the display screen as the boundary, and the moving path of the real ball 1000 calculated by the control unit 11 and the virtual space in the virtual space The moving direction of the ball 100 is shown. FIG. 7A schematically shows the calculation method in the first embodiment, and it is assumed that the movement path of the real ball 1000 from the operation position S to the collision position P is substantially a straight line. The movement direction of 100 is calculated.
一方、図7(b)、(c)は、第2実施形態における算出方法を模式的に示したものであって、図7(a)に示す場合と同様な操作位置Sと衝突位置Pとの位置関係であるが、移動時間の長さと重力加速度を算出方法に含めることにより、放物線上の移動経路を算出することができる。例えば、移動時間が短いときには、図7(b)に示すように低い移動経路となり、移動時間が長いときには、図7(c)に示すように高くまで上がった放物線上の移動経路として算出することができる。そして、仮想ボール100の移動方向は、その移動経路の延長線上の方向として計算すればよい。なお、このような算出方法によれば、実体ボール1000の移動速度についても算出可能であり、算出した移動速度に応じて仮想ボール100の速度を計算し、仮想ボール100を計算した速度で移動させてもよい。ここで、仮想空間内のゴールキーパー200、サッカーゴール300の位置は設定により任意に変更可能としてもよく、例えば奥行き方向(図7においては右方向)に対して設定が変更できるようにすればよい。
7B and 7C schematically show the calculation method in the second embodiment, and the operation position S and the collision position P are the same as in the case shown in FIG. 7A. The movement path on the parabola can be calculated by including the length of the movement time and the gravitational acceleration in the calculation method. For example, when the movement time is short, it is a low movement path as shown in FIG. 7 (b), and when the movement time is long, it is calculated as a movement path on a parabola which has risen high as shown in FIG. 7 (c). Can. Then, the movement direction of the virtual ball 100 may be calculated as the direction on the extension of the movement path. According to such a calculation method, it is possible to calculate the moving speed of the real ball 1000, calculate the speed of the virtual ball 100 according to the calculated moving speed, and move the virtual ball 100 at the calculated speed. May be Here, the positions of the goal keeper 200 and the soccer goal 300 in the virtual space may be arbitrarily changed by setting. For example, the setting may be changed in the depth direction (right direction in FIG. 7). .
制御部11は、衝突位置Pに対応する表示画面内の位置に仮想ボール100を表示させ(ステップS260)、算出した移動経路に対応した軌道を計算して、その軌道で移動を開始させる。以降のステップS270、S281、S282の処理については、第1実施形態におけるステップS170、S181、S182の処理と同様であるので、説明を省略する。以上が、第2実施形態に係るゲーム装置の動作についての説明である。
The control unit 11 causes the virtual ball 100 to be displayed at a position in the display screen corresponding to the collision position P (step S260), calculates a trajectory corresponding to the calculated movement route, and starts movement on the trajectory. The processes of subsequent steps S270, S281, and S282 are the same as the processes of steps S170, S181, and S182 in the first embodiment, and thus the description thereof will be omitted. The above is the description of the operation of the game device according to the second embodiment.
このように、本発明の第2実施形態に係るゲーム装置は、第1実施形態におけるゲーム装置に加えて接触状態検出センサ3を設けることにより、実体ボール1000の移動経路および移動速度を正確に算出することができるから、表示画面内の仮想ボール100が移動するときの軌道を、利用者の感覚とさらに一致したものとすることができ、より臨場感のあるものとすることができる。
As described above, the game apparatus according to the second embodiment of the present invention accurately calculates the movement path and movement speed of the real ball 1000 by providing the contact state detection sensor 3 in addition to the game apparatus in the first embodiment. Therefore, the trajectory of the virtual ball 100 in the display screen when moving can be made more consistent with the sense of the user, and can be more realistic.
以上、本発明の実施形態について説明したが、本発明は以下のように、さまざまな態様で実施可能である。
Although the embodiments of the present invention have been described above, the present invention can be implemented in various aspects as follows.
<変形例1>
上述した第2実施形態においては、制御部11は、操作タイミング、操作位置の特定は、設置台4から実体ボール1000が離れたことを接触データにより判定してから行っていたが、実体ボール1000の表示画面への衝突があってから行うようにしてもよい。この場合には、接触データが接触状態から非接触状態への変化があった最後のタイミングを示す時刻データ、およびそのタイミングに出力された位置データを記憶部12などに記憶しておき、表示画面への実体ボール1000の衝突があったときに、記憶部12から時刻データおよび位置データを読み出して、操作タイミング、操作位置の特定をすればよい。 <Modification 1>
In the second embodiment described above, thecontrol unit 11 determines the operation timing and the operation position after determining that the physical ball 1000 has been separated from the installation stand 4 based on the contact data. It may be performed after there is a collision on the display screen of. In this case, time data indicating the last timing when the contact data changed from the contact state to the non-contact state, and the position data output at that timing are stored in the storage unit 12 or the like, and the display screen is displayed. When there is a collision of the real ball 1000, time data and position data may be read out from the storage unit 12 to specify the operation timing and the operation position.
上述した第2実施形態においては、制御部11は、操作タイミング、操作位置の特定は、設置台4から実体ボール1000が離れたことを接触データにより判定してから行っていたが、実体ボール1000の表示画面への衝突があってから行うようにしてもよい。この場合には、接触データが接触状態から非接触状態への変化があった最後のタイミングを示す時刻データ、およびそのタイミングに出力された位置データを記憶部12などに記憶しておき、表示画面への実体ボール1000の衝突があったときに、記憶部12から時刻データおよび位置データを読み出して、操作タイミング、操作位置の特定をすればよい。 <
In the second embodiment described above, the
このような変形例1に係るゲーム装置の動作は図8に示すようなものとなる。ここで、ステップS310、S320は、第1実施形態におけるステップS110、S120と同様であるから、その説明を省略する。そして、上述したように、記憶部12から時刻データを読み出して操作タイミングを特定し(ステップS336)、記憶部12から位置データを読み出して操作位置を特定する(ステップS337)。なお、この順序は逆でもよい。そして、ステップS340以降については、それぞれ第2実施形態におけるステップS240以降と同様であるから、その説明を省略する。
The operation of the game apparatus according to the first modification is as shown in FIG. Here, steps S310 and S320 are the same as steps S110 and S120 in the first embodiment, and thus the description thereof is omitted. Then, as described above, the time data is read from the storage unit 12 to specify the operation timing (step S336), and the position data is read from the storage unit 12 to specify the operation position (step S337). Note that this order may be reversed. And since step S340 and subsequent steps are respectively the same as step S240 and subsequent steps in the second embodiment, the description thereof will be omitted.
このようにして、予め時刻データおよび位置データを記憶しておき、表示画面に実体ボール1000が衝突してから処理をすすめることにより、誤って設置台4から実体ボール1000が落ちてしまっても、処理が進むことなく、再度実体ボール1000を置いてから操作することができる。
In this manner, time data and position data are stored in advance, and the processing is performed after the substance ball 1000 collides with the display screen, so that even if the substance ball 1000 is accidentally dropped from the installation stand 4, It is possible to operate after placing the real ball 1000 again without progressing the processing.
<変形例2>
上述した第2実施形態においては、被検出部22および接触状態検出部32により設置台4が構成されていた。一方、第1実施形態のように、手2000で実体ボール1000を投げる操作を行うときは、設置台4ではなく、手2000に装着する手袋状のものとして、接触状態検出センサ3は、手2000に実体ボール1000が接触しているか否かを検出するようにし、操作位置検出センサ2は、手2000の位置を検出するようにすればよい。 <Modification 2>
In the second embodiment described above, theinstallation base 4 is configured of the detection target portion 22 and the contact state detection portion 32. On the other hand, as in the first embodiment, when performing an operation to throw the real ball 1000 with the hand 2000, the contact state detection sensor 3 is a glove like one to be attached to the hand 2000 instead of the installation stand 4. Whether or not the real ball 1000 is in contact with the object may be detected, and the operation position detection sensor 2 may detect the position of the hand 2000.
上述した第2実施形態においては、被検出部22および接触状態検出部32により設置台4が構成されていた。一方、第1実施形態のように、手2000で実体ボール1000を投げる操作を行うときは、設置台4ではなく、手2000に装着する手袋状のものとして、接触状態検出センサ3は、手2000に実体ボール1000が接触しているか否かを検出するようにし、操作位置検出センサ2は、手2000の位置を検出するようにすればよい。 <
In the second embodiment described above, the
<変形例3>
上述した第2実施形態においては、接触状態検出センサ3から出力される接触データにより操作タイミングを特定できるようになっていたが、接触データは別の態様で用いられてもよい。例えば、ストーリーAの進行を一旦停止させて中断した後、接触データが接触状態から非接触状態に変わったときに、その進行を再開させるようにしてもよい。この場合は、所定のタイミングになったらストーリーAが一旦停止し、動画が停止する。そして、実体ボール1000が弾かれると同時に、ストーリーAの進行が再開されるとともに、図6に示すステップS216に進むようにしてもよい。 <Modification 3>
In the second embodiment described above, the operation timing can be specified by the touch data output from the touchstate detection sensor 3, but the touch data may be used in another mode. For example, after the progress of the story A is temporarily stopped and interrupted, the progress may be resumed when the contact data changes from the contact state to the non-contact state. In this case, at a predetermined timing, the story A is temporarily stopped and the moving image is stopped. Then, at the same time as the actual ball 1000 is repelled, the progress of the story A may be resumed, and the process may proceed to step S216 shown in FIG.
上述した第2実施形態においては、接触状態検出センサ3から出力される接触データにより操作タイミングを特定できるようになっていたが、接触データは別の態様で用いられてもよい。例えば、ストーリーAの進行を一旦停止させて中断した後、接触データが接触状態から非接触状態に変わったときに、その進行を再開させるようにしてもよい。この場合は、所定のタイミングになったらストーリーAが一旦停止し、動画が停止する。そして、実体ボール1000が弾かれると同時に、ストーリーAの進行が再開されるとともに、図6に示すステップS216に進むようにしてもよい。 <
In the second embodiment described above, the operation timing can be specified by the touch data output from the touch
また、第1実施形態における動作に適用する場合には、図3に示すフローチャートの前に図9に示すような中断処理を入れるようにすればよい。このときには、接触状態検出センサ3の接触状態検出部32によって設置台4が構成され、被検出部4は、利用者の手首に装着されているものとする。
Further, in the case of applying to the operation in the first embodiment, interruption processing as shown in FIG. 9 may be inserted before the flowchart shown in FIG. 3. At this time, the installation stand 4 is configured by the contact state detection unit 32 of the contact state detection sensor 3, and the detection unit 4 is mounted on the wrist of the user.
上記中断処理について説明する。まず、制御部11は、ストーリーAを進行させ(ステップS401)、所定のアルゴリズムにより予め設定された停止タイミングに達したかどうかを判定し(ステップS402)、停止タイミングに達しなければ(ステップS402:No)、ストーリーAの進行を続けた状態で判定を続ける(ステップS402)。そして、制御部11は、停止タイミングに達すると(ステップS402:Yes)、ストーリーAを一旦停止する(ステップS403)。なお、ストーリーAを一旦停止する処理は、表示画面に表示される動画を静止画として停止させる処理であってもよいし、所定の表示内容を繰り返し表示することにより動画を表示させつつもストーリーAが進行しない状態であってもよい。
The above interruption process will be described. First, the control unit 11 advances the story A (step S401), determines whether or not the stop timing preset by the predetermined algorithm has been reached (step S402), and if it does not reach the stop timing (step S402: No) The determination is continued in a state in which the progress of the story A is continued (step S402). Then, when the stop timing is reached (step S402: Yes), the control unit 11 temporarily stops the story A (step S403). The process of temporarily stopping the story A may be a process of stopping the moving image displayed on the display screen as a still image, or the process of displaying the moving image by repeatedly displaying the predetermined display content. May not progress.
次に、制御部11は、接触状態検出部32への実体ボール1000の接触状態を判定し(ステップS404)、非接触状態であると判定(ステップS404:No)している間は、ステップS404における判定を続ける。一方、制御部11は、接触状態であると判定(ステップS404:Yes)すると、次のステップにおいて再び接触状態について判定する(ステップS405)。このステップにおいては、接触状態であると判定(ステップS405:Yes)いる間は、ステップS405における判定を続け、非接触状態であると判定する(ステップS405:No)と、ストーリーAを再開する(ステップS406)。
Next, the control unit 11 determines the contact state of the physical ball 1000 to the contact state detection unit 32 (step S404), and while determining that the contact state detection unit 32 is in the non-contact state (step S404: No), step S404. Continue the judgment in. On the other hand, when it is determined that the control unit 11 is in the contact state (step S404: Yes), the control unit 11 determines the contact state again in the next step (step S405). In this step, while it is determined that it is in the contact state (step S405: Yes), the determination in step S405 is continued, and it is determined that it is in the non-contact state (step S405: No). Step S406).
すなわち、制御部11はストーリーAを一旦停止させて中断すると、設置台4に実体ボール1000が置かれて、その後に離す動作を行うことにより、中断したストーリーAを再開する。なお、ストーリーAを停止させるタイミングは、上述のように予め所定のアルゴリズムとして設定されていてもよいし、接触データが非接触状態から接触状態に変化したときに停止させるようにしてもよい。
That is, when the story A is temporarily stopped and interrupted, the control unit 11 places the real ball 1000 on the installation table 4 and then resumes the interrupted story A by performing an operation of releasing it. The timing for stopping the story A may be set in advance as a predetermined algorithm as described above, or may be stopped when the contact data changes from the non-contact state to the contact state.
ここで、図9については、第1実施形態における動作に適用した場合について説明したが、第2実施形態における動作について適用することもできる。この場合には、2種類の接触状態検出センサ3を設けて、一方を本変形例で述べたようなストーリーAの再開用に用い、他方を第2実施形態で述べたような操作タイミングの特定に用いるようにすればよい。
Here, although the case where it applied to the operation | movement in 1st Embodiment was demonstrated about FIG. 9, it is also applicable to the operation | movement in 2nd Embodiment. In this case, two types of contact state detection sensors 3 are provided, one of which is used for resuming the story A as described in the present modification, and the other is specification of the operation timing as described in the second embodiment. It should be used for
このようにストーリーの中断、再開をすることにより、例えば、アメリカンフットボールにおけるパスプレーを再現したゲームを行うことができる。例えば、ストーリーAの進行が中断したタイミングにおいて、表示画面内にオフェンス、ディフェンスが構えた表示がなされている。そして、設置台4に置かれた実体ボール1000を設置台4から離すと、ストーリーAが再開されオフェンス、ディフェンスが移動を開始し、利用者は、実体ボール1000を表示画面に向けて投げる操作を行うことにより、移動する味方のレシーバーに仮想ボール100が到達すれば、パス成功とするストーリーB1に変更され、到達しなければパス失敗とするストーリーB2に変更される。
By interrupting and resuming a story in this manner, for example, it is possible to play a game that reproduces the pass play in American football. For example, at the timing when the progress of the story A is interrupted, a display in which an offense and a defense are held is displayed in the display screen. Then, when the real ball 1000 placed on the setting stand 4 is released from the setting stand 4, the story A is resumed, the offense, the defense start moving, and the user throws the real ball 1000 toward the display screen. By doing this, if the virtual ball 100 reaches the moving receiver of the friend, it is changed to a story B1 to be a pass success, and it is changed to a story B2 to be a pass failure if it does not reach.
<変形例4>
上述した第1、第2実施形態において、操作位置検出センサ2により出力される位置データは、距離と方向により操作位置を特定するものであったが、単に距離だけを特定するものとしてもよい。この場合には、仮想ボール100の軌道については予め設定されたものとし、位置データによって示される距離に応じて、ストーリーが変更され、例えば得点が変わるようにすればよい。このようにすれば、例えば、バスケットボールにおける2ポイントシュート、3ポイントシュートなどを再現したゲームを行うことができる。また、実施形態のようなサッカーゲームにおいて、距離が近すぎる場合には、反則であるものとして、得点が入らないようなストーリーに変更されるようにしてもよい。 <Modification 4>
In the first and second embodiments described above, the position data output by the operationposition detection sensor 2 specifies the operation position by the distance and the direction, but it is also possible to specify only the distance. In this case, the trajectory of the virtual ball 100 is set in advance, and the story may be changed according to the distance indicated by the position data, for example, the score may be changed. In this way, for example, it is possible to play a game that reproduces two-point shoot, three-point shoot and the like in basketball. Further, in the soccer game as in the embodiment, if the distance is too close, it may be changed to a story in which a score is not entered as a foul.
上述した第1、第2実施形態において、操作位置検出センサ2により出力される位置データは、距離と方向により操作位置を特定するものであったが、単に距離だけを特定するものとしてもよい。この場合には、仮想ボール100の軌道については予め設定されたものとし、位置データによって示される距離に応じて、ストーリーが変更され、例えば得点が変わるようにすればよい。このようにすれば、例えば、バスケットボールにおける2ポイントシュート、3ポイントシュートなどを再現したゲームを行うことができる。また、実施形態のようなサッカーゲームにおいて、距離が近すぎる場合には、反則であるものとして、得点が入らないようなストーリーに変更されるようにしてもよい。 <
In the first and second embodiments described above, the position data output by the operation
<変形例5>
上述した第1、2実施形態においては、サッカーゲームを前提として説明したため、利用者によって操作されるものは、実体ボール1000であったが、ゲームの種類によっては、ボールでなくてもよい。例えば、ダーツなどにおいては、矢を模したものを用いればよく、利用者の操作によって空間を移動する移動体であれば、どのようなものを用いてもよい。また、仮想ボール100のように表示画面内に表示される物体は、ゲームの種類によって変更すればよく、移動体に対応した物体としておけばよい。 <Modification 5>
In the first and second embodiments described above, since the soccer game was described as a premise, thereal ball 1000 was operated by the user. However, depending on the type of game, it may not be the ball. For example, in the case of a dart or the like, an imitation of an arrow may be used, and any moving body that moves in space by the operation of the user may be used. Further, the object displayed on the display screen as in the virtual ball 100 may be changed depending on the type of the game, and may be an object corresponding to the moving object.
上述した第1、2実施形態においては、サッカーゲームを前提として説明したため、利用者によって操作されるものは、実体ボール1000であったが、ゲームの種類によっては、ボールでなくてもよい。例えば、ダーツなどにおいては、矢を模したものを用いればよく、利用者の操作によって空間を移動する移動体であれば、どのようなものを用いてもよい。また、仮想ボール100のように表示画面内に表示される物体は、ゲームの種類によって変更すればよく、移動体に対応した物体としておけばよい。 <Modification 5>
In the first and second embodiments described above, since the soccer game was described as a premise, the
<変形例6>
上述した第1、第2実施形態においては、表示画面への衝突位置Pの検出は、タッチパネルを用いて直接的に衝突位置Pを検出していたが、間接的な検出であってもよい。例えば、実体ボール1000をCCDカメラなどにより撮影し、撮影によって得られる撮影データから画像解析により実体ボール1000の移動経路を算出して表示画面への衝突位置Pを検出してもよい。また、実体ボール1000の通過座標を検出する複数の通過センサを設けて、その通過座標から実体ボール1000の移動経路を算出して表示画面への衝突位置Pを検出してもよい。そして、衝突位置Pに応じた座標データが出力されるようにすればよい。すなわち、表示画面への衝突位置Pを検出する態様であればどのような方法で検出してもよい。 <Modification 6>
In the first and second embodiments described above, the detection of the collision position P on the display screen is performed by directly detecting the collision position P using a touch panel, but may be indirect detection. For example, thephysical ball 1000 may be photographed by a CCD camera or the like, and the movement path of the substance ball 1000 may be calculated by image analysis from photographed data obtained by photographing to detect the collision position P on the display screen. Alternatively, a plurality of passage sensors for detecting passage coordinates of the real ball 1000 may be provided, and a movement path of the real ball 1000 may be calculated from the passage coordinates to detect the collision position P on the display screen. Then, coordinate data corresponding to the collision position P may be output. That is, as long as the collision position P on the display screen is detected, it may be detected by any method.
上述した第1、第2実施形態においては、表示画面への衝突位置Pの検出は、タッチパネルを用いて直接的に衝突位置Pを検出していたが、間接的な検出であってもよい。例えば、実体ボール1000をCCDカメラなどにより撮影し、撮影によって得られる撮影データから画像解析により実体ボール1000の移動経路を算出して表示画面への衝突位置Pを検出してもよい。また、実体ボール1000の通過座標を検出する複数の通過センサを設けて、その通過座標から実体ボール1000の移動経路を算出して表示画面への衝突位置Pを検出してもよい。そして、衝突位置Pに応じた座標データが出力されるようにすればよい。すなわち、表示画面への衝突位置Pを検出する態様であればどのような方法で検出してもよい。 <Modification 6>
In the first and second embodiments described above, the detection of the collision position P on the display screen is performed by directly detecting the collision position P using a touch panel, but may be indirect detection. For example, the
<変形例7>
上述した第1、第2実施形態において、利用者は操作部15を操作して、仮想ボール100の軌道を補正させる指示を出せるようにしてもよい。補正させる指示の一例としては、仮想ボール100にカーブ、シュートなどの変化を与えるものとすればよい。そして、制御部11は、仮想ボール100を移動させる軌道については、この指示を含めて計算するようにすればよい。 <Modification 7>
In the first and second embodiments described above, the user may operate theoperation unit 15 to issue an instruction to correct the trajectory of the virtual ball 100. As an example of the instruction to correct, the virtual ball 100 may be given a change such as a curve or a shot. Then, the control unit 11 may calculate the trajectory of moving the virtual ball 100 including this instruction.
上述した第1、第2実施形態において、利用者は操作部15を操作して、仮想ボール100の軌道を補正させる指示を出せるようにしてもよい。補正させる指示の一例としては、仮想ボール100にカーブ、シュートなどの変化を与えるものとすればよい。そして、制御部11は、仮想ボール100を移動させる軌道については、この指示を含めて計算するようにすればよい。 <Modification 7>
In the first and second embodiments described above, the user may operate the
<変形例8>
上述した第2実施形態において、接触状態検出部32における接触状態を検出する所定部分の構造が異なるものを複数用意して、ゲームによって使い分けるようにしてもよい。例えば、ゴルフゲームに用いる場合には、所定部分をフェアウエイ、ラフ、バンカーなどを再現した構造とし、ゲームの状況(ストーリーの進行状況)に応じて使い分ければよい。このとき、それぞれの構造毎に対応する構造IDを接触状態検出部32に記憶させておき、接触状態受信部31においては、ゲームの状況により使用可能な構造IDを有する接触状態検出部32から接触データ以外の受信は無効であるものとすればよい。例えば、ゴルフボールがラフに存在するようなゲームの状況においては、ラフの構造IDをもつ接触状態検出部32から受信した接触データだけを有効とし、他の構造IDをもつ接触状態検出部32からの接触データを受信したとしても無効であるものとすればよい。このようにすれば、利用者は、より臨場感のあるゲームを楽しむことができる。 <Modification 8>
In the second embodiment described above, a plurality of units having different structures of predetermined portions for detecting the touch state in the touchstate detection unit 32 may be prepared and used depending on the game. For example, in the case of using for a golf game, a predetermined part may be configured to reproduce a fairway, a rough, a bunker, or the like, and may be used properly according to the situation of the game (progress of the story). At this time, a structure ID corresponding to each structure is stored in the contact state detection unit 32, and in the contact state reception unit 31, the contact state detection unit 32 having a structure ID that can be used according to the game situation contacts Reception of data other than data may be invalid. For example, in a game situation in which a golf ball is present in a rough state, only the touch data received from the touch state detection unit 32 having the rough structure ID is validated, and the contact state detection unit 32 having another structure ID Even if the contact data of is received, it may be invalid. In this way, the user can enjoy a more realistic game.
上述した第2実施形態において、接触状態検出部32における接触状態を検出する所定部分の構造が異なるものを複数用意して、ゲームによって使い分けるようにしてもよい。例えば、ゴルフゲームに用いる場合には、所定部分をフェアウエイ、ラフ、バンカーなどを再現した構造とし、ゲームの状況(ストーリーの進行状況)に応じて使い分ければよい。このとき、それぞれの構造毎に対応する構造IDを接触状態検出部32に記憶させておき、接触状態受信部31においては、ゲームの状況により使用可能な構造IDを有する接触状態検出部32から接触データ以外の受信は無効であるものとすればよい。例えば、ゴルフボールがラフに存在するようなゲームの状況においては、ラフの構造IDをもつ接触状態検出部32から受信した接触データだけを有効とし、他の構造IDをもつ接触状態検出部32からの接触データを受信したとしても無効であるものとすればよい。このようにすれば、利用者は、より臨場感のあるゲームを楽しむことができる。 <Modification 8>
In the second embodiment described above, a plurality of units having different structures of predetermined portions for detecting the touch state in the touch
<変形例9>
上述した第1、第2実施形態において、操作位置検出センサ2は、操作位置の検出に用いられていたが、被検出部22の位置の時間変化から移動速度を検出して、検出した移動速度に応じて、仮想ボール100の移動速度を補正するようにしてもよい。 <Modification 9>
In the first and second embodiments described above, the operationposition detection sensor 2 is used to detect the operation position, but the movement speed is detected by detecting the movement speed from the time change of the position of the detection target 22 According to the above, the moving speed of the virtual ball 100 may be corrected.
上述した第1、第2実施形態において、操作位置検出センサ2は、操作位置の検出に用いられていたが、被検出部22の位置の時間変化から移動速度を検出して、検出した移動速度に応じて、仮想ボール100の移動速度を補正するようにしてもよい。 <Modification 9>
In the first and second embodiments described above, the operation
<変形例10>
上述した第1、第2実施形態において、衝突位置検出部16におけるタッチパネルの構成により、衝突時の圧力についても検出できるものとすれば、その圧力を示す圧力データを制御部11に出力し、圧力データが示す圧力に応じて、仮想ボール100の移動速度を補正するようにしてもよい。 <Modification 10>
In the first and second embodiments described above, if the pressure at the time of a collision can also be detected by the configuration of the touch panel in the collisionposition detection unit 16, pressure data indicating the pressure is output to the control unit 11, The moving speed of the virtual ball 100 may be corrected according to the pressure indicated by the data.
上述した第1、第2実施形態において、衝突位置検出部16におけるタッチパネルの構成により、衝突時の圧力についても検出できるものとすれば、その圧力を示す圧力データを制御部11に出力し、圧力データが示す圧力に応じて、仮想ボール100の移動速度を補正するようにしてもよい。 <
In the first and second embodiments described above, if the pressure at the time of a collision can also be detected by the configuration of the touch panel in the collision
<変形例11>
上述した第1、第2実施形態においては、衝突位置検出部16は、ゲーム装置本体1の構成に含まれていたが、操作位置検出センサ2、接触状態検出センサ3と同様に、インターフェイス17と接続される外付けの衝突位置検出センサとしてもよい。この場合には、衝突位置検出センサは、検出した衝突位置Pに対応する座標データについてインターフェイス17を介して制御部11に出力する衝突位置検出部と表示部14の表示画面の前面に設けるタッチパネルとを有するようにすればよい。 <Modification 11>
In the first and second embodiments described above, the collisionposition detection unit 16 is included in the configuration of the game apparatus body 1, but like the operation position detection sensor 2 and the touch state detection sensor 3, An external collision position detection sensor may be connected. In this case, the collision position detection sensor outputs the coordinate data corresponding to the detected collision position P to the control unit 11 via the interface 17 and the touch panel provided on the front of the display screen of the display unit 14 It is sufficient to have
上述した第1、第2実施形態においては、衝突位置検出部16は、ゲーム装置本体1の構成に含まれていたが、操作位置検出センサ2、接触状態検出センサ3と同様に、インターフェイス17と接続される外付けの衝突位置検出センサとしてもよい。この場合には、衝突位置検出センサは、検出した衝突位置Pに対応する座標データについてインターフェイス17を介して制御部11に出力する衝突位置検出部と表示部14の表示画面の前面に設けるタッチパネルとを有するようにすればよい。 <
In the first and second embodiments described above, the collision
ここで、タッチパネルにおける衝突位置Pを示す座標と、表示画面内の座標とを対応付けておく必要があるから、双方の座標関係を対応付ける処理を行う対応付け手段についても衝突位置検出センサに設ければよい。このような対応付けの処理の一例としては、以下のような処理がある。すなわち、表示画面内に対応付けのための表示として、所定の座標に点など図形を表示する。そして、表示画面の前面に設置したタッチパネルを通して、利用者がその図形に接触することで衝突位置Pとしての座標データを取得する。これを複数座標について行うことで、タッチパネルの座標と表示画面内の座標とを対応させることができる。以後、衝突位置検出センサは、その対応に応じて衝突位置Pの座標を表示画面内の座標に変換した座標を示す座標データを出力するようにすればよい。
Here, since it is necessary to associate the coordinates indicating the collision position P on the touch panel with the coordinates in the display screen, the collision position detection sensor is also provided with a correlating means for performing processing of correlating both coordinate relationships. Just do it. An example of such association processing is the following. That is, a figure such as a point is displayed at a predetermined coordinate as a display for association in the display screen. Then, the user touches the figure through the touch panel installed on the front of the display screen to acquire coordinate data as the collision position P. By performing this for a plurality of coordinates, the coordinates of the touch panel can be made to correspond to the coordinates in the display screen. Thereafter, the collision position detection sensor may output coordinate data indicating coordinates obtained by converting the coordinates of the collision position P into coordinates on the display screen according to the correspondence.
このようにすれば、一般的なコンピュータに、衝突位置検出センサ、操作位置検出センサ2および接触状態検出センサ3を接続し、制御プログラムを記憶部12に記憶させることにより、本発明のゲーム装置として構成することができる。
In this way, the collision position detection sensor, the operation position detection sensor 2 and the contact state detection sensor 3 are connected to a general computer, and the control program is stored in the storage unit 12 to obtain the game device of the present invention. It can be configured.
<変形例12>
上述した第1、第2実施形態においては、ゲーム装置単独でゲームを楽しむ構成について説明したが、ネットワークによって通信することにより複数のゲーム装置を用いてゲームが楽しめるようにしてもよい。この場合は、複数のゲーム装置の各々がインターフェイス17などによりネットワークに接続して、相互に通信するようにすればよい。 <Modification 12>
In the first and second embodiments described above, the configuration in which the game apparatus alone enjoys the game has been described, but the game may be enjoyed using a plurality of game apparatuses by communicating through a network. In this case, each of the plurality of game devices may be connected to the network by theinterface 17 or the like to communicate with each other.
上述した第1、第2実施形態においては、ゲーム装置単独でゲームを楽しむ構成について説明したが、ネットワークによって通信することにより複数のゲーム装置を用いてゲームが楽しめるようにしてもよい。この場合は、複数のゲーム装置の各々がインターフェイス17などによりネットワークに接続して、相互に通信するようにすればよい。 <
In the first and second embodiments described above, the configuration in which the game apparatus alone enjoys the game has been described, but the game may be enjoyed using a plurality of game apparatuses by communicating through a network. In this case, each of the plurality of game devices may be connected to the network by the
このように、複数のゲーム装置を用いることで、ネットワークを介してスポーツゲームの対戦を行うことができる。例えば、実施形態に示すようなサッカーゲームにおいて、交互にシュートを行うことによって得点を競う対戦がある。このとき、シュート操作をしているゲーム装置(以下、ゲーム装置Aという)側に表示される表示内容が、他方のゲーム装置(以下、ゲーム装置Bという)に表示されるようにしてもよい。
As described above, by using a plurality of game devices, it is possible to play sports games via the network. For example, in a soccer game as shown in the embodiment, there is a battle in which scores are competed by alternately shooting. At this time, the display content displayed on the side of the game apparatus performing the shooting operation (hereinafter referred to as game apparatus A) may be displayed on the other game apparatus (hereinafter referred to as game apparatus B).
なお、ゲーム装置A、Bは、全く同一の表示内容としなくても良く、例えば、ゲーム装置Bの表示内容は、ゴールキーパー200の視線方向(サッカーゴール300の裏側から操作位置Sを見た方向)を再現したものとしてもよい。ここで、ゲーム装置Aにおいて、実体ボール1000が操作されてから、表示画面に衝突するまでは、その移動経路が計算されないから、移動経路確定後からゲーム装置Bに表示をさせるようにすれば、実体ボール1000の移動経路についても仮想ボール100により再現することができ、シュートされたときの状態から表示をすることができる。
The game devices A and B do not have to have exactly the same display content. For example, the display content of the game device B is the direction of the line of sight of the goalkeeper 200 (the direction when the operating position S is viewed from the back of the soccer goal 300) ) May be reproduced. Here, in the game device A, the movement path is not calculated until the vehicle collides with the display screen after the actual ball 1000 is operated, so if displaying the game device B after the movement path is determined, The movement path of the real ball 1000 can also be reproduced by the virtual ball 100, and can be displayed from the state when shot.
また、このとき、ゲーム装置Bにおいて、ゴールキーパー200を操作できるようにしてもよい。この場合は、ゲーム装置Aにおける表示は、実体ボール1000が表示画面に衝突した後、仮想ボール100の移動を停止し、ゲーム装置Bにおいてのみ仮想ボール100の移動を行う。そして、ゲーム装置Bにおいてゴールキーパー200の操作を行った後に、ゲーム装置Aにおいて、仮想ボール100の移動とともに、ゲーム装置Bにおいて操作されたゴールキーパー200の移動をさせるようにすればよい。
Further, at this time, in the game device B, the goalkeeper 200 may be operated. In this case, the display on the game device A stops the movement of the virtual ball 100 after the actual ball 1000 collides with the display screen, and the movement of the virtual ball 100 is performed only on the game device B. Then, after operating the goal keeper 200 in the game apparatus B, the game apparatus A may move the goal keeper 200 operated in the game apparatus B together with the movement of the virtual ball 100.
このとき、ゲーム装置Bにおけるゴールキーパー200の移動を含めた上で、結果として、仮想ボール100がサッカーゴール300内に入るか否かにより、ストーリーAからストーリーB1、B2のいずれかに変更するようにして、ストーリーの進行の態様が変化するようにすればよい。このように、ゲーム装置は、ネットワークを介して、複数の利用者により同時にゲームを楽しむこともできる。
At this time, the movement of the goal keeper 200 in the game apparatus B is included, and as a result, the story A is changed to either of the stories B1 and B2 depending on whether or not the virtual ball 100 enters the soccer goal 300. And the aspect of the progress of the story may be changed. Thus, the game device can also enjoy the game by a plurality of users simultaneously via the network.
<変形例13>
上述した実施形態における制御部11によって実行される制御プログラムは、磁気記録媒体、光記録媒体、光磁気記録媒体、半導体メモリなどのコンピュータ読取り可能な記録媒体に記憶した状態で提供してもよい。また、インターネットのようなネットワーク経由でダウンロードさせることも可能である。 <Modification 13>
The control program executed by thecontrol unit 11 in the embodiment described above may be provided in a state of being stored in a computer readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. It is also possible to download via a network such as the Internet.
上述した実施形態における制御部11によって実行される制御プログラムは、磁気記録媒体、光記録媒体、光磁気記録媒体、半導体メモリなどのコンピュータ読取り可能な記録媒体に記憶した状態で提供してもよい。また、インターネットのようなネットワーク経由でダウンロードさせることも可能である。 <
The control program executed by the
Claims (7)
- 操作者の操作によって空間を移動する移動体と、
所定の表示画面への前記移動体の衝突位置を検出して、検出した衝突位置に応じた座標データを出力する衝突位置検出センサと、
前記操作者による前記移動体の操作位置を検出して、検出した操作位置に応じた位置データを出力する操作位置検出センサと、
前記表示画面に所定のアルゴリズムに従って進行するストーリーに応じた動画を表示させる表示制御手段と
を具備し、
前記所定のアルゴリズムは、前記衝突位置検出センサから出力される座標データおよび前記操作位置検出センサから出力される位置データに応じて、前記ストーリーの進行の態様を変化させるものである
ことを特徴とするゲーム装置。 A mobile that moves in space by the operation of the operator,
A collision position detection sensor that detects a collision position of the moving object on a predetermined display screen and outputs coordinate data according to the detected collision position;
An operation position detection sensor that detects an operation position of the moving body by the operator and outputs position data according to the detected operation position;
Display control means for displaying on the display screen a moving image according to a story progressing according to a predetermined algorithm;
The predetermined algorithm is characterized in that a mode of progress of the story is changed according to coordinate data output from the collision position detection sensor and position data output from the operation position detection sensor. Game device. - 前記表示制御手段は、前記衝突位置検出センサから出力される座標データに対応する前記表示画面の位置から、前記操作位置検出センサから出力される位置データおよび当該座標データに応じた軌道で移動するように所定の物体を表示させ、
前記所定のアルゴリズムは、前記所定の物体の軌道に応じて、前記ストーリーの進行の態様を変化させるものである
ことを特徴とする請求項1に記載のゲーム装置。 The display control means moves from the position of the display screen corresponding to the coordinate data output from the collision position detection sensor, along a trajectory according to the position data output from the operation position detection sensor and the coordinate data Display a predetermined object on the
The game apparatus according to claim 1, wherein the predetermined algorithm is configured to change an aspect of the progress of the story according to a trajectory of the predetermined object. - 前記移動体が所定部分に接触している状態か否かを検出する接触状態検出センサと、
前記接触状態検出センサによる検出結果が前記所定部分に接触している状態から接触していない状態に変化したタイミングから前記衝突位置検出センサから座標データが出力されたタイミングまでの時間、および前記操作位置検出センサによって検出された操作位置と前記衝突位置検出センサによって検出された衝突位置との位置関係に基づいて、当該操作位置から当該衝突位置までの前記移動体の移動経路を算出する移動経路算出手段と
をさらに具備し、
前記表示制御手段は、前記移動経路算出手段によって算出された移動経路に応じた軌道で移動するように前記所定の物体を表示させる
ことを特徴とする請求項2に記載のゲーム装置。 A contact state detection sensor that detects whether or not the movable body is in contact with a predetermined portion;
The time from the timing at which the detection result by the contact state detection sensor changes from the state in which the predetermined portion is in contact to the state in which it is not in contact to the timing at which the collision position detection sensor outputs coordinate data, and the operation position Moving path calculation means for calculating a moving path of the moving body from the operation position to the collision position based on the positional relationship between the operation position detected by the detection sensor and the collision position detected by the collision position detection sensor Further equipped with and
The game apparatus according to claim 2, wherein the display control means causes the predetermined object to be displayed so as to move on a trajectory corresponding to the movement path calculated by the movement path calculation means. - 前記移動経路算出手段は、前記接触状態検出センサによる検出結果が前記所定部分に接触している状態から接触していない状態に変化したタイミングから前記衝突位置検出センサから座標データが出力されたタイミングまでの時間、および前記操作位置検出センサによって検出された操作位置と前記衝突位置検出センサによって検出された衝突位置との位置関係に基づいて、さらに前記移動体の移動速度を算出し、
前記表示制御手段は、前記移動経路算出手段によって算出された移動速度に応じた速度で移動するように前記所定の物体を表示させる
ことを特徴とする請求項3に記載のゲーム装置。 The movement path calculation means is from the timing when the detection result by the contact state detection sensor changes from the state in which the predetermined portion is in contact to the state in which the contact portion is not in contact The moving speed of the moving body is further calculated on the basis of the time of and the positional relationship between the operation position detected by the operation position detection sensor and the collision position detected by the collision position detection sensor,
The game apparatus according to claim 3, wherein the display control means displays the predetermined object so as to move at a speed according to the movement speed calculated by the movement path calculation means. - 前記操作位置検出センサによって検出された操作位置および前記衝突位置検出センサによって検出された衝突位置に基づいて、前記移動体の移動方向を算出する移動方向算出手段をさらに具備し、
前記表示制御手段は、前記移動方向算出手段によって算出された移動方向に応じた軌道で移動するように前記所定の物体を表示させる
ことを特徴とする請求項2に記載のゲーム装置。 It further comprises movement direction calculation means for calculating the movement direction of the movable body based on the operation position detected by the operation position detection sensor and the collision position detected by the collision position detection sensor,
The game apparatus according to claim 2, wherein the display control means causes the predetermined object to be displayed so as to move along a trajectory according to the movement direction calculated by the movement direction calculation means. - 前記移動体が所定部分に接触している状態か否かを検出する接触状態検出センサをさらに具備し、
前記所定のアルゴリズムは、所定のタイミングにおいてストーリーの進行を停止し、前記接触状態検出センサによる検出結果が、前記所定部分に前記移動体が接触している状態から接触していない状態へ変化したことを示すと、前記ストーリーの進行を再開するものである
ことを特徴とする請求項1乃至請求項5のいずれかに記載のゲーム装置。 The mobile device further includes a contact state detection sensor that detects whether or not the movable body is in contact with a predetermined portion,
The predetermined algorithm stops the progress of the story at a predetermined timing, and the detection result by the contact state detection sensor changes from a state in which the mobile object is in contact with the predetermined portion to a state in which the mobile object is not in contact The game apparatus according to any one of claims 1 to 5, wherein the progress of the story is resumed when indicating. - 前記所定のアルゴリズムは、前記衝突位置検出センサから出力される座標データと、当該座標データが出力されたタイミングまたは当該タイミングから予め設定された所定時間前のタイミングにおいて前記操作位置検出センサから出力される位置データとに応じて、前記ストーリーの進行の態様を変化させるものである
ことを特徴とする請求項1乃至請求項6のいずれかに記載のゲーム装置。 The predetermined algorithm is output from the operation position detection sensor at the timing when the coordinate data output from the collision position detection sensor and the coordinate data are output or at a predetermined time before the timing. The game apparatus according to any one of claims 1 to 6, wherein an aspect of progress of the story is changed according to position data.
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