WO2011004630A1 - ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 - Google Patents
ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 Download PDFInfo
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- WO2011004630A1 WO2011004630A1 PCT/JP2010/052894 JP2010052894W WO2011004630A1 WO 2011004630 A1 WO2011004630 A1 WO 2011004630A1 JP 2010052894 W JP2010052894 W JP 2010052894W WO 2011004630 A1 WO2011004630 A1 WO 2011004630A1
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- positional relationship
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- 238000000034 method Methods 0.000 title claims description 21
- 230000009471 action Effects 0.000 claims description 35
- 230000001133 acceleration Effects 0.000 description 88
- 238000001514 detection method Methods 0.000 description 72
- 230000008859 change Effects 0.000 description 45
- 230000003287 optical effect Effects 0.000 description 15
- 238000012545 processing Methods 0.000 description 10
- 238000004891 communication Methods 0.000 description 7
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- 230000010365 information processing Effects 0.000 description 1
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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
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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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
- A63F13/428—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 motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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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
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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
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
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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
- A63F2300/105—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 using inertial sensors, e.g. accelerometers, gyroscopes
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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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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 game device, a game device control method, a program, and an information storage medium.
- a game device that acquires numerical information corresponding to the movement of a player and causes an operation target to perform an action based on the numerical information.
- a game device including a stick-like controller incorporating an acceleration sensor is known (for example, Patent Document 1).
- the detection result of the acceleration sensor is acquired as numerical information, and based on the numerical information, it is determined whether or not the player has swung the controller, and based on the determination result, an action is performed on the game character. It can be done.
- a player of the game as described above may perform a backswing when trying to shake the controller forehand.
- the movement of the controller at this time is similar to the movement when the controller is shaken with the backhand, and the detection result of the acceleration sensor may be similar to the detection result when the controller is shaken with the backhand.
- the game character When the player performs a backswing with the intention of swinging the controller with the forehand, if the game character performs an action of swinging the racket with the backhand, the game character will perform an action that the player does not intend. End up. As a result, the player may feel dissatisfied.
- the present invention has been made in view of the above-described problems, and its object is to provide a game device, a game device control method, a program, and a program capable of preventing an operation target from performing an operation not intended by the player.
- An object is to provide an information storage medium.
- a game device that executes a game in which at least one of an operation target of a player and an object or a character moves in a game space.
- a numerical information acquisition means for acquiring numerical information according to the above, and an operation corresponding to a case where the positional relationship between the operation target and the object or the character is a first positional relationship when the numerical information satisfies a condition
- Control means for causing the operation target to perform, and means for changing the condition based on a positional relationship between the operation target and the object or the character, wherein the positional relationship between the operation target and the object or the character is
- the condition in the case of the second positional relationship is the case where the positional relationship between the operation target and the object or the character is the first positional relationship.
- the numerical information is characterized in that it comprises a and a condition changing means is set to be difficult to satisfy the above condition.
- a method for controlling a game device comprising: a game device control method for executing a game in which at least one of an operation target of a player and an object or character moves in a game space; A numerical information acquisition step for acquiring numerical information corresponding thereto, and an operation corresponding to the case where the numerical information satisfies a condition and the positional relationship between the operation target and the object or the character is a first positional relationship, A step of changing the condition based on a control step to be performed on the operation target and a positional relationship between the operation target and the object or the character, wherein the positional relationship between the operation target and the object or the character is The condition in the case of the second positional relationship is that the positional relationship between the operation target and the object or the character is the first positional relationship.
- the numerical information is characterized in that it comprises a and a condition changing step of setting to be difficult to satisfy the above condition.
- the program according to the present invention is a game device for executing a game in which at least one of an operation target of a player and an object or a character moves in a game space.
- a numerical information acquisition means for causing a computer to function as a game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, etc., and for acquiring numerical information according to the movement of the player,
- Control means for causing the operation target to perform an action corresponding to a case where the positional relationship between the operation target and the object or the character is a first positional relationship when the numerical information satisfies a condition
- the operation target And a means for changing the condition based on a positional relationship between the object and the character, Compared to the condition when the positional relationship between the object or the character is the second positional relationship, the condition when the positional relationship between the operation target and the object or the character is the first positional relationship, It is a program for causing the computer to function as condition changing means for setting
- the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
- the control means when the numerical value obtained based on the numerical information is larger than a reference value, the control means has a positional relationship between the operation target and the object or the character as the first positional relationship. You may make it make the said operation target perform the said operation
- the condition changing means is configured to use the reference value when the positional relationship between the operation target and the object or the character is a second positional relationship, and the positional relationship between the operation target and the object or the character as the first relationship. You may make it set to a larger value than the said reference value in the case of positional relationship.
- control means is configured such that when the numerical value obtained based on the numerical information is smaller than a reference value, the positional relationship between the operation target and the object or the character is the first positional relationship. You may make it make the said operation target perform the said operation
- the condition changing means is configured to use the reference value when the positional relationship between the operation target and the object or the character is a second positional relationship, and the positional relationship between the operation target and the object or the character as the first relationship. You may make it set to a value smaller than the said reference value in the case of a positional relationship.
- condition changing means may include means for changing the condition based on a moving speed of the object or the character.
- the game device according to the embodiment of the present invention is realized by, for example, a home game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, or the like.
- a home game machine stationary game machine
- a portable game machine portable game machine
- a mobile phone mobile phone
- PDA personal digital assistant
- a consumer game machine a consumer game machine
- FIG. 1 shows a hardware configuration of the game device according to the present embodiment.
- the game apparatus 10 includes a consumer game machine 11, a display unit 30, an audio output unit 31, an optical disc 32, and a memory card 33.
- the display unit 30 and the audio output unit 31 are connected to the consumer game machine 11.
- a home television receiver is used as the display unit 30, and a speaker built in the home television receiver is used as the audio output unit 31.
- the optical disk 32 and the memory card 33 are information storage media and are attached to the consumer game machine 11.
- the home game machine 11 is a known computer game system, and includes a bus 12, a microprocessor 13, a main memory 14, an image processing unit 15, an audio processing unit 16, an optical disk drive 17, a memory card slot 18, a communication interface (I / F). ) 19, a controller interface (I / F) 20, and a controller 21.
- the bus 12 is used for exchanging addresses and data among the units of the consumer game machine 11.
- the microprocessor 13, the main memory 14, the image processing unit 15, the sound processing unit 16, the optical disk drive 17, the memory card slot 18, the communication interface 19, and the controller interface 20 are connected by the bus 12 so that mutual data communication is possible.
- the microprocessor 13 executes various types of information processing based on an operating system stored in a ROM (not shown) or a program read from the optical disc 32 or the memory card 33.
- the main memory 14 includes, for example, a RAM, and a program and data read from the optical disc 32 or the memory card 33 are written as necessary.
- the main memory 14 is also used for work of the microprocessor 13.
- the image processing unit 15 includes a VRAM, and draws a game screen on the VRAM based on image data sent from the microprocessor 13.
- the image processing unit 15 converts the game screen into a video signal and outputs the video signal to the display unit 30 at a predetermined timing.
- the audio processing unit 16 includes a sound buffer, and outputs various audio data (game music, game sound effects, messages, etc.) read from the optical disc 32 to the sound buffer from the audio output unit 31.
- the optical disc drive 17 reads programs and data recorded on the optical disc 32.
- the optical disc 32 is used to supply the program and data to the consumer game machine 11, but another information storage medium such as a memory card 33 may be used.
- you may make it supply a program and data to the consumer game machine 11 via data communication networks, such as the internet.
- the memory card slot 18 is an interface for mounting the memory card 33.
- the memory card 33 includes a nonvolatile memory (for example, EEPROM) and stores various game data such as saved data.
- the communication interface 19 is an interface for communication connection to a data communication network such as the Internet.
- the controller interface 20 is an interface for wirelessly connecting the controller 21.
- the controller interface 20 for example, an interface conforming to the Bluetooth (registered trademark) interface standard can be used.
- the controller interface 20 may be an interface for connecting the controller 21 by wire.
- FIG. 2 is a diagram illustrating an example of the controller 21.
- the controller 21 is an operation unit for receiving a player's operation. As shown in FIG. 2, the controller 21 is a stick-type controller, and includes a direction button 34 and buttons 35a, 35b, and 35c.
- the controller 21 includes an acceleration sensor 22.
- the acceleration sensor 22 detects accelerations in the X-axis direction, the Y-axis direction, and the Z-axis direction orthogonal to each other, and outputs a numerical value indicating the detection result.
- the X-axis direction corresponds to the short direction of the controller 21
- the Z-axis direction corresponds to the long direction of the controller 21.
- the Y axis direction corresponds to the normal direction of the surface 21 a of the controller 21.
- An operation signal indicating the state of the controller 21 is transmitted from the controller 21 to the microprocessor 13 via the controller interface 20 at regular intervals (for example, every 1/60 seconds).
- This operation signal includes, for example, identification information for identifying the controller 21, information indicating the pressed state of each button, and information indicating the detection result of the acceleration sensor 22.
- the microprocessor 13 can determine the movement of the controller 21 based on the operation signal (detection result of the acceleration sensor 22).
- FIG. 3 shows an example of the game space 40.
- a table tennis table 41 that is an object representing a table tennis table is arranged in the game space 40.
- the table tennis table 41 includes a net 41a.
- a ball 42 that is an object representing a table tennis ball
- a player character 43 operation target
- an opponent character that is an object representing an opponent table tennis player 44 move in the game space 40.
- the player character 43 has a table tennis racket 43a
- the opponent character 44 also has a table tennis racket 44a.
- a virtual camera 45 is set in the game space 40.
- a game screen representing a state in which the game space 40 is viewed from the virtual camera 45 is displayed on the display unit 30.
- the virtual camera 45 may be set at the eye position of the player character 43. In this way, the state of viewing the game space 40 from the player character 43 may be displayed on the game screen.
- FIG. 4 is a diagram illustrating a state where the player plays the game.
- the player stands in front of the display unit 30 and plays the game while holding the controller 21 with one hand.
- a screen for designating which hand the controller 21 has with the controller 21 is displayed, and the player designates the hand with the controller 21.
- the player character 43 also holds the racket 43a with the right hand, and when the player holds the controller 21 with the left hand, the player character 43 also holds the racket 43a with the left hand.
- the player character 43 moves according to the control by the computer. For this reason, the player concentrates on the operation for causing the player character 43 to swing the racket 43a.
- the player swings the controller 21 to swing the actual table tennis racket at the timing when the player character 43 and the ball 42 approach each other.
- the player character 43 when the player shakes the controller 21 with the forehand, the player character 43 also shakes the racket 43a with the forehand. Further, for example, when the player shakes the controller 21 with the backhand, the player character 43 also shakes the racket 43a with the backhand.
- FIG. 5 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game apparatus 10.
- the game apparatus 10 includes a game data storage unit 50, a numerical information acquisition unit 51, a control unit 52, and a condition change unit 55.
- the game data storage unit 50 is realized by the main memory 14 and the optical disc 32, for example, and the numerical information acquisition unit 51, the control unit 52, and the condition change unit 55 are executed by the microprocessor 13 executing a program stored in the optical disc 32. Realized.
- the game data storage unit 50 stores data necessary for executing the game.
- the game data storage unit 50 stores data indicating the current situation of the table tennis game.
- the following data is stored. (1) Data indicating the state (position, moving direction, moving speed, etc.) of the ball 42 (2) Data indicating the state (position, posture, moving direction, etc.) of the player character 43 (3) The opponent character 44 Data indicating state (position, posture, movement direction, etc.)
- the numerical information acquisition unit 51 acquires numerical information corresponding to the movement of the player. In the case of the present embodiment, the numerical information acquisition unit 51 acquires the detection result of the acceleration sensor 22 of the controller 21 as numerical information corresponding to the movement of the player.
- the control unit 52 executes control of the player character 43. For example, the control unit 52 moves the player character 43 based on the position of the ball 42. That is, the control unit 52 moves the player character 43 so that the player character 43 can hit the ball 42 back.
- control unit 52 causes the player character 43 to perform an action based on the numerical information acquired by the numerical information acquisition unit 51.
- the control unit 52 includes a first control unit 53 and a second control unit 54.
- the first control unit 53 corresponds to a first case where the numerical information acquired by the numerical information acquisition unit 51 satisfies the first condition, and the positional relationship between the player character 43 and the ball 42 is the first positional relationship.
- the player character 43 is caused to perform an action.
- the first control unit 53 causes the player character 43 to perform a forehand motion of shaking the racket 43a when the numerical information acquired by the numerical information acquisition unit 51 satisfies the first condition. That is, in the present embodiment, the “first operation” is an operation of shaking the racket 43a with the forehand.
- “when the positional relationship between the player character 43 and the ball 42 is the first positional relationship” means that the positional relationship between the player character 43 and the ball 42 is advantageous when the player character 43 hits the ball 42 with the forehand. This is a case where the positional relationship is as follows.
- the player character 43 should hit the ball 42 with the forehand. More specifically, when the ball 42 is moving toward the hand side area of the player character 43 holding the racket 43a, or holding the racket 43a of the player character 43 This is a case where the sphere 42 is located in the area on the hand side.
- the “first condition” is a condition for determining whether or not the player has swung the controller 21 forehand.
- the “first condition” is a condition related to numerical information (detection result of the acceleration sensor 22) acquired by the numerical information acquisition unit 51.
- the “first condition” includes a condition as to whether or not the first numerical value obtained based on the detection result of the acceleration sensor 22 is greater than the first reference value.
- the “first condition” will be described in detail.
- whether or not the player has shaken the controller 21 with the forehand depends on the change pattern of the detection result of the acceleration sensor 22 in the period from the present to a predetermined time and the detection result of the acceleration sensor 22 when the controller 21 is shaken with the forehand.
- the standard change pattern For example, the similarity between the change pattern of the detection result of the acceleration sensor 22 in the period from the present to a predetermined time ago and the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken forehand is high. In this case, it is determined that the player has swung the controller 21 with the forehand.
- the “first condition” includes the change pattern of the detection result of the acceleration sensor 22 in the period from the present to the predetermined time, and the standard change pattern of the detection result of the acceleration sensor 22; Is a condition as to whether or not the similarity (first numerical value) is greater than the first reference similarity (first reference value).
- a plurality of types of standard change patterns of the detection result of the acceleration sensor 22 are stored. For example, a standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken with the right hand and a case where the controller 21 is shaken with the left hand and when the controller 21 is shaken with the left hand. The standard change pattern of the detection result of the acceleration sensor 22 is stored.
- the change pattern of the detection result of the acceleration sensor 22 when the controller 21 is held with the right hand and the forehand is shaken in advance, and the standard change of the detection result of the acceleration sensor 22 when the controller 21 is held with the right hand Used as a pattern.
- a change pattern of the detection result of the acceleration sensor 22 when the controller 21 is held with the left hand and the forehand is shaken is acquired in advance, and a standard detection result of the acceleration sensor 22 when the controller 21 is held with the left hand is obtained. Used as a change pattern.
- the second control unit 54 corresponds to a second case where the numerical information acquired by the numerical information acquisition unit 51 satisfies the second condition, and the positional relationship between the player character 43 and the ball 42 is the second positional relationship.
- the player character 43 is caused to perform an action.
- the second control unit 54 causes the player character 43 to perform a motion of swinging the racket 43a with the back hand when the numerical information acquired by the numerical information acquisition unit 51 satisfies the second condition. That is, in the case of the present embodiment, the “second operation” is an operation of shaking the racket 43a with a backhand. Further, “when the positional relationship between the player character 43 and the ball 42 is the second positional relationship” means that the positional relationship between the player character 43 and the ball 42 is that the player character 43 hits the ball 42 with a backhand. This is a case where the positional relationship is advantageous.
- the player character 43 uses the backhand with the ball 42. More specifically, when the ball 42 is moving toward the area on the hand side that does not have the racket 43a of the player character 43, or the racket 43a of the player character 43. This is a case where the sphere 42 is located in the hand-side region that does not have the symbol.
- the “second condition” is a condition for determining whether or not the player has swung the controller 21 backhand.
- the “second condition” is also a condition related to numerical information (detection result of the acceleration sensor 22) acquired by the numerical information acquisition unit 51.
- the “second condition” includes a condition as to whether or not the second numerical value obtained based on the detection result of the acceleration sensor 22 is greater than the second reference value.
- the “second condition” will be described in detail.
- whether or not the player has swung the controller 21 backhand is determined by the change pattern of the detection result of the acceleration sensor 22 in the period from the present to a predetermined time ago, and the acceleration sensor 22 when the controller 21 is swung backhand This is determined by comparing the standard change pattern of the detection result. For example, the degree of similarity between the change pattern of the detection result of the acceleration sensor 22 in the period from the present to a predetermined time ago and the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken backhand is obtained. If it is higher, it is determined that the player has swung the controller 21 backhand.
- the “second condition” includes the change pattern of the detection result of the acceleration sensor 22 in the period from the present to the predetermined time, and the standard change pattern of the detection result of the acceleration sensor 22; Is a condition as to whether or not the similarity (second numerical value) is greater than the second reference similarity (second reference value).
- a plurality of types of standard change patterns of the detection result of the acceleration sensor 22 are stored. For example, the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken with the right hand while being held with the right hand, and the controller 21 is shaken with the back hand while being held with the left hand. In this case, the standard change pattern of the detection result of the acceleration sensor 22 is stored.
- the change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken with the right hand while the controller 21 is held with the right hand is acquired in advance, and the standard detection result of the acceleration sensor 22 when the controller 21 is held with the right hand Used as a change pattern.
- the change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken by the back hand while holding the controller 21 in advance is acquired in advance, and the standard detection result of the acceleration sensor 22 when the controller 21 is held by the left hand is obtained. It is used as a simple change pattern.
- the condition changing unit 55 changes the first condition based on the positional relationship between the player character 43 and the ball 42. For example, the condition changing unit 55 sets the first condition when the positional relationship between the player character 43 and the sphere 42 is the second positional relationship, and sets the positional relationship between the player character 43 and the sphere 42 as the first positional relationship. As compared with the first condition, the numerical information acquired by the numerical information acquisition unit 51 is set so as not to satisfy the first condition.
- the first condition is a change pattern of the detection result of the acceleration sensor 22 in a period from the present to a predetermined time ago, and a standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken forehand.
- the similarity is a condition whether or not the similarity is greater than the first reference similarity.
- the condition changing unit 55 uses the first reference similarity when the positional relationship between the player character 43 and the ball 42 is the second positional relationship, and the positional relationship between the player character 43 and the ball 42 is the first positional relationship. Is set to a similarity (for example, R2: R1 ⁇ R2) higher than the first reference similarity (for example, R1).
- condition changing unit 55 when the positional relationship between the player character 43 and the ball 42 is the second positional relationship (for example, toward the region on the hand side of the player character 43 that does not have the racket 43a).
- the first condition is set so that the numerical information acquired by the numerical information acquisition unit 51 does not easily satisfy the first condition. This makes it difficult for the player character 43 to perform the first action (the action of shaking the racket 43a with the forehand).
- the player may perform a backswing when trying to swing the controller 21 backhand.
- the movement of the controller 21 at this time may be similar to the movement when the controller 21 is shaken forehand.
- the change pattern of the detection result of the acceleration sensor 22 at this time may be similar to the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken forehand.
- the player moves the controller 21 into the forehand.
- the controller 21 changes the posture to try to shake with the back-handed posture.
- the movement of the controller 21 at this time may be similar to the movement of the controller 21 when the controller 21 is shaken forehand.
- the change pattern of the detection result of the acceleration sensor 22 at this time may be similar to the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken forehand.
- the player When the player changes the posture of trying to shake the controller 21 with the forehand to the posture of trying to shake the controller 21 with the backhand, the player intends that the player character 43 performs an action of shaking the racket 43a with the forehand.
- the player character 43 will perform a motion that is not performed. As a result, the player may feel dissatisfied.
- the condition changing unit 55 when the positional relationship between the player character 43 and the ball 42 is the second positional relationship (for example, the ball 42 does not have the racket 43a of the player character 43).
- the numerical information acquired by the numerical information acquisition unit 51 is set so that it is difficult to satisfy the first condition. This makes it difficult for the player character 43 to perform the first action (the action of shaking the racket 43a with the forehand). As a result, it becomes difficult for the player character 43 to perform an action not intended by the player.
- condition changing unit 55 changes the second condition based on the positional relationship between the player character 43 and the ball 42. For example, the condition changing unit 55 sets the second condition when the positional relationship between the player character 43 and the sphere 42 is the first positional relationship, and sets the positional relationship between the player character 43 and the sphere 42 as the second positional relationship. As compared with the second condition, the numerical information acquired by the numerical information acquisition unit 51 is set so as not to satisfy the second condition.
- the second condition is that the change pattern of the detection result of the acceleration sensor 22 in the period from the present to the predetermined time ago, and the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is shaken backhand.
- the condition changing unit 55 determines the second reference similarity when the positional relationship between the player character 43 and the ball 42 is the first positional relationship, and the positional relationship between the player character 43 and the ball 42 is the second positional relationship. Is set to a similarity (for example, R2: R1 ⁇ R2) higher than the second reference similarity (for example, R1).
- condition changing unit 55 when the positional relationship between the player character 43 and the ball 42 is the first positional relationship (for example, the hand side of the player holding the racket 43a of the player character 43).
- the second condition is set such that the numerical information acquired by the numerical information acquisition unit 51 is less likely to satisfy the second condition. This makes it difficult for the player character 43 to perform the second action (the action of shaking the racket 43a with the back hand).
- the player may perform a backswing when trying to shake the controller 21 forehand.
- the movement of the controller 21 at this time may be similar to the movement when the controller 21 is swung backhand.
- the change pattern of the detection result of the acceleration sensor 22 at this time may be similar to the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is swung backhand.
- the player The controller 21 changes the posture to try to shake the back hand 21 to the posture to shake the controller 21 with the forehand.
- the movement of the controller 21 at this time may be similar to the movement of the controller 21 when the controller 21 is swung backhand.
- the change pattern of the detection result of the acceleration sensor 22 at this time may be similar to the standard change pattern of the detection result of the acceleration sensor 22 when the controller 21 is swung backhand.
- condition changing unit 55 when the positional relationship between the player character 43 and the ball 42 is the first positional relationship (for example, toward the region on the hand side of the player character 43 holding the racket 43a).
- the second condition is set so that the numerical information acquired by the numerical information acquisition unit 51 does not easily satisfy the second condition. This makes it difficult for the player character 43 to perform the second action (the action of shaking the racket 43a with the back hand). As a result, it becomes difficult for the player character 43 to perform an action not intended by the player.
- FIG. 6 is a flowchart showing an example of processing that is repeatedly executed after the opponent character 44 hits the ball 42 until the player character 43 hits the ball 42.
- the microprocessor 13 determines whether it is advantageous for the player character 43 to hit the ball 42 forehand (S101). This determination is made based on, for example, the positional relationship between the player character 43 and the ball 42 and the moving direction of the ball 42.
- FIG. 7 is a diagram for explaining this determination.
- a straight line 61 extending from the current position of the sphere 42 in the moving direction 60 of the sphere 42 is acquired.
- a straight line 62 that passes through the current position of the player character 43 and is parallel to the net 41a (Xw axis) is acquired.
- the intersection 63 of the two straight lines 61 and 62 is acquired.
- intersection 63 is on the hand side of the player character 43 holding the racket 43a. For example, when the player character 43 has the racket 43 a with the right hand (that is, when the player has the controller 21 with the right hand), it is determined whether or not the intersection 63 is on the right side of the player character 43. . Similarly, when the player character 43 has the racket 43 a with the left hand (that is, when the player has the controller 21 with the left hand), it is determined whether or not the intersection 63 is on the left side of the player character 43.
- intersection 63 When it is determined that the intersection 63 is on the hand side of the player character 43 holding the racket 43a, it is determined that it is advantageous to strike the ball 42 with the forehand. On the other hand, when it is determined that the intersection 63 is not on the hand side of the player character 43 that has the racket 43a, that is, the intersection 63 is on the hand side of the player character 43 that does not have the racket 43a. It is determined that it is not advantageous to hit the ball 42 with the forehand, and it is more advantageous to hit the ball 42 with the backhand.
- condition changing unit 55 sets the reference similarity Rf (first reference similarity) to the constant R1, and the reference similarity Rb ( (Second reference similarity) is set to a constant R2 (S102).
- the reference similarity Rf is used when determining whether or not the player has swung the controller 21 forehand (see step S108 described later).
- the reference similarity Rb is used when determining whether or not the player has swung the controller 21 backhand (see step S111 described later).
- the constant R2 is larger than the constant R1. That is, in this step S102, the reference similarity Rf used when determining whether or not the player has swung the controller 21 forehand is set to a relatively small value (R1). Further, the reference similarity Rb used when determining whether or not the player has swung the controller 21 backhand is set to a relatively large value (R2). That is, the reference similarity Rb is set so that it is difficult to determine that the player has swung the controller 21 backhand.
- the microprocessor 13 (condition changing unit 55) is similar to the reference.
- the degree Rf is set to a constant R2
- the reference similarity Rb is set to a constant R1 (S103).
- the reference similarity Rf used when determining whether or not the player has swung the controller 21 forehand is set to a relatively large value (R2).
- the reference similarity Rb used when determining whether or not the player has swung the controller 21 backhand is set to a relatively small value (R1). That is, the reference similarity Rf is set so that it is difficult to determine that the player has swung the controller 21 forehand.
- the microprocessor 13 updates the state of the sphere 42 (S104). For example, the microprocessor 13 moves the sphere 42. Further, the microprocessor 13 updates the state of the opponent character 44 (S105). For example, the microprocessor 13 moves the opponent character 44.
- microprocessor 13 updates the position of the player character 43 (S106). For example, the microprocessor 13 moves the player character 43 so that the player character 43 can hit the ball 42 back.
- the microprocessor 13 acquires the detection result of the acceleration sensor 22 at the present time and stores it in the main memory 14.
- the detection result of the acceleration sensor 22 acquired every predetermined time for example, 1/60 second
- the microprocessor 13 includes time series data of the detection result of the acceleration sensor 22 in a period from the present to a predetermined time ago, and standard time series data of the detection result of the acceleration sensor 22 when the controller 21 is shaken forehand.
- the similarity Sf is acquired (S107).
- the optical disc 32 includes the standard time-series data of the detection result of the acceleration sensor 22 when the controller 21 is shaken by the forehand while the controller 21 is held by the right hand, and the state where the controller 21 is held by the left hand. And standard time-series data of the detection result of the acceleration sensor 22 when it is shaken by the forehand.
- the former is used when the player holds the controller 21 with the right hand, and the latter is used when the player holds the controller 21 with the left hand.
- the microprocessor 13 determines whether or not the similarity Sf is higher than the reference similarity Rf (S108). That is, the microprocessor 13 determines whether or not the player has swung the controller 21 forehand.
- the microprocessor 13 (first control unit 53) moves the player character 43 to swing the racket 43a with the forehand. (S109).
- the microprocessor 13 determines that the time series data of the detection result of the acceleration sensor 22 in the period from the present to the predetermined time and the controller 21 The degree of similarity Sb between the standard time-series data of the detection results of the acceleration sensor 22 when shaken with a hand is acquired (S110).
- the optical disc 32 has the standard time-series data of the detection result of the acceleration sensor 22 when the controller 21 is shaken by the back hand while the controller 21 is held by the right hand, and the controller 21 is held by the left hand.
- the standard time-series data of the detection result of the acceleration sensor 22 when it is shaken by the backhand in the state is stored.
- step S110 the former is used when the player holds the controller 21 with the right hand, and the latter is used when the player holds the controller 21 with the left hand.
- the microprocessor 13 determines whether or not the similarity Sb is higher than the reference similarity Rb (S111). That is, the microprocessor 13 determines whether or not the player has swung the controller 21 backhand.
- the microprocessor 13 (second control unit 54) performs an action of shaking the racket 43a with the backhand. 43 (S112).
- the microprocessor 13 determines whether or not the racket 43a of the player character 43 has hit the ball 42 (S113). For example, if the distance between the player character 43 (the racket 43a) and the ball 42 at the time of performing the motion of swinging the racket 43a is less than the reference distance, the microprocessor 13 determines that the racket 43a has hit the ball 42.
- the microprocessor 13 changes the moving speed and moving direction of the ball 42 (S114).
- the moving speed and moving direction of the ball 42 are set based on the positional relationship between the player character 43 (the racket 43a) and the ball 42 when the racket 43a is swung.
- step S111 If it is determined in step S111 that the similarity Sb is not higher than the reference similarity Rb, or if it is determined in step S113 that the racket 43a does not hit the ball 42, the microprocessor 13 determines whether the player character 43 or the opponent It is determined whether or not the score condition of the character 44 is satisfied (S115).
- the score condition of the player character 43 is satisfied, and the player character 43 Scored 43. Further, for example, when the player character 43 cannot strike back the ball 42 hit by the opponent character 44 and bounced in the court on the player character 43 side, the scoring condition of the opponent character 44 is satisfied. As a result, a score is given to the opponent character 44.
- the game space 40 may be a two-dimensional game space. That is, the positions of the ball 42, the player character 43, and the opponent character 44 may be managed by two coordinate elements.
- the microprocessor 13 determines whether or not the reciprocal (1 / Sf) of the similarity Sf is smaller than (1 / Rf). Also good. Then, when (1 / Sf) is smaller than (1 / Rf), the microprocessor 13 (first control unit 53) may cause the player character 43 to perform a motion of shaking the racket 43a with the forehand. . In other words, the first control unit 53 determines that the player has the first numerical value (1 / Sf) obtained based on the numerical information acquired by the numerical information acquisition unit 51 smaller than the first reference value (1 / Rf). You may make it make the character 43 perform 1st operation
- step S103 the microprocessor 13 (condition changing unit 55) sets the value of Rf to a constant R2 that is larger than the constant R1, thereby setting the first reference value (1 / Rf). Is set to a smaller value. That is, the condition changing unit 55 uses the first reference value (1 / Rf) when the positional relationship between the player character 43 and the sphere 42 is the second positional relationship, and the positional relationship between the player character 43 and the sphere 42 is the first. That is, a value (1 / R2) smaller than the first reference value (1 / R1) in the case of the one-position relationship is set.
- the microprocessor 13 determines whether or not the reciprocal (1 / Sb) of the similarity Sb is smaller than (1 / Rb). Also good. When (1 / Sb) is smaller than (1 / Rb), the microprocessor 13 (second control unit 54) causes the player character 43 to perform an action of shaking the racket 43a with the backhand. Good. That is, the second control unit 54 determines that the player has the second numerical value (1 / Sb) obtained based on the numerical information acquired by the numerical information acquisition unit 51 smaller than the second reference value (1 / Rb). You may make it make the character 43 perform 2nd operation
- step S102 the microprocessor 13 (condition changing unit 55) sets the value of Rb to a constant R2 that is larger than the constant R1, thereby setting the second reference value (1 / Rb). Is set to a smaller value. That is, the condition changing unit 55 sets the second reference value (1 / Rb) when the positional relationship between the player character 43 and the ball 42 is the first positional relationship, and the positional relationship between the player character 43 and the ball 42 is the first. The value is set to a value (1 / R2) smaller than the second reference value (1 / R1) in the case of the two-position relationship.
- condition changing unit 55 may change the first condition or the second condition based on the moving speed of the sphere 42.
- condition changing unit 55 may change the standard time-series data of the detection result of the acceleration sensor 22 based on the moving speed of the sphere 42.
- data in which the moving speed of the sphere 42 is associated with the standard time series data of the detection result of the acceleration sensor 22 may be stored in the optical disc 32.
- standard time-series data of the detection result of the acceleration sensor 22 associated with the moving speed of the sphere 42 at that time may be used.
- the condition changing unit 55 may change the reference similarity (Rf, Rb in FIG. 6) based on the moving speed of the sphere 42.
- the condition changing unit 55 may make the reference similarity when the moving speed of the sphere 42 is faster than the reference speed lower than the reference similarity when the moving speed of the sphere 42 is slower than the reference speed. Good. In this way, when the moving speed of the sphere 42 is faster than the reference speed, the first condition and the second condition are more easily satisfied than when the moving speed of the sphere 42 is slower than the reference speed. The first condition and the second condition are changed.
- the acceleration in the Z-axis direction of the controller 21 is larger than the gravitational acceleration, it is determined that the player is swinging the controller 21.
- the controller 21 is stationary, an acceleration greater than the gravitational acceleration is not detected by the acceleration sensor 22, but when the player shakes the controller 21 with the forehand or the backhand, the Z axis is affected by the centrifugal force. This is because an acceleration larger than the gravitational acceleration is detected as the direction acceleration.
- FIG. 8 shows an example of the detection result (acceleration in the X and Y axis directions) of the acceleration sensor 22 obtained every predetermined time (for example, 1/60 seconds) when the player shakes the controller 21 with the forehand. It is expressed in a coordinate system.
- the X-axis coordinate value corresponds to the acceleration in the X-axis direction
- the Y-axis coordinate value corresponds to the acceleration in the Y-axis direction.
- points P 1 to P 4 in FIG. 8 show the detection results of the acceleration sensor 22 acquired in the order of the points P 1 to P 4 .
- the point P changes clockwise around the origin O of the XY coordinate system.
- the area of a triangle that is shifted clockwise around the origin O of the XY coordinate system and that includes two points P that are continuous in time series and the origin O is calculated.
- the total area of these triangles becomes larger than the first reference value, it is determined that the player has swung the controller 21 forehand.
- the total area of the triangles OP 1 P 2 , OP 2 P 3 , and OP 3 P 4 becomes larger than the first reference value, it is determined that the player has swung the controller 21 forehand.
- the “first condition” is that two points P that change clockwise around the origin O of the XY coordinate system and that are continuous in time series, and the origin O
- This is a condition as to whether or not the total area (first numerical value) of the triangles is larger than the first reference value.
- the condition changing unit 55 uses the first reference value when the positional relationship between the player character 43 and the ball 42 is the second positional relationship, and the positional relationship between the player character 43 and the ball 42 is the first position.
- a value for example, C2: C1 ⁇ C2
- the first reference value for example, C1 in the case of the relationship
- FIG. 9 shows an example of the detection result (acceleration in the X and Y axis directions) of the acceleration sensor 22 obtained every predetermined time (for example, 1/60 second) when the player swings the controller 21 backhand. This is expressed in the Y coordinate system.
- the X-axis coordinate value corresponds to the acceleration in the X-axis direction
- the Y-axis coordinate value corresponds to the acceleration in the Y-axis direction.
- points P 5 to P 8 in FIG. 9 indicate the detection results of the acceleration sensor 22 acquired in the order of the points P 5 to P 8 .
- the point P shifts counterclockwise around the origin O of the XY coordinate system.
- the area of a triangle that is shifted counterclockwise around the origin O of the XY coordinate system and that is composed of two points P that are continuous in time series and the origin O is calculated.
- the total area of the triangles becomes larger than the second reference value, it is determined that the player has swung the controller 21 backhand.
- the total area of the triangles OP 5 P 6 , OP 6 P 7 , and OP 7 P 8 becomes larger than the second reference value, it is determined that the player has swung the controller 21 backhand. Is done.
- the “second condition” is that the two points P that are shifted counterclockwise around the origin O of the XY coordinate system and that are continuous in time series, and the origin O
- This is a condition whether or not the total area (second numerical value) of the triangles is larger than the second reference value.
- the condition changing unit 55 uses the second reference value when the positional relationship between the player character 43 and the ball 42 is the first positional relationship, and the positional relationship between the player character 43 and the ball 42 is the second position. It is set to a value (for example, C2: C1 ⁇ C2) larger than the second reference value (for example, C1) in the case of the relationship.
- the present invention can also be applied to games other than table tennis games.
- the present invention can be applied to sports games similar to table tennis.
- the present invention can be applied to a tennis game, a badminton game, and the like.
- the present invention can also be applied to games other than sports games.
- the present invention can be applied to an action game.
- the present invention is also applied to a game in which a player character with a weapon (for example, a sword) swings a weapon with a right hand (or left hand) when a player with the controller 21 with the right hand (or left hand) swings the controller 21.
- a player character with a weapon for example, a sword
- a weapon with a right hand or left hand
- the controller 21 with the right hand or left hand
- a player having the controller 21 with the right hand annihilates an enemy character that attacks the player character from the right side of the player character by shaking the controller 21 with the forehand.
- a player having the controller 21 with the right hand annihilates an enemy character that attacks the player character from the left side of the player character by shaking the controller 21 with the back hand.
- the first control unit 53 determines that the positional relationship between the player character (operation target) and the enemy character (character) is the first position.
- the player character is caused to perform the first action corresponding to the relationship.
- the “first condition” is a condition for determining whether or not the player has swung the controller 21 forehand.
- the “first condition” is a condition related to numerical information acquired by the numerical information acquisition unit 51, and specifically, a condition related to a detection result of the acceleration sensor 22. Further, for example, “when the positional relationship between the player character and the enemy character is the first positional relationship” means that the enemy character is located in the hand side area of the player character holding the weapon. Is the case.
- the “first operation” is an operation of swinging a weapon such as a sword in the same manner as swinging a racket with a forehand.
- the second control unit 54 When the numerical information acquired by the numerical information acquisition unit 51 satisfies the second condition, the second control unit 54 has a second positional relationship between the player character (operation target) and the enemy character (character). The player character is caused to perform the second action corresponding to the case.
- the “second condition” is a condition for determining whether or not the player has swung the controller 21 backhand.
- the “second condition” is also a condition regarding the numerical information acquired by the numerical information acquisition unit 51, and specifically, a condition regarding the detection result of the acceleration sensor 22.
- “when the positional relationship between the player character and the enemy character is the second positional relationship” means that the enemy character is located in the area on the hand side of the player character that does not have the weapon. Is the case.
- the “second operation” is an operation of swinging a weapon such as a sword in the same manner as swinging the racket backhand.
- the condition changing unit 55 changes the first condition or the second condition based on the positional relationship between the player character and the enemy character.
- condition changing unit 55 sets the first condition when the positional relationship between the player character and the enemy character is the second positional relationship, and sets the first condition when the positional relationship between the player character and the enemy character is the first positional relationship.
- the numerical information acquired by the numerical information acquisition unit 51 is set so as not to satisfy the first condition as compared with the first condition.
- condition changing unit 55 sets the second condition when the positional relationship between the player character and the enemy character is the first positional relationship, and sets the second condition when the positional relationship between the player character and the enemy character is the second positional relationship.
- the numerical information acquired by the numerical information acquisition unit 51 is set so as not to satisfy the second condition.
- condition changing unit 55 may change the first condition and the second condition based on the moving speed of the enemy character.
- the present invention can also be applied to a game in which an object attacks a player character instead of an enemy character.
- a player holding the controller 21 with the right hand destroys an object that attacks the player character from the right side of the player character by shaking the controller 21 with the forehand.
- a player having the controller 21 with the right hand destroys an object that attacks the player character from the left side of the player character by shaking the controller 21 with the back hand.
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Abstract
Description
(1)球42の状態(位置、移動方向、及び移動速度等)を示すデータ
(2)プレイヤキャラクタ43の状態(位置、姿勢、及び移動方向等)を示すデータ
(3)対戦相手キャラクタ44の状態(位置、姿勢、及び移動方向等)を示すデータ
例えば、ゲーム空間40は二次元のゲーム空間であってもよい。すなわち、球42、プレイヤキャラクタ43、及び対戦相手キャラクタ44の位置等は二つの座標要素で管理するようにしてもよい。
また例えば、図6のステップS108において、マイクロプロセッサ13(第1制御部53)は、類似度Sfの逆数(1/Sf)が(1/Rf)よりも小さいか否かを判定するようにしてもよい。そして、(1/Sf)が(1/Rf)よりも小さい場合に、マイクロプロセッサ13(第1制御部53)は、ラケット43aをフォアハンドで振る動作をプレイヤキャラクタ43に行わせるようにしてもよい。すなわち、第1制御部53は、数値情報取得部51によって取得された数値情報に基づいて得られる第1数値(1/Sf)が第1基準値(1/Rf)よりも小さい場合に、プレイヤキャラクタ43に第1動作(ラケット43aをフォアハンドで振る動作)を行わせるようにしてもよい。
球42の移動速度が速い場合には、球42の移動速度が遅い場合に比べて、プレイヤはコントローラ21を速く振ると考えられる。プレイヤがコントローラ21を速く振りすぎてしまうと、実際に取得された加速度センサ22の検出結果の時系列データと、加速度センサ22の検出結果の標準的な時系列データと、の類似度が低くなり、プレイヤがコントローラ21を振ったと認識されなくなるおそれがある。その結果、プレイヤがコントローラ21を振ったにも関わらず、プレイヤキャラクタ43がコントローラ21を振らないおそれがある。すなわち、プレイヤが意図した動作をプレイヤキャラクタ43が行わないおそれがある。
また例えば、プレイヤがコントローラ21をフォアハンド又はバックハンドで振ったか否かの判定には、特開2007-241655号公報に開示された判定方法を用いるようにしてもよい。
また、本発明は卓球ゲーム以外のゲームにも適用することができる。例えば、卓球に類似するスポーツのゲームにも本発明は適用することができる。具体的には、テニスゲーム及びバドミントンゲーム等にも本発明は適用することができる。
Claims (7)
- プレイヤの操作対象と、物体又はキャラクタと、の少なくとも一方がゲーム空間内を移動するゲームを実行するゲーム装置において、
前記プレイヤの動きに応じた数値情報を取得する数値情報取得手段と、
前記数値情報が条件を満足する場合、前記操作対象と前記物体又は前記キャラクタとの位置関係が第1位置関係である場合に対応する動作を前記操作対象に行わせる制御手段と、
前記操作対象と前記物体又は前記キャラクタとの位置関係に基づいて、前記条件を変更する手段であって、前記操作対象と前記物体又は前記キャラクタとの位置関係が第2位置関係である場合の前記条件を、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合の前記条件に比べて、前記数値情報が前記条件を満足し難くなるように設定する条件変更手段と、
を含むことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記制御手段は、前記数値情報に基づいて得られる数値が基準値よりも大きい場合、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合に対応する前記動作を前記操作対象に行わせ、
前記条件変更手段は、前記操作対象と前記物体又は前記キャラクタとの位置関係が第2位置関係である場合の前記基準値を、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合の前記基準値よりも大きい値に設定する、
ことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記制御手段は、前記数値情報に基づいて得られる数値が基準値よりも小さい場合、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合に対応する前記動作を前記操作対象に行わせ、
前記条件変更手段は、前記操作対象と前記物体又は前記キャラクタとの位置関係が第2位置関係である場合の前記基準値を、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合の前記基準値よりも小さい値に設定する、
ことを特徴とするゲーム装置。 - 請求項1に記載のゲーム装置において、
前記条件変更手段は、前記物体又は前記キャラクタの移動速度に基づいて、前記条件を変更する手段を含むことを特徴とするゲーム装置。 - プレイヤの操作対象と、物体又はキャラクタと、の少なくとも一方がゲーム空間内を移動するゲームを実行するゲーム装置の制御方法において、
前記プレイヤの動きに応じた数値情報を取得する数値情報取得ステップと、
前記数値情報が条件を満足する場合、前記操作対象と前記物体又は前記キャラクタとの位置関係が第1位置関係である場合に対応する動作を前記操作対象に行わせる制御ステップと、
前記操作対象と前記物体又は前記キャラクタとの位置関係に基づいて、前記条件を変更するステップであって、前記操作対象と前記物体又は前記キャラクタとの位置関係が第2位置関係である場合の前記条件を、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合の前記条件に比べて、前記数値情報が前記条件を満足し難くなるように設定する条件変更ステップと、
を含むことを特徴とするゲーム装置の制御方法。 - プレイヤの操作対象と、物体又はキャラクタと、の少なくとも一方がゲーム空間内を移動するゲームを実行するゲーム装置としてコンピュータを機能させるためのプログラムであって、
前記プレイヤの動きに応じた数値情報を取得する数値情報取得手段、
前記数値情報が条件を満足する場合、前記操作対象と前記物体又は前記キャラクタとの位置関係が第1位置関係である場合に対応する動作を前記操作対象に行わせる制御手段、及び、
前記操作対象と前記物体又は前記キャラクタとの位置関係に基づいて、前記条件を変更する手段であって、前記操作対象と前記物体又は前記キャラクタとの位置関係が第2位置関係である場合の前記条件を、前記操作対象と前記物体又は前記キャラクタとの位置関係が前記第1位置関係である場合の前記条件に比べて、前記数値情報が前記条件を満足し難くなるように設定する条件変更手段、
として前記コンピュータを機能させるためのプログラム。 - 請求項6に記載のプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。
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