WO2013054628A1 - Game device, method for controlling game device, and recording medium - Google Patents

Game device, method for controlling game device, and recording medium Download PDF

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Publication number
WO2013054628A1
WO2013054628A1 PCT/JP2012/073402 JP2012073402W WO2013054628A1 WO 2013054628 A1 WO2013054628 A1 WO 2013054628A1 JP 2012073402 W JP2012073402 W JP 2012073402W WO 2013054628 A1 WO2013054628 A1 WO 2013054628A1
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WO
WIPO (PCT)
Prior art keywords
object data
user
time
editing
data element
Prior art date
Application number
PCT/JP2012/073402
Other languages
French (fr)
Japanese (ja)
Inventor
太平 片貝
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株式会社コナミデジタルエンタテインメント
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Publication of WO2013054628A1 publication Critical patent/WO2013054628A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/634Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8047Music games

Definitions

  • the present invention relates to a game device for a computer game, a method for controlling the game device, and a recording medium.
  • a music game (rhythm game) that evaluates the user's operation based on the operation time that is the time when the user actually performed the operation (for example, according to the time difference between the two times) have been proposed.
  • Patent Document 1 presents a game system in which a music game user can edit object data (generate each object data element).
  • Patent Document 1 In the technology disclosed in Patent Document 1 in which object data is edited by moving a stationary object in the screen by a user operation, the movement of the object during game execution is not expressed when editing the object data. Therefore, it is difficult for the user to imagine a game operation realized by the object data.
  • an object of the present invention is to provide a game device and a computer program capable of editing object data according to an actual game operation.
  • a game device includes an input unit that receives a user operation, and a storage unit that stores object data including a plurality of object data elements corresponding to each of a plurality of objects to be displayed on a display screen during game execution
  • a control unit that moves the one object in the direction of the reference position so as to reach the reference position on the display screen at a reference time indicated by the one object data element read out from
  • An evaluation unit that evaluates the user's operation based on an operation time at which the unit receives the user's operation and a reference time at which one object reaches the reference position, and the control unit is executing a game
  • editing object data that is not One object data element including a reference time indicated by an elapsed time until the accepted operation time is generated and stored in the storage unit, and one object displayed on the display screen at the operation time is set as the reference position.
  • the elapsed time from the start of editing the object data is rewound and the rewound elapsed time is handled.
  • One object is moved in the second direction opposite to the first direction by the amount, and one object data element corresponding to one object beyond the deletion position is deleted from the storage unit.
  • time means a relative time counted by an elapsed time from the start of editing of object data (at the start of generation of each object data element).
  • the “rewinding elapsed time” is a process that can be executed by the control unit when editing the object data and that has been performed in a part of the time range including the entire elapsed time that has already passed (counted) or the current time. More specifically, it means an operation of canceling the contents stored in the storage unit in the time range and restarting the process.
  • “deletion” for an object data element means not only that the control unit actually deletes the object data element in the storage unit, but also controls the newly generated object data element on the object data element to be deleted. This is a concept including changing a position (for example, a pointer) on a storage unit to be written next so that the unit can be overwritten.
  • the deletion position is arranged on the reference position or on the second direction side with respect to the reference position.
  • control unit continues to rewind the elapsed time from the start of editing the object data while the input unit accepts a user rewind instruction, and the second Continue to move one said object in the direction.
  • the object data element includes an operation position on the display screen to be operated by a user and an operation type of an operation to be performed by the user with respect to the input unit.
  • An object data element that associates an operation time at which the input unit accepts a user operation, an operation position of the operation accepted by the input unit, and an operation type of the operation is generated and stored in the storage unit .
  • the control unit when the input unit receives an operation that continues longer than the long press reference time during object data editing, the control unit includes a plurality of operations corresponding to the operation generated within the duration of the operation.
  • the object data elements are stored in the storage unit in association with each other as a long press object data element group corresponding to one long press object that instructs the user that the operation to the input unit should be continued during the game,
  • One said long press object corresponding to the said long press object data element group is displayed on the said display screen according to each reference
  • the control unit stores a long-pressed object data element group corresponding to the long-pressed object in the storage unit. Delete from.
  • control unit when the control unit includes an angle less than a threshold value in a polygonal line formed by a plurality of operation positions included in the long press object data element group, the angle less than the threshold value is larger than the threshold value. At least one of the plurality of operation positions included in the long-pressing object data element group is changed so as to have an angle.
  • the object data element is a fixed-length record having a constant data size
  • the control unit uses a variable capable of indicating any of the plurality of object data elements included in the object data. Any object data element can be accessed.
  • the control unit corresponds to the operation and associates as the long press object data element group A plurality of referenced object data elements are generated and stored in the storage unit, and a reference object data element including reference information indicating the plurality of referenced object data elements is generated and stored in the storage unit.
  • the control unit sets a temporary storage area for storing a plurality of referenced object data elements.
  • a plurality of referenced object data elements corresponding to the operation generated in the duration of the operation and stored in the storage unit are stored in the temporary storage area.
  • the apparatus further includes a music playback unit that starts playback of music data selected by the user from one or more music data stored in the storage unit when editing of the object data is started, and the control unit is configured to edit the object data
  • the object data generated during the reproduction of the music data and the music data are associated and stored in the storage unit, and the music reproduction unit is associated with the object data corresponding to the game at the start of the game. Start playing the music data.
  • the game device control method of the present invention is configured to accept a user operation and display the display screen at a reference time indicated by an object data element corresponding to one of a plurality of objects to be displayed on the display screen during game execution. Moving one object in the direction of the reference position so as to reach the upper reference position, and operating time when the input unit accepts a user operation and executing the game Evaluation of the user's operation based on the reference time to reach the position, and an operation in which the input unit accepts the user's operation from the start of editing the object data while editing the object data that is not being executed
  • One object data element including the reference time indicated by the elapsed time up to the time is generated and stored in the storage unit.
  • Another game device control method includes accepting a user operation and starting editing of object data including a plurality of object data elements corresponding to each of a plurality of objects displayed on a display screen when the game is executed.
  • One object data element including a reference time indicated by an elapsed time from when the input unit accepts a user operation to the operation time is generated and stored in the storage unit, and displayed on the display screen at the operation time.
  • the one object moved in the first direction away from the reference position and the elapsed time from the start of editing the object data are rewound and rewinded according to the received rewind instruction from the user.
  • One object is moved in the second direction opposite to the first direction by an amount corresponding to the elapsed time. Is, and a removing one of the object data element corresponding to one of said objects beyond the deletion position from the storage unit.
  • the computer program of the present invention is a computer program that is executed by a processor of a computer, and includes an input unit that receives a user operation and one of a plurality of objects that are displayed on a display screen during game execution.
  • a control unit that moves one of the objects in the direction of the reference position so as to reach the reference position on the display screen at a reference time indicated by the object data element corresponding to Based on the operation time at which the operation is received and the reference time at which one of the objects reaches the reference position, the control unit functions as an evaluation unit that evaluates the user's operation.
  • the input from the start of editing the object data One object data element including a reference time indicated by an elapsed time up to an operation time when the user's operation is received is stored in the storage unit, and one object displayed on the display screen at the operation time Is moved in a first direction away from the reference position, and the elapsed time from the start of editing the object data is rewound according to the user's rewind instruction received by the input unit, and the rewinded process
  • One object is moved in a second direction opposite to the first direction by an amount corresponding to time, and one object data element corresponding to one object exceeding the deletion position is deleted from the storage unit To do.
  • Another computer program of the present invention is a computer program executed by a processor of a computer, and each of a plurality of objects displayed on a display screen at the time of game execution is input to a computer that receives a user operation.
  • the control unit is stored in the storage unit and functions as a control unit that moves one object displayed on the display screen at the operation time in a first direction away from the reference position, and the control unit is received by the input unit. Edit object data according to the user's rewind instruction.
  • the elapsed time from the start time is rewound, and one object is moved in the second direction opposite to the first direction by an amount corresponding to the rewound elapsed time.
  • One object data element corresponding to the object is deleted from the storage unit.
  • the computer program of the present invention can be recorded on a computer-readable non-transitory information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
  • the information recording medium can be provided (distributed / sold) independently of the apparatus.
  • the computer program of the present invention is stored in an information recording medium (for example, a hard disk) of a server device different from the device on which the computer program is executed, and is provided (distributed / sold) via a communication network (for example, the Internet). obtain.
  • FIG. 1 is a block diagram of a game system 1 according to a first embodiment of the present invention.
  • the game system 1 includes a game device 100, a game server 200, and a network 300.
  • Game device 100 and game server 200 are connected via network 300.
  • game device 100 and network 300 are connected wirelessly, and game server 200 and network 300 are connected by wire.
  • the network 300 may be a public network such as the Internet, a dedicated network constituted by a dedicated line, or a virtual dedicated network (for example, a VPN (Virtual Private Network)) constructed on the public network.
  • VPN Virtual Private Network
  • the game device 100 includes an input unit 10, a display device 20, a CPU (Central Processing Unit) 30 (control unit 40, evaluation unit 50), a storage unit 60, a music playback unit 70, and a communication unit 80.
  • the input unit 10 is an element that receives a user's operation.
  • a touch screen TS that allows the user to operate an arbitrary portion can be employed.
  • the display device 20 is an element that displays a screen during game execution and a screen during object data editing.
  • a touch screen TS that can also operate as the input unit 10 may be employed. That is, in the game device 100, a touch screen TS in which the input unit 10 and the display device 20 are integrally configured can be employed.
  • the storage unit 60 includes object data OD that is a set of object data elements DE corresponding to each object Ob displayed on the display device 20, a computer program that operates the game device 100, music data MD that is played back during game execution, and Other elements that store necessary data may be, for example, a flash memory, a hard disk drive, a RAM (Random Access Memory), a ROM (Read Only Memory), or a combination thereof.
  • object data OD that is a set of object data elements DE corresponding to each object Ob displayed on the display device 20, a computer program that operates the game device 100, music data MD that is played back during game execution, and Other elements that store necessary data may be, for example, a flash memory, a hard disk drive, a RAM (Random Access Memory), a ROM (Read Only Memory), or a combination thereof.
  • An external device such as the game server 200 or another server
  • the control unit 40 is an element that controls the operation of the game apparatus 100.
  • the evaluation unit 50 is an element that evaluates an operation performed on the input unit 10 by the user during game execution. Details of operations of the control unit 40 and the evaluation unit 50 will be described later.
  • the control unit 40 and the evaluation unit 50 are functional blocks that are realized when the CPU 30 in the game apparatus 100 executes a computer program.
  • the computer program may be downloaded from the server 400 on the Internet and stored in the storage unit 60 of the game apparatus 100, or may be stored in the storage unit 60 of the game apparatus 100 from a personal computer that stores the computer program. Good.
  • the computer program stored in the information recording medium 90 may be read by a reading device (not shown) included in the game apparatus 100 and stored in the storage unit 60.
  • the information recording medium 90 is preferably a non-transitory recording medium.
  • the music playback unit 70 is an element that generates audio by playing back the music data MD stored in the storage unit 60 during game execution and editing of the object data OD based on the control of the control unit 40.
  • An audio processor, a DA converter, an amplifier, and a speaker are employed.
  • the communication unit 80 is an element for communicating with the game server 200 via the network 300.
  • a transmission / reception antenna and a transmission / reception circuit are employed.
  • the communication by the communication unit 80 is preferably wireless communication.
  • the game device 100 including the communication unit 80 having a communication function is operable as a client of the game server 200, and uploads object data OD edited by the user to the game server 200 or object data edited by another user.
  • the OD can be downloaded to the game apparatus 100.
  • FIG. 2 the operation of the game apparatus 100 executing the music game of the present invention will be described.
  • an example of the game screen is shown on the display device 20 (touch screen TS).
  • the touch screen TS also functions as the input unit 10.
  • a plurality of objects Ob instructing the user to perform an operation and a reference line SL on which the user should perform an operation on the object Ob are displayed.
  • Each object Ob and the reference line SL are displayed on the display device 20 under the control of the control unit 40.
  • the horizontal axis direction (the direction in which the reference line SL is arranged) of the game screen is defined as the X axis
  • the vertical axis direction (the direction in which the object Ob moves) of the game screen is defined as the Y axis.
  • the control unit 40 moves each object Ob in the direction of the arrow (downward Y-axis direction), that is, toward the reference line SL as the game progresses.
  • Each object Ob continues to move in the same direction after crossing the reference line SL.
  • the control unit 40 may move each object Ob in the arrow direction (downward Y-axis direction) as the elapsed time in the game progresses. Further, when the moving speed V (movement amount per unit time) of each object Ob is set as will be described later, the control unit 40 determines that each object is based on the elapsed time (current time t) in the game. You may calculate the coordinate which should display Ob.
  • the upper end of the screen is the object appearance line EL
  • the lower end of the screen is the object disappearance line VL.
  • Each object Ob appears on the object appearance line EL at the upper end of the screen passes along the reference line SL while moving along the grid line GL, reaches the object disappearance line VL at the lower end of the screen, and disappears.
  • the object appearance line EL, the grid line GL, and the object disappearance line VL are preferably not displayed on the game screen, and are used internally when the control unit 40 causes each object Ob to appear, move, and disappear. However, it may be actually displayed on the game screen.
  • the object appearance line EL and the object disappearance line VL are preferably arranged outside the game screen, but may be arranged at one end of the game screen or inside the game screen (in the present embodiment, the description is simplified). Therefore, although the object appearance line EL and the object disappearance line VL are arranged at one end of the game screen, the invention is not limited to such a form). However, in consideration that each object Ob should pass on the reference line SL, the reference line SL is disposed between the object appearance line EL and the object disappearance line VL.
  • the control unit 40 controls the music playback unit 70 to start playback of music data MD associated with object data OD (details will be described later) corresponding to the game at the start of the game. Further, the control unit 40 moves each object Ob so as to reach the reference line SL at the reference time ST included in each object data element DE. For example, for each object Ob, the time of appearance on the object appearance line EL and the moving speed V on the screen (for example, movement per unit time) so as to reach the reference line SL at the reference time ST indicated by the object data element DE. Set the number of dots. Preferably, the moving speed V can be determined based on the difficulty level setting designated by the user before the game starts.
  • the evaluation unit 50 evaluates a user operation performed on each object Ob through the input unit 10.
  • the evaluation unit 50 includes (1) an operation time when the input unit 10 receives a user operation on the reference line SL, and a reference time ST when the object Ob reaches the reference line SL, and (2) a user operation. Based on the position and the operation position OP of the object Ob (for example, the difference between the two operation positions), and (3) the operation type of the user and the operation type OT of the object Ob (for example, whether or not the two operation types match). , Evaluate the user's operation. Preferably, when the operation position OP and the operation type OT match, the smaller the time difference between the user's actual operation time for the object Ob on the reference line SL and the reference time ST of the object Ob, The user's operation is highly appreciated.
  • the evaluation unit 50 evaluates a user's operation for a plurality of objects Ob and accumulates each evaluation to obtain a total evaluation of the one game. If there is an object Ob that has not been operated by the user in a single game, points may be deducted from the total evaluation of the single game.
  • One object data element DE corresponds to one object Ob displayed by the control unit 40.
  • the object data element DE is stored in the storage unit 60 and read and used by the control unit 40 and the evaluation unit 50.
  • the object data element DE includes a reference time ST at which the user should operate the input unit 10, an operation position OP on the reference line SL on the touch screen TS (input unit 10 and display device 20) to be operated by the user, and the user
  • the operation type OT of the operation to be performed is included.
  • each object data element DE is a storage unit in which the operation position OP and the operation type OT are associated with one reference time ST.
  • the reference time ST is indicated by the elapsed time from the time when the game is started. In the present embodiment, the reference time ST is shown in units of 1 second, but the minimum unit of the reference time ST is arbitrary, and may be shown in units of 1 millisecond, for example.
  • the operation position OP is a position (position on the X axis) on the reference line SL displayed on the touch screen TS, and is, for example, the number of dots from one end of the game screen (for example, the left end of the screen in the present specification and drawings). Indicated.
  • the operation type OT is a type of operation that the user should perform on the object Ob.
  • a “touch type” that instantaneously touches one point on the touch screen TS, and a finger slides in a predetermined direction after the touch operation.
  • “Slide type” and the like are included.
  • the slide type may include an upper slide type, a lower slide type, a left slide type, a right slide type, and the like.
  • one piece of object data OD including a plurality of object data elements DE corresponds to one piece of music data MD.
  • each object data element DE is a fixed length record having a constant data size.
  • the control unit 40 accesses an arbitrary object data element DE using a variable (for example, a pointer) capable of pointing to any one of a plurality of object data elements DE included in the object data OD.
  • the object data elements DE in the object data OD are preferably arranged in the order of the reference time ST (the value of the reference time ST is small).
  • a specific data structure of the object data OD is exemplified below.
  • the number of object data elements DE included in the object data OD is N (N is a natural number), and a variable indicating one object data element DE is n (n is a natural number from 0 to N ⁇ 1).
  • one object data OD may be composed of N lines of comma-delimited text. Specifically, the comma-delimited text in the n-th row indicates the n-th object data element DE, and data corresponding to each object data element DE is represented as fixed-length data in the storage unit 60.
  • one object data OD has an array including N reference times ST, an array including N operation positions OP, and an array including N operation types OT.
  • the nth object data element by the combination of elements in each array uniquely identified by the same index (for example, the nth reference time ST, the nth operation position OP, and the nth operation type OT) A configuration in which DE is represented may be employed.
  • one object data element DE is a data element related to one object Ob that is a target of the user's operation, and includes at least the reference time ST.
  • the object data OD includes one or more (preferably ten or more) object data elements DE.
  • an object data element DE includes information other than the reference time ST (such as the operation position OP), the information is associated with the reference time ST.
  • the object data element DE may be a data record configured physically as a series, and is data in which a plurality of data elements physically distributed and stored in the storage unit 60 are associated by pointers or the like. Also good.
  • the display control of the game screen by the control unit 40 will be described in more detail.
  • the object Ob that moves at the moving speed V from the object appearance line EL toward the object disappearance line VL is displayed on the game screen displayed on the touch screen TS (display device 20).
  • the object Ob reaches the reference line SL at the reference time ST indicated by the corresponding object data element DE.
  • the required time for the object Ob to move from the object appearance line EL to the reference line SL is b, and the required time for the object Ob to move from the reference line SL to the object disappearance line VL is a.
  • the object Ob that should appear on the object appearance line EL at the current time t passes through the reference line SL at the future time (t + b).
  • the object Ob that should disappear on the object disappearance line VL at the current time t passes through the reference line SL at the past time (ta). Therefore, it can be understood that the object Ob to be displayed on the display screen at a certain current time t is an object Ob having the reference time ST included in the range from the past time (ta) to the future time (t + b).
  • the control unit 40 stores the object data element DE having the reference time ST corresponding to the future time (t + x) obtained by adding the predetermined time x to the current time t as the elapsed time (current time t) progresses during the game. Read sequentially from the unit 60. Then, from the reference time ST indicated by the read object data element DE and the moving speed V set in advance, the control unit 40 determines an appearance time at which the object Ob should appear on the object appearance line EL. Then, the control unit 40 causes the object Ob to appear on the object appearance line EL according to the determined appearance time, and moves the appearing object Ob toward the reference line SL at the moving speed V.
  • the control unit 40 should display the object Ob corresponding to the object data element DE having the reference time ST closer to the current time t than the future time (t + b) on the display device.
  • the current time t is the time when 7.0 seconds have elapsed from the start of the game.
  • the range from the past time (ta) to the future time (t + b) includes three object data elements DE (DE1, DE2, DE3, the reference time ST is 7.0 seconds, 8.0 seconds, 9.0 seconds, respectively). Therefore, the control unit 40 determines the display positions of the three objects Ob (Ob1, Ob2, Ob3) corresponding to the three object data elements DE (DE1, DE2, DE3), and based on the determined display positions.
  • Each object Ob is displayed on the display screen (FIG. 2).
  • the music game of the present invention is executed as described above.
  • FIG. 4 shows an example of the object data editing screen.
  • an editing area EA and a control area CA are provided in the screen, and the reference line SL corresponding to the current time t counted by the control unit 40 is closer to the center of the screen. (In other words, the area corresponding to the past time becomes wider).
  • the control area CA a current time t (elapsed time from the start of editing the object data OD) and a pause button PA for pausing the object data editing are displayed.
  • the upper end of the screen is the object disappearance line VL.
  • the control unit 40 When a user operation is accepted by the input unit 10, the control unit 40 generates and stores the object data elements DE (DE 1, DE 2, DE 3) corresponding to the user operation in the storage unit 60 and the generated data.
  • the object Ob (Ob1, Ob2, Ob3) moves along the grid line GL, reaches the object disappearance line VL at the upper end of the screen, and disappears.
  • the object data elements DE (DE1, DE2, DE3) corresponding to the disappeared object Ob (Ob1, Ob2, Ob3) are still stored in the storage unit 60.
  • the grid line GL and the object disappearance line VL are preferably not displayed on the object data editing screen, but may be actually displayed.
  • the object disappearance line VL may be arranged outside the editing area EA or inside the editing area EA instead of one end of the screen (editing area EA).
  • the object disappearance line VL is arranged on the traveling direction side of the object Ob with respect to the reference line SL.
  • the control unit 40 starts editing the object data OD based on a user operation (edit start instruction) on the input unit 10.
  • the control unit 40 controls the music playback unit 70 to start playback of the music data MD selected by the user among the music data MD in the storage unit 60 at the start of editing the object data OD.
  • the editing of the object data OD is performed over a predetermined period (preferably, a period equal to the reproduction time of the selected music data MD). Note that the editing of the object data OD may be performed over an arbitrary period (for example, a period shorter than the reproduction time of the music data MD) instead of the predetermined period.
  • the editing is performed.
  • the object data OD over the period in which is executed may be stored in the storage unit 60.
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected (S10: YES)
  • the control unit 40 determines whether or not a user operation is detected (S10: YES)
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
  • the control unit 40 determines whether or not a user operation is detected (S10:
  • step S40 the control unit 40 determines whether or not a predetermined period has elapsed from the start of editing.
  • the control unit 40 ends the editing operation, and displays the object data OD (each generated object data element DE) edited during the reproduction of the selected music data MD.
  • the data is stored in the storage unit 60 in association with the music data MD.
  • the control unit 40 returns to the operation detection determination (S10).
  • step S20 of the editing operation described above it is sufficient for the control unit 40 to store only the coordinates in the X axis direction (X coordinate) in the storage unit 60 as the operation position OP of the user. That is, during the object data editing, the user does not necessarily have to operate (touch, etc.) the reference line SL itself, and the control unit 40 does not perform X in the operation even when a part other than the reference line SL is operated.
  • the object data element DE can be generated based only on the coordinates (ie, irrespective of the Y coordinate in the operation). According to the above configuration, it becomes easier for the user to generate the object data OD (object data element DE).
  • control unit 40 may convert the X coordinate of the actually operated input unit 10 into the X coordinate of the grid line GL closest to the coordinate and store the X coordinate in the storage unit 60.
  • the object Ob is displayed only on one of the grid lines GL during the game execution.
  • the current time t counted by the control unit 40 is the time when 9.0 seconds have elapsed from the start of editing the object data OD.
  • the control unit 40 causes the three object data elements DE (DE1, DE2, DE2, DE2, DE2) corresponding to each operation time. DE3) was produced.
  • Each object data element DE (DE1, DE2, DE3) includes an operation position and an operation type corresponding to the operation at each operation time.
  • the object data OD corresponding to the arbitrary music data MD selected by the user can be edited. Also, since the control unit 40 generates the object data element DE according to the elapsed time from the start of object data editing (music data playback start), real-time object data editing is realized, and the object data OD to be edited is used. The realized game operation is easily imagined by the user who is editing the object data. Furthermore, since the control unit 40 edits the object data OD (generates each object data element DE) by an operation according to the actual game operation (input operation in accordance with the reproduction of music data), the game data is edited. In spite of the preparatory work, interest for the user can be enhanced.
  • the object data element DE since there is no means for correcting the object data element DE, when editing of the object data OD is started, the object data generated by mistake until the end of editing (end of music data playback). It is impossible to modify the element DE.
  • the object data element DE even when the object data OD is being edited, the object data element DE can be deleted by rewinding the elapsed time from the start of editing the object data.
  • symbol referred by the above description may be diverted and each description may be abbreviate
  • a rewind button RW that rewinds the elapsed time from the start of editing the object data OD is displayed in the control area CA in the touch screen TS.
  • a rewind instruction is input to the control unit 40.
  • the object data deletion line DL newly provided in the second embodiment is located at the lower end of each screen (editing area EA).
  • the object data deletion line DL may be arranged outside the editing area EA or inside the editing area EA instead of one end of the editing area EA.
  • the object data deletion line DL is arranged in In other words, each line is arranged such that the reference line SL is positioned between the object disappearance line VL and the object data deletion line DL.
  • the object data deletion line DL may be arranged so as to overlap the reference line SL.
  • FIG. 6 is an object data editing screen corresponding to FIG. 4 of the first embodiment, and at least three object data elements DE (DE1, DE2, DE3.
  • Reference times ST are 7.0 seconds, 8.0 seconds, 9.0 seconds, respectively). Is in a state generated by the control unit 40.
  • the current time t in FIG. 6 is 9.0 seconds.
  • the object Ob (Ob1, Ob2, Ob3) corresponding to the already generated object data element DE (DE1, DE2, DE3) is separated from the reference line SL by the control unit 40 (upward Y). Axis direction).
  • FIG. 7 is an object data editing screen in a state where the user has pressed the rewind button RW after the state of FIG. While the user presses the rewind button RW (that is, while the user's rewind instruction is accepted by the input unit 10), the control unit 40 determines the current time t (from the start of editing the object data OD). While continuing to rewind (elapsed time), the object Ob (Ob1, Ob2, Ob3) continues to move in the direction opposite to the movement direction during object data editing (downward Y-axis direction). It is preferable that the control unit 40 controls the music reproducing unit 70 so as to reversely reproduce the music data MD being reproduced while the rewind instruction is given.
  • the control unit 40 controls the music reproducing unit 70 so as to reversely reproduce the music data MD being reproduced while the rewind instruction is given.
  • the current time t (elapsed time) has been rewound (backed up) to 7.0 seconds. That is, the elapsed time and the amount of movement of the object Ob can be adjusted according to the duration of the rewind instruction. In other words, during the period in which the user's rewind instruction is accepted by the input unit 10, the “process” of “rewind” continues.
  • the moving amount of each object Ob is an amount corresponding to the elapsed time to be rewound.
  • FIG. 8 is an object data editing screen in a state where the user continues to press the rewind button RW after the state of FIG.
  • the control unit 40 rewinds the current time t to 6.0 seconds, and the object Ob3 generated at the elapsed time 9.0 seconds exceeds the object data deletion line DL. Therefore, the control unit 40 deletes the object data element DE3 having an elapsed time of 9.0 seconds corresponding to the object Ob3 from the storage unit 60.
  • FIG. 9 is an object data editing screen in a state where the user has stopped pressing the rewind button RW after the state of FIG.
  • the current time t advances again in the future (time counting is resumed, reproduction of the music data MD is resumed, and generation of the object data element DE is performed). Possible).
  • the control unit 40 moves the already displayed object Ob (Ob1, Ob2) again in the moving direction (upward Y-axis direction) during generation of the object data element DE. It is understood that the object Ob3 corresponding to the deleted object data element DE3 is no longer displayed.
  • editing of the object data OD is enabled from the time when the rewinding is completed (9.0 seconds in the examples of FIGS. 6 to 9).
  • the user cancels the “process” of the “rewinding” by stopping the rewinding instruction (stopping the pressing of the rewinding button RW) at an arbitrary time (ie, “object” It is possible to instruct “resume data editing”. Therefore, the amount of movement of the object Ob can be adjusted according to the duration of the rewind instruction by the user.
  • the wrong object data OD is edited (each object data element DE is generated)
  • the wrong object data can be obtained by rewinding the elapsed time. Since the element DE can be deleted, a correct (intended by the user) object data element DE can be generated without editing the object data OD again from the beginning of editing the object data OD. Further, since the object data element DE is deleted by rewinding the elapsed time, the operation can be simpler than the configuration in which the object Ob (object data element DE) is individually specified and deleted. Further, since the reference line SL and the object data deletion line DL are provided separately, the object Ob corresponding to the object data element DE before the current time t is displayed on the editing screen.
  • each object Ob requests only a single reference time ST, an operation position OP, and an operation type OT as an operation during game execution.
  • a music game using only such an object Ob may be monotonous and not interesting enough for the user.
  • terminal devices including a touch screen type input device such as a smartphone have become widespread.
  • a long press operation that is, an operation of selecting and continuing to select an arbitrary position on the input device, and an operation of moving (sliding) the pressed position while continuing to press after pressing a certain position.
  • a game is provided that introduces a new operation applicable to a device having a touch screen.
  • FIG. 10 the operation of the game apparatus 100 that is executing the music game according to the third embodiment of the present invention will be described. 10, an example of the game screen is shown on the display device 20 (touch screen TS) as in FIG.
  • the game screen of FIG. 10 includes a long-press object LOb that instructs the user to perform a long-press operation, and a normal operation (that is, a single reference time ST, an operation position OP, and an operation that are also instructed in the above-described embodiment).
  • An object Ob instructing an operation requested by the type OT (hereinafter, sometimes referred to as a normal object NOb in order to distinguish it from the long-pressed object LOb), and a reference line SL corresponding to the current time t during game execution Is displayed.
  • the long press object LOb instructs the user to perform a long press operation (meaning that the pressing operation on the input unit 10 is continued, whether or not the operation position is moved during the pressing) during the game. Displayed for. Similar to FIG. 2, the control unit 40 moves the long-pressed object LOb and the normal object NOb toward the arrow direction (downward Y-axis direction), that is, toward the reference line SL.
  • the long press object LOb presented in the present embodiment has a configuration in which a plurality of partial objects are connected to each other.
  • a specific data structure of the object data OD is shown in FIG.
  • each object data element DE further includes additional information AD.
  • a group of a plurality of object data elements DE corresponding to the long-pressing object LOb (for example, an object data element DE having an elapsed time of 11.0 seconds to 15.0 seconds in FIG. 10) is the long-pressing object data element group LPG.
  • One long-pressing object data element group LPG corresponds to one long-pressing object LOb displayed by the control unit 40, and one partial object included in the long-pressing object LOb corresponds to one in the long-pressing object data element group LPG.
  • One object data element DE (hereinafter, may be referred to as a partial object data element PDE) corresponds.
  • Each partial object data element PDE has “Long type” as the operation type OT.
  • a plurality of partial object data elements PDE corresponding to one long-pressing object data element group LPG are stored in series (physically or logically) in the object data OD.
  • the additional information AD of the partial object data element PDE corresponding to the start point of the long press object LOb stores information indicating “Long type starting point (Ls)”, and the partial object data element corresponding to the end point In the additional information AD of PDE, information indicating “Long type ending point (Le)” is stored. That is, the long press object LOb has a configuration in which the reference time ST and the operation position OP indicated by the plurality of partial object data elements PDE included in the long press object data element group LPG corresponding to the long press object LOb are connected.
  • the long press object LOb appears on the object appearance line EL at the upper end of the screen sequentially from the start point based on the control of the control unit 40, and each partial object (each partial object data element PDE) indicates
  • the reference line SL is sequentially traversed at the reference time ST, and sequentially reaches the object disappearance line VL at the lower end of the screen from its starting point and disappears sequentially.
  • “sequentially” is a concept including “for each partial object”.
  • the object appearance line EL and the object disappearance line VL may be arranged in the game screen, and more preferably arranged outside the game screen.
  • the evaluation unit 50 evaluates a user operation on the long press object LOb, that is, a user operation on each partial object.
  • the operation evaluation for each partial object is executed in the same manner as in the above-described embodiment. For example, when evaluating the evaluation of one partial object, the evaluation unit 50 performs a long press operation (pressing down on the touch screen TS) by the user at the reference time ST and the operation position OP indicated by the partial object data element PDE corresponding to the partial object. It is determined whether or not a continuous operation is performed, and the higher the evaluation is made, the longer the pressing operation is performed at a time closer to the reference time ST indicated by the partial object data element PDE and a position closer to the operation position OP. It is preferable that the evaluation unit 50 accumulates the evaluation of each operation on a plurality of partial objects included in one long press object LOb and evaluates the operation on the long press object LOb.
  • a game using the long press object LOb that indicates to the user that the operation on the input unit 10 should be continued is realized. Since the user is required to continuously press the input unit 10 (touch screen TS) for the long-pressed object LOb, various operations are required as compared with a game using only the normal object NOb. It becomes. Therefore, interest for the user can be improved.
  • the third embodiment described above can also be realized as a configuration independent of the first embodiment and the second embodiment. That is, in a game device that does not have a function of dynamically editing object data OD as in the first embodiment or the second embodiment, object data OD including a long press object data element group LPG can be provided. A game using the long press object LOb of the third embodiment may be executed.
  • a music game using the long press object LOb is realized.
  • the object data OD used in the music game of the third embodiment is edited by the user.
  • the control unit 40 when the input unit 10 accepts a user operation that lasts longer than the long press reference time, the control unit 40 is generated within the duration of the user operation.
  • a plurality of object data elements DE (partial object data elements PDE) corresponding to the user's operation are stored in the storage unit 60 in association with each other as the long press object data element group LPG.
  • the control unit 40 also sets the long press object LOb corresponding to the generated long press object data element group LPG to each reference time ST and each operation indicated by the partial object data element PDE in the long press object data element group LPG. It is displayed on the display screen according to the position OP, and moved in a direction away from the reference line SL.
  • editing of the object data OD (generating each object data element DE) will be described with reference to the flowcharts of FIGS.
  • editing of the object data OD starts based on a user operation (editing start instruction) on the input unit 10. It is the same as in the above embodiment that the music data MD selected by the user is controlled to start playing when editing starts.
  • the control unit 40 determines whether or not a user operation has been detected in the input unit 10 (S110). When the operation is detected (S110: YES), the control unit 40 generates a detection object (S120), and proceeds to step S130. On the other hand, when no operation is detected (S110: NO), the control unit 40 proceeds to step S130 without executing step S120. In step S130, the control unit 40 determines whether or not a predetermined period has elapsed from the start of editing. When the predetermined period has elapsed (S130: YES), the control unit 40 ends the editing operation (details will be described later). On the other hand, when the predetermined period has not elapsed (S130: NO), the control unit 40 returns to the operation detection determination (S110).
  • the detected object generated by the control unit 40 in step S120 in response to the user operation is an element in the control unit 40 that generates the object data element DE (that is, a part of the control unit 40).
  • the detection object is not displayed on the display screen, but is a functional block realized by the CPU 30 in the game apparatus 100 executing a computer program.
  • FIG. 12 is a flowchart showing the detection operation of the detection object.
  • the detected object determines the operation time of the user's operation corresponding to the detected object itself, the operation position OP, and the operation type OT (S121).
  • the determined operation type OT is not “long press type” (for example, when the operation type OT is “touch type” or “slide type”) (S122: NO)
  • the detected object is the control of the above embodiment.
  • an object data element DE in which the determined operation time (reference time ST), the operation position OP, and the operation type OT are associated with each other is generated (S126).
  • the determined operation type OT is “long press type” (that is, when the input unit 10 receives an operation that continues longer than the long press reference time) (S122: YES)
  • the detected object is stored in memory.
  • a temporary storage area TA for the long press object LOb (long press object data element group LPG) is secured in the unit 60.
  • the operation type OT is “reference type (REF)”, and reference information (for example, secured) indicating the temporary storage area TA
  • the object data element DE (reference object data element RDE) including the additional information AD is generated (S123). Since the reference information can be handled as fixed-length data, the data size can be maintained in a fixed-length record even for the object data element DE including the reference information.
  • the detected object If it is determined that the long press operation is continued for the input unit 10 (S124: YES), the detected object generates the referenced object data element DER and stores it in the temporary storage area TA (S125), and then presses the long press again.
  • the process returns to the operation continuation determination (S124). That is, the detected object stores a plurality of referenced object data elements DER corresponding to the long press operation generated within the duration of the long press operation in the temporary storage area TA.
  • the referenced object data element DER is the object data OD indicated by the reference information in the reference object, and includes the operation time and the operation position OP at the time of determination in step S124. Therefore, access to the referenced object data element DER is realized by referring to the reference information included in the reference object data.
  • the referenced object data element DER corresponds to the partial object data element PDE in the above description, and a plurality of referenced object data elements DER stored in one temporary storage area TA are long-pressed.
  • One long press object LOb is configured as the object data element group LPG.
  • the detection object ends the detection operation and disappears.
  • a plurality of detection objects can exist in the control unit 40 at one time. Therefore, the control unit 40 can generate a plurality of long-pressing object data element groups LPG in parallel, and can generate other object data elements DE during the generation of the long-pressing object data element group LPG.
  • the control unit 40 ends the editing operation, collects a plurality of referenced object data elements DER in the temporary storage area TA as a series of long-pressed object data element groups LPG, The data OD is integrated and stored in the storage unit 60 (details will be described later). Similar to the above-described embodiment, the editing of the object data OD may be performed over an arbitrary period (for example, a period shorter than the reproduction time of the music data MD).
  • 13 to 16 are diagrams showing examples of the object data editing screen and the object data OD when the editing operation shown in the flowcharts of FIGS. 11 and 12 is executed. 13 to 16, the arrangement of the reference line SL, the object disappearance line VL, and the like is the same as that in the above-described embodiment.
  • FIG. 13 shows an editing screen and object data OD when the control unit 40 detects a long press operation on the input unit 10.
  • the current time t in FIG. 13 counted by the control unit 40 is the time when 11.0 seconds have elapsed since the start of editing the object data OD.
  • the detection object Based on the detection of the long press operation, the detection object secures the temporary storage area TA. Further, the detected object has a reference time ST of the current time t, an operation position OP (position on the X axis of the reference line SL) of 20, an operation type OT of “reference type”, and additional information AD.
  • a reference object data element RDE having reference information (start address) indicating the secured temporary storage area TA is generated and stored in the storage unit 60 (object data OD).
  • a referenced object data element DER1 having the same reference object data element RDE, the standard time ST, and the operation position OP is stored.
  • the control unit 40 displays the object Ob corresponding to one referenced object data element DER1 stored in the temporary storage area TA on the editing screen (editing area EA).
  • FIG. 14 shows an edit screen and object data OD when the control unit 40 detects the continuation of the long press operation.
  • the current time t in FIG. 14 is the time when 12.0 seconds have elapsed since the start of editing the object data OD.
  • the control unit 40 edits the long-pressed object LOb corresponding to the line segment connecting the two points indicated by the two referenced object data elements DER (DER1, DER2) stored in the temporary storage area TA (editing area EA). ).
  • FIG. 15 shows an editing screen and object data OD when the control unit 40 detects the continuation of the long press operation and detects a new touch operation.
  • the current time t in FIG. 15 is the time when 13.0 seconds have elapsed since the start of editing the object data OD.
  • the control unit 40 makes a line segment that connects the three points indicated by the reference time ST and the operation position OP of the three referenced object data elements DER (DER1 to DER3) stored in the temporary storage area TA in the order of the reference time ST.
  • the corresponding long press object LOb and the normal object NOb corresponding to the object data element DE stored in the storage unit 60 (object data OD) are displayed on the editing screen (editing area EA).
  • FIG. 16 shows the editing screen and object data OD when the control unit 40 detects the continuation of the long press operation, as in FIG.
  • the current time t in FIG. 16 is the time when 15.0 seconds have elapsed since the start of editing the object data OD. Note that the long pressing operation to the input unit 10 is continued even at a time of 14.0 seconds not shown.
  • the control unit 40 causes the long press object LOb and the normal object NOb to be displayed on the edit screen (edit area EA).
  • the control unit 40 controls the display device 20 so that the portion of the long-pressed object LOb that exceeds the object disappearance line VL is not displayed in the editing area EA.
  • the control unit 40 ends the editing operation when a predetermined period for editing the object data elapses. Then, all the object data elements DE stored in the storage unit 60 (object data OD) are scanned.
  • the control unit 40 finds a reference object data element RDE whose operation type OT is “reference type (REF)”, the control unit 40 stores a plurality of referenced objects stored in the temporary storage area TA indicated by the reference information of the reference object data element RDE. Read the object data element DER.
  • the control unit 40 sets “long press type (L)” as the operation type OT of each referenced object data element DER, and corresponds to the start point of the long press object LOb (that is, the value of the reference time ST is the smallest).
  • Information indicating the “long press type start point (Ls)” is set in the additional information AD of the referenced object data element DER, which corresponds to the end point of the long press object LOb (that is, the value of the reference time ST is the largest).
  • a series of referenced object data elements DER are placed at positions where the reference object data element RDE exists. Insert as long press object data element group LPG.
  • the control unit 40 performs the above operation for all the reference object data elements RDE.
  • the reference object data element RDE whose standard time ST is 11.0 seconds exists in the object data OD.
  • the control unit 40 finds the reference object data element RDE by scanning, and reads the five referenced object data elements DER (DER1 to DER5.
  • the standard time ST is 11.0 seconds to 15.0 seconds) corresponding thereto.
  • the control unit 40 sets “long press type” to the operation type OT of each referenced object data element DER, and “start point of long press type” to the additional information AD of the referenced object data element DER whose reference time ST is 11.0 seconds. Is set to the additional information AD of the referenced object data element DER whose reference time ST is 15.0 seconds, and the reference object data whose reference time ST is 11.0 seconds is set.
  • the five referenced object data elements DER after the above setting are inserted as a long press object data element group LPG.
  • the object data OD including the long press object data element group LPG shown in FIG. 10 is edited by the control unit 40 and stored in the storage unit 60. That is, by the above operation, the long press object data element group LPG corresponding to the long press object LOb is generated by the user.
  • the long press object data element group LPG is inserted at the position where the reference object data element RDE exists
  • the long press object data element group LPG is stored at the end of the object data OD
  • the reference object data A configuration in which the reference information of the element RDE indicates the long-pressed object data element group LPG can also be adopted.
  • the dynamic deletion of the object data element DE as in the second embodiment is realized.
  • 17 and 18 show a mode of dynamic deletion of the long press object LOb (long press object data element group LPG).
  • the long press object LOb (long press object data element group LPG) illustrated in FIGS. 17 and 18 has the same configuration as the long press object LOb described above with reference to FIGS.
  • a rewind button RW for rewinding the elapsed time from the start of editing the object data OD is displayed in the control area CA in the touch screen TS.
  • the rewind button RW on the touch screen TS input unit 10
  • the lower end of each screen is an object data deletion line DL.
  • the object data deletion line DL may be arranged outside the editing area EA or inside the editing area EA instead of one end of the screen (editing area EA).
  • a part of the long-pressed object LOb moved in accordance with the user's rewind instruction exceeds the object data deletion line DL.
  • the entire long-pressed object LOb moved in accordance with the user's rewind instruction exceeds the object data deletion line DL.
  • the referenced object data element DER corresponding to the portion of the long-pressed object LOb beyond the object data deletion line DL is the object data deletion line of the partial object corresponding to the referenced object data element DER. Even if it exceeds DL, it is not deleted. That is, the referenced object data element DER in the temporary storage area TA is not directly affected by the rewind instruction.
  • the plurality of referenced object data elements DER corresponding to the reference object data element RDE to be deleted is preferably deleted together with the deletion of the reference object data element RDE, but other opportunities (for example, garbage collection May be deleted).
  • the object data OD including the long press object data element group LPG corresponding to arbitrary music data MD selected by the user can be dynamically edited. Further, even if a wrong long press object LOb (not intended by the user) is generated, the wrong object data element DE (reference object data element RDE or referenced object data) is obtained by rewinding the elapsed time. Since the element DER) can be deleted, the correct object data element DE can be generated without editing the object data OD again from the beginning of editing the object data OD. In particular, in the configuration of FIG.
  • FIG. 19 is an example of a game screen according to a fifth embodiment on which the long press object LOb described in the third and fourth embodiments is displayed.
  • the long press object LOb in FIG. 19 includes two line segments.
  • the angle (angle) R formed by the two line segments is small (steep)
  • the user who is executing the game has to operate the input unit 10 very quickly, and the difficulty of the operation May be too high. Therefore, when the angle R included in the polygonal line formed by the long press object LOb generated during the editing of the object data OD is less than the threshold, the object data element DE (referenced object data) is set so that the angle R is equal to or greater than the threshold. It is preferable to correct the element DER (perform smoothing).
  • the smoothing of the long press object LOb of the present embodiment will be described with reference to FIGS.
  • FIG. 20 is a flowchart of the smoothing operation of the long press object LOb
  • FIGS. 21 and 22 are specific examples of the object data editing screen and the object data OD during the smoothing operation.
  • the object data OD including the reference object data element RDE is shown.
  • the object data OD exists in the storage unit 60 as in the above-described embodiment.
  • the control unit 40 scans a plurality of referenced object data elements DER (corresponding to one long-pressed object data element group LPG) stored in the temporary storage area TA (S200),
  • the angle R included in the broken line formed by the reference time ST and the operation position OP included in the plurality of referenced object data elements DER is calculated (S210).
  • three referenced object data elements DER (DER1, DER2, DER3, standard times ST12.0 seconds, 13.0 seconds, 14.0 seconds) corresponding to the long-pressed object LOb currently being generated are scanned.
  • the angle R is calculated based on the coordinates on the display screen corresponding to the referenced object data element DER.
  • the control unit 40 determines whether each calculated angle R is less than a threshold value, and changes the operation position OP of the referenced object data element DER corresponding to the line segment that forms the angle R less than the threshold value. Then, the angle R is corrected so as to be equal to or greater than the threshold (S230). It is understood that the angle R can be changed (preferably increased) if the operation position OP of at least one referenced object data element DER corresponding to the line segment forming the angle R less than the threshold is changed.
  • the above smoothing operation can be executed in response to an arbitrary event.
  • the control unit 40 executes smoothing every time the passage determination (S130) for a predetermined period in the flowchart of FIG. 11 is executed.
  • smoothing may be executed every predetermined number of elapsed determinations.
  • the long press object LOb displayed on the editing screen (editing area EA) is dynamically corrected (while displayed on the screen).
  • a configuration in which smoothing is executed after the editing operation of the object data OD corresponding to one music data MD is completed may be employed.
  • the object data element DE Since the referenced object data element DER is corrected, it is suppressed that the difficulty level of the operation during the game using the long press object LOb is too high. Further, since the long press object LOb displayed on the editing screen (editing area EA) is dynamically corrected (while being displayed on the screen), the correction is executed after the editing of the object data OD is completed. Compared to the configuration, the user can know the shape of the corrected long-pressed object LOb while editing the object data OD.
  • a game device 100 having a function for executing a game and a function for editing object data OD used in the game, and a computer program for realizing such a game device 100 are described in the present invention.
  • a data editing apparatus having only the function of editing the object data OD described above and a computer program for realizing such a data editing apparatus are also included in the scope of the present invention.
  • the game device 100 may be a stand-alone game device 100 that does not include the communication unit 80.
  • the edited object data OD (the generated object data elements DE) can be used in other game devices 100 using an information recording medium 90 (such as a memory card) that can be attached to and detached from the game device 100. Is preferred.
  • the input unit 10 and the display device 20 of the game apparatus 100 are integrally configured as the touch screen TS, but the input unit 10 and the display apparatus 20 are provided separately on the game apparatus 100. May be.
  • display device 20 may be provided separately from game device 100 (outside game device 100).
  • the present invention can be understood as a game apparatus 100 that can use a television receiver as the external display device 20. That is, the display device 20 is not an essential component of the game device 100.
  • the music data MD is reproduced when the game is executed and when the object data is edited.
  • the use of the music data MD is not essential in the present invention.
  • the configuration described above can also be adopted in a rhythm game in which a background image that changes with the progress of the elapsed time (current time t) is displayed together with the object Ob and the object Ob is operated by the user.
  • the reference time ST, the operation position OP, and the operation type OT indicated by the object data element DE corresponding to the object Ob, and the operation time and operation of the actual operation of the user may be evaluated based on the position OP and the operation type OT.
  • the evaluation may be performed based only on the operation time (reference time ST) and the operation position OP.
  • the object data element DE may not include the operation type OT.
  • the evaluation may be performed based only on the operation time (reference time ST).
  • the object data element DE may not include the operation position OP and the operation type OT.
  • the object data element DE when the operation time (reference time ST) is associated with the operation position OP and the operation type OT, it is easy to handle them as a group of data. Further, since the object data element DE includes the operation position OP and the operation type OT, the object Ob corresponding to the object data element DE indicates the operation position and the operation type in addition to the operation time (reference time) to the user. Will also be shown. Therefore, variations in operations required by the user during the game execution may increase and the game performance may be diversified.
  • the control unit 40 rewinds the elapsed time from the start of editing the object data and deletes the object data element DE.
  • the above configuration can also be adopted for editing the already generated object data element DE (object data OD).
  • the reference line SL, the grid line GL, the object appearance line EL, the object disappearance line VL, and the object data deletion line DL are linear (line-shaped), but are not necessarily linear. For example, they may be curved. Further, each of the above lines may change dynamically during the game execution. For example, the reference line SL may move in the game screen as the game progresses.

Abstract

During object data editing while a game is not being executed, a control unit provided in a game device creates and stores in a storage unit one object data element including a reference time shown at the time elapsed from the object data edit start time to an operation time at which an input unit has received a user operation, moves one object displayed on the display screen at the operation time in a first direction away from a reference position and rewinds the elapsed time from the object data edit start time in accordance with a user rewind instruction received in the input unit, and moves one object in a second direction opposite the first direction by an amount corresponding to the rewound elapsed time and deletes from the storage unit the one object data element corresponding to the one object that has gone beyond a deletion position.

Description

ゲーム装置、ゲーム装置の制御方法および記録媒体GAME DEVICE, GAME DEVICE CONTROL METHOD, AND RECORDING MEDIUM
 本発明は、コンピュータゲームのゲーム装置、ゲーム装置の制御方法および記録媒体に関する。 The present invention relates to a game device for a computer game, a method for controlling the game device, and a recording medium.
 ゲーム実行中に音楽が再生されるとともに、その音楽に合わせてユーザ(プレイヤ)が入力操作を実行すべき時刻である基準時刻を指示するオブジェクトが表示画面に表示され、そのオブジェクトが指示する基準時刻とユーザが実際に操作を行った時刻である操作時刻とに基づいて(例えば、両時刻の時間差に応じて)そのユーザの操作を評価する音楽ゲーム(リズムゲーム)が提案されている。ゲーム実行中の基準時刻においてオブジェクトが基準位置に到達するようにゲーム画面に表示されることにより、そのオブジェクトに対してユーザが入力操作を実行すべき基準時刻がユーザに指示される。 An object that indicates a reference time, which is a time at which a user (player) should execute an input operation in accordance with the music, is displayed on the display screen in accordance with the music, and a reference time that is indicated by the object. And a music game (rhythm game) that evaluates the user's operation based on the operation time that is the time when the user actually performed the operation (for example, according to the time difference between the two times) have been proposed. By displaying the object on the game screen so that the object reaches the reference position at the reference time during game execution, the user is instructed the reference time for the user to perform an input operation on the object.
 以上の音楽ゲームにおいては、ゲーム実行中に再生される音楽データと、ゲーム実行中に表示するオブジェクトに対応するオブジェクトデータとが併せて用いられる。音楽データおよびオブジェクトデータは、音楽ゲームの制作者(開発者)から提供されてもよいし、音楽ゲームのユーザが準備してもよい。特許文献1には、音楽ゲームのユーザがオブジェクトデータを編集(各オブジェクトデータ要素の生成)することが可能なゲームシステムが提示されている。 In the above music game, music data reproduced during game execution and object data corresponding to objects displayed during game execution are used together. The music data and the object data may be provided by a music game creator (developer) or may be prepared by a music game user. Patent Document 1 presents a game system in which a music game user can edit object data (generate each object data element).
特開2000-300838JP2000-300838
 画面内で静止したオブジェクトをユーザの操作によって移動させることでオブジェクトデータを編集する特許文献1での技術では、オブジェクトデータの編集時に、ゲーム実行中におけるオブジェクトの移動が表現されない。そのため、そのオブジェクトデータによって実現されるゲーム動作がユーザに想像されにくい。 In the technology disclosed in Patent Document 1 in which object data is edited by moving a stationary object in the screen by a user operation, the movement of the object during game execution is not expressed when editing the object data. Therefore, it is difficult for the user to imagine a game operation realized by the object data.
 以上の事情に鑑み、本発明は、実際のゲーム動作に準じたオブジェクトデータの編集が可能なゲーム装置およびコンピュータプログラムを提供することを目的とする。 In view of the above circumstances, an object of the present invention is to provide a game device and a computer program capable of editing object data according to an actual game operation.
 本発明に係るゲーム装置は、ユーザの操作を受け付ける入力部と、ゲーム実行中に、表示画面に表示させる複数のオブジェクトの各々に対応する複数のオブジェクトデータ要素を含んだオブジェクトデータを記憶する記憶部から読み出した1つの前記オブジェクトデータ要素が示す基準時刻において前記表示画面上の基準位置に到達するように1つの前記オブジェクトを前記基準位置の方向に移動させる制御部と、ゲーム実行中に、前記入力部がユーザの操作を受け付けた操作時刻と1つの前記オブジェクトが前記基準位置に到達する基準時刻とに基づいて、前記ユーザの操作を評価する評価部とを備え、前記制御部は、ゲーム実行中ではないオブジェクトデータ編集中に、オブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して前記記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させ、前記入力部に受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除する。 A game device according to the present invention includes an input unit that receives a user operation, and a storage unit that stores object data including a plurality of object data elements corresponding to each of a plurality of objects to be displayed on a display screen during game execution A control unit that moves the one object in the direction of the reference position so as to reach the reference position on the display screen at a reference time indicated by the one object data element read out from An evaluation unit that evaluates the user's operation based on an operation time at which the unit receives the user's operation and a reference time at which one object reaches the reference position, and the control unit is executing a game When editing object data that is not One object data element including a reference time indicated by an elapsed time until the accepted operation time is generated and stored in the storage unit, and one object displayed on the display screen at the operation time is set as the reference position. In accordance with the user's rewinding instruction received by the input unit, the elapsed time from the start of editing the object data is rewound and the rewound elapsed time is handled. One object is moved in the second direction opposite to the first direction by the amount, and one object data element corresponding to one object beyond the deletion position is deleted from the storage unit.
 本明細書において、「時刻」とは、オブジェクトデータの編集開始時(各オブジェクトデータ要素の生成開始時)からの経過時間によってカウントされる相対的な時刻を意味する。また、「経過時間を巻き戻す」とは、オブジェクトデータの編集時に制御部によって実行され得る、既に過ぎ去った(カウントされた)経過時間の全部または現在時間を含む一部の時間範囲においてなされた処理を取り消す動作であり、より具体的にはその時間範囲において記憶部に記憶した内容を取り消して処理を再開する動作を意味する。また、オブジェクトデータ要素について「削除」とは、制御部が実際に記憶部内のオブジェクトデータ要素を削除することだけではなく、削除対象のオブジェクトデータ要素上に、新たに生成されるオブジェクトデータ要素を制御部が上書きできるよう、次に書き込むべき記憶部上の位置(例えばポインタ)を変更することをも含む概念である。 In this specification, “time” means a relative time counted by an elapsed time from the start of editing of object data (at the start of generation of each object data element). The “rewinding elapsed time” is a process that can be executed by the control unit when editing the object data and that has been performed in a part of the time range including the entire elapsed time that has already passed (counted) or the current time. More specifically, it means an operation of canceling the contents stored in the storage unit in the time range and restarting the process. In addition, “deletion” for an object data element means not only that the control unit actually deletes the object data element in the storage unit, but also controls the newly generated object data element on the object data element to be deleted. This is a concept including changing a position (for example, a pointer) on a storage unit to be written next so that the unit can be overwritten.
 好ましくは、前記削除位置は、前記基準位置上または前記基準位置よりも前記第2方向側に配置される。 Preferably, the deletion position is arranged on the reference position or on the second direction side with respect to the reference position.
 好ましくは、前記制御部は、オブジェクトデータ編集中に、ユーザの巻戻し指示が前記入力部に受け付けられている間、オブジェクトデータの編集開始時からの前記経過時間を巻き戻し続けるとともに、前記第2方向に1つの前記オブジェクトを移動させ続ける。 Preferably, while the object data is being edited, the control unit continues to rewind the elapsed time from the start of editing the object data while the input unit accepts a user rewind instruction, and the second Continue to move one said object in the direction.
 好ましくは、前記オブジェクトデータ要素は、ユーザが操作すべき前記表示画面上の操作位置およびユーザが前記入力部に対してなすべき操作の操作種別を含み、前記制御部は、オブジェクトデータ編集中に、前記入力部がユーザの操作を受け付けた操作時刻と、前記入力部に受け付けられた当該操作の操作位置および当該操作の操作種別とを対応付けたオブジェクトデータ要素を生成して前記記憶部に記憶する。 Preferably, the object data element includes an operation position on the display screen to be operated by a user and an operation type of an operation to be performed by the user with respect to the input unit. An object data element that associates an operation time at which the input unit accepts a user operation, an operation position of the operation accepted by the input unit, and an operation type of the operation is generated and stored in the storage unit .
 好ましくは、オブジェクトデータ編集中に、長押し基準時間よりも長く継続する操作を前記入力部が受け付けた場合、前記制御部は、当該操作の継続期間内に生成された当該操作に対応する複数のオブジェクトデータ要素を、ゲーム実行中に前記入力部への操作を継続すべきことをユーザに指示する1つの長押しオブジェクトに対応する長押しオブジェクトデータ要素群として関連付けて前記記憶部に記憶するとともに、当該長押しオブジェクトデータ要素群に対応する1つの前記長押しオブジェクトを、当該長押しオブジェクトデータ要素群内の各基準時刻に応じて前記表示画面に表示させる。 Preferably, when the input unit receives an operation that continues longer than the long press reference time during object data editing, the control unit includes a plurality of operations corresponding to the operation generated within the duration of the operation. The object data elements are stored in the storage unit in association with each other as a long press object data element group corresponding to one long press object that instructs the user that the operation to the input unit should be continued during the game, One said long press object corresponding to the said long press object data element group is displayed on the said display screen according to each reference | standard time in the said long press object data element group.
 好ましくは、前記制御部は、前記巻戻し指示に応じた移動によって1つの長押しオブジェクトの始点が前記削除位置を越えた場合、当該長押しオブジェクトに対応する長押しオブジェクトデータ要素群を前記記憶部から削除する。 Preferably, when the start point of one long-pressed object exceeds the deletion position by movement according to the rewind instruction, the control unit stores a long-pressed object data element group corresponding to the long-pressed object in the storage unit. Delete from.
 好ましくは、前記制御部は、前記制御部は、前記長押しオブジェクトデータ要素群に含まれる複数の操作位置がなす折れ線に閾値未満の角度が含まれる場合、当該閾値未満の角度が前記閾値より大きい角度となるように、前記長押しオブジェクトデータ要素群に含まれる複数の前記操作位置の少なくともいずれかを変更する。 Preferably, the control unit, when the control unit includes an angle less than a threshold value in a polygonal line formed by a plurality of operation positions included in the long press object data element group, the angle less than the threshold value is larger than the threshold value. At least one of the plurality of operation positions included in the long-pressing object data element group is changed so as to have an angle.
 好ましくは、前記オブジェクトデータ要素は、データサイズが一定の固定長レコードであり、前記制御部は、前記オブジェクトデータに含まれる複数の前記オブジェクトデータ要素のいずれかを指し示すことが可能な変数を用いて、任意のオブジェクトデータ要素にアクセスすることが可能である。 Preferably, the object data element is a fixed-length record having a constant data size, and the control unit uses a variable capable of indicating any of the plurality of object data elements included in the object data. Any object data element can be accessed.
 好ましくは、オブジェクトデータ編集中に、前記長押し基準時間よりも長く継続する操作を前記入力部が受け付けた場合、前記制御部は、当該操作に対応し、かつ前記長押しオブジェクトデータ要素群として関連づけられる複数の被参照オブジェクトデータ要素を生成して前記記憶部に記憶するとともに、前記複数の被参照オブジェクトデータ要素を指し示す参照情報を含んだ参照オブジェクトデータ要素を生成して前記記憶部に記憶する。 Preferably, when the input unit accepts an operation that continues longer than the long press reference time during object data editing, the control unit corresponds to the operation and associates as the long press object data element group A plurality of referenced object data elements are generated and stored in the storage unit, and a reference object data element including reference information indicating the plurality of referenced object data elements is generated and stored in the storage unit.
 好ましくは、オブジェクトデータ編集中に、前記長押し基準時間よりも長く継続する操作を前記入力部が受け付けた場合、前記制御部は、複数の被参照オブジェクトデータ要素を記憶するための一時記憶領域を前記記憶部内に確保し、当該操作の継続期間内に生成された当該操作に対応する複数の被参照オブジェクトデータ要素を前記一時記憶領域内に記憶する。 Preferably, when the input unit receives an operation that continues longer than the long press reference time during object data editing, the control unit sets a temporary storage area for storing a plurality of referenced object data elements. A plurality of referenced object data elements corresponding to the operation generated in the duration of the operation and stored in the storage unit are stored in the temporary storage area.
 好ましくは、オブジェクトデータの編集開始時に、前記記憶部に記憶された1以上の音楽データからユーザによって選択された音楽データの再生を開始する音楽再生部をさらに備え、前記制御部は、オブジェクトデータ編集中に、当該音楽データの再生中に生成されたオブジェクトデータと当該音楽データとを関連づけて前記記憶部に記憶し、前記音楽再生部は、ゲーム開始時に、当該ゲームに対応するオブジェクトデータに関連づけられた音楽データの再生を開始する。 Preferably, the apparatus further includes a music playback unit that starts playback of music data selected by the user from one or more music data stored in the storage unit when editing of the object data is started, and the control unit is configured to edit the object data The object data generated during the reproduction of the music data and the music data are associated and stored in the storage unit, and the music reproduction unit is associated with the object data corresponding to the game at the start of the game. Start playing the music data.
 また、本発明のゲーム装置の制御方法は、 ユーザの操作を受け付けることと、ゲーム実行中に、表示画面に表示させる複数のオブジェクトの1つに対応するオブジェクトデータ要素が示す基準時刻において前記表示画面上の基準位置に到達するように1つの前記オブジェクトを前記基準位置の方向に移動させることと、ゲーム実行中に、前記入力部がユーザの操作を受け付けた操作時刻と1つの前記オブジェクトが前記基準位置に到達する基準時刻とに基づいて、前記ユーザの操作を評価することと、ゲーム実行中ではないオブジェクトデータ編集中に、オブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させることと、受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除することとを備える。 In addition, the game device control method of the present invention is configured to accept a user operation and display the display screen at a reference time indicated by an object data element corresponding to one of a plurality of objects to be displayed on the display screen during game execution. Moving one object in the direction of the reference position so as to reach the upper reference position, and operating time when the input unit accepts a user operation and executing the game Evaluation of the user's operation based on the reference time to reach the position, and an operation in which the input unit accepts the user's operation from the start of editing the object data while editing the object data that is not being executed One object data element including the reference time indicated by the elapsed time up to the time is generated and stored in the storage unit. In addition, when one object displayed on the display screen at the operation time is moved in the first direction away from the reference position, and object data editing is started in response to a received user rewind instruction. One object that has moved past the deletion position is moved in a second direction opposite to the first direction by an amount corresponding to the elapsed time that has been rewound. And deleting the one object data element corresponding to the item from the storage unit.
 本発明の別のゲーム装置の制御方法は、ユーザの操作を受け付けることと、ゲーム実行時に表示画面に表示される複数のオブジェクトの各々に対応する複数のオブジェクトデータ要素を含んだオブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させることと、受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除することとを備える。 Another game device control method according to the present invention includes accepting a user operation and starting editing of object data including a plurality of object data elements corresponding to each of a plurality of objects displayed on a display screen when the game is executed. One object data element including a reference time indicated by an elapsed time from when the input unit accepts a user operation to the operation time is generated and stored in the storage unit, and displayed on the display screen at the operation time The one object moved in the first direction away from the reference position and the elapsed time from the start of editing the object data are rewound and rewinded according to the received rewind instruction from the user. One object is moved in the second direction opposite to the first direction by an amount corresponding to the elapsed time. Is, and a removing one of the object data element corresponding to one of said objects beyond the deletion position from the storage unit.
 また、本発明のコンピュータプログラムは、コンピュータのプロセッサにおいて実行されるコンピュータプログラムであって、コンピュータを、ユーザの操作を受け付ける入力部と、ゲーム実行中に、表示画面に表示させる複数のオブジェクトの1つに対応するオブジェクトデータ要素が示す基準時刻において前記表示画面上の基準位置に到達するように1つの前記オブジェクトを前記基準位置の方向に移動させる制御部と、ゲーム実行中に、前記入力部がユーザの操作を受け付けた操作時刻と1つの前記オブジェクトが前記基準位置に到達する基準時刻とに基づいて、前記ユーザの操作を評価する評価部として機能させ、前記制御部は、ゲーム実行中ではないオブジェクトデータ編集中に、オブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させ、前記入力部に受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除する。 The computer program of the present invention is a computer program that is executed by a processor of a computer, and includes an input unit that receives a user operation and one of a plurality of objects that are displayed on a display screen during game execution. A control unit that moves one of the objects in the direction of the reference position so as to reach the reference position on the display screen at a reference time indicated by the object data element corresponding to Based on the operation time at which the operation is received and the reference time at which one of the objects reaches the reference position, the control unit functions as an evaluation unit that evaluates the user's operation. During data editing, the input from the start of editing the object data One object data element including a reference time indicated by an elapsed time up to an operation time when the user's operation is received is stored in the storage unit, and one object displayed on the display screen at the operation time Is moved in a first direction away from the reference position, and the elapsed time from the start of editing the object data is rewound according to the user's rewind instruction received by the input unit, and the rewinded process One object is moved in a second direction opposite to the first direction by an amount corresponding to time, and one object data element corresponding to one object exceeding the deletion position is deleted from the storage unit To do.
 また、本発明の別のコンピュータプログラムは、コンピュータのプロセッサにおいて実行されるコンピュータプログラムであって、コンピュータを、ユーザの操作を受け付ける入力部と、ゲーム実行時に表示画面に表示される複数のオブジェクトの各々に対応する複数のオブジェクトデータ要素を含んだオブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させる制御部として機能させ、前記制御部は、前記入力部に受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除する。 Another computer program of the present invention is a computer program executed by a processor of a computer, and each of a plurality of objects displayed on a display screen at the time of game execution is input to a computer that receives a user operation. Generating one object data element including a reference time indicated by an elapsed time from the start of editing of object data including a plurality of object data elements corresponding to to an operation time when the input unit accepts a user operation; The control unit is stored in the storage unit and functions as a control unit that moves one object displayed on the display screen at the operation time in a first direction away from the reference position, and the control unit is received by the input unit. Edit object data according to the user's rewind instruction. The elapsed time from the start time is rewound, and one object is moved in the second direction opposite to the first direction by an amount corresponding to the rewound elapsed time. One object data element corresponding to the object is deleted from the storage unit.
 本発明のコンピュータプログラムは、コンパクトディスク、フレキシブルディスク、ハードディスク、光磁気ディスク、ディジタルビデオディスク、磁気テープ、半導体メモリ等のコンピュータ読取可能な非一過性の情報記録媒体に記録することができる。また、上記情報記録媒体は、当該装置とは独立して提供(配布・販売)され得る。
 本発明のコンピュータプログラムは、当該コンピュータプログラムが実行される装置とは異なるサーバ装置の情報記録媒体(例えば、ハードディスク)に記憶され、通信網(例えば、インターネット)を介して提供(配布・販売)され得る。
The computer program of the present invention can be recorded on a computer-readable non-transitory information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory. The information recording medium can be provided (distributed / sold) independently of the apparatus.
The computer program of the present invention is stored in an information recording medium (for example, a hard disk) of a server device different from the device on which the computer program is executed, and is provided (distributed / sold) via a communication network (for example, the Internet). obtain.
第1実施形態に係るゲームシステムのブロック図である。It is a block diagram of the game system concerning a 1st embodiment. 第1実施形態のゲーム実行中のゲーム画面の一例を示す図である。It is a figure which shows an example of the game screen in game execution of 1st Embodiment. 第1実施形態のゲームに用いられるデータの構造の一例を示す図である。It is a figure which shows an example of the structure of the data used for the game of 1st Embodiment. 第1実施形態のオブジェクトデータ編集画面の一例を示す図である。It is a figure which shows an example of the object data edit screen of 1st Embodiment. 第1実施形態のオブジェクトデータ編集の動作を示すフローチャートである。It is a flowchart which shows the operation | movement of object data editing of 1st Embodiment. 第2実施形態のオブジェクトデータ編集画面の一例を示す図である。It is a figure which shows an example of the object data edit screen of 2nd Embodiment. 第2実施形態のオブジェクトデータ編集画面の一例を示す図である。It is a figure which shows an example of the object data edit screen of 2nd Embodiment. 第2実施形態のオブジェクトデータ編集画面の一例を示す図である。It is a figure which shows an example of the object data edit screen of 2nd Embodiment. 第2実施形態のオブジェクトデータ編集画面の一例を示す図である。It is a figure which shows an example of the object data edit screen of 2nd Embodiment. 第3実施形態のゲーム実行中のゲーム画面の一例を示す図である。It is a figure which shows an example of the game screen in game execution of 3rd Embodiment. 第4実施形態のオブジェクトデータ編集の動作を示すフローチャートである。It is a flowchart which shows the operation | movement of the object data editing of 4th Embodiment. 第4実施形態の検出オブジェクトの検出動作を示すフローチャートである。It is a flowchart which shows the detection operation of the detection object of 4th Embodiment. 第4実施形態のオブジェクトデータ編集画面およびオブジェクトデータの一例を示す図である。It is a figure which shows an example of the object data edit screen and object data of 4th Embodiment. 第4実施形態のオブジェクトデータ編集画面およびオブジェクトデータの一例を示す図である。It is a figure which shows an example of the object data edit screen and object data of 4th Embodiment. 第4実施形態のオブジェクトデータ編集画面およびオブジェクトデータの一例を示す図である。It is a figure which shows an example of the object data edit screen and object data of 4th Embodiment. 第4実施形態のオブジェクトデータ編集画面およびオブジェクトデータの一例を示す図である。It is a figure which shows an example of the object data edit screen and object data of 4th Embodiment. 第4実施形態の長押しオブジェクト(長押しオブジェクトデータ要素群)の動的な削除の態様を示す図である。It is a figure which shows the aspect of the dynamic deletion of the long press object (long press object data element group) of 4th Embodiment. 第4実施形態の長押しオブジェクト(長押しオブジェクトデータ要素群)の動的な削除の別の態様を示す図である。It is a figure which shows another aspect of the dynamic deletion of the long press object (long press object data element group) of 4th Embodiment. 第5実施形態のゲーム実行中のゲーム画面の一例を示す図である。It is a figure which shows an example of the game screen in game execution of 5th Embodiment. 第5実施形態の長押しオブジェクトの平滑化動作を示すフローチャートである。It is a flowchart which shows smoothing operation | movement of the long press object of 5th Embodiment. 第5実施形態の平滑化動作中のオブジェクトデータ編集画面およびオブジェクトデータの一例を示す図である。It is a figure which shows an example of the object data edit screen and object data in smoothing operation | movement of 5th Embodiment. 第5実施形態の平滑化動作中のオブジェクトデータ編集画面およびオブジェクトデータの一例を示す図である。It is a figure which shows an example of the object data edit screen and object data in smoothing operation | movement of 5th Embodiment.
第1の実施形態
 図1は、本発明の第1実施形態に係るゲームシステム1のブロック図である。ゲームシステム1は、ゲーム装置100とゲームサーバ200とネットワーク300とを備える。ゲーム装置100とゲームサーバ200とがネットワーク300を介して接続される。好適には、ゲーム装置100とネットワーク300とが無線にて接続され、ゲームサーバ200とネットワーク300とが有線にて接続される。ネットワーク300は、インターネット等の公衆ネットワークでもよいし、専用線により構成された専用ネットワークでもよいし、公衆ネットワーク上に構築された仮想的な専用ネットワーク(例えばVPN(Virtual Private Network))でもよい。
First Embodiment FIG. 1 is a block diagram of a game system 1 according to a first embodiment of the present invention. The game system 1 includes a game device 100, a game server 200, and a network 300. Game device 100 and game server 200 are connected via network 300. Preferably, game device 100 and network 300 are connected wirelessly, and game server 200 and network 300 are connected by wire. The network 300 may be a public network such as the Internet, a dedicated network constituted by a dedicated line, or a virtual dedicated network (for example, a VPN (Virtual Private Network)) constructed on the public network.
 ゲーム装置100は、入力部10と表示装置20とCPU(Central Processing Unit)30(制御部40,評価部50)と記憶部60と音楽再生部70と通信部80とを備える。
 入力部10はユーザの操作を受け付ける要素であり、例えば、ユーザが任意の箇所を操作可能なタッチスクリーンTSが採用され得る。表示装置20はゲーム実行中の画面およびオブジェクトデータ編集中の画面を表示させる要素であり、例えば、入力部10としても動作可能なタッチスクリーンTSが採用され得る。すなわち、ゲーム装置100において、入力部10および表示装置20が一体として構成されたタッチスクリーンTSが採用され得る。
The game device 100 includes an input unit 10, a display device 20, a CPU (Central Processing Unit) 30 (control unit 40, evaluation unit 50), a storage unit 60, a music playback unit 70, and a communication unit 80.
The input unit 10 is an element that receives a user's operation. For example, a touch screen TS that allows the user to operate an arbitrary portion can be employed. The display device 20 is an element that displays a screen during game execution and a screen during object data editing. For example, a touch screen TS that can also operate as the input unit 10 may be employed. That is, in the game device 100, a touch screen TS in which the input unit 10 and the display device 20 are integrally configured can be employed.
 記憶部60は、表示装置20に表示させる各オブジェクトObに対応するオブジェクトデータ要素DEの集合であるオブジェクトデータOD、ゲーム装置100を動作させるコンピュータプログラム、ゲーム実行中に再生される音楽データMD、およびその他必要なデータを記憶する要素であり、例えば、フラッシュメモリ、ハードディスクドライブ、RAM(Random Access Memory)、ROM(Read Only Memory)、またはそれらの組合せであってもよい。なお、ゲーム装置100とは別個の外部装置(ゲームサーバ200または他のサーバ等)に記憶部60を設置し、ゲーム装置100がネットワーク300を介して記憶部60と情報を送受信する構成も採用され得る。すなわち、記憶部60はゲーム装置100の必須の要素ではない。 The storage unit 60 includes object data OD that is a set of object data elements DE corresponding to each object Ob displayed on the display device 20, a computer program that operates the game device 100, music data MD that is played back during game execution, and Other elements that store necessary data may be, for example, a flash memory, a hard disk drive, a RAM (Random Access Memory), a ROM (Read Only Memory), or a combination thereof. A configuration in which the storage unit 60 is installed in an external device (such as the game server 200 or another server) separate from the game device 100 and the game device 100 transmits and receives information to and from the storage unit 60 via the network 300 is also employed. obtain. That is, the storage unit 60 is not an essential element of the game apparatus 100.
 制御部40は、ゲーム装置100の動作を制御する要素である。評価部50は、ゲーム実行中に、ユーザが入力部10に対して行った操作を評価する要素である。制御部40および評価部50の動作の詳細は後述される。制御部40および評価部50は、ゲーム装置100内のCPU30がコンピュータプログラムを実行することによって実現される機能ブロックである。コンピュータプログラムは、例えば、インターネット上のサーバ400からダウンロードされてゲーム装置100の記憶部60に記憶されてもよいし、コンピュータプログラムを記憶するパーソナルコンピュータからゲーム装置100の記憶部60に記憶されてもよい。また、情報記録媒体90に記憶されたコンピュータプログラムが、ゲーム装置100が備える不図示の読取装置によって読み取られて記憶部60に記憶されてもよい。情報記録媒体90は非一過性の記録媒体であると好適である。 The control unit 40 is an element that controls the operation of the game apparatus 100. The evaluation unit 50 is an element that evaluates an operation performed on the input unit 10 by the user during game execution. Details of operations of the control unit 40 and the evaluation unit 50 will be described later. The control unit 40 and the evaluation unit 50 are functional blocks that are realized when the CPU 30 in the game apparatus 100 executes a computer program. For example, the computer program may be downloaded from the server 400 on the Internet and stored in the storage unit 60 of the game apparatus 100, or may be stored in the storage unit 60 of the game apparatus 100 from a personal computer that stores the computer program. Good. Further, the computer program stored in the information recording medium 90 may be read by a reading device (not shown) included in the game apparatus 100 and stored in the storage unit 60. The information recording medium 90 is preferably a non-transitory recording medium.
 音楽再生部70は、制御部40の制御に基づき、ゲーム実行中およびオブジェクトデータODの編集中に、記憶部60に記憶された音楽データMDを再生して音声を発生させる要素であり、例えば、音声処理プロセッサ、DA変換器、アンプ、およびスピーカが採用される。 The music playback unit 70 is an element that generates audio by playing back the music data MD stored in the storage unit 60 during game execution and editing of the object data OD based on the control of the control unit 40. An audio processor, a DA converter, an amplifier, and a speaker are employed.
 通信部80は、ネットワーク300を介してゲームサーバ200と通信するための要素であり、例えば、送受信アンテナおよび送受信回路が採用される。通信部80による通信は、無線通信であると好適である。通信機能を有する通信部80を備えたゲーム装置100は、ゲームサーバ200のクライアントとして動作可能であり、ユーザが編集したオブジェクトデータODをゲームサーバ200にアップロードしたり、他のユーザが編集したオブジェクトデータODをゲーム装置100にダウンロードすることが可能である。 The communication unit 80 is an element for communicating with the game server 200 via the network 300. For example, a transmission / reception antenna and a transmission / reception circuit are employed. The communication by the communication unit 80 is preferably wireless communication. The game device 100 including the communication unit 80 having a communication function is operable as a client of the game server 200, and uploads object data OD edited by the user to the game server 200 or object data edited by another user. The OD can be downloaded to the game apparatus 100.
 図2を参照して、本発明の音楽ゲームを実行中のゲーム装置100の動作を説明する。図2では、表示装置20(タッチスクリーンTS)にゲーム画面の一例が示されている。前述の通り、タッチスクリーンTSは入力部10としても機能する。 Referring to FIG. 2, the operation of the game apparatus 100 executing the music game of the present invention will be described. In FIG. 2, an example of the game screen is shown on the display device 20 (touch screen TS). As described above, the touch screen TS also functions as the input unit 10.
 図2のゲーム画面には、ユーザに操作を指示する複数のオブジェクトObと、オブジェクトObに対してユーザが操作を実行すべき基準ラインSLとが表示されている。各オブジェクトObおよび基準ラインSLは、制御部40の制御により表示装置20に表示される。以下、便宜的に、ゲーム画面の横軸方向(基準ラインSLが配置される方向)をX軸とし、ゲーム画面の縦軸方向(オブジェクトObが移動する方向)をY軸とする。制御部40は、ゲームの進行に従って、各オブジェクトObを矢印方向(下向きのY軸方向)、すなわち基準ラインSLに向けて移動させる。各オブジェクトObは、基準ラインSLを越えた後も同じ方向に移動を継続する。
 なお、制御部40が、ゲーム内での経過時間が進行するに従って、各オブジェクトObを矢印方向(下向きのY軸方向)に向けて移動させてもよい。また、後述のように各オブジェクトObの移動速度V(単位時間当たりの移動量)が設定されている場合において、制御部40が、ゲーム内での経過時間(現在時刻t)に基づいて各オブジェクトObを表示させるべき座標を算出してもよい。
In the game screen of FIG. 2, a plurality of objects Ob instructing the user to perform an operation and a reference line SL on which the user should perform an operation on the object Ob are displayed. Each object Ob and the reference line SL are displayed on the display device 20 under the control of the control unit 40. Hereinafter, for the sake of convenience, the horizontal axis direction (the direction in which the reference line SL is arranged) of the game screen is defined as the X axis, and the vertical axis direction (the direction in which the object Ob moves) of the game screen is defined as the Y axis. The control unit 40 moves each object Ob in the direction of the arrow (downward Y-axis direction), that is, toward the reference line SL as the game progresses. Each object Ob continues to move in the same direction after crossing the reference line SL.
Note that the control unit 40 may move each object Ob in the arrow direction (downward Y-axis direction) as the elapsed time in the game progresses. Further, when the moving speed V (movement amount per unit time) of each object Ob is set as will be described later, the control unit 40 determines that each object is based on the elapsed time (current time t) in the game. You may calculate the coordinate which should display Ob.
 図2のゲーム画面において、画面上端がオブジェクト出現ラインELであり、画面下端がオブジェクト消滅ラインVLである。各オブジェクトObは、画面上端のオブジェクト出現ラインEL上に出現し、グリッドラインGLに沿って移動しつつ基準ラインSLを通過して、画面下端のオブジェクト消滅ラインVL上に到達して消滅する。 In the game screen of FIG. 2, the upper end of the screen is the object appearance line EL, and the lower end of the screen is the object disappearance line VL. Each object Ob appears on the object appearance line EL at the upper end of the screen, passes along the reference line SL while moving along the grid line GL, reaches the object disappearance line VL at the lower end of the screen, and disappears.
 オブジェクト出現ラインEL、グリッドラインGL、およびオブジェクト消滅ラインVLは、好適にはゲーム画面上には表示されず、制御部40が各オブジェクトObを出現、移動、および消滅させる際に内部的に使用されるが、実際にゲーム画面に表示されてもよい。また、オブジェクト出現ラインELおよびオブジェクト消滅ラインVLは、好適にはゲーム画面外に配置されるが、ゲーム画面の一端またはゲーム画面内に配置されてもよい(本実施形態においては、説明の簡略化のため、ゲーム画面の一端にオブジェクト出現ラインELおよびオブジェクト消滅ラインVLが配置されるが、そのような形態に発明を限定する趣旨ではない)。ただし、各オブジェクトObが基準ラインSL上を通過すべきことを考慮し、オブジェクト出現ラインELとオブジェクト消滅ラインVLとの間に基準ラインSLが位置するように配置される。 The object appearance line EL, the grid line GL, and the object disappearance line VL are preferably not displayed on the game screen, and are used internally when the control unit 40 causes each object Ob to appear, move, and disappear. However, it may be actually displayed on the game screen. The object appearance line EL and the object disappearance line VL are preferably arranged outside the game screen, but may be arranged at one end of the game screen or inside the game screen (in the present embodiment, the description is simplified). Therefore, although the object appearance line EL and the object disappearance line VL are arranged at one end of the game screen, the invention is not limited to such a form). However, in consideration that each object Ob should pass on the reference line SL, the reference line SL is disposed between the object appearance line EL and the object disappearance line VL.
 制御部40は、ゲームの開始時に、そのゲームに対応するオブジェクトデータOD(詳細は後述される)に関連づけられた音楽データMDの再生を開始するように音楽再生部70を制御する。また、制御部40は、各オブジェクトデータ要素DEが有する基準時刻STにおいて基準ラインSLに到達するように各オブジェクトObを移動させる。例えば、各オブジェクトObについて、オブジェクトデータ要素DEが示す基準時刻STにおいて基準ラインSLに到達するように、オブジェクト出現ラインEL上に出現する時刻および画面上の移動速度V(例えば、単位時間当たりの移動ドット数)を設定する。好適には、移動速度Vは、ゲーム開始前にユーザによって指定される難易度設定に基づいて決定され得る。
 評価部50は、入力部10を介して各オブジェクトObになされたユーザの操作を評価する。具体的には、評価部50は、(1)入力部10が基準ラインSL上でユーザの操作を受け付けた操作時刻およびオブジェクトObが基準ラインSLに到達する基準時刻ST、(2)ユーザの操作位置とオブジェクトObの操作位置OP(例えば、両操作位置の差分)、ならびに(3)ユーザの操作種別とオブジェクトObの操作種別OT(例えば、両操作種別が一致するか否か)とに基づいて、そのユーザの操作を評価する。好適には、操作位置OPおよび操作種別OTが一致している場合において、基準ラインSL上でのオブジェクトObに対するユーザの実際の操作時刻と、そのオブジェクトObの基準時刻STとの時間差が小さい程、そのユーザの操作をより高く評価する。基準時刻STはオブジェクトObが基準ラインSLを通過する時刻を示すので、オブジェクトObが基準ラインSLに到達する時刻(基準時刻ST)とユーザがオブジェクトObを操作した時刻(現在時刻t)とが一致したときに最も良い評価となる。なお、1回のゲームにおいて、評価部50が複数のオブジェクトObについてユーザの操作を評価し、各評価を累算してその1回のゲームの総評価とすると好適である。また、1回のゲームにおいて、ユーザによる操作がなされなかったオブジェクトObがあった場合、その1回のゲームの総評価から減点してもよい。
The control unit 40 controls the music playback unit 70 to start playback of music data MD associated with object data OD (details will be described later) corresponding to the game at the start of the game. Further, the control unit 40 moves each object Ob so as to reach the reference line SL at the reference time ST included in each object data element DE. For example, for each object Ob, the time of appearance on the object appearance line EL and the moving speed V on the screen (for example, movement per unit time) so as to reach the reference line SL at the reference time ST indicated by the object data element DE. Set the number of dots. Preferably, the moving speed V can be determined based on the difficulty level setting designated by the user before the game starts.
The evaluation unit 50 evaluates a user operation performed on each object Ob through the input unit 10. Specifically, the evaluation unit 50 includes (1) an operation time when the input unit 10 receives a user operation on the reference line SL, and a reference time ST when the object Ob reaches the reference line SL, and (2) a user operation. Based on the position and the operation position OP of the object Ob (for example, the difference between the two operation positions), and (3) the operation type of the user and the operation type OT of the object Ob (for example, whether or not the two operation types match). , Evaluate the user's operation. Preferably, when the operation position OP and the operation type OT match, the smaller the time difference between the user's actual operation time for the object Ob on the reference line SL and the reference time ST of the object Ob, The user's operation is highly appreciated. Since the reference time ST indicates the time when the object Ob passes the reference line SL, the time when the object Ob reaches the reference line SL (reference time ST) and the time when the user operates the object Ob (current time t) match. It will be the best evaluation when you do. In one game, it is preferable that the evaluation unit 50 evaluates a user's operation for a plurality of objects Ob and accumulates each evaluation to obtain a total evaluation of the one game. If there is an object Ob that has not been operated by the user in a single game, points may be deducted from the total evaluation of the single game.
 図3を参照して、以上の音楽ゲームを実現するためのデータ構造の一例を説明する。制御部40が表示する1つのオブジェクトObに1つのオブジェクトデータ要素DEが対応する。オブジェクトデータ要素DEは記憶部60に記憶され、制御部40および評価部50に読み出されて使用される。オブジェクトデータ要素DEには、ユーザが入力部10を操作すべき基準時刻ST、ユーザが操作すべきタッチスクリーンTS(入力部10兼表示装置20)上における基準ラインSL上の操作位置OP、およびユーザがなすべき操作の操作種別OTが含まれる。換言すると、各オブジェクトデータ要素DEは、1つの基準時刻STに、操作位置OPおよび操作種別OTが対応付けられた記憶単位である。 An example of a data structure for realizing the above music game will be described with reference to FIG. One object data element DE corresponds to one object Ob displayed by the control unit 40. The object data element DE is stored in the storage unit 60 and read and used by the control unit 40 and the evaluation unit 50. The object data element DE includes a reference time ST at which the user should operate the input unit 10, an operation position OP on the reference line SL on the touch screen TS (input unit 10 and display device 20) to be operated by the user, and the user The operation type OT of the operation to be performed is included. In other words, each object data element DE is a storage unit in which the operation position OP and the operation type OT are associated with one reference time ST.
 基準時刻STは、ゲームが開始した時刻からの経過時間にて示される。本実施形態では基準時刻STが1秒単位で示されるが、基準時刻STの最小単位は任意であり、例えば1ミリ秒単位で示されてもよい。操作位置OPは、タッチスクリーンTSに表示される基準ラインSL上の位置(X軸における位置)であり、例えばゲーム画面の一端(例えば、本明細書および図面では画面の左端)からのドット数で示される。操作種別OTは、ユーザがオブジェクトObに対してなすべき操作の種別のことであり、例えば、タッチスクリーンTS上の一点を瞬間的に触れる「タッチ型」、タッチ操作後に指を所定方向に滑らせる「スライド型」等が含まれる。スライド型には、上スライド型、下スライド型、左スライド型、右スライド型等が含まれ得る。 The reference time ST is indicated by the elapsed time from the time when the game is started. In the present embodiment, the reference time ST is shown in units of 1 second, but the minimum unit of the reference time ST is arbitrary, and may be shown in units of 1 millisecond, for example. The operation position OP is a position (position on the X axis) on the reference line SL displayed on the touch screen TS, and is, for example, the number of dots from one end of the game screen (for example, the left end of the screen in the present specification and drawings). Indicated. The operation type OT is a type of operation that the user should perform on the object Ob. For example, a “touch type” that instantaneously touches one point on the touch screen TS, and a finger slides in a predetermined direction after the touch operation. “Slide type” and the like are included. The slide type may include an upper slide type, a lower slide type, a left slide type, a right slide type, and the like.
 好適には、1つの音楽データMDに複数のオブジェクトデータ要素DEを含んだ1つのオブジェクトデータODが対応する。好適には、各オブジェクトデータ要素DEは、データサイズが一定の固定長レコードである。好適には、制御部40は、オブジェクトデータOD内に含まれる複数のオブジェクトデータ要素DEのいずれかを指し示すことが可能な変数(例えばポインタ)を用いて、任意のオブジェクトデータ要素DEにアクセスすることが可能である。オブジェクトデータOD内の各オブジェクトデータ要素DEは、基準時刻STが早い(基準時刻STの値が小さい)順に配置されると好ましい。 Preferably, one piece of object data OD including a plurality of object data elements DE corresponds to one piece of music data MD. Preferably, each object data element DE is a fixed length record having a constant data size. Preferably, the control unit 40 accesses an arbitrary object data element DE using a variable (for example, a pointer) capable of pointing to any one of a plurality of object data elements DE included in the object data OD. Is possible. The object data elements DE in the object data OD are preferably arranged in the order of the reference time ST (the value of the reference time ST is small).
 オブジェクトデータODの具体的なデータ構造を以下に例示する。オブジェクトデータODに含まれるオブジェクトデータ要素DEの個数をN(Nは自然数)とし、1つのオブジェクトデータ要素DEを指し示す変数をn(nは0からN-1までの自然数)とする。データ構造の一例として、1つのオブジェクトデータODがN行のカンマ区切りテキストで構成され得る。具体的には、n行目のカンマ区切りテキストがn番目のオブジェクトデータ要素DEを示し、各オブジェクトデータ要素DEに対応するデータが記憶部60において固定長のデータとして表わされる。
 また、他のデータ構造の例として、1つのオブジェクトデータODが、N個の基準時刻STを含む配列、N個の操作位置OPを含む配列、およびN個の操作種別OTを含む配列を有し、同一のインデックスによりそれぞれ一意に特定される各配列内の要素の組合せ(例えば、n番目の基準時刻ST、n番目の操作位置OP、およびn番目の操作種別OT)によってn番目のオブジェクトデータ要素DEが表される構成が採用され得る。
A specific data structure of the object data OD is exemplified below. The number of object data elements DE included in the object data OD is N (N is a natural number), and a variable indicating one object data element DE is n (n is a natural number from 0 to N−1). As an example of the data structure, one object data OD may be composed of N lines of comma-delimited text. Specifically, the comma-delimited text in the n-th row indicates the n-th object data element DE, and data corresponding to each object data element DE is represented as fixed-length data in the storage unit 60.
As another example of the data structure, one object data OD has an array including N reference times ST, an array including N operation positions OP, and an array including N operation types OT. , The nth object data element by the combination of elements in each array uniquely identified by the same index (for example, the nth reference time ST, the nth operation position OP, and the nth operation type OT) A configuration in which DE is represented may be employed.
 すなわち、1つのオブジェクトデータ要素DEは、ユーザの操作の対象である1つのオブジェクトObに関するデータ要素であって、少なくとも基準時刻STを含むデータ要素である。オブジェクトデータODは、1以上の(好適には、10以上の)オブジェクトデータ要素DEを含む。あるオブジェクトデータ要素DEが基準時刻ST以外の情報(操作位置OP等)を含む場合、その情報はその基準時刻STと関連づけられる。オブジェクトデータ要素DEは、物理的に一連として構成されたデータレコードであってもよく、物理的に分散して記憶部60に記憶された複数のデータ要素がポインタ等によって関連づけられたデータであってもよい。 That is, one object data element DE is a data element related to one object Ob that is a target of the user's operation, and includes at least the reference time ST. The object data OD includes one or more (preferably ten or more) object data elements DE. When an object data element DE includes information other than the reference time ST (such as the operation position OP), the information is associated with the reference time ST. The object data element DE may be a data record configured physically as a series, and is data in which a plurality of data elements physically distributed and stored in the storage unit 60 are associated by pointers or the like. Also good.
 以上に説明したオブジェクトデータODのデータ構造に基づいて、制御部40によるゲーム画面の表示制御をより詳細に説明する。前述の通り、タッチスクリーンTS(表示装置20)に表示されるゲーム画面には、オブジェクト出現ラインELからオブジェクト消滅ラインVLに向かって移動速度Vにて移動するオブジェクトObが表示される。オブジェクトObは対応するオブジェクトデータ要素DEの示す基準時刻STにて基準ラインSLに到達する。 Based on the data structure of the object data OD described above, the display control of the game screen by the control unit 40 will be described in more detail. As described above, the object Ob that moves at the moving speed V from the object appearance line EL toward the object disappearance line VL is displayed on the game screen displayed on the touch screen TS (display device 20). The object Ob reaches the reference line SL at the reference time ST indicated by the corresponding object data element DE.
 オブジェクトObがオブジェクト出現ラインELから基準ラインSLまで移動する所要時間をbとし、基準ラインSLからオブジェクト消滅ラインVLまで移動する所要時間をaとする。この場合、現在時刻tにてオブジェクト出現ラインELに出現すべきオブジェクトObは、未来時刻(t+b)にて基準ラインSLを通過する。また、現在時刻tにてオブジェクト消滅ラインVLで消滅すべきオブジェクトObは、過去時刻(t-a)にて基準ラインSLを通過する。したがって、ある現在時刻tにおいて表示画面に表示すべきオブジェクトObは、過去時刻(t-a)から未来時刻(t+b)までの範囲に含まれる基準時刻STを有するオブジェクトObであると理解できる。 The required time for the object Ob to move from the object appearance line EL to the reference line SL is b, and the required time for the object Ob to move from the reference line SL to the object disappearance line VL is a. In this case, the object Ob that should appear on the object appearance line EL at the current time t passes through the reference line SL at the future time (t + b). Further, the object Ob that should disappear on the object disappearance line VL at the current time t passes through the reference line SL at the past time (ta). Therefore, it can be understood that the object Ob to be displayed on the display screen at a certain current time t is an object Ob having the reference time ST included in the range from the past time (ta) to the future time (t + b).
 そこで、制御部40は、ゲーム中の経過時間(現在時刻t)の進行に従って、現在時刻tに所定時間xを加えた未来時刻(t+x)に対応する基準時刻STを有するオブジェクトデータ要素DEを記憶部60から逐次に読み出す。そして、読み出されたオブジェクトデータ要素DEが示す基準時刻STと、事前に設定された移動速度Vとから、制御部40が、オブジェクトObをオブジェクト出現ラインELに出現させるべき出現時刻を決定する。そして、制御部40は、決定された出現時刻に従ってオブジェクトObをオブジェクト出現ラインEL上に出現させ、出現させたオブジェクトObを移動速度Vで基準ラインSLに向けて移動させる。
 なお、前述のように、制御部40は、未来時刻(t+b)よりも現在時刻tに近い基準時刻STを有するオブジェクトデータ要素DEに対応するオブジェクトObを表示装置に表示すべきである。また、時間bは、(オブジェクト出現ラインELから基準ラインSLまでの距離l)/(移動速度V)で示される。したがって、制御部40が、未来時刻(t+b)より先の時刻に対応するオブジェクトデータ要素DEを読み出す(すなわち、先読みする)ように、所定時間xがbよりも大きく設定される(x>b(=l/V))と好適である。
Therefore, the control unit 40 stores the object data element DE having the reference time ST corresponding to the future time (t + x) obtained by adding the predetermined time x to the current time t as the elapsed time (current time t) progresses during the game. Read sequentially from the unit 60. Then, from the reference time ST indicated by the read object data element DE and the moving speed V set in advance, the control unit 40 determines an appearance time at which the object Ob should appear on the object appearance line EL. Then, the control unit 40 causes the object Ob to appear on the object appearance line EL according to the determined appearance time, and moves the appearing object Ob toward the reference line SL at the moving speed V.
As described above, the control unit 40 should display the object Ob corresponding to the object data element DE having the reference time ST closer to the current time t than the future time (t + b) on the display device. The time b is represented by (distance l from object appearance line EL to reference line SL) / (moving speed V). Therefore, the predetermined time x is set larger than b so that the control unit 40 reads the object data element DE corresponding to a time earlier than the future time (t + b) (that is, prefetches) (x> b ( = 1 / V)).
 図3の例では、現在時刻tはゲーム開始時から7.0秒を経過した時刻である。過去時刻(t-a)から未来時刻(t+b)までの範囲には、3つのオブジェクトデータ要素DE(DE1,DE2,DE3。基準時刻STがそれぞれ7.0秒、8.0秒、9.0秒)が含まれる。そこで、制御部40は、それら3つのオブジェクトデータ要素DE(DE1,DE2,DE3)に対応する3つのオブジェクトOb(Ob1,Ob2,Ob3)の表示位置を決定し、決定された表示位置に基づいて各オブジェクトObを表示画面に表示させる(図2)。
 以上のようにして本発明の音楽ゲームが実行される。
In the example of FIG. 3, the current time t is the time when 7.0 seconds have elapsed from the start of the game. The range from the past time (ta) to the future time (t + b) includes three object data elements DE (DE1, DE2, DE3, the reference time ST is 7.0 seconds, 8.0 seconds, 9.0 seconds, respectively). Therefore, the control unit 40 determines the display positions of the three objects Ob (Ob1, Ob2, Ob3) corresponding to the three object data elements DE (DE1, DE2, DE3), and based on the determined display positions. Each object Ob is displayed on the display screen (FIG. 2).
The music game of the present invention is executed as described above.
 図4および図5を参照して、本発明の音楽ゲームにて使用されるオブジェクトデータODの編集(各オブジェクトデータ要素DEの生成)について説明する。図4には、オブジェクトデータ編集画面の一例が示されている。オブジェクトデータ編集画面においては、ゲーム実行画面と異なり、画面中に編集エリアEAおよび制御エリアCAが設けられるとともに、制御部40がカウントする現在時刻tに対応した基準ラインSLが画面のより中央寄りに(換言すると、過去時間に対応する領域がより広くなるように)配置される。制御エリアCAには、現在時刻t(オブジェクトデータODの編集開始時からの経過時間)と、オブジェクトデータ編集を一時停止する一時停止ボタンPAとが表示される。 Referring to FIG. 4 and FIG. 5, editing of object data OD (generation of each object data element DE) used in the music game of the present invention will be described. FIG. 4 shows an example of the object data editing screen. In the object data editing screen, unlike the game execution screen, an editing area EA and a control area CA are provided in the screen, and the reference line SL corresponding to the current time t counted by the control unit 40 is closer to the center of the screen. (In other words, the area corresponding to the past time becomes wider). In the control area CA, a current time t (elapsed time from the start of editing the object data OD) and a pause button PA for pausing the object data editing are displayed.
 図4のオブジェクトデータ編集中の画面においては、画面上端がオブジェクト消滅ラインVLである。制御部40は、入力部10にユーザの操作が受け付けられると、そのユーザの操作に対応するオブジェクトデータ要素DE(DE1,DE2,DE3)を生成して記憶部60に記憶するとともに、生成されたオブジェクトデータ要素DE(DE1,DE2,DE3)に対応するオブジェクトOb(Ob1,Ob2,Ob3)を基準ラインSL上に出現させ、基準ラインSLから離れる方向(図4の例では、上向きのY軸方向)に移動させる。オブジェクトOb(Ob1,Ob2,Ob3)は、グリッドラインGLに沿って移動し、画面上端のオブジェクト消滅ラインVLに到達して消滅する。消滅したオブジェクトOb(Ob1,Ob2,Ob3)に対応するオブジェクトデータ要素DE(DE1,DE2,DE3)は記憶部60に記憶されたままである。 In the screen during object data editing in FIG. 4, the upper end of the screen is the object disappearance line VL. When a user operation is accepted by the input unit 10, the control unit 40 generates and stores the object data elements DE (DE 1, DE 2, DE 3) corresponding to the user operation in the storage unit 60 and the generated data. A direction in which an object Ob (Ob1, Ob2, Ob3) corresponding to the object data element DE (DE1, DE2, DE3) appears on the reference line SL and moves away from the reference line SL (in the example of FIG. 4, the upward Y-axis direction) ). The object Ob (Ob1, Ob2, Ob3) moves along the grid line GL, reaches the object disappearance line VL at the upper end of the screen, and disappears. The object data elements DE (DE1, DE2, DE3) corresponding to the disappeared object Ob (Ob1, Ob2, Ob3) are still stored in the storage unit 60.
 前述したゲーム画面と同様、グリッドラインGLおよびオブジェクト消滅ラインVLは、好適にはオブジェクトデータ編集画面上には表示されないが、実際に表示されてもよい。オブジェクト消滅ラインVLは、画面(編集エリアEA)の一端ではなく編集エリアEA外または編集エリアEA内に配置されてもよい。ただし、各オブジェクトObが基準ラインSLを起点としてオブジェクト消滅ラインVLに到達すべきことを考慮し、基準ラインSLに対してオブジェクトObの進行方向側にオブジェクト消滅ラインVLが配置される。 Like the game screen described above, the grid line GL and the object disappearance line VL are preferably not displayed on the object data editing screen, but may be actually displayed. The object disappearance line VL may be arranged outside the editing area EA or inside the editing area EA instead of one end of the screen (editing area EA). However, considering that each object Ob should reach the object disappearance line VL with the reference line SL as a starting point, the object disappearance line VL is arranged on the traveling direction side of the object Ob with respect to the reference line SL.
 図5のフローチャートを参照して、オブジェクトデータODの編集(各オブジェクトデータ要素DEの生成)動作をより詳細に説明する。
 制御部40は、入力部10へのユーザの操作(編集開始指示)に基づいてオブジェクトデータODの編集を開始する。制御部40は、オブジェクトデータODの編集開始時に、記憶部60内の音楽データMDのうちユーザに選択された音楽データMDの再生を開始するよう音楽再生部70を制御する。オブジェクトデータODの編集は、所定期間(好適には、選択された音楽データMDの再生時間と等しい期間)にわたって行われる。なお、所定期間ではなく、オブジェクトデータODの編集が任意の期間(例えば、音楽データMDの再生時間より短い期間)にわたって行われてもよい。例えば、音楽データMDの再生の途中でユーザがオブジェクトデータODの編集を中止した場合であって、所定数(例えば、10個)以上のオブジェクトデータ要素DEが記録されている場合には、その編集が実行された期間にわたるオブジェクトデータODが記憶部60に保存されてもよい。
The operation of editing the object data OD (generating each object data element DE) will be described in more detail with reference to the flowchart of FIG.
The control unit 40 starts editing the object data OD based on a user operation (edit start instruction) on the input unit 10. The control unit 40 controls the music playback unit 70 to start playback of the music data MD selected by the user among the music data MD in the storage unit 60 at the start of editing the object data OD. The editing of the object data OD is performed over a predetermined period (preferably, a period equal to the reproduction time of the selected music data MD). Note that the editing of the object data OD may be performed over an arbitrary period (for example, a period shorter than the reproduction time of the music data MD) instead of the predetermined period. For example, when the user stops editing the object data OD during the reproduction of the music data MD and the object data elements DE of a predetermined number (for example, 10) or more are recorded, the editing is performed. The object data OD over the period in which is executed may be stored in the storage unit 60.
 オブジェクトデータODの編集開始後、制御部40は、入力部10にユーザの操作が検出されたか否かの判定を実行する(S10)。
 操作が検出された場合(S10:YES)、制御部40は、オブジェクトデータODの編集開始時から入力部10がそのユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻ST、そのユーザの操作の操作位置OP、およびそのユーザの操作の操作種別OTを判別し(S20)、判別された基準時刻STと操作位置OPと操作種別OTとを対応付けたオブジェクトデータ要素DEを生成し、そのオブジェクトデータ要素DEに対応するオブジェクトObを表示画面(編集エリアEA)に表示して(S30)、ステップS40に進む。他方、操作が検出されなかった場合(S10:NO)、制御部40は、ステップS20、S30を実行しないでステップS40に進む。
 ステップS40で、制御部40は、編集開始時から所定期間が経過したか否かの判定を実行する。所定期間が経過した場合(S40:YES)、制御部40は編集動作を終了し、選択された音楽データMDの再生中に編集されたオブジェクトデータOD(生成された各オブジェクトデータ要素DE)をその音楽データMDと関連づけて記憶部60に記憶する。他方、所定期間が経過していない場合(S40:NO)、制御部40は操作検出の判定(S10)に戻る。
 以上の編集動作のステップS20において、制御部40は、ユーザの操作位置OPとしてX軸方向の座標(X座標)のみを記憶部60に記憶すれば十分である。すなわち、オブジェクトデータ編集中において、ユーザは必ずしも基準ラインSL自体を操作(タッチ等)する必要はなく、基準ラインSL以外の箇所を操作した場合であっても、制御部40はその操作でのX座標のみに基づいて(すなわち、その操作でのY座標とは関係無しに)オブジェクトデータ要素DEを生成し得る。以上の構成によれば、ユーザによるオブジェクトデータOD(オブジェクトデータ要素DE)の生成がより容易になる。
 より好適には、制御部40は、実際に操作された入力部10のX座標を、その座標に最も近いグリッドラインGLのX座標に変換して記憶部60に記憶してもよい。以上の構成により生成されたオブジェクトデータ要素DEによれば、ゲーム実行中において、オブジェクトObがいずれかのグリッドラインGL上のみに表示されることとなる。
After starting the editing of the object data OD, the control unit 40 determines whether or not a user operation is detected in the input unit 10 (S10).
When the operation is detected (S10: YES), the control unit 40, the reference time ST indicated by the elapsed time from the start of editing the object data OD to the operation time when the input unit 10 accepts the user's operation, The operation position OP of the user's operation and the operation type OT of the user's operation are determined (S20), and an object data element DE in which the determined reference time ST, the operation position OP, and the operation type OT are associated is generated. The object Ob corresponding to the object data element DE is displayed on the display screen (editing area EA) (S30), and the process proceeds to step S40. On the other hand, when no operation is detected (S10: NO), the control unit 40 proceeds to step S40 without executing steps S20 and S30.
In step S40, the control unit 40 determines whether or not a predetermined period has elapsed from the start of editing. When the predetermined period has elapsed (S40: YES), the control unit 40 ends the editing operation, and displays the object data OD (each generated object data element DE) edited during the reproduction of the selected music data MD. The data is stored in the storage unit 60 in association with the music data MD. On the other hand, when the predetermined period has not elapsed (S40: NO), the control unit 40 returns to the operation detection determination (S10).
In step S20 of the editing operation described above, it is sufficient for the control unit 40 to store only the coordinates in the X axis direction (X coordinate) in the storage unit 60 as the operation position OP of the user. That is, during the object data editing, the user does not necessarily have to operate (touch, etc.) the reference line SL itself, and the control unit 40 does not perform X in the operation even when a part other than the reference line SL is operated. The object data element DE can be generated based only on the coordinates (ie, irrespective of the Y coordinate in the operation). According to the above configuration, it becomes easier for the user to generate the object data OD (object data element DE).
More preferably, the control unit 40 may convert the X coordinate of the actually operated input unit 10 into the X coordinate of the grid line GL closest to the coordinate and store the X coordinate in the storage unit 60. According to the object data element DE generated by the above configuration, the object Ob is displayed only on one of the grid lines GL during the game execution.
 図4の例では、制御部40によりカウントされる現在時刻tはオブジェクトデータODの編集開始時から9.0秒を経過した時刻である。7.0秒経過の時刻、8.0秒経過の時刻、および9.0秒経過の時刻にて行われたユーザの操作により、制御部40が、各操作時刻に対応する3つのオブジェクトデータ要素DE(DE1,DE2,DE3)を生成した。各オブジェクトデータ要素DE(DE1,DE2,DE3)には、各操作時刻の操作に対応する操作位置および操作種別が含まれる。 In the example of FIG. 4, the current time t counted by the control unit 40 is the time when 9.0 seconds have elapsed from the start of editing the object data OD. By the user's operation performed at the time of 7.0 seconds, the time of 8.0 seconds, and the time of 9.0 seconds, the control unit 40 causes the three object data elements DE (DE1, DE2, DE2, DE2, DE2) corresponding to each operation time. DE3) was produced. Each object data element DE (DE1, DE2, DE3) includes an operation position and an operation type corresponding to the operation at each operation time.
 以上の構成によれば、ユーザが選択した任意の音楽データMDに対応するオブジェクトデータODが編集され得る。また、オブジェクトデータ編集開始時(音楽データ再生開始時)からの経過時間に応じて制御部40がオブジェクトデータ要素DEを生成するので、リアルタイムなオブジェクトデータ編集が実現され、編集されるオブジェクトデータODにより実現されるゲーム動作がオブジェクトデータ編集中のユーザに想像され易い。さらに、実際のゲーム動作に準じた操作(音楽データの再生に合わせた入力操作)によって制御部40がオブジェクトデータODを編集(各オブジェクトデータ要素DEを生成)するので、ゲームのデータを編集するという準備作業であるにも関わらずユーザに対する興趣性が高くなり得る。 According to the above configuration, the object data OD corresponding to the arbitrary music data MD selected by the user can be edited. Also, since the control unit 40 generates the object data element DE according to the elapsed time from the start of object data editing (music data playback start), real-time object data editing is realized, and the object data OD to be edited is used. The realized game operation is easily imagined by the user who is editing the object data. Furthermore, since the control unit 40 edits the object data OD (generates each object data element DE) by an operation according to the actual game operation (input operation in accordance with the reproduction of music data), the game data is edited. In spite of the preparatory work, interest for the user can be enhanced.
第2の実施形態
 第1実施形態では、オブジェクトデータ要素DEの修正手段がないため、オブジェクトデータODの編集が開始されると、その編集終了(音楽データ再生終了)までは間違って生成したオブジェクトデータ要素DEを修正することが不可能である。第2実施形態では、オブジェクトデータODの編集中であっても、オブジェクトデータ編集開始時からの経過時間を巻き戻してオブジェクトデータ要素DEを削除可能とする。
 以下に例示する各実施形態において、作用や機能が第1実施形態と同等である要素については、以上の説明で参照した符号を流用して各々の説明を適宜に省略する場合がある。
Second Embodiment In the first embodiment, since there is no means for correcting the object data element DE, when editing of the object data OD is started, the object data generated by mistake until the end of editing (end of music data playback). It is impossible to modify the element DE. In the second embodiment, even when the object data OD is being edited, the object data element DE can be deleted by rewinding the elapsed time from the start of editing the object data.
In each embodiment illustrated below, about the element which an effect | action and a function are equivalent to 1st Embodiment, the code | symbol referred by the above description may be diverted and each description may be abbreviate | omitted suitably.
 図6ないし図9を参照して、オブジェクトデータ要素DEの削除を可能としたオブジェクトデータODの編集動作について説明する。
 本実施形態のオブジェクトデータ編集画面では、第1実施形態の構成に加え、オブジェクトデータODの編集開始時からの経過時間を巻き戻す巻戻しボタンRWがタッチスクリーンTS中の制御エリアCAに表示される。ユーザがタッチスクリーンTS(入力部10)の巻戻しボタンRWを押下することで、巻戻し指示が制御部40に入力される。
With reference to FIGS. 6 to 9, the editing operation of the object data OD that enables the deletion of the object data element DE will be described.
In the object data editing screen of the present embodiment, in addition to the configuration of the first embodiment, a rewind button RW that rewinds the elapsed time from the start of editing the object data OD is displayed in the control area CA in the touch screen TS. . When the user presses the rewind button RW on the touch screen TS (input unit 10), a rewind instruction is input to the control unit 40.
 また、各画面(編集エリアEA)の下端に、第2実施形態にて新たに設けられたオブジェクトデータ削除ラインDLが位置する。なお、オブジェクトデータ削除ラインDLは、編集エリアEAの一端ではなく編集エリアEA外または編集エリアEA内に配置されてもよい。ただし、後述するように、各オブジェクトObがオブジェクトデータ削除ラインDLを越えるとそのオブジェクトObに対応するオブジェクトデータ要素DEが削除されるため、基準ラインSLに対してオブジェクトObの進行方向とは逆側にオブジェクトデータ削除ラインDLが配置される。換言すると、オブジェクト消滅ラインVLとオブジェクトデータ削除ラインDLとの間に基準ラインSLが位置するように各ラインが配置される。なお、オブジェクトデータ削除ラインDLが基準ラインSLに重ねて配置されてもよい。 Also, the object data deletion line DL newly provided in the second embodiment is located at the lower end of each screen (editing area EA). The object data deletion line DL may be arranged outside the editing area EA or inside the editing area EA instead of one end of the editing area EA. However, as will be described later, when each object Ob crosses the object data deletion line DL, the object data element DE corresponding to the object Ob is deleted, so that the object Ob travels in the opposite direction to the reference line SL. The object data deletion line DL is arranged in In other words, each line is arranged such that the reference line SL is positioned between the object disappearance line VL and the object data deletion line DL. The object data deletion line DL may be arranged so as to overlap the reference line SL.
 図6は、第1実施形態の図4に相当するオブジェクトデータ編集画面であり、既に少なくとも3つのオブジェクトデータ要素DE(DE1,DE2,DE3。基準時刻STがそれぞれ7.0秒、8.0秒、9.0秒)が制御部40により生成された状態にある。図6の現在時刻tは9.0秒である。第1実施形態と同様、既に生成されたオブジェクトデータ要素DE(DE1,DE2,DE3)に対応するオブジェクトOb(Ob1,Ob2,Ob3)は、制御部40によって基準ラインSLから離れる方向(上向きのY軸方向)に向けて移動させられる。 FIG. 6 is an object data editing screen corresponding to FIG. 4 of the first embodiment, and at least three object data elements DE (DE1, DE2, DE3. Reference times ST are 7.0 seconds, 8.0 seconds, 9.0 seconds, respectively). Is in a state generated by the control unit 40. The current time t in FIG. 6 is 9.0 seconds. Similar to the first embodiment, the object Ob (Ob1, Ob2, Ob3) corresponding to the already generated object data element DE (DE1, DE2, DE3) is separated from the reference line SL by the control unit 40 (upward Y). Axis direction).
 図7は、図6の状態の後に、ユーザが巻戻しボタンRWを押下した状態のオブジェクトデータ編集画面である。ユーザが巻戻しボタンRWを押下している間(すなわち、ユーザの巻戻し指示が入力部10に受け付けられている間)、制御部40は、現在時刻t(オブジェクトデータODの編集開始時からの経過時間)を巻き戻し続ける(遡らせ続ける)とともに、オブジェクトデータ編集中の移動方向とは逆方向(下向きのY軸方向)にオブジェクトOb(Ob1,Ob2,Ob3)を移動させ続ける。巻戻し指示がされている間、再生中の音楽データMDを逆再生するように制御部40が音楽再生部70を制御すると好適である。図6では、巻戻し指示の結果、現在時刻t(経過時間)が7.0秒まで巻き戻って(遡って)いる。すなわち、巻戻し指示の継続時間によって、巻き戻される経過時間およびオブジェクトObの移動量が調節され得る。換言すると、ユーザの巻戻し指示が入力部10に受け付けられている期間において、「巻戻し」の「過程」が継続する。
 なお、各オブジェクトObの移動量は、巻き戻される経過時間に対応する量である。図7では、現在時刻tが7.0秒まで巻き戻された結果、例えば、オブジェクトデータ編集開始から7.0秒が経過した時刻で生成されたオブジェクトデータ要素DE1に対応するオブジェクトOb1が基準ラインSL上に戻ってきている。
FIG. 7 is an object data editing screen in a state where the user has pressed the rewind button RW after the state of FIG. While the user presses the rewind button RW (that is, while the user's rewind instruction is accepted by the input unit 10), the control unit 40 determines the current time t (from the start of editing the object data OD). While continuing to rewind (elapsed time), the object Ob (Ob1, Ob2, Ob3) continues to move in the direction opposite to the movement direction during object data editing (downward Y-axis direction). It is preferable that the control unit 40 controls the music reproducing unit 70 so as to reversely reproduce the music data MD being reproduced while the rewind instruction is given. In FIG. 6, as a result of the rewinding instruction, the current time t (elapsed time) has been rewound (backed up) to 7.0 seconds. That is, the elapsed time and the amount of movement of the object Ob can be adjusted according to the duration of the rewind instruction. In other words, during the period in which the user's rewind instruction is accepted by the input unit 10, the “process” of “rewind” continues.
The moving amount of each object Ob is an amount corresponding to the elapsed time to be rewound. In FIG. 7, as a result of the current time t being rewound to 7.0 seconds, for example, the object Ob1 corresponding to the object data element DE1 generated at the time when 7.0 seconds have elapsed from the start of object data editing returns to the reference line SL. It is coming.
 図8は、図7の状態の後、ユーザがさらに巻戻しボタンRWを押下し続けた状態のオブジェクトデータ編集画面である。ユーザが巻戻し指示を継続した結果、制御部40が現在時刻tを6.0秒まで巻き戻し、経過時間9.0秒において生成されたオブジェクトOb3がオブジェクトデータ削除ラインDLを越えている。したがって、制御部40は、そのオブジェクトOb3に対応する経過時間9.0秒のオブジェクトデータ要素DE3を記憶部60から削除する。 FIG. 8 is an object data editing screen in a state where the user continues to press the rewind button RW after the state of FIG. As a result of the user continuing the rewind instruction, the control unit 40 rewinds the current time t to 6.0 seconds, and the object Ob3 generated at the elapsed time 9.0 seconds exceeds the object data deletion line DL. Therefore, the control unit 40 deletes the object data element DE3 having an elapsed time of 9.0 seconds corresponding to the object Ob3 from the storage unit 60.
 図9は、図8の状態の後、ユーザが巻戻しボタンRWの押下を停止した状態のオブジェクトデータ編集画面である。ユーザが巻戻しボタンRWの押下を停止すると、現在時刻tが、再度将来に向けて進行する(時刻のカウントが再開され、音楽データMDの再生が再開されるとともに、オブジェクトデータ要素DEの生成が可能となる)。制御部40は、既に表示されているオブジェクトOb(Ob1,Ob2)をオブジェクトデータ要素DEの生成中の移動方向(上向きのY軸方向)に向けて再度移動させる。削除されたオブジェクトデータ要素DE3に対応するオブジェクトOb3がもはや表示されないことは当然に理解される。巻戻しを終了した時刻(図6~図9の例では、9.0秒)からオブジェクトデータODの編集(各オブジェクトデータ要素DEの生成)が可能となると好適である。
 以上から理解されるように、ユーザは、任意の時刻において巻戻し指示を中止(巻戻しボタンRWの押下を停止)することにより、その「巻戻し」の「過程」を中止(すなわち、「オブジェクトデータ編集の再開」を指示)することが可能である。したがって、ユーザによる巻戻し指示の継続時間によってオブジェクトObの移動量が調整可能となる。
FIG. 9 is an object data editing screen in a state where the user has stopped pressing the rewind button RW after the state of FIG. When the user stops pressing the rewind button RW, the current time t advances again in the future (time counting is resumed, reproduction of the music data MD is resumed, and generation of the object data element DE is performed). Possible). The control unit 40 moves the already displayed object Ob (Ob1, Ob2) again in the moving direction (upward Y-axis direction) during generation of the object data element DE. It is understood that the object Ob3 corresponding to the deleted object data element DE3 is no longer displayed. It is preferable that editing of the object data OD (generation of each object data element DE) is enabled from the time when the rewinding is completed (9.0 seconds in the examples of FIGS. 6 to 9).
As understood from the above, the user cancels the “process” of the “rewinding” by stopping the rewinding instruction (stopping the pressing of the rewinding button RW) at an arbitrary time (ie, “object” It is possible to instruct “resume data editing”. Therefore, the amount of movement of the object Ob can be adjusted according to the duration of the rewind instruction by the user.
 以上の構成によれば、間違った(ユーザの意図しない)オブジェクトデータODを編集(各オブジェクトデータ要素DEを生成)してしまった場合であっても、経過時間を巻き戻すことにより間違ったオブジェクトデータ要素DEを削除可能なので、オブジェクトデータODの編集開始当初からもう一度オブジェクトデータODを編集せずとも正しい(ユーザが意図する)オブジェクトデータ要素DEを生成することが可能となる。また、経過時間を巻き戻すことでオブジェクトデータ要素DEが削除されるので、オブジェクトOb(オブジェクトデータ要素DE)を個別に指定して削除する構成よりも操作が簡易となり得る。また、基準ラインSLとオブジェクトデータ削除ラインDLとが別個に設けられるので、現在時刻t以前のオブジェクトデータ要素DEに対応するオブジェクトObが編集画面に表示される。したがって、基準ラインSLを越えた時刻でオブジェクトObに対応するオブジェクトデータ要素DEが削除される構成と比較して、オブジェクトデータ編集再開までの準備期間を確保できるので、既に生成されたオブジェクトデータ要素DEと連続性を保ったオブジェクトデータ要素DEを生成することが容易となり得る。 According to the above configuration, even if the wrong (unintended by the user) object data OD is edited (each object data element DE is generated), the wrong object data can be obtained by rewinding the elapsed time. Since the element DE can be deleted, a correct (intended by the user) object data element DE can be generated without editing the object data OD again from the beginning of editing the object data OD. Further, since the object data element DE is deleted by rewinding the elapsed time, the operation can be simpler than the configuration in which the object Ob (object data element DE) is individually specified and deleted. Further, since the reference line SL and the object data deletion line DL are provided separately, the object Ob corresponding to the object data element DE before the current time t is displayed on the editing screen. Accordingly, as compared with the configuration in which the object data element DE corresponding to the object Ob is deleted at the time when the reference line SL is exceeded, a preparation period until the object data editing is resumed can be secured, so that the already generated object data element DE It is easy to generate object data elements DE that maintain continuity.
第3の実施形態
 従来技術および以上の実施形態では、各オブジェクトObはゲーム実行中の操作としてユーザに対して単一の基準時刻ST、操作位置OP、および操作種別OTのみを要求する。そのようなオブジェクトObのみを用いた音楽ゲームは、ユーザにとって単調であり興趣性が十分でない可能性がある。
 他方、近年、スマートフォン等のタッチスクリーン型入力装置を備える端末装置が普及している。以上の端末装置では、長押し操作(すなわち、入力装置上の任意の箇所を選択して押し続ける操作、および、ある箇所を押下した後、押下を継続しつつ押下位置を移動(スライド)させる操作)が容易である。
 以上の事情に鑑み、本発明の第3実施形態では、タッチスクリーンを備える装置に適用可能な新規な操作を導入したゲームが提供される。
Third Embodiment In the related art and the above-described embodiments, each object Ob requests only a single reference time ST, an operation position OP, and an operation type OT as an operation during game execution. A music game using only such an object Ob may be monotonous and not interesting enough for the user.
On the other hand, in recent years, terminal devices including a touch screen type input device such as a smartphone have become widespread. In the terminal device described above, a long press operation (that is, an operation of selecting and continuing to select an arbitrary position on the input device, and an operation of moving (sliding) the pressed position while continuing to press after pressing a certain position. ) Is easy.
In view of the above circumstances, in the third embodiment of the present invention, a game is provided that introduces a new operation applicable to a device having a touch screen.
 図10を参照して、本発明の第3実施形態の音楽ゲームを実行中のゲーム装置100の動作を説明する。図10では、図2と同様に表示装置20(タッチスクリーンTS)にゲーム画面の一例が示されている。 Referring to FIG. 10, the operation of the game apparatus 100 that is executing the music game according to the third embodiment of the present invention will be described. 10, an example of the game screen is shown on the display device 20 (touch screen TS) as in FIG.
 図10のゲーム画面には、ユーザに長押し操作を指示する長押しオブジェクトLObと、前述の実施形態においても指示された通常の操作(すなわち、単一の基準時刻ST、操作位置OP、および操作種別OTで要求される操作)を指示するオブジェクトOb(以下、長押しオブジェクトLObと区別するため、通常オブジェクトNObと称する場合がある)と、ゲーム実行中の現在時刻tに対応する基準ラインSLとが表示されている。長押しオブジェクトLObは、ゲーム実行中に、ユーザに長押し操作(入力部10への押下操作の継続を意味し、押下の継続中に操作位置を移動させるか否かを問わない)を指示するために表示される。図2と同様に、制御部40は、長押しオブジェクトLObおよび通常オブジェクトNObを矢印方向(下向きのY軸方向)、すなわち基準ラインSLに向けて移動させる。 The game screen of FIG. 10 includes a long-press object LOb that instructs the user to perform a long-press operation, and a normal operation (that is, a single reference time ST, an operation position OP, and an operation that are also instructed in the above-described embodiment). An object Ob instructing an operation requested by the type OT (hereinafter, sometimes referred to as a normal object NOb in order to distinguish it from the long-pressed object LOb), and a reference line SL corresponding to the current time t during game execution Is displayed. The long press object LOb instructs the user to perform a long press operation (meaning that the pressing operation on the input unit 10 is continued, whether or not the operation position is moved during the pressing) during the game. Displayed for. Similar to FIG. 2, the control unit 40 moves the long-pressed object LOb and the normal object NOb toward the arrow direction (downward Y-axis direction), that is, toward the reference line SL.
 本実施形態で提示される長押しオブジェクトLObは、複数の部分オブジェクトを相互に接続した構成である。オブジェクトデータODの具体的なデータ構造を図10に示す。本実施形態では、各オブジェクトデータ要素DEが追加情報ADをさらに含む。
 長押しオブジェクトLObに対応する複数のオブジェクトデータ要素DEの群(例えば、図10中の、経過時間11.0秒から15.0秒までのオブジェクトデータ要素DE)が長押しオブジェクトデータ要素群LPGである。制御部40が表示する1つの長押しオブジェクトLObに対し1つの長押しオブジェクトデータ要素群LPGが対応し、長押しオブジェクトLObに含まれる1つの部分オブジェクトに対し長押しオブジェクトデータ要素群LPG内の1つのオブジェクトデータ要素DE(以下、部分オブジェクトデータ要素PDEと称する場合がある)が対応する。各部分オブジェクトデータ要素PDEは、操作種別OTとして「長押し型(L;Long type)」を有する。1つの長押しオブジェクトデータ要素群LPGに対応する複数の部分オブジェクトデータ要素PDEはオブジェクトデータOD内において(物理的にまたは論理的に)一連に記憶される。長押しオブジェクトLObの始点に相当する部分オブジェクトデータ要素PDEの追加情報ADには「長押し型の始点(Ls;Long type starting point)」を示す情報が記憶され、終点に相当する部分オブジェクトデータ要素PDEの追加情報ADには「長押し型の終点(Le;Long type ending point)」を示す情報が記憶される。
 すなわち、長押しオブジェクトLObは、その長押しオブジェクトLObに対応する長押しオブジェクトデータ要素群LPGに含まれる複数の部分オブジェクトデータ要素PDEが示す基準時刻STおよび操作位置OPを連結した構成である。
The long press object LOb presented in the present embodiment has a configuration in which a plurality of partial objects are connected to each other. A specific data structure of the object data OD is shown in FIG. In the present embodiment, each object data element DE further includes additional information AD.
A group of a plurality of object data elements DE corresponding to the long-pressing object LOb (for example, an object data element DE having an elapsed time of 11.0 seconds to 15.0 seconds in FIG. 10) is the long-pressing object data element group LPG. One long-pressing object data element group LPG corresponds to one long-pressing object LOb displayed by the control unit 40, and one partial object included in the long-pressing object LOb corresponds to one in the long-pressing object data element group LPG. One object data element DE (hereinafter, may be referred to as a partial object data element PDE) corresponds. Each partial object data element PDE has “Long type” as the operation type OT. A plurality of partial object data elements PDE corresponding to one long-pressing object data element group LPG are stored in series (physically or logically) in the object data OD. The additional information AD of the partial object data element PDE corresponding to the start point of the long press object LOb stores information indicating “Long type starting point (Ls)”, and the partial object data element corresponding to the end point In the additional information AD of PDE, information indicating “Long type ending point (Le)” is stored.
That is, the long press object LOb has a configuration in which the reference time ST and the operation position OP indicated by the plurality of partial object data elements PDE included in the long press object data element group LPG corresponding to the long press object LOb are connected.
 ゲーム実行中において、長押しオブジェクトLObは、制御部40の制御に基づき、画面上端のオブジェクト出現ラインEL上に、その始点から順次に出現し、各部分オブジェクト(各部分オブジェクトデータ要素PDE)が示す基準時刻STにて基準ラインSLを順次に横切り、画面下端のオブジェクト消滅ラインVL上に、その始点から順次に到達して順次に消滅する。本実施形態において、「順次に」とは「部分オブジェクト毎に」を含む概念である。なお、前述の実施形態と同様に、オブジェクト出現ラインELおよびオブジェクト消滅ラインVLがゲーム画面内に配置されてもよく、ゲーム画面外に配置されるとより好適である。 During the game execution, the long press object LOb appears on the object appearance line EL at the upper end of the screen sequentially from the start point based on the control of the control unit 40, and each partial object (each partial object data element PDE) indicates The reference line SL is sequentially traversed at the reference time ST, and sequentially reaches the object disappearance line VL at the lower end of the screen from its starting point and disappears sequentially. In the present embodiment, “sequentially” is a concept including “for each partial object”. Similar to the above-described embodiment, the object appearance line EL and the object disappearance line VL may be arranged in the game screen, and more preferably arranged outside the game screen.
 評価部50は、長押しオブジェクトLObに対するユーザの操作、すなわち各部分オブジェクトに対するユーザの操作を評価する。各部分オブジェクトについての操作の評価は、前述の実施形態と同様に実行される。例えば、1つの部分オブジェクトの評価について見ると、評価部50は、その部分オブジェクトに対応する部分オブジェクトデータ要素PDEが示す基準時刻STおよび操作位置OPにおいてユーザの長押し操作(タッチスクリーンTSの押下を継続する動作)がされているか否かを判定し、部分オブジェクトデータ要素PDEが示す基準時刻STにより近い時刻および操作位置OPにより近い位置で長押し操作がされる程高い評価がなされる。なお、評価部50が、1つの長押しオブジェクトLObに含まれる複数の部分オブジェクトに対する各操作の評価を累算して、その長押しオブジェクトLObに対する操作の評価とすると好適である。 The evaluation unit 50 evaluates a user operation on the long press object LOb, that is, a user operation on each partial object. The operation evaluation for each partial object is executed in the same manner as in the above-described embodiment. For example, when evaluating the evaluation of one partial object, the evaluation unit 50 performs a long press operation (pressing down on the touch screen TS) by the user at the reference time ST and the operation position OP indicated by the partial object data element PDE corresponding to the partial object. It is determined whether or not a continuous operation is performed, and the higher the evaluation is made, the longer the pressing operation is performed at a time closer to the reference time ST indicated by the partial object data element PDE and a position closer to the operation position OP. It is preferable that the evaluation unit 50 accumulates the evaluation of each operation on a plurality of partial objects included in one long press object LOb and evaluates the operation on the long press object LOb.
 以上の構成によれば、入力部10への操作を継続すべきことをユーザに示す長押しオブジェクトLObを用いたゲームが実現される。ユーザは、長押しオブジェクトLObに対して、入力部10(タッチスクリーンTS)を継続して押下することを求められるから、通常オブジェクトNObのみを用いたゲームと比較して、要求される操作が多様となる。したがって、ユーザに対する興趣性が向上し得る。 According to the above configuration, a game using the long press object LOb that indicates to the user that the operation on the input unit 10 should be continued is realized. Since the user is required to continuously press the input unit 10 (touch screen TS) for the long-pressed object LOb, various operations are required as compared with a game using only the normal object NOb. It becomes. Therefore, interest for the user can be improved.
 なお、以上に説明した第3実施形態は、第1実施形態および第2実施形態とは独立した構成としても実現され得る。すなわち、第1実施形態または第2実施形態のようなオブジェクトデータODを動的に編集する機能を有さないゲーム装置において、長押しオブジェクトデータ要素群LPGを含むオブジェクトデータODが提供され得、第3実施形態の長押しオブジェクトLObを用いたゲームが実行され得る。 Note that the third embodiment described above can also be realized as a configuration independent of the first embodiment and the second embodiment. That is, in a game device that does not have a function of dynamically editing object data OD as in the first embodiment or the second embodiment, object data OD including a long press object data element group LPG can be provided. A game using the long press object LOb of the third embodiment may be executed.
第4の実施形態
 第3実施形態では、長押しオブジェクトLObを用いた音楽ゲームが実現される。本実施形態では、第3実施形態の音楽ゲームで使用されるオブジェクトデータODがユーザによって編集される。
Fourth Embodiment In the third embodiment, a music game using the long press object LOb is realized. In the present embodiment, the object data OD used in the music game of the third embodiment is edited by the user.
 図11ないし図16を参照して、音楽ゲームにて使用される長押しオブジェクトLObに対応する長押しオブジェクトデータ要素群LPGの生成について説明する。
 以下の詳細な説明に先立って概説すると、長押し基準時間よりも長く継続するユーザの操作を入力部10が受け付けた場合、制御部40は、そのユーザの操作の継続期間内に生成された、そのユーザの操作に対応する複数のオブジェクトデータ要素DE(部分オブジェクトデータ要素PDE)を、長押しオブジェクトデータ要素群LPGとして関連づけて記憶部60に記憶する。また、制御部40は、生成された長押しオブジェクトデータ要素群LPGに対応する長押しオブジェクトLObを、その長押しオブジェクトデータ要素群LPG内の部分オブジェクトデータ要素PDEが示す各基準時刻STおよび各操作位置OPに応じて表示画面に表示させ、基準ラインSLから離れる方向へと移動させる。
The generation of the long press object data element group LPG corresponding to the long press object LOb used in the music game will be described with reference to FIGS.
Outlined prior to the following detailed description, when the input unit 10 accepts a user operation that lasts longer than the long press reference time, the control unit 40 is generated within the duration of the user operation. A plurality of object data elements DE (partial object data elements PDE) corresponding to the user's operation are stored in the storage unit 60 in association with each other as the long press object data element group LPG. The control unit 40 also sets the long press object LOb corresponding to the generated long press object data element group LPG to each reference time ST and each operation indicated by the partial object data element PDE in the long press object data element group LPG. It is displayed on the display screen according to the position OP, and moved in a direction away from the reference line SL.
 図11および図12のフローチャートを参照して、オブジェクトデータODの編集(各オブジェクトデータ要素DEの生成)動作を説明する。
 図11に示すように、入力部10へのユーザの操作(編集開始指示)に基づいてオブジェクトデータODの編集が開始する。編集開始時に、ユーザに選択された音楽データMDの再生が開始するように制御されることは、以上の実施形態と同様である。
The operation of editing the object data OD (generating each object data element DE) will be described with reference to the flowcharts of FIGS.
As shown in FIG. 11, editing of the object data OD starts based on a user operation (editing start instruction) on the input unit 10. It is the same as in the above embodiment that the music data MD selected by the user is controlled to start playing when editing starts.
 オブジェクトデータODの編集開始後、制御部40は、制御部40は、入力部10にユーザの操作が検出されたか否かの判定を実行する(S110)。操作が検出された場合(S110:YES)、制御部40は検出オブジェクトを生成し(S120)、ステップS130に進む。他方、操作が検出されない場合(S110:NO)、制御部40は、ステップS120を実行しないでステップS130に進む。ステップS130で、制御部40は、編集開始時から所定期間が経過したか否かの判定を実行する。所定期間が経過した場合(S130:YES)、制御部40は編集動作を終了する(詳細は後述される)。他方、所定期間が経過していない場合(S130:NO)、制御部40は操作検出の判定(S110)に戻る。 After the start of editing the object data OD, the control unit 40 determines whether or not a user operation has been detected in the input unit 10 (S110). When the operation is detected (S110: YES), the control unit 40 generates a detection object (S120), and proceeds to step S130. On the other hand, when no operation is detected (S110: NO), the control unit 40 proceeds to step S130 without executing step S120. In step S130, the control unit 40 determines whether or not a predetermined period has elapsed from the start of editing. When the predetermined period has elapsed (S130: YES), the control unit 40 ends the editing operation (details will be described later). On the other hand, when the predetermined period has not elapsed (S130: NO), the control unit 40 returns to the operation detection determination (S110).
 ユーザの操作に対応してステップS120で制御部40により生成された検出オブジェクトは、オブジェクトデータ要素DEを生成する制御部40内の要素(すなわち、制御部40の一部分)である。検出オブジェクトは、表示画面に表示されるものではなく、ゲーム装置100内のCPU30がコンピュータプログラムを実行することによって実現される機能ブロックである。 The detected object generated by the control unit 40 in step S120 in response to the user operation is an element in the control unit 40 that generates the object data element DE (that is, a part of the control unit 40). The detection object is not displayed on the display screen, but is a functional block realized by the CPU 30 in the game apparatus 100 executing a computer program.
 図12は、検出オブジェクトの検出動作を示すフローチャートである。検出オブジェクトは、検出オブジェクト自身に対応するユーザの操作の操作時刻、操作位置OP、および操作種別OTを判別する(S121)。判別された操作種別OTが「長押し型」でない場合(例えば、操作種別OTが「タッチ型」または「スライド型」である場合)(S122:NO)、検出オブジェクトは、以上の実施形態の制御部40と同様、判別された操作時刻(基準時刻ST)と操作位置OPと操作種別OTとを対応付けたオブジェクトデータ要素DEを生成する(S126)。 FIG. 12 is a flowchart showing the detection operation of the detection object. The detected object determines the operation time of the user's operation corresponding to the detected object itself, the operation position OP, and the operation type OT (S121). When the determined operation type OT is not “long press type” (for example, when the operation type OT is “touch type” or “slide type”) (S122: NO), the detected object is the control of the above embodiment. Similarly to the unit 40, an object data element DE in which the determined operation time (reference time ST), the operation position OP, and the operation type OT are associated with each other is generated (S126).
 他方、判別された操作種別OTが「長押し型」である場合(すなわち、長押し基準時間よりも長く継続する操作を入力部10が受け付けた場合)(S122:YES)、検出オブジェクトは、記憶部60内に長押しオブジェクトLOb(長押しオブジェクトデータ要素群LPG)のための一時記憶領域TAを確保する。そして、ステップS121の操作判別時の操作時刻(基準時刻ST)および操作位置OPを含み、操作種別OTが「参照型(REF)」であり、その一時記憶領域TAを指し示す参照情報(例えば、確保された一時記憶領域TAの先頭アドレス)を追加情報ADとして含むオブジェクトデータ要素DE(参照オブジェクトデータ要素RDE)を生成する(S123)。なお、参照情報は固定長のデータとして扱うことが可能なので、参照情報が含まれるオブジェクトデータ要素DEであっても、データサイズを一定の固定長レコードに保つことが出来る。 On the other hand, when the determined operation type OT is “long press type” (that is, when the input unit 10 receives an operation that continues longer than the long press reference time) (S122: YES), the detected object is stored in memory. A temporary storage area TA for the long press object LOb (long press object data element group LPG) is secured in the unit 60. Then, including the operation time (reference time ST) and the operation position OP at the time of operation determination in step S121, the operation type OT is “reference type (REF)”, and reference information (for example, secured) indicating the temporary storage area TA The object data element DE (reference object data element RDE) including the additional information AD is generated (S123). Since the reference information can be handled as fixed-length data, the data size can be maintained in a fixed-length record even for the object data element DE including the reference information.
 入力部10に対して長押し操作が継続されていると判定すると(S124:YES)、検出オブジェクトは被参照オブジェクトデータ要素DERを生成して一時記憶領域TAに記憶し(S125)、再度長押し操作の継続判定に戻る(S124)。すなわち、検出オブジェクトは、長押し操作の継続期間内に生成された、その長押し操作に対応する複数の被参照オブジェクトデータ要素DERを一時記憶領域TA内に記憶する。 If it is determined that the long press operation is continued for the input unit 10 (S124: YES), the detected object generates the referenced object data element DER and stores it in the temporary storage area TA (S125), and then presses the long press again. The process returns to the operation continuation determination (S124). That is, the detected object stores a plurality of referenced object data elements DER corresponding to the long press operation generated within the duration of the long press operation in the temporary storage area TA.
 なお、被参照オブジェクトデータ要素DERは、参照オブジェクト内の参照情報にて指し示されるオブジェクトデータODであり、ステップS124の判定時における操作時刻および操作位置OPを含む。そのため、参照オブジェクトデータに含まれる参照情報の参照により、被参照オブジェクトデータ要素DERへのアクセスが実現される。
 また、被参照オブジェクトデータ要素DERは、前述の説明における部分オブジェクトデータ要素PDEに相当するものであって、1つの一時記憶領域TA内に記憶された複数の被参照オブジェクトデータ要素DERは、長押しオブジェクトデータ要素群LPGとして1つの長押しオブジェクトLObを構成する。
The referenced object data element DER is the object data OD indicated by the reference information in the reference object, and includes the operation time and the operation position OP at the time of determination in step S124. Therefore, access to the referenced object data element DER is realized by referring to the reference information included in the reference object data.
The referenced object data element DER corresponds to the partial object data element PDE in the above description, and a plurality of referenced object data elements DER stored in one temporary storage area TA are long-pressed. One long press object LOb is configured as the object data element group LPG.
 長押し操作が継続されていないと判定すると(S124:NO)、検出オブジェクトは検出動作を終了して消滅する。
 検出オブジェクトは、1つの時刻において制御部40内に複数存在することが可能である。したがって、制御部40は、複数の長押しオブジェクトデータ要素群LPGを並行して生成し得るとともに、長押しオブジェクトデータ要素群LPGの生成中に他のオブジェクトデータ要素DEを生成し得る。
If it is determined that the long press operation is not continued (S124: NO), the detection object ends the detection operation and disappears.
A plurality of detection objects can exist in the control unit 40 at one time. Therefore, the control unit 40 can generate a plurality of long-pressing object data element groups LPG in parallel, and can generate other object data elements DE during the generation of the long-pressing object data element group LPG.
 図11のフローチャートにおける、所定期間が経過したときの動作を説明する。所定期間が経過した場合(S130:YES)、制御部40は編集動作を終了し、一時記憶領域TA内の複数の被参照オブジェクトデータ要素DERを一連の長押しオブジェクトデータ要素群LPGとしてまとめ、オブジェクトデータODに統合して記憶部60に記憶する(詳細は後述される)。
 なお、前述した実施形態と同様に、ブジェクトデータODの編集が任意の期間(例えば、音楽データMDの再生時間より短い期間)にわたって行われてもよい。
The operation when the predetermined period has elapsed in the flowchart of FIG. 11 will be described. When the predetermined period has elapsed (S130: YES), the control unit 40 ends the editing operation, collects a plurality of referenced object data elements DER in the temporary storage area TA as a series of long-pressed object data element groups LPG, The data OD is integrated and stored in the storage unit 60 (details will be described later).
Similar to the above-described embodiment, the editing of the object data OD may be performed over an arbitrary period (for example, a period shorter than the reproduction time of the music data MD).
 図13ないし図16は、図11および図12のフローチャートで示された編集動作の実行時におけるオブジェクトデータ編集画面およびオブジェクトデータODの一例を示す図である。図13ないし図16において、基準ラインSLおよびオブジェクト消滅ラインVL等の配置は前述の実施形態と同様である。 13 to 16 are diagrams showing examples of the object data editing screen and the object data OD when the editing operation shown in the flowcharts of FIGS. 11 and 12 is executed. 13 to 16, the arrangement of the reference line SL, the object disappearance line VL, and the like is the same as that in the above-described embodiment.
 図13は、制御部40が入力部10への長押し操作を検出した際の編集画面およびオブジェクトデータODを示す。制御部40によりカウントされる、図13の現在時刻tは、オブジェクトデータODの編集開始時から11.0秒を経過した時刻である。長押し操作の検出に基づき、検出オブジェクトが一時記憶領域TAを確保する。また、検出オブジェクトが、基準時刻STが現在時刻tであり、操作位置OP(基準ラインSLのX軸上の位置)が20であり、操作種別OTが「参照型」であり、追加情報ADとして確保された一時記憶領域TAを指し示す参照情報(先頭アドレス)を有する参照オブジェクトデータ要素RDEを生成して記憶部60(オブジェクトデータOD)に記憶する。一時記憶領域TAには、参照オブジェクトデータ要素RDEと基準時刻STおよび操作位置OPが同じ被参照オブジェクトデータ要素DER1が記憶される。制御部40は、一時記憶領域TAに記憶された1つの被参照オブジェクトデータ要素DER1に対応するオブジェクトObを編集画面(編集エリアEA)に表示させる。 FIG. 13 shows an editing screen and object data OD when the control unit 40 detects a long press operation on the input unit 10. The current time t in FIG. 13 counted by the control unit 40 is the time when 11.0 seconds have elapsed since the start of editing the object data OD. Based on the detection of the long press operation, the detection object secures the temporary storage area TA. Further, the detected object has a reference time ST of the current time t, an operation position OP (position on the X axis of the reference line SL) of 20, an operation type OT of “reference type”, and additional information AD. A reference object data element RDE having reference information (start address) indicating the secured temporary storage area TA is generated and stored in the storage unit 60 (object data OD). In the temporary storage area TA, a referenced object data element DER1 having the same reference object data element RDE, the standard time ST, and the operation position OP is stored. The control unit 40 displays the object Ob corresponding to one referenced object data element DER1 stored in the temporary storage area TA on the editing screen (editing area EA).
 図14は、制御部40が長押し操作の継続を検出した際の編集画面およびオブジェクトデータODを示す。図14の現在時刻tはオブジェクトデータODの編集開始時から12.0秒を経過した時刻である。長押し操作が継続されているとの判定に基づき、検出オブジェクトが、一時記憶領域TA内に被参照オブジェクトデータ要素DER2(基準時刻ST=12.0秒、操作位置OP=20)を記憶する。制御部40が、一時記憶領域TAに記憶された2つの被参照オブジェクトデータ要素DER(DER1,DER2)が示す2つの点を繋いだ線分に対応する長押しオブジェクトLObを編集画面(編集エリアEA)に表示させる。 FIG. 14 shows an edit screen and object data OD when the control unit 40 detects the continuation of the long press operation. The current time t in FIG. 14 is the time when 12.0 seconds have elapsed since the start of editing the object data OD. Based on the determination that the long press operation is continued, the detected object stores the referenced object data element DER2 (standard time ST = 12.0 seconds, operation position OP = 20) in the temporary storage area TA. The control unit 40 edits the long-pressed object LOb corresponding to the line segment connecting the two points indicated by the two referenced object data elements DER (DER1, DER2) stored in the temporary storage area TA (editing area EA). ).
 図15は、制御部40が、長押し操作の継続を検出するとともに、新たなタッチ操作を検出した際の編集画面およびオブジェクトデータODを示す。図15の現在時刻tはオブジェクトデータODの編集開始時から13.0秒を経過した時刻である。長押し操作が継続されているとの判定に基づき、検出オブジェクトが、一時記憶領域TA内に被参照オブジェクトデータ要素DER3(基準時刻ST=13.0秒、操作位置OP=10)を記憶する。また、操作種別OTが「タッチ」であるユーザの操作の判別に基づき、その操作により生成された別の検出オブジェクトが、オブジェクトデータ要素DE(基準時刻ST=13.0秒、操作位置OP=40、操作種別OT=タッチ型)を生成して記憶部60に記憶する。制御部40が、一時記憶領域TAに記憶された3つの被参照オブジェクトデータ要素DER(DER1~DER3)の基準時刻STおよび操作位置OPが示す3つの点を基準時刻STの順に繋いだ線分に対応する長押しオブジェクトLObと、記憶部60(オブジェクトデータOD)に記憶されたオブジェクトデータ要素DEに対応する通常オブジェクトNObとを編集画面(編集エリアEA)に表示させる。 FIG. 15 shows an editing screen and object data OD when the control unit 40 detects the continuation of the long press operation and detects a new touch operation. The current time t in FIG. 15 is the time when 13.0 seconds have elapsed since the start of editing the object data OD. Based on the determination that the long press operation is continued, the detected object stores the referenced object data element DER3 (standard time ST = 13.0 seconds, operation position OP = 10) in the temporary storage area TA. Further, based on the determination of the operation of the user whose operation type OT is “touch”, another detected object generated by the operation is an object data element DE (reference time ST = 13.0 seconds, operation position OP = 40, operation Type OT = touch type) is generated and stored in the storage unit 60. The control unit 40 makes a line segment that connects the three points indicated by the reference time ST and the operation position OP of the three referenced object data elements DER (DER1 to DER3) stored in the temporary storage area TA in the order of the reference time ST. The corresponding long press object LOb and the normal object NOb corresponding to the object data element DE stored in the storage unit 60 (object data OD) are displayed on the editing screen (editing area EA).
 図16は、図14と同様、制御部40が長押し操作の継続を検出した際の編集画面およびオブジェクトデータODを示す。図16の現在時刻tはオブジェクトデータODの編集開始時から15.0秒を経過した時刻である。なお、図示しない14.0秒経過時刻においても入力部10への長押し動作が継続されている。検出オブジェクトは、一時記憶領域TA内に被参照オブジェクトデータ要素DER5(基準時刻ST=15.0秒、操作位置OP=30)を記憶する。前述と同様に、制御部40が長押しオブジェクトLObと通常オブジェクトNObとを編集画面(編集エリアEA)に表示させる。制御部40は、長押しオブジェクトLObのうちオブジェクト消滅ラインVLを越えた部分を編集エリアEAに表示しないように表示装置20を制御する。 FIG. 16 shows the editing screen and object data OD when the control unit 40 detects the continuation of the long press operation, as in FIG. The current time t in FIG. 16 is the time when 15.0 seconds have elapsed since the start of editing the object data OD. Note that the long pressing operation to the input unit 10 is continued even at a time of 14.0 seconds not shown. The detected object stores the referenced object data element DER5 (standard time ST = 15.0 seconds, operation position OP = 30) in the temporary storage area TA. As described above, the control unit 40 causes the long press object LOb and the normal object NOb to be displayed on the edit screen (edit area EA). The control unit 40 controls the display device 20 so that the portion of the long-pressed object LOb that exceeds the object disappearance line VL is not displayed in the editing area EA.
 前述の通り、制御部40は、オブジェクトデータ編集のための所定期間が経過すると編集動作を終了する。そして、記憶部60(オブジェクトデータOD)に記憶されたオブジェクトデータ要素DEの全件を走査する。制御部40は、操作種別OTが「参照型(REF)」である参照オブジェクトデータ要素RDEを発見すると、その参照オブジェクトデータ要素RDEの参照情報が指し示す一時記憶領域TAに記憶された複数の被参照オブジェクトデータ要素DERを読み出す。制御部40は、各被参照オブジェクトデータ要素DERの操作種別OTに「長押し型(L)」を設定し、長押しオブジェクトLObの始点に相当する(すなわち、基準時刻STの値が最も小さい)被参照オブジェクトデータ要素DERの追加情報ADに「長押し型の始点(Ls)」を示す情報を設定し、長押しオブジェクトLObの終点に相当する(すなわち、基準時刻STの値が最も大きい)被参照オブジェクトデータ要素DERの追加情報ADに「長押し型の終点(Ls)」を示す情報を設定した上で、その参照オブジェクトデータ要素RDEが存在する位置に、一連の被参照オブジェクトデータ要素DERを長押しオブジェクトデータ要素群LPGとして挿入する。制御部40は、以上の動作を参照オブジェクトデータ要素RDEの全てについて実行する。 As described above, the control unit 40 ends the editing operation when a predetermined period for editing the object data elapses. Then, all the object data elements DE stored in the storage unit 60 (object data OD) are scanned. When the control unit 40 finds a reference object data element RDE whose operation type OT is “reference type (REF)”, the control unit 40 stores a plurality of referenced objects stored in the temporary storage area TA indicated by the reference information of the reference object data element RDE. Read the object data element DER. The control unit 40 sets “long press type (L)” as the operation type OT of each referenced object data element DER, and corresponds to the start point of the long press object LOb (that is, the value of the reference time ST is the smallest). Information indicating the “long press type start point (Ls)” is set in the additional information AD of the referenced object data element DER, which corresponds to the end point of the long press object LOb (that is, the value of the reference time ST is the largest). After setting information indicating “long-press type end point (Ls)” in the additional information AD of the reference object data element DER, a series of referenced object data elements DER are placed at positions where the reference object data element RDE exists. Insert as long press object data element group LPG. The control unit 40 performs the above operation for all the reference object data elements RDE.
 本実施形態の例では、基準時刻STが11.0秒である参照オブジェクトデータ要素RDEがオブジェクトデータOD内に存在する。制御部40は、走査によって参照オブジェクトデータ要素RDEを発見し、それに対応する5つの被参照オブジェクトデータ要素DER(DER1~DER5。基準時刻STが11.0秒~15.0秒)を読み出す。制御部40は、各被参照オブジェクトデータ要素DERの操作種別OTに「長押し型」を、基準時刻STが11.0秒である被参照オブジェクトデータ要素DERの追加情報ADに「長押し型の始点」を示す情報を、基準時刻STが15.0秒である被参照オブジェクトデータ要素DERの追加情報ADに「長押し型の終点」を示す情報をそれぞれ設定し、基準時刻STが11.0秒である参照オブジェクトデータ要素RDEが存在する位置に、以上の設定後の5つの被参照オブジェクトデータ要素DERを長押しオブジェクトデータ要素群LPGとして挿入する。結果として、図10で示された長押しオブジェクトデータ要素群LPGを含むオブジェクトデータODが制御部40によって編集され記憶部60に記憶される。すなわち、以上の動作によって、長押しオブジェクトLObに対応する長押しオブジェクトデータ要素群LPGがユーザによって生成される。 In the example of the present embodiment, the reference object data element RDE whose standard time ST is 11.0 seconds exists in the object data OD. The control unit 40 finds the reference object data element RDE by scanning, and reads the five referenced object data elements DER (DER1 to DER5. The standard time ST is 11.0 seconds to 15.0 seconds) corresponding thereto. The control unit 40 sets “long press type” to the operation type OT of each referenced object data element DER, and “start point of long press type” to the additional information AD of the referenced object data element DER whose reference time ST is 11.0 seconds. Is set to the additional information AD of the referenced object data element DER whose reference time ST is 15.0 seconds, and the reference object data whose reference time ST is 11.0 seconds is set. At the position where the element RDE exists, the five referenced object data elements DER after the above setting are inserted as a long press object data element group LPG. As a result, the object data OD including the long press object data element group LPG shown in FIG. 10 is edited by the control unit 40 and stored in the storage unit 60. That is, by the above operation, the long press object data element group LPG corresponding to the long press object LOb is generated by the user.
 なお、長押しオブジェクトデータ要素群LPGを参照オブジェクトデータ要素RDEが存在する位置に挿入する上述の構成の他に、長押しオブジェクトデータ要素群LPGをオブジェクトデータODの末尾に記憶して、参照オブジェクトデータ要素RDEの参照情報がその長押しオブジェクトデータ要素群LPGを指し示す構成も採用され得る。 In addition to the above-described configuration in which the long press object data element group LPG is inserted at the position where the reference object data element RDE exists, the long press object data element group LPG is stored at the end of the object data OD, and the reference object data A configuration in which the reference information of the element RDE indicates the long-pressed object data element group LPG can also be adopted.
 以上のオブジェクトデータ編集において、第2実施形態と同様のオブジェクトデータ要素DEの動的な削除が実現されると好適である。図17および図18に、長押しオブジェクトLOb(長押しオブジェクトデータ要素群LPG)の動的な削除の態様を示す。図17および図18で例示される長押しオブジェクトLOb(長押しオブジェクトデータ要素群LPG)は、図11ないし図16を参照して前述された長押しオブジェクトLObと同じ構成である。第2実施形態と同様、オブジェクトデータODの編集開始時からの経過時間を巻き戻す巻戻しボタンRWがタッチスクリーンTS中の制御エリアCAに表示される。ユーザがタッチスクリーンTS(入力部10)の巻戻しボタンRWを押下することで、巻戻し指示が制御部40に入力される。また、第2実施形態と同様、各画面の下端がオブジェクトデータ削除ラインDLである。オブジェクトデータ削除ラインDLは、画面(編集エリアEA)の一端ではなく編集エリアEA外または編集エリアEA内に配置されてもよい。 In the object data editing described above, it is preferable that the dynamic deletion of the object data element DE as in the second embodiment is realized. 17 and 18 show a mode of dynamic deletion of the long press object LOb (long press object data element group LPG). The long press object LOb (long press object data element group LPG) illustrated in FIGS. 17 and 18 has the same configuration as the long press object LOb described above with reference to FIGS. Similar to the second embodiment, a rewind button RW for rewinding the elapsed time from the start of editing the object data OD is displayed in the control area CA in the touch screen TS. When the user presses the rewind button RW on the touch screen TS (input unit 10), a rewind instruction is input to the control unit 40. As in the second embodiment, the lower end of each screen is an object data deletion line DL. The object data deletion line DL may be arranged outside the editing area EA or inside the editing area EA instead of one end of the screen (editing area EA).
 図17では、ユーザの巻戻し指示に応じて移動された長押しオブジェクトLObの一部がオブジェクトデータ削除ラインDLを越えている。制御部40は、オブジェクトデータ削除ラインDLを越えた長押しオブジェクトLObの部分に対応する被参照オブジェクトデータ要素DER(DER4,DER5。基準時刻ST=14.0秒および基準時刻ST=15.0秒)を削除する。 In FIG. 17, a part of the long-pressed object LOb moved in accordance with the user's rewind instruction exceeds the object data deletion line DL. The control unit 40 deletes the referenced object data element DER (DER4, DER5, reference time ST = 14.0 seconds and reference time ST = 15.0 seconds) corresponding to the part of the long press object LOb that exceeds the object data deletion line DL. .
 他方、図18では、ユーザの巻戻し指示に応じて移動された長押しオブジェクトLOb全体がオブジェクトデータ削除ラインDLを越えている。制御部40は、オブジェクトデータ削除ラインDLを越えた長押しオブジェクトLObに対応する参照オブジェクトデータ要素RDE(基準時刻ST=11.0秒)を削除する。長押しオブジェクトLOb全体がオブジェクトデータ削除ラインDLを越えたか否かは、長押しオブジェクトLObの始点(すなわち、その長押しオブジェクトLObに対応する参照オブジェクトデータ要素RDEの基準時刻ST)が、オブジェクトデータ削除ラインDLに相当する未来時刻を越えたか否かで判定可能である。
 図18に示される態様では、オブジェクトデータ削除ラインDLを越えた長押しオブジェクトLObの部分に対応する被参照オブジェクトデータ要素DERは、その被参照オブジェクトデータ要素DERに対応する部分オブジェクトがオブジェクトデータ削除ラインDLを越えても削除されない。すなわち、一時記憶領域TA内の被参照オブジェクトデータ要素DERは、巻戻し指示による直接的な影響を受けない。削除対象の参照オブジェクトデータ要素RDEに対応する複数の被参照オブジェクトデータ要素DERは、その参照オブジェクトデータ要素RDEの削除に併せて削除されると好適であるが、その他の機会(例えば、ガベージコレクションの際)に削除されてもよい。
On the other hand, in FIG. 18, the entire long-pressed object LOb moved in accordance with the user's rewind instruction exceeds the object data deletion line DL. The control unit 40 deletes the reference object data element RDE (reference time ST = 11.0 seconds) corresponding to the long-pressed object LOb beyond the object data deletion line DL. Whether or not the entire long-pressed object LOb has exceeded the object data deletion line DL depends on whether the start point of the long-pressed object LOb (that is, the reference time ST of the reference object data element RDE corresponding to the long-pressed object LOb) is the object data deleted The determination can be made based on whether or not the future time corresponding to the line DL has been exceeded.
In the aspect shown in FIG. 18, the referenced object data element DER corresponding to the portion of the long-pressed object LOb beyond the object data deletion line DL is the object data deletion line of the partial object corresponding to the referenced object data element DER. Even if it exceeds DL, it is not deleted. That is, the referenced object data element DER in the temporary storage area TA is not directly affected by the rewind instruction. The plurality of referenced object data elements DER corresponding to the reference object data element RDE to be deleted is preferably deleted together with the deletion of the reference object data element RDE, but other opportunities (for example, garbage collection May be deleted).
 以上の構成によれば、ユーザが選択した任意の音楽データMDに対応する、長押しオブジェクトデータ要素群LPGを含むオブジェクトデータODを動的に編集可能である。また、間違った(ユーザの意図しない)長押しオブジェクトLObを生成してしまった場合であっても、経過時間を巻き戻すことにより間違ったオブジェクトデータ要素DE(参照オブジェクトデータ要素RDEまたは被参照オブジェクトデータ要素DER)を削除可能なので、オブジェクトデータODの編集開始当初からもう一度オブジェクトデータODを編集せずとも正しいオブジェクトデータ要素DEを生成することが可能となる。特に、巻戻し動作によって、オブジェクト消滅ラインVLを越えた長押しオブジェクトLObの部分が削除されてしまう図17の構成では、オブジェクトデータ編集の再開時に、削除途中の箇所から一連の長押しオブジェクトLObの編集が再開されるので、操作位置が限定されてしまうため編集操作が困難であり得る。図18の構成によれば、一連の長押しオブジェクトが一体として削除されるので、そのような困難が回避され得る。その他、第2実施形態と同様の効果が奏される。 According to the above configuration, the object data OD including the long press object data element group LPG corresponding to arbitrary music data MD selected by the user can be dynamically edited. Further, even if a wrong long press object LOb (not intended by the user) is generated, the wrong object data element DE (reference object data element RDE or referenced object data) is obtained by rewinding the elapsed time. Since the element DER) can be deleted, the correct object data element DE can be generated without editing the object data OD again from the beginning of editing the object data OD. In particular, in the configuration of FIG. 17 in which the portion of the long-pressed object LOb that exceeds the object disappearance line VL is deleted by the rewinding operation, when the object data editing is resumed, Since the editing is resumed, the operation position is limited, so that the editing operation may be difficult. According to the configuration of FIG. 18, since a series of long-pressed objects are deleted as a unit, such difficulty can be avoided. In addition, the same effects as those of the second embodiment are achieved.
第5の実施形態
 図19は、第3および第4の実施形態で説明された長押しオブジェクトLObが表示された、第5実施形態のゲーム画面の一例である。図19の長押しオブジェクトLObは2つの線分で構成される。ここで、2つの線分がなす角の大きさ(角度)Rが小さい(急峻である)場合、ゲーム実行中のユーザは入力部10を非常に早く操作しなければならず、操作の難易度が高すぎる可能性がある。そこで、オブジェクトデータODの編集中に生成された長押しオブジェクトLObがなす折れ線に含まれる角度Rが閾値未満である場合、その角度Rが閾値以上となるようにオブジェクトデータ要素DE(被参照オブジェクトデータ要素DER)を補正する(平滑化を実行する)と好適である。以下、図20ないし図22を参照して、本実施形態の長押しオブジェクトLObの平滑化を説明する。
Fifth Embodiment FIG. 19 is an example of a game screen according to a fifth embodiment on which the long press object LOb described in the third and fourth embodiments is displayed. The long press object LOb in FIG. 19 includes two line segments. Here, when the angle (angle) R formed by the two line segments is small (steep), the user who is executing the game has to operate the input unit 10 very quickly, and the difficulty of the operation May be too high. Therefore, when the angle R included in the polygonal line formed by the long press object LOb generated during the editing of the object data OD is less than the threshold, the object data element DE (referenced object data) is set so that the angle R is equal to or greater than the threshold. It is preferable to correct the element DER (perform smoothing). Hereinafter, the smoothing of the long press object LOb of the present embodiment will be described with reference to FIGS.
 図20は長押しオブジェクトLObの平滑化動作のフローチャートであり、図21および図22は平滑化動作中のオブジェクトデータ編集画面およびオブジェクトデータODの具体例である。なお、長押しオブジェクトLObのみが平滑化に関与することに鑑み、一時記憶領域TA内の被参照オブジェクトデータ要素DERのみを図21および図22に図示し、参照オブジェクトデータ要素RDEを含むオブジェクトデータODは図示しないが、前述の実施形態と同様に記憶部60内にオブジェクトデータODが存在することは当然に理解される。 FIG. 20 is a flowchart of the smoothing operation of the long press object LOb, and FIGS. 21 and 22 are specific examples of the object data editing screen and the object data OD during the smoothing operation. In view of the fact that only the long-pressed object LOb is involved in smoothing, only the referenced object data element DER in the temporary storage area TA is shown in FIGS. 21 and 22, and the object data OD including the reference object data element RDE is shown. Although not shown, it is naturally understood that the object data OD exists in the storage unit 60 as in the above-described embodiment.
 平滑化が開始されると、制御部40は、一時記憶領域TA内に記憶された複数の被参照オブジェクトデータ要素DER(1つの長押しオブジェクトデータ要素群LPGに対応)を走査し(S200)、それら複数の被参照オブジェクトデータ要素DERに含まれる基準時刻STおよび操作位置OPがなす折れ線に含まれる角度Rを算出する(S210)。
 図21の例では、現在生成中の長押しオブジェクトLObに対応する3つの被参照オブジェクトデータ要素DER(DER1,DER2,DER3。基準時刻ST12.0秒、13.0秒、14.0秒)が走査され、各被参照オブジェクトデータ要素DERに対応する表示画面上の座標に基づいて角度Rが算出される。
When smoothing is started, the control unit 40 scans a plurality of referenced object data elements DER (corresponding to one long-pressed object data element group LPG) stored in the temporary storage area TA (S200), The angle R included in the broken line formed by the reference time ST and the operation position OP included in the plurality of referenced object data elements DER is calculated (S210).
In the example of FIG. 21, three referenced object data elements DER (DER1, DER2, DER3, standard times ST12.0 seconds, 13.0 seconds, 14.0 seconds) corresponding to the long-pressed object LOb currently being generated are scanned. The angle R is calculated based on the coordinates on the display screen corresponding to the referenced object data element DER.
 続いて、制御部40は、算出された各角度Rが閾値未満であるか否かを判定し、閾値未満の角度Rをなす線分に対応する被参照オブジェクトデータ要素DERの操作位置OPを変更して、その角度Rが閾値以上となるように補正する(S230)。閾値未満の角度Rをなす線分に対応する少なくとも1つの被参照オブジェクトデータ要素DERの操作位置OPが変更されればその角度Rが変化(好適には増大)し得ることは、当然に理解される。
 図22の例では、角度Rが閾値未満であるので、制御部40は、被参照オブジェクトデータ要素DER2(基準時刻ST=13.0秒)の操作位置OPを変更して角度Rを補正して角度Ra(Ra>R)とする。
Subsequently, the control unit 40 determines whether each calculated angle R is less than a threshold value, and changes the operation position OP of the referenced object data element DER corresponding to the line segment that forms the angle R less than the threshold value. Then, the angle R is corrected so as to be equal to or greater than the threshold (S230). It is understood that the angle R can be changed (preferably increased) if the operation position OP of at least one referenced object data element DER corresponding to the line segment forming the angle R less than the threshold is changed. The
In the example of FIG. 22, since the angle R is less than the threshold value, the control unit 40 corrects the angle R by changing the operation position OP of the referenced object data element DER2 (standard time ST = 13.0 seconds) to correct the angle Ra. (Ra> R).
 以上の平滑化動作は、任意のイベントを契機として実行され得る。例えば、図11のフローチャートにおける所定期間の経過判定(S130)が実行される度に制御部40が平滑化を実行する。ゲーム装置100の処理負担を考慮して、所定回数の経過判定おきに平滑化が実行されてもよい。以上の構成によれば、編集画面(編集エリアEA)に表示中の長押しオブジェクトLObが動的に(画面に表示されている最中に)補正される。
 なお、1つの音楽データMDに対応するオブジェクトデータODの編集動作が完了してから平滑化が実行される構成も採用され得る。
The above smoothing operation can be executed in response to an arbitrary event. For example, the control unit 40 executes smoothing every time the passage determination (S130) for a predetermined period in the flowchart of FIG. 11 is executed. In consideration of the processing load of the game apparatus 100, smoothing may be executed every predetermined number of elapsed determinations. According to the above configuration, the long press object LOb displayed on the editing screen (editing area EA) is dynamically corrected (while displayed on the screen).
A configuration in which smoothing is executed after the editing operation of the object data OD corresponding to one music data MD is completed may be employed.
 以上の構成によれば、生成中の(または生成された)長押しオブジェクトLObがなす折れ線に含まれる角度Rが閾値未満である場合、その角度Rが閾値以上となるようにオブジェクトデータ要素DE(被参照オブジェクトデータ要素DER)を補正するから、長押しオブジェクトLObを用いたゲーム中の操作の難易度が高すぎることが抑制される。また、編集画面(編集エリアEA)に表示されている長押しオブジェクトLObが動的に(画面に表示されている最中に)補正されるから、オブジェクトデータODの編集完了後に補正が実行される構成と比較して、補正後の長押しオブジェクトLObの形状をユーザがオブジェクトデータODの編集中に知ることが可能である。 According to the above configuration, when the angle R included in the broken line formed by the long-pressed object LOb being generated (or generated) is less than the threshold, the object data element DE ( Since the referenced object data element DER) is corrected, it is suppressed that the difficulty level of the operation during the game using the long press object LOb is too high. Further, since the long press object LOb displayed on the editing screen (editing area EA) is dynamically corrected (while being displayed on the screen), the correction is executed after the editing of the object data OD is completed. Compared to the configuration, the user can know the shape of the corrected long-pressed object LOb while editing the object data OD.
変形例
 以上の実施の形態は多様に変形される。具体的な変形の態様を以下に例示する。以上の実施形態および以下の例示から任意に選択された2以上の態様は相互に矛盾しない限り適宜に併合され得る。
Modifications The above embodiment can be variously modified. Specific modifications are exemplified below. Two or more aspects arbitrarily selected from the above embodiments and the following examples can be appropriately combined as long as they do not contradict each other.
(1)以上の実施の形態では、ゲームを実行する機能およびゲームに用いられるオブジェクトデータODを編集する機能を有するゲーム装置100およびそのようなゲーム装置100を実現するためのコンピュータプログラムが本発明の一態様として紹介されるが、以上に説明されたオブジェクトデータODを編集する機能のみを有するデータ編集装置およびそのようなデータ編集装置を実現するためのコンピュータプログラムも本発明の範囲に含まれる。 (1) In the above embodiment, a game device 100 having a function for executing a game and a function for editing object data OD used in the game, and a computer program for realizing such a game device 100 are described in the present invention. Although introduced as an aspect, a data editing apparatus having only the function of editing the object data OD described above and a computer program for realizing such a data editing apparatus are also included in the scope of the present invention.
(2)上述のゲーム装置100は、通信部80を備えたクライアント型のゲーム装置100として説明されるが、通信部80を有さないスタンドアロン型のゲーム装置100であってもよい。その場合、ゲーム装置100に着脱可能な情報記録媒体90(メモリカード等)を用いて、編集されたオブジェクトデータOD(生成された各オブジェクトデータ要素DE)を他のゲーム装置100でも利用可能とすると好適である。 (2) Although the above-described game device 100 is described as a client-type game device 100 including the communication unit 80, the game device 100 may be a stand-alone game device 100 that does not include the communication unit 80. In this case, it is assumed that the edited object data OD (the generated object data elements DE) can be used in other game devices 100 using an information recording medium 90 (such as a memory card) that can be attached to and detached from the game device 100. Is preferred.
(3)以上の実施の形態では、ゲーム装置100の入力部10および表示装置20はタッチスクリーンTSとして一体に構成されるが、入力部10と表示装置20とがゲーム装置100上に別個に設けられてもよい。さらに、表示装置20がゲーム装置100とは別個に(ゲーム装置100の外部に)設けられてもよい。例えば、テレビ受像器を外部表示装置20として利用可能なゲーム装置100としても本発明は把握され得る。すなわち、表示装置20はゲーム装置100の必須の構成要素ではない。 (3) In the above embodiment, the input unit 10 and the display device 20 of the game apparatus 100 are integrally configured as the touch screen TS, but the input unit 10 and the display apparatus 20 are provided separately on the game apparatus 100. May be. Furthermore, display device 20 may be provided separately from game device 100 (outside game device 100). For example, the present invention can be understood as a game apparatus 100 that can use a television receiver as the external display device 20. That is, the display device 20 is not an essential component of the game device 100.
(4)以上の実施の形態では、ゲーム実行時およびオブジェクトデータ編集時に音楽データMDが再生されるが、本発明において音楽データMDを用いることは必須ではない。例えば、経過時間(現在時刻t)の進行に応じて変化する背景画像がオブジェクトObと共に表示され、オブジェクトObがユーザに操作されるリズムゲームにおいても、以上に説明された構成が採用され得る。 (4) In the above embodiment, the music data MD is reproduced when the game is executed and when the object data is edited. However, the use of the music data MD is not essential in the present invention. For example, the configuration described above can also be adopted in a rhythm game in which a background image that changes with the progress of the elapsed time (current time t) is displayed together with the object Ob and the object Ob is operated by the user.
(5)以上の実施の形態では、ゲーム実行中に、オブジェクトObに対応するオブジェクトデータ要素DEの示す基準時刻ST、操作位置OP、および操作種別OTと、ユーザの実際の操作の操作時刻、操作位置OP、および操作種別OTとに基づいてユーザ操作の評価がなされるが、操作時刻(基準時刻ST)および操作位置OPのみに基づいて評価がなされてもよい。以上の場合、オブジェクトデータ要素DEは操作種別OTを含まなくてもよい。また、操作時刻(基準時刻ST)のみに基づいて評価がなされてもよい。以上の場合、オブジェクトデータ要素DEは操作位置OPおよび操作種別OTを含まなくてもよい。
 ただし、オブジェクトデータ要素DEにおいて、操作時刻(基準時刻ST)と操作位置OPおよび操作種別OTとが対応付けられている場合には、それらを一群のデータとして扱うことが容易である。また、オブジェクトデータ要素DEが操作位置OPと操作種別OTとを備えることにより、そのオブジェクトデータ要素DEに対応するオブジェクトObがユーザに対して操作時刻(基準時刻)以外に操作位置と操作種別とをも示すこととなる。したがって、ゲーム実行中にユーザに要求される操作のバリエーションが増大してゲーム性が多様化し得る。
(5) In the above embodiment, during the game execution, the reference time ST, the operation position OP, and the operation type OT indicated by the object data element DE corresponding to the object Ob, and the operation time and operation of the actual operation of the user Although the user operation is evaluated based on the position OP and the operation type OT, the evaluation may be performed based only on the operation time (reference time ST) and the operation position OP. In the above case, the object data element DE may not include the operation type OT. Further, the evaluation may be performed based only on the operation time (reference time ST). In the above case, the object data element DE may not include the operation position OP and the operation type OT.
However, in the object data element DE, when the operation time (reference time ST) is associated with the operation position OP and the operation type OT, it is easy to handle them as a group of data. Further, since the object data element DE includes the operation position OP and the operation type OT, the object Ob corresponding to the object data element DE indicates the operation position and the operation type in addition to the operation time (reference time) to the user. Will also be shown. Therefore, variations in operations required by the user during the game execution may increase and the game performance may be diversified.
(6)以上の実施の形態では、オブジェクトデータODの編集中になされた巻戻し指示に基づいて、制御部40がオブジェクトデータ編集開始時からの経過時間を巻き戻してオブジェクトデータ要素DEを削除するが、既に生成されたオブジェクトデータ要素DE(オブジェクトデータOD)の編集にも以上の構成が採用され得る。 (6) In the above embodiment, based on the rewind instruction made during editing of the object data OD, the control unit 40 rewinds the elapsed time from the start of editing the object data and deletes the object data element DE. However, the above configuration can also be adopted for editing the already generated object data element DE (object data OD).
(7)以上の実施の形態では、ユーザが巻戻しボタンRWの押下を継続している間、現在時刻tを巻き戻し続けるとともに、オブジェクトデータ要素DEの生成中の移動方向とは逆方向にオブジェクトObを移動させ続けるが、ユーザが巻戻しボタンRWをタッチすると即座に所定期間だけ現在時刻t(オブジェクトデータ編集開始時からの経過時間)が巻き戻され、巻き戻された所定時間に対応する量だけ、オブジェクトデータ要素DEの生成中の移動方向とは逆方向にオブジェクトObが即座に移動する構成も採用され得る。以上の場合、巻戻し動作が即座に終了するから、音楽データMDの逆再生は実行されない。 (7) In the above embodiment, while the user continues to press the rewind button RW, the current time t is continuously rewound, and the object is moved in the direction opposite to the moving direction during the generation of the object data element DE. Ob continues to move, but when the user touches the rewind button RW, the current time t (elapsed time from the start of editing the object data) is immediately rewound for a predetermined period, and the amount corresponding to the rewound predetermined time Only the configuration in which the object Ob immediately moves in the direction opposite to the moving direction during the generation of the object data element DE may be employed. In the above case, since the rewinding operation is immediately finished, the reverse reproduction of the music data MD is not executed.
(8)以上の実施の形態では、基準ラインSL、グリッドラインGL、オブジェクト出現ラインEL、オブジェクト消滅ラインVL、およびオブジェクトデータ削除ラインDLは直線状(ライン状)であるが、必ずしも直線上である必要ではなく、例えばこれらが曲線状であってもよい。
 また、以上の各ラインがゲーム実行中に動的に変化してもよい。例えば、ゲームが進行するにつれて基準ラインSLがゲーム画面内を移動してもよい。
(8) In the above embodiment, the reference line SL, the grid line GL, the object appearance line EL, the object disappearance line VL, and the object data deletion line DL are linear (line-shaped), but are not necessarily linear. For example, they may be curved.
Further, each of the above lines may change dynamically during the game execution. For example, the reference line SL may move in the game screen as the game progresses.
 1……ゲームシステム、100……ゲーム装置、200……ゲームサーバ、300……ネットワーク、400……サーバ、10……入力部、20……表示装置、30……CPU、40……制御部、50……評価部、60……記憶部、70……音楽再生部、80……通信部、情報記録媒体……90、AD……追加情報、CA……制御エリア、DE……オブジェクトデータ要素、DL……オブジェクトデータ削除ライン、EA……編集エリア、EL……オブジェクト出現ライン、GL……グリッドライン、LOb……長押しオブジェクト、LPG……オブジェクトデータ要素群、MD……音楽データ、OD……オブジェクトデータ、DER……被参照オブジェクトデータ要素、OP……操作位置、OT……操作種別、Ob……オブジェクト、PA……一時停止ボタン、PDE……部分オブジェクトデータ要素、R……角度、RDE……参照オブジェクトデータ要素、RW……巻戻しボタン、SL……基準ライン、ST……基準時刻、TA……一時記憶領域、TS……タッチスクリーン、V……移動速度、VL……オブジェクト消滅ライン、t……現在時刻。
 
DESCRIPTION OF SYMBOLS 1 ... Game system, 100 ... Game device, 200 ... Game server, 300 ... Network, 400 ... Server, 10 ... Input part, 20 ... Display device, 30 ... CPU, 40 ... Control part 50 …… Evaluation unit, 60 ... Storage unit, 70 ... Music playback unit, 80 ... Communication unit, Information recording medium ... 90, AD ... Additional information, CA ... Control area, DE ... Object data Element, DL ... Object data deletion line, EA ... Edit area, EL ... Object appearance line, GL ... Grid line, LOb ... Long press object, LPG ... Object data element group, MD ... Music data, OD: Object data, DER: Referenced object data element, OP: Operation position, OT: Operation type, Ob: Object, PA ... Pause button, PDE ... Partial object data element, R ... Angle, RDE ... Reference object data element, RW ... Rewind button, SL ... Reference line, ST ... Reference time, TA ... Temporary storage Area, TS ... touch screen, V ... moving speed, VL ... object disappearance line, t ... current time.

Claims (15)

  1.  ユーザの操作を受け付ける入力部と、
     ゲーム実行中に、表示画面に表示させる複数のオブジェクトの各々に対応する複数のオブジェクトデータ要素を含んだオブジェクトデータを記憶する記憶部から読み出した1つの前記オブジェクトデータ要素が示す基準時刻において前記表示画面上の基準位置に到達するように1つの前記オブジェクトを前記基準位置の方向に移動させる制御部と、
     ゲーム実行中に、前記入力部がユーザの操作を受け付けた操作時刻と1つの前記オブジェクトが前記基準位置に到達する基準時刻とに基づいて、前記ユーザの操作を評価する評価部と
    を備え、
     前記制御部は、ゲーム実行中ではないオブジェクトデータ編集中に、
     オブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して前記記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させ、
     前記入力部に受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除する
     ゲーム装置。
    An input unit that accepts user operations;
    The display screen at a reference time indicated by one object data element read from a storage unit that stores object data including a plurality of object data elements corresponding to each of a plurality of objects to be displayed on the display screen during game execution A control unit that moves one object in the direction of the reference position so as to reach the upper reference position;
    An evaluation unit that evaluates the user's operation based on an operation time at which the input unit accepts the user's operation and a reference time at which one of the objects reaches the reference position during game execution;
    The control unit, while editing object data that is not running the game,
    One object data element including a reference time indicated by an elapsed time from the start of editing object data to the operation time when the input unit accepts a user operation is generated and stored in the storage unit, and the operation time Move one object displayed on the display screen in a first direction away from the reference position,
    In response to the user's rewinding instruction received by the input unit, the elapsed time from the start of editing the object data is rewound and opposite to the first direction by an amount corresponding to the rewound elapsed time. A game apparatus in which one object is moved in the second direction, and one object data element corresponding to one object beyond a deletion position is deleted from the storage unit.
  2.  前記削除位置は、前記基準位置上または前記基準位置よりも前記第2方向側に配置される
     請求項1に記載のゲーム装置。
    The game device according to claim 1, wherein the deletion position is arranged on the reference position or on the second direction side with respect to the reference position.
  3.  前記制御部は、オブジェクトデータ編集中に、
     ユーザの巻戻し指示が前記入力部に受け付けられている間、オブジェクトデータの編集開始時からの前記経過時間を巻き戻し続けるとともに、前記第2方向に1つの前記オブジェクトを移動させ続ける
     請求項2に記載のゲーム装置。
    While the control unit is editing object data,
    3. While the user's rewind instruction is accepted by the input unit, the elapsed time from the start of editing the object data continues to rewind, and one object is continuously moved in the second direction. The game device described.
  4.  前記オブジェクトデータ要素は、ユーザが操作すべき前記表示画面上の操作位置およびユーザが前記入力部に対してなすべき操作の操作種別を含み、
     前記制御部は、オブジェクトデータ編集中に、
     前記入力部がユーザの操作を受け付けた操作時刻と、前記入力部に受け付けられた当該操作の操作位置および当該操作の操作種別とを対応付けたオブジェクトデータ要素を生成して前記記憶部に記憶する
     請求項1に記載のゲーム装置。
    The object data element includes an operation position on the display screen to be operated by a user and an operation type of an operation to be performed by the user on the input unit,
    While the control unit is editing object data,
    An object data element that associates an operation time at which the input unit accepts a user operation, an operation position of the operation accepted by the input unit, and an operation type of the operation is generated and stored in the storage unit The game device according to claim 1.
  5.  オブジェクトデータ編集中に、長押し基準時間よりも長く継続する操作を前記入力部が受け付けた場合、前記制御部は、当該操作の継続期間内に生成された当該操作に対応する複数のオブジェクトデータ要素を、ゲーム実行中に前記入力部への操作を継続すべきことをユーザに指示する1つの長押しオブジェクトに対応する長押しオブジェクトデータ要素群として関連付けて前記記憶部に記憶するとともに、当該長押しオブジェクトデータ要素群に対応する1つの前記長押しオブジェクトを、当該長押しオブジェクトデータ要素群内の各基準時刻に応じて前記表示画面に表示させる
     請求項4に記載のゲーム装置。
    When the input unit receives an operation that continues longer than the long press reference time during object data editing, the control unit includes a plurality of object data elements corresponding to the operation generated within the duration of the operation. Are stored in the storage unit in association with a long-pressing object data element group corresponding to one long-pressing object that instructs the user that the operation to the input unit should be continued during the game, and the long-pressing The game device according to claim 4, wherein the one long press object corresponding to the object data element group is displayed on the display screen according to each reference time in the long press object data element group.
  6.  前記制御部は、前記巻戻し指示に応じた移動によって1つの長押しオブジェクトの始点が前記削除位置を越えた場合、当該長押しオブジェクトに対応する長押しオブジェクトデータ要素群を前記記憶部から削除する
     請求項5に記載のゲーム装置。
    When the start point of one long-pressed object exceeds the deletion position due to movement according to the rewind instruction, the control unit deletes the long-pressed object data element group corresponding to the long-pressed object from the storage unit. The game device according to claim 5.
  7.  前記制御部は、前記長押しオブジェクトデータ要素群に含まれる複数の操作位置がなす折れ線に閾値未満の角度が含まれる場合、当該閾値未満の角度が前記閾値より大きい角度となるように、前記長押しオブジェクトデータ要素群に含まれる複数の前記操作位置の少なくともいずれかを変更する
     請求項5に記載のゲーム装置。
    When the polygonal line formed by the plurality of operation positions included in the long-pressing object data element group includes an angle less than a threshold, the control unit causes the length so that the angle less than the threshold is greater than the threshold. The game device according to claim 5, wherein at least one of the plurality of operation positions included in the push object data element group is changed.
  8.  前記オブジェクトデータ要素は、データサイズが一定の固定長レコードであり、
     前記制御部は、前記オブジェクトデータに含まれる複数の前記オブジェクトデータ要素のいずれかを指し示すことが可能な変数を用いて、任意のオブジェクトデータ要素にアクセスすることが可能である
     請求項1に記載のゲーム装置。
    The object data element is a fixed-length record having a constant data size,
    The said control part can access arbitrary object data elements using the variable which can point out either of the several said object data elements contained in the said object data. Game device.
  9.  オブジェクトデータ編集中に、前記長押し基準時間よりも長く継続する操作を前記入力部が受け付けた場合、前記制御部は、当該操作に対応し、かつ前記長押しオブジェクトデータ要素群として関連づけられる複数の被参照オブジェクトデータ要素を生成して前記記憶部に記憶するとともに、前記複数の被参照オブジェクトデータ要素を指し示す参照情報を含んだ参照オブジェクトデータ要素を生成して前記記憶部に記憶する
     請求項5に記載のゲーム装置。
    When the input unit receives an operation that continues longer than the long press reference time during object data editing, the control unit corresponds to the operation and a plurality of long press object data element groups are associated. The reference object data element is generated and stored in the storage unit, and a reference object data element including reference information indicating the plurality of referenced object data elements is generated and stored in the storage unit. The game device described.
  10.  オブジェクトデータ編集中に、前記長押し基準時間よりも長く継続する操作を前記入力部が受け付けた場合、前記制御部は、複数の被参照オブジェクトデータ要素を記憶するための一時記憶領域を前記記憶部内に確保し、当該操作の継続期間内に生成された当該操作に対応する複数の被参照オブジェクトデータ要素を前記一時記憶領域内に記憶する
     請求項9に記載のゲーム装置。
    When the input unit receives an operation that continues longer than the long press reference time during object data editing, the control unit provides a temporary storage area for storing a plurality of referenced object data elements in the storage unit. The game apparatus according to claim 9, wherein a plurality of referenced object data elements corresponding to the operation generated within the duration of the operation are stored in the temporary storage area.
  11.  オブジェクトデータの編集開始時に、前記記憶部に記憶された1以上の音楽データからユーザによって選択された音楽データの再生を開始する音楽再生部をさらに備え、
     前記制御部は、オブジェクトデータ編集中に、当該音楽データの再生中に生成されたオブジェクトデータと当該音楽データとを関連づけて前記記憶部に記憶し、
     前記音楽再生部は、ゲーム開始時に、当該ゲームに対応するオブジェクトデータに関連づけられた音楽データの再生を開始する
     請求項1に記載のゲーム装置。
    A music playback unit for starting playback of music data selected by the user from one or more music data stored in the storage unit at the start of editing object data;
    The control unit stores the object data generated during reproduction of the music data and the music data in the storage unit in association with the music data during editing of the object data,
    The game device according to claim 1, wherein the music playback unit starts playback of music data associated with object data corresponding to the game at the start of the game.
  12.  ユーザの操作を受け付けることと、
     ゲーム実行中に、表示画面に表示させる複数のオブジェクトの1つに対応するオブジェクトデータ要素が示す基準時刻において前記表示画面上の基準位置に到達するように1つの前記オブジェクトを前記基準位置の方向に移動させることと、
     ゲーム実行中に、前記入力部がユーザの操作を受け付けた操作時刻と1つの前記オブジェクトが前記基準位置に到達する基準時刻とに基づいて、前記ユーザの操作を評価することと、
     ゲーム実行中ではないオブジェクトデータ編集中に、
     オブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させることと、
     受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除することとを備える
     ゲーム装置の制御方法。
    Accepting user actions,
    During the game, one object is moved in the direction of the reference position so as to reach the reference position on the display screen at the reference time indicated by the object data element corresponding to one of the plurality of objects to be displayed on the display screen. Moving it,
    Evaluating the user's operation based on an operation time when the input unit accepts the user's operation and a reference time when one of the objects reaches the reference position during game execution;
    While editing object data that is not running the game,
    One object data element including a reference time indicated by an elapsed time from the start of editing the object data to the operation time at which the input unit accepts the user's operation is generated and stored in the storage unit. Moving one object displayed on the display screen in a first direction away from the reference position;
    In response to the accepted rewinding instruction of the user, the elapsed time from the start of editing the object data is rewound, and the second direction opposite to the first direction by an amount corresponding to the rewound elapsed time. The game apparatus control method further comprising: moving one object to a position and deleting one object data element corresponding to the one object beyond the deletion position from the storage unit.
  13.  ユーザの操作を受け付けることと、
     ゲーム実行時に表示画面に表示される複数のオブジェクトの各々に対応する複数のオブジェクトデータ要素を含んだオブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させることと、
     受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除することとを備える
     ゲーム装置の制御方法。
    Accepting user actions,
    Shown in elapsed time from the start of editing object data including a plurality of object data elements corresponding to each of a plurality of objects displayed on the display screen when the game is executed until the operation time at which the input unit accepts a user operation Generating one object data element including a reference time to be stored in the storage unit, and moving one object displayed on the display screen at the operation time in a first direction away from the reference position;
    In response to the accepted rewinding instruction of the user, the elapsed time from the start of editing the object data is rewound, and the second direction opposite to the first direction by an amount corresponding to the rewound elapsed time. The game apparatus control method further comprising: moving one object to a position and deleting one object data element corresponding to the one object beyond the deletion position from the storage unit.
  14.  コンピュータのプロセッサにおいて実行されるコンピュータプログラムであって、
     コンピュータを、
     ユーザの操作を受け付ける入力部と、
     ゲーム実行中に、表示画面に表示させる複数のオブジェクトの1つに対応するオブジェクトデータ要素が示す基準時刻において前記表示画面上の基準位置に到達するように1つの前記オブジェクトを前記基準位置の方向に移動させる制御部と、
     ゲーム実行中に、前記入力部がユーザの操作を受け付けた操作時刻と1つの前記オブジェクトが前記基準位置に到達する基準時刻とに基づいて、前記ユーザの操作を評価する評価部
    として機能させ、
     前記制御部は、ゲーム実行中ではないオブジェクトデータ編集中に、
     オブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させ、
     前記入力部に受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除する
     コンピュータプログラムを記憶する非一過性の記録媒体。
    A computer program executed on a processor of a computer,
    Computer
    An input unit that accepts user operations;
    During the game, one object is moved in the direction of the reference position so as to reach the reference position on the display screen at the reference time indicated by the object data element corresponding to one of the plurality of objects to be displayed on the display screen. A control unit to be moved;
    During execution of the game, based on the operation time at which the input unit accepts the user's operation and the reference time at which one object reaches the reference position, the input unit functions as an evaluation unit that evaluates the user's operation.
    The control unit, while editing object data that is not running the game,
    One object data element including a reference time indicated by an elapsed time from the start of editing the object data to the operation time at which the input unit accepts the user's operation is generated and stored in the storage unit. Moving one object displayed on the display screen in a first direction away from the reference position;
    In response to the user's rewinding instruction received by the input unit, the elapsed time from the start of editing the object data is rewound and opposite to the first direction by an amount corresponding to the rewound elapsed time. A non-transitory recording medium storing a computer program that moves one object in the second direction of the object and deletes one object data element corresponding to one object beyond a deletion position from the storage unit .
  15.  コンピュータのプロセッサにおいて実行されるコンピュータプログラムであって、
     コンピュータを、
     ユーザの操作を受け付ける入力部と、
     ゲーム実行時に表示画面に表示される複数のオブジェクトの各々に対応する複数のオブジェクトデータ要素を含んだオブジェクトデータの編集開始時から前記入力部がユーザの操作を受け付けた操作時刻までの経過時間で示される基準時刻を含む1つのオブジェクトデータ要素を生成して記憶部に記憶するとともに、当該操作時刻で前記表示画面に表示させた1つのオブジェクトを前記基準位置から離れる第1方向に移動させる制御部
    として機能させ、
     前記制御部は、前記入力部に受け付けられたユーザの巻戻し指示に応じて、オブジェクトデータの編集開始時からの経過時間を巻き戻すとともに、巻き戻された前記経過時間に対応する量だけ前記第1方向とは反対の第2方向に1つの前記オブジェクトを移動させ、削除位置を越えた1つの前記オブジェクトに対応する1つの前記オブジェクトデータ要素を前記記憶部から削除する
     コンピュータプログラムを記憶する非一過性の記録媒体。
     
    A computer program executed on a processor of a computer,
    Computer
    An input unit that accepts user operations;
    Shown in elapsed time from the start of editing object data including a plurality of object data elements corresponding to each of a plurality of objects displayed on the display screen when the game is executed until the operation time at which the input unit accepts a user operation As a control unit that generates one object data element including a reference time to be stored and stores it in the storage unit, and moves one object displayed on the display screen at the operation time in a first direction away from the reference position Make it work
    The control unit rewinds the elapsed time from the start of editing the object data in accordance with the user's rewind instruction received by the input unit, and the amount corresponding to the relapsed elapsed time. One object is moved in a second direction opposite to one direction, and one object data element corresponding to one object exceeding the deletion position is deleted from the storage unit. Temporary recording medium.
PCT/JP2012/073402 2011-10-12 2012-09-13 Game device, method for controlling game device, and recording medium WO2013054628A1 (en)

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