WO2013099347A1 - Game device, control device, game control method, program, and information storage medium - Google Patents

Game device, control device, game control method, program, and information storage medium Download PDF

Info

Publication number
WO2013099347A1
WO2013099347A1 PCT/JP2012/070843 JP2012070843W WO2013099347A1 WO 2013099347 A1 WO2013099347 A1 WO 2013099347A1 JP 2012070843 W JP2012070843 W JP 2012070843W WO 2013099347 A1 WO2013099347 A1 WO 2013099347A1
Authority
WO
WIPO (PCT)
Prior art keywords
viewpoint
game
game device
predetermined
angle
Prior art date
Application number
PCT/JP2012/070843
Other languages
French (fr)
Japanese (ja)
Inventor
岡村 憲明
栄花 卓郎
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2013099347A1 publication Critical patent/WO2013099347A1/en

Links

Images

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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6676Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input

Definitions

  • the present invention relates to a game device, a control device, a game control method, a program, and an information storage medium.
  • a portable game device having a sensor (for example, a gyro sensor or an acceleration sensor) for detecting the movement of the game device is known.
  • the visual line direction of the viewpoint set in the virtual space may be changed based on the detection result of the sensor.
  • the tilt of the game device may be determined based on the detection result of the sensor, and the viewing direction of the viewpoint may be changed based on the tilt of the game device.
  • the user can change the viewing direction of the viewpoint by an intuitive operation of tilting the game device.
  • the present invention has been made in view of the above problems, and its purpose is to enable the user to change the viewing direction of the viewpoint greatly in a relatively simple manner while ensuring intuitive operability.
  • a game device, a control device, a game control method, a program, and an information storage medium are provided.
  • a game device includes an operation member and a display unit, and displays a game screen representing a virtual space viewed from a viewpoint on the display unit.
  • a motion detection unit that detects a motion
  • a first gaze direction control unit that updates a gaze direction of the viewpoint based on a detection result of the motion detection unit
  • second gaze direction control means for setting the gaze direction of the viewpoint to a predetermined direction.
  • control device detects movement of the game device in the control device capable of communicating with the game device including an operation member and a display means for displaying a game screen representing a virtual space viewed from the viewpoint.
  • a predetermined operation related to the operation member a first acquisition unit that obtains a detection result of the motion detection unit; a first gaze direction control unit that updates a gaze direction of the viewpoint based on the detection result of the motion detection unit; And a second visual line direction control means for setting the visual line direction of the viewpoint to a predetermined direction.
  • the game control method provides a game for displaying the game screen on the display means of a game device including an operation member and a display means for displaying a game screen representing a virtual space viewed from the viewpoint.
  • a second gaze direction control step of setting the gaze direction of the viewpoint to a predetermined direction when a predetermined operation related to the operation member is performed.
  • the program according to the present invention is a program for causing a computer including an operation member to function as a game device that causes a display unit to display a game screen representing a virtual space viewed from a viewpoint, and detects the movement of the game device.
  • a predetermined operation relating to a means for obtaining a detection result of the motion detection means, a first gaze direction control means for updating a gaze direction of the viewpoint based on the detection result of the motion detection means, and the operation member is performed.
  • the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
  • the game device executes a game in which an operation target of a user moves in the virtual space, and stores basic direction information indicating a basic direction in association with an area in the virtual space.
  • the predetermined direction is a direction in which an angle difference from the basic direction indicated by the basic direction information associated with the area where the user's operation target is located is a predetermined angle. May be.
  • the information processing apparatus includes means for storing information related to a plurality of basic line-of-sight directions, and the predetermined direction is the line of sight of the viewpoint at the time when the predetermined operation is performed among the plurality of basic line-of-sight directions.
  • the basic line-of-sight direction may be the closest to the direction in which the angle difference between the directions is a predetermined angle.
  • the predetermined direction may be a direction in which an angle difference from the visual line direction of the viewpoint at the time when the predetermined operation is performed is a predetermined angle.
  • the user operates an operation target selected from a plurality of operation target candidates
  • the game device associates each of the plurality of operation target candidates with an angle indicating an angle.
  • Means for storing information, and the predetermined angle may be an angle indicated by the angle information associated with an operation target candidate selected as an operation target of the user.
  • An angle indicated by the angle information associated with the parameter condition may be used.
  • the predetermined direction may be a fixed direction in the virtual space.
  • the viewing angle of the viewpoint may be set to an angle that is equal to or larger than an angle difference between the viewing direction of the viewpoint and the predetermined direction at the time when the predetermined operation is performed. Good.
  • the visual line direction control unit is configured to detect the visual line direction of the viewpoint at the time when the predetermined operation is performed.
  • Means for setting, as the visual line direction of the viewpoint, a direction in which the angular difference between the visual line direction of the viewpoint at the time when the predetermined operation is performed is larger than the angular difference with the predetermined direction. It may be included.
  • the motion detection unit may include at least one of an acceleration detection unit that detects an acceleration generated in the game device and an angular velocity detection unit that detects an angular velocity generated in the game device. .
  • the game device according to the embodiment of the present invention is realized by, for example, a portable game machine, a mobile phone, a smartphone, a portable information terminal, a tablet computer, or the like.
  • a portable game machine a mobile phone, a smartphone, a portable information terminal, a tablet computer, or the like.
  • a portable game machine a case where the game device according to the embodiment of the present invention is realized by a portable game machine will be described.
  • FIG. 1 and 2 are views showing an example of the appearance of the game device according to the first embodiment of the present invention.
  • FIG. 1 is a perspective view illustrating a state in which the game apparatus 10 is viewed from the front front.
  • the game apparatus 10 includes a first housing 20 and a second housing 22.
  • the first housing 20 and the second housing 22 are coupled via a hinge portion 24.
  • the first housing 20 includes a first display unit 18A and an audio output unit 19.
  • the second housing 22 includes direction buttons 15C and buttons 15A, 15B, 15X, and 15Y.
  • the direction button 15C is used for a direction instruction operation, for example.
  • the buttons 15A, 15B, 15X, and 15Y are used for various operations.
  • the second housing 22 includes a second display unit 18B and a touch panel 15T overlaid on the second display unit 18B.
  • the touch panel 15T is used, for example, for designating a position in the screen displayed on the second display unit 18B.
  • FIG. 2 is a rear view of the game apparatus 10 in a folded state (a state in which the surface of the first housing 20 and the surface of the second housing 22 are combined).
  • buttons 15 ⁇ / b> L and 15 ⁇ / b> R are provided on the left and right sides of the rear side surface of the second housing 22, respectively.
  • a memory card slot portion 13 into which a game memory card as an information storage medium can be mounted is provided in the center of the rear side surface of the second housing 22.
  • FIG. 3 is a diagram illustrating an example of a hardware configuration of the game device according to the present embodiment.
  • the game apparatus 10 includes a control unit 11, a storage unit 12, a memory card slot unit 13, a communication unit 14, an operation unit 15, a motion detection unit 16, and an output unit 17.
  • the control unit 11 includes, for example, one or a plurality of microprocessors.
  • the control unit 11 executes processing according to an operating system or other program stored in the storage unit 12.
  • the storage unit 12 includes a main memory and a nonvolatile memory. In the main memory, programs and data read from the nonvolatile memory and data necessary when the control unit 11 executes processing are written. A program executed by the control unit 11 is stored in the nonvolatile memory.
  • the memory card slot 13 is for reading out programs and data stored in the game memory card. Programs and data read from the game memory card are stored in the storage unit 12.
  • the game apparatus 10 may include an optical disc drive unit.
  • the optical disk drive unit is for reading programs and data recorded on an optical disk (information storage medium). The program and data read from the optical disc may be stored in the storage unit 12.
  • the communication unit 14 performs data communication in accordance with an instruction from the control unit 11.
  • the program and data may be downloaded from the server device to the game device 10 via a communication network such as the Internet and stored in the storage unit 12.
  • the operation unit 15 is used by a user to perform an operation, and the operation unit 15 includes a plurality of operation members.
  • the operation unit 15 includes a direction button 15C, buttons 15A, 15B, 15X, and 15Y, and a touch panel 15T.
  • the operation unit 15 may include other operation members such as a stick (lever).
  • Information indicating the operation state of each operation member is supplied to the control unit 11 every predetermined time (for example, 1/60 seconds).
  • the control unit 11 determines the operation state of each operation member based on this information.
  • the motion detection unit 16 includes one or more sensors for detecting the motion of the game apparatus 10.
  • the motion detection unit 16 includes at least one of an acceleration sensor and a gyro sensor.
  • the acceleration sensor detects the acceleration of the game apparatus 10. For example, an acceleration generated in the game apparatus 10 due to an operation of a user having the game apparatus 10 is detected by an acceleration sensor.
  • the acceleration sensor detects accelerations in three axial directions (X-axis direction, Y-axis direction, and Z-axis direction) orthogonal to each other.
  • the second housing 22 of the game apparatus 10 has a substantially rectangular shape.
  • the X axis corresponds to the longitudinal direction of the second housing 22, and the Z axis is the second housing. This corresponds to 22 short directions.
  • the Y axis corresponds to the normal direction of the second housing 22.
  • the gyro sensor detects the angular velocity of the game apparatus 10. For example, an angular velocity generated in the game apparatus 10 due to an operation of a user having the game apparatus 10 is detected by a gyro sensor.
  • the gyro sensor detects angular velocities of three axes (X axis, Y axis, and Z axis) orthogonal to each other. That is, the gyro sensor detects the amount of rotation per unit time when the game apparatus 10 rotates about the X axis as a rotation axis. Similarly, the gyro sensor detects the amount of rotation per unit time when the game apparatus 10 rotates about the Y axis as a rotation axis. Further, the gyro sensor detects a rotation amount per unit time when the game apparatus 10 rotates about the Z axis as a rotation axis.
  • Information indicating the detection result of the acceleration sensor and / or gyro sensor is supplied to the control unit 11 every predetermined time (for example, 1/60 seconds).
  • the control unit 11 determines the attitude (tilt) of the game apparatus 10 based on this information.
  • control unit 11 determines the attitude (tilt) of the game apparatus 10 based on the detection result of the acceleration sensor. For example, the control unit 11 determines the attitude (tilt) of the game apparatus 10 based on how the gravitational acceleration is detected as acceleration in the X-axis direction, the Y-axis direction, and the Z-axis direction.
  • control unit 11 determines the attitude (tilt) of the game apparatus 10 based on the detection result of the gyro sensor. For example, the control unit 11 determines how much the game apparatus 10 has rotated about each axis as a rotation axis by integrating the angular velocity of each axis detected by the gyro sensor.
  • the output unit 17 includes a display unit 18 and an audio output unit 19.
  • the display unit 18 displays a screen according to instructions from the control unit 11.
  • the display unit 18 includes a first display unit 18A and a second display unit 18B.
  • the sound output unit 19 outputs sound according to an instruction from the control unit 11.
  • Various games are executed on the game device 10. For example, a game in which a user's operation target moves in a virtual space is executed. Below, the case where the game in which the user character which acts according to a user's operation defeats an enemy character is performed is demonstrated.
  • FIG. 4 shows an example of the virtual space.
  • a virtual space 30 shown in FIG. 4 is a virtual three-dimensional space in which three coordinate axes (Xw axis, Yw axis, and Zw axis) orthogonal to each other are set.
  • a floor object (hereinafter simply referred to as “floor”) 32A indicating a floor, a wall object (hereinafter simply referred to as “wall”) 32B indicating a wall, Is arranged.
  • a user character object (hereinafter simply referred to as “user character”) 34 indicating a user character and an enemy character object (hereinafter simply referred to as “enemy character”) indicating an enemy character are described. 36) are arranged.
  • the user character 34 behaves according to the user's operation. For example, the user character 34 moves according to the user's movement instruction operation.
  • the user character 34 possesses a weapon (for example, a gun), and attacks the enemy character 36 in accordance with the user's attack instruction operation.
  • the enemy character 36 acts autonomously according to a predetermined algorithm.
  • the enemy character 36 may be operated by another user.
  • a viewpoint (virtual camera) is set in the virtual space 30.
  • the viewpoint position 40 is set above and behind the user character 34.
  • the foot position of the user character 34 is set as the gaze position 44 of the viewpoint. That is, the direction from the viewpoint position 40 to the gaze position 44 (the foot position of the user character 34) is set as the viewpoint gaze direction 42.
  • FIG. 5 shows an example of the relationship between the user character 34 and the viewpoint.
  • the viewpoint line-of-sight direction 42 is set so that the XwZw plane component in the front direction 34 ⁇ / b> F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction.
  • the viewpoint moves according to the movement of the user character 34, and the user character 34 and the viewpoint always have a certain positional relationship. As a result, the whole body or a part (for example, the upper body) of the user character 34 is always included in the visual field of view.
  • the viewpoint position 40 does not have to be set above the user character 34.
  • the viewpoint position 40 may be set to a position within the head of the user character 34 (for example, an intermediate position between the left eye and the right eye).
  • the visual line direction 42 of the viewpoint is substantially equal to the front direction of the head of the user character 34
  • the visual field of the viewpoint is substantially equal to the visual field of the user character 34.
  • FIG. 6 shows an example of the game screen.
  • the visual field image of the viewpoint is displayed on the game screen.
  • the visual field image of the viewpoint is generated using a general three-dimensional computer graphics technique. That is, it is generated by converting the coordinate value of the vertex of the object in the virtual space 30 from the world coordinate system (XwYwZw coordinate system: see FIG. 4) to the screen coordinate system (XsYs coordinate system).
  • the screen coordinate system is such that the upper left vertex of the game screen (viewpoint visual field image) is the origin O, the right direction is the Xs-axis positive direction, and the lower direction is the Ys-axis positive direction. Coordinate system.
  • the front direction 34 ⁇ / b> F and the visual line direction 42 of the user character 34 are changed according to the user's operation.
  • an operation performed by the user to change the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint will be described.
  • FIG. 7 and 8 are diagrams for explaining an example of an operation for changing the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34.
  • FIG. 10 the front direction 34 ⁇ / b> F and the viewpoint line-of-sight direction 42 of the user character 34 are changed by tilting the game apparatus 10.
  • FIG. 7A shows the second housing 22 as viewed from above.
  • FIG. 7A shows a case where the user pulls the right end of the second housing 22 forward as indicated by an arrow R.
  • FIG. 7A shows that the user rotates the game apparatus 10 clockwise (clockwise) about the Y-axis direction (the normal direction of the second housing 22) as the rotation axis. Shown when tilted.
  • FIG. 7B shows an example of changes in the front direction 34F and the visual line direction 42 of the user character 34 when the user tilts the game apparatus 10 as shown in FIG. 7A.
  • FIG. 7B shows the virtual space 30 as viewed from above.
  • the reference “34FA” indicates the front direction 34F of the user character 34 before the change
  • the reference “34FB” indicates the front direction 34F of the user character 34 after the change.
  • Reference numeral “40A” indicates the viewpoint position 40 before the change
  • reference numeral “40B” indicates the viewpoint position 40 after the change.
  • the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change
  • the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
  • the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB as shown in FIG. 7B.
  • the direction 34FB is a direction formed by rotating the direction 34FA clockwise (clockwise) by an angle ⁇ a. That is, in this case, the front direction 34F of the user character 34 changes clockwise (clockwise) by the angle ⁇ a.
  • the angle ⁇ a changes according to the degree of inclination of the game apparatus 10. The angle ⁇ a increases as the degree of inclination of the game apparatus 10 increases.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed while maintaining the gaze position 44. That is, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A clockwise (clockwise) by the angle ⁇ with the gaze position 44 as the center.
  • the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44.
  • the angle difference between the visual line direction 42 (direction 42A) of the viewpoint before change and the visual line direction 42 (direction 42B) of the viewpoint after change is the angle ⁇ a.
  • FIG. 8A shows the second housing 22 as viewed from above.
  • FIG. 8A shows a case where the user pulls the left end of the second housing 22 forward as indicated by the arrow L.
  • FIG. 8A shows that the game device 10 is rotated by the user counterclockwise (counterclockwise) with the Y-axis direction (normal direction of the second housing 22) as the rotation axis. When tilted.
  • FIG. 8B shows an example of changes in the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34 when the user tilts the game apparatus 10 as shown in FIG. 8A. Similar to FIG. 7B, FIG. 8B shows a state in which the virtual space 30 is viewed from above.
  • Reference sign “34FA” indicates the front direction 34F of the user character 34 before the change
  • reference sign “34FB” indicates the front direction 34F of the user character 34 after the change.
  • Reference numeral “40A” indicates the viewpoint position 40 before the change
  • reference numeral “40B” indicates the viewpoint position 40 after the change.
  • the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change
  • the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
  • the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB.
  • the direction 34FB is a direction formed by rotating the direction 34FA counterclockwise (counterclockwise) by an angle ⁇ a. That is, in this case, the front direction 34F of the user character 34 changes counterclockwise (counterclockwise) by the angle ⁇ a.
  • the angle ⁇ a changes according to the degree of inclination of the game apparatus 10. The angle ⁇ a increases as the degree of inclination of the game apparatus 10 increases.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed while maintaining the gaze position 44. That is, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A counterclockwise (counterclockwise) by the angle ⁇ a with the gaze position 44 as the center.
  • the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44.
  • the angle difference between the visual line direction 42 (direction 42A) of the viewpoint before change and the visual line direction 42 (direction 42B) of the viewpoint after change is the angle ⁇ a.
  • the user can change the front direction 34 ⁇ / b> F and the viewpoint line-of-sight direction 42 of the user character 34 by an intuitive operation of tilting the game apparatus 10.
  • the user in order to increase the amount of change (the angle ⁇ a) of the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint, the user The game apparatus 10 must be tilted greatly.
  • the user in the game apparatus 10, the user can change the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint largely easily.
  • FIG. 9 and 10 are diagrams for explaining an example of an operation for largely changing the front direction 34F and the visual line direction 42 of the user character 34.
  • FIG. 9 is diagrams for explaining an example of an operation for largely changing the front direction 34F and the visual line direction 42 of the user character 34.
  • FIGS. 9 and 10 show the virtual space 30 as viewed from above.
  • Reference sign “34FA” indicates the front direction 34F of the user character 34 before the change
  • reference sign “34FB” indicates the front direction 34F of the user character 34 after the change.
  • Reference numeral “40A” indicates the viewpoint position 40 before the change
  • reference numeral “40B” indicates the viewpoint position 40 after the change.
  • the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change
  • the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
  • FIG. 9 shows an example of changes in the front direction 34F and the viewing direction 42 of the user character 34 when the button 15R is pressed.
  • the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB.
  • the direction 34FB is a direction formed by rotating the direction 34FA clockwise (clockwise) by an angle ⁇ b. That is, in this case, the front direction 34F of the user character 34 changes clockwise (clockwise) by the angle ⁇ b.
  • the angle ⁇ b is a relatively large constant angle, for example, the angle ⁇ b is 90 degrees.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed while the gaze position 44 is maintained. Specifically, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A clockwise (clockwise) by an angle ⁇ b (90 degrees) with the gaze position 44 as the center.
  • the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44.
  • the angle difference between the line-of-sight direction 42 (direction 42A) of the viewpoint before the change and the line-of-sight direction 42 (direction 42B) of the viewpoint after the change is an angle ⁇ b (90 degrees).
  • the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint change further clockwise (clockwise) by an angle ⁇ b (90 degrees).
  • FIG. 10 shows an example of changes in the front direction 34F and the viewing direction 42 of the user character 34 when the button 15L is pressed.
  • the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB.
  • the direction 34FB is a direction formed by rotating the direction 34FA counterclockwise (counterclockwise) by an angle ⁇ b. That is, in this case, the front direction 34F of the user character 34 changes counterclockwise (counterclockwise) by the angle ⁇ b.
  • the angle ⁇ b is a relatively large constant angle, for example, the angle ⁇ b is 90 degrees.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction.
  • the viewpoint position 40 and the line-of-sight direction 42 are changed while the gaze position 44 is maintained. Specifically, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A counterclockwise (counterclockwise) by an angle ⁇ b (90 degrees) with the gaze position 44 as the center.
  • the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44.
  • the angle difference between the line-of-sight direction 42 (direction 42A) of the viewpoint before the change and the line-of-sight direction 42 (direction 42B) of the viewpoint after the change is an angle ⁇ b (90 degrees).
  • the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint change further counterclockwise (counterclockwise) by an angle ⁇ b (90 degrees).
  • the user can relatively increase the front direction 34 ⁇ / b> F and the viewpoint line-of-sight direction 42 of the user character 34 by a relatively simple operation of pressing the buttons 15 ⁇ / b> R and 15 ⁇ / b> L.
  • the angle ⁇ b (90 degrees) can be changed.
  • the viewing angle of the viewpoint is set to an angle equal to or greater than the amount of change in the viewing direction 42 of the viewpoint when the buttons 15R and 15L are pressed (the angle ⁇ b: 90 degrees).
  • the viewing angle of the viewpoint is set to 120 degrees.
  • FIG. 11 is a functional block diagram showing functions related to the present invention among the functions realized by the game apparatus 10.
  • the game apparatus 10 includes an operation unit 15, a motion detection unit 16, a game data storage unit 50, a first gaze direction control unit 52, a second gaze direction control unit 54, and a display control unit 56.
  • the operation unit 15 and the motion detection unit 16 are the operation unit 15 and the motion detection unit 16 in FIG.
  • the game data storage unit 50 is realized by, for example, the storage unit 12 and / or a game memory card
  • the control unit 11 has a program for the first gaze direction control unit 52, the second gaze direction control unit 54, and the display control unit 56. It is realized by executing. That is, when the control unit 11 executes the program, the control unit 11 functions as the first gaze direction control unit 52, the second gaze direction control unit 54, and the display control unit 56.
  • the game data storage unit 50 stores game data necessary for executing the game.
  • game situation data indicating the current situation of the game is stored in the game data storage unit 50.
  • data as shown below is included in the game situation data.
  • -State data of the user character 34 position, front direction, posture, etc.
  • Status data of enemy character 36 position, front direction, posture, etc.
  • Viewpoint state data position 40, line-of-sight direction 42, viewing angle, etc.
  • the first line-of-sight direction control unit 52 will be described.
  • the first line-of-sight direction control unit 52 updates the line-of-sight direction 42 of the viewpoint based on the detection result of the motion detection unit 16 (gyro sensor or / and acceleration sensor).
  • the first line-of-sight direction control unit 52 corresponds to the control of the line-of-sight direction 42 of the viewpoint described with reference to FIGS.
  • the first line-of-sight direction control unit 52 determines the inclination of the game apparatus 10 based on the detection result of the motion detection unit 16. Then, the first line-of-sight direction control unit 52 updates the line-of-sight direction 42 of the viewpoint based on the direction and degree of inclination of the game apparatus 10 (see FIGS. 7 and 8B).
  • the second line-of-sight direction control unit 54 will be described.
  • the second line-of-sight direction control unit 54 performs a viewpoint when a predetermined operation related to a predetermined operation member (that is, a predetermined operation member among the operation members included in the operation unit 15) provided in the game apparatus 10 is performed. Is set to a predetermined direction.
  • the second gaze direction control unit 54 corresponds to the control of the gaze direction 42 of the viewpoint described with reference to FIGS.
  • the “predetermined operation member” is, for example, a button, and the “predetermined operation” is, for example, a button pressing operation.
  • the buttons 15R and 15L correspond to “predetermined operation members”, and the pressing operation of the buttons 15R and 15L corresponds to “predetermined operation”.
  • the “predetermined operation member” may be an operation member other than a button.
  • the “predetermined operation member” may be a stick, and the “predetermined operation” may be a tilting operation of the stick.
  • the “predetermined direction” is a direction in which an angle difference from the visual line direction 42 of the viewpoint when a predetermined operation is performed is a predetermined angle.
  • the angle ⁇ b (90 degrees) in FIGS. 9 and 10 corresponds to a “predetermined angle”
  • the direction 42B corresponds to a “predetermined direction”.
  • the display control unit 56 causes the display unit 18 to display a game screen representing the virtual space 30 viewed from the viewpoint. For example, the display control unit 56 generates a visual field image of the viewpoint on the VRAM. The visual field image generated on the VRAM is displayed on the display unit 18 as a game screen.
  • FIG. 12 is a flowchart mainly showing processing related to the present invention among processing executed every predetermined time (for example, 1/60 second) in the game apparatus 10.
  • the control unit 11 executes the processing shown in FIG. 12 according to the program, the control unit 11 functions as the first gaze direction control unit 52, the second gaze direction control unit 54, and the display control unit 56.
  • the control unit 11 first determines whether or not a predetermined button has been pressed (S101). For example, the control unit 11 determines whether any of the buttons 15R and 15L is pressed. When it is determined that the predetermined button has not been pressed, the control unit 11 determines whether or not the game apparatus 10 is tilted based on the detection result of the motion detection unit 16 (S102).
  • the control unit 11 updates the direction of the user character 34 (S103). For example, as shown in FIGS. 7 and 8B, the control unit 11 changes the front direction 34F of the user character 34 from “the current front direction 34F to the direction corresponding to the direction of the inclination of the game apparatus 10”. The direction is updated to “a direction rotated by an angle ⁇ a corresponding to the degree of inclination of the apparatus 10”.
  • control unit 11 updates the viewpoint position 40 and the line-of-sight direction 42 (S104). For example, as illustrated in FIGS. 7 and 8B, the control unit 11 updates the viewpoint position 40 and the line-of-sight direction 42 in accordance with the front direction 34F of the user character 34 updated in step S103.
  • step S102 If it is determined in step S102 that the game apparatus 10 is not tilted, the control unit 11 executes the process of step S107 described later without executing the processes of steps S103 and S104.
  • step S101 If it is determined in step S101 that the predetermined button has been pressed, the control unit 11 sets the direction of the user character 34 to a predetermined direction (S105). For example, as illustrated in FIGS. 9 and 10, the control unit 11 changes the front direction 34 ⁇ / b> F of the user character 34 to “the angle ⁇ b (90 degrees) from the current front direction 34 ⁇ / b> F to the direction corresponding to the predetermined button pressed. "Direction of rotation".
  • control unit 11 updates the viewpoint position 40 and sets the viewpoint line-of-sight direction 42 to a predetermined direction (S106). For example, as illustrated in FIGS. 9 and 10, the control unit 11 sets the viewpoint position 40 and the line-of-sight direction 42 according to the front direction 34 ⁇ / b> F of the user character 34 updated in step S ⁇ b> 105.
  • the control unit 11 updates the state data of the game character (S107). For example, the control unit 11 updates the position of the user character 34 or updates the posture of the user character 34 so as to perform an attack action according to the user's movement instruction operation or attack instruction operation. In addition, the control unit 11 updates the position of the enemy character 36 or updates the posture of the enemy character 36 so as to perform an attacking action on the user character 34 according to a predetermined algorithm.
  • step S107 the control unit 11 updates the game screen (S108).
  • the control unit 11 generates an image representing the virtual space 30 viewed from the viewpoint on the VRAM. Then, the image generated on the VRAM is displayed on the display unit 18 as a game screen. This is the end of the description of the processing illustrated in FIG.
  • the user can change the front direction 34F and the visual line direction 42 of the viewpoint of the user character 34 by an intuitive operation of tilting the game device 10. ing. Further, in the game apparatus 10, the user can change the front direction 34 ⁇ / b> F and the viewpoint line-of-sight direction 42 of the user character 34 by a relatively simple operation of pressing the buttons 15 ⁇ / b> R and 15 ⁇ / b> L. According to the game apparatus 10, it is possible to allow the user to greatly change the visual line direction 42 of the viewpoint relatively easily while ensuring intuitive operability.
  • a basic direction is set for each region of the virtual space 30, and the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint are controlled based on the basic direction.
  • the second embodiment is different from the first embodiment.
  • FIG. 13 is a diagram for explaining an example of a basic direction set for each region of the virtual space 30.
  • a plurality of areas 60A, 60B, 60C, 60D, and 60E are set.
  • a basic direction 62A is set in the area 60A.
  • the basic direction 62A is a basic traveling direction of the user character 34 in the region 60A.
  • basic directions 62B, 62C, 62D, and 62E are set in the regions 60B, 60C, 60D, and 60E, respectively.
  • the regions 60A to 60E may be collectively referred to as “region 60”.
  • the basic directions 62A to 62E may be collectively referred to as “basic direction 62”.
  • FIG. 14 shows an example of basic direction data.
  • the basic direction data shown in FIG. 14 includes “area ID”, “area information”, and “basic direction information” fields.
  • area ID identification information for uniquely identifying the area 60 is stored.
  • region information stores information indicating the region 60, that is, information for specifying position coordinates included in the region 60.
  • basic direction information information indicating the basic direction 62 (for example, vector information) is stored.
  • the deviation between the front direction 34F of the user character 34 and the basic direction 62 is maintained. It has become. Similarly, the deviation between the viewing direction 42 of the viewpoint and the basic direction 62 is also maintained.
  • FIG. 15 is a diagram for explaining the control of the front direction 34F and the visual line direction 42 of the user character 34 when the user character 34 moves from one area to the next area.
  • the viewpoint gaze direction 42 is set so that the XwZw plane component of the front direction 34F of the user character 34 and the XwZw plane component of the viewpoint gaze direction 42 indicate the same direction.
  • the viewpoint line-of-sight direction 42 is also deviated by an angle ⁇ counterclockwise (counterclockwise) from the basic direction 62B.
  • the front direction 34F of the user character 34 is shifted in a direction that is shifted counterclockwise (counterclockwise) by the angle ⁇ from the basic direction 62C in the region 60C.
  • the visual line direction 42 of the viewpoint is also set in accordance with the front direction 34F of the user character 34 after the change (see FIG. 5).
  • the user can change the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34 by tilting the game device 10. (See FIGS. 7 and 8).
  • the user can relatively easily set the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34 by pressing the buttons 15R and 15L. It can be changed greatly.
  • FIG. 16 shows an example of changes in the front direction 34F and the visual line direction 42 of the user character 34 when the button 15R is pressed.
  • the symbol “34FA” indicates the front direction 34F of the user character 34 before the change
  • the symbol “34FB” indicates the front direction 34F of the user character 34 after the change.
  • Reference numeral “40A” indicates the viewpoint position 40 before the change
  • reference numeral “40B” indicates the viewpoint position 40 after the change.
  • the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change
  • the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
  • a plurality of basic line-of-sight directions 70A to 70D are set for each region of the virtual space 30.
  • the basic line-of-sight direction 70 ⁇ / b> A is a direction that matches the basic direction 62.
  • the basic line-of-sight direction 70B is a direction obtained by rotating the basic direction 62 clockwise by 90 degrees (clockwise).
  • the basic line-of-sight direction 70C is a direction obtained by rotating the basic direction 62 clockwise by 180 degrees (clockwise).
  • the basic line-of-sight direction 70D is a direction obtained by rotating the basic direction 62 clockwise by 270 degrees.
  • the basic line-of-sight directions 70A to 70D may be collectively referred to as “basic line-of-sight direction 70”.
  • the basic visual line direction data indicating the basic visual line direction 70 as described above is stored in the storage unit 12.
  • FIG. 17 shows an example of basic line-of-sight direction data.
  • the basic line-of-sight direction data shown in FIG. 17 includes “area ID” and “basic line-of-sight direction information” fields.
  • the “area ID” field is the same as in FIG.
  • information indicating the basic gaze direction 70 (for example, vector information) is stored.
  • the viewpoint line-of-sight direction 42 is changed to one of a plurality of basic line-of-sight directions 70A to 70D.
  • a direction 34FC obtained by rotating the front direction 34F (direction 34FA) of the user character 34 clockwise (clockwise) by an angle ⁇ b (90 degrees) when the button 15R is pressed is acquired.
  • the basic line-of-sight direction 70 having the smallest angle difference from the direction 34FC is determined, and the basic line-of-sight direction 70 is set as the front direction 34F of the user character 34.
  • the front direction 34F (direction 34FB) of the user character 34 is changed to the basic visual line direction 70B. Is set.
  • the viewpoint position 40 and the line-of-sight direction 42 are set in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change.
  • the camera position 40 and the line-of-sight direction 42 are changed while maintaining the gaze position 44.
  • the viewpoint position 40 and the line-of-sight direction 42 are set so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction.
  • the viewpoint line-of-sight direction 42 is set so that the XwZw plane component of the viewpoint line-of-sight direction 42 and the basic line-of-sight direction 70B indicate the same direction.
  • the angle difference between the direction 40C from the position 40C obtained by rotating the position 40A clockwise (clockwise) by the angle ⁇ b (90 degrees) about the gaze position 44 and the direction 42C from the gaze position 44 is the basic gaze direction.
  • the smallest basic viewing direction 70B among 70A to 70D is set as the viewing direction 42 of the viewpoint.
  • the button 15R is pressed has been described with reference to FIG. 16, the front direction 34F, the viewpoint position 40, and the line-of-sight direction 42 of the user character 34 are set in the same manner when the button 15L is pressed. Become.
  • the direction suitable for the region 60 of the virtual space 30 in which the user character 34 is located as the visual line direction 42 of the viewpoint when the buttons 15R and 15L are pressed. Will be set.
  • the visual line direction 42 of the viewpoint when the buttons 15R and 15L are pressed is set in consideration of the basic traveling direction of the user character 34 in the region 60 of the virtual space 30.
  • four directions are set as the basic line-of-sight directions 70, but more than four directions or less than four directions are set as the basic line-of-sight directions 70. It may be set. For example, eight directions may be set as the basic viewing direction 70. That is, a different direction every 45 degrees may be set as the basic line-of-sight direction 70. For example, three directions may be set as the basic line-of-sight direction 70. That is, a different direction every 120 degrees may be set as the basic line-of-sight direction 70.
  • the basic line-of-sight direction 70 is set based on the basic direction 62, but the basic line-of-sight direction 70 may be set regardless of the basic direction 62. .
  • the basic line-of-sight direction 70 has been described as being set for each area 60 of the virtual space 30, but the same basic line-of-sight direction 70 is set in any area 60 of the virtual space 30. You may do it.
  • a fixed direction in the virtual space 30 such as the Xw-axis positive direction, the Xw-axis negative direction, the Zw-axis positive direction, and the Zw-axis negative direction may be set as the basic line-of-sight direction 70.
  • the user when the user can select the user character 34 (operation target) from among a plurality of game characters (a plurality of operation target candidates), the user character 34 is selected.
  • the angle ⁇ b may be different depending on the game character.
  • angle data as shown in FIG. 18 is stored in the storage unit 12.
  • the angle ⁇ b is associated with each of a plurality of game characters.
  • “ ⁇ 1”, “ ⁇ 2”, and “ ⁇ 3” each indicate a predetermined angle.
  • the angle ⁇ b is set to the angle ⁇ 1.
  • the way of changing the visual line direction 42 of the viewpoint (that is, the way of changing the visual field of the viewpoint) can be changed by the game character selected as the user character 34.
  • the angle ⁇ b may be different depending on a parameter relating to the ability of the user character 34 (for example, a parameter indicating the width of the field of view).
  • angle data as shown in FIG. 19 is stored in the storage unit 12.
  • the angle ⁇ b is associated with the capability parameter range.
  • P1” and “P2” each indicate a predetermined value.
  • ⁇ 1”, “ ⁇ 2”, and “ ⁇ 3” each indicate a predetermined angle.
  • an angle associated with a range to which the value (p) of the ability parameter of the user character 34 belongs is used as the angle ⁇ b.
  • the angle ⁇ b is set to the angle ⁇ 2.
  • the way of changing the visual line direction 42 of the viewpoint (that is, the way of changing the visual field of the viewpoint) can be changed according to the parameter value of the user character 34.
  • the viewpoint field of view includes only the floor 32A and the wall 32B and does not include the enemy character 36. Only the floor 32A and the wall 32B are displayed on the game screen. Such a state does not make much sense to the user. For this reason, you may make it demonstrate below.
  • the game apparatus 10 determines whether or not a predetermined object is present in the visual field of the viewpoint when the visual line direction 42 of the visual point is set to the predetermined direction by the second visual line direction control unit 54.
  • the “predetermined object” is an object that is highly important for the user (in other words, an object that is highly necessary for the user to be displayed on the game screen).
  • the enemy character 36 corresponds to a “predetermined object”.
  • the second visual line direction control unit 54 determines the viewpoint at the time when the buttons 15R and 15L are pressed.
  • the second gaze direction control unit 54 increases the angle ⁇ b from the initial value (90 degrees) by a predetermined angle (for example, 45 degrees or 90 degrees) until the enemy character 36 is included in the visual field of the viewpoint. I will do it.
  • the second line-of-sight direction control unit 54 sets the line-of-sight direction 42 when the enemy character 36 is included in the visual field of the viewpoint as the visual line-of-sight direction 42 of the viewpoint.
  • the viewpoint is set above the back of the user character 34, but the viewpoint is a position in the head of the user character 34 (for example, it may be set to an intermediate position between the left eye and the right eye.
  • the visual line direction 42 of the viewpoint is substantially equal to the front direction 34F of the user character 34
  • the visual field of the viewpoint is substantially equal to the visual field of the user character 34.
  • the present invention can also be applied to a game system including the game device 10 and a control device (for example, a server device) that can communicate with the game device 10.
  • a control device for example, a server device
  • operation information related to an operation performed by the user using the operation unit 15 and detection result information related to a detection result of the motion detection unit 16 are transmitted from the game device 10 to the control device.
  • data used for updating the game screen displayed on the display unit 18 of the game device 10 (for example, game screen data or game situation data) is received from the operation information received from the game device 10 and / or Alternatively, it is generated based on the detection result information, and the data is transmitted to the game apparatus 10.
  • the game screen is displayed on the display unit 18 based on the above data received from the control apparatus.
  • the first line-of-sight direction control unit 52 and the second line-of-sight direction control unit 54 may be realized in the control device. That is, the control unit of the control device (for example, the server device) may execute the program so that the control unit functions as the first gaze direction control unit 52 and the second gaze direction control unit 54. In this case, game screen data generated based on the gaze direction updated by the first gaze direction control unit 52 or the second gaze direction control unit 54 is transmitted from the control device to the game device 10. May be.
  • data (game situation data) indicating the line-of-sight direction updated by the first line-of-sight direction control unit 52 or the second line-of-sight direction control unit 54 is transmitted from the control device to the game apparatus 10, and Based on this, a game screen may be generated in the game apparatus 10.
  • the data necessary for the gaze direction control of the first gaze direction control unit 52 or the second gaze direction control unit 54 is stored in the storage unit of the control device or the storage device accessible from the control device. Just remember it.
  • the present invention can also be applied to a game other than such a game.
  • the present invention can be applied to a game in which a game screen representing the virtual space 30 viewed from the viewpoint is displayed.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Environmental & Geological Engineering (AREA)
  • Radar, Positioning & Navigation (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Provided is a game device which enables a user to significantly change the line-of-sight direction of a viewpoint with relative ease, whilst ensuring intuitive operability. A movement detector (16) detects the movement of a game device (10). A first line-of-sight direction controller (52) updates the line-of-sight direction of a viewpoint on the basis of the detection result of the movement detector (16). In cases when a prescribed operation of an operating member is performed, a second line-of-sight direction controller (54) sets the line-of-sight direction of the viewpoint to a prescribed direction.

Description

ゲーム装置、制御装置、ゲーム制御方法、プログラム、及び情報記憶媒体GAME DEVICE, CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM
 本発明はゲーム装置、制御装置、ゲーム制御方法、プログラム、及び情報記憶媒体に関する。 The present invention relates to a game device, a control device, a game control method, a program, and an information storage medium.
 ゲーム装置の動きを検出するためのセンサ(例えばジャイロセンサ又は加速度センサ等)を備えた携帯型のゲーム装置が知られている。このようなゲーム装置で実行されるゲームでは、仮想空間内に設定される視点の視線方向を上記のセンサの検出結果に基づいて変更するようになっている場合がある。例えば、ゲーム装置の傾きを上記のセンサの検出結果に基づいて判断し、視点の視線方向をゲーム装置の傾きに基づいて変更するようになっている場合がある。このようなゲームでは、ゲーム装置を傾けるという直感的な操作によってユーザは視点の視線方向を変更することができる。 A portable game device having a sensor (for example, a gyro sensor or an acceleration sensor) for detecting the movement of the game device is known. In a game executed on such a game device, the visual line direction of the viewpoint set in the virtual space may be changed based on the detection result of the sensor. For example, the tilt of the game device may be determined based on the detection result of the sensor, and the viewing direction of the viewpoint may be changed based on the tilt of the game device. In such a game, the user can change the viewing direction of the viewpoint by an intuitive operation of tilting the game device.
特開2011-108256号公報JP 2011-108256 A
 しかしながら、上記のようなゲームでは、視点の視線方向を大きく変化させたい場合にユーザはゲーム装置を大きく傾けなければならず、視点の視線方向を大きく変化させるための操作が煩雑であるとユーザが感じてしまう場合があった。 However, in the game as described above, when the user wants to greatly change the viewing direction of the viewpoint, the user has to tilt the game apparatus greatly, and the user thinks that the operation for greatly changing the viewing direction of the viewpoint is complicated. I could feel it.
 本発明は上記課題に鑑みてなされたものであって、その目的は、直感的な操作性を担保しつつ、ユーザが比較的簡易に視点の視線方向を大きく変更できるようにすることが可能なゲーム装置、制御装置、ゲーム制御方法、プログラム、及び情報記憶媒体を提供することにある。 The present invention has been made in view of the above problems, and its purpose is to enable the user to change the viewing direction of the viewpoint greatly in a relatively simple manner while ensuring intuitive operability. A game device, a control device, a game control method, a program, and an information storage medium are provided.
 上記課題を解決するために、本発明に係るゲーム装置は、操作部材と表示手段とを含み、視点から見た仮想空間を表すゲーム画面を前記表示手段に表示させるゲーム装置において、前記ゲーム装置の動きを検出する動き検出手段と、前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御手段と、前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御手段と、を含むことを特徴とする。 In order to solve the above problems, a game device according to the present invention includes an operation member and a display unit, and displays a game screen representing a virtual space viewed from a viewpoint on the display unit. When a predetermined operation relating to the operation member is performed, a motion detection unit that detects a motion, a first gaze direction control unit that updates a gaze direction of the viewpoint based on a detection result of the motion detection unit, and And second gaze direction control means for setting the gaze direction of the viewpoint to a predetermined direction.
 また、本発明に係る制御装置は、操作部材と、視点から見た仮想空間を表すゲーム画面を表示する表示手段と、を含むゲーム装置と通信可能な制御装置において、前記ゲーム装置の動きを検出する動き検出手段の検出結果を取得する手段と、前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御手段と、前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御手段と、を含むことを特徴とする。 In addition, the control device according to the present invention detects movement of the game device in the control device capable of communicating with the game device including an operation member and a display means for displaying a game screen representing a virtual space viewed from the viewpoint. A predetermined operation related to the operation member; a first acquisition unit that obtains a detection result of the motion detection unit; a first gaze direction control unit that updates a gaze direction of the viewpoint based on the detection result of the motion detection unit; And a second visual line direction control means for setting the visual line direction of the viewpoint to a predetermined direction.
 また、本発明に係るゲーム制御方法は、操作部材と、視点から見た仮想空間を表すゲーム画面を表示する表示手段と、を含むゲーム装置の前記表示手段に前記ゲーム画面を表示するためのゲーム制御方法において、前記ゲーム装置の動きを検出する動き検出手段の検出結果を取得するステップと、前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御ステップと、前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御ステップと、を含むことを特徴とする。 In addition, the game control method according to the present invention provides a game for displaying the game screen on the display means of a game device including an operation member and a display means for displaying a game screen representing a virtual space viewed from the viewpoint. In the control method, a step of obtaining a detection result of a motion detection unit that detects a movement of the game device, and a first gaze direction control step of updating a gaze direction of the viewpoint based on the detection result of the motion detection unit And a second gaze direction control step of setting the gaze direction of the viewpoint to a predetermined direction when a predetermined operation related to the operation member is performed.
 また、本発明に係るプログラムは、操作部材を含むコンピュータを、視点から見た仮想空間を表すゲーム画面を表示手段に表示させるゲーム装置として機能させるためのプログラムにおいて、前記ゲーム装置の動きを検出する動き検出手段の検出結果を取得する手段、前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御手段、及び、前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御手段、として前記コンピュータを機能させるためのプログラムである。 The program according to the present invention is a program for causing a computer including an operation member to function as a game device that causes a display unit to display a game screen representing a virtual space viewed from a viewpoint, and detects the movement of the game device. A predetermined operation relating to a means for obtaining a detection result of the motion detection means, a first gaze direction control means for updating a gaze direction of the viewpoint based on the detection result of the motion detection means, and the operation member is performed. A program for causing the computer to function as second line-of-sight direction control means for setting the line-of-sight direction of the viewpoint to a predetermined direction.
 また、本発明に係る情報記憶媒体は、上記プログラムを記録したコンピュータ読み取り可能な情報記憶媒体である。 The information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
 本発明によれば、直感的な操作性を担保しつつ、ユーザが比較的簡易に視点の視線方向を大きく変更できるようにすることが可能になる。 According to the present invention, it is possible to allow the user to greatly change the viewing direction of the viewpoint relatively easily while ensuring intuitive operability.
 また本発明の一態様では、前記ゲーム装置は、ユーザの操作対象が前記仮想空間内で移動するゲームを実行し、前記仮想空間内の領域に対応づけて、基本方向を示す基本方向情報を記憶する手段を含み、前記所定方向は、前記ユーザの操作対象が位置している領域に対応づけられた前記基本方向情報が示す基本方向との間の角度差が所定角度であるような方向であってもよい。 In one aspect of the present invention, the game device executes a game in which an operation target of a user moves in the virtual space, and stores basic direction information indicating a basic direction in association with an area in the virtual space. The predetermined direction is a direction in which an angle difference from the basic direction indicated by the basic direction information associated with the area where the user's operation target is located is a predetermined angle. May be.
 また本発明の一態様では、複数の基本視線方向に関する情報を記憶する手段を含み、前記所定方向は、前記複数の基本視線方向のうちで、前記所定操作が行われた時点における前記視点の視線方向との間の角度差が所定角度であるような方向と最も近い基本視線方向であってもよい。 In one aspect of the present invention, the information processing apparatus includes means for storing information related to a plurality of basic line-of-sight directions, and the predetermined direction is the line of sight of the viewpoint at the time when the predetermined operation is performed among the plurality of basic line-of-sight directions. The basic line-of-sight direction may be the closest to the direction in which the angle difference between the directions is a predetermined angle.
 また本発明の一態様では、前記所定方向は、前記所定操作が行われた時点における前記視点の視線方向との間の角度差が所定角度であるような方向であってもよい。 Also, in one aspect of the present invention, the predetermined direction may be a direction in which an angle difference from the visual line direction of the viewpoint at the time when the predetermined operation is performed is a predetermined angle.
 また本発明の一態様では、ユーザは、複数の操作対象候補のうちから選択された操作対象を操作し、前記ゲーム装置は、前記複数の操作対象候補の各々に対応づけて、角度を示す角度情報を記憶する手段を含み、前記所定角度は、前記ユーザの操作対象として選択された操作対象候補に対応づけられた前記角度情報が示す角度であってもよい。 In one embodiment of the present invention, the user operates an operation target selected from a plurality of operation target candidates, and the game device associates each of the plurality of operation target candidates with an angle indicating an angle. Means for storing information, and the predetermined angle may be an angle indicated by the angle information associated with an operation target candidate selected as an operation target of the user.
 また本発明の一態様では、ユーザの操作対象のパラメータに関するパラメータ条件に対応づけて、角度を示す角度情報を記憶する手段を含み、前記所定角度は、前記ユーザの操作対象の前記パラメータが満足するパラメータ条件に対応づけられた前記角度情報が示す角度であってもよい。 According to another aspect of the present invention, there is provided means for storing angle information indicating an angle in association with a parameter condition related to a parameter to be operated by the user, wherein the predetermined angle satisfies the parameter to be operated by the user. An angle indicated by the angle information associated with the parameter condition may be used.
 また本発明の一態様では、前記所定方向は、前記仮想空間における固定方向であってもよい。 In one aspect of the present invention, the predetermined direction may be a fixed direction in the virtual space.
 また本発明の一態様では、前記視点の視野角は、前記所定操作が行われた時点における前記視点の視線方向と前記所定方向との間の角度差以上の角度に設定されるようにしてもよい。 In the aspect of the invention, the viewing angle of the viewpoint may be set to an angle that is equal to or larger than an angle difference between the viewing direction of the viewpoint and the predetermined direction at the time when the predetermined operation is performed. Good.
 また本発明の一態様では、前記視点の視線方向が前記所定方向に設定された場合における前記視点の視野に、所定のオブジェクトが存在しているか否かを判定する手段を含み、前記第2の視線方向制御手段は、前記視点の視線方向が前記所定方向に設定された場合における前記視点の視野に前記所定のオブジェクトが存在しない場合、前記所定操作が行われた時点における前記視点の視線方向と前記所定方向との間の角度差よりも、前記所定操作が行われた時点における前記視点の視線方向との間の角度差が大きくなるような方向を、前記視点の視線方向として設定する手段を含むようにしてもよい。 According to another aspect of the present invention, there is provided means for determining whether or not a predetermined object is present in the visual field of the viewpoint when the line-of-sight direction of the viewpoint is set to the predetermined direction. When the predetermined object is not present in the visual field of the viewpoint when the visual line direction of the viewpoint is set to the predetermined direction, the visual line direction control unit is configured to detect the visual line direction of the viewpoint at the time when the predetermined operation is performed. Means for setting, as the visual line direction of the viewpoint, a direction in which the angular difference between the visual line direction of the viewpoint at the time when the predetermined operation is performed is larger than the angular difference with the predetermined direction. It may be included.
 また本発明の一態様では、前記動き検出手段は、前記ゲーム装置に生じる加速度を検出する加速度検出手段と、前記ゲーム装置に生じる角速度を検出する角速度検出手段と、の少なくとも一方を含むようにしてもよい。 In the aspect of the invention, the motion detection unit may include at least one of an acceleration detection unit that detects an acceleration generated in the game device and an angular velocity detection unit that detects an angular velocity generated in the game device. .
本発明の実施形態に係るゲーム装置の外観の一例を示す図である。It is a figure which shows an example of the external appearance of the game device which concerns on embodiment of this invention. 本発明の実施形態に係るゲーム装置の外観の一例を示す図である。It is a figure which shows an example of the external appearance of the game device which concerns on embodiment of this invention. 本発明の実施形態に係るゲーム装置のハードウェア構成の一例を示す図である。It is a figure which shows an example of the hardware constitutions of the game device which concerns on embodiment of this invention. 仮想空間の一例を示す図である。It is a figure which shows an example of virtual space. ユーザキャラクタと視点との関係の一例について説明するための図である。It is a figure for demonstrating an example of the relationship between a user character and a viewpoint. ゲーム画面の一例を示す図である。It is a figure which shows an example of a game screen. ユーザキャラクタの正面方向及び視点の視線方向を変更するための操作について説明するための図である。It is a figure for demonstrating operation for changing the front direction of a user character, and the gaze direction of a viewpoint. ユーザキャラクタの正面方向及び視点の視線方向を変更するための操作について説明するための図である。It is a figure for demonstrating operation for changing the front direction of a user character, and the gaze direction of a viewpoint. ユーザキャラクタの正面方向及び視点の視線方向を大きく変更するための操作について説明するための図である。It is a figure for demonstrating operation for changing the front direction of a user character, and the gaze direction of a viewpoint greatly. ユーザキャラクタの正面方向及び視点の視線方向を大きく変更するための操作について説明するための図である。It is a figure for demonstrating operation for changing the front direction of a user character, and the gaze direction of a viewpoint greatly. 本発明の実施形態に係るゲーム装置の機能ブロック図である。It is a functional block diagram of the game device concerning the embodiment of the present invention. ゲーム装置で実行される処理の一例を示すフロー図である。It is a flowchart which shows an example of the process performed with a game device. 基本方向について説明するための図である。It is a figure for demonstrating a basic direction. 基本方向データの一例について説明するための図である。It is a figure for demonstrating an example of basic direction data. ある領域から次の領域にユーザキャラクタが移動する場合のユーザキャラクタ及び視点の制御の一例について説明するための図である。It is a figure for demonstrating an example of control of a user character and a viewpoint in case a user character moves to the following area | region from a certain area | region. ユーザキャラクタ及び視点の制御の一例について説明するための図である。It is a figure for demonstrating an example of control of a user character and a viewpoint. 基本視線方向データの一例を示す図である。It is a figure which shows an example of basic gaze direction data. 角度データの一例を示す図である。It is a figure which shows an example of angle data. 角度データの他の一例を示す図である。It is a figure which shows another example of angle data.
 以下、本発明の実施形態の例について図面に基づき詳細に説明する。本発明の実施形態に係るゲーム装置は、例えば携帯ゲーム機、携帯電話機、スマートフォン、携帯情報端末、タブレット型コンピュータ等によって実現される。ここでは、本発明の実施形態に係るゲーム装置を携帯ゲーム機によって実現する場合について説明する。 Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. The game device according to the embodiment of the present invention is realized by, for example, a portable game machine, a mobile phone, a smartphone, a portable information terminal, a tablet computer, or the like. Here, a case where the game device according to the embodiment of the present invention is realized by a portable game machine will be described.
 [第1実施形態]まず、本発明の第1実施形態について説明する。図1及び図2は本発明の第1実施形態に係るゲーム装置の外観の一例を示す図である。図1は、ゲーム装置10を正面前方から見た様子を表す斜視図である。図1に示すように、ゲーム装置10は第1筐体20と第2筐体22とを含む。第1筐体20と第2筐体22とはヒンジ部24を介して結合される。 [First Embodiment] First, a first embodiment of the present invention will be described. 1 and 2 are views showing an example of the appearance of the game device according to the first embodiment of the present invention. FIG. 1 is a perspective view illustrating a state in which the game apparatus 10 is viewed from the front front. As shown in FIG. 1, the game apparatus 10 includes a first housing 20 and a second housing 22. The first housing 20 and the second housing 22 are coupled via a hinge portion 24.
 第1筐体20は第1表示部18A及び音声出力部19を含む。一方、第2筐体22は方向ボタン15C、ボタン15A,15B,15X,15Yを含む。方向ボタン15Cは例えば方向指示操作に用いられる。ボタン15A,15B,15X,15Yは各種操作に用いられる。また第2筐体22は、第2表示部18Bと、第2表示部18Bの上に重ねられたタッチパネル15Tと、を含む。タッチパネル15Tは、例えば第2表示部18Bに表示される画面内の位置を指定するために用いられる。 The first housing 20 includes a first display unit 18A and an audio output unit 19. On the other hand, the second housing 22 includes direction buttons 15C and buttons 15A, 15B, 15X, and 15Y. The direction button 15C is used for a direction instruction operation, for example. The buttons 15A, 15B, 15X, and 15Y are used for various operations. The second housing 22 includes a second display unit 18B and a touch panel 15T overlaid on the second display unit 18B. The touch panel 15T is used, for example, for designating a position in the screen displayed on the second display unit 18B.
 図2は、折り畳み状態(第1筐体20の表面と第2筐体22の表面とが合わされた状態)のゲーム装置10の背面図である。図2に示すように、第2筐体22の背面側側面の左右にはボタン15L,15Rがそれぞれ設けられる。また、第2筐体22の背面側側面の中央には、情報記憶媒体であるゲームメモリカードを装着可能なメモリカードスロット部13が設けられる。 FIG. 2 is a rear view of the game apparatus 10 in a folded state (a state in which the surface of the first housing 20 and the surface of the second housing 22 are combined). As illustrated in FIG. 2, buttons 15 </ b> L and 15 </ b> R are provided on the left and right sides of the rear side surface of the second housing 22, respectively. In addition, a memory card slot portion 13 into which a game memory card as an information storage medium can be mounted is provided in the center of the rear side surface of the second housing 22.
 図3は本実施形態に係るゲーム装置のハードウェア構成の一例を示す図である。図3に示すように、ゲーム装置10は制御部11、記憶部12、メモリカードスロット部13、通信部14、操作部15、動き検出部16、及び出力部17を含む。 FIG. 3 is a diagram illustrating an example of a hardware configuration of the game device according to the present embodiment. As shown in FIG. 3, the game apparatus 10 includes a control unit 11, a storage unit 12, a memory card slot unit 13, a communication unit 14, an operation unit 15, a motion detection unit 16, and an output unit 17.
 制御部11は、例えば1又は複数のマイクロプロセッサを含んで構成される。制御部11は、記憶部12に記憶されたオペレーティングシステム又はその他のプログラムに従って、処理を実行する。記憶部12はメインメモリと不揮発性メモリとを含む。メインメモリには、不揮発性メモリから読み出されるプログラム及びデータや、制御部11が処理を実行する場合に必要なデータが書き込まれる。不揮発性メモリには制御部11によって実行されるプログラムが記憶される。 The control unit 11 includes, for example, one or a plurality of microprocessors. The control unit 11 executes processing according to an operating system or other program stored in the storage unit 12. The storage unit 12 includes a main memory and a nonvolatile memory. In the main memory, programs and data read from the nonvolatile memory and data necessary when the control unit 11 executes processing are written. A program executed by the control unit 11 is stored in the nonvolatile memory.
 メモリカードスロット部13はゲームメモリカードに記憶されたプログラムやデータを読み出すためのものである。ゲームメモリカードから読み出されたプログラムやデータは記憶部12に記憶される。なお、ゲーム装置10は光ディスクドライブ部を含むようにしてもよい。光ディスクドライブ部は光ディスク(情報記憶媒体)に記録されたプログラムやデータを読み出すためのものである。光ディスクから読み出されたプログラムやデータが記憶部12に記憶されるようにしてもよい。 The memory card slot 13 is for reading out programs and data stored in the game memory card. Programs and data read from the game memory card are stored in the storage unit 12. Note that the game apparatus 10 may include an optical disc drive unit. The optical disk drive unit is for reading programs and data recorded on an optical disk (information storage medium). The program and data read from the optical disc may be stored in the storage unit 12.
 通信部14は制御部11からの指示に従ってデータ通信を実行する。プログラムやデータは、インターネット等の通信ネットワークを介してサーバ装置からゲーム装置10にダウンロードされ、記憶部12に保存されるようにしてもよい。 The communication unit 14 performs data communication in accordance with an instruction from the control unit 11. The program and data may be downloaded from the server device to the game device 10 via a communication network such as the Internet and stored in the storage unit 12.
 操作部15はユーザが操作を行うために用いられるものであり、操作部15は複数の操作部材を含む。本実施形態の場合、操作部15は方向ボタン15C、ボタン15A,15B,15X,15Yや、タッチパネル15Tを含む。なお、操作部15は、例えばスティック(レバー)等の他の操作部材を含むようにしてもよい。 The operation unit 15 is used by a user to perform an operation, and the operation unit 15 includes a plurality of operation members. In the present embodiment, the operation unit 15 includes a direction button 15C, buttons 15A, 15B, 15X, and 15Y, and a touch panel 15T. The operation unit 15 may include other operation members such as a stick (lever).
 各操作部材の操作状態を示す情報は所定時間(例えば1/60秒)ごとに制御部11に供給される。制御部11はこの情報に基づいて各操作部材の操作状態を判断する。 Information indicating the operation state of each operation member is supplied to the control unit 11 every predetermined time (for example, 1/60 seconds). The control unit 11 determines the operation state of each operation member based on this information.
 動き検出部16は、ゲーム装置10の動きを検出するための一又は複数のセンサを含む。例えば、動き検出部16は加速度センサ及びジャイロセンサの少なくとも一方を含む。 The motion detection unit 16 includes one or more sensors for detecting the motion of the game apparatus 10. For example, the motion detection unit 16 includes at least one of an acceleration sensor and a gyro sensor.
 加速度センサはゲーム装置10の加速度を検出する。例えば、ゲーム装置10を持っているユーザの動作によってゲーム装置10に生じる加速度が加速度センサによって検出される。加速度センサは互いに直交する三つの軸方向(X軸方向、Y軸方向、及びZ軸方向)の加速度を検出する。図1に示すように、ゲーム装置10の第2筐体22は略矩形形状を有しており、例えば、X軸は第2筐体22の長手方向に対応し、Z軸は第2筐体22の短手方向に対応する。また、Y軸は第2筐体22の法線方向に対応する。 The acceleration sensor detects the acceleration of the game apparatus 10. For example, an acceleration generated in the game apparatus 10 due to an operation of a user having the game apparatus 10 is detected by an acceleration sensor. The acceleration sensor detects accelerations in three axial directions (X-axis direction, Y-axis direction, and Z-axis direction) orthogonal to each other. As shown in FIG. 1, the second housing 22 of the game apparatus 10 has a substantially rectangular shape. For example, the X axis corresponds to the longitudinal direction of the second housing 22, and the Z axis is the second housing. This corresponds to 22 short directions. The Y axis corresponds to the normal direction of the second housing 22.
 ジャイロセンサはゲーム装置10の角速度を検出する。例えば、ゲーム装置10を持っているユーザの動作によってゲーム装置10に生じる角速度がジャイロセンサによって検出される。ジャイロセンサは互いに直交する三つの軸(X軸、Y軸、及びZ軸)の角速度を検出する。すなわち、ジャイロセンサは、ゲーム装置10がX軸を回転軸として回転した場合の単位時間当たりの回転量を検出する。同様に、ジャイロセンサは、ゲーム装置10がY軸を回転軸として回転した場合の単位時間当たりの回転量を検出する。さらに、ジャイロセンサは、ゲーム装置10がZ軸を回転軸として回転した場合の単位時間当たりの回転量を検出する。 The gyro sensor detects the angular velocity of the game apparatus 10. For example, an angular velocity generated in the game apparatus 10 due to an operation of a user having the game apparatus 10 is detected by a gyro sensor. The gyro sensor detects angular velocities of three axes (X axis, Y axis, and Z axis) orthogonal to each other. That is, the gyro sensor detects the amount of rotation per unit time when the game apparatus 10 rotates about the X axis as a rotation axis. Similarly, the gyro sensor detects the amount of rotation per unit time when the game apparatus 10 rotates about the Y axis as a rotation axis. Further, the gyro sensor detects a rotation amount per unit time when the game apparatus 10 rotates about the Z axis as a rotation axis.
 加速度センサ又は/及びジャイロセンサの検出結果を示す情報は所定時間(例えば1/60秒)ごとに制御部11に供給される。制御部11はこの情報に基づいてゲーム装置10の姿勢(傾き)を判断する。 Information indicating the detection result of the acceleration sensor and / or gyro sensor is supplied to the control unit 11 every predetermined time (for example, 1/60 seconds). The control unit 11 determines the attitude (tilt) of the game apparatus 10 based on this information.
 例えば、制御部11は加速度センサの検出結果に基づいてゲーム装置10の姿勢(傾き)を判断する。例えば、制御部11は、重力加速度がX軸方向、Y軸方向、及びZ軸方向の加速度としてどのように検出されているかに基づいて、ゲーム装置10の姿勢(傾き)を判断する。 For example, the control unit 11 determines the attitude (tilt) of the game apparatus 10 based on the detection result of the acceleration sensor. For example, the control unit 11 determines the attitude (tilt) of the game apparatus 10 based on how the gravitational acceleration is detected as acceleration in the X-axis direction, the Y-axis direction, and the Z-axis direction.
 また例えば、制御部11はジャイロセンサの検出結果に基づいてゲーム装置10の姿勢(傾き)を判断する。例えば、制御部11は、ジャイロセンサによって検出された各軸の角速度を積分することによって、各軸を回転軸としてゲーム装置10がどの程度回転したかを判断する。 For example, the control unit 11 determines the attitude (tilt) of the game apparatus 10 based on the detection result of the gyro sensor. For example, the control unit 11 determines how much the game apparatus 10 has rotated about each axis as a rotation axis by integrating the angular velocity of each axis detected by the gyro sensor.
 出力部17は表示部18と音声出力部19とを含む。表示部18は制御部11からの指示に従って画面を表示する。本実施形態の場合、表示部18は第1表示部18A及び第2表示部18Bを含む。音声出力部19は制御部11からの指示に従って音声を出力する。 The output unit 17 includes a display unit 18 and an audio output unit 19. The display unit 18 displays a screen according to instructions from the control unit 11. In the present embodiment, the display unit 18 includes a first display unit 18A and a second display unit 18B. The sound output unit 19 outputs sound according to an instruction from the control unit 11.
 ゲーム装置10では各種ゲームが実行される。例えば、ユーザの操作対象が仮想空間内を移動するゲームが実行される。以下では、ユーザの操作に従って行動するユーザキャラクタが敵キャラクタを退治するゲームが実行される場合について説明する。 Various games are executed on the game device 10. For example, a game in which a user's operation target moves in a virtual space is executed. Below, the case where the game in which the user character which acts according to a user's operation defeats an enemy character is performed is demonstrated.
 ゲーム装置10では、上記のようなゲームのゲーム画面を生成するために、仮想空間がメインメモリに構築される。図4は仮想空間の一例を示す。図4に示す仮想空間30は、お互いに直交する三つの座標軸(Xw軸、Yw軸、及びZw軸)が設定された仮想的な3次元空間である。 In the game apparatus 10, a virtual space is constructed in the main memory in order to generate a game screen for the game as described above. FIG. 4 shows an example of the virtual space. A virtual space 30 shown in FIG. 4 is a virtual three-dimensional space in which three coordinate axes (Xw axis, Yw axis, and Zw axis) orthogonal to each other are set.
 図4に示す仮想空間30には、床を示す床オブジェクト(以下、単に「床」と記載する。)32Aと、壁を示す壁オブジェクト(以下、単に「壁」と記載する。)32Bと、が配置されている。さらに、仮想空間30には、ユーザキャラクタを示すユーザキャラクタオブジェクト(以下、単に「ユーザキャラクタ」と記載する。)34と、敵キャラクタを示す敵キャラクタオブジェクト(以下、単に「敵キャラクタ」と記載する。)36と、が配置されている。ユーザキャラクタ34はユーザの操作に従って行動する。例えば、ユーザの移動指示操作に従ってユーザキャラクタ34は移動する。また図4では省略されているが、ユーザキャラクタ34は武器(例えば銃)を所持しており、ユーザの攻撃指示操作に従って敵キャラクタ36への攻撃を行う。敵キャラクタ36は所定のアルゴリズムに従って自律的に行動する。敵キャラクタ36は他のユーザによって操作されるようにしてもよい。 In the virtual space 30 shown in FIG. 4, a floor object (hereinafter simply referred to as “floor”) 32A indicating a floor, a wall object (hereinafter simply referred to as “wall”) 32B indicating a wall, Is arranged. Furthermore, in the virtual space 30, a user character object (hereinafter simply referred to as “user character”) 34 indicating a user character and an enemy character object (hereinafter simply referred to as “enemy character”) indicating an enemy character are described. 36) are arranged. The user character 34 behaves according to the user's operation. For example, the user character 34 moves according to the user's movement instruction operation. Although omitted in FIG. 4, the user character 34 possesses a weapon (for example, a gun), and attacks the enemy character 36 in accordance with the user's attack instruction operation. The enemy character 36 acts autonomously according to a predetermined algorithm. The enemy character 36 may be operated by another user.
 仮想空間30には視点(仮想カメラ)が設定される。例えば、視点の位置40はユーザキャラクタ34の背後の上方に設定される。また、ユーザキャラクタ34の足元位置が視点の注視位置44として設定される。すなわち、視点の位置40から注視位置44(ユーザキャラクタ34の足元位置)への方向が視点の視線方向42として設定される。 A viewpoint (virtual camera) is set in the virtual space 30. For example, the viewpoint position 40 is set above and behind the user character 34. Further, the foot position of the user character 34 is set as the gaze position 44 of the viewpoint. That is, the direction from the viewpoint position 40 to the gaze position 44 (the foot position of the user character 34) is set as the viewpoint gaze direction 42.
 図5はユーザキャラクタ34と視点との関係の一例を示す。図5に示すように、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように、視点の視線方向42は設定される。視点はユーザキャラクタ34の移動に従って移動するようになっており、ユーザキャラクタ34と視点とは常に一定の位置関係を有するようになっている。その結果、ユーザキャラクタ34の全身又は一部(例えば上半身)が常に視点の視野に含まれるようになっている。 FIG. 5 shows an example of the relationship between the user character 34 and the viewpoint. As shown in FIG. 5, the viewpoint line-of-sight direction 42 is set so that the XwZw plane component in the front direction 34 </ b> F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction. The viewpoint moves according to the movement of the user character 34, and the user character 34 and the viewpoint always have a certain positional relationship. As a result, the whole body or a part (for example, the upper body) of the user character 34 is always included in the visual field of view.
 なお、視点の位置40はユーザキャラクタ34の背後の上方に設定されていなくてもよい。例えば、視点の位置40はユーザキャラクタ34の頭部内の位置(例えば、左目と右目との間の中間位置)に設定されるようにしてもよい。この場合、視点の視線方向42はユーザキャラクタ34の頭部の正面方向と略等しくなり、視点の視野はユーザキャラクタ34の視野と略等しくなる。 It should be noted that the viewpoint position 40 does not have to be set above the user character 34. For example, the viewpoint position 40 may be set to a position within the head of the user character 34 (for example, an intermediate position between the left eye and the right eye). In this case, the visual line direction 42 of the viewpoint is substantially equal to the front direction of the head of the user character 34, and the visual field of the viewpoint is substantially equal to the visual field of the user character 34.
 視点から見た仮想空間30を表すゲーム画面が表示部18(例えば第1表示部18A)に表示される。図6はゲーム画面の一例を示す。図6に示すように、視点の視野画像がゲーム画面に表示される。視点の視野画像は一般的な3次元コンピュータグラフィックス技術を用いて生成される。すなわち、仮想空間30内のオブジェクトの頂点の座標値をワールド座標系(XwYwZw座標系:図4参照)からスクリーン座標系(XsYs座標系)に変換することによって生成される。なお、スクリーン座標系とは、図6に示すように、ゲーム画面(視点の視野画像)の左上頂点を原点Oとし、右方向をXs軸正方向とし、下方向をYs軸正方向とするような座標系である。 A game screen representing the virtual space 30 viewed from the viewpoint is displayed on the display unit 18 (for example, the first display unit 18A). FIG. 6 shows an example of the game screen. As shown in FIG. 6, the visual field image of the viewpoint is displayed on the game screen. The visual field image of the viewpoint is generated using a general three-dimensional computer graphics technique. That is, it is generated by converting the coordinate value of the vertex of the object in the virtual space 30 from the world coordinate system (XwYwZw coordinate system: see FIG. 4) to the screen coordinate system (XsYs coordinate system). As shown in FIG. 6, the screen coordinate system is such that the upper left vertex of the game screen (viewpoint visual field image) is the origin O, the right direction is the Xs-axis positive direction, and the lower direction is the Ys-axis positive direction. Coordinate system.
 ゲーム装置10では、ユーザキャラクタ34の正面方向34F及び視点の視線方向42がユーザの操作に従って変わるようになっている。以下、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を変えるためにユーザが行う操作について説明する。 In the game apparatus 10, the front direction 34 </ b> F and the visual line direction 42 of the user character 34 are changed according to the user's operation. Hereinafter, an operation performed by the user to change the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint will be described.
 図7及び図8は、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を変えるための操作の一例について説明するための図である。ゲーム装置10では、ゲーム装置10を傾けることによって、ユーザキャラクタ34の正面方向34F及び視点の視線方向42が変わるようになっている。 7 and 8 are diagrams for explaining an example of an operation for changing the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34. FIG. In the game apparatus 10, the front direction 34 </ b> F and the viewpoint line-of-sight direction 42 of the user character 34 are changed by tilting the game apparatus 10.
 図7(A)は第2筐体22を上方から見た様子を示す。図7(A)は、矢印Rが示すようにユーザが第2筐体22の右側端部を手前に引いた場合を示す。言い換えれば、図7(A)は、Y軸方向(第2筐体22の法線方向)を回転軸としてゲーム装置10を右回り(時計回り)に回転させるようにしてユーザがゲーム装置10を傾けた場合を示す。 FIG. 7A shows the second housing 22 as viewed from above. FIG. 7A shows a case where the user pulls the right end of the second housing 22 forward as indicated by an arrow R. In other words, FIG. 7A shows that the user rotates the game apparatus 10 clockwise (clockwise) about the Y-axis direction (the normal direction of the second housing 22) as the rotation axis. Shown when tilted.
 図7(B)は、図7(A)に示すようにユーザがゲーム装置10を傾けた場合のユーザキャラクタ34の正面方向34F及び視点の視線方向42の変化の一例を示す。なお、図7(B)は仮想空間30を上方から見た様子を示す。また、図7(B)において、符号「34FA」は変化前のユーザキャラクタ34の正面方向34Fを示し、符号「34FB」は変化後のユーザキャラクタ34の正面方向34Fを示す。また、符号「40A」は変化前の視点の位置40を示し、符号「40B」は変化後の視点の位置40を示す。同様に、符号「42A」は変化前の視点の視線方向42を示し、符号「42B」は変化後の視点の視線方向42を示す。 FIG. 7B shows an example of changes in the front direction 34F and the visual line direction 42 of the user character 34 when the user tilts the game apparatus 10 as shown in FIG. 7A. FIG. 7B shows the virtual space 30 as viewed from above. Further, in FIG. 7B, the reference “34FA” indicates the front direction 34F of the user character 34 before the change, and the reference “34FB” indicates the front direction 34F of the user character 34 after the change. Reference numeral “40A” indicates the viewpoint position 40 before the change, and reference numeral “40B” indicates the viewpoint position 40 after the change. Similarly, the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change, and the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
 図7(A)に示すようにユーザがゲーム装置10を傾けた場合、図7(B)に示すように、ユーザキャラクタ34の正面方向34Fが方向34FAから方向34FBへと変化する。ここで、方向34FBは、方向34FAを右回り(時計回り)に角度θaだけ回転してなる方向である。すなわち、この場合、ユーザキャラクタ34の正面方向34Fは右回り(時計回り)に角度θaだけ変化することになる。なお、角度θaはゲーム装置10の傾きの程度に応じて変化する。ゲーム装置10の傾きの程度が大きいほど、角度θaは大きくなる。 When the user tilts the game apparatus 10 as shown in FIG. 7A, the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB as shown in FIG. 7B. Here, the direction 34FB is a direction formed by rotating the direction 34FA clockwise (clockwise) by an angle θa. That is, in this case, the front direction 34F of the user character 34 changes clockwise (clockwise) by the angle θa. The angle θa changes according to the degree of inclination of the game apparatus 10. The angle θa increases as the degree of inclination of the game apparatus 10 increases.
 またこの場合、変更後のユーザキャラクタ34の正面方向34F(方向34FB)に合わせて、視点の位置40及び視線方向42が変更される。すなわち、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように、視点の位置40及び視線方向42が変更される。この場合、視点の位置40及び視線方向42は注視位置44を維持しつつ変更される。すなわち、視点の位置40は、注視位置44を中心として位置40Aを右回り(時計回り)に角度θだけ回転することによって得られる位置40Bに変更される。また、視点の視線方向42は位置40Bから注視位置44への方向に設定される。この場合、変更前の視点の視線方向42(方向42A)と、変更後の視点の視線方向42(方向42B)との間の角度差は角度θaになる。 In this case, the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction. In this case, the viewpoint position 40 and the line-of-sight direction 42 are changed while maintaining the gaze position 44. That is, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A clockwise (clockwise) by the angle θ with the gaze position 44 as the center. Further, the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44. In this case, the angle difference between the visual line direction 42 (direction 42A) of the viewpoint before change and the visual line direction 42 (direction 42B) of the viewpoint after change is the angle θa.
 図7(A)と同様、図8(A)は第2筐体22を上方から見た様子を示す。図8(A)は、矢印Lが示すようにユーザが第2筐体22の左側端部を手前に引いた場合を示す。言い換えれば、図8(A)は、Y軸方向(第2筐体22の法線方向)を回転軸としてゲーム装置10を左回り(反時計回り)に回転させるようにしてユーザがゲーム装置10を傾けた場合を示す。 As in FIG. 7A, FIG. 8A shows the second housing 22 as viewed from above. FIG. 8A shows a case where the user pulls the left end of the second housing 22 forward as indicated by the arrow L. In other words, FIG. 8A shows that the game device 10 is rotated by the user counterclockwise (counterclockwise) with the Y-axis direction (normal direction of the second housing 22) as the rotation axis. When tilted.
 図8(B)は、図8(A)に示すようにユーザがゲーム装置10を傾けた場合のユーザキャラクタ34の正面方向34F及び視点の視線方向42の変化の一例を示す。図7(B)と同様、図8(B)は仮想空間30を上方から見た様子を示す。符号「34FA」は変化前のユーザキャラクタ34の正面方向34Fを示し、符号「34FB」は変化後のユーザキャラクタ34の正面方向34Fを示す。また、符号「40A」は変化前の視点の位置40を示し、符号「40B」は変化後の視点の位置40を示す。同様に、符号「42A」は変化前の視点の視線方向42を示し、符号「42B」は変化後の視点の視線方向42を示す。 FIG. 8B shows an example of changes in the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34 when the user tilts the game apparatus 10 as shown in FIG. 8A. Similar to FIG. 7B, FIG. 8B shows a state in which the virtual space 30 is viewed from above. Reference sign “34FA” indicates the front direction 34F of the user character 34 before the change, and reference sign “34FB” indicates the front direction 34F of the user character 34 after the change. Reference numeral “40A” indicates the viewpoint position 40 before the change, and reference numeral “40B” indicates the viewpoint position 40 after the change. Similarly, the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change, and the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
 図8(A)に示すようにユーザがゲーム装置10を傾けた場合、図8(B)に示すように、ユーザキャラクタ34の正面方向34Fが方向34FAから方向34FBへと変化する。ここで、方向34FBは、方向34FAを左回り(反時計回り)に角度θaだけ回転してなる方向である。すなわち、この場合、ユーザキャラクタ34の正面方向34Fは左回り(反時計回り)に角度θaだけ変化することになる。なお、角度θaはゲーム装置10の傾きの程度に応じて変化する。ゲーム装置10の傾きの程度が大きいほど、角度θaは大きくなる。 8A, when the user tilts the game apparatus 10, as shown in FIG. 8B, the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB. Here, the direction 34FB is a direction formed by rotating the direction 34FA counterclockwise (counterclockwise) by an angle θa. That is, in this case, the front direction 34F of the user character 34 changes counterclockwise (counterclockwise) by the angle θa. The angle θa changes according to the degree of inclination of the game apparatus 10. The angle θa increases as the degree of inclination of the game apparatus 10 increases.
 またこの場合、変更後のユーザキャラクタ34の正面方向34F(方向34FB)に合わせて、視点の位置40及び視線方向42が変更される。すなわち、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように、視点の位置40及び視線方向42が変更される。この場合、視点の位置40及び視線方向42は注視位置44を維持しつつ変更される。すなわち、視点の位置40は、注視位置44を中心として位置40Aを左回り(反時計回り)に角度θaだけ回転することによって得られる位置40Bに変更される。また、視点の視線方向42は位置40Bから注視位置44への方向に設定される。この場合、変更前の視点の視線方向42(方向42A)と、変更後の視点の視線方向42(方向42B)との間の角度差は角度θaになる。 In this case, the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction. In this case, the viewpoint position 40 and the line-of-sight direction 42 are changed while maintaining the gaze position 44. That is, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A counterclockwise (counterclockwise) by the angle θa with the gaze position 44 as the center. Further, the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44. In this case, the angle difference between the visual line direction 42 (direction 42A) of the viewpoint before change and the visual line direction 42 (direction 42B) of the viewpoint after change is the angle θa.
 以上のように、ゲーム装置10では、ゲーム装置10を傾けるという直感的な操作によってユーザはユーザキャラクタ34の正面方向34F及び視点の視線方向42を変更できるようになっている。しかしながら、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を大きく変更したい場合、ユーザキャラクタ34の正面方向34F及び視点の視線方向42の変化量(上記角度θa)を大きくするために、ユーザはゲーム装置10を大きく傾けなければならない。この点、ゲーム装置10では、ユーザが比較的簡易にユーザキャラクタ34の正面方向34F及び視点の視線方向42を大きく変更できるようになっている。 As described above, in the game apparatus 10, the user can change the front direction 34 </ b> F and the viewpoint line-of-sight direction 42 of the user character 34 by an intuitive operation of tilting the game apparatus 10. However, when it is desired to greatly change the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint, in order to increase the amount of change (the angle θa) of the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint, the user The game apparatus 10 must be tilted greatly. In this regard, in the game apparatus 10, the user can change the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint largely easily.
 具体的には、ゲーム装置10では、ボタン15R,15Lを押下することによって、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を大きく変更できるようになっている。図9及び図10は、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を大きく変更するための操作の一例について説明するための図である。 Specifically, in the game apparatus 10, by pressing the buttons 15R and 15L, the front direction 34F and the visual line direction 42 of the user character 34 can be changed greatly. 9 and 10 are diagrams for explaining an example of an operation for largely changing the front direction 34F and the visual line direction 42 of the user character 34. FIG.
 なお、図7,8(B)と同様、図9及び図10は仮想空間30を上方から見た様子を示す。符号「34FA」は変化前のユーザキャラクタ34の正面方向34Fを示し、符号「34FB」は変化後のユーザキャラクタ34の正面方向34Fを示す。また、符号「40A」は変化前の視点の位置40を示し、符号「40B」は変化後の視点の位置40を示す。同様に、符号「42A」は変化前の視点の視線方向42を示し、符号「42B」は変化後の視点の視線方向42を示す。 Note that, as in FIGS. 7 and 8B, FIGS. 9 and 10 show the virtual space 30 as viewed from above. Reference sign “34FA” indicates the front direction 34F of the user character 34 before the change, and reference sign “34FB” indicates the front direction 34F of the user character 34 after the change. Reference numeral “40A” indicates the viewpoint position 40 before the change, and reference numeral “40B” indicates the viewpoint position 40 after the change. Similarly, the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change, and the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
 図9は、ボタン15Rが押下された場合のユーザキャラクタ34の正面方向34F及び視点の視線方向42の変化の一例を示す。ボタン15Rが押下された場合、図9に示すように、ユーザキャラクタ34の正面方向34Fが方向34FAから方向34FBへと変化する。ここで、方向34FBは、方向34FAを右回り(時計回り)に角度θbだけ回転してなる方向である。すなわち、この場合、ユーザキャラクタ34の正面方向34Fは右回り(時計回り)に角度θbだけ変化することになる。なお、角度θbは比較的大きい一定の角度であり、例えば角度θbは90度である。 FIG. 9 shows an example of changes in the front direction 34F and the viewing direction 42 of the user character 34 when the button 15R is pressed. When the button 15R is pressed, as shown in FIG. 9, the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB. Here, the direction 34FB is a direction formed by rotating the direction 34FA clockwise (clockwise) by an angle θb. That is, in this case, the front direction 34F of the user character 34 changes clockwise (clockwise) by the angle θb. The angle θb is a relatively large constant angle, for example, the angle θb is 90 degrees.
 またこの場合、変更後のユーザキャラクタ34の正面方向34F(方向34FB)に合わせて、視点の位置40及び視線方向42が変更される。すなわち、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように、視点の位置40及び視線方向42が変更される。視点の位置40及び視線方向42は注視位置44を維持しつつ変更される。具体的には、視点の位置40は、注視位置44を中心として位置40Aを右回り(時計回り)に角度θb(90度)だけ回転してなる位置40Bに変更される。また、視点の視線方向42は位置40Bから注視位置44への方向に設定される。この場合、変更前の視点の視線方向42(方向42A)と、変更後の視点の視線方向42(方向42B)との間の角度差は角度θb(90度)になる。 In this case, the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction. The viewpoint position 40 and the line-of-sight direction 42 are changed while the gaze position 44 is maintained. Specifically, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A clockwise (clockwise) by an angle θb (90 degrees) with the gaze position 44 as the center. Further, the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44. In this case, the angle difference between the line-of-sight direction 42 (direction 42A) of the viewpoint before the change and the line-of-sight direction 42 (direction 42B) of the viewpoint after the change is an angle θb (90 degrees).
 なお、ユーザがさらにボタン15Rを押下すると、ユーザキャラクタ34の正面方向34F及び視点の視線方向42が右回り(時計回り)にさらに角度θb(90度)だけ変化するようになる。 When the user further presses the button 15R, the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint change further clockwise (clockwise) by an angle θb (90 degrees).
 図10は、ボタン15Lが押下された場合のユーザキャラクタ34の正面方向34F及び視点の視線方向42の変化の一例を示す。ボタン15Lが押下された場合、図10に示すように、ユーザキャラクタ34の正面方向34Fが方向34FAから方向34FBへと変化する。ここで、方向34FBは、方向34FAを左回り(反時計回り)に角度θbだけ回転してなる方向である。すなわち、この場合、ユーザキャラクタ34の正面方向34Fは左回り(反時計回り)に角度θbだけ変化することになる。なお先述したように、角度θbは比較的大きい一定の角度であり、例えば角度θbは90度である。 FIG. 10 shows an example of changes in the front direction 34F and the viewing direction 42 of the user character 34 when the button 15L is pressed. When the button 15L is pressed, as shown in FIG. 10, the front direction 34F of the user character 34 changes from the direction 34FA to the direction 34FB. Here, the direction 34FB is a direction formed by rotating the direction 34FA counterclockwise (counterclockwise) by an angle θb. That is, in this case, the front direction 34F of the user character 34 changes counterclockwise (counterclockwise) by the angle θb. As described above, the angle θb is a relatively large constant angle, for example, the angle θb is 90 degrees.
 またこの場合、変更後のユーザキャラクタ34の正面方向34F(方向34FB)に合わせて、視点の位置40及び視線方向42が変更される。すなわち、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように、視点の位置40及び視線方向42が変更される。視点の位置40及び視線方向42は注視位置44を維持しつつ変更される。具体的には、視点の位置40は、注視位置44を中心として位置40Aを左回り(反時計回り)に角度θb(90度)だけ回転してなる位置40Bに変更される。また、視点の視線方向42は位置40Bから注視位置44への方向に設定される。この場合、変更前の視点の視線方向42(方向42A)と、変更後の視点の視線方向42(方向42B)との間の角度差は角度θb(90度)になる。 In this case, the viewpoint position 40 and the line-of-sight direction 42 are changed in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. That is, the viewpoint position 40 and the line-of-sight direction 42 are changed so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction. The viewpoint position 40 and the line-of-sight direction 42 are changed while the gaze position 44 is maintained. Specifically, the viewpoint position 40 is changed to a position 40B obtained by rotating the position 40A counterclockwise (counterclockwise) by an angle θb (90 degrees) with the gaze position 44 as the center. Further, the visual line direction 42 of the viewpoint is set to the direction from the position 40B to the gaze position 44. In this case, the angle difference between the line-of-sight direction 42 (direction 42A) of the viewpoint before the change and the line-of-sight direction 42 (direction 42B) of the viewpoint after the change is an angle θb (90 degrees).
 なお、ユーザがさらにボタン15Lを押下すると、ユーザキャラクタ34の正面方向34F及び視点の視線方向42が左回り(反時計回り)にさらに角度θb(90度)だけ変化するようになる。 When the user further presses the button 15L, the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint change further counterclockwise (counterclockwise) by an angle θb (90 degrees).
 ゲーム装置10によれば、以上のような構成を備えることにより、ボタン15R,15Lを押下するという比較的簡易な操作によってユーザはユーザキャラクタ34の正面方向34F及び視点の視線方向42を比較的大きい角度θb(90度)変更できるようになっている。 According to the game device 10, by providing the above configuration, the user can relatively increase the front direction 34 </ b> F and the viewpoint line-of-sight direction 42 of the user character 34 by a relatively simple operation of pressing the buttons 15 </ b> R and 15 </ b> L. The angle θb (90 degrees) can be changed.
 ところで、視点の視野角は、ボタン15R,15Lが押下された場合における視点の視線方向42の変化量(上記角度θb:90度)以上の角度に設定される。例えば、視点の視野角は120度に設定される。このように視点の視野角が設定されていることによって、視点の視線方向42が大きく変化した場合であっても、変化前の視点の視野の一部が変化後の視点の視野に含まれるようになる。その結果、視点の視線方向42がどのように変化したのか(すなわち、視点の視野がどのように変化したのか)をユーザが把握し易くなる。 By the way, the viewing angle of the viewpoint is set to an angle equal to or greater than the amount of change in the viewing direction 42 of the viewpoint when the buttons 15R and 15L are pressed (the angle θb: 90 degrees). For example, the viewing angle of the viewpoint is set to 120 degrees. By setting the viewing angle of the viewpoint in this way, even when the viewing direction 42 of the viewpoint changes significantly, a part of the viewing field before the change is included in the viewing field after the change. become. As a result, it becomes easier for the user to understand how the viewing direction 42 of the viewpoint has changed (that is, how the visual field of the viewpoint has changed).
 ここで、以上に説明したような機能を実現するための構成について説明する。図11は、ゲーム装置10で実現される機能のうち、本発明に関連する機能を示す機能ブロック図である。図11に示すように、ゲーム装置10は、操作部15、動き検出部16、ゲームデータ記憶部50、第1の視線方向制御部52、第2の視線方向制御部54、及び表示制御部56を含む。操作部15及び動き検出部16は、図3における操作部15及び動き検出部16である。ゲームデータ記憶部50は例えば記憶部12又は/及びゲームメモリカードによって実現され、第1の視線方向制御部52、第2の視線方向制御部54、及び表示制御部56は制御部11がプログラムを実行することによって実現される。すなわち、制御部11がプログラムを実行することによって、制御部11が第1の視線方向制御部52、第2の視線方向制御部54、及び表示制御部56として機能する。 Here, a configuration for realizing the functions described above will be described. FIG. 11 is a functional block diagram showing functions related to the present invention among the functions realized by the game apparatus 10. As shown in FIG. 11, the game apparatus 10 includes an operation unit 15, a motion detection unit 16, a game data storage unit 50, a first gaze direction control unit 52, a second gaze direction control unit 54, and a display control unit 56. including. The operation unit 15 and the motion detection unit 16 are the operation unit 15 and the motion detection unit 16 in FIG. The game data storage unit 50 is realized by, for example, the storage unit 12 and / or a game memory card, and the control unit 11 has a program for the first gaze direction control unit 52, the second gaze direction control unit 54, and the display control unit 56. It is realized by executing. That is, when the control unit 11 executes the program, the control unit 11 functions as the first gaze direction control unit 52, the second gaze direction control unit 54, and the display control unit 56.
 まず、ゲームデータ記憶部50について説明する。ゲームデータ記憶部50はゲームを実行するために必要なゲームデータを記憶する。 First, the game data storage unit 50 will be described. The game data storage unit 50 stores game data necessary for executing the game.
 例えば、ゲームの現在の状況を示すゲーム状況データがゲームデータ記憶部50に記憶される。具体的には、下記に示すようなデータがゲーム状況データに含まれる。
・ユーザキャラクタ34の状態データ(位置、正面方向、及び姿勢等)
・敵キャラクタ36の状態データ(位置、正面方向、及び姿勢等)
・視点の状態データ(位置40、視線方向42、及び視野角等)
For example, game situation data indicating the current situation of the game is stored in the game data storage unit 50. Specifically, data as shown below is included in the game situation data.
-State data of the user character 34 (position, front direction, posture, etc.)
・ Status data of enemy character 36 (position, front direction, posture, etc.)
・ Viewpoint state data (position 40, line-of-sight direction 42, viewing angle, etc.)
 第1の視線方向制御部52について説明する。第1の視線方向制御部52は、動き検出部16(ジャイロセンサ又は/及び加速度センサ)の検出結果に基づいて、視点の視線方向42を更新する。第1の視線方向制御部52は、図7,8(B)において説明した視点の視線方向42の制御に対応している。 The first line-of-sight direction control unit 52 will be described. The first line-of-sight direction control unit 52 updates the line-of-sight direction 42 of the viewpoint based on the detection result of the motion detection unit 16 (gyro sensor or / and acceleration sensor). The first line-of-sight direction control unit 52 corresponds to the control of the line-of-sight direction 42 of the viewpoint described with reference to FIGS.
 例えば、第1の視線方向制御部52はゲーム装置10の傾きを動き検出部16の検出結果に基づいて判断する。そして、第1の視線方向制御部52は視点の視線方向42をゲーム装置10の傾きの方向及び程度に基づいて更新する(図7,8(B)参照)。 For example, the first line-of-sight direction control unit 52 determines the inclination of the game apparatus 10 based on the detection result of the motion detection unit 16. Then, the first line-of-sight direction control unit 52 updates the line-of-sight direction 42 of the viewpoint based on the direction and degree of inclination of the game apparatus 10 (see FIGS. 7 and 8B).
 第2の視線方向制御部54について説明する。第2の視線方向制御部54は、ゲーム装置10に備えられる所定の操作部材(すなわち、操作部15に含まれる操作部材のうちの所定の操作部材)に関する所定操作が行われた場合に、視点の視線方向42を所定方向に設定する。第2の視線方向制御部54は、図9,10において説明した視点の視線方向42の制御に対応している。 The second line-of-sight direction control unit 54 will be described. The second line-of-sight direction control unit 54 performs a viewpoint when a predetermined operation related to a predetermined operation member (that is, a predetermined operation member among the operation members included in the operation unit 15) provided in the game apparatus 10 is performed. Is set to a predetermined direction. The second gaze direction control unit 54 corresponds to the control of the gaze direction 42 of the viewpoint described with reference to FIGS.
 「所定の操作部材」とは、例えばボタンであり、「所定操作」とは、例えばボタンの押下操作である。本実施形態の場合、ボタン15R,15Lが「所定の操作部材」に相当し、ボタン15R,15Lの押下操作が「所定操作」に相当する。なお、「所定の操作部材」はボタン以外の操作部材であってもよい。例えば、「所定の操作部材」はスティックであってもよく、「所定操作」はスティックの傾倒操作であってもよい。 The “predetermined operation member” is, for example, a button, and the “predetermined operation” is, for example, a button pressing operation. In the present embodiment, the buttons 15R and 15L correspond to “predetermined operation members”, and the pressing operation of the buttons 15R and 15L corresponds to “predetermined operation”. The “predetermined operation member” may be an operation member other than a button. For example, the “predetermined operation member” may be a stick, and the “predetermined operation” may be a tilting operation of the stick.
 また、「所定方向」とは、所定操作が行われた場合における視点の視線方向42との間の角度差が所定角度であるような方向である。本実施形態の場合、図9,10における角度θb(90度)が「所定角度」に相当し、方向42Bが「所定方向」に相当する。 Further, the “predetermined direction” is a direction in which an angle difference from the visual line direction 42 of the viewpoint when a predetermined operation is performed is a predetermined angle. In the present embodiment, the angle θb (90 degrees) in FIGS. 9 and 10 corresponds to a “predetermined angle”, and the direction 42B corresponds to a “predetermined direction”.
 表示制御部56について説明する。表示制御部56は、視点から見た仮想空間30を表すゲーム画面を表示部18に表示させる。例えば、表示制御部56は視点の視野画像をVRAM上に生成する。VRAM上に生成された視野画像はゲーム画面として表示部18に表示される。 The display control unit 56 will be described. The display control unit 56 causes the display unit 18 to display a game screen representing the virtual space 30 viewed from the viewpoint. For example, the display control unit 56 generates a visual field image of the viewpoint on the VRAM. The visual field image generated on the VRAM is displayed on the display unit 18 as a game screen.
 次に、上記の機能ブロックを実現するためにゲーム装置10で実行される処理の一例について説明する。図12は、ゲーム装置10で所定時間(例えば1/60秒)ごとに実行される処理のうち、本発明に関連する処理を主に示すフロー図である。制御部11が図12に示す処理をプログラムに従って実行することによって、制御部11は第1の視線方向制御部52、第2の視線方向制御部54、及び表示制御部56として機能する。 Next, an example of processing executed by the game apparatus 10 in order to realize the above functional block will be described. FIG. 12 is a flowchart mainly showing processing related to the present invention among processing executed every predetermined time (for example, 1/60 second) in the game apparatus 10. When the control unit 11 executes the processing shown in FIG. 12 according to the program, the control unit 11 functions as the first gaze direction control unit 52, the second gaze direction control unit 54, and the display control unit 56.
 図12に示すように、まず制御部11は所定ボタンが押下されたか否かを判定する(S101)。例えば、制御部11はボタン15R,15Lのいずれかが押下されたか否かを判定する。所定ボタンが押下されていないと判定された場合、制御部11は、動き検出部16の検出結果に基づいて、ゲーム装置10が傾けられたか否かを判定する(S102)。 As shown in FIG. 12, the control unit 11 first determines whether or not a predetermined button has been pressed (S101). For example, the control unit 11 determines whether any of the buttons 15R and 15L is pressed. When it is determined that the predetermined button has not been pressed, the control unit 11 determines whether or not the game apparatus 10 is tilted based on the detection result of the motion detection unit 16 (S102).
 ゲーム装置10が傾けられたと判定された場合、制御部11はユーザキャラクタ34の向きを更新する(S103)。例えば図7,8(B)に示したように、制御部11は、ユーザキャラクタ34の正面方向34Fを、「現在の正面方向34Fから、ゲーム装置10の傾きの方向に対応する方向に、ゲーム装置10の傾きの程度に対応する角度θaだけ回転してなる方向」に更新する。 When it is determined that the game apparatus 10 is tilted, the control unit 11 updates the direction of the user character 34 (S103). For example, as shown in FIGS. 7 and 8B, the control unit 11 changes the front direction 34F of the user character 34 from “the current front direction 34F to the direction corresponding to the direction of the inclination of the game apparatus 10”. The direction is updated to “a direction rotated by an angle θa corresponding to the degree of inclination of the apparatus 10”.
 また、制御部11は視点の位置40及び視線方向42を更新する(S104)。例えば図7,8(B)に示したように、制御部11は、ステップS103で更新されたユーザキャラクタ34の正面方向34Fに合わせて、視点の位置40及び視線方向42を更新する。 Further, the control unit 11 updates the viewpoint position 40 and the line-of-sight direction 42 (S104). For example, as illustrated in FIGS. 7 and 8B, the control unit 11 updates the viewpoint position 40 and the line-of-sight direction 42 in accordance with the front direction 34F of the user character 34 updated in step S103.
 なお、ステップS102において、ゲーム装置10が傾けられていないと判定された場合、制御部11はステップS103,S104の処理を実行することなく、後述のステップS107の処理を実行する。 If it is determined in step S102 that the game apparatus 10 is not tilted, the control unit 11 executes the process of step S107 described later without executing the processes of steps S103 and S104.
 また、ステップS101において、所定ボタンが押下されたと判定された場合、制御部11はユーザキャラクタ34の向きを所定方向に設定する(S105)。例えば図9,10に示したように、制御部11は、ユーザキャラクタ34の正面方向34Fを、「現在の正面方向34Fから、押下された所定ボタンに対応する方向に、角度θb(90度)だけ回転してなる方向」に設定する。 If it is determined in step S101 that the predetermined button has been pressed, the control unit 11 sets the direction of the user character 34 to a predetermined direction (S105). For example, as illustrated in FIGS. 9 and 10, the control unit 11 changes the front direction 34 </ b> F of the user character 34 to “the angle θb (90 degrees) from the current front direction 34 </ b> F to the direction corresponding to the predetermined button pressed. "Direction of rotation".
 また、制御部11は視点の位置40を更新し、視点の視線方向42を所定方向に設定する(S106)。例えば図9,10に示したように、制御部11は、ステップS105で更新されたユーザキャラクタ34の正面方向34Fに合わせて、視点の位置40及び視線方向42を設定する。 Further, the control unit 11 updates the viewpoint position 40 and sets the viewpoint line-of-sight direction 42 to a predetermined direction (S106). For example, as illustrated in FIGS. 9 and 10, the control unit 11 sets the viewpoint position 40 and the line-of-sight direction 42 according to the front direction 34 </ b> F of the user character 34 updated in step S <b> 105.
 ステップS104又はS106の処理が実行された後、制御部11はゲームキャラクタの状態データを更新する(S107)。例えば、制御部11は、ユーザの移動指示操作又は攻撃指示操作に従って、ユーザキャラクタ34の位置を更新したり、攻撃動作を行うようにユーザキャラクタ34の姿勢を更新したりする。また、制御部11は、所定のアルゴリズムに従って、敵キャラクタ36の位置を更新したり、ユーザキャラクタ34への攻撃動作を行うように敵キャラクタ36の姿勢を更新したりする。 After the process of step S104 or S106 is executed, the control unit 11 updates the state data of the game character (S107). For example, the control unit 11 updates the position of the user character 34 or updates the posture of the user character 34 so as to perform an attack action according to the user's movement instruction operation or attack instruction operation. In addition, the control unit 11 updates the position of the enemy character 36 or updates the posture of the enemy character 36 so as to perform an attacking action on the user character 34 according to a predetermined algorithm.
 ステップS107の処理が実行された後、制御部11はゲーム画面を更新する(S108)。制御部11は、視点から見た仮想空間30を表す画像をVRAM上に生成する。そして、VRAM上に生成された画像がゲーム画面として表示部18に表示される。以上で図12に示す処理の説明を終了する。 After the process of step S107 is executed, the control unit 11 updates the game screen (S108). The control unit 11 generates an image representing the virtual space 30 viewed from the viewpoint on the VRAM. Then, the image generated on the VRAM is displayed on the display unit 18 as a game screen. This is the end of the description of the processing illustrated in FIG.
 以上に説明した第1実施形態に係るゲーム装置10では、ゲーム装置10を傾けるという直感的な操作によって、ユーザがユーザキャラクタ34の正面方向34F及び視点の視線方向42を変えることができるようになっている。また、ゲーム装置10では、ボタン15R,15Lを押下するという比較的簡易な操作によって、ユーザがユーザキャラクタ34の正面方向34F及び視点の視線方向42を大きく変えることができるようになっている。ゲーム装置10によれば、直感的な操作性を担保しつつ、ユーザが比較的簡易に視点の視線方向42を大きく変更できるようにすることが可能になる。 In the game device 10 according to the first embodiment described above, the user can change the front direction 34F and the visual line direction 42 of the viewpoint of the user character 34 by an intuitive operation of tilting the game device 10. ing. Further, in the game apparatus 10, the user can change the front direction 34 </ b> F and the viewpoint line-of-sight direction 42 of the user character 34 by a relatively simple operation of pressing the buttons 15 </ b> R and 15 </ b> L. According to the game apparatus 10, it is possible to allow the user to greatly change the visual line direction 42 of the viewpoint relatively easily while ensuring intuitive operability.
 [第2実施形態]次に、本発明の第2実施形態について説明する。本発明の第2実施形態に係るゲーム装置10の外観及びハードウェア構成等は第1実施形態と同様である(図1~図3参照)。また、第2実施形態に係るゲーム装置10においても、第1実施形態と同様のゲームが実行され、第1実施形態と同様の機能ブロックが実現される(図11参照)。 [Second Embodiment] Next, a second embodiment of the present invention will be described. The appearance and hardware configuration of the game apparatus 10 according to the second embodiment of the present invention are the same as those of the first embodiment (see FIGS. 1 to 3). Also, in the game device 10 according to the second embodiment, the same game as that in the first embodiment is executed, and the same functional blocks as those in the first embodiment are realized (see FIG. 11).
 第2実施形態では、仮想空間30の領域ごとに基本方向が設定され、この基本方向に基づいて、ユーザキャラクタ34の正面方向34F及び視点の視線方向42が制御される。この点で第2実施形態は第1実施形態と異なる。 In the second embodiment, a basic direction is set for each region of the virtual space 30, and the front direction 34F of the user character 34 and the visual line direction 42 of the viewpoint are controlled based on the basic direction. In this respect, the second embodiment is different from the first embodiment.
 図13は、仮想空間30の領域ごとに設定される基本方向の一例について説明するための図である。図13に示す例では複数の領域60A,60B,60C,60D,60Eが設定されている。また、領域60Aには基本方向62Aが設定されている。基本方向62Aは、領域60Aにおけるユーザキャラクタ34の基本的な進行方向である。同様に、領域60B,60C,60D,60Eには、それぞれ、基本方向62B,62C,62D,62Eが設定されている。なお以下では、領域60A~60Eのことを総称して「領域60」と記載する場合がある。同様に、基本方向62A~62Eのことを総称して「基本方向62」と記載する場合がある。 FIG. 13 is a diagram for explaining an example of a basic direction set for each region of the virtual space 30. FIG. In the example shown in FIG. 13, a plurality of areas 60A, 60B, 60C, 60D, and 60E are set. A basic direction 62A is set in the area 60A. The basic direction 62A is a basic traveling direction of the user character 34 in the region 60A. Similarly, basic directions 62B, 62C, 62D, and 62E are set in the regions 60B, 60C, 60D, and 60E, respectively. Hereinafter, the regions 60A to 60E may be collectively referred to as “region 60”. Similarly, the basic directions 62A to 62E may be collectively referred to as “basic direction 62”.
 第2実施形態に係るゲーム装置10では、上記のような基本方向62を示す基本方向データが記憶部12に記憶される。図14は基本方向データの一例を示す。図14に示す基本方向データは、「領域ID」、「領域情報」、及び「基本方向情報」フィールドを含んでいる。「領域ID」フィールドには、領域60を一意に識別する識別情報が格納される。「領域情報」フィールドには、領域60を示す情報、すなわち領域60に含まれる位置座標を特定するための情報が格納される。「基本方向情報」フィールドには、基本方向62を示す情報(例えばベクトル情報)が格納される。 In the game apparatus 10 according to the second embodiment, the basic direction data indicating the basic direction 62 as described above is stored in the storage unit 12. FIG. 14 shows an example of basic direction data. The basic direction data shown in FIG. 14 includes “area ID”, “area information”, and “basic direction information” fields. In the “area ID” field, identification information for uniquely identifying the area 60 is stored. The “region information” field stores information indicating the region 60, that is, information for specifying position coordinates included in the region 60. In the “basic direction information” field, information indicating the basic direction 62 (for example, vector information) is stored.
 なお、第2実施形態に係るゲーム装置10では、ある領域60から次の領域60にユーザキャラクタ34が移動した場合に、ユーザキャラクタ34の正面方向34Fと基本方向62とのずれが維持されるようになっている。同様に、視点の視線方向42と基本方向62とのずれも維持されるようになっている。 In the game device 10 according to the second embodiment, when the user character 34 moves from one region 60 to the next region 60, the deviation between the front direction 34F of the user character 34 and the basic direction 62 is maintained. It has become. Similarly, the deviation between the viewing direction 42 of the viewpoint and the basic direction 62 is also maintained.
 図15は、ある領域から次の領域にユーザキャラクタ34が移動した場合におけるユーザキャラクタ34の正面方向34F及び視点の視線方向42の制御について説明するための図である。 FIG. 15 is a diagram for explaining the control of the front direction 34F and the visual line direction 42 of the user character 34 when the user character 34 moves from one area to the next area.
 ここでは、領域60Bから領域60Cにユーザキャラクタ34が移動する場合を想定する。また、ここでは、領域60Bから領域60Cに移動する直前において、ユーザキャラクタ34の正面方向34Fは領域60Bにおける基本方向62Bから左回り(反時計回り)に角度Δθだけずれていることとする。なお、先述したように、視点の視線方向42は、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように設定されるため、この場合、視点の視線方向42も基本方向62Bから左回り(反時計回り)に角度Δθだけずれていることになる。 Here, it is assumed that the user character 34 moves from the region 60B to the region 60C. Here, it is assumed that the front direction 34F of the user character 34 is shifted counterclockwise (counterclockwise) by the angle Δθ from the basic direction 62B in the region 60B immediately before moving from the region 60B to the region 60C. As described above, the viewpoint gaze direction 42 is set so that the XwZw plane component of the front direction 34F of the user character 34 and the XwZw plane component of the viewpoint gaze direction 42 indicate the same direction. In this case, the viewpoint line-of-sight direction 42 is also deviated by an angle Δθ counterclockwise (counterclockwise) from the basic direction 62B.
 この場合、ユーザキャラクタ34が領域60Bから領域60Cに移動した時点において、ユーザキャラクタ34の正面方向34Fは、領域60Cにおける基本方向62Cから左回り(反時計回り)に角度Δθだけずれてなる方向に自動的に設定される。また、変更後のユーザキャラクタ34の正面方向34Fに合わせて、視点の視線方向42も設定される(図5参照)。この結果、ユーザキャラクタ34が領域60Bから領域60Cに移動した場合には、ユーザキャラクタ34の正面方向34Fと基本方向62Bとのずれが維持されるようになっている。同様に、視点の視線方向42と基本方向62Bとのずれも維持されるようになっている。 In this case, when the user character 34 moves from the region 60B to the region 60C, the front direction 34F of the user character 34 is shifted in a direction that is shifted counterclockwise (counterclockwise) by the angle Δθ from the basic direction 62C in the region 60C. Set automatically. Further, the visual line direction 42 of the viewpoint is also set in accordance with the front direction 34F of the user character 34 after the change (see FIG. 5). As a result, when the user character 34 moves from the region 60B to the region 60C, the deviation between the front direction 34F of the user character 34 and the basic direction 62B is maintained. Similarly, the deviation between the viewing direction 42 of the viewpoint and the basic direction 62B is also maintained.
 第2実施形態に係るゲーム装置10においても、第1実施形態と同様、ユーザはゲーム装置10を傾けることによって、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を変更できるようになっている(図7,8参照)。 Also in the game device 10 according to the second embodiment, as in the first embodiment, the user can change the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34 by tilting the game device 10. (See FIGS. 7 and 8).
 また、第2実施形態に係るゲーム装置10においても、第1実施形態と同様、ユーザはボタン15R,15Lを押下することによって、ユーザキャラクタ34の正面方向34F及び視点の視線方向42を比較的容易に大きく変更できるようになっている。 Also in the game apparatus 10 according to the second embodiment, similarly to the first embodiment, the user can relatively easily set the front direction 34F and the viewpoint line-of-sight direction 42 of the user character 34 by pressing the buttons 15R and 15L. It can be changed greatly.
 図16は、ボタン15Rが押下された場合のユーザキャラクタ34の正面方向34F及び視点の視線方向42の変化の一例を示す。なお、図9,10と同様、符号「34FA」は変化前のユーザキャラクタ34の正面方向34Fを示し、符号「34FB」は変化後のユーザキャラクタ34の正面方向34Fを示す。また、符号「40A」は変化前の視点の位置40を示し、符号「40B」は変化後の視点の位置40を示す。同様に、符号「42A」は変化前の視点の視線方向42を示し、符号「42B」は変化後の視点の視線方向42を示す。 FIG. 16 shows an example of changes in the front direction 34F and the visual line direction 42 of the user character 34 when the button 15R is pressed. As in FIGS. 9 and 10, the symbol “34FA” indicates the front direction 34F of the user character 34 before the change, and the symbol “34FB” indicates the front direction 34F of the user character 34 after the change. Reference numeral “40A” indicates the viewpoint position 40 before the change, and reference numeral “40B” indicates the viewpoint position 40 after the change. Similarly, the sign “42A” indicates the line-of-sight direction 42 of the viewpoint before the change, and the sign “42B” indicates the line-of-sight direction 42 of the viewpoint after the change.
 第2実施形態に係るゲーム装置10では、仮想空間30の領域ごとに複数の基本視線方向70A~70Dが設定される。図16に示す例の場合、基本視線方向70Aは基本方向62と一致する方向である。基本視線方向70Bは、基本方向62を右回り(時計回り)に90度回転することによって得られる方向である。また、基本視線方向70Cは、基本方向62を右回り(時計回り)に180度回転することによって得られる方向である。基本視線方向70Dは、基本方向62を右回り(時計回り)に270度回転することによって得られる方向である。なお以下では、基本視線方向70A~70Dのことを総称して「基本視線方向70」と記載する場合がある。 In the game apparatus 10 according to the second embodiment, a plurality of basic line-of-sight directions 70A to 70D are set for each region of the virtual space 30. In the case of the example shown in FIG. 16, the basic line-of-sight direction 70 </ b> A is a direction that matches the basic direction 62. The basic line-of-sight direction 70B is a direction obtained by rotating the basic direction 62 clockwise by 90 degrees (clockwise). The basic line-of-sight direction 70C is a direction obtained by rotating the basic direction 62 clockwise by 180 degrees (clockwise). The basic line-of-sight direction 70D is a direction obtained by rotating the basic direction 62 clockwise by 270 degrees. Hereinafter, the basic line-of-sight directions 70A to 70D may be collectively referred to as “basic line-of-sight direction 70”.
 第2実施形態に係るゲーム装置10では、上記のような基本視線方向70を示す基本視線方向データが記憶部12に記憶される。図17は基本視線方向データの一例を示す。図17に示す基本視線方向データは、「領域ID」及び「基本視線方向情報」フィールドを含んでいる。「領域ID」フィールドには図14と同様である。「基本視線方向情報」フィールドには、基本視線方向70を示す情報(例えばベクトル情報)が格納される。 In the game apparatus 10 according to the second embodiment, the basic visual line direction data indicating the basic visual line direction 70 as described above is stored in the storage unit 12. FIG. 17 shows an example of basic line-of-sight direction data. The basic line-of-sight direction data shown in FIG. 17 includes “area ID” and “basic line-of-sight direction information” fields. The “area ID” field is the same as in FIG. In the “basic gaze direction information” field, information indicating the basic gaze direction 70 (for example, vector information) is stored.
 なお、図16に示す例の場合、複数の基本視線方向70A~70Dが基本方向62に基づいて設定されているため、図14に示す基本方向データに基づいて、複数の基本視線方向70A~70Dを取得するようにしてもよい。この場合、図17に示す基本視線方向データを省略するようにしてもよい。 In the case of the example shown in FIG. 16, since a plurality of basic viewing directions 70A to 70D are set based on the basic direction 62, a plurality of basic viewing directions 70A to 70D are based on the basic direction data shown in FIG. May be obtained. In this case, the basic gaze direction data shown in FIG. 17 may be omitted.
 図16に示すように、ボタン15Rが押下された場合には、視点の視線方向42が複数の基本視線方向70A~70Dのいずれかに変更される。具体的には、ボタン15Rが押下された時点におけるユーザキャラクタ34の正面方向34F(方向34FA)を右回り(時計回り)に角度θb(90度)回転してなる方向34FCが取得される。次に、基本視線方向70A~70Dのうちで、上記方向34FCとの間の角度差が最も小さい基本視線方向70が判断され、その基本視線方向70がユーザキャラクタ34の正面方向34Fとして設定される。図16に示す例の場合、上記方向34FCとの間の角度差が最も小さい基本視線方向70が基本視線方向70Bであるため、ユーザキャラクタ34の正面方向34F(方向34FB)が基本視線方向70Bに設定される。 As shown in FIG. 16, when the button 15R is pressed, the viewpoint line-of-sight direction 42 is changed to one of a plurality of basic line-of-sight directions 70A to 70D. Specifically, a direction 34FC obtained by rotating the front direction 34F (direction 34FA) of the user character 34 clockwise (clockwise) by an angle θb (90 degrees) when the button 15R is pressed is acquired. Next, among the basic line-of-sight directions 70A to 70D, the basic line-of-sight direction 70 having the smallest angle difference from the direction 34FC is determined, and the basic line-of-sight direction 70 is set as the front direction 34F of the user character 34. . In the example shown in FIG. 16, since the basic visual line direction 70 having the smallest angle difference from the direction 34FC is the basic visual line direction 70B, the front direction 34F (direction 34FB) of the user character 34 is changed to the basic visual line direction 70B. Is set.
 また、変更後のユーザキャラクタ34の正面方向34F(方向34FB)に合わせて、視点の位置40及び視線方向42が設定される。カメラの位置40及び視線方向42は注視位置44を維持しつつ変更される。具体的には、ユーザキャラクタ34の正面方向34FのXwZw平面成分と、視点の視線方向42のXwZw平面成分とが同じ方向を示すように、視点の位置40及び視線方向42が設定される。その結果、視点の視線方向42は、視点の視線方向42のXwZw平面成分と、基本視線方向70Bとが同じ方向を示すように設定される。この場合、注視位置44を中心として位置40Aを右回り(時計回り)に角度θb(90度)だけ回転してなる位置40Cから注視位置44への方向42Cとの間の角度差が基本視線方向70A~70Dのうちで最も小さい基本視線方向70Bが、視点の視線方向42として設定されることになる。 Also, the viewpoint position 40 and the line-of-sight direction 42 are set in accordance with the front direction 34F (direction 34FB) of the user character 34 after the change. The camera position 40 and the line-of-sight direction 42 are changed while maintaining the gaze position 44. Specifically, the viewpoint position 40 and the line-of-sight direction 42 are set so that the XwZw plane component in the front direction 34F of the user character 34 and the XwZw plane component in the viewpoint line-of-sight direction 42 indicate the same direction. As a result, the viewpoint line-of-sight direction 42 is set so that the XwZw plane component of the viewpoint line-of-sight direction 42 and the basic line-of-sight direction 70B indicate the same direction. In this case, the angle difference between the direction 40C from the position 40C obtained by rotating the position 40A clockwise (clockwise) by the angle θb (90 degrees) about the gaze position 44 and the direction 42C from the gaze position 44 is the basic gaze direction. The smallest basic viewing direction 70B among 70A to 70D is set as the viewing direction 42 of the viewpoint.
 図16ではボタン15Rが押下された場合について説明したが、ボタン15Lが押下された場合も同様にして、ユーザキャラクタ34の正面方向34Fと視点の位置40及び視線方向42とが設定されることになる。 Although the case where the button 15R is pressed has been described with reference to FIG. 16, the front direction 34F, the viewpoint position 40, and the line-of-sight direction 42 of the user character 34 are set in the same manner when the button 15L is pressed. Become.
 以上に説明した第2実施形態に係るゲーム装置10では、ボタン15R,15Lが押下された場合の視点の視線方向42として、ユーザキャラクタ34が位置している仮想空間30の領域60に適した方向が設定されるようになる。例えば、ボタン15R,15Lが押下された場合の視点の視線方向42が、仮想空間30の領域60におけるユーザキャラクタ34の基本的な進行方向を考慮して設定されるようになる。 In the game apparatus 10 according to the second embodiment described above, the direction suitable for the region 60 of the virtual space 30 in which the user character 34 is located as the visual line direction 42 of the viewpoint when the buttons 15R and 15L are pressed. Will be set. For example, the visual line direction 42 of the viewpoint when the buttons 15R and 15L are pressed is set in consideration of the basic traveling direction of the user character 34 in the region 60 of the virtual space 30.
 なお、図16に示す例では、四つの方向が基本視線方向70として設定されるようになっていたが、四つより多くの数の方向や四つ未満の数の方向が基本視線方向70として設定されるようにしてもよい。例えば、八つの方向が基本視線方向70として設定されるようにしてもよい。すなわち、45度ごとに異なる方向が基本視線方向70として設定されるようにしてもよい。また例えば、三つの方向が基本視線方向70として設定されるようにしてもよい。すなわち、120度ごとに異なる方向が基本視線方向70として設定されるようにしてもよい。 In the example shown in FIG. 16, four directions are set as the basic line-of-sight directions 70, but more than four directions or less than four directions are set as the basic line-of-sight directions 70. It may be set. For example, eight directions may be set as the basic viewing direction 70. That is, a different direction every 45 degrees may be set as the basic line-of-sight direction 70. For example, three directions may be set as the basic line-of-sight direction 70. That is, a different direction every 120 degrees may be set as the basic line-of-sight direction 70.
 また、図16に示す例では、基本視線方向70が基本方向62に基づいて設定されるようになっていたが、基本視線方向70は基本方向62とは関係なく設定されるようにしてもよい。 In the example shown in FIG. 16, the basic line-of-sight direction 70 is set based on the basic direction 62, but the basic line-of-sight direction 70 may be set regardless of the basic direction 62. .
 また、図16に示す例では、基本視線方向70が仮想空間30の領域60ごとに設定されることとして説明したが、仮想空間30のいずれの領域60においても同じ基本視線方向70が設定されるようにしてもよい。例えば、Xw軸正方向、Xw軸負方向、Zw軸正方向、及びZw軸負方向のような仮想空間30における固定方向が基本視線方向70として設定されるようにしてもよい。 In the example illustrated in FIG. 16, the basic line-of-sight direction 70 has been described as being set for each area 60 of the virtual space 30, but the same basic line-of-sight direction 70 is set in any area 60 of the virtual space 30. You may do it. For example, a fixed direction in the virtual space 30 such as the Xw-axis positive direction, the Xw-axis negative direction, the Zw-axis positive direction, and the Zw-axis negative direction may be set as the basic line-of-sight direction 70.
 なお、本発明は以上に説明した第1実施形態及び第2実施形態に限定されるものではない。 Note that the present invention is not limited to the first and second embodiments described above.
 [1]以上に説明した第1実施形態及び第2実施形態では、図9,10,16における角度θbが一定(90度)であることとして説明したが、角度θbは一定でなくてもよい。 [1] In the first and second embodiments described above, the angle θb in FIGS. 9, 10, and 16 has been described as being constant (90 degrees), but the angle θb may not be constant. .
 [1-1]例えば、ユーザがユーザキャラクタ34(操作対象)を複数のゲームキャラクタ(複数の操作対象候補)のうちから選択できるようになっているような場合には、ユーザキャラクタ34として選択されたゲームキャラクタによって、上記角度θbが異なるようにしてもよい。 [1-1] For example, when the user can select the user character 34 (operation target) from among a plurality of game characters (a plurality of operation target candidates), the user character 34 is selected. The angle θb may be different depending on the game character.
 この場合、例えば図18に示すような角度データが記憶部12に記憶される。図18に示す角度データでは複数のゲームキャラクタの各々に上記角度θbが対応づけられている。なお図18において、「θ1」、「θ2」、及び「θ3」は、それぞれ、所定の角度を示している。図18に示す角度データによれば、例えば、ゲームキャラクタ1がユーザキャラクタ34として選択された場合には角度θbが角度θ1に設定される。 In this case, for example, angle data as shown in FIG. 18 is stored in the storage unit 12. In the angle data shown in FIG. 18, the angle θb is associated with each of a plurality of game characters. In FIG. 18, “θ1”, “θ2”, and “θ3” each indicate a predetermined angle. According to the angle data shown in FIG. 18, for example, when the game character 1 is selected as the user character 34, the angle θb is set to the angle θ1.
 このようにすれば、ユーザキャラクタ34として選択されたゲームキャラクタによって、視点の視線方向42の変化の仕方(すなわち、視点の視野の変化の仕方)を変えることができるようになる。 In this way, the way of changing the visual line direction 42 of the viewpoint (that is, the way of changing the visual field of the viewpoint) can be changed by the game character selected as the user character 34.
 [1-2]また例えば、ユーザキャラクタ34の能力に関するパラメータ(例えば、視野の広さを示すパラメータ)によって、上記角度θbが異なるようにしてもよい。 [1-2] Further, for example, the angle θb may be different depending on a parameter relating to the ability of the user character 34 (for example, a parameter indicating the width of the field of view).
 この場合、例えば図19に示すような角度データが記憶部12に記憶される。図19に示す角度データでは能力パラメータの範囲に上記角度θbが対応づけられている。なお、図19において、「P1」及び「P2」はそれぞれ所定の値を示している。また、図18と同様、「θ1」、「θ2」、及び「θ3」はそれぞれ所定の角度を示している。 In this case, for example, angle data as shown in FIG. 19 is stored in the storage unit 12. In the angle data shown in FIG. 19, the angle θb is associated with the capability parameter range. In FIG. 19, “P1” and “P2” each indicate a predetermined value. Similarly to FIG. 18, “θ1”, “θ2”, and “θ3” each indicate a predetermined angle.
 この場合、ユーザキャラクタ34の能力パラメータの値(p)が属する範囲に対応づけられた角度が上記角度θbとして用いられる。例えば、ユーザキャラクタ34の能力パラメータの値(p)が「P1≦p<P2」を満足する場合には上記角度θbが角度θ2に設定される。 In this case, an angle associated with a range to which the value (p) of the ability parameter of the user character 34 belongs is used as the angle θb. For example, when the ability parameter value (p) of the user character 34 satisfies “P1 ≦ p <P2”, the angle θb is set to the angle θ2.
 このようにすれば、ユーザキャラクタ34のパラメータの値によって、視点の視線方向42の変化の仕方(すなわち、視点の視野の変化の仕方)を変えることができるようになる。 In this way, the way of changing the visual line direction 42 of the viewpoint (that is, the way of changing the visual field of the viewpoint) can be changed according to the parameter value of the user character 34.
 [2]第2の視線方向制御部54によって視点の視線方向42が所定方向に設定された場合における視点の視野に床32Aや壁32Bしか含まれず、敵キャラクタ36が含まれていない場合には、床32Aや壁32Bのみがゲーム画面に表示されるようになる。このような状態はユーザにとってあまり意味がない。このため、下記に説明するようにしてもよい。 [2] When the viewpoint line-of-sight direction 42 is set to a predetermined direction by the second line-of-sight direction control unit 54, the viewpoint field of view includes only the floor 32A and the wall 32B and does not include the enemy character 36. Only the floor 32A and the wall 32B are displayed on the game screen. Such a state does not make much sense to the user. For this reason, you may make it demonstrate below.
 ゲーム装置10は、第2の視線方向制御部54によって視点の視線方向42が所定方向に設定された場合における視点の視野に、所定のオブジェクトが存在しているか否かを判定する。ここで、「所定のオブジェクト」とは、ユーザにとって重要性の高いオブジェクト(言い換えれば、ゲーム画面に表示される必要性がユーザにとって高いオブジェクト)である。図4に示す仮想空間30の場合、敵キャラクタ36が「所定のオブジェクト」に相当する。 The game apparatus 10 determines whether or not a predetermined object is present in the visual field of the viewpoint when the visual line direction 42 of the visual point is set to the predetermined direction by the second visual line direction control unit 54. Here, the “predetermined object” is an object that is highly important for the user (in other words, an object that is highly necessary for the user to be displayed on the game screen). In the case of the virtual space 30 shown in FIG. 4, the enemy character 36 corresponds to a “predetermined object”.
 そして、視点の視線方向42が所定方向に設定された場合における視点の視野に所定のオブジェクトが存在しない場合、第2の視線方向制御部54は、ボタン15R,15Lが押下された時点における視点の視線方向42と上記所定方向との間の角度差よりも、ボタン15R,15Lが押下された時点における視点の視線方向42との間の角度差が大きくなるような方向を、視点の視線方向42として設定する。例えば、第2の視線方向制御部54は、視点の視野に敵キャラクタ36が含まれるようになるまで、上記角度θbを初期値(90度)から所定角度(例えば45度又は90度)ずつ大きくしていく。そして、第2の視線方向制御部54は、視点の視野に敵キャラクタ36が含まれるようになった場合の視線方向42を、視点の視線方向42として設定する。 If the predetermined object does not exist in the visual field of the viewpoint when the visual line direction 42 of the viewpoint is set to the predetermined direction, the second visual line direction control unit 54 determines the viewpoint at the time when the buttons 15R and 15L are pressed. A direction in which the angle difference between the visual line direction 42 of the viewpoint when the buttons 15R and 15L are pressed is larger than the angular difference between the visual line direction 42 and the predetermined direction is a visual line direction 42 of the visual point. Set as. For example, the second gaze direction control unit 54 increases the angle θb from the initial value (90 degrees) by a predetermined angle (for example, 45 degrees or 90 degrees) until the enemy character 36 is included in the visual field of the viewpoint. I will do it. Then, the second line-of-sight direction control unit 54 sets the line-of-sight direction 42 when the enemy character 36 is included in the visual field of the viewpoint as the visual line-of-sight direction 42 of the viewpoint.
 このようにすれば、ボタン15R,15Lが押下された場合に敵キャラクタ36がゲーム画面に表示されるように担保されるようになる。 In this way, when the buttons 15R and 15L are pressed, the enemy character 36 is secured to be displayed on the game screen.
 [3]以上に説明した第1実施形態及び第2実施形態では、視点がユーザキャラクタ34の背後の上方に設定されるようになっていたが、視点はユーザキャラクタ34の頭部内の位置(例えば、左目と右目との間の中間位置)に設定されるようにしてもよい。この場合、視点の視線方向42はユーザキャラクタ34の正面方向34Fと略等しくなり、視点の視野はユーザキャラクタ34の視野と略等しくなる。このため、図7(B)、図8(B)、図9、図10、図16において、視点の視線方向42はユーザキャラクタ34の正面方向34Fと同様に変化することになる。 [3] In the first embodiment and the second embodiment described above, the viewpoint is set above the back of the user character 34, but the viewpoint is a position in the head of the user character 34 ( For example, it may be set to an intermediate position between the left eye and the right eye. In this case, the visual line direction 42 of the viewpoint is substantially equal to the front direction 34F of the user character 34, and the visual field of the viewpoint is substantially equal to the visual field of the user character 34. For this reason, in FIG. 7B, FIG. 8B, FIG. 9, FIG. 10, and FIG. 16, the visual line direction 42 of the viewpoint changes in the same manner as the front direction 34F of the user character 34.
 [4]以上に説明した第1実施形態及び第2実施形態では、視線方向42を仮想空間30に対してX軸方向へ変化させるような例について説明したが、視線方向42を仮想空間30に対して異なる軸方向(例えばY軸方向)へ変化させるようにしてもよい。つまり、以上に説明した第1実施形態及び第2実施形態では、視線方向42を左右に変化させるような視線方向制御がなされているが、視線方向42を上下に変化させるような視線方向制御がなされるようにしてもよい。 [4] In the first embodiment and the second embodiment described above, an example in which the line-of-sight direction 42 is changed in the X-axis direction with respect to the virtual space 30 has been described, but the line-of-sight direction 42 is changed to the virtual space 30. On the other hand, you may make it change to a different axial direction (for example, Y-axis direction). That is, in the first embodiment and the second embodiment described above, the gaze direction control is performed such that the gaze direction 42 is changed to the left and right, but the gaze direction control is performed such that the gaze direction 42 is changed up and down. It may be made.
 [5]例えば、本発明は、ゲーム装置10と、ゲーム装置10と通信可能な制御装置(例えばサーバ装置)と、を含むゲームシステムに適用することも可能である。例えば、このゲームシステムでは、ユーザが操作部15を用いて行った操作に関する操作情報と、動き検出部16の検出結果に関する検出結果情報と、がゲーム装置10から制御装置に送信される。制御装置では、ゲーム装置10の表示部18に表示されるゲーム画面を更新するために用いられるデータ(例えば、ゲーム画面データ又はゲーム状況データ等)が、ゲーム装置10から受信された操作情報及び/又は検出結果情報に基づいて生成され、該データがゲーム装置10に送信される。そして、ゲーム装置10では、制御装置から受信された上記のデータに基づいて、ゲーム画面が表示部18に表示される。 [5] For example, the present invention can also be applied to a game system including the game device 10 and a control device (for example, a server device) that can communicate with the game device 10. For example, in this game system, operation information related to an operation performed by the user using the operation unit 15 and detection result information related to a detection result of the motion detection unit 16 are transmitted from the game device 10 to the control device. In the control device, data used for updating the game screen displayed on the display unit 18 of the game device 10 (for example, game screen data or game situation data) is received from the operation information received from the game device 10 and / or Alternatively, it is generated based on the detection result information, and the data is transmitted to the game apparatus 10. In the game apparatus 10, the game screen is displayed on the display unit 18 based on the above data received from the control apparatus.
 この場合、第1の視線方向制御部52及び第2の視線方向制御部54は制御装置において実現されるようにしてもよい。すなわち、制御装置(例えばサーバ装置)の制御部がプログラムを実行することによって、当該制御部が第1の視線方向制御部52及び第2の視線方向制御部54として機能するようにしてもよい。なお、この場合、第1の視線方向制御部52又は第2の視線方向制御部54によって更新された視線方向に基づいて生成されたゲーム画面データが制御装置からゲーム装置10に送信されるようにしてもよい。あるいは、第1の視線方向制御部52又は第2の視線方向制御部54によって更新された視線方向を示すデータ(ゲーム状況データ)が制御装置からゲーム装置10に送信されるようにし、このデータに基づいて、ゲーム画面がゲーム装置10において生成されるようにしてもよい。また、この場合、第1の視線方向制御部52又は第2の視線方向制御部54の視線方向制御のために必要なデータは、制御装置の記憶部、又は制御装置からアクセス可能な記憶装置に記憶しておくようにすればよい。 In this case, the first line-of-sight direction control unit 52 and the second line-of-sight direction control unit 54 may be realized in the control device. That is, the control unit of the control device (for example, the server device) may execute the program so that the control unit functions as the first gaze direction control unit 52 and the second gaze direction control unit 54. In this case, game screen data generated based on the gaze direction updated by the first gaze direction control unit 52 or the second gaze direction control unit 54 is transmitted from the control device to the game device 10. May be. Alternatively, data (game situation data) indicating the line-of-sight direction updated by the first line-of-sight direction control unit 52 or the second line-of-sight direction control unit 54 is transmitted from the control device to the game apparatus 10, and Based on this, a game screen may be generated in the game apparatus 10. In this case, the data necessary for the gaze direction control of the first gaze direction control unit 52 or the second gaze direction control unit 54 is stored in the storage unit of the control device or the storage device accessible from the control device. Just remember it.
 [6]以上では、ユーザキャラクタ34が敵キャラクタ36を退治するゲームに本発明を適用する場合について主に説明したが、本発明はこのようなゲーム以外のゲームにも適用することができる。本発明は、視点から見た仮想空間30を表すゲーム画面が表示されるようなゲームに適用することが可能である。 [6] Although the case where the present invention is applied to a game in which the user character 34 defeats the enemy character 36 has been mainly described above, the present invention can also be applied to a game other than such a game. The present invention can be applied to a game in which a game screen representing the virtual space 30 viewed from the viewpoint is displayed.

Claims (14)

  1.  操作部材と表示手段とを含み、視点から見た仮想空間を表すゲーム画面を前記表示手段に表示させるゲーム装置において、
     前記ゲーム装置の動きを検出する動き検出手段と、
     前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御手段と、
     前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御手段と、
     を含むことを特徴とするゲーム装置。
    In a game device that includes an operation member and display means, and causes the display means to display a game screen representing a virtual space viewed from a viewpoint,
    Movement detecting means for detecting movement of the game device;
    First gaze direction control means for updating the gaze direction of the viewpoint based on the detection result of the motion detection means;
    Second gaze direction control means for setting the gaze direction of the viewpoint to a predetermined direction when a predetermined operation related to the operation member is performed;
    A game apparatus comprising:
  2.  請求項1に記載のゲーム装置において、
     前記ゲーム装置は、ユーザの操作対象が前記仮想空間内で移動するゲームを実行し、
     前記仮想空間内の領域に対応づけて、基本方向を示す基本方向情報を記憶する手段を含み、
     前記所定方向は、前記ユーザの操作対象が位置している領域に対応づけられた前記基本方向情報が示す基本方向との間の角度差が所定角度であるような方向である、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    The game device executes a game in which an operation target of a user moves in the virtual space,
    Means for storing basic direction information indicating a basic direction in association with an area in the virtual space;
    The predetermined direction is a direction in which an angle difference from a basic direction indicated by the basic direction information associated with an area where the operation target of the user is located is a predetermined angle.
    A game device characterized by that.
  3.  請求項1に記載のゲーム装置において、
     複数の基本視線方向に関する情報を記憶する手段を含み、
     前記所定方向は、前記複数の基本視線方向のうちで、前記所定操作が行われた時点における前記視点の視線方向との間の角度差が所定角度であるような方向と最も近い基本視線方向である、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    Means for storing information relating to a plurality of basic gaze directions;
    The predetermined direction is a basic line-of-sight direction that is closest to a direction in which an angle difference from the line-of-sight direction of the viewpoint when the predetermined operation is performed is a predetermined angle among the plurality of basic line-of-sight directions. is there,
    A game device characterized by that.
  4.  請求項1に記載のゲーム装置において、
     前記所定方向は、前記所定操作が行われた時点における前記視点の視線方向との間の角度差が所定角度であるような方向であることを特徴とするゲーム装置。
    The game device according to claim 1,
    The game apparatus according to claim 1, wherein the predetermined direction is a direction in which an angle difference from a visual line direction of the viewpoint at the time when the predetermined operation is performed is a predetermined angle.
  5.  請求項2乃至4のいずれかに記載のゲーム装置において、
     ユーザは、複数の操作対象候補のうちから選択された操作対象を操作し、
     前記ゲーム装置は、前記複数の操作対象候補の各々に対応づけて、角度を示す角度情報を記憶する手段を含み、
     前記所定角度は、前記ユーザの操作対象として選択された操作対象候補に対応づけられた前記角度情報が示す角度である、
     ことを特徴とするゲーム装置。
    The game device according to any one of claims 2 to 4,
    The user operates an operation target selected from a plurality of operation target candidates,
    The game device includes means for storing angle information indicating an angle in association with each of the plurality of operation target candidates.
    The predetermined angle is an angle indicated by the angle information associated with the operation target candidate selected as the operation target of the user.
    A game device characterized by that.
  6.  請求項2乃至4のいずれかに記載のゲーム装置において、
     ユーザの操作対象のパラメータに関するパラメータ条件に対応づけて、角度を示す角度情報を記憶する手段を含み、
     前記所定角度は、前記ユーザの操作対象の前記パラメータが満足するパラメータ条件に対応づけられた前記角度情報が示す角度である、
     ことを特徴とするゲーム装置。
    The game device according to any one of claims 2 to 4,
    Means for storing angle information indicating an angle in association with a parameter condition related to a parameter to be operated by the user;
    The predetermined angle is an angle indicated by the angle information associated with a parameter condition that satisfies the parameter to be operated by the user.
    A game device characterized by that.
  7.  請求項1に記載のゲーム装置において、
     前記所定方向は、前記仮想空間における固定方向であることを特徴とするゲーム装置。
    The game device according to claim 1,
    The game apparatus according to claim 1, wherein the predetermined direction is a fixed direction in the virtual space.
  8.  請求項1に記載のゲーム装置において、
     前記視点の視野角は、前記所定操作が行われた時点における前記視点の視線方向と前記所定方向との間の角度差以上の角度に設定されることを特徴とするゲーム装置。
    The game device according to claim 1,
    The game apparatus according to claim 1, wherein the viewing angle of the viewpoint is set to an angle equal to or greater than an angle difference between the viewing direction of the viewpoint and the predetermined direction at the time when the predetermined operation is performed.
  9.  請求項1に記載のゲーム装置において、
     前記視点の視線方向が前記所定方向に設定された場合における前記視点の視野に、所定のオブジェクトが存在しているか否かを判定する手段を含み、
     前記第2の視線方向制御手段は、前記視点の視線方向が前記所定方向に設定された場合における前記視点の視野に前記所定のオブジェクトが存在しない場合、前記所定操作が行われた時点における前記視点の視線方向と前記所定方向との間の角度差よりも、前記所定操作が行われた時点における前記視点の視線方向との間の角度差が大きくなるような方向を、前記視点の視線方向として設定する手段を含む、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    Means for determining whether or not a predetermined object exists in the visual field of the viewpoint when the line-of-sight direction of the viewpoint is set to the predetermined direction;
    The second line-of-sight direction control means, when the predetermined object does not exist in the visual field of the viewpoint when the line-of-sight direction of the viewpoint is set to the predetermined direction, the viewpoint at the time when the predetermined operation is performed A direction in which an angle difference between the visual line direction of the viewpoint at the time when the predetermined operation is performed is larger than an angular difference between the visual line direction of the visual point and the predetermined direction as the visual line direction of the visual point Including means for setting,
    A game device characterized by that.
  10.  請求項1に記載のゲーム装置において、
     前記動き検出手段は、
     前記ゲーム装置に生じる加速度を検出する加速度検出手段と、
     前記ゲーム装置に生じる角速度を検出する角速度検出手段と、の少なくとも一方を含む、
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    The motion detection means includes
    Acceleration detecting means for detecting acceleration generated in the game device;
    Including at least one of angular velocity detecting means for detecting angular velocity generated in the game device,
    A game device characterized by that.
  11.  操作部材と、視点から見た仮想空間を表すゲーム画面を表示する表示手段と、を含むゲーム装置と通信可能な制御装置において、
     前記ゲーム装置の動きを検出する動き検出手段の検出結果を取得する手段と、
     前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御手段と、
     前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御手段と、
     を含むことを特徴とする制御装置。
    In a control device capable of communicating with a game device including an operation member and a display means for displaying a game screen representing a virtual space viewed from a viewpoint,
    Means for obtaining a detection result of a movement detection means for detecting movement of the game device;
    First gaze direction control means for updating the gaze direction of the viewpoint based on the detection result of the motion detection means;
    Second gaze direction control means for setting a gaze direction of the viewpoint to a predetermined direction when a predetermined operation related to the operation member is performed;
    The control apparatus characterized by including.
  12.  操作部材と、視点から見た仮想空間を表すゲーム画面を表示する表示手段と、を含むゲーム装置の前記表示手段に前記ゲーム画面を表示するためのゲーム制御方法において、
     前記ゲーム装置の動きを検出する動き検出手段の検出結果を取得するステップと、
     前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御ステップと、
     前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御ステップと、
     を含むことを特徴とするゲーム制御方法。
    In a game control method for displaying the game screen on the display means of a game device including an operation member and a display means for displaying a game screen representing a virtual space viewed from a viewpoint,
    Obtaining a detection result of a motion detection means for detecting a motion of the game device;
    A first gaze direction control step of updating a gaze direction of the viewpoint based on a detection result of the motion detection unit;
    A second gaze direction control step for setting the gaze direction of the viewpoint to a predetermined direction when a predetermined operation related to the operation member is performed;
    A game control method comprising:
  13.  操作部材を含むコンピュータを、視点から見た仮想空間を表すゲーム画面を表示手段に表示させるゲーム装置として機能させるためのプログラムにおいて、
     前記ゲーム装置の動きを検出する動き検出手段の検出結果を取得する手段、
     前記動き検出手段の検出結果に基づいて、前記視点の視線方向を更新する第1の視線方向制御手段、及び、
     前記操作部材に関する所定操作が行われた場合に、前記視点の視線方向を所定方向に設定する第2の視線方向制御手段、
     として前記コンピュータを機能させるためのプログラム。
    In a program for causing a computer including an operation member to function as a game device that causes a display unit to display a game screen representing a virtual space viewed from a viewpoint,
    Means for obtaining a detection result of a movement detection means for detecting movement of the game device;
    First gaze direction control means for updating the gaze direction of the viewpoint based on the detection result of the motion detection means; and
    A second gaze direction control means for setting the gaze direction of the viewpoint to a predetermined direction when a predetermined operation related to the operation member is performed;
    A program for causing the computer to function as
  14.  請求項13に記載のプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。 A computer-readable information storage medium in which the program according to claim 13 is recorded.
PCT/JP2012/070843 2011-12-27 2012-08-16 Game device, control device, game control method, program, and information storage medium WO2013099347A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2011-286044 2011-12-27
JP2011286044A JP5200158B1 (en) 2011-12-27 2011-12-27 GAME DEVICE, CONTROL DEVICE, GAME CONTROL METHOD, AND PROGRAM

Publications (1)

Publication Number Publication Date
WO2013099347A1 true WO2013099347A1 (en) 2013-07-04

Family

ID=48534074

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2012/070843 WO2013099347A1 (en) 2011-12-27 2012-08-16 Game device, control device, game control method, program, and information storage medium

Country Status (2)

Country Link
JP (1) JP5200158B1 (en)
WO (1) WO2013099347A1 (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6957712B1 (en) * 2020-10-08 2021-11-02 エヌエイチエヌ コーポレーション Program and field of view control method

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2007023592A1 (en) * 2005-08-26 2007-03-01 Konami Digital Entertainment Co., Ltd. Game machine, control method of game machine and information storage medium
WO2009084213A1 (en) * 2007-12-28 2009-07-09 Capcom Co., Ltd. Computer, program, and storage medium
JP2009232984A (en) * 2008-03-26 2009-10-15 Konami Digital Entertainment Co Ltd Game device, game processing method, and program
JP2011108256A (en) * 2011-01-07 2011-06-02 Nintendo Co Ltd Information processing program, information processing method, information processing apparatus, and information processing system

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2007023592A1 (en) * 2005-08-26 2007-03-01 Konami Digital Entertainment Co., Ltd. Game machine, control method of game machine and information storage medium
WO2009084213A1 (en) * 2007-12-28 2009-07-09 Capcom Co., Ltd. Computer, program, and storage medium
JP2009232984A (en) * 2008-03-26 2009-10-15 Konami Digital Entertainment Co Ltd Game device, game processing method, and program
JP2011108256A (en) * 2011-01-07 2011-06-02 Nintendo Co Ltd Information processing program, information processing method, information processing apparatus, and information processing system

Also Published As

Publication number Publication date
JP5200158B1 (en) 2013-05-15
JP2013132486A (en) 2013-07-08

Similar Documents

Publication Publication Date Title
US20220080303A1 (en) Spatially-correlated human-machine interface
JP6250592B2 (en) Head mounted display, information processing apparatus, display control method, and program
JP4358181B2 (en) GAME PROGRAM AND GAME DEVICE
US7495665B2 (en) Storage medium having game program stored thereon and game apparatus
JP7374313B2 (en) Methods, devices, terminals and programs for driving vehicles in virtual environments
EP2354893B1 (en) Reducing inertial-based motion estimation drift of a game input controller with an image-based motion estimation
JP4247218B2 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
JP5586545B2 (en) GAME SYSTEM, PORTABLE GAME DEVICE, INFORMATION PROCESSOR CONTROL METHOD, AND INFORMATION PROCESSOR CONTROL PROGRAM
WO2011135757A1 (en) Information storage medium, information input device, and control method of same
WO2008120020A2 (en) Projection method
JP5878438B2 (en) Display control device, display control system, and program
JP2017187952A (en) Display control method and program for causing computer to execute the method
JP2005245619A (en) Game device and game program
JP2012216073A (en) Image processor, image processor control method, and program
JP4134191B2 (en) GAME DEVICE, CHARACTER DISPLAY METHOD, PROGRAM, AND RECORDING MEDIUM
US11178384B2 (en) Information processing system, storage medium, information processing apparatus and information processing method
JP5200158B1 (en) GAME DEVICE, CONTROL DEVICE, GAME CONTROL METHOD, AND PROGRAM
WO2019168061A1 (en) Information processing device, recording medium, head-mounted display, and information processing system
US11285387B2 (en) Storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method
US11861060B2 (en) Recording medium for selecting objects using head mounted display, information processing system, and information processing method
JP6388270B1 (en) Information processing apparatus, information processing apparatus program, head mounted display, and display system
JP7078273B2 (en) Information processing equipment, information processing equipment programs, head-mounted displays, and information processing systems
JP2006122285A (en) Three-dimensional image processor, game device, three-dimensional image processing program and game program
JP4799269B2 (en) Image processing apparatus and program
JP2023166053A (en) Information processing program, information processing system, and information processing method

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 12861447

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 12861447

Country of ref document: EP

Kind code of ref document: A1

122 Ep: pct application non-entry in european phase

Ref document number: 12861447

Country of ref document: EP

Kind code of ref document: A1