WO2014045676A1 - Puzzle game program and computer - Google Patents

Puzzle game program and computer Download PDF

Info

Publication number
WO2014045676A1
WO2014045676A1 PCT/JP2013/068482 JP2013068482W WO2014045676A1 WO 2014045676 A1 WO2014045676 A1 WO 2014045676A1 JP 2013068482 W JP2013068482 W JP 2013068482W WO 2014045676 A1 WO2014045676 A1 WO 2014045676A1
Authority
WO
WIPO (PCT)
Prior art keywords
block
processing unit
puzzle
puzzle game
game program
Prior art date
Application number
PCT/JP2013/068482
Other languages
French (fr)
Japanese (ja)
Inventor
益 胡
Original Assignee
株式会社インターリンク
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 株式会社インターリンク filed Critical 株式会社インターリンク
Publication of WO2014045676A1 publication Critical patent/WO2014045676A1/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F2300/1068Features 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 being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen

Definitions

  • the present invention relates to a puzzle game program in a computer having a touch panel display device.
  • the puzzle game as a computer game is established as a genre among computer games because the rules of the game are clear and it is relatively easy to tackle and play easily.
  • the game program does not require complicated processing and does not use a lot of image data
  • the computer has a small capacity of the game program and does not have high processing performance, such as a mobile phone (including a smartphone), PHS, tablet computer, etc. But you can play.
  • Patent Document 1 An example of such a puzzle game is shown in Patent Document 1 to Patent Document 4.
  • Patent Literature 1 to Patent Literature 4 there are games aimed at matching a specific problem as one of puzzle games.
  • it is a puzzle game for the purpose of aligning numerical values to a specific pattern.
  • puzzle games are useful for brain activation and are effective in preventing dementia, for example. Therefore, it can be expected that elderly people use the puzzle game as described above to promote brain activation and help prevent dementia.
  • a puzzle game aimed at aligning a specific pattern or numerical value can be said to be familiar to elderly people because the rules are the easiest to understand.
  • the present inventor has invented a puzzle game especially for the prevention of dementia in the elderly.
  • a block operation detection processing unit for detecting an operation on a block arranged in m ⁇ n displayed on the touch panel display device by a computer having a touch panel display device, based on the detected operation.
  • a block movement processing unit that performs the movement process of the block by continuously moving the blocks in the row or column located in the movement direction, the arrangement of the block in the moved state, and the original state It is a puzzle game program that functions as a coincidence determination processing unit that determines coincidence by comparing the arrangement of blocks.
  • the user can operate as if he / she is directly touching the block, so even an elderly person unfamiliar with the computer can enjoy it.
  • you can move your finger to solve the puzzle you can move your fingertips and lead to brain activation.
  • the puzzle game program further generates a problem by moving the computer an arbitrary number of times with respect to the original block arranged in m ⁇ n.
  • the block operation detection processing unit may be configured as a puzzle game program that detects an operation on the block arranged in m ⁇ n generated as the problem in the touch panel display device. .
  • the puzzle game program causes the computer to further function as a game control processing unit that controls at least display of the puzzle game program.
  • the problem and the block It can also be configured like a puzzle game program that displays the original state at the same time.
  • the original state that is generally correct is not displayed at the same time as the problem. Therefore, by configuring as in the present invention, it is possible to enjoy the puzzle game while checking the original state.
  • the problem generation processing unit may be configured as a puzzle game program that changes the number of block movements from the original state based on the number of times the user clears the puzzle game.
  • the problem generation processing unit further generates a block in the original state by arbitrarily assigning a color or a pattern to each of the m ⁇ n blocks. It can also be configured as follows.
  • the problem generation processing unit further assigns each of the m ⁇ n blocks based on the number of times the user has cleared the puzzle game when generating the original block. It can also be configured like a puzzle game program that changes the number of colors or patterns.
  • the present invention it is possible to configure a puzzle game program that is easy to operate and familiar to even an elderly person.
  • the difficulty level can be kept moderate, it can attract the interest of the elderly.
  • FIG. 21 is a diagram schematically showing an expression on a puzzle program and an expression on a display device when a block is moved by two squares downward in the movement process of FIG.
  • FIG. 21 is a diagram schematically illustrating an expression on a puzzle program and an expression on a display device when a block is moved by two squares upward in the movement process of FIG. 20.
  • FIG. 21 is a diagram schematically showing an expression on a puzzle program and an expression on a display device when a block is moved by two squares in the right direction in the movement process of FIG. 20.
  • FIG. 21 is a diagram schematically showing an expression on a puzzle program and an expression on a display device when a block is moved by two squares in the left direction in the movement process of FIG. 20.
  • FIG. 1 Schematic diagram showing the function of the puzzle game program 1 of the present invention is schematically shown in FIG.
  • the puzzle game program 1 of the present invention is executed on a computer including a mobile phone (including a smartphone), a PHS, a tablet computer, and the like.
  • the computer includes a touch panel type display device 72.
  • FIG. 2 schematically shows an example of a hardware configuration of a computer for executing the puzzle game program 1.
  • the computer includes an arithmetic device 70 such as a CPU that executes arithmetic processing of a program, a storage device 71 such as a RAM and a hard disk that stores information, a display device 72 that is a touch panel display, processing results of the arithmetic device 70, and the like. And a communication device 73 that transmits and receives information stored in the storage device 71 via a network such as the Internet or a LAN.
  • Each function (each unit) realized on the computer is executed when each function of a program for executing the process is read into the arithmetic unit 70.
  • each function When using the information stored in the storage device 71 in the processing, each function reads the corresponding information from the storage device 71 and uses the read information in the processing in the arithmetic device 70 as appropriate.
  • the puzzle game program 1 may have its functions distributed over a plurality of computers.
  • the means in the present invention are only logically distinguished from each other in function, and may be physically or virtually the same area.
  • the puzzle information storage unit 711 stores, in the storage device 71, information on puzzles that are presented in the puzzle game of the present invention. It is preferable that the puzzle is divided into a plurality of levels, and a plurality of puzzles are stored for each level.
  • FIG. 4 schematically shows an example of the puzzle.
  • FIG. 4 shows an example of nine puzzles of level 1.
  • the puzzle information storage unit 711 actually stores information such as colors and patterns for each block and manages them.
  • the block is shown in three types: white background, shading, and diagonal lines. Actually, these are expressed in different colors, for example, white is white, shading is yellow, and diagonal lines are light blue. Preferably it is.
  • colors and designs can be provided as many as the number of blocks.
  • each block is regarded as one element of a matrix and information (for example, numerical values) corresponding to the color and pattern is stored.
  • information for example, numerical values
  • the puzzle game program 1 executes the processing as an array of 3 rows and 3 columns.
  • Corresponding information is stored such as “0” for a white block, “1” for a shaded block, and “2” for a shaded block.
  • the shape of the puzzle is not limited to a square and may be m ⁇ n.
  • the puzzle game program 1 includes a game control processing unit 10, a problem generation processing unit 11, a block operation detection processing unit 12, a block movement processing unit 13, and a coincidence determination processing unit 14.
  • the game control processing unit 10 performs general control processing related to the puzzle game. For example, game start, control of each screen, transition to the next puzzle, screen display when cleared, end processing, etc. are performed.
  • the problem generation processing unit 11 executes a process for generating a problem of a puzzle when the user accepts the selection of the puzzle.
  • the information of the puzzle stored in the puzzle information storage unit 711 is extracted, and the square is arbitrarily moved a plurality of times vertically or horizontally to break it from the original state and generate it as a problem.
  • the selected puzzle is in the state of FIG. 5 (FIG. 6A), the first row has two to the right (FIG. 6B) and the third column has one lower (FIG. 6C).
  • the third row is one on the left (FIG. 6 (d)), the first column is one on the top (FIG. 6 (e)), the second column is two on the top (FIG. 6 (f)), Move the first row to the left (Fig. 6 (g)), the second row to the left (Fig. 6 (h)), and the first row to the lower one (Fig. 6 (i)).
  • FIG. 6 (i) is generated as a problem.
  • the number of times of movement is based on an arbitrary setting.
  • the amount of movement of the block up, down, left and right may be determined by a random number, for example.
  • the block operation detection processing unit 12 detects the block selected by the user on the display device 72, and detects how much the selected block is moved and in what direction. That is, it detects how many operations to move up, down, left and right have been performed.
  • the block movement processing unit 13 executes a process of moving the block based on the operation of moving the block detected by the block operation detection processing unit 12. That is, for the block selected by the user, a process of continuously moving the row or column block located in the moving direction according to the order is executed.
  • the blocks are arranged in m ⁇ n, if the block is moved in a certain direction, the block will be shifted in that direction by the arrangement order.
  • the block located at the corresponding location is out of the m ⁇ n arrangement.
  • the blocks located in the row are sequentially moved to the right by 1 each. Then, the block located at the right end of the row is shifted from the 3 ⁇ 3 arrangement, and the block located at the left end of the row is blank. Therefore, a process of moving the shifted block (the block located at the right end) to the left end is executed.
  • the coincidence determination processing unit 14 determines whether the block movement processing unit 13 matches the original state stored in advance after the block movement processing by the block movement processing unit 13 according to the operation detected by the block operation detection processing unit 12.
  • the user gives an input instruction for starting a game by tapping an icon of the puzzle game program 1 of the touch panel type display device 72 (an operation of tapping the display device 72) on a predetermined computer.
  • the game control processing unit 10 activates the puzzle game program 1 on the computer based on this input instruction (S100).
  • the startup screen is displayed on the display device 72.
  • FIG. 7 schematically shows an example of the startup screen of the puzzle game program 1.
  • the game control processing unit 10 When starting the game, the user taps “Start Game” from the startup screen of FIG. Thereby, the game control processing unit 10 causes the display device 72 to display the screen shown in FIG. In FIG. 8, the game control processing unit 10 extracts and displays a list of puzzle information at predetermined levels (stages) from the puzzle information storage unit 711 of the storage device 71 (S110). For example, in FIG. 8, a level 1 (stage 1) puzzle is extracted from the puzzle information storage unit 711 and displayed.
  • the level is selected by tapping the display indicating the level (display of “Stage 1”).
  • the game control processing unit 10 accepts the selection instruction, extracts the information of the selected level puzzle from the puzzle information storage unit 711 and displays it (S110).
  • the user selects one puzzle to be played from the list of puzzles displayed on the screen of FIG. 8 and taps it.
  • the problem generation processing unit 11 generates a problem based on the information of the selected puzzle (S130).
  • a problem is generated by moving a block an arbitrary number of times in an arbitrary direction from the original state.
  • the game control processing unit 10 displays a game screen displaying the problem and the correct answer (target original state) as shown in FIG.
  • the image is displayed on the display device 72 (S140).
  • the original state as a correct answer is stored in the array A.
  • FIG. 9 shows a state in which the correct answer is displayed, the correct answer is not displayed, but the correct answer is temporarily displayed by the display operation of the correct answer from the user and the elapse of a certain period of time without operation. May be. By this, memory is trained because it tries to remember the correct answer.
  • the user selects a block and swipes up / down / left / right (moving in a specific direction while touching the display device 72) to move the block to the correct state. To solve the puzzle problem.
  • FIG. 10 shows a case where only one swipe of the user can be moved in the vertical and horizontal directions.
  • FIG. 11 is a diagram schematically showing the expression on the display device 72 of the puzzle and the expression on the program.
  • the block operation detection processing unit 12 detects the operation (S150). Then, the block operation detection processing unit 12 detects the position of the selected block and its moving direction (S300, S310).
  • the variable (i, j) indicates the position (coordinates) of the block selected by the user, and the variable (x, y) indicates the swipe direction and the amount of movement.
  • the block movement processing unit 13 executes a block movement process.
  • FIG. 12A shows the state of the array M before and after the movement
  • FIG. 12B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • FIG. 13A shows the state of the array M before and after the movement
  • FIG. 13B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • FIG. 14A shows the state of the array M before and after the movement
  • FIG. 14B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • FIG. 15A shows the state of the array M before and after the movement
  • FIG. 15B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • the coincidence determination processing unit 14 determines whether or not it matches the correct answer (the original state (the state shown in FIG. 6A)) (S170). That is, the match determination processing unit 14 compares the values of the arrays M and A, and determines that the answer is correct when all the values match. Since the above cases do not coincide with each other, the detection of the next block operation is awaited and the above processing is repeated.
  • the game control processing unit 10 displays the clear screen shown in FIG. 16 on the display device 72 (S180). If the user wants to enjoy the next puzzle, the selection of “next” on the clear screen in FIG. 16 is accepted. If all the puzzles at that level have not yet been cleared (S190), the game control process The unit 10 automatically selects the next puzzle, and the problem generation processing unit 11 executes the problem generation process in S130.
  • the game control processing unit 10 displays a clear screen of the level shown in FIG. 17 on the display device 72 (S200, S210), for example.
  • the game control processing unit 10 receives a list of next level puzzles by accepting the selection of “next” on the level clear screen of FIG.
  • the information is extracted from the puzzle information storage unit 711 of the storage device 71 and displayed (S110). For example, if level 1 is completed, a list of level 2 puzzles is extracted and displayed. This state is shown on the screen shown in FIG.
  • the game control processing unit 10 displays a game clear screen as shown in FIG. 19 on the display device 72 (S220).
  • FIG. 10 As the block movement processing in the block movement processing unit 13 described above, the processing of FIG. 10 is shown. However, when a plurality of cells can be moved by one swipe operation, for example, the flowchart of FIG. Processing can also be used. Processing in this case will be described below.
  • the block operation detection processing unit 12 detects the operation (S150). Then, the block operation detection processing unit 12 detects the position of the selected block and its moving direction (S400, S410).
  • the block movement processing unit 13 executes a block movement process.
  • the block movement processing unit 13 moves in the vertical direction and the forward direction (S420, S430), so that the array X (1,1), X (2,1), X (3,1)
  • FIG. 21A shows the state of the array M before and after the movement
  • FIG. 21B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • the block movement processing unit 13 performs M (1,3), X (3,3), X (1,3), X (2,3), X (3,3), respectively.
  • FIG. 22A shows the state of the array M before and after the movement
  • FIG. 22B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • the block movement processing unit 13 sets the arrays X (1,1), X (1,2), and X (1,3).
  • FIG. 23A shows the state of the array M before and after the movement
  • FIG. 23B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • the block movement processing unit 13 performs M (2,1), X (2,3), X (2,1), X (2,2), X (2,3), respectively.
  • FIG. 24A shows the state of the array M before and after the movement
  • FIG. 24B shows the state when displayed as a puzzle based on the array M before and after the movement.
  • the block movement processing can be performed.
  • FIGS. 10 and 20 are examples, and other processes can be similarly realized.
  • other methods such as using a pointer can be used.
  • the storage device 71 is provided with the puzzle information storage unit 711 , it is not necessary to provide it.
  • the original state of the puzzle is generated by arbitrarily selecting the color or pattern of each block based on the fact that it is an m ⁇ n puzzle and placing it at an arbitrary position of m ⁇ n. .
  • the problem generation processing unit 11 may execute a process of generating a problem.
  • the level value and the number of game clears are low depending on the difficulty level (for example, depending on the level value and the number of times the game is cleared).
  • the number of colors and patterns it is preferable to decrease the number of colors and patterns and increase the number of colors and patterns as the difficulty level increases (the level value and the number of times the game is cleared). If it is a puzzle of mxn kinds of colors and patterns at the maximum, since different colors and patterns are arranged in all the blocks, the problem in the most difficult state can be generated. In addition, since the degree of change from the original state increases as the number of times the block is moved in the problem generation processing unit 11, the number of times the block is moved according to the level value and the number of times the game is cleared. It may be changed.
  • the problem generation processing unit 11 may not be provided. In this case, both the puzzle that is in the original state and the puzzle that is presented as a problem may be stored in the puzzle information storage unit 711. As a result, the problem generation processing unit 11 is not required, so that the time required for problem generation is not required, and the processing can be performed at higher speed.
  • the puzzle game program 1 of the present invention makes it possible to configure a puzzle game that is easy to operate and familiar to even an elderly person. In addition, because the difficulty level can be kept moderate, it can attract the interest of the elderly.
  • Puzzle game program 10 Game control processing unit 11: Problem generation processing unit 12: Block operation detection processing unit 13: Block movement processing unit 14: Match determination processing unit 70: Computing device 71: Storage device 72: Touch panel display device 73: Communication device 711: Puzzle information storage unit

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The purpose of the present invention is to provide a puzzle game program in a computer that is equipped with a touch panel display device. The puzzle game program causes the computer that is equipped with a touch panel display device to function as: a block manipulation-detecting unit (12) for detecting a manipulation of blocks that are displayed on the touch panel display device in an m x n arrangement; a block-moving unit (13) for moving blocks on the basis of the detected manipulation by continuously and sequentially moving the blocks of a row or a column located in the direction of said movement; and a matching unit (14) for assessing matching by comparing the block arrangement after movement with the block arrangement of the original state.

Description

[規則37.2に基づきISAが決定した発明の名称] パズルゲームプログラムおよびコンピュータ[Name of invention determined by ISA based on Rule 37.2] Puzzle game program and computer
 本発明は,タッチパネル式の表示装置を備えるコンピュータにおけるパズルゲームプログラムに関する。 The present invention relates to a puzzle game program in a computer having a touch panel display device.
 コンピュータゲームとしてのパズルゲームは,ゲームのルールが明確であるため,比較的取り組みやすく,気軽に遊べるので,コンピュータゲームの中で一ジャンルとして確立されている。また,ゲームプログラムも複雑な処理が不要で,かつ画像データなども多用しないため,ゲームプログラムの容量が少なく,処理性能が高くないコンピュータ,たとえば携帯電話(スマートフォンを含む),PHS,タブレット型コンピュータなどでも遊ぶことが可能である。 The puzzle game as a computer game is established as a genre among computer games because the rules of the game are clear and it is relatively easy to tackle and play easily. In addition, since the game program does not require complicated processing and does not use a lot of image data, the computer has a small capacity of the game program and does not have high processing performance, such as a mobile phone (including a smartphone), PHS, tablet computer, etc. But you can play.
 このようなパズルゲームの一例を特許文献1乃至特許文献4に示す。 An example of such a puzzle game is shown in Patent Document 1 to Patent Document 4.
 特許文献1乃至特許文献4をはじめとして,パズルゲームの一つとして,特定の課題に合致させることを目的としたものが存在する。たとえば特定の絵柄に揃える,数値を揃えることを目的としたパズルゲームなどである。 In addition to Patent Literature 1 to Patent Literature 4, there are games aimed at matching a specific problem as one of puzzle games. For example, it is a puzzle game for the purpose of aligning numerical values to a specific pattern.
特開2001-246152号公報JP 2001-246152 A 特開2011-55999号公報JP 2011-55999 A 特開2011-156159号公報JP 2011-156159 A 特開2011-251006号公報JP 2011-251006 A
 近年,パズルゲームは脳の活性化に役立ち,たとえば認知症の予防などにも有効であると言われている。そのため,上述のようなパズルゲームを高齢者が利用することで,脳の活性化を促し,認知症の予防に役立たせることが期待できる。 In recent years, it has been said that puzzle games are useful for brain activation and are effective in preventing dementia, for example. Therefore, it can be expected that elderly people use the puzzle game as described above to promote brain activation and help prevent dementia.
 上述のように,特定の絵柄や数値に揃えることを目的としたパズルゲームは,ルールがもっとも分かりやすいことから,高齢者にとってもなじみやすいといえる。しかしながら,高齢者にとってコンピュータ自体になじみがない人も多く,複数の操作ボタンなどがあった場合には,パズルゲームであってもなかなか操作することが容易ではない。そのため,パズルゲームを行うことを断念してしまうおそれもある。そこで高齢者にとっても操作しやすいパズルゲームが求められている。 As mentioned above, a puzzle game aimed at aligning a specific pattern or numerical value can be said to be familiar to elderly people because the rules are the easiest to understand. However, there are many people who are not familiar with the computer itself for the elderly, and when there are a plurality of operation buttons, it is not easy to operate even a puzzle game. Therefore, there is a risk of giving up playing the puzzle game. Therefore, there is a need for a puzzle game that is easy for the elderly to operate.
 また高齢者といってもその能力には幅がある。従って,高齢者を対象としたパズルゲームであっても,その能力に衰えがほとんどない高齢者の場合,簡単なパズルゲームでは満足することができず,すぐに興味がなくなってしまうおそれもある。一方,能力の衰えが大きい高齢者の場合,複雑なパズルゲームは解くことができず,この場合も興味がなくなってしまう可能性が高い。 Also, even if you are an elderly person, there are different abilities. Therefore, even if it is a puzzle game for the elderly, if it is an elderly person whose ability has hardly declined, a simple puzzle game cannot be satisfied, and there is a possibility that it will soon lose interest. On the other hand, elderly people who have a large decline in ability cannot solve complex puzzle games, and in this case, there is a high possibility that they will lose interest.
 そこで高齢者を対象としたパズルゲームの場合,その能力差が大きいことから,幅広く対応することが求められる。 Therefore, in the case of a puzzle game for the elderly, the ability difference is large, so a wide range of support is required.
 そこで本発明者は上記課題に鑑み,特に高齢者の認知症予防を目的としたパズルゲームを発明した。 Therefore, in view of the above problems, the present inventor has invented a puzzle game especially for the prevention of dementia in the elderly.
 第1の発明は,タッチパネル式表示装置を備えたコンピュータを,前記タッチパネル式表示装置に表示した,m×nに配置したブロックに対する操作を検出するブロック操作検出処理部,前記検出した操作に基づいて,その移動方向に位置する行または列のブロックを連続的に順次移動することで,前記ブロックの移動処理を行うブロック移動処理部,前記移動後の状態のブロックの配置と,前記元の状態のブロックの配置とを比較することで一致を判定する一致判定処理部,として機能させるパズルゲームプログラムである。 According to a first aspect of the present invention, there is provided a block operation detection processing unit for detecting an operation on a block arranged in m × n displayed on the touch panel display device by a computer having a touch panel display device, based on the detected operation. , A block movement processing unit that performs the movement process of the block by continuously moving the blocks in the row or column located in the movement direction, the arrangement of the block in the moved state, and the original state It is a puzzle game program that functions as a coincidence determination processing unit that determines coincidence by comparing the arrangement of blocks.
 本発明のように構成することで,ユーザは,直接,ブロックを触っているかのような感覚で操作ができるので,コンピュータに不慣れな高齢者であっても楽しむことができる。また,自ら指を動かしてパズルを解くことができるので,指先の運動となり,脳の活性化につなげることもできる。 By configuring as in the present invention, the user can operate as if he / she is directly touching the block, so even an elderly person unfamiliar with the computer can enjoy it. In addition, because you can move your finger to solve the puzzle, you can move your fingertips and lead to brain activation.
 上述の発明において,前記パズルゲームプログラムは,前記コンピュータを,さらに,m×nに配置した元の状態のブロックに対して,任意の回数だけブロックを移動させることで問題を生成する問題生成処理部,として機能させ,前記ブロック操作検出処理部は,前記タッチパネル式表示装置における,前記問題として生成されたm×nに配置したブロックに対する操作を検出する,パズルゲームプログラムのように構成することもできる。 In the above-described invention, the puzzle game program further generates a problem by moving the computer an arbitrary number of times with respect to the original block arranged in m × n. , And the block operation detection processing unit may be configured as a puzzle game program that detects an operation on the block arranged in m × n generated as the problem in the touch panel display device. .
 本発明のように構成すれば,問題を自動的に生成するので,問題生成時のブロックの移動回数を任意に変更すれば,高齢者の能力差に応じることも可能となる。そのため幅広い高齢者が楽しむことができる。 If configured as in the present invention, a problem is automatically generated. Therefore, if the number of block movements at the time of problem generation is arbitrarily changed, it becomes possible to respond to the ability difference of the elderly. Therefore, a wide range of elderly people can enjoy it.
 上述の発明において,前記パズルゲームプログラムは,前記コンピュータを,さらに,前記パズルゲームプログラムの表示の制御を少なくとも行うゲーム制御処理部,として機能させ,前記タッチパネル式表示装置において,前記問題と前記ブロックの元の状態とを同時に表示する,パズルゲームプログラムのように構成することもできる。 In the above-described invention, the puzzle game program causes the computer to further function as a game control processing unit that controls at least display of the puzzle game program. In the touch panel display device, the problem and the block It can also be configured like a puzzle game program that displays the original state at the same time.
 パズルゲームでは,一般的に正解となる元の状態を問題と同時に表示することはない。そこで本発明のように構成することで,元の状態を確認しながらパズルゲームを楽しむことができる。 In puzzle games, the original state that is generally correct is not displayed at the same time as the problem. Therefore, by configuring as in the present invention, it is possible to enjoy the puzzle game while checking the original state.
 上述の発明において,前記問題生成処理部は,前記ユーザのパズルゲームのクリア回数に基づいて,前記元の状態からのブロックの移動回数を変更する,パズルゲームプログラムのように構成することもできる。 In the above-described invention, the problem generation processing unit may be configured as a puzzle game program that changes the number of block movements from the original state based on the number of times the user clears the puzzle game.
 上述の発明において,前記問題生成処理部は,さらに,前記m×nの各ブロックに対して,色または絵柄を任意に割り当てることで,前記元の状態となるブロックを生成する,パズルゲームプログラムのように構成することもできる。 In the above-described invention, the problem generation processing unit further generates a block in the original state by arbitrarily assigning a color or a pattern to each of the m × n blocks. It can also be configured as follows.
 上述の発明において,前記問題生成処理部は,さらに,前記元の状態となるブロックを生成する際に,前記ユーザのパズルゲームのクリア回数に基づいて,前記m×nの各ブロックに対して割り当てる色または絵柄の数を変更する,パズルゲームプログラムのように構成することもできる。 In the above-described invention, the problem generation processing unit further assigns each of the m × n blocks based on the number of times the user has cleared the puzzle game when generating the original block. It can also be configured like a puzzle game program that changes the number of colors or patterns.
 これらの発明のように構成することで,パズルゲームの難易度を細かく調整することが自動的に行える。そのため,通常は問題作成が一番大変であるが,その負担を軽減することができる。 By configuring as in these inventions, it is possible to automatically adjust the difficulty level of the puzzle game. Therefore, problem creation is usually the most difficult, but the burden can be reduced.
 上述の各パズルゲームプログラムを備えるコンピュータを構成しても,本発明と同様の技術的効果を得ることができる。 Even if a computer having the above-described puzzle game programs is configured, the same technical effect as the present invention can be obtained.
 本発明によって,高齢者であっても操作がしやすく,またなじみやすいパズルゲームプログラムを構成することができる。また,難易度を適度に保つことができることから,高齢者の興味を惹きつけることができる。 According to the present invention, it is possible to configure a puzzle game program that is easy to operate and familiar to even an elderly person. In addition, because the difficulty level can be kept moderate, it can attract the interest of the elderly.
本発明のパズルゲームプログラムの機能の概略を示す概念図である。It is a conceptual diagram which shows the outline of the function of the puzzle game program of this invention. 本発明のパズルゲームプログラムを実行するコンピュータのハードウェア構成の一例を模式的に示す図である。It is a figure which shows typically an example of the hardware constitutions of the computer which executes the puzzle game program of this invention. 本発明のパズルゲームプログラムの処理プロセスの一例を示すフローチャートである。It is a flowchart which shows an example of the processing process of the puzzle game program of this invention. パズルの一例を模式的に示す図である。It is a figure which shows an example of a puzzle typically. 選択されたパズルの一例を模式的に示す図である。It is a figure which shows typically an example of the selected puzzle. 問題生成処理の一例を模式的に示す図である。It is a figure which shows an example of a problem production | generation process typically. 起動画面の一例を模式的に示す図である。It is a figure which shows an example of a starting screen typically. あるレベルのパズルの一覧が表示された画面の一例を模式的に示す図である。It is a figure which shows typically an example of the screen where the list of the puzzle of a certain level was displayed. ゲーム画面の一例を模式的に示す図である。It is a figure which shows an example of a game screen typically. ブロックの移動処理を模式的に示すフローチャートである。It is a flowchart which shows the movement process of a block typically. パズルの表示装置上での表現とプログラム上での表現を模式的に示す図である。It is a figure which shows typically the expression on the display apparatus of a puzzle, and the expression on a program. 図10の移動処理において,下方向にブロックを移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。It is a figure which shows typically the expression on the program of a puzzle and the expression on a display apparatus when a block is moved below in the movement process of FIG. 図10の移動処理において,上方向にブロックを移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。It is a figure which shows typically the expression on the program of a puzzle, and the expression on a display apparatus at the time of moving a block upwards in the movement process of FIG. 図10の移動処理において,右方向にブロックを移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。It is a figure which shows typically the expression on the program of a puzzle and the expression on a display apparatus at the time of moving a block to the right direction in the movement process of FIG. 図10の移動処理において,左方向にブロックを移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。It is a figure which shows typically the expression on the program of a puzzle and the expression on a display apparatus at the time of moving a block to the left in the movement process of FIG. クリア画面の一例を模式的に示す図である。It is a figure which shows an example of a clear screen typically. レベルのクリア画面の一例を模式的に示す図である。It is a figure which shows an example of the clear screen of a level typically. 新しいレベルのパズルの一覧が表示された画面の一例を模式的に示す図である。It is a figure which shows typically an example of the screen on which the list of the puzzles of a new level was displayed. ゲームのクリア画面の一例を模式的に示す図である。It is a figure which shows an example of the clear screen of a game typically. ブロックの移動処理のほかの実施態様を模式的に示すフローチャートである。It is a flowchart which shows typically the other embodiment of the movement process of a block. 図20の移動処理において,下方向にブロックを2マス移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。FIG. 21 is a diagram schematically showing an expression on a puzzle program and an expression on a display device when a block is moved by two squares downward in the movement process of FIG. 20. 図20の移動処理において,上方向にブロックを2マス移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。FIG. 21 is a diagram schematically illustrating an expression on a puzzle program and an expression on a display device when a block is moved by two squares upward in the movement process of FIG. 20. 図20の移動処理において,右方向にブロックを2マス移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。FIG. 21 is a diagram schematically showing an expression on a puzzle program and an expression on a display device when a block is moved by two squares in the right direction in the movement process of FIG. 20. 図20の移動処理において,左方向にブロックを2マス移動させた場合の,パズルのプログラム上での表現と表示装置上での表現とを模式的に示す図である。FIG. 21 is a diagram schematically showing an expression on a puzzle program and an expression on a display device when a block is moved by two squares in the left direction in the movement process of FIG. 20.
 本発明のパズルゲームプログラム1の機能を示す概念図を図1に模式的に示す。本発明のパズルゲームプログラム1は,携帯電話(スマートフォンを含む),PHS,タブレット型コンピュータなどを含むコンピュータ上で実行される。このコンピュータは,後述するように,タッチパネル形式の表示装置72を備えている。 Schematic diagram showing the function of the puzzle game program 1 of the present invention is schematically shown in FIG. The puzzle game program 1 of the present invention is executed on a computer including a mobile phone (including a smartphone), a PHS, a tablet computer, and the like. As will be described later, the computer includes a touch panel type display device 72.
 図2に,パズルゲームプログラム1を実行するためのコンピュータのハードウェア構成の一例を模式的に示す。 FIG. 2 schematically shows an example of a hardware configuration of a computer for executing the puzzle game program 1.
 本発明では,パズルゲームプログラム1がコンピュータ上で実行されることで実現される。コンピュータは,プログラムの演算処理を実行するCPUなどの演算装置70と,情報を記憶するRAMやハードディスクなどの記憶装置71と,タッチパネル式のディスプレイである表示装置72と,演算装置70の処理結果や記憶装置71に記憶する情報をインターネットやLANなどのネットワークを介して送受信する通信装置73とを有している。コンピュータ上で実現する各機能(各手段)は,その処理を実行するプログラムの各機能が演算装置70に読み込まれることでその処理が実行される。各機能は,記憶装置71に記憶した情報をその処理において使用する場合には,該当する情報を当該記憶装置71から読み出し,読み出した情報を適宜,演算装置70における処理に用いる。なお,パズルゲームプログラム1は,その機能が複数のコンピュータに分散配置されていても良い。 In the present invention, this is realized by executing the puzzle game program 1 on a computer. The computer includes an arithmetic device 70 such as a CPU that executes arithmetic processing of a program, a storage device 71 such as a RAM and a hard disk that stores information, a display device 72 that is a touch panel display, processing results of the arithmetic device 70, and the like. And a communication device 73 that transmits and receives information stored in the storage device 71 via a network such as the Internet or a LAN. Each function (each unit) realized on the computer is executed when each function of a program for executing the process is read into the arithmetic unit 70. When using the information stored in the storage device 71 in the processing, each function reads the corresponding information from the storage device 71 and uses the read information in the processing in the arithmetic device 70 as appropriate. Note that the puzzle game program 1 may have its functions distributed over a plurality of computers.
 本発明における各手段は,その機能が論理的に区別されているのみであって,物理上あるいは事実上は同一の領域を為していても良い。 The means in the present invention are only logically distinguished from each other in function, and may be physically or virtually the same area.
 パズル情報記憶部711は,記憶装置71において,本発明のパズルゲームで出題するパズルの情報を記憶する。パズルとしては,複数のレベルに分けられており,そのレベルごとに複数のパズルが記憶されていることが好ましい。図4にパズルの一例を模式的に示す。図4は,レベル1の9つのパズルの一例を示している。なお,パズル情報記憶部711には,実際には,各ブロックごとの色や絵柄などの情報が記憶されており,それが管理されている。なお,図4では,ブロックには白地,網掛け,斜線の3種類で示しているが,実際には,これらが異なる色,たとえば白地は白,網掛けは黄色,斜線は水色として表現されていることが好ましい。また最大,ブロックの数だけ色や絵柄などを設けることができる。 The puzzle information storage unit 711 stores, in the storage device 71, information on puzzles that are presented in the puzzle game of the present invention. It is preferable that the puzzle is divided into a plurality of levels, and a plurality of puzzles are stored for each level. FIG. 4 schematically shows an example of the puzzle. FIG. 4 shows an example of nine puzzles of level 1. The puzzle information storage unit 711 actually stores information such as colors and patterns for each block and manages them. In FIG. 4, the block is shown in three types: white background, shading, and diagonal lines. Actually, these are expressed in different colors, for example, white is white, shading is yellow, and diagonal lines are light blue. Preferably it is. In addition, colors and designs can be provided as many as the number of blocks.
 また図面上は,各ブロックに色や絵柄などが表現されているが,パズルゲームのプログラム上では,各ブロックを行列の一要素と見て,色や絵柄に対応する情報(たとえば数値)が記憶されている。たとえば図4の場合,3×3のパズルであるので,3行3列の配列としてパズルゲームプログラム1では処理を実行する。そして白地のブロックには「0」,網掛けのブロックには「1」,斜線のブロックには「2」といったように,それぞれ対応する情報が記憶されている。なお,パズルの形状は正方形に限られるものではなく,m×nであれば良い。なお,m,nは自然数であり,n=mの場合も含まれる。 In the drawing, colors and patterns are represented in each block, but in the puzzle game program, each block is regarded as one element of a matrix and information (for example, numerical values) corresponding to the color and pattern is stored. Has been. For example, in the case of FIG. 4, since it is a 3 × 3 puzzle, the puzzle game program 1 executes the processing as an array of 3 rows and 3 columns. Corresponding information is stored such as “0” for a white block, “1” for a shaded block, and “2” for a shaded block. Note that the shape of the puzzle is not limited to a square and may be m × n. Note that m and n are natural numbers, including the case where n = m.
 パズルゲームプログラム1は,ゲーム制御処理部10と問題生成処理部11とブロック操作検出処理部12とブロック移動処理部13と一致判定処理部14とを有する。 The puzzle game program 1 includes a game control processing unit 10, a problem generation processing unit 11, a block operation detection processing unit 12, a block movement processing unit 13, and a coincidence determination processing unit 14.
 ゲーム制御処理部10は,パズルゲームに関する全般の制御処理を行う。たとえばゲームの起動,各画面の制御,次のパズルへの移行,クリアした場合の画面表示,終了処理などを行う。 The game control processing unit 10 performs general control processing related to the puzzle game. For example, game start, control of each screen, transition to the next puzzle, screen display when cleared, end processing, etc. are performed.
 問題生成処理部11は,ユーザが,パズルを選択することを受け付けると,そのパズルの問題を生成する処理を実行する。パズル情報記憶部711で記憶してるパズルの情報を抽出し,それを任意に複数回,縦または横にマスを移動させることで,元の状態から崩し,それを問題として生成する。 The problem generation processing unit 11 executes a process for generating a problem of a puzzle when the user accepts the selection of the puzzle. The information of the puzzle stored in the puzzle information storage unit 711 is extracted, and the square is arbitrarily moved a plurality of times vertically or horizontally to break it from the original state and generate it as a problem.
 たとえば選択されたパズルが図5(図6(a))の状態の場合,1行目を右に2つ(図6(b)),3列目を下に1つ(図6(c)),3行目を左に1つ(図6(d)),1列目を上に1つ(図6(e)),2列目を上に2つ(図6(f)),1行目を左に2つ(図6(g)),2行目を左に2つ(図6(h)),1列目を下に1つ(図6(i)),それぞれ移動させる。これによって,図6(i)の状態ができるので,図6(i)を問題として生成する。何回移動させるかは任意の設定に基づく。またブロックを上下左右にどれだけ移動させるかは,たとえば乱数などによって定めればよい。 For example, if the selected puzzle is in the state of FIG. 5 (FIG. 6A), the first row has two to the right (FIG. 6B) and the third column has one lower (FIG. 6C). ), The third row is one on the left (FIG. 6 (d)), the first column is one on the top (FIG. 6 (e)), the second column is two on the top (FIG. 6 (f)), Move the first row to the left (Fig. 6 (g)), the second row to the left (Fig. 6 (h)), and the first row to the lower one (Fig. 6 (i)). Let As a result, the state of FIG. 6 (i) is created, and FIG. 6 (i) is generated as a problem. The number of times of movement is based on an arbitrary setting. The amount of movement of the block up, down, left and right may be determined by a random number, for example.
 ブロック操作検出処理部12は,ユーザが表示装置72上で選択したブロックを検出し,選択されたブロックが,どの方向にどれだけ移動する操作が行われたかを検出する。すなわち上下左右にいくつ移動する操作が行われたかを検出する。 The block operation detection processing unit 12 detects the block selected by the user on the display device 72, and detects how much the selected block is moved and in what direction. That is, it detects how many operations to move up, down, left and right have been performed.
 ブロック移動処理部13は,ブロック操作検出処理部12で検出したブロックを移動させる操作に基づいて,ブロックを移動させる処理を実行する。すなわち,ユーザが選択したブロックについて,移動させる方向に位置する行または列のブロックを,その順序に従って,連続的に移動させる処理を実行する。 The block movement processing unit 13 executes a process of moving the block based on the operation of moving the block detected by the block operation detection processing unit 12. That is, for the block selected by the user, a process of continuously moving the row or column block located in the moving direction according to the order is executed.
 ここでm×nに配置されるブロックであるから,ある方向にブロックを移動させた場合には,その方向に,その並び順だけブロックがずれることとなるが,移動方向の端から移動量に相当する場所に位置するブロックは,m×nの配置から外れてしまう。一方,移動方向の反対の端から移動量に相当する場所にはブロックが存在しなくなる。そこで外れたブロックを,その存在しなくなったブロックに,そのまま配置をする移動処理を行う。これによって,ブロックの両端が連続的に繋がっているように移動制御することができる。 Here, since the blocks are arranged in m × n, if the block is moved in a certain direction, the block will be shifted in that direction by the arrangement order. The block located at the corresponding location is out of the m × n arrangement. On the other hand, there is no block at a position corresponding to the movement amount from the opposite end in the movement direction. Therefore, a moving process is performed in which the detached block is placed as it is on the block that no longer exists. This makes it possible to control the movement so that both ends of the block are continuously connected.
 たとえば3×3で配置されるブロックであって,右方向にブロックを1だけ移動させた場合,その行に位置するブロックをそれぞれ順次,1つだけ右に移動させる。そうすると,その行の右端に位置したブロックは3×3の配置からずれることとなり,その行の左端に位置したブロックは空白となる。そこで,ずれたブロック(右端に位置していたブロック)を左端に移動させる処理を実行する。 For example, if the block is arranged in 3 × 3 and the block is moved by 1 in the right direction, the blocks located in the row are sequentially moved to the right by 1 each. Then, the block located at the right end of the row is shifted from the 3 × 3 arrangement, and the block located at the left end of the row is blank. Therefore, a process of moving the shifted block (the block located at the right end) to the left end is executed.
 一致判定処理部14は,ブロック操作検出処理部12で検出した操作に従ってブロック移動処理部13でブロックの移動処理後,それがあらかじめ記憶された元の状態と一致しているかを判定する。 The coincidence determination processing unit 14 determines whether the block movement processing unit 13 matches the original state stored in advance after the block movement processing by the block movement processing unit 13 according to the operation detected by the block operation detection processing unit 12.
 つぎに本発明のパズルゲームプログラム1の処理プロセスの一例を図3を用いて説明する。なお,以下の説明では,タブレット型コンピュータでパズルゲームプログラム1を実行する場合を説明するが,それ以外の携帯電話,PHSなどであっても同様に行える。 Next, an example of the processing process of the puzzle game program 1 of the present invention will be described with reference to FIG. In the following description, the case where the puzzle game program 1 is executed on a tablet computer will be described, but the same can be applied to other mobile phones, PHSs, and the like.
 まずユーザは所定のコンピュータで,たとえば,タッチパネル式の表示装置72のパズルゲームプログラム1のアイコンをタップ(表示装置72を軽く叩く操作)することで,ゲームを起動させることの入力指示を行う。ゲーム制御処理部10は,この入力指示に基づいてパズルゲームプログラム1をコンピュータで起動し,(S100)。起動画面を表示装置72で表示させる。図7にパズルゲームプログラム1の起動画面の一例を模式的に示す。 First, the user gives an input instruction for starting a game by tapping an icon of the puzzle game program 1 of the touch panel type display device 72 (an operation of tapping the display device 72) on a predetermined computer. The game control processing unit 10 activates the puzzle game program 1 on the computer based on this input instruction (S100). The startup screen is displayed on the display device 72. FIG. 7 schematically shows an example of the startup screen of the puzzle game program 1.
 ユーザはゲームを開始する場合,図7の起動画面から「ゲームを始める」をタップする。これによって,ゲーム制御処理部10は,図8に示す画面を表示装置72に表示させる。図8では,あらかじめ定められたレベル(ステージ)のパズルの情報の一覧を,ゲーム制御処理部10は,記憶装置71のパズル情報記憶部711から抽出して表示する(S110)。たとえば図8では,レベル1(ステージ1)のパズルをパズル情報記憶部711から抽出して表示している。 When starting the game, the user taps “Start Game” from the startup screen of FIG. Thereby, the game control processing unit 10 causes the display device 72 to display the screen shown in FIG. In FIG. 8, the game control processing unit 10 extracts and displays a list of puzzle information at predetermined levels (stages) from the puzzle information storage unit 711 of the storage device 71 (S110). For example, in FIG. 8, a level 1 (stage 1) puzzle is extracted from the puzzle information storage unit 711 and displayed.
 ここで,ユーザが異なるレベルのパズルを選択したい場合には,レベルを示す表示(「ステージ1」の表示)をタップすることで,レベルを選択する。その選択指示をゲーム制御処理部10は受け付け,選択されたレベルのパズルの情報をパズル情報記憶部711から抽出して表示させる(S110)。 Here, when the user wants to select a puzzle of a different level, the level is selected by tapping the display indicating the level (display of “Stage 1”). The game control processing unit 10 accepts the selection instruction, extracts the information of the selected level puzzle from the puzzle information storage unit 711 and displays it (S110).
 図8の画面で表示されているパズルの一覧から,ユーザは遊びたいパズルを一つ選択し,タップをする。この選択指示をゲーム制御処理部10が受け付けると(S120),その選択されたパズルの情報に基づいて,問題生成処理部11が問題を生成する(S130)。この問題生成処理は,上述のように,元の状態から,任意の方向に,任意の回数だけブロックを移動させることで,問題を生成する。 The user selects one puzzle to be played from the list of puzzles displayed on the screen of FIG. 8 and taps it. When the game control processing unit 10 receives this selection instruction (S120), the problem generation processing unit 11 generates a problem based on the information of the selected puzzle (S130). In the problem generation process, as described above, a problem is generated by moving a block an arbitrary number of times in an arbitrary direction from the original state.
 たとえばS120において,図8の左下のパズルを選択した場合,図6のようにブロックを移動させる処理を実行することで,図6(i)のように問題を生成する。なお,このブロックを移動させる処理は,後述のブロック移動処理部13の処理を実行すればよい。 For example, when the lower left puzzle in FIG. 8 is selected in S120, a problem is generated as shown in FIG. 6 (i) by executing the process of moving the block as shown in FIG. In addition, the process of moving this block should just perform the process of the block movement process part 13 mentioned later.
 このようにして問題生成処理部11で問題を生成すると,ゲーム制御処理部10は,図9に示すように,問題と正解(目標とする元の状態)とを一つに表示したゲーム画面を表示装置72で表示する(S140)。この際に,正解とする元の状態を配列Aに記憶させておく。たとえば正解が図6(a)の状態とすると,配列A(m,n)には,それぞれ,A(1,1)=1,A(1,2)=0,A(1,3)=0,A(2,1)=1,A(2,2)=0,A(2,3)=2,A(3,1)=0,A(3,2)=0,A(3,3)=2を格納しておく。なお,図9では,正解を表示した状態を示したが,正解を表示せずに,ユーザからの正解の表示操作,無操作状態の一定時間の経過によって,一時的に正解を表示させるようにしても良い。これによって,正解を記憶しようとするので,記憶力も鍛えられる。 When the problem generation processing unit 11 generates a problem in this way, the game control processing unit 10 displays a game screen displaying the problem and the correct answer (target original state) as shown in FIG. The image is displayed on the display device 72 (S140). At this time, the original state as a correct answer is stored in the array A. For example, if the correct answer is the state shown in FIG. 6A, the array A (m, n) has A (1,1) = 1, A (1,2) = 0, A (1,3) = 0, A (2,1) = 1, A (2,2) = 0, A (2,3) = 2, A (3,1) = 0, A (3,2) = 0, A (3 , 3) = 2 is stored. Although FIG. 9 shows a state in which the correct answer is displayed, the correct answer is not displayed, but the correct answer is temporarily displayed by the display operation of the correct answer from the user and the elapse of a certain period of time without operation. May be. By this, memory is trained because it tries to remember the correct answer.
 ユーザは,このゲーム画面で,ブロックを選択して上下左右方向にスワイプ(表示装置72に指を触れたまま特定の方向に移動する操作)することで,ブロックを正解の状態にあわせるように移動させ,パズルの問題を解くこととなる。 On this game screen, the user selects a block and swipes up / down / left / right (moving in a specific direction while touching the display device 72) to move the block to the correct state. To solve the puzzle problem.
 パズルゲームプログラム1において,ブロックを移動させる処理を図10のフローチャートを用いて説明する。図10のフローチャートの場合,ユーザの一度のスワイプでは1つだけ上下左右方向に移動させられる場合を示す。 Processing for moving blocks in the puzzle game program 1 will be described with reference to the flowchart of FIG. The flowchart of FIG. 10 shows a case where only one swipe of the user can be moved in the vertical and horizontal directions.
 図11は,パズルの表示装置72上での表現とプログラム上での表現とを模式的に示す図である。パズルが図11の状態に変形されていたとする。図11の状態は3×3のパズル(m=3,n=3)であり,左上のブロックが原点M(1,1)となり,右および下方向をそれぞれ正方向としている。またパズル上の各ブロックには,それぞれ図11に示すように色が配置されている。そのため,プログラムの処理では,ブロックの位置に対応する配列M(m,n)には,それぞれ,M(1,1)=0,M(1,2)=1,M(1,3)=2,M(2,1)=2,M(2,2)=0,M(2,3)=0,M(3,1)=1,M(3,2)=0,M(3,3)=0として値が代入されている。 FIG. 11 is a diagram schematically showing the expression on the display device 72 of the puzzle and the expression on the program. Assume that the puzzle has been transformed into the state shown in FIG. The state of FIG. 11 is a 3 × 3 puzzle (m = 3, n = 3), the upper left block is the origin M (1, 1), and the right and lower directions are positive directions. Each block on the puzzle has a color arranged as shown in FIG. Therefore, in the program processing, the array M (m, n) corresponding to the position of the block has M (1,1) = 0, M (1,2) = 1, M (1,3) = respectively. 2, M (2,1) = 2, M (2,2) = 0, M (2,3) = 0, M (3,1) = 1, M (3,2) = 0, M (3 , 3) = 0 and the value is substituted.
 まずユーザが図9のゲーム画面において,移動させるブロックを選択し上下左右方向にスワイプすると,その操作をブロック操作検出処理部12が検出をする(S150)。そうすると,ブロック操作検出処理部12は,選択されたブロックの位置とその移動方向を検出する(S300,S310)。 First, when the user selects a block to be moved and swipes in the vertical and horizontal directions on the game screen of FIG. 9, the block operation detection processing unit 12 detects the operation (S150). Then, the block operation detection processing unit 12 detects the position of the selected block and its moving direction (S300, S310).
 ここで図9でユーザが選択したブロックが(i,j)=(2,1)であり,下方向に1つ移動((x,y)=(0,1))させるとする。なお,変数(i,j)はユーザにより選択されたブロックの位置(座標)を示すものであり,変数(x,y)はスワイプさせた方向およびその移動量を示すものである。 Here, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (2, 1) and is moved downward ((x, y) = (0, 1)). The variable (i, j) indicates the position (coordinates) of the block selected by the user, and the variable (x, y) indicates the swipe direction and the amount of movement.
 そうすると,ブロック移動処理部13は,ブロックの移動処理を実行する。上述の場合,ブロック移動処理部13は,移動方向が上下方向なので(S320),配列X(1,1),X(2,1),X(3,1)に対してそれぞれ,M(1,1),M(2,1),M(3,1)の値を代入する(S330)。すなわちX(1,1)=0,X(2,1)=2,X(3,1)=1を代入する。 Then, the block movement processing unit 13 executes a block movement process. In the above case, since the movement direction is the vertical direction (S320), the block movement processing unit 13 uses M (1) for each of the arrays X (1,1), X (2,1) and X (3,1) , 1), M (2,1), M (3,1) are substituted (S330). That is, X (1,1) = 0, X (2,1) = 2, and X (3,1) = 1 are substituted.
 そしてブロック移動処理部13は,移動方向が下方向(正方向)であるから,カウンタa=1からa=m(m=3)になるまで,S340の処理を繰り返す。すなわちまずカウンタaには初期値1を代入し,M(1,1)=X(3,1)=1を代入する。そしてカウンタaをインクリメントしてM(2,1)=X(2-1,1)=X(1,1)=0を代入する。そしてカウンタaをインクリメントしてM(3,1)=X(3-1,1)=X(2,1)=2を代入する。これによって,新しい配列Mは,M(1,1)=1,M(1,2)=1,M(1,3)=2,M(2,1)=0,M(2,2)=0,M(2,3)=0,M(3,1)=2,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図12である。図12(a)は移動前後の配列Mの状態,図12(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 The block movement processing unit 13 repeats the process of S340 until the counter a = 1 to a = m (m = 3) because the movement direction is the downward direction (forward direction). That is, first, the initial value 1 is assigned to the counter a, and M (1,1) = X (3,1) = 1 is assigned. Then, the counter a is incremented and M (2,1) = X (2-1,1) = X (1,1) = 0 is substituted. Then, the counter a is incremented and M (3,1) = X (3-1,1) = X (2,1) = 2 is substituted. As a result, the new array M becomes M (1,1) = 1, M (1,2) = 1, M (1,3) = 2, M (2,1) = 0, M (2,2) = 0, M (2,3) = 0, M (3,1) = 2, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 12A shows the state of the array M before and after the movement, and FIG. 12B shows the state when displayed as a puzzle based on the array M before and after the movement.
 また図9でユーザが選択したブロックが(i,j)=(1,1)であり,上方向に1つ移動((x,y)=(0,-1))させるとする。 Further, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (1, 1), and one block is moved upward ((x, y) = (0, −1)).
 そうすると,この場合,ブロック移動処理部13は,移動方向が上下方向なので(S320),配列X(1,1),X(2,1),X(3,1)に対してそれぞれ,M(1,1),M(2,1),M(3,1)の値を代入する(S330)。すなわちX(1,1)=0,X(2,1)=2,X(3,1)=1を代入する。 Then, in this case, since the movement direction is the vertical direction (S320), the block movement processing unit 13 performs M ((1), X (2,1), X (3,1) for M ( 1, 1), M (2, 1), and M (3, 1) are substituted (S330). That is, X (1,1) = 0, X (2,1) = 2, and X (3,1) = 1 are substituted.
 そしてブロック移動処理部13は,移動方向が上方向(負方向)であるから,カウンタa=1からa=m(m=3)になるまで,S340の処理を繰り返す。すなわちまずカウンタaには初期値1を代入し,M(1,1)=X(1+1,1)=X(2,1)=2を代入する。そしてカウンタaをインクリメントしてM(2,1)=X(2+1,1)=X(3,1)=1を代入する。そしてカウンタaをインクリメントしてM(3,1)=X(1,1)=0を代入する。これによって,新しい配列Mは,M(1,1)=2,M(1,2)=1,M(1,3)=2,M(2,1)=1,M(2,2)=0,M(2,3)=0,M(3,1)=0,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図13である。図13(a)は移動前後の配列Mの状態,図13(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 Since the movement direction is upward (negative direction), the block movement processing unit 13 repeats the process of S340 until the counter a = 1 reaches a = m (m = 3). That is, first, the initial value 1 is substituted for the counter a, and M (1,1) = X (1 + 1,1) = X (2,1) = 2 is substituted. Then, the counter a is incremented and M (2,1) = X (2 + 1,1) = X (3,1) = 1 is substituted. The counter a is incremented and M (3,1) = X (1,1) = 0 is substituted. As a result, the new array M becomes M (1,1) = 2, M (1,2) = 1, M (1,3) = 2, M (2,1) = 1, M (2,2) = 0, M (2,3) = 0, M (3,1) = 0, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 13A shows the state of the array M before and after the movement, and FIG. 13B shows the state when displayed as a puzzle based on the array M before and after the movement.
 また図9でユーザが選択したブロックが(i,j)=(1,2)であり,右方向に1つ移動((x,y)=(1,0))させるとする。 Further, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (1, 2) and is moved rightward by one ((x, y) = (1, 0)).
 そうすると,この場合,ブロック移動処理部13は,移動方向が左右方向なので(S320),配列X(1,1),X(1,2),X(1,3)に対してそれぞれ,M(1,1),M(1,2),M(1,3)の値を代入する(S350)。すなわちX(1,1)=0,X(1,2)=1,X(1,3)=2を代入する。 Then, in this case, since the movement direction is the left-right direction (S320), the block movement processing unit 13 performs M (for each of the arrays X (1,1), X (1,2), X (1,3) 1, 1), M (1, 2), M (1, 3) are substituted (S350). That is, X (1,1) = 0, X (1,2) = 1, and X (1,3) = 2 are substituted.
 そしてブロック移動処理部13は,移動方向が右方向(正方向)であるから,カウンタb=1からb=n(n=3)になるまで,S360の処理を繰り返す。すなわちまずカウンタbには初期値1を代入し,M(1,1)=X(1,3)=2を代入する。そしてカウンタbをインクリメントしてM(1,2)=X(1,2-1)=X(1,1)=0を代入する。そしてカウンタbをインクリメントしてM(1,3)=X(1,3-1)=X(1,2)=1を代入する。これによって,新しい配列Mは,M(1,1)=2,M(1,2)=0,M(1,3)=1,M(2,1)=2,M(2,2)=0,M(2,3)=0,M(3,1)=1,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図14である。図14(a)は移動前後の配列Mの状態,図14(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 Since the movement direction is the right direction (forward direction), the block movement processing unit 13 repeats the process of S360 until the counter b = 1 reaches b = n (n = 3). That is, first, the initial value 1 is substituted for the counter b, and M (1,1) = X (1,3) = 2 is substituted. Then, the counter b is incremented and M (1,2) = X (1,2-1) = X (1,1) = 0 is substituted. Then, the counter b is incremented and M (1,3) = X (1,3-1) = X (1,2) = 1 is substituted. As a result, the new array M becomes M (1,1) = 2, M (1,2) = 0, M (1,3) = 1, M (2,1) = 2, M (2,2) = 0, M (2,3) = 0, M (3,1) = 1, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 14A shows the state of the array M before and after the movement, and FIG. 14B shows the state when displayed as a puzzle based on the array M before and after the movement.
 また図9でユーザが選択したブロックが(i,j)=(2,2)であり,左方向に1つ移動((x,y)=(-1,0))させるとする。 Further, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (2, 2) and is moved leftward ((x, y) = (− 1, 0)).
 そうすると,この場合,ブロック移動処理部13は,移動方向が左右方向なので(S320),配列X(2,1),X(2,2),X(2,3)に対してそれぞれ,M(2,1),M(2,2),M(2,3)の値を代入する(S350)。すなわちX(2,1)=2,X(2,2)=0,X(2,3)=0を代入する。 Then, in this case, since the movement direction is the left-right direction (S320), the block movement processing unit 13 performs M (for each of the arrays X (2,1), X (2,2), X (2,3) 2, 1), M (2, 2), and M (2, 3) are substituted (S350). That is, X (2,1) = 2, X (2,2) = 0, and X (2,3) = 0 are substituted.
 そしてブロック移動処理部13は,移動方向が左方向(負方向)であるから,カウンタb=1からb=n(n=3)になるまで,S360の処理を繰り返す。すなわちまずカウンタbには初期値1を代入し,M(2,1)=X(2,1+1)=X(2,2)=0を代入する。そしてカウンタbをインクリメントしてM(2,2)=X(2,2+1)=X(2,3)=0を代入する。そしてカウンタbをインクリメントしてM(2,3)=X(2,1)=2を代入する。これによって,新しい配列Mは,M(1,1)=2,M(1,2)=0,M(1,3)=1,M(2,1)=0,M(2,2)=0,M(2,3)=2,M(3,1)=1,M(3,2)=0,M(3,3)=0,となる。これを模式的に示すのが図15である。図15(a)は移動前後の配列Mの状態,図15(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 Since the movement direction is the left direction (negative direction), the block movement processing unit 13 repeats the process of S360 until the counter b = 1 reaches b = n (n = 3). That is, first, the initial value 1 is substituted into the counter b, and M (2,1) = X (2,1 + 1) = X (2,2) = 0 is substituted. Then, the counter b is incremented and M (2,2) = X (2,2 + 1) = X (2,3) = 0 is substituted. The counter b is incremented and M (2,3) = X (2,1) = 2 is substituted. As a result, the new array M has M (1,1) = 2, M (1,2) = 0, M (1,3) = 1, M (2,1) = 0, M (2,2) = 0, M (2,3) = 2, M (3,1) = 1, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 15A shows the state of the array M before and after the movement, and FIG. 15B shows the state when displayed as a puzzle based on the array M before and after the movement.
 以上のような処理を実行することで,ユーザが選択したブロックのスワイプ操作に従って,ブロックを移動する処理を行える。 By executing the processing as described above, it is possible to perform processing for moving a block according to the swipe operation of the block selected by the user.
 このようにして移動処理を実行後,一致判定処理部14は,正解(元の状態(図6(a)の状態))と一致するかを判定する(S170)。すなわち,一致判定処理部14は,配列Mと配列Aのそれぞれの値を比較し,すべての値が一致する場合に正解と判定する。上述の場合にはそれぞれ一致しないので,次のブロック操作の検出を待機し,上述の処理を反復することとなる。 After executing the movement process in this way, the coincidence determination processing unit 14 determines whether or not it matches the correct answer (the original state (the state shown in FIG. 6A)) (S170). That is, the match determination processing unit 14 compares the values of the arrays M and A, and determines that the answer is correct when all the values match. Since the above cases do not coincide with each other, the detection of the next block operation is awaited and the above processing is repeated.
 一方,一致判定処理部14におけるS170の判定の結果,正解と一致した場合には,ゲーム制御処理部10は,図16に示すクリア画面を表示装置72に表示する(S180)。そして,ユーザが次のパズルを楽しみたい場合には,図16のクリア画面における「次へ」の選択を受け付けることで,まだそのレベルのパズルがすべてクリアしていなければ(S190),ゲーム制御処理部10は次のパズルを自動的に選択し,問題生成処理部11がS130における問題の生成処理を実行する。 On the other hand, if the result of the determination in S170 in the match determination processing unit 14 is the correct answer, the game control processing unit 10 displays the clear screen shown in FIG. 16 on the display device 72 (S180). If the user wants to enjoy the next puzzle, the selection of “next” on the clear screen in FIG. 16 is accepted. If all the puzzles at that level have not yet been cleared (S190), the game control process The unit 10 automatically selects the next puzzle, and the problem generation processing unit 11 executes the problem generation process in S130.
 一方,そのレベルのパズルがすべてクリアしていれば(S190),ゲーム制御処理部10は,たとえば図17に示すレベルのクリア画面を表示装置72に表示する(S200,S210)。そして,ユーザが次のレベルのパズルを楽しみたい場合には,図17のレベルのクリア画面における「次へ」の選択を受け付けることで,ゲーム制御処理部10が次のレベルのパズルの一覧を,記憶装置71のパズル情報記憶部711から抽出して表示する(S110)。たとえばレベル1が終了したのであれば,レベル2のパズルの一覧を抽出して表示する。この状態を示すのが図18に示す画面である。 On the other hand, if all the puzzles at that level have been cleared (S190), the game control processing unit 10 displays a clear screen of the level shown in FIG. 17 on the display device 72 (S200, S210), for example. When the user wants to enjoy the next level puzzle, the game control processing unit 10 receives a list of next level puzzles by accepting the selection of “next” on the level clear screen of FIG. The information is extracted from the puzzle information storage unit 711 of the storage device 71 and displayed (S110). For example, if level 1 is completed, a list of level 2 puzzles is extracted and displayed. This state is shown on the screen shown in FIG.
 もし最終レベルまですべてのパズルを終了したのであれば(S200),ゲーム制御処理部10は,図19に示すようなゲームのクリア画面を表示装置72に表示する(S220)。 If all puzzles have been completed up to the final level (S200), the game control processing unit 10 displays a game clear screen as shown in FIG. 19 on the display device 72 (S220).
 なお,上述のブロック移動処理部13におけるブロックの移動処理としては,図10の処理を示したが,1回のスワイプの操作で複数のマス目を移動可能な場合,たとえば図20に示すフローチャートの処理を用いることもできる。この場合の処理を以下に説明する。 As the block movement processing in the block movement processing unit 13 described above, the processing of FIG. 10 is shown. However, when a plurality of cells can be moved by one swipe operation, for example, the flowchart of FIG. Processing can also be used. Processing in this case will be described below.
 パズルの元の状態が図6(a)の状態で,そこから図11の状態に変形されていたとする。 Suppose that the original state of the puzzle is the state of FIG. 6A and has been transformed to the state of FIG.
 まずユーザが図9のゲーム画面において,移動させるブロックを選択し上下左右方向にスワイプすると,その操作をブロック操作検出処理部12が検出をする(S150)。そうすると,ブロック操作検出処理部12は,選択されたブロックの位置とその移動方向を検出する(S400,S410)。 First, when the user selects a block to be moved and swipes in the vertical and horizontal directions on the game screen of FIG. 9, the block operation detection processing unit 12 detects the operation (S150). Then, the block operation detection processing unit 12 detects the position of the selected block and its moving direction (S400, S410).
 ここでユーザが選択したブロックが(i,j)=(1,1)であり,下方向に2マス移動((x,y)=(0,2))させるとする。 Here, it is assumed that the block selected by the user is (i, j) = (1, 1) and is moved downward by 2 squares ((x, y) = (0, 2)).
 そうすると,ブロック移動処理部13は,ブロックの移動処理を実行する。上述の場合,ブロック移動処理部13は,移動方向が上下方向でかつ正方向なので(S420,S430),配列X(1,1),X(2,1),X(3,1)に対してそれぞれ,M(1,1),M(2,1),M(3,1)の値を代入する(S450)。すなわちX(1,1)=0,X(2,1)=2,X(3,1)=1を代入する。 Then, the block movement processing unit 13 executes a block movement process. In the above-described case, the block movement processing unit 13 moves in the vertical direction and the forward direction (S420, S430), so that the array X (1,1), X (2,1), X (3,1) Then, the values of M (1,1), M (2,1), and M (3,1) are substituted (S450). That is, X (1,1) = 0, X (2,1) = 2, and X (3,1) = 1 are substituted.
 そしてブロック移動処理部13は,カウンタa=1からa=m(m=3)になるまで,S460の処理を繰り返す。すなわちまずカウンタaには初期値1を代入し,M(1,1)=X(3-|1-2|,1)=X(2,1)=2を代入する。そしてカウンタaをインクリメントしてM(2,1)=X(3-|2-2|,1)=X(3,1)=1を代入する。そしてカウンタaをインクリメントしてM(3,1)=X(3-2,1)=X(1,1)=0となる。これによって,新しい配列Mは,M(1,1)=2,M(1,2)=1,M(1,3)=2,M(2,1)=1,M(2,2)=0,M(2,3)=0,M(3,1)=0,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図21である。図21(a)は移動前後の配列Mの状態,図21(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 The block movement processing unit 13 repeats the process of S460 until the counter a = 1 reaches a = m (m = 3). That is, first, the initial value 1 is substituted for the counter a, and M (1,1) = X (3- | 1-2 |, 1) = X (2,1) = 2 is substituted. Then, the counter a is incremented and M (2,1) = X (3- | 2-2 |, 1) = X (3,1) = 1 is substituted. Then, the counter a is incremented so that M (3,1) = X (3-2,1) = X (1,1) = 0. As a result, the new array M becomes M (1,1) = 2, M (1,2) = 1, M (1,3) = 2, M (2,1) = 1, M (2,2) = 0, M (2,3) = 0, M (3,1) = 0, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 21A shows the state of the array M before and after the movement, and FIG. 21B shows the state when displayed as a puzzle based on the array M before and after the movement.
 また図9でユーザが選択したブロックが(i,j)=(3,3)であり,上方向に2つ移動((x,y)=(0,-2))させるとする。 Further, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (3, 3) and is moved upward by two ((x, y) = (0, −2)).
 そうすると,この場合,ブロック移動処理部13は,移動方向が上下方向でかつ負方向なので(S420,S430),まず負方向を正方向に変換する(S440)。すなわちy=m-|y|の処理を実行する。ここではy=-2なので,y=1とする。 Then, in this case, since the movement direction is the vertical direction and the negative direction (S420, S430), the block movement processing unit 13 first converts the negative direction to the positive direction (S440). That is, the process y = m− | y | is executed. Since y = −2 here, y = 1.
 つぎに,正方向に変換した後,ブロック移動処理部13は,配列X(1,3),X(2,3),X(3,3)に対してそれぞれ,M(1,3),M(2,3),M(3,3)の値を代入する(S450)。すなわちX(1,3)=2,X(2,3)=0,X(3,3)=0を代入する。 Next, after conversion in the positive direction, the block movement processing unit 13 performs M (1,3), X (3,3), X (1,3), X (2,3), X (3,3), respectively. The values of M (2,3) and M (3,3) are substituted (S450). That is, X (1,3) = 2, X (2,3) = 0, and X (3,3) = 0 are substituted.
 そしてブロック移動処理部13は,カウンタa=1からa=m(m=3)になるまで,S460の処理を繰り返す。すなわちまずカウンタaには初期値1を代入し,M(1,3)=X(3-|1-1|,3)=X(3,3)=0を代入する。そしてカウンタaをインクリメントしてM(2,3)=X(2-1,3)=X(1,3)=2を代入する。そしてカウンタaをインクリメントしてM(3,3)=X(3-1,3)=X(2,3)=0となる。これによって,新しい配列Mは,M(1,1)=0,M(1,2)=1,M(1,3)=0,M(2,1)=2,M(2,2)=0,M(2,3)=2,M(3,1)=1,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図22である。図22(a)は移動前後の配列Mの状態,図22(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 The block movement processing unit 13 repeats the process of S460 until the counter a = 1 reaches a = m (m = 3). That is, first, the initial value 1 is substituted into the counter a, and M (1,3) = X (3- | 1-1 |, 3) = X (3,3) = 0 is substituted. Then, the counter a is incremented and M (2,3) = X (2-1,3) = X (1,3) = 2 is substituted. Then, the counter a is incremented so that M (3,3) = X (3-1,3) = X (2,3) = 0. As a result, the new array M becomes M (1,1) = 0, M (1,2) = 1, M (1,3) = 0, M (2,1) = 2, M (2,2). = 0, M (2,3) = 2, M (3,1) = 1, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 22A shows the state of the array M before and after the movement, and FIG. 22B shows the state when displayed as a puzzle based on the array M before and after the movement.
 また図9でユーザが選択したブロックが(i,j)=(1,1)であり,右方向に2つ移動((x,y)=(2,0))させるとする。 Further, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (1, 1) and is moved to the right by two ((x, y) = (2, 0)).
 そうすると,この場合,ブロック移動処理部13は,移動方向が左右方向でかつ正方向なので(S420,S470),配列X(1,1),X(1,2),X(1,3)に対してそれぞれ,M(1,1),M(1,2),M(1,3)の値を代入する(S490)。すなわちX(1,1)=0,X(1,2)=1,X(1,3)=2を代入する。 Then, in this case, since the movement direction is the left-right direction and the positive direction (S420, S470), the block movement processing unit 13 sets the arrays X (1,1), X (1,2), and X (1,3). The values of M (1,1), M (1,2), and M (1,3) are substituted for each (S490). That is, X (1,1) = 0, X (1,2) = 1, and X (1,3) = 2 are substituted.
 そしてブロック移動処理部13は,カウンタb=1からb=n(n=3)になるまで,S500の処理を繰り返す。すなわちまずカウンタbには初期値1を代入し,M(1,1)=X(1,3-|1-2|)=X(1,2)=1を代入する。そしてカウンタbをインクリメントしてM(1,2)=X(1,3-|2-2|)=X(1,3)=2を代入する。そしてカウンタbをインクリメントしてM(1,3)=X(1,3-2)=X(1,1)=0を代入する。これによって,新しい配列Mは,M(1,1)=1,M(1,2)=2,M(1,3)=0,M(2,1)=2,M(2,2)=0,M(2,3)=0,M(3,1)=1,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図23である。図23(a)は移動前後の配列Mの状態,図23(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 Then, the block movement processing unit 13 repeats the process of S500 until the counter b = 1 to b = n (n = 3). That is, first, the initial value 1 is substituted into the counter b, and M (1,1) = X (1,3- | 1-2 |) = X (1,2) = 1 is substituted. Then, the counter b is incremented and M (1,2) = X (1,3- | 2-2 |) = X (1,3) = 2 is substituted. Then, the counter b is incremented and M (1,3) = X (1,3-2) = X (1,1) = 0 is substituted. As a result, the new array M becomes M (1,1) = 1, M (1,2) = 2, M (1,3) = 0, M (2,1) = 2, M (2,2). = 0, M (2,3) = 0, M (3,1) = 1, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 23A shows the state of the array M before and after the movement, and FIG. 23B shows the state when displayed as a puzzle based on the array M before and after the movement.
 また図9でユーザが選択したブロックが(i,j)=(2,3)であり,左方向に2つ移動((x,y)=(-2,0))させるとする。 Further, it is assumed that the block selected by the user in FIG. 9 is (i, j) = (2, 3), and is moved to the left by two ((x, y) = (− 2, 0)).
 そうすると,この場合,ブロック移動処理部13は,移動方向が左右方向でかつ負方向なので(S420,S470),まず負方向を正方向に変換する(S480)。すなわちx=n-|x|の処理を実行する。ここではx=-2なので,x=1とする。 Then, in this case, since the movement direction is the left-right direction and the negative direction (S420, S470), the block movement processing unit 13 first converts the negative direction to the positive direction (S480). That is, the process of x = n− | x | is executed. Since x = −2 here, x = 1.
 つぎに,正方向に変換した後,ブロック移動処理部13は,配列X(2,1),X(2,2),X(2,3)に対してそれぞれ,M(2,1),M(2,2),M(2,3)の値を代入する(S490)。すなわちX(2,1)=2,X(2,2)=0,X(2,3)=0を代入する。 Next, after converting in the positive direction, the block movement processing unit 13 performs M (2,1), X (2,3), X (2,1), X (2,2), X (2,3), respectively. The values of M (2, 2) and M (2, 3) are substituted (S490). That is, X (2,1) = 2, X (2,2) = 0, and X (2,3) = 0 are substituted.
 そしてブロック移動処理部13は,カウンタb=1からb=n(n=3)になるまで,S500の処理を繰り返す。すなわちまずカウンタbには初期値1を代入し,M(2,1)=X(2,3-|1-1|)=X(2,3)=0を代入する。そしてカウンタbをインクリメントしてM(2,2)=X(2,2-1)=X(2,1)=2を代入する。そしてカウンタbをインクリメントしてM(2,3)=X(2,3-1)=X(2,2)=0を代入する。これによって,新しい配列Mは,M(1,1)=0,M(1,2)=1,M(1,3)=2,M(2,1)=0,M(2,2)=2,M(2,3)=0,M(3,1)=1,M(3,2)=0,M(3,3)=0となる。これを模式的に示すのが図24である。図24(a)は移動前後の配列Mの状態,図24(b)は移動前後の配列Mに基づいてパズルで表示した場合の状態である。 Then, the block movement processing unit 13 repeats the process of S500 until the counter b = 1 to b = n (n = 3). That is, first, the initial value 1 is substituted for the counter b, and M (2,1) = X (2,3- | 1-1 |) = X (2,3) = 0 is substituted. Then, the counter b is incremented and M (2,2) = X (2,2-1) = X (2,1) = 2 is substituted. Then, the counter b is incremented and M (2,3) = X (2,3-1) = X (2,2) = 0 is substituted. As a result, the new array M has M (1,1) = 0, M (1,2) = 1, M (1,3) = 2, M (2,1) = 0, M (2,2) = 2, M (2,3) = 0, M (3,1) = 1, M (3,2) = 0, M (3,3) = 0. This is schematically shown in FIG. FIG. 24A shows the state of the array M before and after the movement, and FIG. 24B shows the state when displayed as a puzzle based on the array M before and after the movement.
 以上のような処理を実行することで,ユーザが選択したブロックを2マス以上ずつ移動させられる場合であっても,ブロックの移動処理が行える。 By executing the processing as described above, even if the block selected by the user can be moved by two squares or more, the block movement processing can be performed.
 なお,図10および図20のブロックの移動処理は一例であり,ほかの処理であっても同様に実現できる。また配列を用いて処理する場合を説明したが,ポインタを用いるなど,別の方法を用いることもできる。 It should be noted that the block movement process of FIGS. 10 and 20 is an example, and other processes can be similarly realized. In addition, although the case of processing using an array has been described, other methods such as using a pointer can be used.
 また,記憶装置71にパズル情報記憶部711を備える場合を示したが,備えなくても良い。この場合,m×nのパズルであることに基づいて,各ブロックの色または絵柄を任意に選択し,それをm×nの任意の位置に配置することで,パズルの元の状態を生成する。そしてそこから問題生成処理部11が問題を生成する処理を実行しても良い。この場合,色や絵柄が増えると難易度が高くなることから,難易度に応じて(たとえばレベルの値に応じて,ゲームのクリア回数に応じて),レベルの値やゲームのクリア回数が低い場合には色や絵柄の数を少なくし,難易度が高くなる(レベルの値やゲームのクリア回数が高くなる)につれ,色や絵柄の数を多くすることが好ましい。最大で,m×n種類の色や絵柄のパズルとすれば,すべてのブロックに異なる色や絵柄が配置されるので,もっとも難しい状態の問題を生成することができる。また,問題生成処理部11で,ブロックを移動させる回数を増やした方が元の状態からの変化の度合いが大きくなるので,レベルの値やゲームのクリア回数に応じて,ブロックを移動させる回数を変化させても良い。 Moreover, although the case where the storage device 71 is provided with the puzzle information storage unit 711 is shown, it is not necessary to provide it. In this case, the original state of the puzzle is generated by arbitrarily selecting the color or pattern of each block based on the fact that it is an m × n puzzle and placing it at an arbitrary position of m × n. . Then, from there, the problem generation processing unit 11 may execute a process of generating a problem. In this case, since the difficulty level increases as the number of colors and patterns increases, the level value and the number of game clears are low depending on the difficulty level (for example, depending on the level value and the number of times the game is cleared). In some cases, it is preferable to decrease the number of colors and patterns and increase the number of colors and patterns as the difficulty level increases (the level value and the number of times the game is cleared). If it is a puzzle of mxn kinds of colors and patterns at the maximum, since different colors and patterns are arranged in all the blocks, the problem in the most difficult state can be generated. In addition, since the degree of change from the original state increases as the number of times the block is moved in the problem generation processing unit 11, the number of times the block is moved according to the level value and the number of times the game is cleared. It may be changed.
 このような処理を設けることで,パズル作成の負担を軽減し,また難易度に応じたパズルの問題を生成することができる。 By providing such processing, it is possible to reduce the burden of puzzle creation and to generate puzzle problems according to the difficulty level.
 また別の実施態様として,問題生成処理部11を設けなくても良い。この場合,パズル情報記憶部711に,元の状態となるパズルと,問題として出題するパズルの双方を記憶しておけばよい。これによって,問題生成処理部11を不要とするので,問題生成に要する時間が不要となり,処理をより高速に行える。 As another embodiment, the problem generation processing unit 11 may not be provided. In this case, both the puzzle that is in the original state and the puzzle that is presented as a problem may be stored in the puzzle information storage unit 711. As a result, the problem generation processing unit 11 is not required, so that the time required for problem generation is not required, and the processing can be performed at higher speed.
 本発明のパズルゲームプログラム1によって,高齢者であっても操作がしやすく,またなじみやすいパズルゲームを構成することができる。また,難易度を適度に保つことができることから,高齢者の興味を惹きつけることができる。 The puzzle game program 1 of the present invention makes it possible to configure a puzzle game that is easy to operate and familiar to even an elderly person. In addition, because the difficulty level can be kept moderate, it can attract the interest of the elderly.
 1:パズルゲームプログラム
10:ゲーム制御処理部
11:問題生成処理部
12:ブロック操作検出処理部
13:ブロック移動処理部
14:一致判定処理部
70:演算装置
71:記憶装置
72:タッチパネル式表示装置
73:通信装置
711:パズル情報記憶部
1: Puzzle game program 10: Game control processing unit 11: Problem generation processing unit 12: Block operation detection processing unit 13: Block movement processing unit 14: Match determination processing unit 70: Computing device 71: Storage device 72: Touch panel display device 73: Communication device 711: Puzzle information storage unit

Claims (7)

  1.  タッチパネル式表示装置を備えたコンピュータを,
     前記タッチパネル式表示装置に表示した,m×nに配置したブロックに対する操作を検出するブロック操作検出処理部,
     前記検出した操作に基づいて,その移動方向に位置する行または列のブロックを連続的に順次移動することで,前記ブロックの移動処理を行うブロック移動処理部,
     前記移動後の状態のブロックの配置と,前記元の状態のブロックの配置とを比較することで一致を判定する一致判定処理部,
     として機能させることを特徴とするパズルゲームプログラム。
    A computer equipped with a touch panel display
    A block operation detection processing unit for detecting an operation on a block arranged in m × n displayed on the touch panel display device;
    Based on the detected operation, a block movement processing unit that performs the movement process of the block by continuously moving the blocks in the row or column located in the movement direction sequentially,
    A match determination processing unit for determining a match by comparing the arrangement of blocks in the moved state and the arrangement of blocks in the original state;
    A puzzle game program characterized by functioning as
  2.  前記パズルゲームプログラムは,
     前記コンピュータを,さらに,
     m×nに配置した元の状態のブロックに対して,任意の回数だけブロックを移動させることで問題を生成する問題生成処理部,
     として機能させ,
     前記ブロック操作検出処理部は,
     前記タッチパネル式表示装置における,前記問題として生成されたm×nに配置したブロックに対する操作を検出する,
     ことを特徴とする請求項1に記載のパズルゲームプログラム。
    The puzzle game program is:
    Said computer further,
    a problem generation processing unit for generating a problem by moving a block an arbitrary number of times with respect to the original block arranged in m × n;
    Function as
    The block operation detection processing unit
    In the touch panel display device, an operation for a block arranged in m × n generated as the problem is detected.
    The puzzle game program according to claim 1.
  3.  前記パズルゲームプログラムは,
     前記コンピュータを,さらに,
     前記パズルゲームプログラムの表示の制御を少なくとも行うゲーム制御処理部,
     として機能させ,
     前記タッチパネル式表示装置において,前記問題と前記ブロックの元の状態とを同時に表示する,
     ことを特徴とする請求項1または請求項2に記載のパズルゲームプログラム。
    The puzzle game program is:
    Said computer further,
    A game control processing unit for at least controlling display of the puzzle game program;
    Function as
    In the touch panel display device, the problem and the original state of the block are simultaneously displayed.
    The puzzle game program according to claim 1 or 2, characterized by the above-mentioned.
  4.  前記問題生成処理部は,
     前記ユーザのパズルゲームのクリア回数に基づいて,前記元の状態からのブロックの移動回数を変更する,
     ことを特徴とする請求項2または請求項3に記載のパズルゲームプログラム。
    The problem generation processing unit
    Based on the number of times the user has cleared the puzzle game, changing the number of times the block has moved from the original state
    The puzzle game program according to claim 2 or claim 3, wherein
  5.  前記問題生成処理部は,さらに,
     前記m×nの各ブロックに対して,色または絵柄を任意に割り当てることで,前記元の状態となるブロックを生成する,
     ことを特徴とする請求項2から請求項4のいずれかに記載のパズルゲームプログラム。
    The problem generation processing unit further includes:
    A block that is in the original state is generated by arbitrarily assigning a color or a pattern to each of the m × n blocks.
    The puzzle game program according to any one of claims 2 to 4, wherein the puzzle game program is provided.
  6.  前記問題生成処理部は,さらに,
     前記元の状態となるブロックを生成する際に,前記ユーザのパズルゲームのクリア回数に基づいて,前記m×nの各ブロックに対して割り当てる色または絵柄の数を変更する,
     ことを特徴とする請求項5に記載のパズルゲームプログラム。
    The problem generation processing unit further includes:
    When generating the original block, the number of colors or designs assigned to each block of m × n is changed based on the number of times the user has cleared the puzzle game.
    The puzzle game program according to claim 5, wherein:
  7.  請求項1から請求項6のいずれかに記載されたパズルゲームプログラムを備える,
     ことを特徴とするコンピュータ。
    A puzzle game program according to any one of claims 1 to 6 is provided.
    A computer characterized by that.
PCT/JP2013/068482 2012-09-20 2013-07-05 Puzzle game program and computer WO2014045676A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2012-206511 2012-09-20
JP2012206511A JP2014061042A (en) 2012-09-20 2012-09-20 Puzzle game program

Publications (1)

Publication Number Publication Date
WO2014045676A1 true WO2014045676A1 (en) 2014-03-27

Family

ID=50341002

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2013/068482 WO2014045676A1 (en) 2012-09-20 2013-07-05 Puzzle game program and computer

Country Status (2)

Country Link
JP (1) JP2014061042A (en)
WO (1) WO2014045676A1 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015192844A (en) * 2014-03-28 2015-11-05 学校法人塚本学院 大阪芸術大学 Life support device for person with cerebral function disorder
JP2019010462A (en) * 2017-06-30 2019-01-24 グリー株式会社 Control program, control method, and computer
TWI675354B (en) * 2018-02-12 2019-10-21 洪榮昭 Space capability evaluation method and system

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9836195B2 (en) 2014-11-17 2017-12-05 Supercell Oy Electronic device for facilitating user interactions with graphical objects presented on a display
JP6810296B1 (en) 2020-08-26 2021-01-06 株式会社あかつき Information processing system, game program, information processing method
JP6995231B1 (en) 2020-08-26 2022-01-14 株式会社あかつき Information processing system, game program, information processing method

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007226297A (en) * 2006-02-21 2007-09-06 Fujifilm Corp Portable equipment and print system
JP2009233237A (en) * 2008-03-28 2009-10-15 Namco Bandai Games Inc Program, information storage medium and terminal

Non-Patent Citations (3)

* Cited by examiner, † Cited by third party
Title
"RotSquare Puzzle -Muryo iphone Apuri Sen'yo Kensaku Applease", APPLEASE, 9 January 2012 (2012-01-09), Retrieved from the Internet <URL:http://www.applease.info/app-89993> [retrieved on 20130826] *
"XNA GSE Recipe NA de 15 Puzzle, I/O", KABUSHIKI KAISHA KOGAKUSHA, vol. 32, no. 10, 1 October 2007 (2007-10-01), pages 141 - 143 *
CODE GEASS LELOUCH OF THE REBELLION R2 BANJO NO GEASS GEKIJO THE COMPLETE GUIDE, 8 September 2008 (2008-09-08), pages 50 *

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015192844A (en) * 2014-03-28 2015-11-05 学校法人塚本学院 大阪芸術大学 Life support device for person with cerebral function disorder
JP2019010462A (en) * 2017-06-30 2019-01-24 グリー株式会社 Control program, control method, and computer
TWI675354B (en) * 2018-02-12 2019-10-21 洪榮昭 Space capability evaluation method and system

Also Published As

Publication number Publication date
JP2014061042A (en) 2014-04-10

Similar Documents

Publication Publication Date Title
WO2014045676A1 (en) Puzzle game program and computer
US10792562B2 (en) Information processing method, terminal, and computer storage medium
JP2012521603A (en) Virtual keyboard with slider button
JP2016206740A (en) User interface program
US9233303B2 (en) Mobile device game interface
JP5995909B2 (en) User interface program
US20140378228A1 (en) Electronic game device, electronic game processing method, and non-transitory computer-readable storage medium storing electronic game program
JP2017140342A (en) User interface program, game program including the program, and control method
JP5081399B2 (en) GAME DEVICE, PROGRAM, AND INFORMATION RECORDING MEDIUM
WO2020138201A1 (en) Game system, processing method, and information storage medium
JP6062902B2 (en) Program, control method, and information processing apparatus
JP6097256B2 (en) Computer program that smoothly transitions the screen display between multiple images
JP2015097583A (en) Game device with touch panel, its control method and program
JP6560908B2 (en) Information processing system, information processing apparatus, information processing program, and information processing method
JP2021067999A (en) Control device, program, and system
JP7427635B2 (en) Information processing method, program, information processing device
JP2015208576A (en) Game program
JP5854495B2 (en) GAME DEVICE AND GAME PROGRAM
JP6956246B1 (en) Information processing method, program, information processing device
JP7163467B2 (en) Information processing method, program, information processing device
KR101349180B1 (en) Input apparatus and controlling method therefor
JP6946896B2 (en) Electronics, display methods, and programs
JP6732864B2 (en) Program, control method, and information processing device
JP2016059820A (en) program
JP2022073994A (en) Information processing method, program, and information processing device

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: 13840043

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: 13840043

Country of ref document: EP

Kind code of ref document: A1