WO2015084050A1 - Système pour fournir un jeu de casse-tête, et procédé pour le fournir - Google Patents

Système pour fournir un jeu de casse-tête, et procédé pour le fournir Download PDF

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Publication number
WO2015084050A1
WO2015084050A1 PCT/KR2014/011770 KR2014011770W WO2015084050A1 WO 2015084050 A1 WO2015084050 A1 WO 2015084050A1 KR 2014011770 W KR2014011770 W KR 2014011770W WO 2015084050 A1 WO2015084050 A1 WO 2015084050A1
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WIPO (PCT)
Prior art keywords
block
blocks
attribute
puzzle
providing system
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PCT/KR2014/011770
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English (en)
Korean (ko)
Inventor
박종흠
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(주) 포도스튜디오
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Application filed by (주) 포도스튜디오 filed Critical (주) 포도스튜디오
Publication of WO2015084050A1 publication Critical patent/WO2015084050A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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

Definitions

  • the present invention relates to a puzzle game providing system and a method of providing the same. More particularly, the present invention relates to a system for providing a puzzle game that a user can play in a computing system such as a computer or a mobile terminal, and a method of providing the same.
  • Another type of puzzle game that has different fun from puzzles in which blocks are exchanged with each other is a one-draw puzzle game that starts from one block and connects adjacent blocks in succession.
  • a game like Trinode Pokopang.
  • the technical problem of the present invention is to provide a game system that provides a puzzle game that can provide a user with a different fun that can not be felt in the conventional puzzle game.
  • the puzzle game providing system (a) displaying a plurality of blocks arranged in the form of a two-dimensional array on the puzzle screen displayed by the user terminal, the puzzle game providing system, wherein some of the plurality of blocks Is an attribute switching block, and the remaining blocks other than the attribute switching block among the plurality of blocks are attribute blocks having at least one of a plurality of preset attributes, and (b) the puzzle game providing system is displayed on the user terminal.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • the step (a), (a1) displaying a plurality of property blocks arranged in the form of a two-dimensional array on the puzzle screen and (a2) a plurality of properties displayed in the step (a1) may include converting a predetermined number of transformations among the blocks into attribute conversion blocks.
  • the step (a2) may include repeating the conversion step of converting any one of the plurality of property blocks indicated in the step (a1) to the property conversion block by the number of conversions.
  • the method may include calculating a conversion priority level of the calculation target block.
  • the puzzle game providing system providing method, the puzzle game providing system, for each of the plurality of attributes, the attributes based on the number of blocks having the attribute among the first block to the N-th block;
  • the method may further include calculating a score corresponding to.
  • the step (b) may include receiving a selection command of the first to Nth blocks within a predetermined time limit.
  • the user terminal is provided with a touch screen for displaying the puzzle screen
  • the step (b) the puzzle game providing system is predetermined in an area corresponding to the first block of the touch screen;
  • the method may include detecting a touch input including contacting a touch object of the touch object and moving the touch object in order to an area corresponding to the N-th block while maintaining contact.
  • the detecting of the touch input may include determining that a selection command for the first block is input when detecting a touch object is in contact with an area corresponding to the first block. And determining that the selection command of the i-th block is input when detecting the movement of the touch object from an area corresponding to the i-th block to an area corresponding to the i-th block while maintaining contact. It may include.
  • the step (b) may include displaying a connection line connecting the i-1th block and the ith block on the puzzle screen when a selection command of the i-th block is input.
  • the puzzle game providing system displaying a plurality of blocks arranged in the form of a two-dimensional arrangement on the puzzle screen displayed on the user terminal, wherein some of the plurality of blocks are attributes
  • the other blocks, except for the attribute switching block, among the plurality of blocks, have at least one of a plurality of preset attributes.
  • the puzzle game providing system may include: a first block to a plurality of blocks displayed on the user terminal.
  • the game providing system calculates a score corresponding to the attribute for each of the plurality of attributes based on the number of blocks having the attribute among the first to Nth blocks.
  • a puzzle game providing system providing method comprising the step.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • the puzzle game providing system displaying a plurality of blocks arranged in the form of a two-dimensional array on the puzzle screen displayed on the user terminal having a touch screen, wherein the plurality of Some of the blocks are attribute switching blocks, and the remaining blocks other than the attribute switching block among the plurality of blocks are attribute blocks having at least one of a plurality of preset attributes, wherein the puzzle game providing system selects a first block.
  • Receiving a step of inputting, the puzzle game providing system receiving a selection command of a second block to an N-th block (N> 2) in turn, and the puzzle game providing system receiving the first block to an N-th block.
  • Removing from the puzzle screen, wherein the step of receiving a selection command of the first block is performed by the puzzle game providing system. Detecting that a touch object is in contact with an area on the touch screen corresponding to the first block, and detecting that the touch object is input, and determining that a selection command of the first block is input.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • a computer-readable recording medium having recorded thereon a program for performing the above method.
  • a puzzle game providing system includes a memory in which a processor and a program are stored, wherein the program, when executed by the processor, causes the puzzle game providing system to perform the above-described method.
  • a puzzle game providing system is provided.
  • a display module for displaying a plurality of blocks arranged in the form of a two-dimensional array on the puzzle screen displayed in the user terminal, wherein some of the plurality of blocks are attribute switching blocks, The remaining blocks other than the attribute switching block among the plurality of blocks are attribute blocks having at least one of a plurality of preset attributes.
  • a puzzle game providing system including a control module to remove from the puzzle screen.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • the display module may display a plurality of attribute blocks arranged in the form of a two-dimensional array on the puzzle screen, and convert a predetermined number of transformations among the plurality of attribute blocks into attribute conversion blocks. have.
  • the display module the conversion module for converting any one of the plurality of attribute blocks to the attribute conversion block, in order to convert a predetermined number of conversion of the plurality of attribute blocks to the attribute conversion block; Repeating the number of times, and for performing each conversion process, the display module calculates a conversion priority degree of the calculation target block for each calculation target block which is the plurality of property blocks displayed on the puzzle screen, And converting the calculation target block having the largest calculated conversion priority into an attribute conversion block, wherein the display module is configured to calculate the conversion priority block for each of the plurality of attributes and calculate the conversion priority block of the calculation target block.
  • the number of blocks per property which is the number of blocks having the property among adjacent blocks
  • the minimum property is the property with the smallest number of blocks per property.
  • Determine a minimum number which is the number of blocks having the lowest attribute among blocks adjacent to the calculation target block
  • determine the number of accessibility which is the number of attribute types of blocks adjacent to the calculation target block
  • the shortest distance that is the distance between the block that is closest to the calculation target block and the calculation target block among the blocks already converted into the attribute conversion block is determined, and the minimum number, the accessibility number, and the number of repetitions are performed. And a conversion priority degree of the calculation target block based on the shortest distance.
  • control module may calculate a score corresponding to the attribute based on the number of blocks having the attribute among the first to Nth blocks.
  • the user terminal is provided with a touch screen for displaying the puzzle screen
  • the input module is the puzzle game providing system
  • a predetermined touch object in a region corresponding to the first block of the touch screen Is detected when detecting a touch input including moving the touch object sequentially to an area corresponding to the N-th block while maintaining contact, it is determined that a selection command of the first to Nth blocks is input. can do.
  • the input module when the input module detects that a predetermined touch object is in contact with an area corresponding to the first block, the input module determines that a selection command for the first block is input and maintains contact.
  • the touch object is detected to move from the area corresponding to the i-th block to the area corresponding to the i-th block, it may be determined that a selection command of the i-th block is input.
  • the display module may display a connection line connecting the i-1th block and the i-th block on the puzzle screen.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • a display module for displaying a plurality of blocks arranged in the form of a two-dimensional array on a puzzle screen displayed in a user terminal having a touch screen, wherein some of the plurality of blocks are attributes And a block other than the attribute switching block among the plurality of blocks, the block being an attribute block having at least one of a plurality of preset attributes.
  • the puzzle game providing system receives a selection command of a first block.
  • the input module and the puzzle game providing system for receiving a selection command of the second block to the N-th block in turn include a control module for removing the first block to the N-th block from the puzzle screen;
  • the input module may detect that a predetermined touch object contacts an area on the touch screen corresponding to a first block which is one of the plurality of blocks.
  • a method for providing a puzzle game providing system which determines that a selection command of an i-th block is input.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • the user can provide a very large number of cases that can be connected to the blockchain, the user's desire to achieve by making a higher judgment to make a longer blockchain It can inspire you.
  • FIG. 1 is a view showing the configuration of a puzzle game providing system according to an embodiment of the present invention.
  • FIGS. 2A and 2B are diagrams illustrating an example of a puzzle game screen displayed on a user terminal.
  • FIG. 3 is a flowchart illustrating an example of a method of selecting a series of puzzle blocks in a puzzle game providing system according to an exemplary embodiment of the present invention.
  • 4A to 4K are views for explaining a process of selecting a series of puzzle blocks while a user plays a game.
  • 5A to 5H are diagrams for describing a process of removing a block selected by a user during game play and displaying a new block on a puzzle game screen.
  • first and second may be used to describe various components, but the components should not be limited by the terms. The terms are used only for the purpose of distinguishing one component from another.
  • the component when one component 'transmits' data to another component, the component may directly transmit the data to the other component, or through at least one other component. Means that the data may be transmitted to the other component.
  • the component when one component 'directly transmits' data to another component, it means that the data is transmitted from the component to the other component without passing through the other component.
  • FIG. 1 is a view showing the configuration of a puzzle game providing system according to an embodiment of the present invention.
  • a puzzle game providing system 100 may be provided.
  • the puzzle game providing system 100 may be implemented by being included in the user terminal 200, as shown in FIG.
  • the puzzle game providing system 100 may be a combination of software installed in the user terminal and hardware for driving the same.
  • the puzzle game providing system 100 may be physically separated from the user terminal 200.
  • the puzzle game providing system 100 may transmit / receive predetermined information with the user terminal 200 through a wired / wireless network.
  • the puzzle game providing system 100 displays a game screen including a plurality of blocks arranged in the form of a two-dimensional array, by the user continuously connecting adjacent blocks from one particular block displayed on the game screen It can provide a puzzle game that can form a long blockchain.
  • that the first block and the second block are adjacent to each other means that the first block is not only up, down, left or right, but also diagonally (ie, top left, bottom left, top right, bottom right) of the second block on the two-dimensional array. Located in any one of them, it may mean that no other block exists between the first block and the second block.
  • the user terminal 200 may be a computing device including a computer, a laptop, a desktop, and in particular, a mobile phone, a satellite phone, a wireless phone, a session initiation protocol (SIP), a wireless local loop (WLL) station, a smart phone. It may also be a processing device including a handheld device such as a phone, tablet PC, personal digital assistant (PDA) or the like.
  • the user terminal 200 may include various types of input devices for receiving various commands from a user and an output device for displaying a graphic of a puzzle game provided by the puzzle game providing system 100.
  • the input device may be, for example, a keyboard, a mouse, a touch pad, or the like, and may be a touch screen 210 as shown in FIG. 1.
  • the output device may be various display devices such as LCD and LED, and may be a touch screen 210 as shown in FIG. 1.
  • the touch screen 210 may be implemented as a pressure sensitive / capacitive type.
  • the user terminal 200 includes the touch screen 210 as an input device and an output device
  • the user terminal 200 includes an input / output device of another type. In the case that the same can be applied to those skilled in the art will be readily understood.
  • the puzzle game providing system 100 may include a display module 110, an input module 120, and a control module 130. According to an embodiment of the present invention, some of the above components may not necessarily correspond to the components necessary for the implementation of the present invention, and also according to the embodiment the puzzle game providing system 100 Of course, may include more components than this.
  • the puzzle game providing system 100 may include hardware resources and / or software necessary for implementing the technical idea of the present invention, and may necessarily mean one physical component or one device. It is not. That is, the puzzle game providing system 100 may mean a logical combination of hardware and / or software provided to implement the technical idea of the present invention. If necessary, the puzzle game providing system 100 may be installed in devices spaced apart from each other. It may be implemented as a set of logical configurations for implementing the technical idea of the present invention. In addition, the puzzle game providing system 100 may refer to a set of components that are separately implemented for each function or role for implementing the technical idea of the present invention.
  • the display module 110, the input module 120, and / or the control module 130 may be located in different physical devices or may be located in the same physical device.
  • each module such as the display module 110, the input module 120, and / or the control module 130 may also be located in different physical devices, and components disposed in different physical devices may be organically combined with each other. It is also possible to realize the functions that each module performs.
  • module in the present specification may mean a functional and structural combination of hardware for performing the technical idea of the present invention and software for driving the hardware.
  • the module may mean a logical unit of a predetermined code and a hardware resource for performing the predetermined code, and means a physically connected code or does not necessarily mean one kind of hardware. It can be easily inferred by the average expert in the art.
  • the control module 130 is a function and / or the function of other components (eg, display module 110 and / or input module 120) included in the puzzle game providing system 100 according to an embodiment of the present invention You can control resources.
  • the display module 110 may display a puzzle screen on the user terminal 200.
  • the display module 110 may display a plurality of blocks arranged in the form of a two-dimensional array on the puzzle screen.
  • the block may mean individual independent graphic objects that a user can select on the puzzle game screen displayed on the user terminal 200.
  • some of the plurality of blocks displayed on the puzzle screen may be attribute switching blocks, and remaining blocks except the attribute switching block among the plurality of blocks may be attribute blocks having at least one of a plurality of preset attributes. That is, a certain number of attributes may be predefined in the puzzle game according to an embodiment of the present invention.
  • an attribute block may mean a block having at least one of a plurality of preset attributes and connected to only an adjacent attribute block or an adjacent attribute switching block having the same attribute, and the attribute switching block is an adjacent attribute block having any attribute ( It may also mean a block that may be connected to another adjacent attribute conversion block).
  • the puzzle game providing system 100 may be set so that all the attribute blocks have one attribute.
  • the present invention is not limited thereto, and according to embodiments, at least some attribute blocks may be set to have two or more attributes.
  • FIGS. 2A and 2B illustrate an example of a puzzle screen displayed by the display module 110.
  • FIG. 2A illustrates an example in which all blocks are attribute blocks
  • FIG. 2B illustrates an example in which some blocks are attribute conversion blocks and other blocks are attribute blocks.
  • the puzzle screen 300 may include a plurality of blocks arranged in a grid form (ie, a two-dimensional array).
  • each block may be arranged in a grid layout space of the rectangular shape.
  • the display module 110 may display adjacent blocks (for example, 303 and 306) spaced apart from each other at predetermined intervals, as shown in FIG. 2A. Each block may be displayed so as to be in close contact with each other.
  • the attribute block which is a part of each block appearing on the puzzle screen 300 displayed on the user terminal 200, may have at least one of a plurality of preset attributes.
  • the display module 110 may express each block to have an external characteristic corresponding to the property of the corresponding block so that a user can easily grasp the property of each block.
  • the external characteristic of each attribute may be a color, a shape, or a combination thereof.
  • the attributes of each block may be expressed in a specific shape or color or a combination thereof. Therefore, blocks having the same color and / or shape among the blocks appearing on the puzzle screen 300 may have the same property.
  • the same color does not mean physically the same. If a person can determine that the colors of the two blocks belong to the same type (for example, blue), then if the two blocks have the same tone, most of the area occupying the two blocks will be of the same color. If filled, the colors of the two blocks can be considered identical.
  • the display module 110 indicates that a multi-attribute block having a plurality of attributes has an appearance corresponding to each attribute of the corresponding block. By expressing all the features, the user can recognize all the attributes of the block.
  • the display module 110 may display at least one attribute switching block on the puzzle screen 300, some of the attribute blocks displayed on the puzzle screen 300 as shown in FIG. Can be converted into an attribute conversion block.
  • the display module 110 may first set all blocks as attribute blocks and display them on the puzzle screen 300 as shown in FIG. 2A. Thereafter, the display module 110 may convert some of the displayed plurality of attribute blocks into attribute conversion blocks and finally display the puzzle screen 300 as shown in FIG. 2B on the user terminal 200.
  • FIG. 2B illustrates an example in which blocks 306, 307, and 308 included in the puzzle screen 300 illustrated in FIG. 2A are converted into attribute conversion blocks 309-1 to 309-3.
  • the display module 110 may display the attribute block so that the attribute switching block has an external characteristic different from that of the attribute block having any attribute. For example, as shown in FIG. 2B, the display module 110 allows the attribute switching blocks 309-1 to 309-3 to have a white or transparent effect to facilitate the user that the block is an attribute switching block. It can be figured out.
  • the display module 110 may randomly select an attribute block to be converted into an attribute conversion block later, but may determine an attribute block to be converted into an attribute conversion block by applying a predetermined rule.
  • the number of blocks to be converted to the attribute conversion block (hereinafter, referred to as the "number of conversions") may be a predetermined predetermined number (for example, 3).
  • the display module 110 converts the predetermined number of conversions from the plurality of property blocks displayed on the puzzle screen 300 as shown in FIG. 2A into the property conversion block.
  • the conversion process of converting any one of the attributes to the attribute conversion block may be repeated as many as the number of transformations.
  • the display module 110 calculates a conversion priority diagram of the calculation target block for each calculation target block that is the plurality of attribute blocks displayed on the puzzle screen 300 to perform each conversion process.
  • the calculation target block having the largest calculated conversion priority may be converted into an attribute conversion block.
  • the display module 110 calculates the number of blocks for each attribute, which is the number of blocks having the attribute among blocks adjacent to the calculation target block, for each of the plurality of attributes, to calculate a conversion priority degree of the calculation target block. You can judge.
  • the display module 110 may include a minimum attribute that is the attribute having the smallest number of blocks per attribute, a minimum number that is the number of blocks having the minimum attribute among blocks adjacent to the calculation target block, and blocks adjacent to the calculation target block.
  • the number of accessibility which is the number of attribute types, and the number of iterations, which is the number of times the control module removes the block from the puzzle screen after the calculation target block is displayed on the puzzle screen.
  • the display module 110 when a block that has already been converted into an attribute switching block among the plurality of attribute blocks already exists, the block closest to the calculation target block among the blocks already converted into the attribute switching block. And the shortest distance, which is a distance between the calculation target block and the block, may be determined.
  • the display module 110 may calculate a conversion priority degree of the calculation target block based on the minimum number, the accessibility number, the number of repetitions, and the shortest distance. For example, the display module 110 may add a weight to the minimum number, the accessibility number, the number of repetitions, and / or the shortest distance, and / or the minimum number, the accessibility number, and the repetition.
  • the conversion priority degree of the calculation target block may be calculated using the number of executions and / or the value calculated by the shortest distance.
  • the display module 110 is the distance from the center of the puzzle screen 300 (for example, the top of the block 307 or the bottom of the block 306, etc.) from the attribute block
  • the attribute block to be converted into an attribute conversion block in consideration of the number of blocks of other attributes adjacent to the attribute block, the number of blocks included in the block chain that can be connected longest when the attribute block is converted into an attribute conversion block, and the like. Can be determined. In this case, the more located blocks in the center of the puzzle screen 300, the more blocks of different properties are isolated, and the more blocks that can be connected when the block becomes an attribute conversion block, the higher the probability of the block. Can be converted to
  • the display module 110 first displays all blocks as attribute blocks as shown in FIG. 2A, and then converts a certain number of attribute blocks into attribute conversion blocks to finally display a puzzle as shown in FIG. 2B.
  • FIG. 2B Although an example of displaying the screen 300 has been described, an embodiment of determining both the attribute conversion block and the attribute block to be displayed on the puzzle screen 300 and directly displaying the puzzle screen 300 as shown in FIG. 2B may be present. That can be easily derived by those skilled in the art to which the present invention pertains.
  • N is not a predetermined fixed number and may be the number of blocks selected by the user.
  • the input module 120 may recognize only a block selection command input during a predetermined time limit as a valid block selection command. That is, the input module 120 may receive the selection command of the first to Nth blocks within a predetermined time limit.
  • the movement time limit may be counted from any one of a time point at which the first block (first block) is selected, a time point at which the puzzle screen is displayed, or a time point at which the property block is converted into an attribute conversion block.
  • the i-th block may be a block that satisfies the following condition 1 and condition 2 below.
  • I-th block and the i-th block are adjacent to each other.
  • the i-1th block and the ith block have the same attribute, or the i-1th block or the ith block is the attribute switching block.
  • Condition 1 may mean that, when the user continuously selects a plurality of blocks, the selected block and the next selected block should be adjacent to each other.
  • that two blocks are adjacent to each other means that one block is located in any one of the up, down, left, right, or diagonal directions of the other block, and there is no third block between the two blocks. It may mean. Therefore, the user can form a block chain composed of a plurality of blocks by connecting blocks with adjacent blocks.
  • Condition 2 may mean that the selected block and the next block to be selected are the property blocks having the same property, or one of the previously selected block or the next block to be selected is the property conversion block. Therefore, in order for two attribute blocks to be connected to each other, two attribute blocks must be the same attribute, and in order to connect two different attribute blocks, an attribute conversion block must be selected in the middle. Accordingly, the user can form a longer block chain by appropriately selecting the attribute conversion block for connecting different attribute blocks.
  • condition 'the second block to the Nth block may be a block not previously selected' may be further added as [condition 3].
  • the user terminal 200 may include a touch screen 210 as an input / output device.
  • the input module 120 may be connected to the first block of the touch screen 210.
  • the first to Nth blocks In the case of detecting a touch input including contacting a predetermined touch object with a corresponding area and sequentially moving the touch object to an area corresponding to the Nth block while maintaining contact, the first to Nth blocks. It may be determined that the selection command of is input.
  • the input module 120 may determine that a selection command for the first block is input and maintain contact.
  • the input module 120 may detect that the touch object contacts the touch screen 210 (S100).
  • the touch object may mean a predetermined touch device capable of providing a predetermined touch signal to a pressure sensitive / capacitive touch screen such as a finger or a touch pen.
  • the input module 120 may select a first block corresponding to an area in which the touch object is in contact with each other (S110).
  • the area on the touch screen corresponding to the specific block may be a rectangular area including the specific block, but in some cases, may be implemented to mean only an area within an outline of the specific block.
  • the input module 120 may set the number of blocks to be selected next to 2 (S120).
  • the input module 120 may detect that the touch object moves while maintaining contact (S130).
  • the previously selected block is selected. If the same attribute as the block (i-1 block) or the current block is an attribute switching block or a previously selected block (i-1 block) is an attribute switching block (see condition 2 above), the input module 120 May select the current block as the i-th block (S140 and S150).
  • the input module 120 may receive a selection command for a plurality of blocks until a predetermined movement limit time elapses (S160).
  • the display module 110 may display a puzzle screen 400 as illustrated in FIG. 4A. Thereafter, when the user touches the touch object at any point of the area on the touch screen corresponding to block 421, the input module 120 may select block 421 as the first block.
  • the display module 110 may provide a graphic effect to the selected block to allow the user to easily identify that the block is the selected block.
  • Graphic effects applied to the selected block may vary.
  • the display module 110 may change the brightness / saturation, size, etc. of the selected block, display only a part of the selected block brightly, or may give an animation effect.
  • the user may move the touch object to an area corresponding to any one of the selected first block 421 and adjacent blocks 411, 412, 422, 431, and 432 while maintaining contact of the touch object.
  • the input module 120 inputs the selection command of the second block. It can be judged that.
  • the input module 120 may determine that the selection command of the second block is input even when the touch object moves from the first block to the second block through another block. For example, when the touch object of FIG. 4A moves from the first block 421 to the block 412 via the area corresponding to the block 411, the first block 412 satisfies the above conditions. Therefore, block 412 may be selected as the second block.
  • the user may move the touch object to an area corresponding to any one of the blocks 411, 413, 421, 422, and 423 adjacent to the second block 412.
  • the candidates that can be selected as the third block are blocks 413 and 423 that satisfy the above-described conditions.
  • the input module 120 may select the block 413 as the third block, and the display module 110 is illustrated in FIG. 4C. As shown in the drawing, a connection line 462 connecting the second block 412 and the third block 413 may be displayed.
  • the user may move the touch object to an area corresponding to any one of the blocks 412, 414, 422, 423, and 424 adjacent to the third block 413.
  • the candidate that can be selected as the fourth block is the attribute block 422 or the attribute switching block 424 that satisfy the above-described conditions.
  • the input module 120 may select the block 424 as the fourth block, and the display module 110 is shown in FIG. 4D. As illustrated, the connection line 463 connecting the third block 413 and the fourth block 424 may be displayed.
  • the user may move the touch object to an area corresponding to any one of the blocks 413, 414, 415, 423, 425, 433, 434, and 435 adjacent to the fourth block 424. Since the fourth block 415 is an attribute conversion block, it may be connected to any one of adjacent attribute blocks having any attribute.
  • the input module 120 may select the block 434 as the fifth block, and the display module 110 is illustrated in FIG. 4E. As shown, the connection line 464 connecting the fourth block 424 and the fifth block 434 may be displayed.
  • the user may move the touch object to an area corresponding to any one of the blocks 423, 424, 425, 433, 435, 443 444, and 445 adjacent to the fifth block 434.
  • the attribute block 433 only the block that satisfies the above conditions is the attribute block 433. Therefore, when the touch object is moved to an area corresponding to the attribute block 433, the input module 120 may select the attribute block 433 as the sixth block, and the display module 110 is illustrated in FIG. 4F. As shown, the connection line 464 connecting the fifth block 434 and the sixth block 433 may be displayed.
  • FIG. 4G an example in which the attribute switching block 466 is selected as the seventh block by the above-described method is shown in FIG. 4G, and the attribute block 444, the attribute block 435, the attribute block 446, and the attribute block are same by the same method. Examples in which 456 are selected in turn are shown in the order of FIGS. 4H-4K, respectively.
  • control module 150 may remove the first to Nth blocks selected by the user from the puzzle screen, and in some embodiments, replace the removed block with a new block. It can be displayed on, this will be described with reference to FIG.
  • the display module 110 may display the puzzle screen 500 as illustrated in FIG. 5A on the user terminal 200, and the user may display the property block 512 in the first block. Can be selected. Thereafter, as shown in FIG. 5B, the user may change the attribute switching block 521, the attribute block 531, the attribute block 542, the attribute switching block 533, the attribute block 523, the attribute block 534, When the property block 535 and the property conversion block 526 are sequentially selected to form a block chain, the control module 150 may remove blocks included in the selected block chain from the puzzle screen 500.
  • the puzzle screen 500 in which the selected blocks are removed is illustrated in FIG. 5C. Meanwhile, before a selected block is removed from the puzzle screen 500, a predetermined graphic effect (for example, an exploding animation effect) may be displayed.
  • the display module 110 may display a new block on the puzzle screen 400 instead of the removed block.
  • the display module 110 may move all blocks located in the upper direction of the first removed blocks in the downward direction as much as possible without overlapping with other blocks.
  • New blocks can be displayed in empty areas (block layout space) of the dimensional grid. For example, when the puzzle block is removed as shown in FIG. 5C, two empty block placement spaces are formed below the block 512, so that the block 512 may be moved down two spaces.
  • the blocks 522 and 532 can be moved down one space, respectively.
  • Silver can be moved two spaces downward, block 514 and block 524 one space downward, block 515 and block 525 one space downward, block 516 can move one space downward.
  • the display module 110 may express the movement of each block as an animation in which each block falls down. An example of this animation effect is illustrated in FIGS. 5D to 5G.
  • 5D to 5G illustrate a process in which a new block is newly filled, for example, two blocks at the top of the first column where the block 512 is located while the block 512 moves down two spaces.
  • the block arrangement area is generated. Accordingly, the display module 110 may allow the new block 601 and the new block 607 to be disposed in the column where the block 512 is located.
  • two empty block arrangement areas are generated at the top of the second column. Therefore, the display module 110 is newly placed in the second column where the block 522 is located. Block 602 and new block 608 may be placed.
  • new blocks 603 and new blocks 609 can be placed in the third column
  • new blocks 604 can be placed in the fourth column
  • new blocks 605 are placed in the fifth column.
  • a new block 606 may be disposed.
  • the display module 110 may also represent a process in which a new block is disposed by an animation in which the new block falls down.
  • the puzzle screen 500 as shown in FIG. 5H may be displayed by converting to a conversion block.
  • the example of FIG. 5H illustrates an example in which blocks 514, 543, and 545 are converted to attribute conversion blocks 610-1 through 610-3.
  • the control module 150 may generate a score corresponding to each of the plurality of attributes.
  • the control module 150 may include a block having the attributes among the plurality of blocks selected by the user.
  • a score corresponding to the attribute may be calculated based on the number of. That is, the control module 150 may calculate a higher score corresponding to a corresponding property as more blocks with corresponding properties are included in blocks included in the block chain selected by the user.
  • the selected blockchain contains three blue attributes, two purple attributes, and four green attributes, so that the score corresponding to the green attribute Higher calculations can be made and lowest scores corresponding to purple attributes can be calculated.
  • control module 150 may further consider the total number of blocks included in the block chain in calculating the score corresponding to each attribute. That is, as the total number of blocks included in the blockchain increases, the score corresponding to each attribute may be calculated more.
  • the input module 120 detects that the touch object is in contact with or releases from an area corresponding to each block, so that whenever there is a contact or release, a selection command for a block corresponding to the area is executed. It may be determined whether or not the input.
  • the user terminal 200 may include a pointing input device such as a mouse, and when the input module 120 mouse is clicked, the user terminal 200 may perform an operation corresponding to the contact of the touch object described above. It may be easily understood by those of ordinary skill in the art to which the present invention may be implemented to perform an operation corresponding to the movement of the touch object when is moved after being clicked.
  • the puzzle game providing system 100 may include a processor and a memory for storing a program executed by the processor.
  • the processor may include a single core CPU or a multi core CPU.
  • the memory may include fast random access memory and may include nonvolatile memory, such as one or more magnetic disk storage devices, flash memory devices, or other nonvolatile solid state memory devices. Access to memory by the processor and other components may be controlled by the memory controller.
  • the puzzle game providing system 100 when the program is executed by a processor, the puzzle game providing system 100 according to the present embodiment may perform the above-described puzzle game providing system providing method.
  • the puzzle game providing system providing method is implemented in the form of a computer-readable program command may be stored in a computer-readable recording medium.
  • the computer-readable recording medium includes all kinds of recording devices in which data that can be read by a computer system is stored.
  • the program instructions recorded on the recording medium may be those specially designed and constructed for the present invention, or may be known and available to those skilled in the software art.
  • Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tape, optical media such as CD-ROMs, DVDs, floppy disks, and the like. Included are hardware devices specifically configured to store and execute the same magneto-optical media and program instructions such as ROM, RAM, flash memory, and the like.
  • the above-described medium may be a transmission medium such as an optical or metal wire, a waveguide, or the like including a carrier wave for transmitting a signal specifying a program command, a data structure, and the like.
  • the computer readable recording medium can also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.
  • Examples of program instructions include not only machine code generated by a compiler, but also devices that process information electronically using an interpreter, for example, high-level language code that can be executed by a computer.
  • the hardware device described above may be configured to operate as one or more software modules to perform the operations of the present invention, and vice versa.
  • the present invention can be applied to various computing systems such as a computer or a mobile terminal.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

L'invention concerne un système pour fournir un jeu de casse-tête auquel un utilisateur peut jouer dans un système informatique, tel qu'un ordinateur ou un terminal mobile, et un procédé pour le fournir. Un procédé pour fournir un système de fourniture de jeu de casse-tête selon un aspect de la présente invention comprend : (a) une étape dans laquelle le système de fourniture de jeu de casse-tête affiche une pluralité de blocs agencés en un réseau bidimensionnel (2D) sur un écran de casse-tête affiché dans un terminal utilisateur, certains de la pluralité de blocs étant des blocs de conversion d'attribut, et les blocs restants de la pluralité de blocs, à l'exception des blocs de conversion d'attribut, ayant au moins l'un d'une pluralité d'attributs préétablis ; (b) une étape dans laquelle le système de fourniture de jeu de casse-tête reçoit séquentiellement des instructions de sélection pour les 1er à Nième blocs (N >= 2) parmi la pluralité de blocs affichés sur le terminal utilisateur, tous les iièmes blocs (2 <= i <= N) satisfaisant les conditions 1 et 2 suivantes : [condition 1] un i-1ième bloc et le iième bloc sont adjacents l'un à l'autre ; et [condition 2] le i-1ième bloc et le iième bloc ont le même attribut, ou le i-1ième bloc ou le iième bloc est un bloc de conversion d'attribut ; et (c) une étape dans laquelle le système de fourniture de jeu de casse-tête retire les 1er à Nième blocs de l'écran de casse-tête.
PCT/KR2014/011770 2013-12-03 2014-12-03 Système pour fournir un jeu de casse-tête, et procédé pour le fournir WO2015084050A1 (fr)

Applications Claiming Priority (2)

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KR1020130149181A KR20150064441A (ko) 2013-12-03 2013-12-03 퍼즐 게임 제공 시스템 및 그 제공방법
KR10-2013-0149181 2013-12-03

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KR101905606B1 (ko) * 2015-11-20 2018-10-08 김정희 퍼즐 게임 제공 방법 및 장치
KR101902064B1 (ko) * 2016-09-09 2018-11-08 엔에이치엔엔터테인먼트 주식회사 퍼즐 매칭 게임 방법 및 이를 이용한 게임 시스템

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JP2003260269A (ja) * 2002-03-07 2003-09-16 Hiitoshinku:Kk ゲーム情報、および情報記憶媒体
JP2005177436A (ja) * 2003-11-28 2005-07-07 Aiki:Kk ゲーム装置
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JP2003260269A (ja) * 2002-03-07 2003-09-16 Hiitoshinku:Kk ゲーム情報、および情報記憶媒体
JP2005177436A (ja) * 2003-11-28 2005-07-07 Aiki:Kk ゲーム装置
KR20120066760A (ko) * 2010-12-15 2012-06-25 주식회사 포그램 블록 제거 게임방법

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