WO2017094435A1 - Game processing method and game processing program - Google Patents

Game processing method and game processing program Download PDF

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Publication number
WO2017094435A1
WO2017094435A1 PCT/JP2016/082712 JP2016082712W WO2017094435A1 WO 2017094435 A1 WO2017094435 A1 WO 2017094435A1 JP 2016082712 W JP2016082712 W JP 2016082712W WO 2017094435 A1 WO2017094435 A1 WO 2017094435A1
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WO
WIPO (PCT)
Prior art keywords
landing
touch
field
game space
detected
Prior art date
Application number
PCT/JP2016/082712
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French (fr)
Japanese (ja)
Inventor
岡田 厚志
Original Assignee
株式会社コロプラ
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Publication date
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Publication of WO2017094435A1 publication Critical patent/WO2017094435A1/en

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race 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
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to a game processing method and a game processing program.
  • the present invention relates to a game processing method and a game processing program for a tennis game.
  • Patent Document 1 discloses a tennis game in which operations are performed using operation keys provided on a game housing and an operation bar.
  • One of the objects of the present invention is to provide a game with high operability.
  • one embodiment of the present invention provides: (1) A method executed by a computer having a display and a touch panel provided in association with the display, Detecting a touch input by a player on the touch panel, and specifying a touch start position and a touch end position; Designating one of a plurality of landing reference areas in the game space based on a touch direction from the touch start position to the touch end position; And displaying the object on the game space on the display so as to land on the designated landing reference area.
  • FIG. 3 is a hardware configuration diagram of a terminal according to an embodiment of the present invention. It is a block diagram which shows the functional structure of the terminal 100 based on 1st Embodiment of this invention.
  • FIG. 3 shows a game space according to one embodiment of the present invention.
  • FIG. 4 is a flowchart showing a processing procedure of the terminal 100 according to the first embodiment of the present invention.
  • FIG. 5 shows a locus of a touch operation on the touch panel when a top spin serve or a slice serve is selected according to an embodiment of the present invention, and an opponent position (an opponent's court) designated corresponding to the touch operation. The upper landing reference area is shown.
  • FIG. 5 shows a locus of a touch operation on the touch panel when a top spin serve or a slice serve is selected according to an embodiment of the present invention, and an opponent position (an opponent's court) designated corresponding to the touch operation.
  • the upper landing reference area is shown.
  • FIG. 6 shows a trajectory of a touch operation on the touch panel and a landing reference area on the opponent's team specified corresponding to the touch operation when a flat serve is selected according to one embodiment of the present invention.
  • FIG. 7 shows a trajectory of a touch operation on the touch panel and a landing reference area on the opponent's ground specified in accordance with the touch operation when top spin return is performed according to an embodiment of the present invention.
  • FIG. 8 shows a trajectory of a touch operation on the touch panel and a landing reference area on the opponent's team specified in accordance with the touch operation when performing a lob return according to an embodiment of the present invention.
  • FIG. 9 is a block diagram showing a functional configuration of the terminal 100 according to the second embodiment of the present invention.
  • FIG. 10 shows an example of a schematic diagram when a part of the game space is projected on the XY plane according to the second embodiment of the present invention.
  • FIG. 11 shows an example of each landing reference point and an offset direction from each landing reference point of the landing area according to one embodiment of the present invention.
  • 12A and 12B show an example of the landing reference point 1 and the offset direction of the landing area from the landing reference point 1.
  • FIG. 13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points.
  • 13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points.
  • 13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points.
  • 13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points.
  • 13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points.
  • FIG. 14 is a flowchart showing a processing procedure of the terminal 100 according to the second embodiment of the present invention.
  • One embodiment of the present invention has the following configuration.
  • (Item 1) A computer-implemented method comprising a display and a touch panel provided in association with the display, Detecting a touch input by a player on the touch panel, and specifying a touch start position and a touch end position; Designating one of a plurality of landing reference areas in the game space based on a touch direction from the touch start position to the touch end position; Displaying the object in the game space on the display so as to land on the designated landing reference area.
  • (Item 2) A step of determining a ball type selected by the player; The method according to item 1, wherein the landing reference area is specified based on the ball type and the touch direction. (Item 3) The method according to item 2, wherein the ball type is specified based on the touch direction. (Item 4) The ball type is 4. The method according to item 2 or 3, wherein, after two or more ball type candidates are selected by the player, one of the ball type candidates is specified based on the touch direction.
  • (Item 5) Setting a swing field in the game space based on the position of the player character; Determining whether the object is in the swing field when the touch input is detected; Selecting a batting action performed by the player character based on the position of the object in the swing field when the touch input is detected and the position of the player character; Further comprising the step of causing the display to display the character to hit the object by the selected hitting action.
  • Item 5. The method according to any one of Items 1 to 4.
  • (Item 6) 6.
  • the game space includes an XY plane, An outer edge defining a region of the swing field; Item 7.
  • Each of the plurality of landing reference areas includes a landing reference point; Based on the touch direction, one of the landing reference points is designated, Determining an offset amount from the landing reference point based on the position of the object in the swing field when the touch input is detected and the position of the player character; Determining a landing point on which the object lands based on the position of the landing reference point and the offset amount; Displaying the object on the display to land on the landing point;
  • the game space includes an XY plane,
  • the swing field includes a field horizontal line passing through the player character and parallel to the X-axis direction in the game space, Calculating a timing value based on a distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected; Determining the offset amount based on the timing value;
  • the landing point is offset to a predetermined position on a first line that intersects the direction in which the object moves from the landing reference point toward the opponent base in the game space based on the change in the timing value.
  • the method according to item 10, wherein the method is determined. (Item 12) When the distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected is the minimum, the landing point is set in the opponent base of the game space, Item 11. The landing point may be set out of the opponent base if the distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected is not minimum. the method of.
  • the game space includes an XY plane,
  • the swing field includes a field vertical line parallel to the Y-axis direction in the game space, Calculating a meet value based on a distance in the X-axis direction between the position of the object and a field vertical line when the touch input is detected; Determining the offset amount based on the meet value;
  • the landing point is offset to a predetermined position on a second line along the direction in which the object moves from the landing reference point toward the opponent base in the game space based on the variation of the meet value. 14.
  • the game space includes an XY plane
  • the swing field includes a field horizontal line passing through the player character and parallel to the X-axis direction in the game space, and a field vertical line parallel to the Y-axis direction in the game space, Calculating a timing value based on a distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected; Calculating a meet value based on a distance in the X-axis direction between the position of the object and the field vertical line when the touch input is detected; Determining an object parameter of the object based on the timing value or the meet value;
  • the method according to any of items 8 to 15, comprising: (Item 17) Item 17.
  • FIG. 1 is a hardware configuration diagram of a terminal 100 as an example of a computer according to an embodiment of the present invention.
  • the terminal 100 mainly includes an operation input unit 102, an image processing unit 104, a processor 106, and a ROM (Read as a main storage device).
  • Only memory (RAM) 108 and random access memory (RAM) 110 an auxiliary storage device 112, a display 114, a sound processing unit 116, an audio input unit 118, an audio output unit 120, and a communication control unit 122.
  • the components 102 to 112 and 116 are connected to each other via a bus line 130.
  • An interface circuit (not shown) is appropriately interposed between the bus line 130 and each component.
  • the operation input unit 102 receives a user's operation input and outputs an input signal corresponding to the operation input to the processor 106 via the bus line 130.
  • Examples of the operation input unit 102 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal 100.
  • the display 114 is configured as a touch screen, the touch panel serves as the operation input unit 102.
  • the touch panel 102 When the surface of the touch panel 102 is touched with a finger, a stick, a stylus pen, or the like, the touch panel 102 has a function of outputting coordinate data corresponding to the contact position.
  • the touch panel 102 detects a touch input position at a predetermined sampling interval and outputs coordinate data.
  • the image processing unit 104 drives the display 114 based on an image display command from the processor 106 and causes the display 114 to display an image.
  • the display 114 various display devices such as a liquid crystal display can be adopted.
  • the processor 106 controls the entire terminal 100.
  • the ROM 108 stores programs necessary for operation control of the terminal 100.
  • the RAM 110 stores various programs and data loaded from the ROM 108 or the auxiliary storage device 112, and provides a work area to the processor 106.
  • the program may be stored in the ROM 108 or the auxiliary storage device 112, or may be stored in a server connected to the terminal 100 via a network.
  • the auxiliary storage device 112 is a storage device that stores various programs and data.
  • a flash memory or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
  • the sound processing unit 116 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 118, and generates an analog audio signal based on a sound generation instruction from the processor 106 to generate an audio output unit 118. Output to.
  • the voice input unit 120 includes a microphone built in the terminal 100 and is used for telephone communication or recording.
  • the audio output unit 118 includes a reception speaker during telephone communication and a speaker that outputs a telephone ringtone or a sound effect during game execution.
  • the communication control unit 122 includes a communication interface, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
  • the communication control function for data communication includes, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a short-range wireless communication function, and the like.
  • the communication control unit 122 transmits a connection signal for connecting the terminal 100 to a wireless LAN, the Internet, or the like based on a command from the processor 106 and receives information transmitted from the communication partner side to the processor 106. Supply.
  • the terminal 100 includes a GPS (Global Positioning System) signal receiving circuit, a CCD (Charge Coupled Device)
  • An imaging device such as an image sensor, a triaxial acceleration sensor, a triaxial angular velocity sensor, or the like may be provided.
  • GPS position information may be used in a game.
  • FIG. 2 is a block diagram showing a functional configuration of the terminal 100 according to the first embodiment of the present invention.
  • the terminal 100 includes a processing unit 200 including an application progression unit 210 and a display processing unit 230.
  • the application progression unit 210 further includes a touch input detection unit 212, a ball type determination unit 214, a landing reference area determination unit 216, and an object motion control unit 218.
  • the processing unit 200 may further include a communication control unit (not shown).
  • the terminal 100 executes a tennis game by a game program.
  • the terminal 100 displays on the display 114 a tennis court, a player character 302, a battle character 304, and a ball (an example of an object, not shown) as shown in FIG.
  • a tennis court displays on the display 114 a tennis court, a player character 302, a battle character 304, and a ball (an example of an object, not shown) as shown in FIG.
  • a ball an example of an object, not shown
  • FIG. 3 shows the game space 300 displayed on the display 114 of the terminal 100.
  • the game space 300 includes a three-dimensional game space that includes an XY plane.
  • the game space 300 includes a player character 302 that is operated by the player, and a self-place 310 and an opponent place 312 that are arranged so as to sandwich the net along the Y-axis direction.
  • the own base 310 and the opponent base 312 include the XY plane.
  • a service line, a center service line, a base line, and a side line are set in the own base 310 and the opponent base 312, respectively.
  • the player character 302 plays a tennis game with the battle character 304 on such a tennis court.
  • the opponent base 312 has a plurality of landing reference areas 308 on which the balls hit by the character 302 land.
  • the player can hit the spot where the ball hits the opponent base 312 by designating one of the landing reference areas 1as to 6as by an operation described later.
  • Each of the landing reference areas 308 includes a landing reference point 306. After any of the landing reference points 1s to 6s is designated by the operation of the player, an appropriate error is further calculated to thereby calculate the landing reference areas 1as to 6as.
  • the landing position of the ball is determined.
  • each of the landing reference areas 308 is a circle having a radius that fits within a predetermined section set in an area 314 surrounded by a side line, a net, and a center service line.
  • the landing reference area 308 is virtually arranged on the opponent base 312 and may or may not be displayed on the game screen 300.
  • FIG. 3 shows an example of the landing reference area 308 when the player character 302 serves the opponent character 304.
  • the service line on the opponent base 312 is shown.
  • Landing reference areas 1as to 6as are set in the area between the center service line and the left side of the center service line.
  • the landing reference areas 1'as to 6'as are located between the service line on the opponent's base 312 and the net and on the right side of the center service line. Is set.
  • the processing unit 200 functions as an application progression unit 210 and a display control unit 230.
  • the application progression unit 210 functions as a touch input detection unit 212, a ball type determination unit 214, a landing reference area determination unit 216, and an object motion control unit 218.
  • the application progression unit 210 determines a game scene in progress, and selects a ball type candidate that can be selected by the player according to the determined game scene (step S1). For example, in a scene where the player character hits a serve, a candidate for the ball type related to the serve (spin, flat) is selected. In a scene where a hit ball from the opponent character (an opponent hit ball) is returned, a candidate for the type of ball related to the return ( Spin / Rob).
  • the display processing unit 230 displays the selected ball type candidate on the display 114 (step S1).
  • the touch input detection unit 212 detects a touch input for the selectable ball type candidates displayed on the display 114 (step S2).
  • the ball type determination unit 214 determines the serve ball type or the return ball type selected by the player based on the touch input detected in step S2.
  • the display processing unit 230 displays the ball type selected by the player on the display 114 (step S3).
  • FIG. 5 shows a case where the serve ball type selected by the player is a top spin.
  • FIG. 6 shows a case where the serve ball type selected by the player is a flat serve.
  • ball type candidates that can be selected by the player are displayed on the ball type switching button 504.
  • the top spin and the flat serve can be switched for the ball type by the player's operation on the ball type switching button 504.
  • the ball type determination unit 214 specifies the ball type at the time of hitting.
  • FIG. 7 and 8 show a ball type switching button 702 that indicates a plurality of return ball type candidates selected by the player.
  • two types of “spin / lob” are shown as the ball type candidates.
  • the touch input detection unit 212 detects the touch direction with respect to the touch end position from the touch start position of the touch input (step S4).
  • the touch input detection unit 212 can detect the coordinate position on the touch panel where the tap operation by the player is input and the touch input (slide / swipe operation) detected continuously. Of the successively detected touch positions, the first detected position is referred to as a touch start position, and the last detected position is referred to as a touch end position.
  • the touch input detection unit 212 can specify the touch direction of the touch input that is continuously detected based mainly on the touch start position and the touch end position. Further, the touch input detection unit 212 can detect the distance of the touch operation and the time required from the touch start to the touch end.
  • the touch start position may be a point set in advance in the operation input unit (touch panel) 102 or may be an arbitrary position.
  • the landing reference area determination unit 216 based on the ball type selected in Step S3 and the touch direction detected in Step S4, a plurality of points defined on the opponent base 312 in the game space.
  • One of the landing reference areas 308 is designated (step S5).
  • the touch input detection unit 212 detects the touch start position (point A) and the touch end position, and specifies the touch directions 1ts to 6ts.
  • the landing reference area determination unit 216 specifies landing reference areas 1as to 6as corresponding to the specified touch directions 1ts to 6ts.
  • landing reference points 1s to 6s corresponding to the touch directions 1ts to 6ts are designated. For example, when a touch operation from the touch start position (A) to the upper left and left of the screen is detected, the corresponding touch direction 1ts is specified, and the corresponding landing reference point 1s is specified. Further, an actual landing point (not shown) in the landing reference area 1as is determined by adding a predetermined deviation to the landing reference point 1s by various methods as will be described later. Thereby, the landing reference areas 1as to 6as corresponding to the touch directions 1ts to 6ts can be designated. The player can enjoy various play styles by relatively simple operations.
  • the landing reference area 308 (landing reference point 306) associated with the touch direction changes. That is, the landing reference area 308 is specified based on the ball type and the touch direction.
  • the flat serve is specified as shown in FIG. 6, when the touch operation includes a displacement in the X-axis direction, the landing reference areas 1as to 3as on the opponent base 312 according to the displacement. Is specified. For example, when a touch direction and a touch operation distance reaching the negative area area1 on the X axis from the touch start position (A) are detected, the landing reference area 1as is designated.
  • the landing reference area 3as is designated. If neither the negative area area1 nor the positive area area3 has been reached from the touch start position (A), the landing reference area 2as is designated.
  • the ball type and the landing reference area 308 are specified based on the touch direction.
  • the touch direction includes a displacement in the positive direction with respect to the Y axis, or when the touch direction includes almost no displacement in the Y axis direction
  • the ball type “spin” is selected according to the displacement. ”Is designated, and any one of the landing reference areas 1a to 6a on the opponent side value 312 is designated.
  • the landing reference area 1a is designated. .
  • the landing reference area 2a is designated.
  • the landing reference area 3a is designated.
  • the landing reference area 4a is designated. Is done.
  • the landing reference area 6a is designated. Is done. Further, when the touch operation distance from the touch start position (A) is less than a certain value, the landing reference area 5a is designated.
  • the ball type “Rob” is designated according to the displacement, and the opponent team value 312 is displayed.
  • Any one of the landing reference areas 1a to 3a is designated.
  • the landing reference area 1a is designated.
  • the landing reference area 2a is designated.
  • the landing reference area 3a is designated.
  • the object motion control unit 218 calculates the trajectory of the ball hit by the character 302 so as to land at an arbitrary position within the landing reference reference area designated in step S4 (step S6).
  • the object motion control unit 218 designates an arbitrary position in the landing reference area 308 as an actual landing point. Further, the object motion control unit 218 causes the player character 302 to perform an action of hitting the ball (return action, serve action) according to the ball type selected in step S3 (step S6).
  • the display processing unit 230 displays the player character controlled by the object motion control unit 218, the ball moving along the calculated trajectory, and the like on the display 114 (step S7). Based on information from the object motion control unit 218, the display processing unit 230 outputs to the display 114 an image signal for moving and displaying the player character and the battle character on the court in the virtual space. The display processing unit 230 also outputs to the display 114 an image signal for moving and displaying a ball moving along the calculated trajectory on the court in the virtual space based on information from the object motion control unit 218.
  • the position where the ball lands is changed from the landing reference point based on information regarding touch input made on the touch panel and information regarding the ball located in the game space. The game is complicatedly developed by simply detecting a simple operation (touch input).
  • FIG. 9 is a block diagram showing a functional configuration of the terminal 100 according to the second embodiment of the present invention.
  • the terminal 100 can include a processing unit 200 including an application progression unit 210 and a display processing unit 230.
  • the application progression unit 210 further includes a touch input detection unit 212, a landing reference region determination unit 216, an object motion control unit 218, a landing region size determination unit 220, a swing field determination unit 222, a timing determination unit 224, an offset / landing point determination unit. 226 and a hitting speed determination unit 228 can be provided.
  • the processing unit 200 and the respective units 212, 216, 218, 220, 222, 224, 226, 228, and 230 included in the processing unit 200 are executed by the processor 106 illustrated in FIG. 2 reading and executing the game program in the memory 108. It is realized by.
  • the player character is moved to an arbitrary position in the game space based on the slide operation. For example, the player character is moved to the vicinity of the position predicted by the player when the ball reaches by a slide operation. If the tap or flick operation is detected when the opponent hit ball is located in the swing field, the player character can hit the opponent hit ball. That is, in the present embodiment, the player character moves within the player's side based on the slide operation, and the game is developed by the player character hitting the ball based on the tap or flick operation. Further, by detecting the tap or flick operation, all or a part of the timing of hitting, the flying direction of the ball, the speed of the ball, and the arrival position of the ball is designated. In the present embodiment, various game parameters can be specified by detecting simple operations such as taps and flick operations, and a complicated game is developed.
  • FIG. 10 is a schematic diagram when the game space around the player character is projected onto the XY plane.
  • FIG. 10 shows a swing field 1402, a ball 1404, a player character 1406, and two areas 1408.
  • the swing field 1402 is an area where the player character can strike back (hit) a hit ball from the opponent character.
  • the player character 1406 holds a racket in the right hand and tries to strike back the ball that has flew with a forestroke.
  • the forestroke is a striking method for hitting a ball that passes the player character's racket holding side (here, the right hand side).
  • the swing field 1402 is a three-dimensional area (for example, a rectangular parallelepiped) having a predetermined width in the upward direction, the horizontal direction, and the front-rear direction with the player character 1406 as the center, and is defined based on the position of the player character.
  • this embodiment provides a game in which a certain period is provided for the timing of detecting tap and flick operations, and the opponent hits the ball easily.
  • the display is small, the ball is displayed very small in the display, so the timing at which the ball passes near the player character is very short.
  • FIG. 10 shows a player character 1406 whose center coordinates are (xc, yc, 0).
  • the swing field 1402 has a width of xf (that is, from (xc ⁇ xf) to (xc + xf)) in the positive and negative directions of the X axis with the center coordinate (xc, yc, 0) of the player character 1406 as the center. It is set to have a width of yf (ie, (yc ⁇ yf) to (yc + yf)) in the positive and negative directions of the Y axis, and a width of zf (ie, 0 to zf) in the positive direction of the Z axis.
  • the values of xf, yf, and zf are variables based on the position of the player character, and are set to be smaller as they approach the net and increase as they approach the base line. That is, the size of the area of the swing field is variable, is the maximum at the baseline, and gradually decreases as it approaches the net. This means that even when the character is placed near the net, if the player hits the ball in the same way as when placed at the baseline, many balls can be taken if the character is placed at the baseline, This is because the game is not interesting.
  • a straight line passing through the player character having the y-coordinate yc of the player character position and parallel to the X axis in the game space is called a field horizontal line.
  • Two straight lines parallel to the Y axis in the game space at positions shifted by xf and ( ⁇ xf) in the X axis direction around the x coordinate xc of the player character position are referred to as field vertical lines.
  • the player character may hit the opponent's hit ball also in an area outside the swing field 1402 (two shaded areas 1408 surrounded by a one-dot chain line shown in FIG. 10), that is, an area 1408 beyond the field vertical line. In this case, the player character jumps and hits the opponent's hit ball located in the area 1408 (jump area).
  • the swing field 1402 has an outer edge that defines its range and includes a field vertical line within the outer edge.
  • FIG. 11 shows each landing reference point and the direction of deviation (offset) from the landing reference point of the landing area.
  • an offset amount device amount
  • an offset range from the landing reference point at the center of the landing region is determined.
  • the landing reference area is set based on the offset area at the center of the landing area and the landing area whose size is determined based on the character parameters of the player character.
  • the landing reference area is an area where the ball falls somewhere in this area even if the offset amount is taken into consideration.
  • the control value, timing value, and meet value are used for designating the landing point (or landing reference area) of the ball that lands on the opponent's base, the flight direction of the ball, and the speed of the ball. These parameters are specified based on the positional relationship between the player character when touch-inputted and the ball hit by the opponent character.
  • the values of these parameters may be discrete values (integer) or continuous values.
  • the control value is a value that is set based on the distance in the Y-axis direction between the ball position of the opponent's hit ball when the touch input is detected (for example, when the touch end position is detected) and the field horizontal line. is there.
  • the control value is largest when touch input is made when the opponent hits the ball on the field horizon (for example, value 8), decreases linearly as the distance from the field horizon increases, and is smallest at the end of the swing field ( For example, value 1) is set.
  • an object parameter for example, the speed of the ball returned by the player character
  • the larger the control value the faster the ball is returned.
  • the timing value is set based on the distance between the ball position when the touch input is detected (for example, when the touch end position is detected) and the field horizontal line in the Y-axis direction.
  • the value setting method is different.
  • the timing value determines the offset amount of the landing area from each landing reference point.
  • the landing area is an area located in the opponent's base where the ball hit by the player character is randomly landed.
  • the landing area based on the timing value deviates from the landing reference point in the direction of the solid line arrow shown in FIG.
  • the timing value has the smallest absolute value when touch input is made when the opponent hits the ball on the field horizontal line (for example, value 0), and the absolute value increases as the distance from the field horizontal line increases.
  • the absolute value is set to be the largest (for example, value 8).
  • a positive value is set in the positive direction on the Y axis and a negative value is set in the negative direction on the Y axis with respect to the field horizontal line.
  • the absolute value of the timing value is minimum (that is, a value of 0)
  • the landing area is set to a position that is not displaced (not offset) from the landing reference point in the direction of the solid arrow shown in FIG.
  • the landing area is set at a position that is most shifted (offset) in the left-right direction from the landing reference point. That is, when the absolute value of the timing value is minimum, the landing area is on the first line (dotted arrow shown in FIG. 11) extending from the landing reference point to the outer periphery of the opponent base, and the absolute value of the timing value is the maximum. In this case, the landing area is at a position most shifted from the first line extending from the landing reference point to the outer periphery of the opponent base.
  • the first line extending from the landing reference point to the outer periphery of the opponent base is a line extending from the landing reference points 1 and 3 to the “corner” of the opponent base.
  • the first line is a line extending from the landing reference point 2 to the “baseline” of the opponent base. Then, the ball hit by the player character lands in a landing area that is offset or not offset.
  • a touch input is made when the ball is positioned above the field horizon (positive direction with respect to the Y axis)
  • the ball hit by the player character is landed in a landing area shifted to the left from the landing reference point.
  • the touch input is made when the ball is positioned below the field horizontal line (negative direction with respect to the Y axis)
  • the ball hit by the player character is landed in a landing area shifted to the right side from the landing reference point.
  • a backstroke on the contrary, if it is determined that the swing has been made earlier than the preferred timing, the ball will land in a landing area that is shifted to the right side of the landing reference point, and the ball will strike more than the preferred timing. If it is determined that the swing has been made late, the ball will land in a landing area shifted to the left of the landing reference point.
  • the meet value is a value set based on the distance in the X-axis direction between the position of the ball when a touch input is made (for example, when the touch end position is detected) and the field vertical line.
  • the meet value is set based on the field vertical line on the left side of the player character.
  • the meet value determines the offset amount of the landing area from each landing reference point.
  • the landing area based on the meet value is shifted (offset) from the landing reference point in the direction of the dotted arrow shown in FIG.
  • the direction in which the landing area is offset based on the meet value is the direction in which the landing area is offset based on the timing value (the solid arrow direction in FIG. 11). It intersects almost vertically or vertically.
  • the meet value is largest when touch input is made when the opponent hits the ball on the field vertical line (for example, a value of 8) and moves away from the field vertical line (that is, to the left of the field vertical line (on the X axis). It is set to a smaller value (for example, value 1) as it goes to the right (negative direction) or to the right (positive direction on the X axis).
  • the meet value is the largest (for example, a value of 8)
  • the hit ball is landed in a landing area that is most deviated in a predetermined direction from the landing reference point (that is, at a position where the opponent character is difficult to hit back).
  • the meet value is the lowest (for example, value 1)
  • the hit ball does not deviate from the landing reference point (that is, at a position where the opponent character can easily hit back), and landed in the landing area. . That is, the landing area is on the second line (solid arrow shown in FIG.
  • control value, the timing value, and the meet value are obtained based on the information about the touch input and the information about the ball located in the game space. Then, the processing unit 200 can determine the speed of the returning ball or the offset amount of the landing area from the landing reference point based on the control value, the timing value, and the meet value.
  • the size of the landing area is variable according to the character parameters of the player character, the game stage, and the like, and is set in advance for each game. For example, the size of the landing area depends on the character level, various game parameters (for example, parameters determined for each shot (top spin, slice, lob, drop, smash, volley, air shot, rising), through game play. The average value of the acquired control value and / or meet value). Since the landing point is determined pinpointed when the landing area is narrow, for example, the landing area is large when the level of the player character is low, and the landing area is narrowed as the level increases. FIG.
  • the offset direction differs depending on the selected landing reference point. For example, when the landing reference point 1 of the opponent base is selected, the landing area moves to the corner of the opponent base as the meet value increases, and the side line or the timing value increases as the timing value increases. The center of the landing area moves to the baseline.
  • 12A and 12B are diagrams exemplifying the deviation of the landing area from the landing reference point 1 determined according to the timing value and the meet value.
  • the black circle indicates the landing reference point 1 and the gray circle indicates the landing area.
  • 12A shows a case where the landing area is narrow
  • FIG. 12B shows a case where the landing area is wide.
  • the solid line arrows in FIGS. 12A and 12B show one mode of deviation from the landing reference point of the landing area when the timing value changes
  • the dotted line arrow shows from the landing reference point of the landing area when the meet value changes.
  • One mode of deviation is shown. As shown in FIGS.
  • the landing area moves toward the corner of the opponent base, and toward the side line or the baseline as the absolute value of the timing value increases.
  • the landing area moves.
  • the meet value is maximum, the landing area moves to the corner of the opponent's base, but the landing area should be within the opponent's base. This is to prevent the ball from going out when the meat value is maximum.
  • the area 1602 is a landing area determined by the offset / landing point determination unit 226 when the timing index is +4 and the meet value is 4.
  • An area 1604 is a landing area when the timing index is ⁇ 8 and the meet value is 4.
  • a region 1606 is a landing region when the timing value is +8 and the meet value is 4.
  • the offset / landing point determination unit 226 determines a landing point at random within the determined landing area.
  • the center of the landing area is located on the side line and the base line. Therefore, when the landing area is the area 1604 or 1606, the ball may land on the area beyond the base line or the side line and be out.
  • FIG. 12A when the landing area is narrower, when a suitable timing value and meet value are acquired (that is, when the timing value is 0 and the meet value is 8), the ball hits the corner (corner) of the opponent's base more. Can be made.
  • FIGS. 13A to 13H are diagrams respectively illustrating the deviation of the landing area from the landing reference points 2 to 9 determined according to the timing value and the meet value.
  • FIG. 13A shows one aspect of the deviation of the landing area from the landing reference point 2. The higher the meet value, the closer the landing area is to the baseline. As the absolute value of the timing value increases, the landing area shifts to the left and right. For example, in the case of a right-handed forehand, if the ball is hit in the area above the field horizon in the swing field on the Y axis (hit the ball earlier), the landing area in the opponent's position shifts to the left.
  • FIG. 13B shows an aspect of the deviation of the landing area from the landing reference point 3.
  • FIG. 13C shows the deviation of the landing area from the landing reference point 4
  • FIG. 13D shows the deviation of the landing area from the landing reference point 5
  • FIG. 13E shows the deviation of the landing area from the landing reference point 6
  • FIG. 13G shows the deviation of the landing area from the reference point 7
  • FIG. 13G shows the deviation of the landing area from the landing reference point 8
  • FIG. 13H shows the deviation of the landing area from the landing reference point 9.
  • step S1 the landing area size determination unit 220 sets the size of the landing area according to the character parameters of the player character and some or all of the various game parameters. For example, the landing area size determination unit 220 narrows the landing area as the character level increases, and widens the landing area as the character level decreases.
  • step S2 the touch input detection unit 212 detects information related to touch input to the touch panel by the player made to the player character displayed on the display.
  • step S3 based on the information regarding the touch input detected in step S2, the touch input detection unit 212 determines the type of touch input (slide operation, tap operation, flick operation). If the touch input is a slide operation, the process proceeds to step S4. If the touch input is a tap or flick operation, the process proceeds to step S5.
  • step S3 If it is determined in step S3 that the operation is a slide operation, the process proceeds to step S4.
  • step S4 the object motion control unit 218 moves the player character within the player's own space in the game space based on the distance and direction from the touch start position to the touch end position in the information related to the touch input detected by the touch input detection unit 212. Move with. Then, the display processing unit 230 displays the player character controlled by the object motion control unit 218 on the display 114, and returns to step S2.
  • step S3 If it is determined in step S3 that the operation is a tap operation or a flick operation, the process proceeds to step S5.
  • step S5 the swing field setting unit 222 sets the swing field in the game space based on the current position of the player character in the game space.
  • the display processing unit 230 may output the outer edge defining the width of the swing field and the field horizontal line to the display.
  • step S ⁇ b> 6 the timing determination unit 224 detects the position of the ball in the game space when the touch end position is detected by the touch input detection unit 212. Then, the timing determination unit 224 determines whether or not a touch input has been made in step S2 when the detected ball is positioned within the set swing field.
  • step S7 when it is determined that a touch input is made in step S2 when the ball is positioned in the swing field, the process proceeds to step S7.
  • the landing reference area determination unit 216 determines a plurality of preliminarily defined on the opponent's ground in the game space based on the direction from the touch start position to the touch end position detected by the touch input detection unit 212. One landing reference point is determined among the landing reference points.
  • step S8 the offset / landing point determination unit 226 determines the amount by which the landing region having the size determined by the landing region size determination unit 220 is offset from the landing reference point. Further, the offset / landing point determination unit 226 randomly determines the landing point in the offset landing region.
  • step S9 the object motion control unit 218 selects a motion to take back the racket and hit the ball based on the position of the ball and the position of the player character when the touch end position is detected. Then, the player character is caused to perform the selected action.
  • the action of taking back and hitting the ball is defined in advance for each swing pattern. More specifically, the object motion control unit 218 performs a batting motion (swing pattern, swing) to be performed on the player character based on the position of the ball in the swing field when the touch end position is detected and the position of the player character. Swing time) is appropriately selected.
  • Basic swing patterns include forestroke, backstroke, volley, and smash.
  • the forestroke is a hitting method in which a ball that passes the player character's racket side (here, the right hand side) is hit.
  • the back stroke is a striking method in which the player character hits a ball passing through the side opposite to the side having the racket (here, the left hand side).
  • Volley is a batting method in which the ball is shot into the opponent's base before the ball bounces into the base.
  • the smash is a striking method in which a ball passing on the figure of the player character is shot into the opponent base at a steep angle.
  • the object motion control unit 218 causes the character to perform a forestroke, and causes the character to perform volley when the character is positioned near the net.
  • the object motion control unit 218 varies the motion to be performed on the character depending on the positional relationship between the ball and the character and the distance of the character from the net.
  • the object motion control unit 218 varies the take-back motion according to the speed of the opponent hit ball and the positions of the player character and the opponent hit ball. For example, if the position of the opponent's hit ball when the touch end position is detected is sufficiently far from the player character, the player character is caused to perform all of the predetermined actions to take back and hit the ball. If the position of the opponent's hit ball when the touch end position is detected is close to the player character, there is no time for the player character to perform all the actions, so the action of hitting the ball with a predetermined takeback Among them, a part (for example, the first action) is omitted and the player character is made to perform.
  • the object motion control unit 218 moves the ball to land on the landing point determined by the offset / landing point determination unit 226.
  • the hitting speed determination unit 228 determines the object parameter of the ball hit by the player character based on the meet value and the control value. For example, the speed (object parameter) of the ball returned by the player character is determined based on one or both of the meet value and the control value. Further, the hitting speed determination unit 228 uses a value obtained by multiplying the meat value and the control value, a unique value for each ball type (serve, drop), and a character parameter (for example, a character level) by the player character. The speed of the returned ball may be determined.
  • the display processing unit 230 outputs an image signal for moving and displaying the player character and the ball controlled by the object motion control unit 218 in the game space to the display 114.
  • step S6 when the ball when the touch input is detected is located outside the swing field, the process proceeds to step S10.
  • step S10 the player character that performs the various actions selected cannot hit the ball, and the player character swings idle.

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Abstract

[Problem] In a tennis game, to determine an impact point of a ball with a simple operation using a touch panel. [Solution] Using a terminal which comprises a display and a touch panel which has been disposed in association with the display, an impact region of an object which makes impact in an opponent's position is determined by a touch input. The terminal comprises: a touch input detecting unit 212 which detects a touch start position and a touch end position of a touch which a player makes upon the display; an impact reference region determination unit 216 which, on the basis of the direction of the touch from the detected touch start position to the detected touch end position, determines one among a plurality of impact reference regions which have been defined in a game space; and a display processing unit 230 which causes the object to be displayed in motion upon the display so as to make impact in the determined one impact reference region.

Description

ゲーム処理方法、およびゲーム処理プログラムGame processing method and game processing program
 本発明は、ゲーム処理方法、およびゲーム処理プログラムに関する。特に、本発明はテニスゲームを対象としたゲーム処理方法、およびゲーム処理プログラムに関する。 The present invention relates to a game processing method and a game processing program. In particular, the present invention relates to a game processing method and a game processing program for a tennis game.
 特許文献1には、ゲーム筐体に設けられた操作キーと、操作バーを用いて操作が行われるテニスゲームが開示されている。 Patent Document 1 discloses a tennis game in which operations are performed using operation keys provided on a game housing and an operation bar.
特開2003-47766号公報JP 2003-47766 A
 個別に設けられた複数の入力手段を用いてゲームを行うことは煩雑であり、操作性が悪い。本発明の目的の一つは、操作性の高いゲームを提供することにある。 It is cumbersome to play a game using a plurality of input means provided individually, and the operability is poor. One of the objects of the present invention is to provide a game with high operability.
 上述した課題を解決するために、本発明の一態様は、
(1)ディスプレイと該ディスプレイに関連して設けられたタッチパネルとを備えたコンピュータで実行される方法であって、
 前記タッチパネルに対するプレイヤによるタッチ入力を検出し、タッチ開始位置およびタッチ終了位置を特定するステップと、
 前記タッチ開始位置から前記タッチ終了位置に対するタッチ方向に基づいて、ゲーム空間における複数の着弾基準領域のうちの1つを指定するステップと、
 前記ゲーム空間内におけるオブジェクトを、指定された前記着弾基準領域へ着弾するように、前記ディスプレイへ表示させるステップと、を含む方法に関する。
In order to solve the above-described problem, one embodiment of the present invention provides:
(1) A method executed by a computer having a display and a touch panel provided in association with the display,
Detecting a touch input by a player on the touch panel, and specifying a touch start position and a touch end position;
Designating one of a plurality of landing reference areas in the game space based on a touch direction from the touch start position to the touch end position;
And displaying the object on the game space on the display so as to land on the designated landing reference area.
 本発明によれば、操作性の高いゲームを実現することができる。 According to the present invention, a game with high operability can be realized.
本発明の一実施例に従った、端末のハードウェア構成図である。FIG. 3 is a hardware configuration diagram of a terminal according to an embodiment of the present invention. 本発明の第1実施形態に係る、端末100の機能的な構成を示すブロック図である。It is a block diagram which shows the functional structure of the terminal 100 based on 1st Embodiment of this invention. 図3は本発明の一実施例に従ったゲーム空間を示す。FIG. 3 shows a game space according to one embodiment of the present invention. 図4は本発明の第1実施形態に係る端末100の処理手順を示すフローチャートである。FIG. 4 is a flowchart showing a processing procedure of the terminal 100 according to the first embodiment of the present invention. 図5は本発明の一実施例に従った、トップスピンサーブ、スライスサーブが選択された場合の、タッチパネルに対するタッチ操作の軌跡と、該タッチ操作に対応して指定される相手陣地(相手コート)上の着弾基準領域を示す。FIG. 5 shows a locus of a touch operation on the touch panel when a top spin serve or a slice serve is selected according to an embodiment of the present invention, and an opponent position (an opponent's court) designated corresponding to the touch operation. The upper landing reference area is shown. 図6は本発明の一実施例に従った、フラットサーブが選択された場合の、タッチパネルに対するタッチ操作の軌跡と、該タッチ操作に対応して指定される相手陣地上の着弾基準領域を示す。FIG. 6 shows a trajectory of a touch operation on the touch panel and a landing reference area on the opponent's team specified corresponding to the touch operation when a flat serve is selected according to one embodiment of the present invention. 図7は本発明の一実施例に従った、トップスピンリターンを行う場合の、タッチパネルに対するタッチ操作の軌跡と、該タッチ操作に対応して指定される相手陣地上の着弾基準領域を示す。FIG. 7 shows a trajectory of a touch operation on the touch panel and a landing reference area on the opponent's ground specified in accordance with the touch operation when top spin return is performed according to an embodiment of the present invention. 図8は本発明の一実施例に従った、ロブリターンを行う場合の、タッチパネルに対するタッチ操作の軌跡と、該タッチ操作に対応して指定される相手陣地上の着弾基準領域を示す。FIG. 8 shows a trajectory of a touch operation on the touch panel and a landing reference area on the opponent's team specified in accordance with the touch operation when performing a lob return according to an embodiment of the present invention. 図9は本発明の第2実施形態に係る、端末100の機能的な構成を示すブロック図である。FIG. 9 is a block diagram showing a functional configuration of the terminal 100 according to the second embodiment of the present invention. 図10は本発明の第2実施形態に係る、ゲーム空間の一部をX-Y平面に投影した場合の略線図の一例を示す。FIG. 10 shows an example of a schematic diagram when a part of the game space is projected on the XY plane according to the second embodiment of the present invention. 図11は本発明の一実施例に従った、各着弾基準点と、着弾領域の各着弾基準点からのオフセット方向の一例を示す。FIG. 11 shows an example of each landing reference point and an offset direction from each landing reference point of the landing area according to one embodiment of the present invention. 図12A、Bは、着弾基準点1と、着弾基準点1からの着弾領域のオフセット方向の一例を示す。12A and 12B show an example of the landing reference point 1 and the offset direction of the landing area from the landing reference point 1. FIG. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図13A~Hは、各着弾基準点と、各着弾基準点からの着弾領域のオフセット方向の一例を示す。13A to 13H show examples of landing reference points and offset directions of landing areas from the landing reference points. 図14は本発明の第2実施形態に係る端末100の処理手順を示すフローチャートである。FIG. 14 is a flowchart showing a processing procedure of the terminal 100 according to the second embodiment of the present invention.
[本発明の実施形態の説明]
 最初に、本発明の実施形態の内容を列挙して説明する。本発明の一実施形態は、以下のような構成を備える。
(項目1)
 ディスプレイと該ディスプレイに関連して設けられたタッチパネルとを備えたコンピュータで実行される方法であって、
 前記タッチパネルに対するプレイヤによるタッチ入力を検出し、タッチ開始位置およびタッチ終了位置を特定するステップと、
 前記タッチ開始位置から前記タッチ終了位置に対するタッチ方向に基づいて、ゲーム空間における複数の着弾基準領域のうちの1つを指定するステップと、
 前記ゲーム空間内におけるオブジェクトを、指定された前記着弾基準領域へ着弾するように、前記ディスプレイへ表示させるステップと、を含む方法。
(項目2)
 前記プレイヤにより選択された球種を判定するステップをさらに備え、
 前記着弾基準領域は、前記球種と前記タッチ方向に基づいて指定される、項目1に記載の方法。
(項目3)
 前記タッチ方向に基づいて、前記球種が特定される、項目2に記載の方法。
(項目4)
前記球種は、
 前記プレイヤにより2つ以上の球種候補が選択された後、前記タッチ方向に基づいて、前記球種候補のうちの1つが特定される、項目2または3に記載の方法。
(項目5)
 プレイヤキャラクタの位置に基づいて前記ゲーム空間内にスイングフィールドを設定するステップと、
 前記タッチ入力が検出されたときに、前記オブジェクトが前記スイングフィールド内にあるかを判定するステップと、
 前記タッチ入力が検出されたときの前記スイングフィールド内における前記オブジェクトの位置と、前記プレイヤキャラクタの位置に基づいて、前記プレイヤキャラクタが行う打撃動作を選択するステップと、
 選択された前記打撃動作によって前記オブジェクトを打撃するよう前記キャラクタを前記ディスプレイへ表示させるステップをさらに含む、
項目1~4のいずれかに記載の方法。
(項目6)
 前記スイングフィールドの領域の大きさは、前記プレイヤキャラクタの位置の移動に基づいて可変である、項目5に記載の方法。
(項目7)
 前記ゲーム空間はXY平面を含み、
前記スイングフィールドの領域を定義する外縁と、
前記プレイヤキャラクタを通り、X軸方向に平行なフィールド水平線を前記ディスプレイへ表示させるステップをさらに含む、項目5または6に記載の方法。
(項目8)
 複数の前記着弾基準領域のそれぞれは着弾基準点を含み、
前記タッチ方向に基づいて、複数の前記着弾基準点のうちの1つが指定され、
 前記タッチ入力が検出されたときの前記スイングフィールド内における前記オブジェクトの位置と、前記プレイヤキャラクタの位置に基づいて、前記着弾基準点からのオフセット量を決定するステップと、
 前記着弾基準点の位置と前記オフセット量に基づいて、前記オブジェクトが着弾する着弾点を決定するステップと、
前記着弾点に着弾するように前記オブジェクトを前記ディスプレイへ表示させるステップと、
をさらに含む、項目5~7のいずれかに記載の方法。
(項目9)
 前記着弾点は、前記着弾基準点の位置と、前記オフセット量と、前記プレイヤキャラクタのキャラクタパラメータに基づいて設定される着弾領域に基づいて決定される、項目8に記載の方法。
(項目10)
 前記ゲーム空間はXY平面を含み、
 前記スイングフィールドは、前記プレイヤキャラクタを通り、前記ゲーム空間におけるX軸方向に平行なフィールド水平線を含み、
 前記タッチ入力が検出されたときの、前記オブジェクトの位置と、フィールド水平線との間のY軸方向における距離に基づいてタイミング値を算出するステップと、
 前記タイミング値に基づいて前記オフセット量を決定するステップと、
を含む、項目8または9に記載の方法。
(項目11)
 前記着弾点は、前記タイミング値の変動に基づいて、前記着弾基準点から前記オブジェクトが前記ゲーム空間の相手陣地へ向けて移動する方向に交差する第1の線上における所定位置にオフセットされるように決定される、項目10に記載の方法。
(項目12)
前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド水平線との間のY軸方向における距離が最小である場合、前記着弾点は前記ゲーム空間の相手陣地内に設定され、
前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド水平線との間のY軸方向における距離が最小でない場合、前記着弾点は前記相手陣地外に設定され得る、項目11に記載の方法。
(項目13)
 前記ゲーム空間はXY平面を含み、
 前記スイングフィールドは、前記ゲーム空間におけるY軸方向に平行なフィールド垂直線を含み、
 前記タッチ入力が検出されたときの、前記オブジェクトの位置と、フィールド垂直線との間のX軸方向における距離に基づいてミート値を算出するステップと、
 前記ミート値に基づいて前記オフセット量を決定するステップと、
を含む、項目10~12のいずれかに記載の方法。
(項目14)
 前記着弾点は、前記ミート値の変動に基づいて、前記着弾基準点から前記オブジェクトが前記ゲーム空間の相手陣地へ向けて移動する方向に沿った第2の線上における所定位置にオフセットされるように決定される、項目13に記載の方法。
(項目15)
前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド垂直線との間のX軸方向における距離が最小である場合、前記着弾点は前記ゲーム空間の相手陣地内に設定され、
前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド垂直線との間のX軸方向における距離が最小でない場合、前記着弾点は前記相手陣地外に設定され得る、項目14に記載の方法。
(項目16)
 前記ゲーム空間はXY平面を含み、
 前記スイングフィールドは、前記プレイヤキャラクタを通り、前記ゲーム空間におけるX軸方向に平行なフィールド水平線と、前記ゲーム空間におけるY軸方向に平行なフィールド垂直線を含み、
 前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド水平線との間のY軸方向における距離に基づいてタイミング値を算出するステップと、
前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド垂直線との間のX軸方向における距離に基づいてミート値を算出するステップと、
 前記タイミング値または前記ミート値に基づいて前記オブジェクトのオブジェクトパラメータを決定するステップと、
を含む、項目8~15のいずれかに記載の方法。
(項目17)
 項目1から16のいずれか1項に記載の方法を、前記コンピュータのプロセッサに実行させるためのプログラム。
[Description of Embodiment of the Present Invention]
First, the contents of the embodiment of the present invention will be listed and described. One embodiment of the present invention has the following configuration.
(Item 1)
A computer-implemented method comprising a display and a touch panel provided in association with the display,
Detecting a touch input by a player on the touch panel, and specifying a touch start position and a touch end position;
Designating one of a plurality of landing reference areas in the game space based on a touch direction from the touch start position to the touch end position;
Displaying the object in the game space on the display so as to land on the designated landing reference area.
(Item 2)
A step of determining a ball type selected by the player;
The method according to item 1, wherein the landing reference area is specified based on the ball type and the touch direction.
(Item 3)
The method according to item 2, wherein the ball type is specified based on the touch direction.
(Item 4)
The ball type is
4. The method according to item 2 or 3, wherein, after two or more ball type candidates are selected by the player, one of the ball type candidates is specified based on the touch direction.
(Item 5)
Setting a swing field in the game space based on the position of the player character;
Determining whether the object is in the swing field when the touch input is detected;
Selecting a batting action performed by the player character based on the position of the object in the swing field when the touch input is detected and the position of the player character;
Further comprising the step of causing the display to display the character to hit the object by the selected hitting action.
Item 5. The method according to any one of Items 1 to 4.
(Item 6)
6. The method according to item 5, wherein the size of the area of the swing field is variable based on movement of the position of the player character.
(Item 7)
The game space includes an XY plane,
An outer edge defining a region of the swing field;
Item 7. The method according to Item 5 or 6, further comprising: displaying a field horizontal line passing through the player character and parallel to the X-axis direction on the display.
(Item 8)
Each of the plurality of landing reference areas includes a landing reference point;
Based on the touch direction, one of the landing reference points is designated,
Determining an offset amount from the landing reference point based on the position of the object in the swing field when the touch input is detected and the position of the player character;
Determining a landing point on which the object lands based on the position of the landing reference point and the offset amount;
Displaying the object on the display to land on the landing point;
The method according to any of items 5 to 7, further comprising:
(Item 9)
9. The method according to item 8, wherein the landing point is determined based on a landing area set based on a position of the landing reference point, the offset amount, and a character parameter of the player character.
(Item 10)
The game space includes an XY plane,
The swing field includes a field horizontal line passing through the player character and parallel to the X-axis direction in the game space,
Calculating a timing value based on a distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected;
Determining the offset amount based on the timing value;
The method according to item 8 or 9, comprising:
(Item 11)
The landing point is offset to a predetermined position on a first line that intersects the direction in which the object moves from the landing reference point toward the opponent base in the game space based on the change in the timing value. The method according to item 10, wherein the method is determined.
(Item 12)
When the distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected is the minimum, the landing point is set in the opponent base of the game space,
Item 11. The landing point may be set out of the opponent base if the distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected is not minimum. the method of.
(Item 13)
The game space includes an XY plane,
The swing field includes a field vertical line parallel to the Y-axis direction in the game space,
Calculating a meet value based on a distance in the X-axis direction between the position of the object and a field vertical line when the touch input is detected;
Determining the offset amount based on the meet value;
The method according to any one of Items 10 to 12, comprising:
(Item 14)
The landing point is offset to a predetermined position on a second line along the direction in which the object moves from the landing reference point toward the opponent base in the game space based on the variation of the meet value. 14. The method according to item 13, wherein the method is determined.
(Item 15)
When the distance in the X-axis direction between the position of the object and the field vertical line when the touch input is detected is the minimum, the landing point is set in the opponent base of the game space,
Item 14 is that if the touch input is detected and the distance in the X-axis direction between the position of the object and the field vertical line is not the minimum, the landing point may be set outside the opponent base. The method described.
(Item 16)
The game space includes an XY plane,
The swing field includes a field horizontal line passing through the player character and parallel to the X-axis direction in the game space, and a field vertical line parallel to the Y-axis direction in the game space,
Calculating a timing value based on a distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected;
Calculating a meet value based on a distance in the X-axis direction between the position of the object and the field vertical line when the touch input is detected;
Determining an object parameter of the object based on the timing value or the meet value;
The method according to any of items 8 to 15, comprising:
(Item 17)
Item 17. A program for causing a processor of the computer to execute the method according to any one of items 1 to 16.
 以下、図面を参照しながら本発明の実施形態について詳細に説明する。
<第1実施形態>
 図1は、本発明の一実施形態に係る一実施形態に係るコンピュータの一例としての端末100のハードウェア構成図である。図1に示すように、端末100は、主に操作入力部102と、画像処理部104と、プロセッサ106と、主記憶装置としてのROM(Read
Only Memory)108及びRAM(Random Access Memory)110と、補助記憶装置112と、ディスプレイ114と、サウンド処理部116と、音声入力部118と、音声出力部120と、通信制御部122とを備えており、構成要素102~112、および116はバスライン130を介して相互に接続されている。なお、バスライン130と各構成要素との間にはインタフェース回路(不図示)が適宜介在している。
Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings.
<First Embodiment>
FIG. 1 is a hardware configuration diagram of a terminal 100 as an example of a computer according to an embodiment of the present invention. As shown in FIG. 1, the terminal 100 mainly includes an operation input unit 102, an image processing unit 104, a processor 106, and a ROM (Read as a main storage device).
Only memory (RAM) 108 and random access memory (RAM) 110, an auxiliary storage device 112, a display 114, a sound processing unit 116, an audio input unit 118, an audio output unit 120, and a communication control unit 122. The components 102 to 112 and 116 are connected to each other via a bus line 130. An interface circuit (not shown) is appropriately interposed between the bus line 130 and each component.
 操作入力部102は、ユーザの操作入力を受け入れて当該操作入力に対応した入力信号を、バスライン130を介してプロセッサ106に出力するものである。操作入力部102の例としては、端末100の本体に設けられた方向指示ボタン、決定ボタン、英数文字等入力ボタンなどの物理的ボタンがある。なお、ディスプレイ114をタッチスクリーンとして構成している場合には、当該タッチパネルが操作入力部102となる。タッチパネル102は、その表面を指やスティック、スタイラスペンなどで触れると、その接触位置に対応する座標データを出力する機能を有している。タッチパネル102は、タッチ入力位置を所定のサンプリング間隔で検出して、座標データを出力する。 The operation input unit 102 receives a user's operation input and outputs an input signal corresponding to the operation input to the processor 106 via the bus line 130. Examples of the operation input unit 102 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal 100. If the display 114 is configured as a touch screen, the touch panel serves as the operation input unit 102. When the surface of the touch panel 102 is touched with a finger, a stick, a stylus pen, or the like, the touch panel 102 has a function of outputting coordinate data corresponding to the contact position. The touch panel 102 detects a touch input position at a predetermined sampling interval and outputs coordinate data.
 画像処理部104は、プロセッサ106からの画像表示命令に基づいてディスプレイ114を駆動し、当該ディスプレイ114に画像を表示させる。ディスプレイ114としては、液晶ディスプレイ等の種々の表示装置を採用できる。 The image processing unit 104 drives the display 114 based on an image display command from the processor 106 and causes the display 114 to display an image. As the display 114, various display devices such as a liquid crystal display can be adopted.
 プロセッサ106は、端末100全体の制御を行う。ROM108には、端末100の動作制御に必要なプログラム等が記憶されている。また、RAM110には、ROM108または補助記憶装置112からロードされた各種プログラムやデータが記憶され、プロセッサ106に対して作業領域を提供する。プログラムはROM108または補助記憶装置112に格納されても良いし、端末100にネットワークを介して接続されたサーバに格納されていてもよい。 The processor 106 controls the entire terminal 100. The ROM 108 stores programs necessary for operation control of the terminal 100. The RAM 110 stores various programs and data loaded from the ROM 108 or the auxiliary storage device 112, and provides a work area to the processor 106. The program may be stored in the ROM 108 or the auxiliary storage device 112, or may be stored in a server connected to the terminal 100 via a network.
 補助記憶装置112は、各種プログラムやデータ等を格納する記憶装置である。補助記憶装置112としては、携帯電話端末の内部メモリとして、例えばフラッシュメモリ等を用いることができ、また、携帯電話端末の外部メモリとして、例えばメモリカードリーダライタ等を用いることができる。 The auxiliary storage device 112 is a storage device that stores various programs and data. As the auxiliary storage device 112, for example, a flash memory or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
 サウンド処理部116は、音声入力部118から音声が入力されたときにアナログ音声信号をデジタル音声信号に変換するとともに、プロセッサ106からの発音指示に基づいてアナログ音声信号を生成して音声出力部118に出力する。音声入力部120は、端末100に内蔵されたマイクロフォンからなり、電話通信する場合や録音を行う場合などに用いられる。音声出力部118は、電話通信時の受話スピーカおよび電話着信音やゲーム実行時の効果音などを出力するスピーカからなる。 The sound processing unit 116 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 118, and generates an analog audio signal based on a sound generation instruction from the processor 106 to generate an audio output unit 118. Output to. The voice input unit 120 includes a microphone built in the terminal 100 and is used for telephone communication or recording. The audio output unit 118 includes a reception speaker during telephone communication and a speaker that outputs a telephone ringtone or a sound effect during game execution.
 通信制御部122は、通信インタフェースを備え、ゲーム操作時等にデータ通信するための通信制御機能および携帯電話端末として音声データを送受信するための通信制御機能等を有している。ここで、データ通信用の通信制御機能には、例えば、無線LAN接続機能、無線LANや携帯電話回線網を介したインターネット接続機能、近距離無線通信機能などが含まれる。通信制御部122は、プロセッサ106からの命令に基づいて端末100を無線LANやインターネット等に接続するための接続信号を発信するとともに、通信相手側から送信されてきた情報を受信してプロセッサ106へ供給する。 The communication control unit 122 includes a communication interface, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like. Here, the communication control function for data communication includes, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a short-range wireless communication function, and the like. The communication control unit 122 transmits a connection signal for connecting the terminal 100 to a wireless LAN, the Internet, or the like based on a command from the processor 106 and receives information transmitted from the communication partner side to the processor 106. Supply.
 なお、端末100には、GPS(Global Positioning System)信号受信回路、CCD
(Charge Coupled Device)イメージセンサ等の撮像装置(カメラ)、3軸加速度センサ
、3軸角速度センサなどが備えられていてもよく、例えば、GPS位置情報などをゲーム内で活用してもよい。
The terminal 100 includes a GPS (Global Positioning System) signal receiving circuit, a CCD
(Charge Coupled Device) An imaging device (camera) such as an image sensor, a triaxial acceleration sensor, a triaxial angular velocity sensor, or the like may be provided. For example, GPS position information may be used in a game.
 図2は、本発明の第1実施形態に従った端末100の機能的な構成を示すブロック図である。端末100は、アプリケーション進行部210と表示処理部230を備える処理部200を備える。アプリケーション進行部210はさらに、タッチ入力検出部212、球種判定部214、着弾基準領域決定部216、オブジェクト動作制御部218を備える。処理部200はさらに、通信制御部(図示せず)を備えてもよい。 FIG. 2 is a block diagram showing a functional configuration of the terminal 100 according to the first embodiment of the present invention. The terminal 100 includes a processing unit 200 including an application progression unit 210 and a display processing unit 230. The application progression unit 210 further includes a touch input detection unit 212, a ball type determination unit 214, a landing reference area determination unit 216, and an object motion control unit 218. The processing unit 200 may further include a communication control unit (not shown).
 本実施形態に係る端末100は、ゲームプログラムによってテニスゲームを実行する。端末100は、ディスプレイ114に図3に示すようなテニスコート、プレイヤキャラクタ302,対戦キャラクタ304、ボール(オブジェクトの一例、不図示)を表示させる。また、後述するようにプレイヤから入力されたコマンドに従ってプレイヤキャラクタ302、対戦キャラクタ304の一方の動作を制御し、互いにボールを打ち合うことによって、テニスゲームを進行させる。 The terminal 100 according to the present embodiment executes a tennis game by a game program. The terminal 100 displays on the display 114 a tennis court, a player character 302, a battle character 304, and a ball (an example of an object, not shown) as shown in FIG. In addition, as will be described later, one of the player character 302 and the battle character 304 is controlled according to a command input from the player, and the tennis game is advanced by hitting the ball with each other.
 図3は、端末100のディスプレイ114に表示されるゲーム空間300を示す。ゲーム空間300は、XY平面を含んで構成された3次元ゲーム空間を含む。ゲーム空間300は、プレイヤにより操作されるプレイヤキャラクタ302と、Y軸方向に沿ってネットを挟むようにして配置された自陣地310と相手陣地312を含む。自陣地310よび相手陣地312はXY平面を含む。自陣地310と相手陣地312には、それぞれサービスライン、センターサービスライン、ベースライン、サイドラインが設定されている。ゲーム空間300において、プレイヤキャラクタ302はこのようなテニスコート上で対戦キャラクタ304とテニスゲームを行う。 FIG. 3 shows the game space 300 displayed on the display 114 of the terminal 100. The game space 300 includes a three-dimensional game space that includes an XY plane. The game space 300 includes a player character 302 that is operated by the player, and a self-place 310 and an opponent place 312 that are arranged so as to sandwich the net along the Y-axis direction. The own base 310 and the opponent base 312 include the XY plane. A service line, a center service line, a base line, and a side line are set in the own base 310 and the opponent base 312, respectively. In the game space 300, the player character 302 plays a tennis game with the battle character 304 on such a tennis court.
 相手陣地312には、キャラクタ302により打撃されたボールが着弾する着弾基準領域308が複数設定されている。プレイヤは後述するような操作によって着弾基準領域1as~6asのいずれかを指定することで、ボールが相手陣地312に着弾する地点を打ち分けることができる。着弾基準領域308のそれぞれは、着弾基準点306を含み、プレイヤの操作によって着弾基準点1s~6sのいずれかが指定された後、適宜の誤差をさらに計算することにより、着弾基準領域1as~6as内におけるボールの着弾位置が決定される。 The opponent base 312 has a plurality of landing reference areas 308 on which the balls hit by the character 302 land. The player can hit the spot where the ball hits the opponent base 312 by designating one of the landing reference areas 1as to 6as by an operation described later. Each of the landing reference areas 308 includes a landing reference point 306. After any of the landing reference points 1s to 6s is designated by the operation of the player, an appropriate error is further calculated to thereby calculate the landing reference areas 1as to 6as. The landing position of the ball is determined.
 図3においては、着弾基準領域308のそれぞれは、サイドライン、ネット、センターサービスラインに囲まれた領域314に設定された所定の区分内にそれぞれ収まる大きさの半径を有する円である。着弾基準領域308は相手陣地312に仮想的に配置されており、ゲーム画面300に表示しても良いし、しなくても良い。図3はプレイヤキャラクタ302が対戦キャラクタ304に向けてサーブを行う場合の着弾基準領域308の一例を示しており、キャラクタ302が自陣の右コートからサーブする場合には、相手陣地312上のサービスラインとネットの間であって、センターサービスラインより左側の領域に着弾基準領域1as~6asが設定される。また、キャラクタ302が自陣の左コートからサーブする場合には、相手陣地312上のサービスラインとネットの間であって、センターサービスラインより右側の領域に着弾基準領域1’as~6’asが設定される。 In FIG. 3, each of the landing reference areas 308 is a circle having a radius that fits within a predetermined section set in an area 314 surrounded by a side line, a net, and a center service line. The landing reference area 308 is virtually arranged on the opponent base 312 and may or may not be displayed on the game screen 300. FIG. 3 shows an example of the landing reference area 308 when the player character 302 serves the opponent character 304. When the character 302 serves from the right court of the own team, the service line on the opponent base 312 is shown. Landing reference areas 1as to 6as are set in the area between the center service line and the left side of the center service line. When the character 302 serves from the left court of his team, the landing reference areas 1'as to 6'as are located between the service line on the opponent's base 312 and the net and on the right side of the center service line. Is set.
 次に、図2及び図4を参照して、本実施形態におけるゲームプログラムによって処理部200が実行する各機能部の動作を説明する。処理部200は、アプリケーション進行部210、表示制御部230として機能する。アプリケーション進行部210は、タッチ入力検出部212、球種判定部214、着弾基準領域決定部216、オブジェクト動作制御部218として機能する。 Next, with reference to FIG. 2 and FIG. 4, the operation of each functional unit executed by the processing unit 200 by the game program in the present embodiment will be described. The processing unit 200 functions as an application progression unit 210 and a display control unit 230. The application progression unit 210 functions as a touch input detection unit 212, a ball type determination unit 214, a landing reference area determination unit 216, and an object motion control unit 218.
 まず、アプリケーション進行部210は、進行中のゲームの場面を判定し、判定されたゲームの場面に応じて、プレイヤにより選択可能な球種候補を選定する(ステップS1)。例えば、プレイヤキャラクタがサーブを打つ場面では、サーブに関連する球種の候補(スピン、フラット)を、対戦キャラクタからの打球(相手打球)を返球する場面では、リターンに関連する球種の候補(スピン/ロブ)を選定する。表示処理部230は、選定された球種候補をディスプレイ114に表示させる(ステップS1)。 First, the application progression unit 210 determines a game scene in progress, and selects a ball type candidate that can be selected by the player according to the determined game scene (step S1). For example, in a scene where the player character hits a serve, a candidate for the ball type related to the serve (spin, flat) is selected. In a scene where a hit ball from the opponent character (an opponent hit ball) is returned, a candidate for the type of ball related to the return ( Spin / Rob). The display processing unit 230 displays the selected ball type candidate on the display 114 (step S1).
 そして、タッチ入力検出部212は、ディスプレイ114に表示されている選択可能な球種候補に対するタッチ入力を検出する(ステップS2)。
 次に、球種判定部214は、ステップS2にて検出されたタッチ入力に基づいて、プレイヤにより選択されたサーブ球種、又はリターン球種を判定する。表示処理部230は、プレイヤにより選択された球種をディスプレイ114に表示させる(ステップS3)。
Then, the touch input detection unit 212 detects a touch input for the selectable ball type candidates displayed on the display 114 (step S2).
Next, the ball type determination unit 214 determines the serve ball type or the return ball type selected by the player based on the touch input detected in step S2. The display processing unit 230 displays the ball type selected by the player on the display 114 (step S3).
 図5は、プレイヤにより選択されたサーブの球種がトップスピンである場合を示す。図6は、プレイヤにより選択されたサーブの球種がフラットサーブである場合を示す。各ゲーム空間300には、球種切り替えボタン504にプレイヤにより選択可能な球種候補が表示される。図5および図6では、プレイヤの球種切り替えボタン504に対する操作により、球種をトップスピンとフラットサーブを切り替え可能とされている。本実施形態ではプレイヤによるタッチパネル102における所定位置に配置された球種切り替えボタン504にタッチ操作(例えばタップ)が入力されることにより、球種判定部214は打撃時の球種を指定する。 FIG. 5 shows a case where the serve ball type selected by the player is a top spin. FIG. 6 shows a case where the serve ball type selected by the player is a flat serve. In each game space 300, ball type candidates that can be selected by the player are displayed on the ball type switching button 504. In FIG. 5 and FIG. 6, the top spin and the flat serve can be switched for the ball type by the player's operation on the ball type switching button 504. In this embodiment, when a touch operation (for example, a tap) is input to the ball type switching button 504 arranged at a predetermined position on the touch panel 102 by the player, the ball type determination unit 214 specifies the ball type at the time of hitting.
 図7、図8は、プレイヤにより選択されるリターンの球種候補を複数示す球種切り替えボタン702を示す。図7、図8においては、球種候補として「スピン/ロブ」の2種類が示されている。 7 and 8 show a ball type switching button 702 that indicates a plurality of return ball type candidates selected by the player. In FIG. 7 and FIG. 8, two types of “spin / lob” are shown as the ball type candidates.
 次に、タッチ入力検出部212は、タッチ入力のタッチ開始位置からタッチ終了位置に対するタッチ方向を検出する(ステップS4)。タッチ入力検出部212は、プレイヤによるタップ操作が入力されたタッチパネル上の座標位置や、及び連続して検出されるタッチ入力(スライド・スワイプ操作)を検出することができる。連続して検出されるタッチ位置のうちで最初に検出される位置をタッチ開始位置、最後に検出される位置をタッチ終了位置と呼ぶ。タッチ入力検出部212は、主にタッチ開始位置およびタッチ終了位置に基づいて、連続して検出されるタッチ入力のタッチ方向を特定することができる。また、タッチ入力検出部212は、タッチ操作の距離や、タッチ開始からタッチ終了までに要した時間を検出することができる。タッチ開始位置は操作入力部(タッチパネル)102にあらかじめ設定された点であっても良いし、任意の位置であっても良い。 Next, the touch input detection unit 212 detects the touch direction with respect to the touch end position from the touch start position of the touch input (step S4). The touch input detection unit 212 can detect the coordinate position on the touch panel where the tap operation by the player is input and the touch input (slide / swipe operation) detected continuously. Of the successively detected touch positions, the first detected position is referred to as a touch start position, and the last detected position is referred to as a touch end position. The touch input detection unit 212 can specify the touch direction of the touch input that is continuously detected based mainly on the touch start position and the touch end position. Further, the touch input detection unit 212 can detect the distance of the touch operation and the time required from the touch start to the touch end. The touch start position may be a point set in advance in the operation input unit (touch panel) 102 or may be an arbitrary position.
 次に、着弾基準領域決定部216は、ステップS3にて選択された球種、及びステップS4にて検出されたタッチ方向に基づいて、ゲーム空間内の相手陣地312上に規定されている複数の着弾基準領域308のうち1つを指定する(ステップS5)。
例えば、図5に示すように、プレイヤのタッチ操作502の軌跡に基づいて、タッチ入力検出部212はタッチ開始位置(A点)とタッチ終了位置を検出し、タッチ方向1ts~6tsを特定する。着弾基準領域決定部216は、特定されたタッチ方向1ts~6tsに対応する着弾基準領域1as~6asを指定する。
Next, the landing reference area determination unit 216, based on the ball type selected in Step S3 and the touch direction detected in Step S4, a plurality of points defined on the opponent base 312 in the game space. One of the landing reference areas 308 is designated (step S5).
For example, as shown in FIG. 5, based on the trajectory of the touch operation 502 of the player, the touch input detection unit 212 detects the touch start position (point A) and the touch end position, and specifies the touch directions 1ts to 6ts. The landing reference area determination unit 216 specifies landing reference areas 1as to 6as corresponding to the specified touch directions 1ts to 6ts.
 本実施形態では、まずタッチ方向1ts~6tsに対応する着弾基準点1s~6sが指定される。例えば、タッチ開始位置(A)から画面左上、画面左方向へのタッチ操作が検出されると、対応するタッチ方向1tsが特定され、これに対応した着弾基準点1sが特定される。さらに、後述するような様々な手法により着弾基準点1sに対して所定のずれを加味することによって、着弾基準領域1as内における実際の着弾点(図示せず)が決定される。これにより、タッチ方向1ts~6tsに応じた着弾基準領域1as~6asが指定され得る。そして、プレイヤは比較的単純な操作により、様々なプレイスタイルを楽しむことができる。 In this embodiment, first, landing reference points 1s to 6s corresponding to the touch directions 1ts to 6ts are designated. For example, when a touch operation from the touch start position (A) to the upper left and left of the screen is detected, the corresponding touch direction 1ts is specified, and the corresponding landing reference point 1s is specified. Further, an actual landing point (not shown) in the landing reference area 1as is determined by adding a predetermined deviation to the landing reference point 1s by various methods as will be described later. Thereby, the landing reference areas 1as to 6as corresponding to the touch directions 1ts to 6ts can be designated. The player can enjoy various play styles by relatively simple operations.
 本実施形態では、球種が指定されることにより、タッチ方向に対応付けられる着弾基準領域308(着弾基準点306)が変化する。すなわち、着弾基準領域308は、球種とタッチ方向に基づいて指定される。図6に示されるようにフラットサーブが指定されている場合、タッチ操作がX軸方向に向けた変位を含んでいる場合には、該変位に応じて相手陣地312上の着弾基準領域1as~3asが指定される。例えば、タッチ開始位置(A)からX軸に負の領域area1まで到達するタッチ方向およびタッチ操作距離が検出された場合には、着弾基準領域1asが指定される。タッチ開始位置(A)からX軸に正の領域area3まで到達するタッチ方向およびタッチ操作距離が検出された場合には、着弾基準領域3asが指定される。タッチ開始位置(A)から負の領域area1および正の領域area3のいずれまでも到達しなかった場合には、着弾基準領域2asが指定される。 In the present embodiment, when the ball type is specified, the landing reference area 308 (landing reference point 306) associated with the touch direction changes. That is, the landing reference area 308 is specified based on the ball type and the touch direction. When the flat serve is specified as shown in FIG. 6, when the touch operation includes a displacement in the X-axis direction, the landing reference areas 1as to 3as on the opponent base 312 according to the displacement. Is specified. For example, when a touch direction and a touch operation distance reaching the negative area area1 on the X axis from the touch start position (A) are detected, the landing reference area 1as is designated. When a touch direction and a touch operation distance that reach the positive area area3 on the X axis from the touch start position (A) are detected, the landing reference area 3as is designated. If neither the negative area area1 nor the positive area area3 has been reached from the touch start position (A), the landing reference area 2as is designated.
 図7、図8に示すリターンの場面においては、タッチ方向に基づいて球種および着弾基準領域308が特定される。図7に示されるように、タッチ方向がY軸に正の方向に向けた変位を含んでいる場合、又はY軸方向の変位を殆ど含まない場合には、該変位に応じて球種「スピン」が指定されると共に、相手陣値312上の着弾基準領域1a~6aのいずれかが指定される。例えば、タッチ開始位置(A)からY軸方向に正で、かつX軸方向に負の領域area1まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域1aが指定される。タッチ開始位置(A)からY軸方向に正で、かつX軸方向のほぼ変位が無い領域area2まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域2aが指定される。また、タッチ開始位置(A)からY軸方向に正で、かつX軸方向に正の領域area3まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域3aが指定される。さらに、タッチ開始位置(A)からY軸方向の変位がほぼ無く、かつX軸方向に負の領域area4まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域4aが指定される。さらに、タッチ開始位置(A)からY軸方向の変位がほぼ無く、かつX軸方向に正の領域area6まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域6aが指定される。さらに、タッチ開始位置(A)からのタッチ操作距離が一定値を下回る場合には、着弾基準領域5aが指定される。 7 and FIG. 8, the ball type and the landing reference area 308 are specified based on the touch direction. As shown in FIG. 7, when the touch direction includes a displacement in the positive direction with respect to the Y axis, or when the touch direction includes almost no displacement in the Y axis direction, the ball type “spin” is selected according to the displacement. ”Is designated, and any one of the landing reference areas 1a to 6a on the opponent side value 312 is designated. For example, when the touch direction and the touch operation distance reaching the area area1 that is positive in the Y-axis direction and negative in the X-axis direction from the touch start position (A) are detected, the landing reference area 1a is designated. . When the touch direction and the touch operation distance reaching the area area2 that is positive in the Y-axis direction and substantially free of displacement in the X-axis direction from the touch start position (A) are detected, the landing reference area 2a is designated. . In addition, when a touch direction and a touch operation distance that reach the positive area area3 that is positive in the Y-axis direction and positive in the X-axis direction from the touch start position (A) are detected, the landing reference area 3a is designated. . Further, when the touch direction and the touch operation distance reaching the negative area area4 in the X-axis direction with almost no displacement in the Y-axis direction from the touch start position (A) are detected, the landing reference area 4a is designated. Is done. Further, when the touch direction and the touch operation distance reaching the positive area area 6 in the X-axis direction with almost no displacement in the Y-axis direction from the touch start position (A) are detected, the landing reference area 6a is designated. Is done. Further, when the touch operation distance from the touch start position (A) is less than a certain value, the landing reference area 5a is designated.
 また、図8に示されるように、タッチ方向がY軸に負の方向の変位を含んでいる場合には、該変位に応じて球種「ロブ」が指定されると共に、相手陣値312上の着弾基準領域1a~3aのいずれかが指定される。例えば、タッチ開始位置(A)からY軸方向、X軸方向共に負の領域area1まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域1aが指定される。タッチ開始位置(A)からY軸方向に負で、かつX軸方向にほぼ変位が無い領域area2まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域2aが指定される。また、タッチ開始位置(A)からY軸方向に負で、かつX軸方向に正の領域area3まで到達するタッチ方向及びタッチ操作距離が検出された場合には、着弾基準領域3aが指定される。 In addition, as shown in FIG. 8, when the touch direction includes a displacement in the negative direction with respect to the Y-axis, the ball type “Rob” is designated according to the displacement, and the opponent team value 312 is displayed. Any one of the landing reference areas 1a to 3a is designated. For example, when a touch direction and a touch operation distance that reach the negative area area1 in both the Y-axis direction and the X-axis direction from the touch start position (A) are detected, the landing reference area 1a is designated. When the touch direction and the touch operation distance reaching the area area2 that is negative in the Y-axis direction and almost not displaced in the X-axis direction from the touch start position (A) are detected, the landing reference area 2a is designated. . In addition, when a touch direction and a touch operation distance that reach the area area 3 that is negative in the Y-axis direction and positive in the X-axis direction from the touch start position (A) are detected, the landing reference area 3a is designated. .
 次に、オブジェクト動作制御部218は、ステップS4において指定された着弾基準基準領域内の任意の位置へ着弾するよう、キャラクタ302により打たれたボールの軌道を算出する(ステップS6)。オブジェクト動作制御部218は、着弾基準領域308内の任意の位置を実際の着弾点として指定する。また、オブジェクト動作制御部218は、ステップS3にて選択された球種に応じて、プレイヤキャラクタ302にボールを打撃する動作(リターン動作、サーブ動作)を行わせる(ステップS6)。 Next, the object motion control unit 218 calculates the trajectory of the ball hit by the character 302 so as to land at an arbitrary position within the landing reference reference area designated in step S4 (step S6). The object motion control unit 218 designates an arbitrary position in the landing reference area 308 as an actual landing point. Further, the object motion control unit 218 causes the player character 302 to perform an action of hitting the ball (return action, serve action) according to the ball type selected in step S3 (step S6).
 次に、表示処理部230は、オブジェクト動作制御部218により制御されたプレイヤキャラクタや、算出された軌道に沿って移動するボール等をディスプレイ114に表示させる(ステップS7)。表示処理部230は、オブジェクト動作制御部218からの情報に基づいて、プレイヤキャラクタ、対戦キャラクタを仮想空間内のコート上で移動表示させる画像信号をディスプレイ114に出力する。また、表示処理部230は、オブジェクト動作制御部218からの情報に基づいて、算出された軌道に沿って移動するボールを仮想空間内のコート上で移動表示させる画像信号をディスプレイ114に出力する。
<第2実施形態>
 本実施形態においては、タッチパネルに対してなされたタッチ入力に関する情報と、ゲーム空間内に位置するボールに関する情報に基づいて、ボールが着弾する位置を着弾基準点より変化させる。簡単な操作(タッチ入力)を検出するだけで、ゲームが複雑に展開される。
Next, the display processing unit 230 displays the player character controlled by the object motion control unit 218, the ball moving along the calculated trajectory, and the like on the display 114 (step S7). Based on information from the object motion control unit 218, the display processing unit 230 outputs to the display 114 an image signal for moving and displaying the player character and the battle character on the court in the virtual space. The display processing unit 230 also outputs to the display 114 an image signal for moving and displaying a ball moving along the calculated trajectory on the court in the virtual space based on information from the object motion control unit 218.
Second Embodiment
In the present embodiment, the position where the ball lands is changed from the landing reference point based on information regarding touch input made on the touch panel and information regarding the ball located in the game space. The game is complicatedly developed by simply detecting a simple operation (touch input).
 図9は、本発明の第2実施形態に従った端末100の機能的な構成を示すブロック図である。端末100は、アプリケーション進行部210と表示処理部230を備える処理部200を備えることができる。アプリケーション進行部210はさらに、タッチ入力検出部212、着弾基準領域決定部216、オブジェクト動作制御部218、着弾領域サイズ決定部220、スイングフィールド決定部222、タイミング判定部224、オフセット・着弾点決定部226、打球速度決定部228を備えることができる。処理部200、処理部200に含まれる各部212、216,218、220、222,224、226、228、230は、図2に示されるプロセッサ106がメモリ108内のゲームプログラムを読み出して実行することによって実現される。 FIG. 9 is a block diagram showing a functional configuration of the terminal 100 according to the second embodiment of the present invention. The terminal 100 can include a processing unit 200 including an application progression unit 210 and a display processing unit 230. The application progression unit 210 further includes a touch input detection unit 212, a landing reference region determination unit 216, an object motion control unit 218, a landing region size determination unit 220, a swing field determination unit 222, a timing determination unit 224, an offset / landing point determination unit. 226 and a hitting speed determination unit 228 can be provided. The processing unit 200 and the respective units 212, 216, 218, 220, 222, 224, 226, 228, and 230 included in the processing unit 200 are executed by the processor 106 illustrated in FIG. 2 reading and executing the game program in the memory 108. It is realized by.
 本実施形態においては、プレイヤキャラクタはスライド操作に基づいて、ゲーム空間内の任意の位置に移動される。例えば、プレイヤキャラクタはスライド操作により、ボールが到達するとプレイヤが予測した位置近辺に移動される。そして、スイングフィールド内に相手打球が位置するときに、タップ又はフリック操作が検出されると、プレイヤキャラクタは相手打球を打ち返すことができる。すなわち、本実施形態においては、スライド操作に基づいて、プレイヤキャラクタが自陣内で移動し、タップ又はフリック操作に基づいて、プレイヤキャラクタがボールを打撃してゲームが展開される。さらに、タップ又はフリック操作を検出することにより、打ち返すタイミング、ボールの飛行方向、ボールの速度、ボールの到達位置の全て又は一部が指定される。本実施形態においては、タップ、フリック操作といった簡単な操作を検出することにより、種々のゲームパラメータを指定することができ、複雑なゲームが展開される。 In this embodiment, the player character is moved to an arbitrary position in the game space based on the slide operation. For example, the player character is moved to the vicinity of the position predicted by the player when the ball reaches by a slide operation. If the tap or flick operation is detected when the opponent hit ball is located in the swing field, the player character can hit the opponent hit ball. That is, in the present embodiment, the player character moves within the player's side based on the slide operation, and the game is developed by the player character hitting the ball based on the tap or flick operation. Further, by detecting the tap or flick operation, all or a part of the timing of hitting, the flying direction of the ball, the speed of the ball, and the arrival position of the ball is designated. In the present embodiment, various game parameters can be specified by detecting simple operations such as taps and flick operations, and a complicated game is developed.
 図10は、プレイヤキャラクタ周辺のゲーム空間をX-Y平面に投影した場合の略線図である。図10はスイングフィールド1402、ボール1404、プレイヤキャラクタ1406、2つの領域1408を示す。スイングフィールド1402は、対戦キャラクタからの打球をプレイヤキャラクタが打ち返すことができる(打撃できる)領域である。図10において、プレイヤキャラクタ1406は、右手にラケットを保持しており、飛んできたボールをフォアストロークで打ち返そうとしている。フォアストロークとは、プレイヤキャラクタのラケットを持つ側(ここでは右手側)を通過するボールを打つ際の打法である。 FIG. 10 is a schematic diagram when the game space around the player character is projected onto the XY plane. FIG. 10 shows a swing field 1402, a ball 1404, a player character 1406, and two areas 1408. The swing field 1402 is an area where the player character can strike back (hit) a hit ball from the opponent character. In FIG. 10, the player character 1406 holds a racket in the right hand and tries to strike back the ball that has flew with a forestroke. The forestroke is a striking method for hitting a ball that passes the player character's racket holding side (here, the right hand side).
 スイングフィールド1402は、プレイヤキャラクタ1406を中心として、上方向、左右方向、前後方向に所定の幅を有する立体的な領域(例えば、直方体)であり、プレイヤキャラクタの位置に基づいて規定される。本実施形態においては、対戦キャラクタにより打撃されたボールがスイングフィールド内に位置する場合に、タップ、フリック操作が検出されると、プレイヤキャラクタは相手打球を打ち返すことができる。従って、本実施形態は、タップ、フリック操作を検出するタイミングに一定の期間を設け、相手打球を打ち返し易いゲームを提供する。特に、ディスプレイが小さい場合に、ボールはディスプレイ内で非常に小さく表示されるため、ボールがプレイヤキャラクタの近傍を通過するタイミングは非常に短い。スイングフィールドを設けることにより、プレイヤに対し、進行しやすい(タイミングを計りやすい)ゲームを提供することができる。 The swing field 1402 is a three-dimensional area (for example, a rectangular parallelepiped) having a predetermined width in the upward direction, the horizontal direction, and the front-rear direction with the player character 1406 as the center, and is defined based on the position of the player character. In the present embodiment, when the ball hit by the opponent character is located in the swing field, if a tap or flick operation is detected, the player character can hit the opponent's hit ball. Therefore, this embodiment provides a game in which a certain period is provided for the timing of detecting tap and flick operations, and the opponent hits the ball easily. In particular, when the display is small, the ball is displayed very small in the display, so the timing at which the ball passes near the player character is very short. By providing a swing field, it is possible to provide a game that is easy to progress (easy to measure timing) to the player.
図10は、中心座標が(xc、yc、0)であるプレイヤキャラクタ1406を示す。スイングフィールド1402は、プレイヤキャラクタ1406の中心座標(xc、yc、0)を中心として、X軸の正及び負方向にそれぞれxfの幅(すなわち(xc-xf)から(xc+xf))を有し、Y軸の正及び負方向にそれぞれyfの幅(すなわち、(yc-yf)から(yc+yf))を有し、Z軸の正方向にzfの幅(すなわち0からzf)を有するように設定される。xf、yf、zfの値はプレイヤキャラクタの位置に基づく変数であり、ネットに近づくほど小さく、ベースラインに近づくほど大きく設定される。すなわち、スイングフィールドの領域の大きさは可変であり、ベースラインで最大であり、ネットに近づくにつれて徐々に小さくなる。これは、キャラクタをネット付近に配置したときも、ベースラインに配置したときと同じ要領で対戦キャラクタからの打球がとれると、キャラクタをベースラインに配置していれば多くのボールがとれることとなり、ゲームが面白くないからである。 FIG. 10 shows a player character 1406 whose center coordinates are (xc, yc, 0). The swing field 1402 has a width of xf (that is, from (xc−xf) to (xc + xf)) in the positive and negative directions of the X axis with the center coordinate (xc, yc, 0) of the player character 1406 as the center. It is set to have a width of yf (ie, (yc−yf) to (yc + yf)) in the positive and negative directions of the Y axis, and a width of zf (ie, 0 to zf) in the positive direction of the Z axis. The The values of xf, yf, and zf are variables based on the position of the player character, and are set to be smaller as they approach the net and increase as they approach the base line. That is, the size of the area of the swing field is variable, is the maximum at the baseline, and gradually decreases as it approaches the net. This means that even when the character is placed near the net, if the player hits the ball in the same way as when placed at the baseline, many balls can be taken if the character is placed at the baseline, This is because the game is not interesting.
 また、プレイヤキャラクタ位置のy座標ycを有し、ゲーム空間におけるX軸に平行なプレイヤキャラクタを通る直線を、フィールド水平線という。プレイヤキャラクタ位置のx座標xcを中心として、X軸方向にxf、及び(-xf)ずれた位置にあるゲーム空間におけるY軸に平行な2本の直線を、フィールド垂直線という。プレイヤキャラクタは、スイングフィールド1402外の領域(図10に示す一点鎖線で囲われた2つの網掛け領域1408)、すなわちフィールド垂直線を越えた領域1408においても、相手打球を打ち返すこととしてもよい。この場合、領域1408(飛びつき領域)に位置する相手打球を、プレイヤキャラクタは飛びついて打ち返すことになる。スイングフィールド1402はその範囲を定義する外縁を備え、外縁の内部にフィールド垂直線を含む。 A straight line passing through the player character having the y-coordinate yc of the player character position and parallel to the X axis in the game space is called a field horizontal line. Two straight lines parallel to the Y axis in the game space at positions shifted by xf and (−xf) in the X axis direction around the x coordinate xc of the player character position are referred to as field vertical lines. The player character may hit the opponent's hit ball also in an area outside the swing field 1402 (two shaded areas 1408 surrounded by a one-dot chain line shown in FIG. 10), that is, an area 1408 beyond the field vertical line. In this case, the player character jumps and hits the opponent's hit ball located in the area 1408 (jump area). The swing field 1402 has an outer edge that defines its range and includes a field vertical line within the outer edge.
 次に、図10、及び図11を参照して、各種パラメータ(コントロール値、タイミング値、及びミート値)の指定方法について説明する。図11は、各着弾基準点と、着弾領域の各着弾基準点からのずれ(オフセット)の方向を示す。タイミング値及びミート値に基づいて各着弾基準点からの着弾領域中心のオフセット量(ずれ量)が求められる。オフセット量に基づいて、着弾領域中心の着弾基準点からのオフセット範囲が決定される。そして、着弾領域中心のオフセット範囲と、プレイヤキャラクタのキャラクタパラメータに基づいて広さが決定された着弾領域に基づいて、着弾基準領域が設定される。本実施形態において、着弾基準領域はオフセット量を考慮したとしても、この領域内のどこかにボールが落ちる領域である。コントロール値、タイミング値、及びミート値は、相手陣地へ着弾するボールの着弾点(或いは着弾基準領域)、ボールの飛行方向、ボールの速度を指定するために用いられる。これらのパラメータは、タッチ入力されたときのプレイヤキャラクタと、対戦キャラクタにより打撃されたボールとの位置関係に基づいて指定される。これらのパラメータの値は、離散的な値(整数)であっても、連続的な値であっても良い。 Next, a method for specifying various parameters (control value, timing value, and meet value) will be described with reference to FIGS. FIG. 11 shows each landing reference point and the direction of deviation (offset) from the landing reference point of the landing area. Based on the timing value and the meet value, an offset amount (deviation amount) at the center of the landing area from each landing reference point is obtained. Based on the offset amount, an offset range from the landing reference point at the center of the landing region is determined. The landing reference area is set based on the offset area at the center of the landing area and the landing area whose size is determined based on the character parameters of the player character. In the present embodiment, the landing reference area is an area where the ball falls somewhere in this area even if the offset amount is taken into consideration. The control value, timing value, and meet value are used for designating the landing point (or landing reference area) of the ball that lands on the opponent's base, the flight direction of the ball, and the speed of the ball. These parameters are specified based on the positional relationship between the player character when touch-inputted and the ball hit by the opponent character. The values of these parameters may be discrete values (integer) or continuous values.
 コントロール値とは、タッチ入力が検出されたとき(例えば、タッチ終了位置が検出されたとき)の相手打球のボールの位置と、フィールド水平線とのY軸方向における距離に基づいて設定される値である。コントロール値は、フィールド水平線上に相手打球が位置するときにタッチ入力がなされたときに最も大きく(例えば、値8)、フィールド水平線から離れるにつれて線形に小さくなり、スイングフィールドの端部では最も小さく(例えば、値1)設定される。コントロール値に基づいて、オブジェクトパラメータ(例えば、プレイヤキャラクタの返球したボールのスピード)が決定される。例えば、コントロール値が大きいほど、早いボールがリターンされる。 The control value is a value that is set based on the distance in the Y-axis direction between the ball position of the opponent's hit ball when the touch input is detected (for example, when the touch end position is detected) and the field horizontal line. is there. The control value is largest when touch input is made when the opponent hits the ball on the field horizon (for example, value 8), decreases linearly as the distance from the field horizon increases, and is smallest at the end of the swing field ( For example, value 1) is set. Based on the control value, an object parameter (for example, the speed of the ball returned by the player character) is determined. For example, the larger the control value, the faster the ball is returned.
 タイミング値とは、コントロール値と同様に、タッチ入力が検出されたとき(例えば、タッチ終了位置が検出されたとき)のボールの位置と、フィールド水平線とのY軸方向における距離に基づいて設定されるが、値の設定方法が異なる。タイミング値は、各着弾基準点からの着弾領域のオフセット量を決定する。着弾領域とは、プレイヤキャラクタが打ったボールがランダムに着弾する相手陣地内に位置する領域である。そして、タイミング値に基づく着弾領域は、着弾基準点から図11に示す実線矢印方向へずれる。タイミング値は、フィールド水平線上に相手打球が位置するときにタッチ入力がなされたときに絶対値が最も小さく(例えば、値0)、フィールド水平線から離れるにつれて絶対値が大きくなり、スイングフィールドの端部では絶対値が最も大きく(例えば、値8)設定される。タイミング値は、フィールド水平線よりもY軸に正の方向ではプラスの値が、Y軸に負の方向ではマイナスの値が設定される。タイミング値の絶対値が最小(すなわち、値0)の場合、フィールド水平線上に相手打球が位置するときにタッチ入力がなされたことを意味する。この場合、着弾領域は、着弾基準点から、図11に示す実線矢印方向にずれのない(オフセットされていない)位置に設定される。一方、タイミング値の絶対値が最大(例えば、値+8、又は-8)の場合には、着弾領域は着弾基準点から左右方向に最もずれた(オフセットされた)位置に設定される。すなわち、着弾領域は、タイミング値の絶対値が最小のとき、着弾基準点から相手陣地の外周へ延びる第1の線(図11に示す点線矢印)上にあり、タイミング値の絶対値が最大のとき、着弾領域は着弾基準点から相手陣地の外周へ延びる第1の線から最もずれた位置にある。例えば、着弾基準点1、3の場合、着弾基準点から相手陣地の外周へ延びる第1の線とは、着弾基準点1、3から相手陣地の「コーナー」へ延びる線である。また、着弾基準点2の場合、第1の線とは、着弾基準点2から相手陣地の「ベースライン」へ延びる線である。そして、プレイヤキャラクタが打撃したボールは、オフセットされた、またはオフセットされていない着弾領域内へ着弾する。 Similar to the control value, the timing value is set based on the distance between the ball position when the touch input is detected (for example, when the touch end position is detected) and the field horizontal line in the Y-axis direction. However, the value setting method is different. The timing value determines the offset amount of the landing area from each landing reference point. The landing area is an area located in the opponent's base where the ball hit by the player character is randomly landed. The landing area based on the timing value deviates from the landing reference point in the direction of the solid line arrow shown in FIG. The timing value has the smallest absolute value when touch input is made when the opponent hits the ball on the field horizontal line (for example, value 0), and the absolute value increases as the distance from the field horizontal line increases. Then, the absolute value is set to be the largest (for example, value 8). As the timing value, a positive value is set in the positive direction on the Y axis and a negative value is set in the negative direction on the Y axis with respect to the field horizontal line. When the absolute value of the timing value is minimum (that is, a value of 0), it means that a touch input is made when the opponent hit ball is positioned on the field horizontal line. In this case, the landing area is set to a position that is not displaced (not offset) from the landing reference point in the direction of the solid arrow shown in FIG. On the other hand, when the absolute value of the timing value is maximum (for example, the value +8 or -8), the landing area is set at a position that is most shifted (offset) in the left-right direction from the landing reference point. That is, when the absolute value of the timing value is minimum, the landing area is on the first line (dotted arrow shown in FIG. 11) extending from the landing reference point to the outer periphery of the opponent base, and the absolute value of the timing value is the maximum. In this case, the landing area is at a position most shifted from the first line extending from the landing reference point to the outer periphery of the opponent base. For example, in the case of landing reference points 1 and 3, the first line extending from the landing reference point to the outer periphery of the opponent base is a line extending from the landing reference points 1 and 3 to the “corner” of the opponent base. Further, in the case of the landing reference point 2, the first line is a line extending from the landing reference point 2 to the “baseline” of the opponent base. Then, the ball hit by the player character lands in a landing area that is offset or not offset.
 例えば、フィールド水平線よりも上側(Y軸に正の方向)にボールが位置するときに、タッチ入力がなされると、好適なタイミングよりも早くスイングがなされたと判定される。そして、右手にラケットを保持しフォアストロークで打ち返す場合には、プレイヤキャラクタにより打撃されたボールは着弾基準点よりも左側にずれた着弾領域内に着弾する。一方、フィールド水平線よりも下側(Y軸に負の方向)にボールが位置するときに、タッチ入力がなされると、好適なタイミングよりも遅くスイングがなされたと判定される。そして、右手にラケットを保持しフォアストロークで打ち返す場合には、プレイヤキャラクタにより打撃されたボールは着弾基準点よりも右側にずれた着弾領域内に着弾する。また、バックストロークの場合には、反対に、好適なタイミングよりも早くスイングがなされたと判定されると、ボールは着弾基準点よりも右側にずれた着弾領域内に着弾し、好適なタイミングよりも遅くスイングがなされたと判定されると、ボールは着弾基準点よりも左側にずれた着弾領域内に着弾することになる。 For example, if a touch input is made when the ball is positioned above the field horizon (positive direction with respect to the Y axis), it is determined that the swing has been made earlier than the preferred timing. When holding the racket in the right hand and hitting it back with a forestroke, the ball hit by the player character is landed in a landing area shifted to the left from the landing reference point. On the other hand, if the touch input is made when the ball is positioned below the field horizontal line (negative direction with respect to the Y axis), it is determined that the swing has been made later than the preferred timing. When holding the racket in the right hand and hitting it back with a forestroke, the ball hit by the player character is landed in a landing area shifted to the right side from the landing reference point. On the other hand, in the case of a backstroke, on the contrary, if it is determined that the swing has been made earlier than the preferred timing, the ball will land in a landing area that is shifted to the right side of the landing reference point, and the ball will strike more than the preferred timing. If it is determined that the swing has been made late, the ball will land in a landing area shifted to the left of the landing reference point.
 ミート値とは、タッチ入力がなされたとき(例えば、タッチ終了位置が検出されたとき)のボールの位置と、フィールド垂直線とのX軸方向における距離に基づいて設定される値である。プレイヤキャラクタの左側にボールが位置するときは、プレイヤキャラクタの左側のフィールド垂直線に基づいてミート値が設定される。ミート値は、各着弾基準点からの着弾領域のオフセット量を決定する。ミート値に基づく着弾領域は、着弾基準点から図11に示す点線矢印方向へずれる(オフセットされる)。 The meet value is a value set based on the distance in the X-axis direction between the position of the ball when a touch input is made (for example, when the touch end position is detected) and the field vertical line. When the ball is positioned on the left side of the player character, the meet value is set based on the field vertical line on the left side of the player character. The meet value determines the offset amount of the landing area from each landing reference point. The landing area based on the meet value is shifted (offset) from the landing reference point in the direction of the dotted arrow shown in FIG.
 図11に示すように、ミート値に基づいて着弾領域がオフセットされる方向(図11の点線矢印方向)は、タイミング値に基づいて着弾領域がオフセットされる方向(図11の実線矢印方向)とほぼ垂直または垂直に交わっている。ミート値は、フィールド垂直線上に相手打球が位置するときにタッチ入力がなされたときに最も大きく(例えば、値8)、フィールド垂直線から離れるにつれて(すなわち、フィールド垂直線よりも左側(X軸に負の方向)又は右側(X軸に正の方向)になるにつれ)小さく(例えば、値1)設定される。フィールド垂直線よりも左側、又は右側にボールがずれるにつれて、打ちにくくなるため、ミート値が低くなる。ミート値が最も大きい(例えば、値8の)場合には、打撃したボールは、着弾基準点から所定方向に最もずれた着弾領域内に(すなわち、対戦キャラクタが打ち返すことの困難な位置に)着弾する。一方、ミート値が最も低い(例えば、値1の)場合には、打撃したボールは、着弾基準点からずれていない(すなわち、対戦キャラクタが打ち返すことの容易な位置に)着弾領域内に着弾する。すなわち、着弾領域は、ミート値が最小のとき、着弾基準点を通り第1の線(図11に示す点線矢印)にほぼ垂直な第2の線上(図11に示す実線矢印)上にあり、ミート値が最大のとき、着弾領域は第2の線から最もずれた位置にある。ミート値が高い程、プレイヤキャラクタの打球は着弾基準点からベースライン、サイドライン、ネットの方へ、ずれた着弾領域内に着弾する。 As shown in FIG. 11, the direction in which the landing area is offset based on the meet value (the dotted arrow direction in FIG. 11) is the direction in which the landing area is offset based on the timing value (the solid arrow direction in FIG. 11). It intersects almost vertically or vertically. The meet value is largest when touch input is made when the opponent hits the ball on the field vertical line (for example, a value of 8) and moves away from the field vertical line (that is, to the left of the field vertical line (on the X axis). It is set to a smaller value (for example, value 1) as it goes to the right (negative direction) or to the right (positive direction on the X axis). As the ball shifts to the left or right side of the field vertical line, it becomes difficult to hit, so the meat value decreases. When the meet value is the largest (for example, a value of 8), the hit ball is landed in a landing area that is most deviated in a predetermined direction from the landing reference point (that is, at a position where the opponent character is difficult to hit back). To do. On the other hand, when the meet value is the lowest (for example, value 1), the hit ball does not deviate from the landing reference point (that is, at a position where the opponent character can easily hit back), and landed in the landing area. . That is, the landing area is on the second line (solid arrow shown in FIG. 11) that is substantially perpendicular to the first line (dotted arrow shown in FIG. 11) through the landing reference point when the meet value is minimum. When the meet value is the maximum, the landing area is at the position farthest from the second line. The higher the meet value, the more the player character's hit ball will land in the landed area shifted from the landing reference point toward the base line, side line, and net.
 このように、タッチ入力に関する情報と、ゲーム空間内に位置するボールに関する情報に基づいて、コントロール値、タイミング値、及びミート値が求められる。そして、処理部200は、コントロール値、タイミング値、及びミート値に基づいて、返球するボールの速度を決定したり、着弾基準点からの着弾領域のオフセット量を決定したりすることができる。 As described above, the control value, the timing value, and the meet value are obtained based on the information about the touch input and the information about the ball located in the game space. Then, the processing unit 200 can determine the speed of the returning ball or the offset amount of the landing area from the landing reference point based on the control value, the timing value, and the meet value.
 図11に示す着弾領域の大きさは、例えば最小半径を0.1m、最大半径を0.4mに設定される。該着弾領域の大きさは、プレイヤキャラクタのキャラクタパラメータ、ゲームのステージ等に応じて可変であり、ゲーム毎に事前に設定される。例えば、着弾領域の大きさは、キャラクタのレベル、各種ゲームパラメータ(例えば、ショット(トップスピン、スライス、ロブ、ドロップ、スマッシュ、ボレー、エアショット、ライジング)毎に決定されるパラメータ、ゲームのプレイを通じて取得されたコントロール値及び/又はミート値の平均値)に基づいて決定される。着弾領域が狭い方が、ピンポイントで着弾点が決定されるため、例えば、プレイヤキャラクタのレベルが低い場合には着弾領域は大きく、レベルが高くなるにつれて着弾領域が狭くなるよう決定する。図11は選択された着弾基準点に応じて、オフセットされる方向が異なることを示す。例えば相手陣地の着弾基準点1が選択された場合には、ミート値が大きくなるにつれて、相手陣地の隅(コーナー)に着弾領域が移動し、タイミング値の絶対値が大きくなるにつれて、サイドライン又はベースラインへ着弾領域の中心が移動する。 11 is set such that the minimum radius is 0.1 m and the maximum radius is 0.4 m, for example. The size of the landing area is variable according to the character parameters of the player character, the game stage, and the like, and is set in advance for each game. For example, the size of the landing area depends on the character level, various game parameters (for example, parameters determined for each shot (top spin, slice, lob, drop, smash, volley, air shot, rising), through game play. The average value of the acquired control value and / or meet value). Since the landing point is determined pinpointed when the landing area is narrow, for example, the landing area is large when the level of the player character is low, and the landing area is narrowed as the level increases. FIG. 11 shows that the offset direction differs depending on the selected landing reference point. For example, when the landing reference point 1 of the opponent base is selected, the landing area moves to the corner of the opponent base as the meet value increases, and the side line or the timing value increases as the timing value increases. The center of the landing area moves to the baseline.
 図12A、Bは、タイミング値及びミート値に応じて決定される、着弾領域の着弾基準点1からのずれを例示する図である。黒丸は、着弾基準点1を示し、灰色円は着弾領域を示す。図12Aは着弾領域が狭い場合を、図12Bは着弾領域が広い場合を示す。また、図12A、Bの実線矢印はタイミング値が変化した場合の着弾領域の着弾基準点からのずれの一態様を示し、点線矢印はミート値が変化した場合の、着弾領域の着弾基準点からのずれの一態様を示す。図12A、Bに示すように、ミート値が大きくなるにつれて、相手陣地の隅(コーナー)側に向けて着弾領域が移動し、タイミング値の絶対値が大きくなるにつれて、サイドライン又はベースラインへ向けて着弾領域が移動する。ミート値が最大の場合、着弾領域は相手陣地の隅へ移動するが、着弾領域は相手陣地内に収まるようにする。ミート値最大のときに、ボールがアウトとならないようにするためである。 12A and 12B are diagrams exemplifying the deviation of the landing area from the landing reference point 1 determined according to the timing value and the meet value. The black circle indicates the landing reference point 1 and the gray circle indicates the landing area. 12A shows a case where the landing area is narrow, and FIG. 12B shows a case where the landing area is wide. Also, the solid line arrows in FIGS. 12A and 12B show one mode of deviation from the landing reference point of the landing area when the timing value changes, and the dotted line arrow shows from the landing reference point of the landing area when the meet value changes. One mode of deviation is shown. As shown in FIGS. 12A and 12B, as the meet value increases, the landing area moves toward the corner of the opponent base, and toward the side line or the baseline as the absolute value of the timing value increases. The landing area moves. When the meet value is maximum, the landing area moves to the corner of the opponent's base, but the landing area should be within the opponent's base. This is to prevent the ball from going out when the meat value is maximum.
 領域1602は、タイミング指標が+4、ミート値が4の場合にオフセット・着弾点決定部226が決定する着弾領域である。領域1604は、タイミング指標が-8、ミート値が4の場合の着弾領域である。領域1606は、タイミング値が+8、ミート値が4の場合の着弾領域である。オフセット・着弾点決定部226は、さらに決定された着弾領域内でランダムに着弾点を決定する。本実施形態においては、タイミング値の絶対値が最大の場合に、着弾領域の中心は、サイドライン、ベースライン上に位置する。従って、着弾領域が領域1604や1606の場合、ベースライン又はサイドラインを超えた領域にボールが着弾しアウトとなる場合がある。図12Aに示すように着弾領域が狭いほど、好適なタイミング値、ミート値が取得された(すなわち、タイミング値0、ミート値8の)場合に、より相手陣地の隅(コーナー)にボールを着弾させることができる。 The area 1602 is a landing area determined by the offset / landing point determination unit 226 when the timing index is +4 and the meet value is 4. An area 1604 is a landing area when the timing index is −8 and the meet value is 4. A region 1606 is a landing region when the timing value is +8 and the meet value is 4. The offset / landing point determination unit 226 determines a landing point at random within the determined landing area. In the present embodiment, when the absolute value of the timing value is the maximum, the center of the landing area is located on the side line and the base line. Therefore, when the landing area is the area 1604 or 1606, the ball may land on the area beyond the base line or the side line and be out. As shown in FIG. 12A, when the landing area is narrower, when a suitable timing value and meet value are acquired (that is, when the timing value is 0 and the meet value is 8), the ball hits the corner (corner) of the opponent's base more. Can be made.
図13A~Hは、タイミング値、ミート値に応じて決定される着弾基準点2~9からの着弾領域のずれをそれぞれ例示する図である。図13Aは、着弾基準点2からの着弾領域のずれの一態様を示す。ミート値が高くなるほど、着弾領域はベースラインへ近づく。タイミング値の絶対値が大きくなるほど、着弾領域は左右にずれる。例えば、右利きでフォアハンドの場合、スイングフィールド内のフィールド水平線よりもY軸に上の領域でボールを打つ(早くボールを打つ)と、相手陣地における着弾領域が左側にずれる。図13Bは、着弾基準点3からの着弾領域のずれの一態様を示す。ミート値が高くなるほど、着弾領域はコーナーへ近づく。タイミング値の絶対値が大きくなるほど、着弾領域は左右にずれる。図13Cは、着弾基準点4からの着弾領域のずれを、図13Dは着弾基準点5からの着弾領域のずれを、図13Eは着弾基準点6からの着弾領域のずれを、図13Fは着弾基準点7からの着弾領域のずれを、図13Gは着弾基準点8からの着弾領域のずれを、図13Hは着弾基準点9からの着弾領域のずれをそれぞれ示す。図13A、D、Gに示すように、着弾基準点2、着弾基準点5、着弾基準点8が選択された場合に、着弾領域はベースライン又はサイドラインを超えることがないため、相手陣地へ着弾するボールがアウトになることはない。 FIGS. 13A to 13H are diagrams respectively illustrating the deviation of the landing area from the landing reference points 2 to 9 determined according to the timing value and the meet value. FIG. 13A shows one aspect of the deviation of the landing area from the landing reference point 2. The higher the meet value, the closer the landing area is to the baseline. As the absolute value of the timing value increases, the landing area shifts to the left and right. For example, in the case of a right-handed forehand, if the ball is hit in the area above the field horizon in the swing field on the Y axis (hit the ball earlier), the landing area in the opponent's position shifts to the left. FIG. 13B shows an aspect of the deviation of the landing area from the landing reference point 3. The higher the meet value, the closer the landing area is to the corner. As the absolute value of the timing value increases, the landing area shifts to the left and right. 13C shows the deviation of the landing area from the landing reference point 4, FIG. 13D shows the deviation of the landing area from the landing reference point 5, FIG. 13E shows the deviation of the landing area from the landing reference point 6, and FIG. 13G shows the deviation of the landing area from the reference point 7, FIG. 13G shows the deviation of the landing area from the landing reference point 8, and FIG. 13H shows the deviation of the landing area from the landing reference point 9. As shown in FIGS. 13A, 13D, and 13G, when the landing reference point 2, the landing reference point 5, and the landing reference point 8 are selected, the landing area does not exceed the base line or the side line. The landing ball will never be out.
 以下、図9、及び図14を参照して、処理部200において行われる処理の流れを説明する。
 まず、ステップS1において、着弾領域サイズ決定部220は、着弾領域の大きさを、プレイヤキャラクタのキャラクタパラメータ、各種ゲームパラメータの一部又は全てに応じて設定する。例えば、着弾領域サイズ決定部220は、キャラクタのレベルが高いほど着弾領域を狭くし、キャラクタのレベルが低いほど着弾領域を広くする。
Hereinafter, the flow of processing performed in the processing unit 200 will be described with reference to FIGS. 9 and 14.
First, in step S1, the landing area size determination unit 220 sets the size of the landing area according to the character parameters of the player character and some or all of the various game parameters. For example, the landing area size determination unit 220 narrows the landing area as the character level increases, and widens the landing area as the character level decreases.
 次に、ステップS2において、タッチ入力検出部212は、ディスプレイに表示されているプレイヤキャラクタに対してなされたプレイヤによるタッチパネルに対するタッチ入力に関する情報を検出する。 Next, in step S2, the touch input detection unit 212 detects information related to touch input to the touch panel by the player made to the player character displayed on the display.
 次に、ステップS3において、ステップS2にて検出したタッチ入力に関する情報に基づいて、タッチ入力検出部212はタッチ入力の種類(スライド操作、タップ操作、フリック操作)を判定する。タッチ入力がスライド操作の場合ステップS4へ進み、タップ又はフリック操作の場合ステップS5へ進む。 Next, in step S3, based on the information regarding the touch input detected in step S2, the touch input detection unit 212 determines the type of touch input (slide operation, tap operation, flick operation). If the touch input is a slide operation, the process proceeds to step S4. If the touch input is a tap or flick operation, the process proceeds to step S5.
 ステップS3においてスライド操作であると判定されると、ステップS4に進む。ステップS4において、オブジェクト動作制御部218は、タッチ入力検出部212により検出されたタッチ入力に関する情報のうち、タッチ開始位置からタッチ終了位置までの距離、方向に基づいてプレイヤキャラクタをゲーム空間の自陣内で移動させる。そして、表示処理部230は、オブジェクト動作制御部218により制御されたプレイヤキャラクタをディスプレイ114に表示させ、ステップS2へ戻る。 If it is determined in step S3 that the operation is a slide operation, the process proceeds to step S4. In step S4, the object motion control unit 218 moves the player character within the player's own space in the game space based on the distance and direction from the touch start position to the touch end position in the information related to the touch input detected by the touch input detection unit 212. Move with. Then, the display processing unit 230 displays the player character controlled by the object motion control unit 218 on the display 114, and returns to step S2.
 ステップS3においてタップ操作又はフリック操作であると判定されると、ステップS5へ進む。ステップS5において、スイングフィールド設定部222は、プレイヤキャラクタのゲーム空間内の現在の位置に基づいてスイングフィールドをゲーム空間に設定する。このとき、表示処理部230は、スイングフィールドの広さを定義する外縁と、フィールド水平線とを前記ディスプレイへ出力させてもよい。 If it is determined in step S3 that the operation is a tap operation or a flick operation, the process proceeds to step S5. In step S5, the swing field setting unit 222 sets the swing field in the game space based on the current position of the player character in the game space. At this time, the display processing unit 230 may output the outer edge defining the width of the swing field and the field horizontal line to the display.
 次に、ステップS6において、タイミング判定部224は、タッチ入力検出部212によりタッチ終了位置が検出されたときの、ゲーム空間内のボールの位置を検出する。そして、タイミング判定部224は、検出されたボールが、設定されたスイングフィールド内に位置するときにステップS2におけるタッチ入力がなされたか否かを判定する。 Next, in step S <b> 6, the timing determination unit 224 detects the position of the ball in the game space when the touch end position is detected by the touch input detection unit 212. Then, the timing determination unit 224 determines whether or not a touch input has been made in step S2 when the detected ball is positioned within the set swing field.
次に、スイングフィールド内にボールが位置するときに、ステップS2におけるタッチ入力がなされたと判定されると、ステップS7へ進む。ステップS7において、着弾基準領域決定部216はタッチ入力検出部212により検出されたタッチ開始位置からタッチ終了位置までの方向に基づいて、ゲーム空間内の相手陣地上に事前に規定されている複数の着弾基準点のうち1つの着弾基準点を決定する。 Next, when it is determined that a touch input is made in step S2 when the ball is positioned in the swing field, the process proceeds to step S7. In step S <b> 7, the landing reference area determination unit 216 determines a plurality of preliminarily defined on the opponent's ground in the game space based on the direction from the touch start position to the touch end position detected by the touch input detection unit 212. One landing reference point is determined among the landing reference points.
 次に、ステップS8においてオフセット・着弾点決定部226は、着弾領域サイズ決定部220により決定された大きさを有する着弾領域を、着弾基準点からオフセットする量を決定する。さらに、オフセット・着弾点決定部226は、オフセットされた着弾領域内にランダムで着弾点を決定する。 Next, in step S8, the offset / landing point determination unit 226 determines the amount by which the landing region having the size determined by the landing region size determination unit 220 is offset from the landing reference point. Further, the offset / landing point determination unit 226 randomly determines the landing point in the offset landing region.
 次に、ステップS9において、オブジェクト動作制御部218は、タッチ終了位置が検出されたときの、ボールの位置と、プレイヤキャラクタの位置に基づいて、ラケットをテイクバックして、ボールを打つ動作を選定し、プレイヤキャラクタに対し、選定された動作を行わせる。テイクバックしてボールを打つ動作は、スイングパターン毎にあらかじめ規定されている。より具体的には、オブジェクト動作制御部218は、タッチ終了位置が検出されたときのスイングフィールド内におけるボールの位置と、プレイヤキャラクタの位置によって、プレイヤキャラクタに対して行わせる打撃動作(スイングパターン、スイング時間)を適宜適当に選択する。基本的なスイングパターンには、フォアストローク、バックストローク、ボレー、スマッシュがある。フォアストロークとは、プレイヤキャラクタのラケットを持つ側(ここでは右手側)を通過するボールを打つ打法である。バックストロークとは、プレイヤキャラクタがラケットを持つ側と反対側(ここでは左手側)を通過するボールを打つ打法である。ボレーとは、自陣にボールがバウンドする前に相手陣地にボールを打ち込む打法である。スマッシュとは、プレイヤキャラクタの図上を通過するボールを相手陣地に急角度で打ち込む打法である。オブジェクト動作制御部218は、例えば、キャラクタの右側にボールが位置する場合に、キャラクタにフォアストロークを行わせ、また、キャラクタがネット付近に位置するときに、キャラクタにボレーを行わせる。オブジェクト動作制御部218は、ボールとキャラクタとの位置関係や、キャラクタのネットからの距離によって、キャラクタに対して行わせる動作を異ならせる。 Next, in step S9, the object motion control unit 218 selects a motion to take back the racket and hit the ball based on the position of the ball and the position of the player character when the touch end position is detected. Then, the player character is caused to perform the selected action. The action of taking back and hitting the ball is defined in advance for each swing pattern. More specifically, the object motion control unit 218 performs a batting motion (swing pattern, swing) to be performed on the player character based on the position of the ball in the swing field when the touch end position is detected and the position of the player character. Swing time) is appropriately selected. Basic swing patterns include forestroke, backstroke, volley, and smash. The forestroke is a hitting method in which a ball that passes the player character's racket side (here, the right hand side) is hit. The back stroke is a striking method in which the player character hits a ball passing through the side opposite to the side having the racket (here, the left hand side). Volley is a batting method in which the ball is shot into the opponent's base before the ball bounces into the base. The smash is a striking method in which a ball passing on the figure of the player character is shot into the opponent base at a steep angle. For example, when the ball is positioned on the right side of the character, the object motion control unit 218 causes the character to perform a forestroke, and causes the character to perform volley when the character is positioned near the net. The object motion control unit 218 varies the motion to be performed on the character depending on the positional relationship between the ball and the character and the distance of the character from the net.
 さらに、オブジェクト動作制御部218は、相手打球の速度や、プレイヤキャラクタと相手打球の位置に応じてテイクバックの動作を異ならせる。例えば、タッチ終了位置が検出されたときの相手打球の位置が、プレイヤキャラクタから十分離れている場合には、あらかじめ規定されているテイクバックしてボールを打つ動作を全てプレイヤキャラクタに行わせる。タッチ終了位置が検出されたときの相手打球の位置が、プレイヤキャラクタに近い場合には、プレイヤキャラクタに全ての動作を行わせる時間は無いため、あらかじめ規定されているテイクバックしてボールを打つ動作のうち一部(例えば、最初の動作)を省略してプレイヤキャラクタに行わせる。 Furthermore, the object motion control unit 218 varies the take-back motion according to the speed of the opponent hit ball and the positions of the player character and the opponent hit ball. For example, if the position of the opponent's hit ball when the touch end position is detected is sufficiently far from the player character, the player character is caused to perform all of the predetermined actions to take back and hit the ball. If the position of the opponent's hit ball when the touch end position is detected is close to the player character, there is no time for the player character to perform all the actions, so the action of hitting the ball with a predetermined takeback Among them, a part (for example, the first action) is omitted and the player character is made to perform.
 さらに、オブジェクト動作制御部218は、オフセット・着弾点決定部226により決定された着弾点に着弾するようボールを移動させる。このとき、打球速度決定部228は、ミート値及びコントロール値に基づいてプレイヤキャラクタにより打撃されるボールのオブジェクトパラメータを決定する。例えば、ミート値、コントロール値のいずれか又は両方に基づいて、プレイヤキャラクタにより返球されるボールの速度(オブジェクトパラメータ)を決定する。また、打球速度決定部228は、ミート値、コントロール値を掛合わせた値に、ボールの球種(サーブ、ドロップ)毎の固有値、キャラクタのパラメータ(例えばキャラクタのレベル)を用いて、プレイヤキャラクタにより返球されるボールの速度を決定してもよい。 Further, the object motion control unit 218 moves the ball to land on the landing point determined by the offset / landing point determination unit 226. At this time, the hitting speed determination unit 228 determines the object parameter of the ball hit by the player character based on the meet value and the control value. For example, the speed (object parameter) of the ball returned by the player character is determined based on one or both of the meet value and the control value. Further, the hitting speed determination unit 228 uses a value obtained by multiplying the meat value and the control value, a unique value for each ball type (serve, drop), and a character parameter (for example, a character level) by the player character. The speed of the returned ball may be determined.
 そして、表示処理部230は、オブジェクト動作制御部218により制御されたプレイヤキャラクタ及びボールを、ゲーム空間内で移動表示させる画像信号をディスプレイ114へ出力する。 Then, the display processing unit 230 outputs an image signal for moving and displaying the player character and the ball controlled by the object motion control unit 218 in the game space to the display 114.
 ステップS6において、タッチ入力が検出されたときのボールがスイングフィールド外に位置する場合には、ステップS10へ進む。ステップS10においてプレイヤキャラクタに選択された各種動作を行わせるもののボールを打つことはできず、プレイヤキャラクタは空振りすることになる。 In step S6, when the ball when the touch input is detected is located outside the swing field, the process proceeds to step S10. In step S10, the player character that performs the various actions selected cannot hit the ball, and the player character swings idle.
 以上、本発明の一実施形態につき説明したが、本発明は上記実施形態に限定されるものではない。前述の請求項に記載されるこの発明の精神及び範囲から逸脱することなく、様々な実施態様の変更がなされうることを当業者は理解するであろう。 Although one embodiment of the present invention has been described above, the present invention is not limited to the above embodiment. Those skilled in the art will appreciate that various modifications of the embodiments can be made without departing from the spirit and scope of the invention as set forth in the appended claims.

Claims (17)

  1.  ディスプレイと該ディスプレイに関連して設けられたタッチパネルとを備えたコンピュータで実行される方法であって、
     前記タッチパネルに対するプレイヤによるタッチ入力を検出し、タッチ開始位置およびタッチ終了位置を特定するステップと、
     前記タッチ開始位置から前記タッチ終了位置に対するタッチ方向に基づいて、ゲーム空間における複数の着弾基準領域のうちの1つを指定するステップと、
     前記ゲーム空間内におけるオブジェクトを、指定された前記着弾基準領域へ着弾するように、前記ディスプレイへ表示させるステップと、を含む方法。
    A computer-implemented method comprising a display and a touch panel provided in association with the display,
    Detecting a touch input by a player on the touch panel, and specifying a touch start position and a touch end position;
    Designating one of a plurality of landing reference areas in the game space based on a touch direction from the touch start position to the touch end position;
    Displaying the object in the game space on the display so as to land on the designated landing reference area.
  2.  前記プレイヤにより選択された球種を判定するステップをさらに備え、
     前記着弾基準領域は、前記球種と前記タッチ方向に基づいて指定される、請求項1に記載の方法。
    A step of determining a ball type selected by the player;
    The method according to claim 1, wherein the landing reference area is specified based on the ball type and the touch direction.
  3.  前記タッチ方向に基づいて、前記球種が特定される、請求項2に記載の方法。 The method according to claim 2, wherein the sphere type is specified based on the touch direction.
  4.  前記球種は、
     前記プレイヤにより2つ以上の球種候補が選択された後、前記タッチ方向に基づいて、前記球種候補のうちの1つが特定される、請求項2または3に記載の方法。
    The ball type is
    The method according to claim 2 or 3, wherein, after two or more ball type candidates are selected by the player, one of the ball type candidates is specified based on the touch direction.
  5.  プレイヤキャラクタの位置に基づいて前記ゲーム空間内にスイングフィールドを設定するステップと、
     前記タッチ入力が検出されたときに、前記オブジェクトが前記スイングフィールド内にあるかを判定するステップと、
     前記タッチ入力が検出されたときの前記スイングフィールド内における前記オブジェクトの位置と、前記プレイヤキャラクタの位置に基づいて、前記プレイヤキャラクタが行う打撃動作を選択するステップと、
     選択された前記打撃動作によって前記オブジェクトを打撃するよう前記キャラクタを前記ディスプレイへ表示させるステップをさらに含む、
    請求項1~4のいずれかに記載の方法。
    Setting a swing field in the game space based on the position of the player character;
    Determining whether the object is in the swing field when the touch input is detected;
    Selecting a batting action performed by the player character based on the position of the object in the swing field when the touch input is detected and the position of the player character;
    Further comprising the step of causing the display to display the character to hit the object by the selected hitting action.
    The method according to any one of claims 1 to 4.
  6.  前記スイングフィールドの領域の大きさは、前記プレイヤキャラクタの位置の移動に基づいて可変である、請求項5に記載の方法。 The method according to claim 5, wherein the size of the area of the swing field is variable based on movement of the position of the player character.
  7.  前記ゲーム空間はXY平面を含み、
    前記スイングフィールドの領域を定義する外縁と、
    前記プレイヤキャラクタを通り、X軸方向に平行なフィールド水平線を前記ディスプレイへ表示させるステップをさらに含む、請求項5または6に記載の方法。
    The game space includes an XY plane,
    An outer edge defining a region of the swing field;
    The method according to claim 5 or 6, further comprising the step of displaying a field horizontal line passing through the player character and parallel to the X-axis direction on the display.
  8.  複数の前記着弾基準領域のそれぞれは着弾基準点を含み、
    前記タッチ方向に基づいて、複数の前記着弾基準点のうちの1つが指定され、
     前記タッチ入力が検出されたときの前記スイングフィールド内における前記オブジェクトの位置と、前記プレイヤキャラクタの位置に基づいて、前記着弾基準点からのオフセット量を決定するステップと、
     前記着弾基準点の位置と前記オフセット量に基づいて、前記オブジェクトが着弾する着弾点を決定するステップと、
    前記着弾点に着弾するように前記オブジェクトを前記ディスプレイへ表示させるステップと、
    をさらに含む、請求項5~7のいずれかに記載の方法。
    Each of the plurality of landing reference areas includes a landing reference point;
    Based on the touch direction, one of the landing reference points is designated,
    Determining an offset amount from the landing reference point based on the position of the object in the swing field when the touch input is detected and the position of the player character;
    Determining a landing point on which the object lands based on the position of the landing reference point and the offset amount;
    Displaying the object on the display to land on the landing point;
    The method according to any one of claims 5 to 7, further comprising:
  9.  前記着弾点は、前記着弾基準点の位置と、前記オフセット量と、前記プレイヤキャラクタのキャラクタパラメータに基づいて設定される着弾領域に基づいて決定される、請求項8に記載の方法。 The method according to claim 8, wherein the landing point is determined based on a landing region set based on a position of the landing reference point, the offset amount, and a character parameter of the player character.
  10.  前記ゲーム空間はXY平面を含み、
     前記スイングフィールドは、前記プレイヤキャラクタを通り、前記ゲーム空間におけるX軸方向に平行なフィールド水平線を含み、
     前記タッチ入力が検出されたときの、前記オブジェクトの位置と、フィールド水平線との間のY軸方向における距離に基づいてタイミング値を算出するステップと、
     前記タイミング値に基づいて前記オフセット量を決定するステップと、
    を含む、請求項8または9に記載の方法。
    The game space includes an XY plane,
    The swing field includes a field horizontal line passing through the player character and parallel to the X-axis direction in the game space,
    Calculating a timing value based on a distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected;
    Determining the offset amount based on the timing value;
    10. The method according to claim 8 or 9, comprising:
  11.  前記着弾点は、前記タイミング値の変動に基づいて、前記着弾基準点から前記オブジェクトが前記ゲーム空間の相手陣地へ向けて移動する方向に交差する第1の線上における所定位置にオフセットされるように決定される、請求項10に記載の方法。 The landing point is offset to a predetermined position on a first line that intersects the direction in which the object moves from the landing reference point toward the opponent base in the game space based on the change in the timing value. The method of claim 10, wherein the method is determined.
  12. 前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド水平線との間のY軸方向における距離が最小である場合、前記着弾点は前記ゲーム空間の相手陣地内に設定され、
    前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド水平線との間のY軸方向における距離が最小でない場合、前記着弾点は前記相手陣地外に設定され得る、請求項11に記載の方法。
    When the distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected is the minimum, the landing point is set in the opponent base of the game space,
    The landing point may be set out of the opponent base if the distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected is not minimum. The method described.
  13.  前記ゲーム空間はXY平面を含み、
     前記スイングフィールドは、前記ゲーム空間におけるY軸方向に平行なフィールド垂直線を含み、
     前記タッチ入力が検出されたときの、前記オブジェクトの位置と、フィールド垂直線との間のX軸方向における距離に基づいてミート値を算出するステップと、
     前記ミート値に基づいて前記オフセット量を決定するステップと、
    を含む、請求項10~12のいずれかに記載の方法。
    The game space includes an XY plane,
    The swing field includes a field vertical line parallel to the Y-axis direction in the game space,
    Calculating a meet value based on a distance in the X-axis direction between the position of the object and a field vertical line when the touch input is detected;
    Determining the offset amount based on the meet value;
    The method according to any of claims 10 to 12, comprising:
  14.  前記着弾点は、前記ミート値の変動に基づいて、前記着弾基準点から前記オブジェクトが前記ゲーム空間の相手陣地へ向けて移動する方向に沿った第2の線上における所定位置にオフセットされるように決定される、請求項13に記載の方法。 The landing point is offset to a predetermined position on a second line along the direction in which the object moves from the landing reference point toward the opponent base in the game space based on the variation of the meet value. 14. The method of claim 13, wherein the method is determined.
  15. 前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド垂直線との間のX軸方向における距離が最小である場合、前記着弾点は前記ゲーム空間の相手陣地内に設定され、
    前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド垂直線との間のX軸方向における距離が最小でない場合、前記着弾点は前記相手陣地外に設定され得る、請求項14に記載の方法。
    When the distance in the X-axis direction between the position of the object and the field vertical line when the touch input is detected is the minimum, the landing point is set in the opponent base of the game space,
    The landing point may be set outside the opponent base if the distance in the X-axis direction between the position of the object and the field vertical line when the touch input is detected is not minimum. The method described in 1.
  16.  前記ゲーム空間はXY平面を含み、
     前記スイングフィールドは、前記プレイヤキャラクタを通り、前記ゲーム空間におけるX軸方向に平行なフィールド水平線と、前記ゲーム空間におけるY軸方向に平行なフィールド垂直線を含み、
     前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド水平線との間のY軸方向における距離に基づいてタイミング値を算出するステップと、
    前記タッチ入力が検出されたときの、前記オブジェクトの位置と、前記フィールド垂直線との間のX軸方向における距離に基づいてミート値を算出するステップと、
     前記タイミング値または前記ミート値に基づいて前記オブジェクトのオブジェクトパラメータを決定するステップと、
    を含む、請求項8~15のいずれかに記載の方法。
    The game space includes an XY plane,
    The swing field includes a field horizontal line passing through the player character and parallel to the X-axis direction in the game space, and a field vertical line parallel to the Y-axis direction in the game space,
    Calculating a timing value based on a distance in the Y-axis direction between the position of the object and the field horizontal line when the touch input is detected;
    Calculating a meet value based on a distance in the X-axis direction between the position of the object and the field vertical line when the touch input is detected;
    Determining an object parameter of the object based on the timing value or the meet value;
    The method according to any of claims 8 to 15, comprising:
  17.  請求項1から16のいずれか1項に記載の方法を、前記コンピュータのプロセッサに実行させるためのプログラム。 A program for causing a processor of the computer to execute the method according to any one of claims 1 to 16.
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"Henshubu: oNo, Vita edition ' Power Smash 4", TOUCH SCREEN DENO SOSA HOHO NO ICHIBU YA SENSHU TYPE O SHOKAI, 28 October 2011 (2011-10-28), Retrieved from the Internet <URL:http://www.4gamer.net/games/134/G013437/20111019040> [retrieved on 20160916] *
POWER SMASH 4, WEEKLY FAMI TSU, vol. 26, no. 44, 13 October 2011 (2011-10-13), pages 102 - 103 *

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