WO2019207898A1 - Game control device, game system, and program - Google Patents

Game control device, game system, and program Download PDF

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Publication number
WO2019207898A1
WO2019207898A1 PCT/JP2019/003979 JP2019003979W WO2019207898A1 WO 2019207898 A1 WO2019207898 A1 WO 2019207898A1 JP 2019003979 W JP2019003979 W JP 2019003979W WO 2019207898 A1 WO2019207898 A1 WO 2019207898A1
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WO
WIPO (PCT)
Prior art keywords
touch
game
predetermined
target object
touch panel
Prior art date
Application number
PCT/JP2019/003979
Other languages
French (fr)
Japanese (ja)
Inventor
山口 健
Original Assignee
株式会社コナミデジタルエンタテインメント
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Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2019207898A1 publication Critical patent/WO2019207898A1/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
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present invention relates to a game control device, a game system, and a program.
  • the game pad of the stationary game machine and the portable game machine are provided with operation members (buttons, levers, etc.).
  • operation members buttons, levers, etc.
  • devices such as smartphones and tablet computers are provided with a touch panel, and are often not provided with the above-described operation members.
  • the direction can be specified via the touch panel.
  • the direction from the reference point (for example, the center point) of the virtual operation member to the touch position is determined as the direction (instructed direction) designated by the user.
  • the user can cause the operation target character to perform an action in an arbitrary direction by adjusting the touch position.
  • the user can obtain a feeling of operating the operation member, whereas in the case of the virtual operation member as described above, the user A feeling of operating the operating member cannot be obtained. For this reason, the user may not be able to accurately grasp the positional relationship between the reference point of the virtual operation member and the touch position while playing the game.
  • the operation target character performs a movement in the direction from the reference point of the virtual operation member to the touch position
  • the user performs an upward movement of the operation target character.
  • the direction from the reference point to the touch position is deviated from the directly above direction.
  • the operation target character performs a movement in a direction deviated from the directly above direction.
  • the reference point is set so that the user can perform the specific action on the operation target character.
  • the touch position is deviated from the reference point, so that it may be determined that the reference point is not touched, and the operation target character may not perform a specific action. As a result, the user may feel that the operability is not good.
  • the present invention has been made in view of the above problems, and an object of the present invention is to provide a game control device, a game system, and a program capable of improving the operability of a game operation performed through a touch panel. There is to do.
  • a game control device includes a display control unit that displays an operation target object on a display unit, and a reference position setting unit that sets a specific position of the touch panel as a reference position.
  • An operation position acquisition means for acquiring an operation position corresponding to the touch position of the touch panel, and a first operation for causing the operation target object to perform a predetermined type of operation based on a positional relationship between the reference position and the operation position.
  • Control means, and second action control means for causing the operation target object to perform the predetermined type of action based on a touch operation on a predetermined area of the touch panel.
  • the game control apparatus includes a display control unit that displays an operation target object on a display unit, a reference position setting unit that sets a specific position of the touch panel as a reference position, and a touch position of the touch panel.
  • An operation position acquisition means for acquiring an operation position corresponding to the operation position, a first action control means for causing the operation target object to perform a predetermined type of action based on a positional relationship between the reference position and the operation position, and the touch panel.
  • Second motion control means for causing the operation target object to perform the predetermined type of motion based on a plurality of touch operations on the partial region of the touch panel or an operation of continuously touching the partial region of the touch panel for a predetermined time. And including.
  • the game system includes a display control unit that displays an operation target object on a display unit, a reference position setting unit that sets a specific position on the touch panel as a reference position, and a touch position on the touch panel.
  • An operation position acquisition means for acquiring a corresponding operation position; a first action control means for causing the operation target object to perform a predetermined type of action based on a positional relationship between the reference position and the operation position; Second motion control means for causing the operation target object to perform the predetermined type of motion based on a touch operation on a predetermined region.
  • the game system includes a display control unit that displays an operation target object on a display unit, a reference position setting unit that sets a specific position on the touch panel as a reference position, and a touch position on the touch panel.
  • An operation position acquisition means for acquiring a corresponding operation position; a first action control means for causing the operation target object to perform a predetermined type of action based on a positional relationship between the reference position and the operation position;
  • a second motion control means for causing the operation target object to perform the predetermined type of motion based on a plurality of touch operations on the partial region or an operation of continuously touching the partial region of the touch panel for a predetermined time; ,including.
  • FIG. 1 shows the configuration of a game system according to an embodiment of the present invention.
  • the game system 1 according to the present embodiment includes a game terminal 10 and a server 30.
  • the game terminals 10 can perform data communication with each other via the server 30 and the network N.
  • FIG. 1 only one game terminal 10 is shown, but a plurality of game terminals 10 may be included in the game system 1.
  • the game terminal 10 is a computer used by a user to play a game.
  • the game terminal 10 is a mobile phone (including a smartphone) or a portable information terminal (including a tablet computer).
  • the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and a sound output unit 16.
  • the control unit 11 includes at least one microprocessor and executes information processing according to a program stored in the storage unit 12.
  • the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive), and stores programs and data.
  • the communication unit 13 is for data communication with other devices via the network N.
  • the operation unit 14 is for the user to perform various operations.
  • the display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display.
  • the sound output unit 16 is for outputting sound data, and is, for example, a speaker or headphones.
  • the operation unit 14 and the display unit 15 are integrally formed as a touch panel TP.
  • the touch panel TP can detect a position touched by a user's part (such as a finger) or an object (such as a touch pen).
  • Various types of touch panels can be used as the touch panel TP. “Touch” means that the user's part or object touches the touch panel TP.
  • the touch panel TP may be determined that the touch panel TP is touched even if the user's part or object is not touching the touch panel TP.
  • the distance between the user's part or the like and the touch panel TP may be detected, and if the distance is less than a threshold value, it may be determined that the touch has been made.
  • the touch panel TP may accept an input based on a three-dimensional position of the user's part or object.
  • a position detected by the touch panel TP as a position touched by the user's part or object is referred to as a “touch position”.
  • the server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33.
  • the control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10.
  • the server 30 can access the database DB.
  • the database DB may be built in the server 30 or may be built in a server computer different from the server 30.
  • the program and data are supplied to the game terminal 10 or the server 30 via the network N and stored in the storage unit 12 or the storage unit 32.
  • the game terminal 10 or the server 30 may include a component (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card).
  • a program and data may be supplied to the game terminal 10 or the server 30 via an information storage medium.
  • the game terminal 10 can execute various games such as an action game, a sports game, or a role playing game.
  • FIG. 2 shows an example of how to hold the game terminal 10 when the user plays the game.
  • the touch panel TP has a rectangular shape, the first line SL-1 connecting the midpoint MP-1 of the upper side US of the touch panel TP and the midpoint MP-2 of the lower side BS, and the midpoint of the left side LS of the touch panel TP.
  • the touch panel TP is divided into four regions of an upper right region UR, an upper left region UL, a lower right region BR, and a lower left region BL by a second line SL-2 connecting MP-3 and the midpoint MP-4 of the right side RS.
  • the thumb LT of the user's left hand LH is in a state where it is easy to touch the lower left region BL
  • the thumb RT of the user's right hand RH is in a state where it is easy to touch the lower right region BR.
  • the user performs an operation by touching the touch panel TP with the thumbs LT and RT.
  • the game terminal 10 is held horizontally, that is, the game terminal 10 has a horizontal width (the length of the upper side US or the lower side BS) longer than the vertical width (the length of the left side LS or the right side RS).
  • the game may be played in a state where the game terminal 10 is held vertically, that is, in a state where the vertical width of the game terminal 10 is longer than the horizontal width.
  • a predetermined position (for example, the upper left of the display area) is set as the origin Os, and an Xs axis and a Ys axis (coordinate axes of the screen coordinate system) orthogonal to each other are set.
  • the display area is, for example, the entire screen of the display unit 15.
  • the position on the display area is specified by the coordinate value of the screen coordinate system.
  • the touch position detected by the touch panel TP is also indicated by the coordinate value of the screen coordinate system, but the touch position may be indicated by the coordinate value of another coordinate axis.
  • the user's operation target object operates in accordance with an operation performed by touching the touch panel TP.
  • the “operation target object” is an object to be operated by the user.
  • the “operation target object” is an object that moves according to a user operation or whose state changes.
  • the “object” is displayed on the display unit 15 and can be an operation target by the user. For example, a game character or vehicle that operates according to the user's operation, a cursor that moves according to the user's operation, and the like correspond to an example of the “object”.
  • the “virtual world” is the world in the game.
  • the “virtual world” may be a three-dimensional space or a two-dimensional plane.
  • the “virtual world” can be rephrased as a game space or a virtual space.
  • the “opponent” may be a computer (CPU) or another user.
  • the game may be a game of a method (stand-alone method) executed by the game terminal 10 alone, or executed by performing data communication between the game terminal 10 and another game terminal 10 or the server 30. It may be a game of a method to be played (peer-to-peer method or client / server method). In the following, for simplicity of explanation, a case will be basically described as an example where the opponent is a computer (CPU) and the game is executed in a stand-alone manner.
  • FIG. 3 is a diagram showing an example of a virtual world.
  • an Xw axis, a Yw axis, and a Zw axis (coordinate axes of the world coordinate system) orthogonal to each other are set with a predetermined position as the origin Ow.
  • the Yw axis is set so that the positive direction of the Yw axis coincides with the direction opposite to the direction of gravity in the virtual world VW.
  • the position in the virtual world VW is specified by the coordinate value of the world coordinate system.
  • a field FD that is a 3D model of a field in which a game character battle is performed is arranged so as to be parallel to the Xw-Zw plane.
  • the game character GC-1 is a game character operated by the user
  • the game characters GC-2, GC-3, and GC-4 are game characters operated by the opponent.
  • a virtual viewpoint VC is set in the virtual world VW.
  • the virtual viewpoint VC is a viewpoint set in the virtual world VW, for example, a virtual camera.
  • the position and line-of-sight direction of the virtual viewpoint VC are controlled so that the game character GC-1 that is the user's operation target is included in the field of view (for example, the center of the field of view). Note that the position and line-of-sight direction of the virtual viewpoint VC may be fixed.
  • a virtual world image showing the virtual world VW viewed from the virtual viewpoint VC is displayed on the display unit 15.
  • FIG. 4 is a diagram showing an example of a virtual world image.
  • the virtual world image G1 is displayed by coordinate-transforming the state in the visual field of the virtual viewpoint VC in the virtual world VW.
  • FIG. 4 shows the case where the game characters GC-1 to GC-4 are included in the field of view of the virtual viewpoint VC, so the virtual world image G1 includes the game characters GC-1 to GC-4. .
  • gauges P10-1, P10-2, P10-3, and P10-4 are displayed at predetermined positions on the virtual world image G1.
  • the physical strength parameters of the game characters GC-1 to GC-4 are set to predetermined initial values (for example, 100) at the start of the game.
  • the physical strength parameter of the game character GC-1 decreases.
  • the game character GC-1 is defeated.
  • a game item having an effect of increasing the value of the physical strength parameter may be arranged in the virtual world VW (see FIG. 6 described later), and the user picks up the game item to the game character GC-1. Then, the value of the physical strength parameter of the game character GC-1 increases (recovers) by a predetermined amount.
  • the gauge P10-1 indicates the current value of the physical strength parameter of the game character GC-1.
  • the gauge P10-1 includes an expansion / contraction portion (shaded portion), and the length of the expansion / contraction portion indicates the current value of the physical strength parameter of the game character GC-1. That is, the length of the expansion / contraction part changes according to the change in the value of the physical strength parameter of the game character GC-1, and the length of the expansion / contraction part is set to a length corresponding to the current value of the physical strength parameter of the game character GC-1. Is done. For example, the longer the expansion / contraction part, the larger the current value of the physical strength parameter of the game character GC-1.
  • the stretchable portion becomes shorter as the value of the physical strength parameter of the game character GC-1 decreases, and the stretchable portion becomes longer as the value of the physical strength parameter of the game character GC-1 increases.
  • the gauge P10-2 indicates the current value of the physical strength parameter of the game character GC-2.
  • the gauge P10-3 indicates the current value of the physical strength parameter of the game character GC-3.
  • the gauge P10-4 indicates the current value of the physical strength parameter of the game character GC-4.
  • the gauges P10-2 to P10-4 are the same as the gauge P10-1.
  • the part P11 is displayed at a predetermined position on the virtual world image G1.
  • a time limit is set, and when a plurality of game characters with non-zero health parameters remain after the time limit has elapsed, the game character with the highest value of the health parameter among those game characters Will be the winner. If the physical strength parameters of the three game characters become zero before the time limit elapses, the remaining one game character becomes the winner.
  • Part P11 indicates the remaining time until the time limit elapses.
  • the direction pad P12, the first button P13-1, the second button P13-2, the third button P13- are used as virtual operation members for the user to operate the game character GC-1.
  • Three images are displayed on the virtual world image G1. Further, the gauge P14 is displayed in association with the second button P13-2.
  • the direction pad P12 is a virtual operation member for receiving a direction instruction operation, and is used by the user to instruct a direction.
  • the direction pad P12 is not displayed at the start of the game, and the direction pad P12 is displayed when the user touches the touch panel TP with the thumb LT or the like. “Touch-on” is to start touching the touch panel TP.
  • the button area A15 is an area including the display area of the first button P13-1, the second button P13-2, and the third button P13-3 and its peripheral area.
  • the user touches on the button area A15 the user taps one of the first button P13-1, the second button P13-2, and the third button P13-3, not for performing a direction instruction operation. Therefore, it is thought that touch-on was performed. For this reason, when the touch position at the time of touch-on is included in the button area A15 so as not to disturb the user's operation by displaying the direction pad P12 against the user's intention, The direction pad P12 is not activated.
  • the direction pad P12 should be validated each time based on the positional relationship (distance, etc.) between the touch position and the first button P13-1, the second button P13-2, or the third button P13-3. May be determined. For example, the distance between the touch position and the first button P13-1, the distance between the touch position and the second button P13-2, and the distance between the touch position and the third button P13-3.
  • the direction pad P12 may not be validated when at least one of them is equal to or less than the threshold value. In this case, the area where the distance from the first button P13-1 is less than the threshold, the area where the distance from the second button P13-2 is less than the threshold, and the distance from the third button P13-3 are less than the threshold.
  • the distance between the touch position and the first button P13-1 may be a distance between the touch position and a reference point (center point or the like) of the first button P13-1, or the touch position. And the outer edge of the first button P13-1. The same applies to the distance between the touch position and the second button P13-2 or the third button P13-3.
  • the direction pad P12 is not displayed when the touch position at the time of touch-on is included in the information areas A16-1 and A16-2.
  • the information area A16-1 is an area including the display area of the gauges P10-1 to P10-4 and its peripheral area
  • the information area A16-2 is an area including the display area of the part P11 and its peripheral area.
  • the information indicated by the gauges P10-1 to P10-4 and the part P11 is important information for the user. If the direction pad P12 is displayed in the above case, the direction pad P12 makes it difficult to see the information. Therefore, the direction pad P12 is not displayed even in the above case. However, in this case, although the direction pad P12 is not displayed, the direction pad P12 is enabled internally (in an invisible state), and thus the user can perform a direction instruction operation.
  • the direction pad P12 may be displayed each time based on the positional relationship (distance etc.) between the touch position and the gauges P10-1 to P10-4 or the part P11. For example, the distance between the touch position and the gauge P10-1, the distance between the touch position and the gauge P10-2, the distance between the touch position and the gauge P10-3, the touch position and the part P11, The direction pad P12 may not be displayed when at least one of the distances between the two is less than or equal to the threshold value.
  • a region where the distance between the touch position and the gauge P10-1 is equal to or smaller than the threshold a region where the distance between the touch position and the gauge P10-2 is equal to or smaller than the threshold, and the touch position and the gauge P10-3.
  • An area where the distance between and the touch position and the part P11 is less than the threshold is set as an area that replaces the information areas A16-1 and A16-2. It can also be said.
  • the “distance between the touch position and the gauge P10-1” may be the distance between the touch position and the reference point (center point, etc.) of the gauge P10-1, or the touch position and the gauge P10-1. It may be a distance between the outer edges of P10-1. The same applies to the distance between the touch position and the gauge P10-2, gauge P10-3, or part P11.
  • FIG. 5A and 5B are diagrams for explaining the direction pad P12.
  • FIG. 5A shows the direction pad P12 at the time of touch-on.
  • the direction pad P12 includes a base portion P120 and a pointer portion P122.
  • the base portion P120 corresponds to the main body of the direction pad P12, and in the example shown in FIG. 5A, has a circular shape centered on the center point P121.
  • the position corresponding to the touch position of the user is acquired as the operation position OP for direction instruction, and the instruction direction is determined based on the center point P121 and the operation position OP as described later.
  • the pointer portion P122 indicates the operation position OP.
  • FIG. 5A shows the direction pad P12 at the time of touch-on.
  • the direction pad P12 includes a base portion P120 and a pointer portion P122.
  • the base portion P120 corresponds to the main body of the direction pad P12, and in the example shown in FIG. 5A, has a circular shape centered on the center point
  • the pointer portion P122 has a circular shape centered on the center point P123.
  • the pointer part P122 is arranged such that the center point P123 coincides with the operation position OP.
  • both the base part P120 and the pointer part P122 have a circular shape, but the base part P120 and the pointer part P122 do not have to be circular or have different shapes. Also good.
  • the touch position itself is described as being acquired as the operation position OP. However, a position other than the touch position having a predetermined relationship with the touch position may be acquired as the operation position OP. .
  • the direction pad P12 is not displayed at the time of starting the game, and the direction pad P12 is displayed when the user touches the touch panel TP with the thumb LT or the like.
  • the display position of the direction pad P12 is set based on the touch position at the time of touch-on. Specifically, the direction pad P12 is disposed so as to coincide with the touch position when the center point P121 of the base portion P120 is touched on.
  • the operation position OP coincides with the center point P121 of the base portion P120 immediately after the direction pad P12 is displayed. For this reason, as shown in FIG.
  • the pointer part P122 is arranged so that the center point P123 of the pointer part P122 coincides with the center point P121. Since the center point P121 of the base portion P120 corresponds to the center point of the entire direction pad P12, hereinafter, the center point P121 may be described as the center point of the direction pad P12.
  • the touch position after the movement is acquired as the operation position OP so that the center point P123 of the pointer portion P122 matches the newly acquired operation position OP.
  • the position of the pointer part P122 is updated. In this way, the pointer part P122 moves according to the movement of the touch position.
  • the “slide operation” is an operation in which the user moves the thumb LT or the like while keeping the thumb LT or the like touching the touch panel TP, and maintains the touch even after the movement.
  • FIG. 5B shows a case where the user moves the touch position. Specifically, FIG. 5B shows a case where the user moves the touch position upward with respect to the center point P121 of the base portion P120.
  • the touch position moved upward with respect to the center point P121 of the base part P120 is acquired as the operation position OP, and the pointer part P122 moves so that the center point P123 of the pointer part P122 coincides with the operation position OP. Therefore, in FIG. 5B, the center point P123 of the pointer portion P122 is also moved upward with respect to the center point P121.
  • the direction D from the center point P121 to the operation position OP (the center point P123 of the pointer unit P122) is determined as the designated direction.
  • the user moves the touch position so that the operation position OP is an upper position with respect to the center point P121 (that is, the touch position is higher than the center point P121).
  • the upward direction can be indicated.
  • the user moves the touch position so that the operation position OP is on the right side with respect to the center point P121 (that is, moves the touch position to the right side with respect to the center point P121). You can indicate the right direction.
  • the directions that can be indicated by the user are not limited to the four directions of up, down, left, and right.
  • the user can indicate any direction 360 degrees around the center point P121.
  • the directions that can be indicated by the user may be limited to a finite number of directions such as eight directions (up, down, left, right, upper left, upper right, lower left, lower right).
  • a configuration in which the direction closest to the direction D among the eight directions is determined as the designated direction, or eight points with the center point P121 as a reference.
  • a configuration may be adopted in which eight areas each corresponding to a direction are set and the direction corresponding to the area including the operation position OP is determined as the designated direction.
  • the game character GC-1 which is the user's operation target, moves in the indicated direction.
  • Each direction in the direction pad P12 is associated with each direction of the virtual world VW.
  • the upward direction, the downward direction, the right direction, and the left direction in the direction pad P12 are associated with the Yw axis positive direction, Yw negative direction, Xw positive direction, and Xw negative direction of the virtual world VW, respectively.
  • the game character GC-1 moves in the right direction (Xw axis positive direction).
  • the game character GC-1 moves in the left direction (Xw axis negative direction).
  • the moving speed of the game character GC-1 is set based on the distance L between the center point P121 of the direction pad P12 and the operation position OP (center point P123 of the pointer portion P122).
  • correspondence information indicating the correspondence between the distance L and the moving speed is set, and the moving speed of the game character GC-1 is set based on the correspondence information and the distance L.
  • This correspondence information is set so that the moving speed increases as the distance L increases.
  • the movement speed of the game character GC-1 is set to the first movement speed (normal movement)
  • the game character GC-1 Is set to a second movement speed (dash movement) that is faster than the first movement speed. Therefore, the user can instruct the moving speed as well as the moving direction of the game character GC-1 by adjusting the distance between the center point P121 and the operation position OP (the center point P123 of the pointer portion P122).
  • the game character GC-1 when the user designates the upward direction or the diagonally upward direction with the direction pad P12, the game character GC-1 performs a jumping motion in the upward direction (Yw axis positive direction) or diagonally upward direction.
  • the game character GC-1 since the user can designate any direction 360 degrees around the center point P121, when the user designates a direction slightly deviated from the upward direction with the direction pad P12, the game character GC-1 jumps in the direction. Perform the action. Therefore, the user can finely specify the jump direction of the game character GC-1 by adjusting the operation position OP (the center point P123 of the pointer portion P122).
  • the jump action of the game character GC-1 is performed when the distance L is equal to or greater than a threshold value. That is, even when a direct upward direction or a diagonally upward direction is designated, if the distance L is less than the threshold value, the game character GC-1 is not allowed to perform a jump action.
  • a virtual operation member such as the direction pad P12
  • the user cannot obtain a feeling of operating the operation member. Therefore, the center point P121 of the direction pad P12 and the operation position OP (the center point P123 of the pointer portion P122). ) May not be accurately grasped.
  • the operation position OP (the center point P123 of the pointer portion P122) may be an upper position with respect to the center point P121. is there.
  • the game character GC-1 is caused to perform the jump action only when the user is likely to have the intention to cause the game character GC-1 to perform the jump action. It is like that.
  • buttons P13-1, the second button P13-2, and the third button P13-3 will be described.
  • Each of these buttons is associated with a specific type of action performed by the game character GC-1 that is the operation target of the user. Since these buttons are displayed in the lower right area BR of the touch panel TP, they are mainly touched with the thumb RT of the user's right hand RH.
  • the first button P13-1 is associated with a jump operation in the upward direction. For this reason, when the user performs a tap operation on the first button P13-1, the game character GC-1 performs a jumping action in the upward direction.
  • the “tap operation” may be an operation of touching on the touch panel TP, or an operation of touching on and touching off the touch panel TP. That is, it may be determined that the first button P13-1 is tapped when the first button P13-1 is touched on, or the first button P13 is touched when the first button P13-1 is touched on and touched off. It may be determined that ⁇ 1 is tapped.
  • “touch-off” is an operation of releasing a finger or the like touching the touch panel TP from the touch panel TP.
  • the “directly upward direction” is a direction directly upward as viewed from the game character GC-1.
  • the Yw-axis positive direction which is the exact opposite direction of the gravity direction of the virtual world VW
  • the direct direction (normal direction) of the field FD and the Ys-axis negative direction correspond to the “directly upward direction”.
  • the user can cause the game character GC-1 to perform a jump action in an arbitrary direction by using the direction pad P12, and can instruct the jump direction of the game character GC-1 in detail. For this reason, the user can cause the game character GC-1 to perform a jumping action in the upward direction with the direction pad P12.
  • the user cannot obtain a feeling of operating the operation member, so the center point P121 of the direction pad P12 and the operation position OP (the center of the pointer portion P122). In some cases, the positional relationship with the point P123) cannot be accurately grasped, and it may be difficult to accurately indicate the upward direction with the direction pad P12.
  • the user can easily cause the game character GC-1 to perform a jump action in the upward direction by performing a tap operation on the first button P13-1. That is, the user can selectively use the direction pad P12 and the first button P13-1 depending on whether the user wants to instruct the jump direction in a detailed manner or the direction directly above the jump direction.
  • the “avoidance operation” is an operation for avoiding attacks from other game characters GC-2 to GC-4.
  • the game character GC-1 performs the flick direction according to the flick operation.
  • an avoidance operation an operation to step in the flick direction is performed.
  • the “flick operation” is an operation for moving a finger or the like touching the touch panel TP so as to be held in an arbitrary direction.
  • the game character GC-1 may perform an avoidance operation in the direction instructed by the direction pad P12 according to the operation of the direction pad P12.
  • the tap operation on the first button P13-1 is performed in a state where the game character GC-1 is moving rightward or leftward (a state where the rightward or leftward direction is indicated by the direction pad P12).
  • the game character GC-1 performs a jump action in the diagonally upward right direction or the diagonally upward left direction by reflecting the direction indicated by the direction pad P12 with respect to the jump action in the upward direction. To do.
  • the game character GC-1 is not in contact with the field FD (for example, while the game character GC-1 is jumping or while the game character GC-1 is blown away by an attack). Moves the game character GC-1 so that the inertia of the movement or the attack momentum according to the movement instruction in the left direction or the right direction works. For example, when the user instructs the right direction with the direction pad P12 while the game character GC-1 is jumping, the jumping game character GC-1 moves in the right direction in the air. Even if the instruction of the right direction is stopped, the movement of the game character GC-1 in the right direction is continued due to the inertia acting.
  • the game character GC-1 is caused to perform a jumping operation in the upward direction. It has become. That is, after the user stops giving the right direction instruction, the first button P13-1 is tapped while the movement of the game character GC-1 in the right direction continues (or true with the direction pad P12). When the upward direction is instructed), the movement of the game character GC-1 in the right direction is stopped so that the inertia disappears, and the game character GC-1 is moved in another direction (directly upward). It is designed to move.
  • the user taps the first button P13-1 (or indicates the upward direction with the direction pad P12) to perform a jumping action in the upward direction.
  • the landing position of the game character GC-1 can be adjusted.
  • the predetermined period for example, the jump instruction operation with the direction pad P12 and the first Even if the user taps the first button P13-1 during a very short time when it is determined that the jump instruction operation by the button P13-1 is performed substantially simultaneously, the jump action is performed on the game character GC-1. Do not do.
  • the user when the user causes the game character GC-1 to start a jump action using the first button P13-1, the user moves in the upward direction or until the predetermined period (first predetermined period) elapses.
  • the game character GC-1 is not allowed to perform a jump action. By doing so, the operation of the game character GC-1 does not become unnatural because both the jump instruction operation by the direction pad P12 and the jump instruction operation by the first button P13-1 are performed substantially simultaneously. I am trying so. Further, when both the jump instruction operation using the direction pad P12 and the jump instruction operation using the first button P13-1 are performed substantially simultaneously, there is a high possibility that the operation is erroneous. Can be ignored without being reflected in the game, and as a result, user operability can be improved.
  • the user When the user causes the game character GC-1 to start a jump action with the direction pad P12, the user presses the first button P13-1 until the jump action is completed (another example of a predetermined period). Even if the game character GC-1 is tapped, the jump operation is completed when the game character GC-1 is not allowed to perform the jump operation or when the user starts the jump operation to the game character GC-1 using the first button P13-1. In the meantime, even if the user designates the upward direction or the diagonally upward direction with the direction pad P12, the game character GC-1 may not be allowed to perform a jump action. Good.
  • the game character GC-1 when the user causes the game character GC-1 to start a jump action with the direction pad P12, until the predetermined period (second predetermined period) elapses (for example, substantially simultaneously with the jump instruction operation by the direction pad P12). Even if the user designates the upward direction or the diagonally upward direction with the direction pad P12 again, the game character GC-1 is not allowed to perform the jump action. Also good. Similarly, when the user causes the game character GC-1 to start a jump action using the first button P13-1, the user presses the first button P13- until the predetermined period (second predetermined period) elapses. Even if 1 is tapped again, the game character GC-1 may not be allowed to perform a jump action.
  • the predetermined period for example, substantially simultaneously with the jump instruction operation by the direction pad P12
  • the game character can be obtained by performing the jump instruction operation with the direction pad P12 continuously for a short time, or performing the jump instruction operation with the first button P13-1 continuously for a short time. It is possible to prevent the operation of GC-1 from becoming unnatural.
  • the length of the first predetermined period may be different from the length of the second predetermined period. For example, when two different types of operations, that is, a jump instruction operation using the direction pad P12 and a jump instruction operation using the first button P13-1, are performed at approximately the same time, there is a high possibility of an erroneous operation. It may be set longer than the second predetermined period.
  • the game character GC-1 when the game character GC-1 starts a jump action with the direction pad P12, the user is directed in a direction upward or obliquely upward until the jump action is completed (another example of a predetermined period). Even if the instruction is given again with the pad P12, when the game character GC-1 is prevented from performing a jump action, or when the user starts the jump action to the game character GC-1 with the first button P13-1, Until the jump operation is completed (another example of the predetermined period), even if the user taps the first button P13-1 again, the game character GC-1 may be prevented from performing the jump operation. Good.
  • the second button P13-2 is associated with the attack action. Therefore, when the user performs a tap operation on the second button P13-2 with the game character GC-1 facing the other game character (for example, the game character GC-2), the game character GC-1 Performs an attacking action on the other game character.
  • the user can increase the power of the attacking action and increase the damage to other game characters by touching the second button P13-2 for a long time.
  • the gauge P14 is displayed in association with the second button P13-2.
  • the extending portion (shaded portion) in the gauge P14 starts to expand.
  • the extension portion in the gauge P14 is gradually extended until it reaches the maximum length.
  • another attack operation having a greater power than usual is performed. In this way, the user can increase the power of the attack action by touching the second button P13-2 for a long time.
  • the gauge P14 has an arc shape and is arranged along a part of the circumference of the circular second button P13-2.
  • the gauge P14 is displayed at a position facing the lower right portion (portion held by the right hand RH) of the touch panel TP across the second button P13-2. With such an arrangement, the gauge P14 is not hidden by the thumb RT (right hand RH) touching the second button P13-2.
  • the third button P13-3 is associated with a special attack action.
  • the special attack action is a special attack action (for example, a special technique) that can give other game characters more damage than the normal attack action associated with the second button P13-2.
  • the special attack action cannot be performed by the game character GC-1, and the special attack action can be executed when a predetermined condition is satisfied. For example, when a predetermined time has elapsed, a special attack operation can be executed. When the user performs a tap operation on the third button P13-3 in this state, the game character GC-1 performs a special attack action. If the special attack action is performed on the game character GC-1, the state returns to a state where the special attack action cannot be executed. Then, when a predetermined time further elapses, the special attack operation can be executed again.
  • the above-described predetermined condition is a condition indicating whether or not a predetermined time has elapsed.
  • other conditions for example, the amount of damage given to other game characters by the game character GC-1 is a predetermined amount). Or a condition whether or not the damage received by the game character GC-1 from another game character has reached a predetermined amount).
  • the third button P13-3 is displayed in the first state, and the third button P13-3 gradually changes from the first state to the second state over time. Then, the third button P13-3 enters the second state at the timing when the special attack operation can be executed. Further, when the special attack action is performed on the game character GC-1 in this state, the third button P13-3 returns to the first state.
  • the state where the entire third button P13-3 is shaded corresponds to the “first state”, and the state where the third button P13-3 is not shaded is the “second state”. Is equivalent to.
  • the third button P13-3 is displayed in a state where the entire area is hatched, and as the time elapses, the hatching of the third button P13-3 is appended.
  • the area of no part gradually increases.
  • the area of the portion of the circular third button P ⁇ b> 13-3 that is not shaded expands in a fan shape.
  • the third button P13-3 is not hatched, and the user refers to the state of the third button P13-3, Whether or not the attack action can be executed can be grasped.
  • the display unit 15 displays the virtual world image G1 indicating the visual field of the virtual viewpoint VC. For this reason, the other game character is not displayed on the display unit 15 in a state where the other game character is located outside the field of view of the virtual viewpoint VC.
  • the game item may be arranged in the virtual world VW, but the game item is displayed on the display unit 15 in a state where the game item is located outside the field of view of the virtual viewpoint VC. Do not show.
  • FIG. 6 shows an example of the above state.
  • FIG. 6 shows a state where the game character GC-3 and the game item GI are located outside the visual field VF of the virtual viewpoint VC.
  • FIG. 7 shows an example of the virtual world image G1 displayed on the display unit 15 in the state shown in FIG.
  • the game character GC-3 is not displayed on the display unit 15 as shown in FIG.
  • a part P17-1 indicating the position of the game character GC-3 located outside the visual field VF of the virtual viewpoint VC is displayed in the virtual world image G1.
  • the part P17-1 is displayed in a manner corresponding to the position of the game character GC-3 (game character corresponding to the part P17-1).
  • the position of the part P17-1 may be set to a position in the virtual world image G1 corresponding to the position of the game character GC-3.
  • the part P17-1 may be arranged at a fixed position, and the aspect of the part P17-1 (an aspect other than the position) may be set to an aspect indicating the direction toward the game character GC-3.
  • Part P17-1 is displayed.
  • “3” in the parts P17-1 corresponds to information for identifying that the game character GC-3 is located outside the visual field VF of the virtual viewpoint VC.
  • the game character that is located outside the visual field VF of the virtual viewpoint VC may be identified by the shape, color, pattern, or the like of the part P17-1.
  • “>>” in the parts P17-1 indicates the direction in which the game character GC-3 is located.
  • the position of the game character GC-1 or the position of the game character GC-3 may be a world coordinate system (XwYwZw coordinate system) position or a screen coordinate system (XsYs coordinate system) position.
  • the display mode of the parts P17-1 is set to a display mode corresponding to the state of the game character GC-3. For example, when the game character GC-3 performs an attack action (or special attack action), the display mode of the part P17-1 indicates that the game character GC-3 has performed an attack action (or special attack action). It changes to the mode which shows. For example, the part P17-1 blinks, the color of the part P17-1 changes, or the size of the part P17-1 increases. In this way, the user can grasp the state of the game character GC-3 that is not displayed on the display unit 15 (such as having performed an attack action), depending on the display mode of the parts P17-1.
  • the game item GI is not displayed on the display unit 15 as shown in FIG.
  • a part P17-2 indicating the position of the game item GI positioned outside the visual field VF of the virtual viewpoint VC is displayed in the virtual world image G1. Similar to the part P17-1, the part P17-2 is displayed in a manner corresponding to the position of the game item GI.
  • a part near the intersection of the straight line extending from the position of the game character GC-1 that is the user's operation target to the position of the game item GI and the end of the virtual world image G1 P17-2 is displayed.
  • “I” in the part P17-2 corresponds to information for identifying that the game item GI is located outside the visual field VF of the virtual viewpoint VC. Note that it may be identified that the game item GI is located outside the visual field VF of the virtual viewpoint VC by the shape, color, pattern, or the like of the part P17-2.
  • the part P17-2 may indicate the type, name, or effect of the game item GI.
  • “ ⁇ ” in the parts P17-2 indicates the direction in which the game item GI is located. For example, the direction from the position of the game character GC-1 that is the user's operation target to the position of the game item GI is shown.
  • the display mode of the part P17-2 is set to a display mode corresponding to the state of the game item GI. For example, since the game item GI arranged in the virtual world VW disappears when the time limit elapses, the display mode of the part P17-2 changes based on the remaining time until the time limit elapses. For example, when the remaining time until the time limit elapses falls below the threshold, the display mode of the part P17-2 changes to a mode indicating that the remaining time is below the threshold. For example, the part P17-2 blinks, the color of the part P17-2 changes, or the size of the part P17-2 increases. By doing so, the user can grasp the state of the game item GI that is not displayed on the display unit 15 (remaining time until disappearing, etc.), depending on the display mode of the part P17-2.
  • the parts P17-1 and P17-2 may be displayed at positions that overlap the first button P13-1, the second button P13-2, and the third button P13-3.
  • the part P17-1 may be displayed at a position that does not overlap the gauges P10-1 to P10-4 and the part P11.
  • FIG. 8 is a functional block diagram showing main functional blocks implemented in the game system 1.
  • the game system 1 includes a game data storage unit 100, a display control unit 110, a reference position setting unit 120, an operation position acquisition unit 130, an instruction direction determination unit 140, a first motion control unit 150, a second An operation control unit 160, a first restriction unit 170, a second restriction unit 180, and a third restriction unit 190 are included.
  • these functional blocks are realized by the game terminal 10 (an example of a game control device). That is, the game data storage unit 100 is realized by the storage unit 12, and other functional blocks are realized by the control unit 11. Note that the game data storage unit 100 may be realized by a storage unit of another device accessible from the game terminal 10. In addition, the above functional blocks may be realized by the server 30 (another example of the game control device). Alternatively, some of the functional blocks may be realized by the game terminal 10 and the rest may be realized by the server 30.
  • the game data storage unit 100 stores data necessary for executing the game.
  • game situation data D101 and operation situation data D102 will be described as examples of data stored in game data storage unit 100.
  • Game status data D101 is data indicating the status of the game being executed.
  • the game situation data D101 is repeatedly updated during the execution of the game.
  • the game situation data D101 includes situation data indicating the current situation of the virtual world VW.
  • the status data of the virtual world VW includes status data indicating the status of each of the game characters GC-1 to GC-4, status data indicating the status of the game item GI, and status data indicating the status of the virtual viewpoint VC.
  • the state data of the game characters GC-1 to GC-4 includes the position, orientation, posture, and type of action being executed (type of motion data being played and current frame) of each of the game characters GC-1 to GC-4 And data indicating the current value of the physical fitness parameter.
  • the state data of the game item GI includes data indicating the position and type of the game item GI, the remaining time until the time limit elapses (until it disappears), and the like.
  • the state data of the virtual viewpoint VC includes data indicating the position, line-of-sight direction, angle of view, etc. of the virtual viewpoint VC.
  • the game situation data D101 includes battle situation data indicating a battle situation.
  • the battle situation data includes data indicating the remaining time until the time limit elapses.
  • Operation status data D102 is data indicating the operation status of the user.
  • the operation status data D102 includes data indicating a touch status on the touch panel TP. This data also includes data indicating a history of touch positions from when the touch on the touch panel TP is started until now.
  • the operation status data D102 includes data indicating the state of the direction pad P12. This data includes data indicating whether or not to display the direction pad P12, the current position of the center point P121 of the direction pad P12, the current position of the center point P123 of the pointer portion P122, and the like.
  • the operation status data D102 includes data indicating the states of the first button P13-1, the second button P13-2, the third button P13-3, and the gauge P14. This data includes whether the first button P13-1, the second button P13-2, and the third button P13-3 are touched, the current length of the gauge P14, the first button P13-3 Data indicating which state is between the state and the second state is included.
  • the data stored in the game data storage unit 100 is not limited to the above example.
  • model data, motion data, ability parameter data, and the like of each of the game characters GC-1 to GC-4 are stored.
  • effect data of the game item GI is also stored.
  • the display control unit 110 displays the operation target object on the display unit 15.
  • the operation target object is an object to be operated by the user.
  • the “operation target object” is an object that moves according to a user operation or whose state changes.
  • the “object” is displayed on the display unit 15 and can be a target of an operation by the user.
  • a character or vehicle that moves according to a user's operation, a cursor that moves according to a user's operation, and the like correspond to an example of “object”.
  • the game character GC-1 corresponds to an example of an “operation target object”.
  • “Displaying the operation target object on the display unit 15” means generating a game image including the operation target object and displaying the game image on the display unit 15.
  • “display the operation target object on the display unit 15” means that the game image including the operation target object is included in the other device by transmitting the game image data including the operation target object to the other device. It may be displayed on the display unit.
  • the “game image data” may be data indicating the game image itself or data for generating a game image.
  • the virtual world image G1 corresponds to an example of “game image”.
  • the display control unit 110 causes the display unit 15 to display a display target area in the game space in which the operation target object and other objects are arranged. Further, when another object is located outside the display target area, the display control unit 110 causes the display unit 15 to display a position image indicating the position of the other object. Furthermore, the display control unit 110 sets the display mode of the position image based on the state of the other object.
  • “Another object” is, for example, an enemy object that opposes the operation target object. Further, for example, the “other object” may be a friend object of the operation target object. Further, for example, the “other object” may be a game item.
  • the “position image” is an image displayed so that the user can grasp the position of another object located outside the display target area.
  • the “position image” includes a straight line extending in a direction from a predetermined position (for example, the position of the operation target object) in the game space or the display unit 15 to the position of another object, and a display target region or display unit 15 in the game space. It is displayed at a position based on the intersection with the boundary of the display area.
  • the “position image display mode” is the type, color, shape, size, brightness, presence / absence of blinking, or the like of the position image.
  • “To set the display mode of the position image based on the state of the other object” is to set the display mode of the position image to a display mode corresponding to the state of the other object.
  • “setting the display mode of the position image based on the state of the other object” means changing the display mode of the position image in accordance with the change in the state of the other object.
  • the display control unit 110 changes the display mode of the position image from the normal display mode when another object (enemy object) performs an attacking action on the operation target object.
  • the display control unit 110 changes the display mode of the position image from the normal display mode when another object (a friend object) is in a pinch state.
  • the display control unit 110 changes the display mode of the position image according to the remaining time until the other object (game item) disappears.
  • the game characters GC-2 to GC-4 operated by the opponent correspond to an example of “another object (enemy object)”.
  • the game item GI corresponds to an example of “another object”.
  • the visual field VF of the virtual viewpoint VC corresponds to an example of “display target area”, and the parts P17-1 and P17-1 correspond to an example of “position image”.
  • the display control unit 110 displays the game character GC-3.
  • a part P17-1 indicating the position is displayed on the display unit 15.
  • the display control unit 110 sets the display mode of the parts P17-1 to a mode indicating that the game character GC-3 has performed the attacking action.
  • the display control unit 110 displays the part P17- indicating the position of the game item GI. 2 is displayed on the display unit 15. Then, the display control unit 110 changes the display mode of the part P17-2 based on the remaining time until the game item GI disappears.
  • the reference position setting unit 120 sets a specific position of the touch panel TP as a reference position.
  • the specific position of the touch panel TP is a specific coordinate in the coordinate system as an input detection position of the touch panel TP.
  • the “reference position” is a position used as a reference when determining the indicated direction. For example, when a virtual operation member (virtual pad: virtual direction instruction button or direction instruction lever) for receiving a direction instruction operation is displayed on the display unit 15, a representative point of the virtual operation member is displayed. Corresponds to the “reference position”. Specifically, for example, the center point of the virtual operation member corresponds to the “reference position”. A position other than the center point of the virtual operation member may correspond to the “reference position”.
  • the direction pad P12 corresponds to an example of “virtual operation member”
  • the center point P121 of the direction pad P12 corresponds to an example of “reference position”.
  • “To set a specific position of the touch panel TP as the reference position” is to set, for example, a position specified based on the touch position on the touch panel TP as the reference position. Specifically, when the touch is turned on, a position specified based on the touch position may be set as the reference position. For example, the touch position (touch start position) at the time of touch-on may be set as the reference position.
  • a predetermined specific position may be set as a reference position, and when touched on, the reference position may be changed to a position specified based on the touch position at the time of touch-on. For example, when the distance between a predetermined reference position and the touch position at the time of touch-on is greater than or equal to a threshold value, the reference position may be changed to the touch position. Further, when the touch position is moved by the slide operation and the distance between the reference position and the touch position is equal to or greater than the threshold value, the reference position may be changed to the touch position.
  • a predetermined position of the touch panel TP may be fixedly set as a reference position regardless of the touch position.
  • the reference position setting unit 120 sets the touch position at the time of touch-on as the reference position. Then, the direction pad P12 is displayed such that the touch position at the time of touch-on coincides with the center point P121 of the direction pad P12. Note that the reference position setting unit 120 may fixedly set a predetermined position of the touch panel TP as a reference position, or may display the direction pad P12 fixedly at a predetermined position of the touch panel TP. Good.
  • the operation position acquisition unit 130 acquires an operation position corresponding to the touch position of the touch panel TP.
  • the operation position is a position for indicating a direction.
  • the “operation position” is a position indicating the instruction direction.
  • “Acquiring the operation position according to the touch position” means, for example, acquiring the touch position itself as the operation position.
  • “acquiring an operation position according to a touch position” may be acquiring a position other than the touch position and obtained based on the touch position as the operation position. For example, a position having a predetermined relationship with the touch position may be acquired as the operation position.
  • the operation position acquisition unit 130 acquires the touch position itself of the touch panel TP as the operation position OP, and sets the center point P123 of the pointer unit P122 as the operation position OP.
  • the indication direction determination unit 140 determines the indication direction according to the positional relationship between the reference position and the operation position.
  • the positional relationship between the reference position and the operation position is, for example, the direction from the reference position to the operation position.
  • the “positional relationship between the reference position and the operation position” may be, for example, a distance between the reference position and the operation position.
  • the “instruction direction” is a direction determined based on a position (touch position) designated by the user. “Determine the designated direction according to the positional relationship between the reference position and the operation position” is to determine the direction corresponding to the positional relationship between the reference position and the operation position as the designated direction. For example, the direction corresponding to the direction from the reference position to the operation position is determined as the indication direction.
  • the “direction corresponding to the direction X” is the same direction as the direction X or substantially the same direction. “Substantially the same direction” is, for example, a direction slightly deviated from the direction X to the extent that the user cannot recognize it.
  • the pointing direction determination unit 140 moves from the center point P121 (an example of the reference position) of the direction pad P12 to the operation position OP (the center point P123 of the pointer unit P122).
  • the direction D is determined as the designated direction.
  • the operation position acquisition unit 130 When the touch position is within the button area A15, the operation position acquisition unit 130 does not acquire the position corresponding to the touch position as the operation position OP, and the instruction direction determination unit 140 does not acquire the center of the direction pad P12.
  • the direction D from the point P121 to the operation position OP is not determined as the designated direction.
  • the first motion control unit 150 causes the operation target object to perform a predetermined type of motion based on the positional relationship between the reference position and the operation position.
  • the predetermined type of operation is a predetermined type of operation.
  • “jump operation”, “avoidance operation”, “movement operation”, “attack operation”, and the like correspond to an example of “a predetermined type of operation”.
  • “pass motion” or “shoot motion” in a sports game corresponds to an example of “predetermined motion”.
  • the “predetermined type of motion” may change according to the game situation.
  • the “game situation” means, for example, the state of the operation target object (position or parameter value, etc.), the positional relationship between the operation target object and other objects, or the remaining time until the time limit elapses Etc.
  • a pass action is performed on a game character to be operated based on a positional relationship (for example, a direction) between a reference position and an operation position, and the operation target object is defended by an enemy team.
  • the game character to be operated may perform a shooting action based on the positional relationship (for example, direction) between the reference position and the operation position. .
  • the second motion control unit 160 causes the operation target object to perform a predetermined type of motion based on a touch operation on a predetermined area of the touch panel TP.
  • Predetermined area is a predetermined fixed area. That is, the “predetermined area” is an area fixed at a predetermined position. In other words, the “predetermined position” is a predetermined area regardless of the user's touch position (not affected by the user's touch position), and the coordinates of the user's touch position are predetermined. It is an area (coordinate range) that is set to determine whether or not a specific game operation has been performed only by whether or not it is included in the area (coordinate range). Specifically, a region where an operation member such as a virtual button is displayed corresponds to an example of a “predetermined region”.
  • the “predetermined region” includes the first line SL-1 connecting the midpoints MP-1 and MP-2 of the upper side US and the lower side BS of the touch panel TP, and the midpoint MP of the left side LS and the right side RS of the touch panel TP.
  • the touch panel TP is divided into four areas of an upper right area UR, an upper left area UL, a lower right area BR, and a lower left area BL. It is set in the area BR or the lower left area BL.
  • the area of the first button P13-1 corresponds to an example of “predetermined area”.
  • the “predetermined area” is set in the lower right area BR of the touch panel TP.
  • the first button P13-1, the second button P13-2, and the third button P13-3 may be displayed in the lower left area BL of the touch panel TP. That is, the “predetermined area” may be set in the lower left area BL of the touch panel TP.
  • the touch operation on the predetermined area means that the predetermined area is touched.
  • the “touch operation on the predetermined area” is an operation of tapping the predetermined area.
  • the “operation for tapping a predetermined area” may be an operation for touching on the predetermined area, or an operation for touching on and touching off the predetermined area. In other words, it may be determined that the “touch operation to the predetermined area” has been performed when the predetermined area is touched on, or “the touch to the predetermined area is performed after the predetermined area is touched on and then touched off”. It may be determined that the “operation” has been performed.
  • the “touch operation on the predetermined area” may be an operation of tapping the predetermined area a plurality of times, or an operation of long-pressing the predetermined area (that is, touching on the predetermined area and touching for a predetermined time or more). Operation to be continued).
  • “Let the operation target object perform a predetermined type of motion based on a touch operation on a predetermined area” means that the same type of motion as the type of motion that the first motion control unit 150 performs on the operation target object That is, the operation target object is caused to perform based on the touch operation on the area. For example, when a touch operation on a predetermined area is performed (that is, triggered by the touch operation performed on the predetermined area), a predetermined type of motion is performed on the operation target object. Specifically, when a predetermined area is touched on, the operation target object is caused to perform a predetermined type of motion. In addition, for example, when a predetermined area is touched on and then touched off, a predetermined type of motion may be performed on the operation target object.
  • the first motion control unit 150 operates a predetermined type of motion in the pointing direction (direction according to the positional relationship between the reference position and the operating position) determined by the pointing direction determination unit 140 as an operation target. Let the object do it.
  • the “predetermined type of operation” is the “jump operation”
  • the operation of jumping toward the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”.
  • the “predetermined type of operation” is the “moving operation”
  • the operation of moving in the indicated direction corresponds to an example of the “predetermined type of operation in the indicated direction”.
  • the “predetermined type of operation” is an “attack operation”
  • the operation of performing an attack toward the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”.
  • the “predetermined type of operation” is the “pass operation”
  • the operation of performing a pass in the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”.
  • the “predetermined type of operation” is the “shooting operation”
  • the operation of shooting in the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”.
  • the second motion control unit 160 causes the operation target object to perform a predetermined type of motion in a predetermined direction based on a touch operation on a predetermined area of the touch panel TP.
  • Predetermined direction is, for example, a predetermined specific direction. Specifically, the “predetermined direction” is a direction directly above or a direction lateral to the operation target object.
  • the “directly upward direction” can also be referred to as a direction opposite to the direction of gravity in the game space (virtual world VW) in which the operation target object is arranged.
  • the “directly upward direction” can also be referred to as a normal direction of the plane when the operation target object is arranged on the plane (field or ground).
  • the “right side direction” can also be referred to as a direction orthogonal to the direction of gravity in the game space (virtual world VW) in which the operation target object is arranged.
  • the “right lateral direction” can also be referred to as a direction parallel to the plane when the operation target object is arranged on the plane (field or ground).
  • the “predetermined direction” may be a vertical direction or a horizontal direction of the display unit 15.
  • the “vertical direction” can also be a direction that coincides with the vertical axis direction of the display unit 15 as viewed from the user.
  • the “vertical direction” can also be said to be a direction that coincides with the Ys-axis direction of the screen coordinate system.
  • the “horizontal direction” can also be referred to as a direction that coincides with the horizontal axis direction of the display unit 15 as viewed from the user.
  • the “horizontal direction” can also be said to be a direction that coincides with the Xs-axis direction of the screen coordinate system.
  • predetermined direction may be, for example, a direction according to the direction or the moving direction of the operation target object.
  • the “predetermined direction” may be, for example, a direction according to a positional relationship with another object (for example, an enemy).
  • the “predetermined type of motion in a predetermined direction” is the same type of motion that the first motion control unit 150 causes the operation target object to perform, and is an operation performed in a predetermined direction.
  • the “operation performed in a predetermined direction” refers to a direction determined regardless of the mode of the user's touch operation (that is, regardless of the positional relationship between the operation position corresponding to the user's touch position and the reference position). This is an operation performed in a predetermined direction.
  • “Let the operation target object perform a predetermined type of movement in a predetermined direction based on a touch operation on a predetermined area” means, for example, when a tap operation on a predetermined area is performed, This is to cause the operation target object to perform the kind of operation. Specifically, when the predetermined area is touched on, the operation target object is caused to perform a predetermined type of movement in a predetermined direction. Further, for example, when a predetermined area is touched on and then touched off, the operation target object may be made to perform a predetermined type of movement in a predetermined direction.
  • the jump action corresponds to an example of “a predetermined type of action”.
  • the first motion control unit 150 has the pointing direction determined by the pointing direction determination unit 140 (the direction D from the center point P121 of the direction pad P12 to the operation position OP (the center point P123 of the pointer unit P122)) or the upward direction
  • the game character GC-1 is caused to perform a jump action in the upward direction or the diagonally upward direction.
  • the second motion control unit 160 causes the game character GC-1 to perform a jumping operation in the directly upward direction.
  • the two-operation control unit 160 reflects the direction indicated by the direction pad P12 with respect to the jumping operation in the upward direction (predetermined direction). That is, the second operation control unit 160 combines the vector in the upward direction (predetermined direction) and the vector in the right direction (instructed direction on the direction pad P12) to indicate the direction indicated by the combined vector (that is, diagonally upward to the right To the game character GC-1.
  • An operation in which both the adjustment of the jump direction and the instruction to execute the jump operation are performed with one hand may be difficult depending on the user.
  • the user can jump with one hand (left hand LH). Since the other hand (right hand RH) can instruct execution of the jump action while adjusting the game, the operation for causing the game character GC-1 to perform the jump action can be simplified and the operability is improved. be able to.
  • the avoidance operation may correspond to an example of a “predetermined type of operation”. That is, the instruction direction determination unit 140 determines the instruction direction according to the direction of the flick operation (for example, the direction from the starting point of the flick operation (an example of the reference position) to the end point of the flick operation (an example of the operation position)), The first action control unit 150 causes the game character GC-1 to perform an avoidance action (step action) in the indicated direction determined by the indicated direction determination unit 140, and the second action control unit 160 enters the button area A15.
  • a tap operation on the displayed button is performed, based on a predetermined direction (for example, based on the positional relationship between the game character GC-1 and another game character performing an attacking action on the game character GC-1). You may make it make game character GC-1 perform the avoidance operation
  • the first restriction unit 170 continues until one of the first motion control unit 150 and the second motion control unit 160 causes the operation target object to start a predetermined type of motion until a predetermined period elapses.
  • the other of the first motion control unit 150 and the second motion control unit 160 restricts the operation target object from performing a predetermined type of motion.
  • the “predetermined period” is, for example, a predetermined short period (that is, an operation for causing the operation target object to perform a predetermined type of motion by the first motion control unit 150 and a predetermined type by the second motion control unit 160). This is a very short period in which it is determined that an operation for causing the operation target object to perform the operation is performed substantially simultaneously), or a period until the operation target object completes a predetermined type of operation.
  • the “predetermined period” may be, for example, a period until a predetermined time elapses after the operation target object completes a predetermined type of motion.
  • the first restricting unit 170 performs a touch operation on a predetermined region of the touch panel TP until a predetermined period has elapsed after the first motion control unit 150 causes the operation target object to start a predetermined type of motion in the designated direction. Even if the operation is performed, the second motion control unit 160 prevents the operation target object from performing a predetermined type of motion in a predetermined direction.
  • the first restriction unit 170 may determine that the instruction direction is determined until a predetermined period has elapsed after the second motion control unit 160 causes the operation target object to start a predetermined type of motion in a predetermined direction.
  • the first motion control unit 150 prevents the operation target object from performing a predetermined type of motion in the designated direction.
  • the user after the user instructs the game character GC-1 to perform a jumping action by pointing the direction pad P12 in a direction directly above or obliquely upward, the user can wait until a predetermined period elapses. Even if the first button P13-1 is tapped, the first restricting unit 170 prevents the game character GC-1 from performing a jump action. Conversely, after the user performs a jump operation on the first button P13-1 to cause the game character GC-1 to perform a jump action, the user moves upward or diagonally until a predetermined period elapses. Even if the upward direction is indicated by the direction pad P12, the first restricting unit 170 prevents the game character GC-1 from performing a jump action.
  • the reference position setting unit 120 may set the reference position based on a touch operation on the touch panel TP.
  • the “touch operation on the touch panel TP” is an operation of touching the touch panel TP.
  • an operation of touching on the touch panel TP or a finger touching the touch panel TP is slid. Operation (slide operation) or the like.
  • the reference position setting unit 120 may set the reference position based on the touch position when the touch is turned on. Good.
  • the reference position setting unit 120 may change the reference position based on a slide operation after the touch panel TP is touched on. Specifically, when the touch position and the reference position are separated by a predetermined distance or more as a result of the touch position being moved by the slide operation, the reference position setting unit 120 changes the reference position based on the touch position. May be.
  • the second restriction unit 180 restricts the setting of the reference position based on the touch position when the touch position satisfies a predetermined condition. Since the setting of the reference position is limited, the determination of the pointing direction by the pointing direction determination unit 140 and the operation control by the first motion control unit 150 are also limited. When the touch position satisfies a predetermined condition, it can be said that the instruction direction determination by the instruction direction determination unit 140 and the operation control by the first operation control unit 150 are limited.
  • the “predetermined condition” is a condition relating to the touch position, and is a condition indicating a touch position where the setting of the reference position should be restricted.
  • a condition regarding the positional relationship (for example, distance) between the touch position and the predetermined area (“predetermined area” in the second motion control unit 160) is set.
  • a condition that a touch position is included in a setting restriction area including a predetermined area is set as the “predetermined condition”. That is, when the touch position is included in the setting restriction area, the second restriction unit 180 restricts the setting of the reference position based on the touch position. In other words, the second restriction unit 180 restricts the setting of the reference position based on the touch operation on the setting restriction area including the predetermined area.
  • the setting restriction area is an area set to include a predetermined area.
  • the “setting restriction area” is an area including a predetermined area and a peripheral area of the predetermined area.
  • the “touch operation to the setting restriction area” is an operation of touching the setting restriction area, and specifically, for example, an operation of touching on the setting restriction area.
  • the “touch operation to the setting restriction area” may be an operation of sliding a finger or the like touching the touch panel TP into the setting restriction area (sliding operation into the setting restriction area).
  • “restricting the setting of the reference position based on the touch operation to the setting restriction area” means that the reference position is not set even if the touch operation to the setting restriction area is performed.
  • the condition that the touch position when touched on is included in the button area A15 corresponds to an example of “predetermined condition”, and the button area A15 corresponds to an example of “setting restriction area”.
  • the second restriction unit 180 does not enable the direction pad P12 when the button area A15 is touched on.
  • the condition that the distance between the touch position and the first button P13-1, the second button P13-2, or the third button P13-3 is equal to or less than a threshold value may be set as the “predetermined condition”. That is, the second restriction unit 180 is configured to use the direction pad P12 when the distance between the touch position and the first button P13-1, the second button P13-2, or the third button P13-3 is equal to or smaller than the threshold value. May not be enabled.
  • the display control unit 110 displays a predetermined image at the reference position set by the reference position setting unit 120.
  • the third restriction unit 190 restricts display of the predetermined image when the reference position satisfies a predetermined condition. Even when the display of the predetermined image is restricted, the first motion control unit 150 causes the operation target object to perform a predetermined type of motion based on the positional relationship between the reference position and the operation position.
  • Predetermined image is an image displayed at the reference position.
  • a virtual operation member virtual direction instruction button or virtual pad such as a direction instruction lever
  • the direction pad P12 corresponds to an example of a “predetermined image”.
  • the “predetermined condition” is a condition relating to the reference position, and is a condition indicating a reference position where display of the predetermined image should be restricted.
  • a condition relating to the positional relationship (for example, distance) between the reference position and the area of the display unit 15 where the predetermined information is displayed is set.
  • a condition that the reference position is included in the display restriction area including the area where the predetermined information is displayed in the display unit 15 is set as the “predetermined condition”. That is, the third restriction unit 190 restricts display of the predetermined image when the reference position is included in the display restriction region.
  • Predetermined information is information that is important to the user, and is information that would be disadvantageous to the user if this information becomes difficult to see.
  • information on the state of the operation target object, information on the remaining time until the time limit elapses, and the like correspond to an example of “predetermined information”.
  • information indicated by the gauges P10-1 to P10-4 (physical strength parameters of the game characters GC-1 to GC-4) and information indicated by the part P11 (remaining time until the time limit elapses) Corresponds to an example of “predetermined information”.
  • the “display restriction area” is an area set to include an area where predetermined information is displayed.
  • the “display restricted area” is an area including an area where predetermined information is displayed and a peripheral area of the area.
  • the information areas A16-1 and A16-2 correspond to an example of a “display restriction area”.
  • “Restrict display of the predetermined image” means that the predetermined image is not displayed. It should be noted that “restrict display of the predetermined image” may be to display the predetermined image with an increased transparency so that the predetermined information does not become difficult to see.
  • the display control unit 110 normally displays the direction pad P12 on the display unit 15 so that the touch position at the time of touch-on coincides with the center point P121 of the direction pad P12.
  • the third restriction unit 190 does not cause the display control unit 110 to display the direction pad P12 on the display unit 15.
  • the first motion control unit 150 determines the touch position at the time of touch-on (the direction set internally).
  • the game character GC-1 is caused to perform a jump operation in an obliquely upward direction.
  • FIG. 9 is a flowchart showing processing executed when an OnTouch event occurs during the game.
  • the control unit 11 determines whether or not the action in the OnTouch event is a DOWN action (S100).
  • the case where the action in the OnTouch event is a DOWN action is a case where the user touches on the touch panel TP.
  • the control unit 11 executes a DOWN process (S102).
  • the DOWN process is a process executed in the case of a DOWN action. Details will be described later (see FIGS. 10A and 10B).
  • control unit 11 determines whether or not the action in the OnTouch event is a MOVE action (S104).
  • the case where the action in the OnTouch event is a MOVE action is when the user slides a finger or the like touching the touch panel TP.
  • the control unit 11 executes a move process (S106).
  • the MOVE process is a process executed in the case of a MOVE action. Details will be described later (see FIG. 11).
  • the control unit 11 determines whether or not the action in the OnTouch event is an UP action (S108).
  • a case where the action in the OnTouch event is an UP action is a case where the user touches off the touch panel TP with a finger or the like touching the touch panel TP.
  • the control unit 11 executes the UP process (S110).
  • the UP process is a process executed in the case of an UP action. Details will be described later (see FIGS. 12A and 12B).
  • FIGS. 10A and 10B are flowcharts showing an example of the DOWN process executed in step S102.
  • the control unit 11 acquires the XsYs coordinates of the user's touch position (S10200). Then, the control unit 11 determines whether or not the XsYs coordinate of the touch position is within the button area A15 (S10202). When the XsYs coordinate of the touch position is not within the button area A15 (S10202: No), the control unit 11 determines whether or not the first ID is NULL (S10204).
  • each time the touch panel TP is touched an ID is assigned to the touch, and the position of the touch is managed in association with the ID. Even if the position of the touch moves, the association between the touch and the ID is maintained, and the ID is associated with the OnTouch event that has occurred regarding the touch.
  • “current ID” is an ID associated with the generated OnTouch event.
  • the “first ID” is for holding an ID of a touch (in other words, a touch when an area other than the button area A15 is touched on) that has an area other than the button area A15 as a touch start position. .
  • the “first ID” does not perform a tap operation to the first button P13-1, the second button P13-2, and the third button P13-3, but performs a direction instruction operation (operates the direction pad P12). This is for holding the ID of the touch made for that.
  • the state in which the first ID is not NULL and the ID is set in the first ID is a state in which a touch with a touch start position in an area other than the button area A15 is maintained.
  • the state in which the first ID is NULL is a state in which a touch having a touch start position in an area other than the button area A15 is not maintained.
  • step S10204 When it is determined in step S10204 that the first ID is not NULL (S10204: No), there is a touch that has a touch start position in an area other than the button area A15. This is a case where the area is newly touched on and the ID of the new touch is the current ID. In this embodiment, such a new touch is ignored and this process is terminated.
  • step S10204 determines whether the first ID is NULL (S10204: Yes)
  • the control unit 11 sets the current ID to the first ID (S10206). Further, the control unit 11 turns on the direction pad valid flag (S10208), and sets the coordinates acquired in step S10200 as the coordinates of the center point P121 of the direction pad P12 and the center point P123 of the pointer unit P122 (S10210).
  • the direction pad valid flag indicates whether or not to accept the direction instruction operation by the direction pad P12.
  • the direction pad valid flag is OFF at the start of the game. When the direction pad valid flag is OFF, the direction instruction operation is not accepted by the direction pad P12. On the other hand, when the direction pad valid flag is ON, the direction instruction operation by the direction pad P12 is accepted.
  • control unit 11 determines whether or not the XsYs coordinates of the touch position are within the information areas A16-1 and A16-2 in step S10200 (S10212).
  • the control unit 11 turns on the direction pad display flag (S10214).
  • the direction pad display flag indicates whether or not to display the direction pad P12.
  • the direction pad display flag is OFF at the start of the game, and the direction pad P12 is not displayed when the direction pad display flag is OFF.
  • the direction pad display flag is ON, the direction pad P12 is displayed.
  • the direction pad P12 is displayed with the coordinates set in step S10210 as the center point P121.
  • the direction pad display flag is OFF, the direction pad P12 is not displayed.
  • the direction pad valid flag is ON, the direction pad P12 is enabled internally (in an invisible state). Thus, a direction instruction operation by the direction pad P12 is accepted.
  • the control unit 11 determines whether or not the second ID is NULL ( S10216).
  • the “second ID” is for holding an ID of a touch (in other words, a touch when the button area A15 is touched on) in the button area A15. That is, the “second ID” is used to hold an ID of a touch performed for performing a tap operation on the first button P13-1, the second button P13-2, and the third button P13-3. is there.
  • the state in which the second ID is not NULL and the ID is set in the second ID is a state in which a touch with the inside of the button area A15 as the touch start position is maintained.
  • the state in which the second ID is NULL is a state in which the touch with the inside of the button area A15 as the touch start position is not maintained.
  • step S10216 When it is determined in step S10216 that the second ID is not NULL (S10216: No), the touch in which the inside of the button area A15 is the touch start position is maintained, and the inside of the button area A15 is newly touched on. This is a case where the ID of the new touch is the current ID. In the present embodiment, such a new touch is ignored and the DOWN process is terminated.
  • the control unit 11 sets the current ID to the second ID (S10218). Further, the control unit 11 determines whether or not the XsYs coordinate of the touch position acquired in step S10200 is within the region of the first button P13-1 (S10220).
  • the “area of the first button P13-1” may be an area where the first button P13-1 is displayed, or a separate invisible (set to the first button P13-1) ( (Non-display) area.
  • the control unit 11 sets the flag of the first button P13-1 (S10222). For example, the control unit 11 turns on the on-state flag of the first button P13-1, turns on the touch-on flag, and turns off the touch-off flag. After step S10222 is executed, this process ends.
  • the “on state flag” of the first button P13-1 is a flag indicating whether or not the first button P13-1 is touched. This on-state flag is set to OFF when the first button P13-1 is not touched, and is set to ON when the first button P13-1 is touched. The on state flag of the first button P13-1 is initially set to OFF at the start of the game.
  • the “touch-on flag” of the first button P13-1 means whether or not the first button P13-1 is touched on (from the state where the first button P13-1 is not touched). Is changed to a touched state). This touch-on flag is set to ON when the first button P13-1 is touched on. Note that the touch-on flag of the first button P13-1 is initially set to OFF at the start of the match.
  • the “touch-off flag” of the first button P13-1 means whether or not the first button P13-1 has been touched off (whether the finger or the like that has touched the first button P13-1 has left the touch panel TP). )). This touch-off flag is set to ON when the first button P13-1 is touched off. Note that the touch-off flag of the first button P13-1 is initially set to OFF at the start of the match.
  • step S10220 When it is determined in step S10220 that the XsYs coordinate of the touch position is not within the area of the first button P13-1 (S10220: No), the control unit 11 determines that the XsYs coordinate of the touch position acquired in step S10200 is the second button. It is determined whether it is within the area of P13-2 (S10224).
  • the “region of the second button P13-2” is the same as the region of the first button P13-1.
  • the control unit 11 sets the flag of the second button P13-2 (S10226). For example, the control unit 11 turns on the on-state flag of the second button P13-2, turns on the touch-on flag, and turns off the touch-off flag. Note that the on-state flag, the touch-on flag, and the touch-off flag of the second button P13-2 are the same as the on-state flag, the touch-on flag, and the touch-off flag of the first button P13-1, and therefore will be described here. Is omitted. After step S10226 is executed, this process ends.
  • step S10224 When it is determined in step S10224 that the XsYs coordinate of the touch position is not within the area of the second button P13-2 (S10224: No), the control unit 11 determines that the XsYs coordinate of the touch position acquired in step S10200 is the third button. It is determined whether it is within the area of P13-3 (S10228).
  • the “region of the third button P13-3” is the same as the region of the first button P13-1.
  • the control unit 11 determines whether or not the third button P13-3 is valid (S10230). That is, the control unit 11 determines whether or not the special attack action can be performed on the game character GC-1.
  • the case where the third button P13-3 is valid (S10230: Yes) is a case where the special attack operation can be executed.
  • the control unit 11 sets the flag of the third button P13-3. It is set (S10232). For example, the control unit 11 turns on the on-state flag of the third button P13-3, turns on the touch-on flag, and turns off the touch-off flag.
  • on-state flag, touch-on flag, and touch-off flag of the third button P13-3 are the same as the on-state flag, touch-on flag, and touch-off flag of the first button P13-1, and therefore will be described here. Is omitted.
  • step S10232 After step S10232 is executed, this process ends. If the XsYs coordinate of the touch position is not within the region of the third button P13-3 (S10228: No), or if the third button P13-3 is not valid (S10230: No), step S10232 is not executed. This process ends.
  • FIG. 11 is a flowchart showing an example of the move process executed in step S106.
  • the control unit 11 acquires the XsYs coordinates of the target touch position of the generated OnTouch event (MOVE action) (S10600). Further, the control unit 11 determines whether or not the current ID is the first ID (S10602).
  • the “current ID” is an ID associated with the generated OnTouch event, and is an ID of a target touch of the MOVE action.
  • the control unit 11 determines whether or not the direction pad valid flag is ON (S10604). If the direction pad valid flag is ON (S10604: Yes), the control unit 11 sets the coordinate acquired in step S10600 as the coordinate of the center point P123 of the pointer unit P122 (S10606), and performs this process. finish. If the direction pad valid flag is not ON (S10604: No), this process ends without executing step S10606.
  • FIGS. 12A and 12B are flowcharts showing an example of the UP process executed in step S110.
  • the control unit 11 determines whether or not the current ID is the first ID (S11000).
  • the “current ID” is an ID associated with the generated OnTouch event, and is the ID of the touch subject to the UP action. Since the UP action is a touch-off (that is, the finger that touched the touch panel TP leaves the touch panel TP), the “current ID” is the ID of the touch that has been touched off.
  • step S11000 The case where it is determined in step S11000 that the current ID is the first ID (S11000: Yes) is a case where the finger or the like (thumb LT) touching the direction pad P12 has moved away from the touch panel TP.
  • the control unit 11 sets the first ID to NULL (S11002), sets the direction pad valid flag and the direction pad display flag to OFF (S11004), and ends this process.
  • step S11000 determines whether or not the current ID is the second ID (S11006). If it is determined in step S11008 that the current ID is the second ID (S11006: Yes), the finger touching the first button P13-1, the second button P13-2, or the third button P13-3 Etc. (thumb RT) is away from the touch panel TP. In this case, the control unit 11 sets the second ID to NULL (S11008).
  • the control unit 11 determines whether or not the ON state flag of the first button P13-1 is ON (S11010).
  • the ON state flag of the first button P13-1 is ON (S11010: Yes)
  • the finger or the like (thumb RT) touching the first button P13-1 is touch panel TP. It is a case where it is away from.
  • the control unit 11 sets the ON state flag of the first button P13-1 to OFF, sets the touch-off flag of the first button P13-1 to ON (S11012), and ends this process.
  • step S11010 When it is determined in step S11010 that the ON state flag of the first button P13-1 is not ON (S11010: No), the control unit 11 determines whether or not the ON state flag of the second button P13-2 is ON. Determination is made (S11014).
  • the control unit 11 turns off the on-state flag of the second button P13-2, turns on the touch-off flag of the second button P13-2 (S11016), and ends this process.
  • step S11014 When it is determined in step S11014 that the ON state flag of the second button P13-2 is not ON (S11014: No), the control unit 11 determines whether the ON state flag of the third button P13-3 is ON. Determination is made (S11018).
  • the control unit 11 turns off the on-state flag of the third button P13-3, turns on the touch-off flag of the third button P13-3 (S11020), and ends this process. If it is determined in step S11018 that the ON state flag of the third button P13-3 is not ON (S11018: No), this process ends without executing step S11020.
  • FIG. 13 is a flowchart showing processing repeatedly executed by the game terminal 10 during the game. As shown in FIG. 13, first, the control unit 11 executes a game process (S120). In the game process, the game situation data D101 is updated.
  • FIG. 14 shows an example of a process for updating the state data of the game character GC-1.
  • the control unit 11 determines whether or not the direction pad valid flag is ON (S12000).
  • the control unit 11 determines the designated direction (S12002). That is, the control unit 11 determines the direction D from the center point P121 of the direction pad P12 to the operation position OP (the center point P123 of the pointer unit P122) as the designated direction. In this case, the touch position itself associated with the first ID is acquired as the operation position OP. Further, the control unit 11 calculates a distance L between the center point P121 of the direction pad P12 and the operation position OP (center point P123 of the pointer unit P122) (S12004).
  • control part 11 updates the state data of game character GC-1 based on the instruction
  • control unit 11 updates the direction of the game character GC-1 based on the instruction direction determined in step S12002.
  • step S12002 when the pointing direction determined in step S12002 is the right direction or the left direction, the control unit 11 moves in the pointing direction (that is, moving in the direction of the virtual world VW corresponding to the pointing direction). To update the state data of the game character GC-1.
  • step S12002 when the pointing direction determined in step S12002 is a direct upward direction or a diagonally upward direction, and the distance calculated in step S12004 is equal to or greater than a threshold value, the control unit 11 performs a jump operation in the pointing direction ( That is, in order to cause the game character GC-1 to perform a jumping action in the direction of the virtual world VW corresponding to the designated direction), the state data of the game character GC-1 is updated.
  • step S12006 After executing step S12006, or when it is determined in step S12000 that the direction pad valid flag is not ON (S12000: No), the control unit 11 determines whether the touch-on flag of the first button P13-1 is ON. Is determined (S12008). When the touch-on flag of the first button P13-1 is ON (S12008: Yes), the control unit 11 causes the game character GC-1 to perform a jump action in the upward direction.
  • the state data is updated (S12010). For example, when the indication direction determined in step S12002 is the right direction or the left direction, the control unit 11 combines the right direction and the right direction or the left direction (right diagonally upward direction or left direction).
  • step S12010 is executed when the first button P13-1 is touched on, but step S12010 is executed when the first button P13-1 is touched on and touched off. May be.
  • step S12008 it is determined whether or not the touch-off flag of the first button P13-1 is ON.
  • the control unit 11 determines whether or not the touch-off flag of the second button P13-2 is ON (S12008: No). S12012). When the touch-off flag of the second button P13-2 is ON (S12012: Yes), the control unit 11 updates the state data of the game character GC-1 to cause the game character GC-1 to perform an attack action. (S12014). In this case, the control unit 11 sets the direction corresponding to the instruction direction determined in step S12002 as the direction of the attack action. Further, in this case, the control unit 11 determines the power of the attack action based on the time that has elapsed while the second button P13-2 is being touched.
  • the control unit 11 determines whether or not the touch-on flag of the third button P13-3 is ON (S12012: No). S12016).
  • the control unit 11 uses the state data of the game character GC-1 to cause the game character GC-1 to perform a special attack action. Update (S12018). In this case, the control unit 11 sets the direction corresponding to the indicated direction determined in step S12002 as the direction of the special attack action.
  • this process ends.
  • step S12018 is executed when the third button P13-3 is touched on, but step S12018 is executed when the third button P13-3 is touched on and touched off. May be. In this case, in step S12016, it is determined whether or not the touch-off flag of the third button P13-3 is ON.
  • step S120 the control unit 11 executes an input clear process (S122). For example, the touch-on flag and the touch-off flag of each of the first button P13-1, the second button P13-2, and the third button P13-3 are reset to OFF.
  • control unit 11 executes a drawing process (S124). For example, a virtual viewpoint VC is set, and a virtual world image G1 representing the virtual world VW viewed from the virtual viewpoint VC is drawn on the back buffer. Further, the virtual world in which the images of the gauges P10-1 to P10-4, the part P11, the first button P13-1, the second button P13-2, the third button P13-3, and the gauge P14 are drawn in the back buffer. It is drawn on the image G1. Further, when the direction pad display flag is ON, the image of the direction pad P12 is also drawn on the virtual world image G1 drawn in the back buffer.
  • the images of the parts P17-1 and P17-2 are also drawn on the virtual world image G1 drawn in the back buffer. Is done.
  • the gauges P10-1 to P10-4, the part P11, the direction pad P12, the first button P13-1, the second button P13-2, the third button P13-3, the gauge P14, and the parts P17-1, P17- The two images may be translucently combined with the virtual world image G1.
  • step S126 the control unit 11 waits for a V blank interrupt to occur (S126), and when a V blank interrupt occurs, switches from the back buffer to the front buffer (S128). By this switching, the image drawn in the back buffer in step S124 is displayed on the display unit 15. After executing step S128, the process returns to step S120. In this way, during the game, the processes of steps S120 to S128 described above are repeatedly executed.
  • the game character GC-1 can be made to jump by the direction pad P12, and the game character GC-1 can also be made to jump by the first button P13-1. Can be made.
  • the user can cause the game character GC-1 to perform a jump action with an operation that is easier for the user to perform, and the user operability can be improved.
  • the game character GC-1 can perform a jump operation in an arbitrary direction by the direction pad P12, and the jump operation in the upward direction can be performed by the first button P13-1.
  • the game character GC-1 can be performed. That is, when the game character GC-1 wants to perform a jump motion in an arbitrary direction, the direction pad P12 can be used to finely indicate the direction of the jump motion, while the jump motion in the upward direction is performed.
  • the first character P13-1 can easily cause the game character GC-1 to perform a jump action in the upward direction.
  • the jump direction can be arbitrarily adjusted, but since a delicate operation is required, it may be difficult for a novice user.
  • the user since both an operation capable of fine adjustment and a simple operation are prepared as operations for performing the jump operation, the user can select an easy operation.
  • the game character GC-1 continuously performs a jump action with the direction pad P12, it is difficult for a user to input a desired direction due to the movement of the finger.
  • the game system 1 by alternately performing the operation of the direction pad P12 and the tap operation of the first button P13-1, or repeatedly tapping the first button P13-1, the game character GC It becomes easy to continuously perform the jump operation to -1.
  • the user can use the direction pad P12 and the first button P13-1 properly as an operation for performing a jump operation in consideration of the game situation. For example, when the user wants the game character GC-1 to perform an attacking action immediately after performing a jumping action, the user operates the direction pad P12 with the thumb LT of the left hand LH and performs the first action with the thumb RT of the right hand RH. When the user wants to tap the 2 button P13-2 and make the game character GC-1 perform a jumping motion immediately after performing the avoiding motion, the flick operation (or the operation on the direction pad P12) with the thumb LT of the left hand LH ), The first button P13-1 can be tapped with the thumb RT of the right hand RH.
  • the user When playing a game while holding the game terminal 10 with a hand, the user generally touches the touch panel TP with the thumb of the hand holding the game terminal 10. In this case, since the user's thumb has a tendency to move in an arc, even if the user intends to indicate the upward direction, the actual pointing direction is likely to deviate from the upward direction.
  • the first character P13-1 can easily cause the game character GC-1 to perform a jump action in the upward direction.
  • the first button P13-1 is displayed in the lower right area BR of the touch panel TP, the first button P13-1 is touched with the thumb RT of the right hand RH holding the game terminal 10. It has become easier.
  • the direction pad P12 when the button area A15 is touched on, the direction pad P12 is not set, so the first button P13-1, the second button P13-2, and the third button P13-3 are to be tapped. It is possible to prevent a situation where the direction pad P12 is set against the intention of the user.
  • the direction pad P12 when the information areas A16-1 and A16-2 are touched on, the direction pad P12 is not displayed, so information on the gauges P10-1 to P10-4 (game characters GC-1 to GC- 4 physical strength parameter) and information on the part P11 (remaining time until the time limit elapses) can be prevented from becoming difficult to see due to the direction pad P12.
  • the direction pad P12 is not displayed, since the direction pad P12 is set internally (invisible), the movement operation and the jump operation are performed in the same manner as when the direction pad P12 is displayed. This can be performed by the character GC-1.
  • the game character GC-3 and the game item GI are located outside the visual field VF of the virtual viewpoint VC, and the game character GC-3 and the game item GI are displayed on the display unit 15. Since the parts P17-1 and P17-2 are displayed when they are not displayed, the positions of the game character GC-3 and the game item GI can be grasped. Further, when the game character GC-3 performs an attack action (or special attack action), the display mode of the part P17-1 indicates that the game character GC-3 has performed an attack action (or special attack action). Therefore, the user can grasp that the game character GC-3 not displayed on the display unit 15 has performed an attack action (or a special attack action), depending on the display form of the part P17-1.
  • the display mode of the part P17-2 changes to a mode indicating that the remaining time is equal to or less than the threshold value. Based on the display mode of P17-2, it can be understood that the remaining time until the game item GI that is not displayed on the display unit 15 disappears has decreased.
  • the movement action in the right direction or the left direction may be performed by the game character GC-1.
  • the game character GC-1 may perform a jumping motion in the upward direction or the diagonally upward direction.
  • the first motion control unit 150 may cause the operation target object to perform a predetermined type of motion based on the direction of the flick operation (an example of the positional relationship between the reference position and the operation position).
  • the game character GC-1 can perform a jump action in an arbitrary direction by a flick operation, and to perform a jump action in the upward direction by the first button P13-1.
  • GC-1 can also be performed. That is, when the game character GC-1 wants to perform a jump motion in an arbitrary direction, the direction of the jump motion can be finely adjusted by a flick operation, while the jump motion in the upward direction is performed in the game. If the character GC-1 is desired to be performed, the first button P13-1 can easily cause the game character GC-1 to perform a jump action in the upward direction.
  • the flick operation can arbitrarily adjust the jump direction, but requires a delicate operation, which may be difficult for a novice user.
  • a delicate operation which may be difficult for a novice user.
  • the user can select an easy operation.
  • the game character GC-1 continuously performs a jump action by a flick operation, it may be difficult for some users because it becomes difficult to input a desired direction by moving a finger.
  • the flick operation and the tap operation of the first button P13-1 alternately or by repeatedly tapping the first button P13-1 the jump operation is repeated in the game. It becomes easy to make the character GC-1 perform.
  • the user can selectively use the flick operation and the tap operation of the first button P13-1 as the operation for performing the jump operation in consideration of the game situation. For example, when the user wants the game character GC-1 to perform an attacking action immediately after performing a jumping action, the user performs a flick operation with the thumb LT of the left hand LH and the second button with the thumb RT of the right hand RH. If the user wants to tap P13-2 and have the game character GC-1 perform an evasive action immediately after jumping, the flick operation is performed with the thumb LT of the left hand LH and the thumb RT of the right hand RH. Then, the user can tap the first button P13-1.
  • the second motion control unit 160 sets the designated direction as a “predetermined direction”. You may do it. That is, the “predetermined direction” may be, for example, the same direction as the direction when the predetermined type of operation was performed last time. In this way, after causing the game character GC-1 to perform a jump action (a predetermined type of action) in the designated direction, the user can easily jump in the designated direction by tapping the first button P13-1. The action can be continuously performed on the game character GC-1.
  • FIG. 3 An image of a virtual button such as the first button P13-1 may not be displayed.
  • the game character GC-1 may be caused to perform a jump action in the upward direction.
  • the “double tap operation” is an operation in which the tap operation is continuously performed twice.
  • the “long press operation” is an operation of continuously touching the same position or substantially the same position for a predetermined time.
  • the second operation control unit 160 operates a predetermined type of operation based on a plurality of touch operations on a partial area of the touch panel TP or an operation of continuously touching a partial area of the touch panel TP for a predetermined time. You may make it make a target object perform.
  • the “multiple touch operations on a partial area of the touch panel” is, for example, multiple touch operations on the same position or substantially the same position.
  • a double tap operation corresponds to an example of the “operation”.
  • the “operation of continuously touching a partial area of the touch panel for a predetermined time” is, for example, a long press operation at the same position or substantially the same position.
  • the user selectively uses the direction pad P12 and the double tap operation or the long press operation depending on whether the user wants to specify the jump direction finely and arbitrarily, or to easily specify the upward direction as the jump direction. be able to.
  • the game character GC-1 When the user presses and holds the center point P121 of the direction pad P12, the game character GC-1 is caused to perform a predetermined type of action (for example, a defensive action), and the user performs a lower right area BR on the touch panel TP. Even when the button displayed on is tapped, the game character GC-1 may be caused to perform the same type of action (for example, a defensive action).
  • a predetermined type of action for example, a defensive action
  • a predetermined type of action for example, for the game character GC-1
  • the same type of action for example, attack action
  • the second operation control unit 160 may cause the operation target object to perform the same type of operation based on a touch operation on a predetermined area of the touch panel TP. .
  • the first motion control unit 150 causes the operation target object to perform a predetermined type of motion when a state where the distance between the reference position and the operation position is equal to or less than a threshold value has elapsed for a predetermined time
  • the control unit 160 may cause the operation target object to perform the same type of operation based on a touch operation on a predetermined area of the touch panel TP. In this way, the state where the distance between the reference position and the operation position is equal to or less than the threshold value is continued for a predetermined time (that is, the reference position or a position in the vicinity of the reference position is long pressed).
  • the operation target object can be performed, and a predetermined type of motion can be performed on the operation target object by performing a touch operation on a predetermined area of the touch panel.
  • the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
  • the first motion control unit 150 causes the operation target object to perform a predetermined type of motion when the distance between the reference position and the operation position is equal to or greater than the threshold
  • the second motion control unit 160 Based on a touch operation on a predetermined area of the touch panel TP, the same type of operation may be performed on the operation target object.
  • the operation target object can be made to perform a predetermined type of operation by performing the operation. In this case, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
  • the moving action (normal moving action) at the first speed is set to the game character GC-
  • the game character GC-1 is caused to perform a movement action (dash action) at a second speed faster than the first speed, and the lower right area BR of the touch panel TP. Even when the button displayed on the screen is tapped, the game character GC-1 may perform the moving action (dash action) at the second speed.
  • the game character GC-1 When the distance L between the center point P121 (reference position) of the direction pad P12 and the operation position OP is less than the threshold value, the game character GC-1 is caused to perform a jump action of the first height, and the distance L Is equal to or greater than the threshold value, the game character GC-1 is caused to perform a jump action with a second height higher than the first height, and the second height is also detected when the first button P13-1 is tapped. Alternatively, the game character GC-1 may be caused to perform the jump action.
  • the first motion control unit 150 causes the operation target object to perform a predetermined type of motion in a manner corresponding to the positional relationship between the reference position and the operation position, and the second motion control unit 160 Based on the touch operation, a predetermined type of motion may be performed on the operation target object in a predetermined manner.
  • the first motion control unit 150 causes the operation target object to perform a predetermined type of motion based on the positional relationship between the reference position and the operation position. “Let the operation target object perform a predetermined type of motion based on the positional relationship” means, for example, by causing the operation target object to perform a predetermined type of motion in a manner corresponding to the positional relationship between the reference position and the operation position. There may be.
  • “Let the operation target object perform a predetermined type of movement in a manner corresponding to the positional relationship between the reference position and the operation position” means, for example, a predetermined type of speed corresponding to the positional relationship between the reference position and the operation position. It is to make an operation target object perform an action (moving action or the like). For example, when the distance between the reference position and the operation position is less than the threshold value, the moving operation at the first speed is performed on the operation target object, and when the distance between the reference position and the operation position is equal to or greater than the threshold value, This is to cause the operation target object to perform a movement operation at a second speed that is faster than the first speed.
  • “to cause the operation target object to perform a predetermined type of motion in a manner corresponding to the positional relationship between the reference position and the operation position” is, for example, a predetermined height corresponding to the positional relationship between the reference position and the operation position.
  • This is to cause the operation target object to perform a type of motion (such as a jump motion). For example, when the distance between the reference position and the operation position is less than the threshold value, the jump operation of the first height is performed on the operation target object, and when the distance between the reference position and the operation position is equal to or greater than the threshold value. In other words, the operation target object is caused to perform a jump motion having a second height higher than the first height.
  • the “predetermined aspect” is, for example, a predetermined specific aspect.
  • the operation target object when the distance between the reference position and the operation position is less than the threshold value, the operation target object is caused to move the first speed, and the distance between the reference position and the operation position is equal to or greater than the threshold value.
  • the “second speed” is set as the “predetermined mode” in the case of a game in which the operation target object is caused to move at a second speed that is faster than the first speed.
  • the operation target object when the distance between the reference position and the operation position is less than the threshold, the operation target object is caused to perform a jump operation of the first height, and the distance between the reference position and the operation position is equal to or greater than the threshold.
  • the “second height” is set as the “predetermined mode”.
  • the “predetermined mode” may be the same mode as the mode when the predetermined type of operation was performed last time.
  • the “predetermined aspect” may be an aspect corresponding to the direction or moving direction of the operation target object.
  • the “predetermined aspect” may be an aspect corresponding to a positional relationship with another object (for example, an enemy object).
  • the mode of the predetermined type of motion is instructed in detail by adjusting the positional relationship between the reference position and the operation position.
  • the predetermined type of motion can be easily performed in a predetermined mode by performing a touch operation on a predetermined area of the touch panel TP. Can be performed on the operation target object. As a result, user operability can be improved.
  • user operation information may be acquired by the game terminal 10, the acquired operation information may be transmitted to the server 30, and game processing may be executed by the server 30. . Then, based on the result of the game process, the game terminal 10 may execute generation / update of the virtual world image G1.
  • the game terminal 10 acquires user operation information, transmits the acquired operation information to another game terminal 10, and performs game processing based on the operation information received from the other game terminal 10. This may be executed to generate / update the virtual world image G1.
  • the present invention is applied to a game in which a plurality of game characters fight is mainly described, but the present invention can also be applied to other various games.
  • the present invention can be applied to a sports game such as a soccer game.
  • a game control apparatus (10 or 30) specifies a display control means (110) for displaying an operation target object (GC-1) on a display means (15) and a touch panel (TP).
  • a reference position setting means (120) for setting the position of the reference position (P121)
  • an operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the reference position Based on the positional relationship with the operation position, first operation control means (150) for causing the operation target object to perform a predetermined type of operation (for example, jump operation), and touching the predetermined area (P13-1) of the touch panel
  • Second motion control means (160) for causing the operation target object to perform the predetermined type of motion (for example, jump motion) based on an operation. .
  • a game control apparatus (10 or 30) specifies a display control means (110) for displaying an operation target object (GC-1) on a display means (15) and a touch panel (TP).
  • a reference position setting means (120) for setting the position of the reference position (P121), an operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the reference position
  • First operation control means (150) for causing the operation target object to perform a predetermined type of movement (for example, jump movement) based on the positional relationship with the operation position, and a plurality of touch operations on a partial area of the touch panel Or, based on an operation of continuously touching a part of the touch panel for a predetermined time, the predetermined type of operation (for example, jump operation) is performed.
  • a second operation control means for causing the serial operation object (160), the.
  • a game system (1) includes a display control unit (110) for displaying an operation target object (GC-1) on a display unit (15), and a specific position of the touch panel (TP).
  • Reference position setting means (120) set as a reference position (P121)
  • operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the operation position
  • the first motion control means (150) for causing the operation target object to perform a predetermined type of motion (for example, jump motion) and the touch operation on the predetermined area (P13-1) of the touch panel.
  • a second motion control means (160) for causing the operation target object to perform the predetermined type of motion (for example, jump motion).
  • a game system (1) includes a display control unit (110) for displaying an operation target object (GC-1) on a display unit (15), and a specific position of the touch panel (TP).
  • Reference position setting means (120) set as a reference position (P121)
  • operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the operation position
  • the first motion control means (150) for causing the operation target object to perform a predetermined type of motion (for example, jump motion) and the touch operation on the predetermined area (P13-1) of the touch panel.
  • a second motion control means (160) for causing the operation target object to perform the predetermined type of motion (for example, jump motion).
  • a program according to an aspect of the present invention is a game control device (10 or 30) according to any one of 1) to 13), or a computer as the game system (1) according to 14) or 15). It is a program to make it function.
  • An information storage medium according to an aspect of the present invention is a computer-readable information storage medium recording the program according to 16).
  • the game control method includes a display control step (S124) for displaying the operation target object (GC-1) on the display means (15), and a specific position on the touch panel (TP) as a reference position.
  • an operation position acquisition step (S10200 or S10600) to acquire an operation position (OP) according to the touch position of the touch panel, the reference position and the operation position Based on the positional relationship, a first motion control step (S12006) for causing the operation target object to perform a predetermined type of motion (for example, jump motion), and a touch operation on the predetermined area (P13-1) of the touch panel.
  • the predetermined type of movement (for example, jump movement) is performed on the operation target object. That includes a second motion control step (S 12010), the.
  • the game control method includes a display control step (S124) for displaying the operation target object (GC-1) on the display means (15), and a specific position on the touch panel (TP) as a reference position.
  • a predetermined type of motion for example, jump motion
  • the operation target object it is possible to cause the operation target object to perform a predetermined type of operation based on the positional relationship between the reference position and the operation position, and to perform a predetermined area of the touch panel. It is also possible to perform a predetermined type of operation on the operation target object by performing a touch operation on the touch panel (or a plurality of touch operations on a partial area of the touch panel or an operation of continuously touching a partial area of the touch panel for a predetermined time). Can be done. As a result, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier for the user to perform, and the operability of the user can be improved.
  • the first operation control means (150) includes instruction direction determination means (140) for determining an instruction direction (D) according to a positional relationship between the reference position and the operation position.
  • the second movement control means (160) determines a predetermined direction (for example, based on a touch operation on the predetermined area of the touch panel). You may make it make the said operation target object perform the said predetermined kind of operation
  • the operation target object by adjusting the positional relationship between the reference position and the operation position, it is possible to cause the operation target object to perform a predetermined type of movement in an arbitrary direction, and to perform predetermined operation of the touch panel.
  • By performing a touch operation on the area it is possible to cause the operation target object to perform a predetermined type of movement in a predetermined direction.
  • the direction of the predetermined type of motion can be finely instructed by adjusting the positional relationship between the reference position and the operation position.
  • the predetermined direction may be a directly upward direction or a lateral direction when viewed from the operation target object.
  • the operation target object by adjusting the positional relationship between the reference position and the operation position, it is possible to finely instruct the direction of a predetermined type of operation and to perform a touch operation on a predetermined area of the touch panel. By doing so, it is possible to easily cause the operation target object to perform a predetermined kind of movement in the upward direction or the lateral direction. For example, when a game is played by holding a smartphone or tablet computer with a hand, the user generally touches the touch panel with the thumb of the hand holding the smartphone or the like.
  • the operation target object by performing a touch operation on a predetermined area of the touch panel, it is possible to easily cause the operation target object to perform a predetermined type of motion in the directly upward direction or the lateral direction. it can. As a result, user operability can be improved.
  • the predetermined direction may be a vertical direction or a horizontal direction of the display means.
  • the operation target object to perform a predetermined type of movement in the vertical direction or horizontal direction of the display means.
  • the user when playing a game by holding a smartphone or tablet computer with both hands, the user generally touches the touch panel with the thumb. In this case, since the user's thumb tends to move in an arc, even if the user intends to indicate the vertical or horizontal direction of the display unit, the actual pointing direction is likely to deviate from the vertical or horizontal direction of the display unit. .
  • the present invention by performing a touch operation on a predetermined area of the touch panel, it is possible to easily cause the operation target object to perform a predetermined type of movement in the vertical direction or the horizontal direction of the display unit. be able to. As a result, user operability can be improved.
  • the second motion control means (160) causes the first motion control means (150) to cause the operation target object to perform the predetermined type of motion in the indicated direction.
  • the designated direction may be set as the predetermined direction.
  • the designated direction of the touch panel is set to set the designated direction as the predetermined direction.
  • the first motion control means (150) may be configured such that a state where a distance between the reference position and the operation position is equal to or less than a threshold value has elapsed for a predetermined time, or the reference When the distance between the position and the operation position is equal to or greater than a threshold value, the operation target object may be caused to perform the predetermined type of operation.
  • the operation target object by adjusting the positional relationship between the reference position and the operation position so as to satisfy a predetermined condition, it is possible to cause the operation target object to perform a predetermined type of movement, and the touch panel By performing a touch operation on the predetermined area, it is possible to cause the operation target object to perform a predetermined type of motion. For example, by maintaining a state where the distance between the reference position and the operation position is equal to or less than a threshold value for a predetermined time (that is, by pressing and holding the reference position or a position near the reference position), the operation of the predetermined type is performed.
  • the operation target object can be made to perform a predetermined type of operation by performing a touch operation on a predetermined area of the touch panel.
  • the user can also cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
  • the operation target object can be configured to perform a predetermined type of motion. In this case, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
  • the first motion control means (150) causes the operation target object to perform the predetermined type of motion in a mode corresponding to a positional relationship between the reference position and the operation position.
  • the second motion control means (170) may cause the operation target object to perform the predetermined type of motion in a predetermined manner based on a touch operation on the predetermined area of the touch panel.
  • a predetermined type of motion can be easily performed on the operation target object in a predetermined mode by performing a touch operation on a predetermined area of the touch panel. Can be done. As a result, user operability can be improved.
  • a predetermined period of time Limiting means (170) for restricting the other of the first motion control means (150) and the second motion control means (160) from causing the operation target object to perform the predetermined type of motion until the time elapses. May be further included.
  • the first motion control is performed until a predetermined period elapses. Since the operation target object is restricted from being caused to perform a predetermined type of motion by the other of the means and the second motion control means, the following inconvenience can be suppressed. That is, while one of the first motion control unit and the second motion control unit is causing the operation target object to perform a predetermined type of motion, the other of the first motion control unit and the second motion control unit performs the predetermined operation. If the operation target object is caused to perform the type of movement, the operation target object may be unnatural. However, according to the present invention, such an inconvenience can be suppressed.
  • the touch panel has a rectangular shape
  • the predetermined area includes a first line connecting midpoints of the upper side and the lower side of the touch panel, and midpoints of the left side and the right side of the touch panel.
  • the second line formed by connecting the touch panel to the lower right area or the lower left area when the touch panel is divided into four areas of an upper right area, an upper left area, a lower right area, and a lower left area. May be.
  • the reference position setting means (120) sets the reference position based on a touch operation on the touch panel, and the game control device (10 or 30) has the predetermined area.
  • Means (180) for restricting the setting of the reference position based on a touch operation on the setting restriction area (A15) including
  • the reference position and the operation position It is possible to prevent a situation in which the operation target object performs a predetermined type of motion based on the positional relationship.
  • the display control means (110) displays a predetermined image (P12) at the reference position
  • the game control device (10 or 30) includes the display means (15). Display the predetermined image when the reference position is included in the display restriction area (A16-1, A16-2) including the area where the predetermined information (P10-1 to P10-4, P11) is displayed.
  • the first motion control means (150) includes a restricting means (190), based on the positional relationship between the reference position and the operation position. The predetermined operation may be performed on the operation target object.
  • the predetermined image is not displayed, so that the predetermined information is difficult to see by the predetermined image. Can be suppressed.
  • the predetermined type of motion is performed by the operation target object based on the positional relationship between the reference position and the operation position, and thus the predetermined type of motion is It is possible to prevent the predetermined information from becoming difficult to be seen by the predetermined image while ensuring that the object can perform the operation.
  • the display control means (110) includes a game space (VW) in which the operation target object and other objects (GC-2 to GC-4, GI) are arranged.
  • VW game space
  • a display target area (VF) is displayed on the display means (15) and the other object is located outside the display target area
  • a position image P17-1, P17-2) may be displayed on the display means (15), and the display mode of the position image may be set based on the state of the other object.
  • the position image indicating the position of the other object is displayed on the display means.
  • the position of other objects located outside can be grasped.
  • the display mode of the position image is set based on the state of the other object, the user refers to the display mode of the position image, so that the user is positioned outside the display target area. It is also possible to grasp the state of the object.
  • 1 game system N network, 10 game terminal, 11 control unit, 12 storage unit, 13 communication unit, 14 operation unit, 15 display unit, 16 sound output unit, TP touch panel, 30 server, 31 control unit, 32 storage unit, 33 communication unit, DB database, 100 game data storage unit, D101 game status data, D102 operation status data, 110 display control unit, 120 reference position setting unit, 130 operation position acquisition unit, 140 pointing direction determination unit, 150 first operation Control unit, 160 second operation control unit, 170 first restriction unit, 180 second restriction unit, 190 third restriction unit, LH left hand, RH right hand, LT, RT thumb, US upper side, BS lower side, LS left side, RS right side , MP-1, MP-2, MP-3, MP-4 Midpoint, SL-1 first line, SL-2 second line, UL upper left area, UR upper right Area, BL lower left area, BR lower right area, VW virtual world, VC virtual camera, VF field of view, FD field, GC-1, GC-2, GC-3, GC-4 game character,

Abstract

A display control means (110) causes a display means to display an object to be operated. A reference position setting means (120) sets a specific position of a touch panel as a reference position. An operation position acquisition means (130) acquires an operation position corresponding to a touch position of the touch panel. A first operation control means (150), on the basis of the positional relationship between the reference position and the operation position, causes the object to be operated to perform a predetermined type of operation. A second operation control means (160), on the basis of a touch operation in a predetermined region of the touch panel, causes the object to be operated to perform a predetermined type of operation.

Description

ゲーム制御装置、ゲームシステム、及びプログラムGAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
 本発明はゲーム制御装置、ゲームシステム、及びプログラムに関する。 The present invention relates to a game control device, a game system, and a program.
 据置型ゲーム機のゲームパッドや携帯型ゲーム機には、操作部材(ボタン又はレバー等)が備えられている。これに対し、例えばスマートフォンやタブレット型コンピュータのような装置にはタッチパネルが備えられており、上記のような操作部材が備えられていないことが多い。このような装置では、仮想的な操作部材を表示することによって、タッチパネルを介してゲーム操作を行うことができるようになっている。例えば、方向を指示するための仮想的操作部材(仮想的な方向指示ボタン又は方向指示レバー等のバーチャルパッド)を表示することによって、タッチパネルを介して方向を指示できるようになっている。具体的には、例えば、仮想的操作部材の基準点(例えば中心点)からタッチ位置への方向を、ユーザによって指示された方向(指示方向)として判定するようになっている。この場合、ユーザはタッチ位置を調整することによって、任意の方向への動作を操作対象キャラクタに行わせることができる。 The game pad of the stationary game machine and the portable game machine are provided with operation members (buttons, levers, etc.). On the other hand, for example, devices such as smartphones and tablet computers are provided with a touch panel, and are often not provided with the above-described operation members. In such an apparatus, it is possible to perform a game operation via a touch panel by displaying a virtual operation member. For example, by displaying a virtual operation member (virtual direction indicating button or virtual pad such as a direction indicating lever) for indicating the direction, the direction can be specified via the touch panel. Specifically, for example, the direction from the reference point (for example, the center point) of the virtual operation member to the touch position is determined as the direction (instructed direction) designated by the user. In this case, the user can cause the operation target character to perform an action in an arbitrary direction by adjusting the touch position.
特開2015-167758号公報Japanese Patent Laying-Open No. 2015-167758
 据置型ゲーム機のゲームパッド等に備えられる現実の操作部材の場合、ユーザは操作部材を操作している感触を得ることができるのに対し、上記のような仮想的操作部材の場合、ユーザは操作部材を操作している感触を得ることができない。このため、ユーザはゲームをプレイしている間に、仮想的操作部材の基準点とタッチ位置との位置関係を正確に把握できなくなる場合がある。 In the case of an actual operation member provided in a game pad of a stationary game machine, the user can obtain a feeling of operating the operation member, whereas in the case of the virtual operation member as described above, the user A feeling of operating the operating member cannot be obtained. For this reason, the user may not be able to accurately grasp the positional relationship between the reference point of the virtual operation member and the touch position while playing the game.
 例えば、仮想的操作部材の基準点からタッチ位置への方向への動作を操作対象キャラクタが行うようになっているゲームでは、ユーザが真上方向への動作を操作対象キャラクタに行わせるために真上方向を指示しているつもりでいるにもかかわらず、基準点からタッチ位置への方向が真上方向からずれていることによって、真上方向からずれた方向が指示されていると判定され、真上方向からずれた方向への動作を操作対象キャラクタが行ってしまう場合がある。また例えば、仮想的操作部材の基準点をタッチし続けることによって操作対象キャラクタが特定の動作を行うようになっているゲームでは、ユーザが特定の動作を操作対象キャラクタに行わせるために基準点をタッチしているつもりでいるにもかかわらず、基準点からタッチ位置がずれていることによって、基準点がタッチされていないと判定され、操作対象キャラクタが特定の動作を行わない場合がある。その結果、操作性が良くないとユーザが感じてしまう場合があった。 For example, in a game in which the operation target character performs a movement in the direction from the reference point of the virtual operation member to the touch position, it is true that the user performs an upward movement of the operation target character. Despite the intention to indicate the upward direction, the direction from the reference point to the touch position is deviated from the directly above direction. There is a case where the operation target character performs a movement in a direction deviated from the directly above direction. Further, for example, in a game in which the operation target character performs a specific action by continuing to touch the reference point of the virtual operation member, the reference point is set so that the user can perform the specific action on the operation target character. In spite of the intention to touch, the touch position is deviated from the reference point, so that it may be determined that the reference point is not touched, and the operation target character may not perform a specific action. As a result, the user may feel that the operability is not good.
 本発明は上記課題に鑑みて行われたものであって、その目的は、タッチパネルを介してゲーム操作を行うゲームの操作性を向上させることが可能なゲーム制御装置、ゲームシステム、及びプログラムを提供することにある。 The present invention has been made in view of the above problems, and an object of the present invention is to provide a game control device, a game system, and a program capable of improving the operability of a game operation performed through a touch panel. There is to do.
 上記課題を解決するために、本発明の一態様に係るゲーム制御装置は、操作対象オブジェクトを表示手段に表示させる表示制御手段と、タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、前記タッチパネルの所定領域へのタッチ操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、を含む。 In order to solve the above problems, a game control device according to one aspect of the present invention includes a display control unit that displays an operation target object on a display unit, and a reference position setting unit that sets a specific position of the touch panel as a reference position. , An operation position acquisition means for acquiring an operation position corresponding to the touch position of the touch panel, and a first operation for causing the operation target object to perform a predetermined type of operation based on a positional relationship between the reference position and the operation position. Control means, and second action control means for causing the operation target object to perform the predetermined type of action based on a touch operation on a predetermined area of the touch panel.
 また、本発明の一態様に係るゲーム制御装置は、操作対象オブジェクトを表示手段に表示させる表示制御手段と、タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、前記タッチパネルの一部領域への複数回のタッチ操作、又は、前記タッチパネルの一部領域を所定時間にわたってタッチし続ける操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、を含む。 The game control apparatus according to an aspect of the present invention includes a display control unit that displays an operation target object on a display unit, a reference position setting unit that sets a specific position of the touch panel as a reference position, and a touch position of the touch panel. An operation position acquisition means for acquiring an operation position corresponding to the operation position, a first action control means for causing the operation target object to perform a predetermined type of action based on a positional relationship between the reference position and the operation position, and the touch panel. Second motion control means for causing the operation target object to perform the predetermined type of motion based on a plurality of touch operations on the partial region of the touch panel or an operation of continuously touching the partial region of the touch panel for a predetermined time. And including.
 また、本発明の一態様に係るゲームシステムは、操作対象オブジェクトを表示手段に表示させる表示制御手段と、タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、前記タッチパネルの所定領域へのタッチ操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、を含む。 The game system according to an aspect of the present invention includes a display control unit that displays an operation target object on a display unit, a reference position setting unit that sets a specific position on the touch panel as a reference position, and a touch position on the touch panel. An operation position acquisition means for acquiring a corresponding operation position; a first action control means for causing the operation target object to perform a predetermined type of action based on a positional relationship between the reference position and the operation position; Second motion control means for causing the operation target object to perform the predetermined type of motion based on a touch operation on a predetermined region.
 また、本発明の一態様に係るゲームシステムは、操作対象オブジェクトを表示手段に表示させる表示制御手段と、タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、前記タッチパネルの一部領域への複数回のタッチ操作、又は、前記タッチパネルの一部領域を所定時間にわたってタッチし続ける操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、を含む。 The game system according to an aspect of the present invention includes a display control unit that displays an operation target object on a display unit, a reference position setting unit that sets a specific position on the touch panel as a reference position, and a touch position on the touch panel. An operation position acquisition means for acquiring a corresponding operation position; a first action control means for causing the operation target object to perform a predetermined type of action based on a positional relationship between the reference position and the operation position; A second motion control means for causing the operation target object to perform the predetermined type of motion based on a plurality of touch operations on the partial region or an operation of continuously touching the partial region of the touch panel for a predetermined time; ,including.
本発明の実施形態に係るゲームシステムの全体構成を示す図である。It is a figure showing the whole game system composition concerning an embodiment of the present invention. ユーザがゲームをプレイする際のゲーム端末の持ち方の一例を示す図である。It is a figure which shows an example of how to hold a game terminal when a user plays a game. 仮想世界の一例を示す図である。It is a figure which shows an example of a virtual world. 仮想世界画像の一例を示す図である。It is a figure which shows an example of a virtual world image. 方向パッドについて説明するための図である。It is a figure for demonstrating a direction pad. ユーザがタッチ位置を移動させた場合の方向パッドについて説明するための図である。It is a figure for demonstrating the direction pad when a user moves a touch position. 仮想世界の他の一例を示す図である。It is a figure which shows another example of a virtual world. 仮想世界画像の他の一例を示す図である。It is a figure which shows another example of a virtual world image. ゲームシステムの機能ブロック図である。It is a functional block diagram of a game system. OnTouchイベント処理の一例を示すフロー図である。It is a flowchart which shows an example of OnTouch event processing. DOWN処理の一例を示すフロー図である。It is a flowchart which shows an example of a DOWN process. DOWN処理の一例を示すフロー図である。It is a flowchart which shows an example of a DOWN process. MOVE処理の一例を示すフロー図である。It is a flowchart which shows an example of a MOVE process. UP処理の一例を示すフロー図である。It is a flowchart which shows an example of UP process. UP処理の一例を示すフロー図である。It is a flowchart which shows an example of UP process. ゲーム中にゲーム端末で実行される全体の処理の一例を示すフロー図である。It is a flowchart which shows an example of the whole process performed with a game terminal during a game. ゲームキャラクタの状態データの更新処理の一例を示すフロー図である。It is a flowchart which shows an example of the update process of the state data of a game character.
 以下、本発明の実施形態の例を図面に基づいて説明する。 Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
 [1.ゲームシステムの構成]図1は本発明の実施形態に係るゲームシステムの構成を示す。図1に示すように、本実施形態に係るゲームシステム1はゲーム端末10とサーバ30とを含む。ゲーム端末10はサーバ30とネットワークNを介して相互にデータ通信を行うことが可能である。なお、図1では、1台のゲーム端末10のみが示されているが、複数のゲーム端末10がゲームシステム1に含まれてもよい。 [1. Configuration of Game System] FIG. 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 according to the present embodiment includes a game terminal 10 and a server 30. The game terminals 10 can perform data communication with each other via the server 30 and the network N. In FIG. 1, only one game terminal 10 is shown, but a plurality of game terminals 10 may be included in the game system 1.
 ゲーム端末10は、ユーザがゲームをプレイするために使用するコンピュータである。例えば、ゲーム端末10は、携帯電話機(スマートフォンを含む)又は携帯情報端末(タブレット型コンピュータを含む)等である。 The game terminal 10 is a computer used by a user to play a game. For example, the game terminal 10 is a mobile phone (including a smartphone) or a portable information terminal (including a tablet computer).
 図1に示すように、ゲーム端末10は制御部11、記憶部12、通信部13、操作部14、表示部15、及び音出力部16を含む。制御部11は少なくとも1つのマイクロプロセッサを含み、記憶部12に記憶されたプログラムに従って情報処理を実行する。記憶部12は主記憶部(例えばRAM)及び補助記憶部(例えば、不揮発性の半導体メモリ、ハードディスクドライブ、又はソリッドステートドライブ)を含み、プログラムやデータを記憶する。通信部13は、ネットワークNを介して他の装置とデータ通信するためのものである。 As shown in FIG. 1, the game terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation unit 14, a display unit 15, and a sound output unit 16. The control unit 11 includes at least one microprocessor and executes information processing according to a program stored in the storage unit 12. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory, a hard disk drive, or a solid state drive), and stores programs and data. The communication unit 13 is for data communication with other devices via the network N.
 操作部14は、ユーザが各種操作を行うためのものである。表示部15は各種画像を表示するためのものであり、例えば液晶ディスプレイ又は有機ELディスプレイ等である。音出力部16は音データを出力するためのものであり、例えばスピーカ又はヘッドホン等である。図1に示すように、操作部14と表示部15とはタッチパネルTPとして一体的に形成される。タッチパネルTPは、ユーザの部位(指等)又は物体(タッチペン等)によってタッチされた位置を検出可能である。各種方式のタッチパネルをタッチパネルTPとして採用できる。「タッチ」とは、ユーザの部位又は物体がタッチパネルTPに触れることである。ただし、ユーザの部位又は物体がタッチパネルTPに触れていなくても、タッチパネルTPがタッチされたと判定される場合があってもよい。例えば、静電容量方式等においては、ユーザの部位等とタッチパネルTPとの間の距離を検出して、当該距離が閾値未満であれば、タッチされたと判定してもよい。また、タッチパネルTPは、ユーザの部位又は物体の3次元的な位置による入力を受け付けてもよい。以下では、ユーザの部位又は物体によってタッチされている位置としてタッチパネルTPによって検出された位置のことを「タッチ位置」と呼ぶ。 The operation unit 14 is for the user to perform various operations. The display unit 15 is for displaying various images, and is, for example, a liquid crystal display or an organic EL display. The sound output unit 16 is for outputting sound data, and is, for example, a speaker or headphones. As shown in FIG. 1, the operation unit 14 and the display unit 15 are integrally formed as a touch panel TP. The touch panel TP can detect a position touched by a user's part (such as a finger) or an object (such as a touch pen). Various types of touch panels can be used as the touch panel TP. “Touch” means that the user's part or object touches the touch panel TP. However, it may be determined that the touch panel TP is touched even if the user's part or object is not touching the touch panel TP. For example, in the electrostatic capacity method or the like, the distance between the user's part or the like and the touch panel TP may be detected, and if the distance is less than a threshold value, it may be determined that the touch has been made. Further, the touch panel TP may accept an input based on a three-dimensional position of the user's part or object. Hereinafter, a position detected by the touch panel TP as a position touched by the user's part or object is referred to as a “touch position”.
 サーバ30は例えばサーバコンピュータである。図1に示すように、サーバ30は制御部31、記憶部32、及び通信部33を含む。制御部31、記憶部32、及び通信部33はゲーム端末10の制御部11、記憶部12、及び通信部13と同様である。サーバ30はデータベースDBにアクセスできる。データベースDBはサーバ30内に構築されてもよいし、サーバ30とは別のサーバコンピュータ内に構築されてもよい。 The server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access the database DB. The database DB may be built in the server 30 or may be built in a server computer different from the server 30.
 プログラムやデータはネットワークNを介してゲーム端末10又はサーバ30に供給されて、記憶部12又は記憶部32に記憶される。なお、情報記憶媒体(例えば光ディスク又はメモリカード等)に記憶されたプログラムやデータを読み取るための構成要素(例えば光ディスクドライブ又はメモリーカードスロット等)がゲーム端末10又はサーバ30に備えられてもよい。そして、プログラムやデータが情報記憶媒体を介してゲーム端末10又はサーバ30に供給されてもよい。 The program and data are supplied to the game terminal 10 or the server 30 via the network N and stored in the storage unit 12 or the storage unit 32. Note that the game terminal 10 or the server 30 may include a component (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card). And a program and data may be supplied to the game terminal 10 or the server 30 via an information storage medium.
 [2.ゲームの概要]ゲーム端末10では、アクションゲーム、スポーツゲーム、又はロールプレイングゲーム等の各種ゲームを実行することが可能である。 [2. Outline of Game] The game terminal 10 can execute various games such as an action game, a sports game, or a role playing game.
 ゲーム端末10で実行されるゲームでは、ユーザはタッチパネルTPにタッチすることによって操作を行う。図2は、ユーザがゲームをプレイする際のゲーム端末10の持ち方の一例を示す。 In a game executed on the game terminal 10, the user performs an operation by touching the touch panel TP. FIG. 2 shows an example of how to hold the game terminal 10 when the user plays the game.
 図2に示す例では、ユーザは、ユーザから見てゲーム端末10の左端部及び右端部をそれぞれ左手LH及び右手RHで把持している。タッチパネルTPは矩形状を有しており、タッチパネルTPの上辺USの中点MP-1と下辺BSの中点MP-2とを結ぶ第1線SL-1と、タッチパネルTPの左辺LSの中点MP-3と右辺RSの中点MP-4とを結ぶ第2線SL-2とによってタッチパネルTPを右上領域URと左上領域ULと右下領域BRと左下領域BLとの4つの領域に分割した場合、ユーザの左手LHの親指LTは左下領域BLをタッチしやすい状態になり、ユーザの右手RHの親指RTは右下領域BRをタッチしやすい状態になる。この場合、ユーザは親指LT,RTでタッチパネルTPをタッチすることによって操作を行う。 In the example shown in FIG. 2, the user is holding the left end and the right end of the game terminal 10 with the left hand LH and the right hand RH, respectively, as viewed from the user. The touch panel TP has a rectangular shape, the first line SL-1 connecting the midpoint MP-1 of the upper side US of the touch panel TP and the midpoint MP-2 of the lower side BS, and the midpoint of the left side LS of the touch panel TP. The touch panel TP is divided into four regions of an upper right region UR, an upper left region UL, a lower right region BR, and a lower left region BL by a second line SL-2 connecting MP-3 and the midpoint MP-4 of the right side RS. In this case, the thumb LT of the user's left hand LH is in a state where it is easy to touch the lower left region BL, and the thumb RT of the user's right hand RH is in a state where it is easy to touch the lower right region BR. In this case, the user performs an operation by touching the touch panel TP with the thumbs LT and RT.
 図2では、ゲーム端末10を横持ちにした状態、すなわち、ゲーム端末10の横幅(上辺US又は下辺BSの長さ)が縦幅(左辺LS又は右辺RSの長さ)よりも長い状態でゲームをプレイする例を示しているが、ゲーム端末10を縦持ちにした状態、すなわち、ゲーム端末10の縦幅が横幅よりも長い状態でゲームをプレイしてもよい。 In FIG. 2, the game terminal 10 is held horizontally, that is, the game terminal 10 has a horizontal width (the length of the upper side US or the lower side BS) longer than the vertical width (the length of the left side LS or the right side RS). However, the game may be played in a state where the game terminal 10 is held vertically, that is, in a state where the vertical width of the game terminal 10 is longer than the horizontal width.
 表示部15の表示領域には、所定の位置(例えば、表示領域の左上)を原点Osとし、互いに直交するXs軸及びYs軸(スクリーン座標系の座標軸)が設定される。表示領域とは、例えば、表示部15の画面全体のことである。表示領域上の位置は、スクリーン座標系の座標値により特定される。本実施形態では、タッチパネルTPが検出したタッチ位置もスクリーン座標系の座標値によって示されるものとするが、タッチ位置は別の座標軸の座標値で示されてもよい。 In the display area of the display unit 15, a predetermined position (for example, the upper left of the display area) is set as the origin Os, and an Xs axis and a Ys axis (coordinate axes of the screen coordinate system) orthogonal to each other are set. The display area is, for example, the entire screen of the display unit 15. The position on the display area is specified by the coordinate value of the screen coordinate system. In the present embodiment, the touch position detected by the touch panel TP is also indicated by the coordinate value of the screen coordinate system, but the touch position may be indicated by the coordinate value of another coordinate axis.
 ゲーム端末10で実行されるゲームでは、タッチパネルTPをタッチすることによって行われる操作に応じて、ユーザの操作対象オブジェクトが動作する。ここで、「操作対象オブジェクト」とは、ユーザによる操作の対象となるオブジェクトである。すなわち、「操作対象オブジェクト」とは、ユーザの操作に従って動作したり、状態が変化したりするオブジェクトである。「オブジェクト」とは、表示部15に表示されるものであって、ユーザによる操作の対象になり得るものである。例えば、ユーザの操作に従って動作するゲームキャラクタ又は乗物や、ユーザの操作に従って移動するカーソル等が「オブジェクト」の一例に相当する。 In a game executed on the game terminal 10, the user's operation target object operates in accordance with an operation performed by touching the touch panel TP. Here, the “operation target object” is an object to be operated by the user. In other words, the “operation target object” is an object that moves according to a user operation or whose state changes. The “object” is displayed on the display unit 15 and can be an operation target by the user. For example, a game character or vehicle that operates according to the user's operation, a cursor that moves according to the user's operation, and the like correspond to an example of the “object”.
 以下では、ゲーム端末10で実行されるゲームの一例として、ユーザによって操作されるゲームキャラクタと対戦相手によって操作されるゲームキャラクタとが仮想世界で戦うゲームについて説明する。 Hereinafter, a game in which a game character operated by a user and a game character operated by an opponent will fight in a virtual world will be described as an example of a game executed on the game terminal 10.
 ここで、「仮想世界」とはゲームの中の世界である。「仮想世界」は3次元的な空間であってもよいし、2次元的な平面であってもよい。「仮想世界」はゲーム空間又は仮想空間と言い換えることができる。また、「対戦相手」は、コンピュータ(CPU)であってもよいし、他のユーザであってもよい。また、ゲームはゲーム端末10単体によって実行される方式(スタンドアロン方式)のゲームであってもよいし、ゲーム端末10と他のゲーム端末10又はサーバ30との間でデータ通信が行われることによって実行される方式(ピアツーピア方式又はクライアント/サーバ方式)のゲームであってもよい。以下では、説明の簡便のため、基本的に、対戦相手がコンピュータ(CPU)であり、ゲームがスタンドアロン方式で実行される場合を例として説明する。 Here, the “virtual world” is the world in the game. The “virtual world” may be a three-dimensional space or a two-dimensional plane. The “virtual world” can be rephrased as a game space or a virtual space. Further, the “opponent” may be a computer (CPU) or another user. Further, the game may be a game of a method (stand-alone method) executed by the game terminal 10 alone, or executed by performing data communication between the game terminal 10 and another game terminal 10 or the server 30. It may be a game of a method to be played (peer-to-peer method or client / server method). In the following, for simplicity of explanation, a case will be basically described as an example where the opponent is a computer (CPU) and the game is executed in a stand-alone manner.
 図3は仮想世界の一例を示す図である。図3に示すように、仮想世界VWには、所定の位置を原点Owとし、互いに直交するXw軸、Yw軸、及びZw軸(ワールド座標系の座標軸)が設定される。Yw軸の正方向が仮想世界VWにおける重力方向と逆の方向と一致するようにして、Yw軸は設定されている。仮想世界VWにおける位置は、ワールド座標系の座標値により特定される。 FIG. 3 is a diagram showing an example of a virtual world. As shown in FIG. 3, in the virtual world VW, an Xw axis, a Yw axis, and a Zw axis (coordinate axes of the world coordinate system) orthogonal to each other are set with a predetermined position as the origin Ow. The Yw axis is set so that the positive direction of the Yw axis coincides with the direction opposite to the direction of gravity in the virtual world VW. The position in the virtual world VW is specified by the coordinate value of the world coordinate system.
 図3に示すように、仮想世界VWには、ゲームキャラクタの戦いが行われるフィールドの3DモデルであるフィールドFDがXw-Zw平面と平行になるように配置される。また、フィールドFD上には、それぞれゲームキャラクタの3Dモデルである4体のゲームキャラクタGC-1,GC-2,GC-3,GC-4が配置される。ゲームキャラクタGC-1はユーザによって操作されるゲームキャラクタであり、ゲームキャラクタGC-2,GC-3,GC-4は対戦相手によって操作されるゲームキャラクタである。 As shown in FIG. 3, in the virtual world VW, a field FD that is a 3D model of a field in which a game character battle is performed is arranged so as to be parallel to the Xw-Zw plane. On the field FD, four game characters GC-1, GC-2, GC-3, and GC-4, which are 3D models of game characters, are arranged. The game character GC-1 is a game character operated by the user, and the game characters GC-2, GC-3, and GC-4 are game characters operated by the opponent.
 仮想世界VWには仮想視点VCが設定される。仮想視点VCは、仮想世界VWに設定される視点であり、例えば、仮想カメラである。仮想視点VCの位置及び視線方向は、ユーザの操作対象であるゲームキャラクタGC-1が視野内(例えば視野の中心)に含まれるように制御される。なお、仮想視点VCの位置及び視線方向は固定されてもよい。ゲームが開始すると、仮想視点VCから仮想世界VWを見た様子を示す仮想世界画像が表示部15に表示される。 A virtual viewpoint VC is set in the virtual world VW. The virtual viewpoint VC is a viewpoint set in the virtual world VW, for example, a virtual camera. The position and line-of-sight direction of the virtual viewpoint VC are controlled so that the game character GC-1 that is the user's operation target is included in the field of view (for example, the center of the field of view). Note that the position and line-of-sight direction of the virtual viewpoint VC may be fixed. When the game is started, a virtual world image showing the virtual world VW viewed from the virtual viewpoint VC is displayed on the display unit 15.
 図4は仮想世界画像の一例を示す図である。仮想世界画像G1は、仮想世界VWのうち、仮想視点VCの視野内の様子が座標変換されることで表示される。図4は、ゲームキャラクタGC-1~GC-4が仮想視点VCの視野内に含まれている場合を示しているため、仮想世界画像G1はゲームキャラクタGC-1~GC-4を含んでいる。 FIG. 4 is a diagram showing an example of a virtual world image. The virtual world image G1 is displayed by coordinate-transforming the state in the visual field of the virtual viewpoint VC in the virtual world VW. FIG. 4 shows the case where the game characters GC-1 to GC-4 are included in the field of view of the virtual viewpoint VC, so the virtual world image G1 includes the game characters GC-1 to GC-4. .
 図4に示すように、ゲージP10-1,P10-2,P10-3,P10-4が仮想世界画像G1上の所定位置に表示される。このゲームでは、ゲーム開始時に、ゲームキャラクタGC-1~GC-4の各々の体力パラメータが所定の初期値(例えば100)に設定される。また、ゲームキャラクタGC-1が他のゲームキャラクタGC-2,GC-3,GC-4からの攻撃によってダメージを受けると、ゲームキャラクタGC-1の体力パラメータが減少する。そして、ゲームキャラクタGC-1の体力パラメータが零まで減少すると、ゲームキャラクタGC-1は敗北したことになる。ゲームキャラクタGC-2,GC-3,GC-4に関しても同様に、他のゲームキャラクタからの攻撃によってダメージを受けると、体力パラメータが減少し、体力パラメータが零まで減少すると、そのゲームキャラクタは敗北したことになる。なお、このゲームでは、体力パラメータの値が増加する効果を有するゲームアイテムが仮想世界VWに配置される場合があり(後述の図6参照)、ユーザはゲームキャラクタGC-1にゲームアイテムを拾わせると、ゲームキャラクタGC-1の体力パラメータの値が所定量増加(回復)する。 As shown in FIG. 4, gauges P10-1, P10-2, P10-3, and P10-4 are displayed at predetermined positions on the virtual world image G1. In this game, the physical strength parameters of the game characters GC-1 to GC-4 are set to predetermined initial values (for example, 100) at the start of the game. Further, when the game character GC-1 is damaged by an attack from the other game characters GC-2, GC-3, GC-4, the physical strength parameter of the game character GC-1 decreases. When the physical strength parameter of the game character GC-1 decreases to zero, the game character GC-1 is defeated. Similarly, for the game characters GC-2, GC-3, and GC-4, if the damage is caused by an attack from another game character, the health parameter is decreased, and when the health parameter is reduced to zero, the game character is defeated. It will be done. In this game, a game item having an effect of increasing the value of the physical strength parameter may be arranged in the virtual world VW (see FIG. 6 described later), and the user picks up the game item to the game character GC-1. Then, the value of the physical strength parameter of the game character GC-1 increases (recovers) by a predetermined amount.
 ゲージP10-1はゲームキャラクタGC-1の体力パラメータの現在値を示す。具体的には、ゲージP10-1は伸縮部(斜線部分)を含み、伸縮部の長さがゲームキャラクタGC-1の体力パラメータの現在値を示す。すなわち、伸縮部の長さはゲームキャラクタGC-1の体力パラメータの値の変化に応じて変化し、伸縮部の長さはゲームキャラクタGC-1の体力パラメータの現在値に対応する長さに設定される。例えば、伸縮部が長いほど、ゲームキャラクタGC-1の体力パラメータの現在値が大きいことを示す。ゲームキャラクタGC-1の体力パラメータの値の減少に応じて、伸縮部は短くなり、ゲームキャラクタGC-1の体力パラメータの値の増加に応じて、伸縮部は長くなる。 The gauge P10-1 indicates the current value of the physical strength parameter of the game character GC-1. Specifically, the gauge P10-1 includes an expansion / contraction portion (shaded portion), and the length of the expansion / contraction portion indicates the current value of the physical strength parameter of the game character GC-1. That is, the length of the expansion / contraction part changes according to the change in the value of the physical strength parameter of the game character GC-1, and the length of the expansion / contraction part is set to a length corresponding to the current value of the physical strength parameter of the game character GC-1. Is done. For example, the longer the expansion / contraction part, the larger the current value of the physical strength parameter of the game character GC-1. The stretchable portion becomes shorter as the value of the physical strength parameter of the game character GC-1 decreases, and the stretchable portion becomes longer as the value of the physical strength parameter of the game character GC-1 increases.
 同様に、ゲージP10-2はゲームキャラクタGC-2の体力パラメータの現在値を示す。また、ゲージP10-3はゲームキャラクタGC-3の体力パラメータの現在値を示す。さらに、ゲージP10-4はゲームキャラクタGC-4の体力パラメータの現在値を示す。ゲージP10-2~P10-4はゲージP10-1と同様である。 Similarly, the gauge P10-2 indicates the current value of the physical strength parameter of the game character GC-2. The gauge P10-3 indicates the current value of the physical strength parameter of the game character GC-3. Further, the gauge P10-4 indicates the current value of the physical strength parameter of the game character GC-4. The gauges P10-2 to P10-4 are the same as the gauge P10-1.
 また図4に示すように、パーツP11が仮想世界画像G1上の所定位置に表示される。このゲームでは制限時間が設定され、制限時間が経過した時点で、体力パラメータが零でないゲームキャラクタが複数残っている場合には、それらのゲームキャラクタのうちで、体力パラメータの値が最も高いゲームキャラクタが勝者となる。なお、制限時間が経過する前に、3体のゲームキャラクタの体力パラメータが零になると、残りの1体のゲームキャラクタが勝者となる。パーツP11は、制限時間が経過するまでの残り時間を示す。 Further, as shown in FIG. 4, the part P11 is displayed at a predetermined position on the virtual world image G1. In this game, a time limit is set, and when a plurality of game characters with non-zero health parameters remain after the time limit has elapsed, the game character with the highest value of the health parameter among those game characters Will be the winner. If the physical strength parameters of the three game characters become zero before the time limit elapses, the remaining one game character becomes the winner. Part P11 indicates the remaining time until the time limit elapses.
 また図4に示すように、ユーザがゲームキャラクタGC-1を操作するための仮想的な操作部材として、方向パッドP12、第1ボタンP13-1、第2ボタンP13-2、第3ボタンP13-3の画像が仮想世界画像G1上に表示される。また、ゲージP14が第2ボタンP13-2に関連付けて表示される。 As shown in FIG. 4, the direction pad P12, the first button P13-1, the second button P13-2, the third button P13- are used as virtual operation members for the user to operate the game character GC-1. Three images are displayed on the virtual world image G1. Further, the gauge P14 is displayed in association with the second button P13-2.
 方向パッドP12は、方向指示操作を受け付けるための仮想的な操作部材であり、ユーザが方向を指示するために用いられる。本実施形態では、ゲーム開始時点では方向パッドP12は表示されておらず、ユーザが親指LT等でタッチパネルTPをタッチオンした場合に方向パッドP12が表示される。「タッチオン」とは、タッチパネルTPへのタッチを開始することである。 The direction pad P12 is a virtual operation member for receiving a direction instruction operation, and is used by the user to instruct a direction. In the present embodiment, the direction pad P12 is not displayed at the start of the game, and the direction pad P12 is displayed when the user touches the touch panel TP with the thumb LT or the like. “Touch-on” is to start touching the touch panel TP.
 ただし、タッチオンした際のタッチ位置がボタン領域A15内に含まれる場合には、方向パッドP12は表示されない。ボタン領域A15は、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3の表示領域とその周辺領域と含む領域である。ユーザがボタン領域A15内をタッチオンした場合、ユーザは、方向指示操作を行うためではなく、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3のいずれかをタップするためにタッチオンを行ったと考えられる。このため、ユーザの意思に反して方向パッドP12を表示することによってユーザの操作を邪魔してしまうことがないようにすべく、タッチオンした際のタッチ位置がボタン領域A15内に含まれる場合には方向パッドP12を有効にしないようにしている。 However, when the touch position at the time of touch-on is included in the button area A15, the direction pad P12 is not displayed. The button area A15 is an area including the display area of the first button P13-1, the second button P13-2, and the third button P13-3 and its peripheral area. When the user touches on the button area A15, the user taps one of the first button P13-1, the second button P13-2, and the third button P13-3, not for performing a direction instruction operation. Therefore, it is thought that touch-on was performed. For this reason, when the touch position at the time of touch-on is included in the button area A15 so as not to disturb the user's operation by displaying the direction pad P12 against the user's intention, The direction pad P12 is not activated.
 なお、タッチ位置と第1ボタンP13-1、第2ボタンP13-2、又は第3ボタンP13-3との位置関係(距離等)に基づき、その都度、方向パッドP12を有効にすべきか否かを判定するようにしてもよい。例えば、タッチ位置と第1ボタンP13-1との間の距離と、タッチ位置と第2ボタンP13-2との間の距離と、タッチ位置と第3ボタンP13-3との間の距離とのうちの少なくとも一つが閾値以下である場合に、方向パッドP12を有効にしないようにしてもよい。この場合、第1ボタンP13-1からの距離が閾値以下である領域と、第2ボタンP13-2からの距離が閾値以下である領域と、第3ボタンP13-3からの距離が閾値以下である領域とが、ボタン領域A15の代わりとなる領域として設定されているということもできる。なお、タッチ位置と第1ボタンP13-1との間の距離とは、タッチ位置と第1ボタンP13-1の基準点(中心点等)との間の距離であってもよいし、タッチ位置と第1ボタンP13-1の外縁との間の距離であってもよい。タッチ位置と第2ボタンP13-2又は第3ボタンP13-3との間の距離に関しても同様である。 Whether or not the direction pad P12 should be validated each time based on the positional relationship (distance, etc.) between the touch position and the first button P13-1, the second button P13-2, or the third button P13-3. May be determined. For example, the distance between the touch position and the first button P13-1, the distance between the touch position and the second button P13-2, and the distance between the touch position and the third button P13-3. The direction pad P12 may not be validated when at least one of them is equal to or less than the threshold value. In this case, the area where the distance from the first button P13-1 is less than the threshold, the area where the distance from the second button P13-2 is less than the threshold, and the distance from the third button P13-3 are less than the threshold. It can also be said that a certain area is set as an area instead of the button area A15. Note that the distance between the touch position and the first button P13-1 may be a distance between the touch position and a reference point (center point or the like) of the first button P13-1, or the touch position. And the outer edge of the first button P13-1. The same applies to the distance between the touch position and the second button P13-2 or the third button P13-3.
 また、タッチオンした際のタッチ位置が情報領域A16-1,A16-2内に含まれる場合にも、方向パッドP12は表示されない。情報領域A16-1は、ゲージP10-1~P10-4の表示領域とその周辺領域と含む領域であり、情報領域A16-2は、パーツP11の表示領域とその周辺領域とを含む領域である。ゲージP10-1~P10-4やパーツP11の示す情報はユーザにとって重要な情報であるところ、上記のような場合に方向パッドP12を表示してしまうと、方向パッドP12によってこれらの情報が見えにくくなってしまうため、上記のような場合にも方向パッドP12を表示しないようにしている。ただし、この場合、方向パッドP12は表示されないが、方向パッドP12は内部的に(不可視の状態で)有効になっているため、ユーザは方向指示操作を行うことができる。 Also, the direction pad P12 is not displayed when the touch position at the time of touch-on is included in the information areas A16-1 and A16-2. The information area A16-1 is an area including the display area of the gauges P10-1 to P10-4 and its peripheral area, and the information area A16-2 is an area including the display area of the part P11 and its peripheral area. . The information indicated by the gauges P10-1 to P10-4 and the part P11 is important information for the user. If the direction pad P12 is displayed in the above case, the direction pad P12 makes it difficult to see the information. Therefore, the direction pad P12 is not displayed even in the above case. However, in this case, although the direction pad P12 is not displayed, the direction pad P12 is enabled internally (in an invisible state), and thus the user can perform a direction instruction operation.
 なお、タッチ位置とゲージP10-1~P10-4又はパーツP11との位置関係(距離等)に基づき、その都度、方向パッドP12を表示すべきか否かを判定するようにしてもよい。例えば、タッチ位置とゲージP10-1との間の距離と、タッチ位置とゲージP10-2との間の距離と、タッチ位置とゲージP10-3との間の距離と、タッチ位置とパーツP11との間の距離とのうちの少なくとも一つが閾値以下である場合に、方向パッドP12を表示しないようにしてもよい。この場合、タッチ位置とゲージP10-1との間の距離が閾値以下である領域と、タッチ位置とゲージP10-2との間の距離が閾値以下である領域と、タッチ位置とゲージP10-3との間の距離が閾値以下である領域と、タッチ位置とパーツP11との間の距離が閾値以下である領域とが、情報領域A16-1,A16-2の代わりとなる領域として設定されているということもできる。なお、「タッチ位置とゲージP10-1との間の距離」とは、タッチ位置とゲージP10-1の基準点(中心点等)との間の距離であってもよいし、タッチ位置とゲージP10-1の外縁との間の距離であってもよい。タッチ位置とゲージP10-2、ゲージP10-3、又はパーツP11との間の距離に関しても同様である。 Note that it may be determined whether or not the direction pad P12 should be displayed each time based on the positional relationship (distance etc.) between the touch position and the gauges P10-1 to P10-4 or the part P11. For example, the distance between the touch position and the gauge P10-1, the distance between the touch position and the gauge P10-2, the distance between the touch position and the gauge P10-3, the touch position and the part P11, The direction pad P12 may not be displayed when at least one of the distances between the two is less than or equal to the threshold value. In this case, a region where the distance between the touch position and the gauge P10-1 is equal to or smaller than the threshold, a region where the distance between the touch position and the gauge P10-2 is equal to or smaller than the threshold, and the touch position and the gauge P10-3. An area where the distance between and the touch position and the part P11 is less than the threshold is set as an area that replaces the information areas A16-1 and A16-2. It can also be said. The “distance between the touch position and the gauge P10-1” may be the distance between the touch position and the reference point (center point, etc.) of the gauge P10-1, or the touch position and the gauge P10-1. It may be a distance between the outer edges of P10-1. The same applies to the distance between the touch position and the gauge P10-2, gauge P10-3, or part P11.
 図5A及び図5Bは方向パッドP12について説明するための図である。図5Aは、タッチオンされた時点の方向パッドP12を示す。図5Aに示すように、方向パッドP12はベース部P120とポインタ部P122とを含む。ベース部P120は方向パッドP12の本体に相当し、図5Aに示す例では、中心点P121を中心とする円形形状を有している。また、方向パッドP12では、ユーザのタッチ位置に応じた位置が、方向指示のための操作位置OPとして取得され、後述するように、中心点P121と操作位置OPとに基づいて指示方向が判定される。ポインタ部P122は操作位置OPを示し、図5Aに示す例では、中心点P123を中心とする円形形状を有している。ポインタ部P122は、中心点P123が操作位置OPと一致するようにして配置される。なお、ここで示す例ではベース部P120とポインタ部P122とがともに円形形状を有しているが、ベース部P120とポインタ部P122とは円形形状でなくてもよいし、互いに異なる形状であってもよい。また、本実施形態では、タッチ位置自体を操作位置OPとして取得することとして説明するが、タッチ位置と所定の関係を有するようなタッチ位置以外の位置を操作位置OPとして取得するようにしてもよい。 5A and 5B are diagrams for explaining the direction pad P12. FIG. 5A shows the direction pad P12 at the time of touch-on. As shown in FIG. 5A, the direction pad P12 includes a base portion P120 and a pointer portion P122. The base portion P120 corresponds to the main body of the direction pad P12, and in the example shown in FIG. 5A, has a circular shape centered on the center point P121. In the direction pad P12, the position corresponding to the touch position of the user is acquired as the operation position OP for direction instruction, and the instruction direction is determined based on the center point P121 and the operation position OP as described later. The The pointer portion P122 indicates the operation position OP. In the example illustrated in FIG. 5A, the pointer portion P122 has a circular shape centered on the center point P123. The pointer part P122 is arranged such that the center point P123 coincides with the operation position OP. In the example shown here, both the base part P120 and the pointer part P122 have a circular shape, but the base part P120 and the pointer part P122 do not have to be circular or have different shapes. Also good. In this embodiment, the touch position itself is described as being acquired as the operation position OP. However, a position other than the touch position having a predetermined relationship with the touch position may be acquired as the operation position OP. .
 先述したように、本実施形態では、ゲーム開始時点では方向パッドP12は表示されておらず、ユーザが親指LT等でタッチパネルTPをタッチオンした場合に方向パッドP12が表示される。方向パッドP12の表示位置は、タッチオンされた時点のタッチ位置に基づいて設定される。具体的には、方向パッドP12は、ベース部P120の中心点P121がタッチオンされた時点のタッチ位置と一致するようにして配置される。また、本実施形態ではタッチ位置自体が操作位置OPとして取得されるため、方向パッドP12が表示された直後では操作位置OPがベース部P120の中心点P121と一致する。このため、図5Aに示すように、ポインタ部P122は、ポインタ部P122の中心点P123が中心点P121と一致するようにして配置される。なお、ベース部P120の中心点P121は方向パッドP12全体の中心点に相当しているため、以下では、中心点P121を方向パッドP12の中心点と記載する場合がある。 As described above, in the present embodiment, the direction pad P12 is not displayed at the time of starting the game, and the direction pad P12 is displayed when the user touches the touch panel TP with the thumb LT or the like. The display position of the direction pad P12 is set based on the touch position at the time of touch-on. Specifically, the direction pad P12 is disposed so as to coincide with the touch position when the center point P121 of the base portion P120 is touched on. In the present embodiment, since the touch position itself is acquired as the operation position OP, the operation position OP coincides with the center point P121 of the base portion P120 immediately after the direction pad P12 is displayed. For this reason, as shown in FIG. 5A, the pointer part P122 is arranged so that the center point P123 of the pointer part P122 coincides with the center point P121. Since the center point P121 of the base portion P120 corresponds to the center point of the entire direction pad P12, hereinafter, the center point P121 may be described as the center point of the direction pad P12.
 ユーザがスライド操作を行うことによってタッチ位置を移動させた場合、移動後のタッチ位置が操作位置OPとして取得され、ポインタ部P122の中心点P123が新たに取得された操作位置OPと一致するようにしてポインタ部P122の位置が更新される。このようにして、ポインタ部P122はタッチ位置の移動に応じて移動する。「スライド操作」とは、ユーザが親指LT等をタッチパネルTPにタッチさせた状態のまま当該親指LT等を移動させ、移動後においてもタッチを維持する操作である。 When the user moves the touch position by performing a slide operation, the touch position after the movement is acquired as the operation position OP so that the center point P123 of the pointer portion P122 matches the newly acquired operation position OP. Thus, the position of the pointer part P122 is updated. In this way, the pointer part P122 moves according to the movement of the touch position. The “slide operation” is an operation in which the user moves the thumb LT or the like while keeping the thumb LT or the like touching the touch panel TP, and maintains the touch even after the movement.
 図5Bは、ユーザがタッチ位置を移動させた場合を示す。具体的には、図5Bは、ユーザがタッチ位置をベース部P120の中心点P121に対して上側に移動させた場合を示している。この場合、ベース部P120の中心点P121に対して上側に移動したタッチ位置が操作位置OPとして取得され、ポインタ部P122の中心点P123が操作位置OPと一致するようにしてポインタ部P122が移動するため、図5Bでは、ポインタ部P122の中心点P123も中心点P121に対して上側に移動している。 FIG. 5B shows a case where the user moves the touch position. Specifically, FIG. 5B shows a case where the user moves the touch position upward with respect to the center point P121 of the base portion P120. In this case, the touch position moved upward with respect to the center point P121 of the base part P120 is acquired as the operation position OP, and the pointer part P122 moves so that the center point P123 of the pointer part P122 coincides with the operation position OP. Therefore, in FIG. 5B, the center point P123 of the pointer portion P122 is also moved upward with respect to the center point P121.
 方向パッドP12では、中心点P121から操作位置OP(ポインタ部P122の中心点P123)への方向Dが指示方向として判定される。このため、例えば図5Bに示すように、ユーザは、操作位置OPが中心点P121に対して上側の位置となるようにタッチ位置を移動させる(すなわち、タッチ位置を中心点P121に対して上側の位置に移動させる)ことによって、上方向を指示できる。また例えば、ユーザは、操作位置OPが中心点P121に対して右側の位置となるようにタッチ位置を移動させる(すなわち、タッチ位置を中心点P121に対して右側の位置に移動させる)ことによって、右方向を指示できる。 In the direction pad P12, the direction D from the center point P121 to the operation position OP (the center point P123 of the pointer unit P122) is determined as the designated direction. For this reason, for example, as shown in FIG. 5B, the user moves the touch position so that the operation position OP is an upper position with respect to the center point P121 (that is, the touch position is higher than the center point P121). By moving it to a position), the upward direction can be indicated. Further, for example, the user moves the touch position so that the operation position OP is on the right side with respect to the center point P121 (that is, moves the touch position to the right side with respect to the center point P121). You can indicate the right direction.
 なお、ユーザが指示可能な方向は上、下、左、右の四方向に限られるわけではない。例えば、ユーザは中心点P121を中心として360度どの方向も指示できる。ただし、ユーザが指示可能な方向を八方向(上、下、左、右、左上、右上、左下、右下)等の有限数の方向に限定してもよい。例えば、ユーザが指示可能な方向を八方向に限定する場合であれば、八方向のうちで上記方向Dに最も近い方向を指示方向として判定するような構成、又は、中心点P121を基準として八方向にそれぞれ対応する八つの領域を設定しておき、操作位置OPが含まれる領域に対応する方向を指示方向として判定するような構成等を採用すればよい。 Note that the directions that can be indicated by the user are not limited to the four directions of up, down, left, and right. For example, the user can indicate any direction 360 degrees around the center point P121. However, the directions that can be indicated by the user may be limited to a finite number of directions such as eight directions (up, down, left, right, upper left, upper right, lower left, lower right). For example, if the directions that can be designated by the user are limited to eight directions, a configuration in which the direction closest to the direction D among the eight directions is determined as the designated direction, or eight points with the center point P121 as a reference. A configuration may be adopted in which eight areas each corresponding to a direction are set and the direction corresponding to the area including the operation position OP is determined as the designated direction.
 ユーザの操作対象であるゲームキャラクタGC-1は指示方向への動作を行う。方向パッドP12における各方向は、仮想世界VWの各方向と対応付けられている。例えば、方向パッドP12における上方向、下方向、右方向、左方向は、仮想世界VWのYw軸正方向、Yw負方向、Xw正方向、Xw負方向とそれぞれ対応付けられる。 The game character GC-1, which is the user's operation target, moves in the indicated direction. Each direction in the direction pad P12 is associated with each direction of the virtual world VW. For example, the upward direction, the downward direction, the right direction, and the left direction in the direction pad P12 are associated with the Yw axis positive direction, Yw negative direction, Xw positive direction, and Xw negative direction of the virtual world VW, respectively.
 このため、例えば、ユーザが右方向を方向パッドP12で指示すると、ゲームキャラクタGC-1は右方向(Xw軸正方向)への移動動作を行う。一方、ユーザが左方向を方向パッドP12で指示すると、ゲームキャラクタGC-1は左方向(Xw軸負方向)への移動動作を行う。 Therefore, for example, when the user designates the right direction with the direction pad P12, the game character GC-1 moves in the right direction (Xw axis positive direction). On the other hand, when the user designates the left direction with the direction pad P12, the game character GC-1 moves in the left direction (Xw axis negative direction).
 なお、ゲームキャラクタGC-1の移動速度は、方向パッドP12の中心点P121と操作位置OP(ポインタ部P122の中心点P123)との間の距離Lに基づいて設定される。例えば、距離Lと移動速度との対応関係を示す対応関係情報が設定されており、この対応関係情報と距離Lとに基づいて、ゲームキャラクタGC-1の移動速度が設定される。この対応関係情報は、距離Lが長いほど移動速度が速くなるように設定される。例えば、距離Lが閾値未満である場合には、ゲームキャラクタGC-1の移動速度が第1移動速度(通常移動)に設定され、距離Lが閾値以上である場合には、ゲームキャラクタGC-1の移動速度が第1移動速度よりも速い第2移動速度(ダッシュ移動)に設定される。このため、ユーザは、中心点P121と操作位置OP(ポインタ部P122の中心点P123)との間の距離を調整することによって、ゲームキャラクタGC-1の移動方向とともに移動速度も指示することができる。 Note that the moving speed of the game character GC-1 is set based on the distance L between the center point P121 of the direction pad P12 and the operation position OP (center point P123 of the pointer portion P122). For example, correspondence information indicating the correspondence between the distance L and the moving speed is set, and the moving speed of the game character GC-1 is set based on the correspondence information and the distance L. This correspondence information is set so that the moving speed increases as the distance L increases. For example, when the distance L is less than the threshold, the movement speed of the game character GC-1 is set to the first movement speed (normal movement), and when the distance L is equal to or greater than the threshold, the game character GC-1 Is set to a second movement speed (dash movement) that is faster than the first movement speed. Therefore, the user can instruct the moving speed as well as the moving direction of the game character GC-1 by adjusting the distance between the center point P121 and the operation position OP (the center point P123 of the pointer portion P122). .
 また、例えば、ユーザが真上方向又は斜め上方向を方向パッドP12で指示すると、ゲームキャラクタGC-1は真上方向(Yw軸正方向)又は斜め上方向へのジャンプ動作を行う。先述の通り、ユーザは中心点P121を中心として360度どの方向も指示できるため、ユーザが真上方向から少しずれた方向を方向パッドP12で指示すると、ゲームキャラクタGC-1は当該方向へのジャンプ動作を行う。このため、ユーザは操作位置OP(ポインタ部P122の中心点P123)を調整することによって、ゲームキャラクタGC-1のジャンプ方向を細かく指示できる。 Further, for example, when the user designates the upward direction or the diagonally upward direction with the direction pad P12, the game character GC-1 performs a jumping motion in the upward direction (Yw axis positive direction) or diagonally upward direction. As described above, since the user can designate any direction 360 degrees around the center point P121, when the user designates a direction slightly deviated from the upward direction with the direction pad P12, the game character GC-1 jumps in the direction. Perform the action. Therefore, the user can finely specify the jump direction of the game character GC-1 by adjusting the operation position OP (the center point P123 of the pointer portion P122).
 なお、ゲームキャラクタGC-1のジャンプ動作は上記距離Lが閾値以上である場合に行われる。すなわち、真上方向や斜め上方向が指示された場合であっても、上記距離Lが閾値未満であれば、ゲームキャラクタGC-1にジャンプ動作を行わせない。方向パッドP12のような仮想的な操作部材の場合、ユーザは操作部材を操作している感触を得ることができないため、方向パッドP12の中心点P121と操作位置OP(ポインタ部P122の中心点P123)との位置関係を正確に把握できなくなる場合がある。このため、ユーザがゲームキャラクタGC-1にジャンプ動作を行わせる意図がないにもかかわらず、操作位置OP(ポインタ部P122の中心点P123)が中心点P121に対して上側の位置になる場合もある。この点、上記のようにすることによって、ユーザがゲームキャラクタGC-1にジャンプ動作を行わせる意図を有している可能性が高い場合に限って、ゲームキャラクタGC-1にジャンプ動作を行わせるようになっている。 Note that the jump action of the game character GC-1 is performed when the distance L is equal to or greater than a threshold value. That is, even when a direct upward direction or a diagonally upward direction is designated, if the distance L is less than the threshold value, the game character GC-1 is not allowed to perform a jump action. In the case of a virtual operation member such as the direction pad P12, the user cannot obtain a feeling of operating the operation member. Therefore, the center point P121 of the direction pad P12 and the operation position OP (the center point P123 of the pointer portion P122). ) May not be accurately grasped. For this reason, even when the user does not intend to cause the game character GC-1 to perform a jump action, the operation position OP (the center point P123 of the pointer portion P122) may be an upper position with respect to the center point P121. is there. In this regard, by performing the above, the game character GC-1 is caused to perform the jump action only when the user is likely to have the intention to cause the game character GC-1 to perform the jump action. It is like that.
 図4に戻り、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3について説明する。これらのボタンの各々は、ユーザの操作対象であるゲームキャラクタGC-1が行う特定種類の動作と関連付けられている。また、これらのボタンは、タッチパネルTPの右下領域BR内に表示されているため、主に、ユーザの右手RHの親指RTでタッチされる。 Returning to FIG. 4, the first button P13-1, the second button P13-2, and the third button P13-3 will be described. Each of these buttons is associated with a specific type of action performed by the game character GC-1 that is the operation target of the user. Since these buttons are displayed in the lower right area BR of the touch panel TP, they are mainly touched with the thumb RT of the user's right hand RH.
 第1ボタンP13-1は、真上方向へのジャンプ動作と関連付けられている。このため、ユーザが第1ボタンP13-1へのタップ操作を行うと、ゲームキャラクタGC-1が真上方向へのジャンプ動作を行う。「タップ操作」とは、タッチパネルTPをタッチオンする操作であってもよいし、タッチパネルTPをタッチオンしてタッチオフする操作であってもよい。すなわち、第1ボタンP13-1がタッチオンされた時点で第1ボタンP13-1がタップされたと判定してもよいし、第1ボタンP13-1がタッチオンされてタッチオフされた時点で第1ボタンP13-1がタップされたと判定してもよい。なお、「タッチオフ」とは、タッチパネルTPにタッチした指等をタッチパネルTPから離す操作である。また、「真上方向」とは、ゲームキャラクタGC-1から見て真上への方向である。図2~4に示す例では、仮想世界VWの重力方向の真逆方向であるYw軸正方向、フィールドFDの直方向(法線方向)や、Ys軸負方向が「真上方向」に相当する。 The first button P13-1 is associated with a jump operation in the upward direction. For this reason, when the user performs a tap operation on the first button P13-1, the game character GC-1 performs a jumping action in the upward direction. The “tap operation” may be an operation of touching on the touch panel TP, or an operation of touching on and touching off the touch panel TP. That is, it may be determined that the first button P13-1 is tapped when the first button P13-1 is touched on, or the first button P13 is touched when the first button P13-1 is touched on and touched off. It may be determined that −1 is tapped. Note that “touch-off” is an operation of releasing a finger or the like touching the touch panel TP from the touch panel TP. The “directly upward direction” is a direction directly upward as viewed from the game character GC-1. In the examples shown in FIGS. 2 to 4, the Yw-axis positive direction, which is the exact opposite direction of the gravity direction of the virtual world VW, the direct direction (normal direction) of the field FD, and the Ys-axis negative direction correspond to the “directly upward direction”. To do.
 先述のように、ユーザは方向パッドP12によって、任意の方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができ、ゲームキャラクタGC-1のジャンプ方向を細かく指示できる。このため、ユーザは方向パッドP12によって、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることもできる。しかしながら、方向パッドP12のような仮想的な操作部材の場合、ユーザは操作部材を操作している感触を得ることができないため、方向パッドP12の中心点P121と操作位置OP(ポインタ部P122の中心点P123)との位置関係を正確に把握できなくなる場合があり、方向パッドP12で正確に真上方向を指示することが困難である場合がある。この点、ユーザは第1ボタンP13-1へのタップ操作を行うことによって、容易に、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができる。すなわち、ユーザは、ジャンプ方向を細かく任意に指示したい場合と、ジャンプ方向として真上方向を容易に指示したい場合とで、方向パッドP12と第1ボタンP13-1とを使い分けることができる。 As described above, the user can cause the game character GC-1 to perform a jump action in an arbitrary direction by using the direction pad P12, and can instruct the jump direction of the game character GC-1 in detail. For this reason, the user can cause the game character GC-1 to perform a jumping action in the upward direction with the direction pad P12. However, in the case of a virtual operation member such as the direction pad P12, the user cannot obtain a feeling of operating the operation member, so the center point P121 of the direction pad P12 and the operation position OP (the center of the pointer portion P122). In some cases, the positional relationship with the point P123) cannot be accurately grasped, and it may be difficult to accurately indicate the upward direction with the direction pad P12. In this regard, the user can easily cause the game character GC-1 to perform a jump action in the upward direction by performing a tap operation on the first button P13-1. That is, the user can selectively use the direction pad P12 and the first button P13-1 depending on whether the user wants to instruct the jump direction in a detailed manner or the direction directly above the jump direction.
 また、ジャンプ動作という同一種類の動作をゲームキャラクタGC-1に行わせるための操作として複数種類の操作が用意されていることによって、場面(ゲームの状況)に応じて、それらの操作を使い分けることも可能になる。例えば、ゲームキャラクタGC-1にジャンプ動作を行わせた後で直ちに攻撃動作も行わせたい場面では、親指LTで方向パッドP12を操作しながら、親指RTで後述の第2ボタンP13-2をタップするようにし、ゲームキャラクタGC-1に回避動作を行わせた後で直ちにジャンプ動作も行わせたい場面では、ゲームキャラクタGC-1に回避動作を行わせるための操作(例えばフリック操作)を親指LTで行いながら、親指RTで第1ボタンP13-1をタップするというようなことも可能になる。なお、「回避動作」とは、他のゲームキャラクタGC-2~GC-4からの攻撃を回避する動作であり、本実施形態では、フリック操作に応じて、ゲームキャラクタGC-1は、フリック方向への回避動作として、フリック方向へステップする動作を行うようになっている。また、「フリック操作」とは、タッチパネルTPにタッチした指等を任意の方向にはらうように移動させる操作である。フリック操作の代わりに、方向パッドP12の操作に応じて、ゲームキャラクタGC-1が方向パッドP12で指示された方向への回避動作を行うようにしてもよい。 In addition, since a plurality of types of operations are prepared as operations for causing the game character GC-1 to perform the same type of motion as a jump motion, these operations can be used properly according to the scene (game situation). Is also possible. For example, in a scene in which the game character GC-1 wants to perform an attack action immediately after performing a jump action, the second button P13-2 (to be described later) is tapped with the thumb RT while operating the direction pad P12 with the thumb LT. If the game character GC-1 wants to perform the jump operation immediately after the game character GC-1 performs the avoidance operation, an operation (for example, a flick operation) for causing the game character GC-1 to perform the avoidance operation is performed with the thumb LT. It is also possible to tap the first button P13-1 with the thumb RT while performing the above. The “avoidance operation” is an operation for avoiding attacks from other game characters GC-2 to GC-4. In the present embodiment, the game character GC-1 performs the flick direction according to the flick operation. As an avoidance operation, an operation to step in the flick direction is performed. Further, the “flick operation” is an operation for moving a finger or the like touching the touch panel TP so as to be held in an arbitrary direction. Instead of the flick operation, the game character GC-1 may perform an avoidance operation in the direction instructed by the direction pad P12 according to the operation of the direction pad P12.
 なお、ゲームキャラクタGC-1が右方向又は左方向へ移動している状態(右方向又は左方向が方向パッドP12で指示されている状態)で第1ボタンP13-1へのタップ操作が行われた場合には、真上方向へのジャンプ動作に対して、方向パッドP12での指示方向が反映されることにより、ゲームキャラクタGC-1は右斜め上方向又は左斜め上方向へのジャンプ動作を行うようになっている。 Note that the tap operation on the first button P13-1 is performed in a state where the game character GC-1 is moving rightward or leftward (a state where the rightward or leftward direction is indicated by the direction pad P12). In such a case, the game character GC-1 performs a jump action in the diagonally upward right direction or the diagonally upward left direction by reflecting the direction indicated by the direction pad P12 with respect to the jump action in the upward direction. To do.
 また、ゲームキャラクタGC-1がフィールドFDに接触していない間(例えば、ゲームキャラクタGC-1がジャンプしている間、又はゲームキャラクタGC-1が攻撃を受けて吹き飛ばされている間等)には、左方向又は右方向への移動指示による移動や攻撃の勢いの慣性が働くようにしてゲームキャラクタGC-1を移動させる。例えば、ゲームキャラクタGC-1のジャンプ中にユーザが右方向を方向パッドP12で指示をした場合、ジャンプ中のゲームキャラクタGC-1が空中で右方向に移動するようになっており、その後、ユーザが右方向の指示を止めても、慣性が働くことにより、右方向へのゲームキャラクタGC-1の移動が継続するようになっている。この状態でユーザが第1ボタンP13-1をタップした場合(又はユーザが方向パッドP12で真上方向を指示した場合)、ゲームキャラクタGC-1に真上方向へのジャンプ動作を行わせるようになっている。すなわち、ユーザが右方向の指示を止めた後、右方向へのゲームキャラクタGC-1の移動が継続している間に、第1ボタンP13-1がタップされた場合(又は方向パッドP12で真上方向が指示された場合)には、上記の慣性が消えるように右方向へのゲームキャラクタGC-1の移動の継続を止めて、別の方向(真上方向)へゲームキャラクタGC-1を移動させるようになっている。このため、上記のような慣性が働いている間にユーザは第1ボタンP13-1をタップする(又は方向パッドP12で真上方向を指示する)ことによって真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることにより、ゲームキャラクタGC-1の着地位置を調整できる。 Further, while the game character GC-1 is not in contact with the field FD (for example, while the game character GC-1 is jumping or while the game character GC-1 is blown away by an attack). Moves the game character GC-1 so that the inertia of the movement or the attack momentum according to the movement instruction in the left direction or the right direction works. For example, when the user instructs the right direction with the direction pad P12 while the game character GC-1 is jumping, the jumping game character GC-1 moves in the right direction in the air. Even if the instruction of the right direction is stopped, the movement of the game character GC-1 in the right direction is continued due to the inertia acting. In this state, when the user taps the first button P13-1 (or when the user instructs the upward direction with the direction pad P12), the game character GC-1 is caused to perform a jumping operation in the upward direction. It has become. That is, after the user stops giving the right direction instruction, the first button P13-1 is tapped while the movement of the game character GC-1 in the right direction continues (or true with the direction pad P12). When the upward direction is instructed), the movement of the game character GC-1 in the right direction is stopped so that the inertia disappears, and the game character GC-1 is moved in another direction (directly upward). It is designed to move. For this reason, while the inertia is working as described above, the user taps the first button P13-1 (or indicates the upward direction with the direction pad P12) to perform a jumping action in the upward direction. By making GC-1 perform, the landing position of the game character GC-1 can be adjusted.
 なお、ユーザが方向パッドP12によってゲームキャラクタGC-1にジャンプ動作を開始させた場合には、所定期間(第1所定期間)が経過するまでの間(例えば方向パッドP12によるジャンプ指示操作と第1ボタンP13-1によるジャンプ指示操作とが略同時に行われたと判定されるような非常に短い時間等)に、ユーザが第1ボタンP13-1をタップしたとしても、ゲームキャラクタGC-1にジャンプ動作を行わせない。逆に、ユーザが第1ボタンP13-1によってゲームキャラクタGC-1にジャンプ動作を開始させた場合には、所定期間(第1所定期間)が経過するまでの間に、ユーザが真上方向又は斜め上方向を方向パッドP12で指示したとしても、ゲームキャラクタGC-1にジャンプ動作を行わせない。このようにすることによって、方向パッドP12によるジャンプ指示操作と第1ボタンP13-1によるジャンプ指示操作との両方が略同時に行われることによってゲームキャラクタGC-1の動作が不自然になってしまわないように図っている。また、方向パッドP12によるジャンプ指示操作と第1ボタンP13-1によるジャンプ指示操作との両方が略同時に行われた場合には誤操作である可能性が高いところ、上記のようにすることによって、誤操作をゲームに反映させずに無視できるようになり、その結果として、ユーザの操作性を向上できる。なお、ユーザが方向パッドP12によってゲームキャラクタGC-1にジャンプ動作を開始させた場合に、当該ジャンプ動作が完了するまでの間(所定期間の他の一例)、ユーザが第1ボタンP13-1をタップしたとしても、ゲームキャラクタGC-1にジャンプ動作を行わせないようにしたり、ユーザが第1ボタンP13-1によってゲームキャラクタGC-1にジャンプ動作を開始させた場合に、当該ジャンプ動作が完了するまでの間(所定期間の他の一例)、ユーザが真上方向又は斜め上方向を方向パッドP12で指示したとしても、ゲームキャラクタGC-1にジャンプ動作を行わせないようにしたりしてもよい。 When the user causes the game character GC-1 to start a jump action with the direction pad P12, for example, until the predetermined period (first predetermined period) elapses (for example, the jump instruction operation with the direction pad P12 and the first Even if the user taps the first button P13-1 during a very short time when it is determined that the jump instruction operation by the button P13-1 is performed substantially simultaneously, the jump action is performed on the game character GC-1. Do not do. On the other hand, when the user causes the game character GC-1 to start a jump action using the first button P13-1, the user moves in the upward direction or until the predetermined period (first predetermined period) elapses. Even if the diagonally upward direction is indicated by the direction pad P12, the game character GC-1 is not allowed to perform a jump action. By doing so, the operation of the game character GC-1 does not become unnatural because both the jump instruction operation by the direction pad P12 and the jump instruction operation by the first button P13-1 are performed substantially simultaneously. I am trying so. Further, when both the jump instruction operation using the direction pad P12 and the jump instruction operation using the first button P13-1 are performed substantially simultaneously, there is a high possibility that the operation is erroneous. Can be ignored without being reflected in the game, and as a result, user operability can be improved. When the user causes the game character GC-1 to start a jump action with the direction pad P12, the user presses the first button P13-1 until the jump action is completed (another example of a predetermined period). Even if the game character GC-1 is tapped, the jump operation is completed when the game character GC-1 is not allowed to perform the jump operation or when the user starts the jump operation to the game character GC-1 using the first button P13-1. In the meantime, even if the user designates the upward direction or the diagonally upward direction with the direction pad P12, the game character GC-1 may not be allowed to perform a jump action. Good.
 また、ユーザが方向パッドP12によってゲームキャラクタGC-1にジャンプ動作を開始させた場合に、所定期間(第2所定期間)が経過するまでの間(例えば当該方向パッドP12によるジャンプ指示操作と略同時に行われたと判定されるような非常に短い時間等)、ユーザが真上方向又は斜め上方向を方向パッドP12で再度指示したとしても、ゲームキャラクタGC-1にジャンプ動作を行わせないようにしてもよい。同様に、ユーザが第1ボタンP13-1によってゲームキャラクタGC-1にジャンプ動作を開始させた場合に、所定期間(第2所定期間)が経過するまでの間に、ユーザが第1ボタンP13-1を再度タップしたとしても、ゲームキャラクタGC-1にジャンプ動作を行わせないようにしてもよい。このようにすることによって、方向パッドP12によるジャンプ指示操作が短い時間に連続して行われたり、第1ボタンP13-1によるジャンプ指示操作が短い時間に連続して行われたりすることによってゲームキャラクタGC-1の動作が不自然になってしまわないように図ることができる。なお、上記の第1所定期間の長さと上記の第2所定期間の長さとを異ならせてもよい。例えば、方向パッドP12によるジャンプ指示操作と第1ボタンP13-1によるジャンプ指示操作との異なる二種類の操作が略同時に行われた場合には誤操作である可能性が高いため、第1所定期間を第2所定期間よりも長く設定してもよい。また、方向パッドP12によってゲームキャラクタGC-1にジャンプ動作を開始させた場合に、当該ジャンプ動作が完了するまでの間(所定期間の他の一例)、ユーザが真上方向又は斜め上方向を方向パッドP12で再度指示したとしても、ゲームキャラクタGC-1にジャンプ動作を行わせないようにしたり、ユーザが第1ボタンP13-1によってゲームキャラクタGC-1にジャンプ動作を開始させた場合に、当該ジャンプ動作が完了するまでの間(所定期間の他の一例)、ユーザが第1ボタンP13-1を再度タップしたとしても、ゲームキャラクタGC-1にジャンプ動作を行わせないようにしたりしてもよい。 Further, when the user causes the game character GC-1 to start a jump action with the direction pad P12, until the predetermined period (second predetermined period) elapses (for example, substantially simultaneously with the jump instruction operation by the direction pad P12). Even if the user designates the upward direction or the diagonally upward direction with the direction pad P12 again, the game character GC-1 is not allowed to perform the jump action. Also good. Similarly, when the user causes the game character GC-1 to start a jump action using the first button P13-1, the user presses the first button P13- until the predetermined period (second predetermined period) elapses. Even if 1 is tapped again, the game character GC-1 may not be allowed to perform a jump action. In this way, the game character can be obtained by performing the jump instruction operation with the direction pad P12 continuously for a short time, or performing the jump instruction operation with the first button P13-1 continuously for a short time. It is possible to prevent the operation of GC-1 from becoming unnatural. Note that the length of the first predetermined period may be different from the length of the second predetermined period. For example, when two different types of operations, that is, a jump instruction operation using the direction pad P12 and a jump instruction operation using the first button P13-1, are performed at approximately the same time, there is a high possibility of an erroneous operation. It may be set longer than the second predetermined period. In addition, when the game character GC-1 starts a jump action with the direction pad P12, the user is directed in a direction upward or obliquely upward until the jump action is completed (another example of a predetermined period). Even if the instruction is given again with the pad P12, when the game character GC-1 is prevented from performing a jump action, or when the user starts the jump action to the game character GC-1 with the first button P13-1, Until the jump operation is completed (another example of the predetermined period), even if the user taps the first button P13-1 again, the game character GC-1 may be prevented from performing the jump operation. Good.
 第2ボタンP13-2は攻撃動作と関連付けられている。このため、ゲームキャラクタGC-1が他のゲームキャラクタ(例えばゲームキャラクタGC-2)の方を向いている状態でユーザが第2ボタンP13-2へのタップ操作を行うと、ゲームキャラクタGC-1が当該他のゲームキャラクタへの攻撃動作を行う。 The second button P13-2 is associated with the attack action. Therefore, when the user performs a tap operation on the second button P13-2 with the game character GC-1 facing the other game character (for example, the game character GC-2), the game character GC-1 Performs an attacking action on the other game character.
 なお、ユーザは第2ボタンP13-2を長くタッチすることによって、攻撃動作の威力を高め、他のゲームキャラクタに与えるダメージを大きくすることができる。図4に示すように、ゲージP14が第2ボタンP13-2に関連付けて表示される。ユーザが第2ボタンP13-2をタッチオンすると、ゲージP14内の伸張部(斜線部分)が伸張し始める。ユーザが第2ボタンP13-2をタッチしている間、ゲージP14内の伸張部は最大長になるまで徐々に伸張する。伸張部が最大長になった状態でユーザがタッチオフすると、通常よりも威力の大きい別の攻撃動作が行われる。このように、ユーザは第2ボタンP13-2を長くタッチすることによって、攻撃動作の威力を高めることができる。 The user can increase the power of the attacking action and increase the damage to other game characters by touching the second button P13-2 for a long time. As shown in FIG. 4, the gauge P14 is displayed in association with the second button P13-2. When the user touches on the second button P13-2, the extending portion (shaded portion) in the gauge P14 starts to expand. While the user touches the second button P13-2, the extension portion in the gauge P14 is gradually extended until it reaches the maximum length. When the user touches off in a state where the extension portion is at the maximum length, another attack operation having a greater power than usual is performed. In this way, the user can increase the power of the attack action by touching the second button P13-2 for a long time.
 図4に示す例では、ゲージP14が円弧状の形状を有し、円形形状の第2ボタンP13-2の円周の一部分に沿って配置されている。このような形状・配置になっていることによって、直線状のゲージを配置する場合に比べて、長いゲージを少ないスペースで配置できる。また、ゲージP14は、第2ボタンP13-2を挟んで、タッチパネルTPの右下側部分(右手RHによって把持される部分)と対向する位置に表示されている。このような配置になっていることによって、第2ボタンP13-2をタッチしている親指RT(右手RH)によってゲージP14が隠れないようになっている。 In the example shown in FIG. 4, the gauge P14 has an arc shape and is arranged along a part of the circumference of the circular second button P13-2. By having such a shape and arrangement, it is possible to arrange a long gauge in a small space compared to the case where a linear gauge is arranged. In addition, the gauge P14 is displayed at a position facing the lower right portion (portion held by the right hand RH) of the touch panel TP across the second button P13-2. With such an arrangement, the gauge P14 is not hidden by the thumb RT (right hand RH) touching the second button P13-2.
 第3ボタンP13-3は特別攻撃動作と関連付けられている。特別攻撃動作は、第2ボタンP13-2に関連付けられた通常の攻撃動作よりも大きなダメージを他のゲームキャラクタに与えることが可能な特別な攻撃動作(例えば必殺技等)である。 The third button P13-3 is associated with a special attack action. The special attack action is a special attack action (for example, a special technique) that can give other game characters more damage than the normal attack action associated with the second button P13-2.
 特別攻撃動作を実行可能な機会は限られている。例えば、ゲーム開始時には、特別攻撃動作をゲームキャラクタGC-1に行わせることはできず、所定条件が満足された場合に、特別攻撃動作を実行可能な状態になる。例えば、所定時間が経過した場合に、特別攻撃動作を実行可能な状態になる。この状態でユーザが第3ボタンP13-3へのタップ操作を行うと、ゲームキャラクタGC-1が特別攻撃動作を行う。なお、特別攻撃動作をゲームキャラクタGC-1に行わせると、特別攻撃動作を実行できない状態に戻る。それからさらに所定時間が経過すると、再度、特別攻撃動作を実行可能な状態になる。なお、本実施形態では、上記の所定条件を、所定時間が経過したか否かの条件としているが、他の条件(例えば、ゲームキャラクタGC-1が他のゲームキャラクタに与えたダメージが所定量に達したか否かの条件、又は、ゲームキャラクタGC-1が他のゲームキャラクタから受けたダメージが所定量に達したか否かの条件等)としてもよい。 機会 Opportunities for executing special attack actions are limited. For example, at the start of the game, the special attack action cannot be performed by the game character GC-1, and the special attack action can be executed when a predetermined condition is satisfied. For example, when a predetermined time has elapsed, a special attack operation can be executed. When the user performs a tap operation on the third button P13-3 in this state, the game character GC-1 performs a special attack action. If the special attack action is performed on the game character GC-1, the state returns to a state where the special attack action cannot be executed. Then, when a predetermined time further elapses, the special attack operation can be executed again. In the present embodiment, the above-described predetermined condition is a condition indicating whether or not a predetermined time has elapsed. However, other conditions (for example, the amount of damage given to other game characters by the game character GC-1 is a predetermined amount). Or a condition whether or not the damage received by the game character GC-1 from another game character has reached a predetermined amount).
 ゲーム開始時には、第3ボタンP13-3は第1状態で表示され、時間経過とともに、第3ボタンP13-3は第1状態から第2状態へと徐々に変化する。そして、特別攻撃動作を実行可能な状態になるタイミングで第3ボタンP13-3は第2状態になる。また、この状態で特別攻撃動作をゲームキャラクタGC-1に行わせると、第3ボタンP13-3は第1状態に戻る。 At the start of the game, the third button P13-3 is displayed in the first state, and the third button P13-3 gradually changes from the first state to the second state over time. Then, the third button P13-3 enters the second state at the timing when the special attack operation can be executed. Further, when the special attack action is performed on the game character GC-1 in this state, the third button P13-3 returns to the first state.
 本実施形態では、第3ボタンP13-3全体に対して斜線が付された状態が「第1状態」に相当し、第3ボタンP13-3に斜線が付されていない状態が「第2状態」に相当する。このため、ゲーム開始時に、斜線が全体に付された状態で第3ボタンP13-3が表示され、時間が経過するのに応じて、第3ボタンP13-3のうちの、斜線が付されていない部分の面積が徐々に大きくなっていく。図4に示す例では、円形状である第3ボタンP13-3のうちの、斜線が付されていない部分の面積が扇状に広がっていくようになっている。そして、特別攻撃動作を実行可能な状態になるタイミングで、第3ボタンP13-3は、斜線が付されていない状態になる、ユーザは第3ボタンP13-3の状態を参照することによって、特別攻撃動作を実行可能な状態であるか否かを把握できる。 In the present embodiment, the state where the entire third button P13-3 is shaded corresponds to the “first state”, and the state where the third button P13-3 is not shaded is the “second state”. Is equivalent to. For this reason, at the start of the game, the third button P13-3 is displayed in a state where the entire area is hatched, and as the time elapses, the hatching of the third button P13-3 is appended. The area of no part gradually increases. In the example shown in FIG. 4, the area of the portion of the circular third button P <b> 13-3 that is not shaded expands in a fan shape. Then, at the timing when the special attack operation can be executed, the third button P13-3 is not hatched, and the user refers to the state of the third button P13-3, Whether or not the attack action can be executed can be grasped.
 先述したように、表示部15には、仮想視点VCの視野を示す仮想世界画像G1が表示される。このため、他のゲームキャラクタが仮想視点VCの視野外に位置している状態では当該他のゲームキャラクタは表示部15に表示されない。また先述したように、本実施形態では、ゲームアイテムが仮想世界VWに配置される場合があるが、ゲームアイテムが仮想視点VCの視野外に位置している状態では当該ゲームアイテムは表示部15に表示されない。 As described above, the display unit 15 displays the virtual world image G1 indicating the visual field of the virtual viewpoint VC. For this reason, the other game character is not displayed on the display unit 15 in a state where the other game character is located outside the field of view of the virtual viewpoint VC. In addition, as described above, in this embodiment, the game item may be arranged in the virtual world VW, but the game item is displayed on the display unit 15 in a state where the game item is located outside the field of view of the virtual viewpoint VC. Do not show.
 図6は上記のような状態の一例を示す。図6では、ゲームキャラクタGC-3とゲームアイテムGIとが仮想視点VCの視野VF外に位置している状態を示している。図7は、図6に示す状態で表示部15に表示される仮想世界画像G1の一例を示す。 FIG. 6 shows an example of the above state. FIG. 6 shows a state where the game character GC-3 and the game item GI are located outside the visual field VF of the virtual viewpoint VC. FIG. 7 shows an example of the virtual world image G1 displayed on the display unit 15 in the state shown in FIG.
 図6に示す状態では、ゲームキャラクタGC-3が仮想視点VCの視野VF外に位置しているため、図7に示すように、ゲームキャラクタGC-3は表示部15に表示されない。このような場合、仮想視点VCの視野VF外に位置しているゲームキャラクタGC-3の位置を示すパーツP17-1が仮想世界画像G1に表示される。パーツP17-1は、ゲームキャラクタGC-3(当該パーツP17-1に対応するゲームキャラクタ)の位置に応じた態様で表示される。例えば、パーツP17-1の位置を、ゲームキャラクタGC-3の位置に応じた仮想世界画像G1内の位置に設定してもよい。また例えば、パーツP17-1を固定的な位置に配置し、パーツP17-1の態様(位置以外の態様)を、ゲームキャラクタGC-3への方向を示すような態様に設定してもよい。 In the state shown in FIG. 6, since the game character GC-3 is located outside the visual field VF of the virtual viewpoint VC, the game character GC-3 is not displayed on the display unit 15 as shown in FIG. In such a case, a part P17-1 indicating the position of the game character GC-3 located outside the visual field VF of the virtual viewpoint VC is displayed in the virtual world image G1. The part P17-1 is displayed in a manner corresponding to the position of the game character GC-3 (game character corresponding to the part P17-1). For example, the position of the part P17-1 may be set to a position in the virtual world image G1 corresponding to the position of the game character GC-3. Further, for example, the part P17-1 may be arranged at a fixed position, and the aspect of the part P17-1 (an aspect other than the position) may be set to an aspect indicating the direction toward the game character GC-3.
 図7に示す例では、ユーザの操作対象であるゲームキャラクタGC-1の位置からゲームキャラクタGC-3の位置への方向に伸ばした直線と、仮想世界画像G1の端部との交点に付近に、パーツP17-1が表示されている。また図7に示す例では、パーツP17-1のうちの「3」は、仮想視点VCの視野VF外に位置しているのがゲームキャラクタGC-3であることを識別する情報に相当する。なお、パーツP17-1の形状、色、又は模様等によって、仮想視点VCの視野VF外に位置しているのがどのゲームキャラクタであるのかを識別するようにしてもよい。また、パーツP17-1のうちの「>>」は、ゲームキャラクタGC-3が位置している方向を示す。例えば、ユーザの操作対象であるゲームキャラクタGC-1の位置からゲームキャラクタGC-3の位置への方向を示す。ゲームキャラクタGC-1の位置やゲームキャラクタGC-3の位置は、ワールド座標系(XwYwZw座標系)の位置であってもよいし、スクリーン座標系(XsYs座標系)の位置であってもよい。 In the example shown in FIG. 7, near the intersection of the straight line extending in the direction from the position of the game character GC-1 as the user's operation target to the position of the game character GC-3 and the end of the virtual world image G1. Part P17-1 is displayed. In the example shown in FIG. 7, “3” in the parts P17-1 corresponds to information for identifying that the game character GC-3 is located outside the visual field VF of the virtual viewpoint VC. The game character that is located outside the visual field VF of the virtual viewpoint VC may be identified by the shape, color, pattern, or the like of the part P17-1. Further, “>>” in the parts P17-1 indicates the direction in which the game character GC-3 is located. For example, the direction from the position of the game character GC-1 that is the user's operation target to the position of the game character GC-3 is shown. The position of the game character GC-1 or the position of the game character GC-3 may be a world coordinate system (XwYwZw coordinate system) position or a screen coordinate system (XsYs coordinate system) position.
 パーツP17-1の表示態様は、ゲームキャラクタGC-3の状態に応じた表示態様に設定される。例えば、ゲームキャラクタGC-3が攻撃動作(又は特別攻撃動作)を行った場合には、パーツP17-1の表示態様が、ゲームキャラクタGC-3が攻撃動作(又は特別攻撃動作)を行ったことを示す態様に変化する。例えば、パーツP17-1が点滅したり、パーツP17-1の色が変化したり、パーツP17-1のサイズが大きくなったりする。このようにすることによって、ユーザはパーツP17-1の表示態様を頼りに、表示部15に表示されていないゲームキャラクタGC-3の状態(攻撃動作を行ったこと等)を把握できる。 The display mode of the parts P17-1 is set to a display mode corresponding to the state of the game character GC-3. For example, when the game character GC-3 performs an attack action (or special attack action), the display mode of the part P17-1 indicates that the game character GC-3 has performed an attack action (or special attack action). It changes to the mode which shows. For example, the part P17-1 blinks, the color of the part P17-1 changes, or the size of the part P17-1 increases. In this way, the user can grasp the state of the game character GC-3 that is not displayed on the display unit 15 (such as having performed an attack action), depending on the display mode of the parts P17-1.
 また図6に示す状態では、ゲームアイテムGIが仮想視点VCの視野VF外に位置しているため、図7に示すように、ゲームアイテムGIは表示部15に表示されない。この場合、仮想視点VCの視野VF外に位置しているゲームアイテムGIの位置を示すパーツP17-2が仮想世界画像G1に表示される。パーツP17-1と同様、パーツP17-2は、ゲームアイテムGIの位置に応じた態様で表示される。図7に示す例では、ユーザの操作対象であるゲームキャラクタGC-1の位置からゲームアイテムGIの位置への方向に伸ばした直線と、仮想世界画像G1の端部との交点に付近に、パーツP17-2が表示されている。 Further, in the state shown in FIG. 6, since the game item GI is located outside the visual field VF of the virtual viewpoint VC, the game item GI is not displayed on the display unit 15 as shown in FIG. In this case, a part P17-2 indicating the position of the game item GI positioned outside the visual field VF of the virtual viewpoint VC is displayed in the virtual world image G1. Similar to the part P17-1, the part P17-2 is displayed in a manner corresponding to the position of the game item GI. In the example shown in FIG. 7, a part near the intersection of the straight line extending from the position of the game character GC-1 that is the user's operation target to the position of the game item GI and the end of the virtual world image G1 P17-2 is displayed.
 図7に示す例の場合、パーツP17-2のうちの「I」は、仮想視点VCの視野VF外に位置しているのがゲームアイテムGIであることを識別する情報に相当する。なお、パーツP17-2の形状、色、又は模様等によって、仮想視点VCの視野VF外に位置しているのがゲームアイテムGIであることを識別するようにしてもよい。また、パーツP17-2は、ゲームアイテムGIの種類、名称、又は効果を示すようにしてもよい。また、パーツP17-2のうちの「<<」は、ゲームアイテムGIが位置している方向を示す。例えば、ユーザの操作対象であるゲームキャラクタGC-1の位置からゲームアイテムGIの位置への方向を示す。 In the example shown in FIG. 7, “I” in the part P17-2 corresponds to information for identifying that the game item GI is located outside the visual field VF of the virtual viewpoint VC. Note that it may be identified that the game item GI is located outside the visual field VF of the virtual viewpoint VC by the shape, color, pattern, or the like of the part P17-2. The part P17-2 may indicate the type, name, or effect of the game item GI. Further, “<<” in the parts P17-2 indicates the direction in which the game item GI is located. For example, the direction from the position of the game character GC-1 that is the user's operation target to the position of the game item GI is shown.
 パーツP17-2の表示態様は、ゲームアイテムGIの状態に応じた表示態様に設定される。例えば、仮想世界VWに配置されたゲームアイテムGIは、制限時間が経過すると消えるため、パーツP17-2の表示態様は、制限時間が経過するまでの残り時間に基づいて変化する。例えば、制限時間が経過するまでの残り時間が閾値以下になった場合に、パーツP17-2の表示態様が、残り時間が閾値以下になったことを示す態様に変化する。例えば、パーツP17-2が点滅したり、パーツP17-2の色が変化したり、パーツP17-2のサイズが大きくなったりする。このようにすることによって、ユーザはパーツP17-2の表示態様を頼りに、表示部15に表示されていないゲームアイテムGIの状態(消えるまでの残り時間が少なくなったこと等)を把握できる。 The display mode of the part P17-2 is set to a display mode corresponding to the state of the game item GI. For example, since the game item GI arranged in the virtual world VW disappears when the time limit elapses, the display mode of the part P17-2 changes based on the remaining time until the time limit elapses. For example, when the remaining time until the time limit elapses falls below the threshold, the display mode of the part P17-2 changes to a mode indicating that the remaining time is below the threshold. For example, the part P17-2 blinks, the color of the part P17-2 changes, or the size of the part P17-2 increases. By doing so, the user can grasp the state of the game item GI that is not displayed on the display unit 15 (remaining time until disappearing, etc.), depending on the display mode of the part P17-2.
 なお、パーツP17-1,P17-2は、第1ボタンP13-1、第2ボタンP13-2、第3ボタンP13-3と重なるような位置に表示してもよい。また、パーツP17-1は、ゲージP10-1~P10-4やパーツP11と重ならないような位置に表示するとよい。 The parts P17-1 and P17-2 may be displayed at positions that overlap the first button P13-1, the second button P13-2, and the third button P13-3. The part P17-1 may be displayed at a position that does not overlap the gauges P10-1 to P10-4 and the part P11.
 [3.機能ブロック]以上に説明したようなゲームを実現するための構成について説明する。図8は、ゲームシステム1で実現される主な機能ブロックを示す機能ブロック図である。図8に示すように、ゲームシステム1は、ゲームデータ記憶部100、表示制御部110、基準位置設定部120、操作位置取得部130、指示方向判定部140、第1動作制御部150、第2動作制御部160、第1制限部170、第2制限部180、及び第3制限部190を含む。 [3. Functional Block] A configuration for realizing the game as described above will be described. FIG. 8 is a functional block diagram showing main functional blocks implemented in the game system 1. As shown in FIG. 8, the game system 1 includes a game data storage unit 100, a display control unit 110, a reference position setting unit 120, an operation position acquisition unit 130, an instruction direction determination unit 140, a first motion control unit 150, a second An operation control unit 160, a first restriction unit 170, a second restriction unit 180, and a third restriction unit 190 are included.
 例えば、これらの機能ブロックはゲーム端末10(ゲーム制御装置の一例)で実現される。すなわち、ゲームデータ記憶部100は記憶部12によって実現され、他の機能ブロックは制御部11によって実現される。なお、ゲームデータ記憶部100はゲーム端末10からアクセス可能な他の装置の記憶部によって実現されてもよい。また、上記の機能ブロックはサーバ30(ゲーム制御装置の他の一例)で実現されてもよい。あるいは、上記の機能ブロックのうちの一部がゲーム端末10で実現され、残りがサーバ30で実現されてもよい。 For example, these functional blocks are realized by the game terminal 10 (an example of a game control device). That is, the game data storage unit 100 is realized by the storage unit 12, and other functional blocks are realized by the control unit 11. Note that the game data storage unit 100 may be realized by a storage unit of another device accessible from the game terminal 10. In addition, the above functional blocks may be realized by the server 30 (another example of the game control device). Alternatively, some of the functional blocks may be realized by the game terminal 10 and the rest may be realized by the server 30.
 [3-1]ゲームデータ記憶部100はゲームを実行するために必要なデータを記憶する。ここでは、ゲームデータ記憶部100に記憶されるデータの一例として、ゲーム状況データD101及び操作状況データD102について説明する。 [3-1] The game data storage unit 100 stores data necessary for executing the game. Here, game situation data D101 and operation situation data D102 will be described as examples of data stored in game data storage unit 100.
 [3-1-1]ゲーム状況データD101は実行中のゲームの状況を示すデータである。ゲーム状況データD101はゲームの実行中に繰り返し更新される。 [3-1-1] Game status data D101 is data indicating the status of the game being executed. The game situation data D101 is repeatedly updated during the execution of the game.
 例えば、ゲーム状況データD101は、仮想世界VWの現在の状況を示す状況データを含む。仮想世界VWの状況データは、ゲームキャラクタGC-1~GC-4の各々の状態を示す状態データ、ゲームアイテムGIの状態を示す状態データや、仮想視点VCの状態を示す状態データを含む。 For example, the game situation data D101 includes situation data indicating the current situation of the virtual world VW. The status data of the virtual world VW includes status data indicating the status of each of the game characters GC-1 to GC-4, status data indicating the status of the game item GI, and status data indicating the status of the virtual viewpoint VC.
 ゲームキャラクタGC-1~GC-4の状態データは、ゲームキャラクタGC-1~GC-4の各々の位置、向き、姿勢、実行中の動作の種類(再生中のモーションデータの種類及び現在フレーム)、及び、体力パラメータの現在値等を示すデータを含む。また、ゲームアイテムGIの状態データは、ゲームアイテムGIの位置、種類や、制限時間が経過するまで(消えるまで)の残り時間等を示すデータを含む。また、仮想視点VCの状態データは、仮想視点VCの位置、視線方向、画角等を示すデータを含む。 The state data of the game characters GC-1 to GC-4 includes the position, orientation, posture, and type of action being executed (type of motion data being played and current frame) of each of the game characters GC-1 to GC-4 And data indicating the current value of the physical fitness parameter. The state data of the game item GI includes data indicating the position and type of the game item GI, the remaining time until the time limit elapses (until it disappears), and the like. The state data of the virtual viewpoint VC includes data indicating the position, line-of-sight direction, angle of view, etc. of the virtual viewpoint VC.
 また例えば、ゲーム状況データD101は、対戦の戦況を示す戦況データを含む。戦況データは、制限時間が経過するまでの残り時間等を示すデータを含む。 Further, for example, the game situation data D101 includes battle situation data indicating a battle situation. The battle situation data includes data indicating the remaining time until the time limit elapses.
 [3-1-2]操作状況データD102はユーザの操作状況を示すデータである。例えば、操作状況データD102は、タッチパネルTPへのタッチ状況を示すデータを含む。このデータは、タッチパネルTPへのタッチが開始されてから現在までの間のタッチ位置の履歴を示すデータも含む。 [3-1-2] Operation status data D102 is data indicating the operation status of the user. For example, the operation status data D102 includes data indicating a touch status on the touch panel TP. This data also includes data indicating a history of touch positions from when the touch on the touch panel TP is started until now.
 また、操作状況データD102は、方向パッドP12の状態を示すデータを含む。このデータは、方向パッドP12を表示すべきか否か、方向パッドP12の中心点P121の現在位置や、ポインタ部P122の中心点P123の現在位置等を示すデータを含む。 The operation status data D102 includes data indicating the state of the direction pad P12. This data includes data indicating whether or not to display the direction pad P12, the current position of the center point P121 of the direction pad P12, the current position of the center point P123 of the pointer portion P122, and the like.
 さらに、操作状況データD102は、第1ボタンP13-1、第2ボタンP13-2、第3ボタンP13-3、及びゲージP14の状態を示すデータを含む。このデータは、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3がタッチされているか否か、ゲージP14の現在の長さや、第3ボタンP13-3が第1状態と第2状態との間のどの状態にあるのか等を示すデータを含む。 Furthermore, the operation status data D102 includes data indicating the states of the first button P13-1, the second button P13-2, the third button P13-3, and the gauge P14. This data includes whether the first button P13-1, the second button P13-2, and the third button P13-3 are touched, the current length of the gauge P14, the first button P13-3 Data indicating which state is between the state and the second state is included.
 なお、ゲームデータ記憶部100に記憶されるデータは上記の例に限られない。例えば、ゲームキャラクタGC-1~GC-4の各々のモデルデータ、モーションデータや、能力パラメータデータ等が記憶される。また例えば、ゲームアイテムGIの効果データ等も記憶される。 The data stored in the game data storage unit 100 is not limited to the above example. For example, model data, motion data, ability parameter data, and the like of each of the game characters GC-1 to GC-4 are stored. Further, for example, effect data of the game item GI is also stored.
 [3-2]表示制御部110は操作対象オブジェクトを表示部15に表示させる。 [3-2] The display control unit 110 displays the operation target object on the display unit 15.
 「操作対象オブジェクト」とは、ユーザによる操作の対象となるオブジェクトである。すなわち、「操作対象オブジェクト」とは、ユーザの操作に従って動作したり、状態が変化したりするオブジェクトである。なお、「オブジェクト」とは、表示部15に表示されるものであって、ユーザによる操作の対象となり得るものである。例えば、ユーザの操作に従って動作するキャラクタ又は乗物や、ユーザの操作に従って移動するカーソル等が「オブジェクト」の一例に相当する。先述のゲームの例では、ゲームキャラクタGC-1が「操作対象オブジェクト」の一例に相当する。 “The operation target object” is an object to be operated by the user. In other words, the “operation target object” is an object that moves according to a user operation or whose state changes. The “object” is displayed on the display unit 15 and can be a target of an operation by the user. For example, a character or vehicle that moves according to a user's operation, a cursor that moves according to a user's operation, and the like correspond to an example of “object”. In the above-described game example, the game character GC-1 corresponds to an example of an “operation target object”.
 「操作対象オブジェクトを表示部15に表示させる」とは、操作対象オブジェクトを含むゲーム画像を生成して表示部15に表示させることである。なお、「操作対象オブジェクトを表示部15に表示させる」とは、操作対象オブジェクトを含むゲーム画像のデータを他の装置に送信することによって、操作対象オブジェクトを含むゲーム画像を他の装置に含まれる表示部に表示させることであってもよい。また、「ゲーム画像のデータ」は、ゲーム画像そのものを示すデータであってもよいし、ゲーム画像を生成するためのデータであってもよい。先述のゲームの例では、仮想世界画像G1が「ゲーム画像」の一例に相当する。 “Displaying the operation target object on the display unit 15” means generating a game image including the operation target object and displaying the game image on the display unit 15. Note that “display the operation target object on the display unit 15” means that the game image including the operation target object is included in the other device by transmitting the game image data including the operation target object to the other device. It may be displayed on the display unit. The “game image data” may be data indicating the game image itself or data for generating a game image. In the above-described example of the game, the virtual world image G1 corresponds to an example of “game image”.
 表示制御部110は、操作対象オブジェクトと他のオブジェクトとが配置されるゲーム空間のうちの表示対象領域を表示部15に表示させる。また、他のオブジェクトが表示対象領域外に位置している場合に、表示制御部110は、当該他のオブジェクトの位置を示す位置画像を表示部15に表示させる。さらに、表示制御部110は、他のオブジェクトの状態に基づいて、位置画像の表示態様を設定する。 The display control unit 110 causes the display unit 15 to display a display target area in the game space in which the operation target object and other objects are arranged. Further, when another object is located outside the display target area, the display control unit 110 causes the display unit 15 to display a position image indicating the position of the other object. Furthermore, the display control unit 110 sets the display mode of the position image based on the state of the other object.
 「他のオブジェクト」とは、例えば、操作対象オブジェクトと対立する敵オブジェクトである。また例えば、「他のオブジェクト」とは、操作対象オブジェクトの味方オブジェクトであってもよい。また例えば、「他のオブジェクト」とは、ゲームアイテムであってもよい。 “Another object” is, for example, an enemy object that opposes the operation target object. Further, for example, the “other object” may be a friend object of the operation target object. Further, for example, the “other object” may be a game item.
 「位置画像」とは、表示対象領域外に位置している他のオブジェクトの位置をユーザが把握できるようにするために表示される画像である。例えば、「位置画像」は、ゲーム空間又は表示部15の所定位置(例えば操作対象オブジェクトの位置)から他のオブジェクトの位置への方向に伸びる直線と、ゲーム空間の表示対象領域又は表示部15の表示領域の境界との交点に基づく位置に表示される。 The “position image” is an image displayed so that the user can grasp the position of another object located outside the display target area. For example, the “position image” includes a straight line extending in a direction from a predetermined position (for example, the position of the operation target object) in the game space or the display unit 15 to the position of another object, and a display target region or display unit 15 in the game space. It is displayed at a position based on the intersection with the boundary of the display area.
 「位置画像の表示態様」とは、位置画像の種類、色、形状、大きさ、明るさ、又は、点滅の有無等である。 The “position image display mode” is the type, color, shape, size, brightness, presence / absence of blinking, or the like of the position image.
 「他のオブジェクトの状態に基づいて、位置画像の表示態様を設定する」とは、位置画像の表示態様を、他のオブジェクトの状態に対応する表示態様に設定することである。言い換えれば、「他のオブジェクトの状態に基づいて、位置画像の表示態様を設定する」とは、他のオブジェクトの状態の変化に応じて、位置画像の表示態様を変化させることである。例えば、表示制御部110は、他のオブジェクト(敵オブジェクト)が操作対象オブジェクトへの攻撃動作を行った場合に、位置画像の表示態様を通常の表示態様から変化させる。また例えば、表示制御部110は、他のオブジェクト(味方オブジェクト)がピンチの状態になった場合に、位置画像の表示態様を通常の表示態様から変化させる。また例えば、表示制御部110は、他のオブジェクト(ゲームアイテム)が消えるまでの残り時間に応じて、位置画像の表示態様を変化させる。 “To set the display mode of the position image based on the state of the other object” is to set the display mode of the position image to a display mode corresponding to the state of the other object. In other words, “setting the display mode of the position image based on the state of the other object” means changing the display mode of the position image in accordance with the change in the state of the other object. For example, the display control unit 110 changes the display mode of the position image from the normal display mode when another object (enemy object) performs an attacking action on the operation target object. Further, for example, the display control unit 110 changes the display mode of the position image from the normal display mode when another object (a friend object) is in a pinch state. For example, the display control unit 110 changes the display mode of the position image according to the remaining time until the other object (game item) disappears.
 先述のゲームの例では、対戦相手によって操作されるゲームキャラクタGC-2~GC-4が「他のオブジェクト(敵オブジェクト)」の一例に相当する。また、ゲームアイテムGIも「他のオブジェクト」の一例に相当する。また、仮想視点VCの視野VFが「表示対象領域」の一例に相当し、パーツP17-1,P17-1が「位置画像」の一例に相当する。 In the above-described game example, the game characters GC-2 to GC-4 operated by the opponent correspond to an example of “another object (enemy object)”. The game item GI corresponds to an example of “another object”. The visual field VF of the virtual viewpoint VC corresponds to an example of “display target area”, and the parts P17-1 and P17-1 correspond to an example of “position image”.
 このため、図6に示すように、ゲームキャラクタGC-3が仮想視点VCの視野VF外に位置している場合に、図7に示すように、表示制御部110は、ゲームキャラクタGC-3の位置を示すパーツP17-1を表示部15に表示させる。そして、ゲームキャラクタGC-3が攻撃動作を行った場合に、表示制御部110は、パーツP17-1の表示態様を、ゲームキャラクタGC-3が攻撃動作を行ったことを示す態様に設定する。 Therefore, as shown in FIG. 6, when the game character GC-3 is located outside the visual field VF of the virtual viewpoint VC, as shown in FIG. 7, the display control unit 110 displays the game character GC-3. A part P17-1 indicating the position is displayed on the display unit 15. Then, when the game character GC-3 performs an attacking action, the display control unit 110 sets the display mode of the parts P17-1 to a mode indicating that the game character GC-3 has performed the attacking action.
 また図6に示すように、ゲームアイテムGIが仮想視点VCの視野VF外に位置している場合に、図7に示すように、表示制御部110は、ゲームアイテムGIの位置を示すパーツP17-2を表示部15に表示させる。そして、表示制御部110は、ゲームアイテムGIが消えるまでの残り時間に基づいて、パーツP17-2の表示態様を変化させる。 Further, as shown in FIG. 6, when the game item GI is located outside the visual field VF of the virtual viewpoint VC, as shown in FIG. 7, the display control unit 110 displays the part P17- indicating the position of the game item GI. 2 is displayed on the display unit 15. Then, the display control unit 110 changes the display mode of the part P17-2 based on the remaining time until the game item GI disappears.
 [3-3]基準位置設定部120はタッチパネルTPの特定の位置を基準位置として設定する。 [3-3] The reference position setting unit 120 sets a specific position of the touch panel TP as a reference position.
 「タッチパネルTPの特定の位置」とは、タッチパネルTPの入力検出位置としての座標系における特定の座標のことである。 “The specific position of the touch panel TP” is a specific coordinate in the coordinate system as an input detection position of the touch panel TP.
 「基準位置」とは、指示方向を判定する際の基準として用いられる位置である。例えば、方向指示操作を受け付けるための仮想的な操作部材(バーチャルパッド:仮想的な方向指示ボタン又は方向指示レバー等)を表示部15に表示する場合、当該仮想的な操作部材の代表的な点の位置が「基準位置」に相当する。具体的には、例えば、仮想的な操作部材の中心点が「基準位置」に相当する。仮想的な操作部材の中心点以外の位置が「基準位置」に相当してもよい。なお、先述のゲームの例では、方向パッドP12が「仮想的な操作部材」の一例に相当し、方向パッドP12の中心点P121が「基準位置」の一例に相当する。 The “reference position” is a position used as a reference when determining the indicated direction. For example, when a virtual operation member (virtual pad: virtual direction instruction button or direction instruction lever) for receiving a direction instruction operation is displayed on the display unit 15, a representative point of the virtual operation member is displayed. Corresponds to the “reference position”. Specifically, for example, the center point of the virtual operation member corresponds to the “reference position”. A position other than the center point of the virtual operation member may correspond to the “reference position”. In the above-described game example, the direction pad P12 corresponds to an example of “virtual operation member”, and the center point P121 of the direction pad P12 corresponds to an example of “reference position”.
 「タッチパネルTPの特定の位置を基準位置として設定する」とは、例えば、タッチパネルTPへのタッチ位置に基づいて特定される位置を基準位置として設定することである。具体的には、タッチオンされた場合に、タッチ位置に基づいて特定される位置を基準位置として設定してもよい。例えば、タッチオンされた時点のタッチ位置(タッチ開始位置)を基準位置として設定してもよい。 “To set a specific position of the touch panel TP as the reference position” is to set, for example, a position specified based on the touch position on the touch panel TP as the reference position. Specifically, when the touch is turned on, a position specified based on the touch position may be set as the reference position. For example, the touch position (touch start position) at the time of touch-on may be set as the reference position.
 なお、予め定められた特定の位置を基準位置として設定しておき、タッチオンされた場合に、タッチオンされた時点のタッチ位置に基づいて特定される位置に基準位置を変更してもよい。例えば、予め定められた基準位置と、タッチオンされた時点のタッチ位置との間の距離が閾値以上である場合に、当該タッチ位置に基準位置を変更してもよい。また、スライド操作によってタッチ位置が移動した結果として、基準位置とタッチ位置との間の距離が閾値以上になった場合にも、当該タッチ位置に基準位置を変更してもよい。 It should be noted that a predetermined specific position may be set as a reference position, and when touched on, the reference position may be changed to a position specified based on the touch position at the time of touch-on. For example, when the distance between a predetermined reference position and the touch position at the time of touch-on is greater than or equal to a threshold value, the reference position may be changed to the touch position. Further, when the touch position is moved by the slide operation and the distance between the reference position and the touch position is equal to or greater than the threshold value, the reference position may be changed to the touch position.
 また、タッチ位置に関係なく、タッチパネルTPの予め定められた位置を基準位置として固定的に設定してもよい。 Also, a predetermined position of the touch panel TP may be fixedly set as a reference position regardless of the touch position.
 先述のゲームの例では、基準位置設定部120は、タッチオンされた時点のタッチ位置を基準位置として設定する。そして、タッチオンされた時点のタッチ位置と方向パッドP12の中心点P121とが一致するようにして、方向パッドP12が表示される。なお、基準位置設定部120は、タッチパネルTPの予め定められた位置を基準位置として固定的に設定してもよく、方向パッドP12がタッチパネルTPの予め定められた位置に固定的に表示されてもよい。 In the above-described example of the game, the reference position setting unit 120 sets the touch position at the time of touch-on as the reference position. Then, the direction pad P12 is displayed such that the touch position at the time of touch-on coincides with the center point P121 of the direction pad P12. Note that the reference position setting unit 120 may fixedly set a predetermined position of the touch panel TP as a reference position, or may display the direction pad P12 fixedly at a predetermined position of the touch panel TP. Good.
 [3-4]操作位置取得部130は、タッチパネルTPのタッチ位置に応じた操作位置を取得する。 [3-4] The operation position acquisition unit 130 acquires an operation position corresponding to the touch position of the touch panel TP.
 「操作位置」とは、方向を指示するための位置である。言い換えれば、「操作位置」とは、指示方向を示す位置である。 “The operation position” is a position for indicating a direction. In other words, the “operation position” is a position indicating the instruction direction.
 「タッチ位置に応じた操作位置を取得する」とは、例えば、タッチ位置自体を操作位置として取得することである。または、「タッチ位置に応じた操作位置を取得する」とは、タッチ位置以外の位置であって、かつ、タッチ位置に基づいて得られる位置を操作位置として取得することであってもよい。例えば、タッチ位置と所定の関係を有する位置を操作位置として取得することであってもよい。 “Acquiring the operation position according to the touch position” means, for example, acquiring the touch position itself as the operation position. Alternatively, “acquiring an operation position according to a touch position” may be acquiring a position other than the touch position and obtained based on the touch position as the operation position. For example, a position having a predetermined relationship with the touch position may be acquired as the operation position.
 先述のゲームの例では、操作位置取得部130は、タッチパネルTPのタッチ位置自体を操作位置OPとして取得し、当該操作位置OPにポインタ部P122の中心点P123を設定する。 In the above-described example of the game, the operation position acquisition unit 130 acquires the touch position itself of the touch panel TP as the operation position OP, and sets the center point P123 of the pointer unit P122 as the operation position OP.
 [3-5]指示方向判定部140は、基準位置と操作位置との位置関係に応じた指示方向を判定する。 [3-5] The indication direction determination unit 140 determines the indication direction according to the positional relationship between the reference position and the operation position.
 「基準位置と操作位置との位置関係」とは、例えば、基準位置から操作位置への方向である。また、「基準位置と操作位置との位置関係」とは、例えば、基準位置と操作位置との間の距離であってもよい。「指示方向」とは、ユーザによって指示された位置(タッチ位置)に基づいて判定される方向である。「基準位置と操作位置との位置関係に応じた指示方向を判定する」とは、基準位置と操作位置との位置関係に対応する方向を指示方向として判定することである。例えば、基準位置から操作位置への方向に対応する方向を指示方向として判定することである。なお、「方向Xに対応する方向」とは、方向Xと同じ方向又は略同じ方向である。「略同じ方向」とは、例えば、方向Xからユーザが認識できない程度に小さくずれた方向である。 “The positional relationship between the reference position and the operation position” is, for example, the direction from the reference position to the operation position. The “positional relationship between the reference position and the operation position” may be, for example, a distance between the reference position and the operation position. The “instruction direction” is a direction determined based on a position (touch position) designated by the user. “Determine the designated direction according to the positional relationship between the reference position and the operation position” is to determine the direction corresponding to the positional relationship between the reference position and the operation position as the designated direction. For example, the direction corresponding to the direction from the reference position to the operation position is determined as the indication direction. The “direction corresponding to the direction X” is the same direction as the direction X or substantially the same direction. “Substantially the same direction” is, for example, a direction slightly deviated from the direction X to the extent that the user cannot recognize it.
 先述のゲームの例では、図5Bに示したように、指示方向判定部140は、方向パッドP12の中心点P121(基準位置の一例)から操作位置OP(ポインタ部P122の中心点P123)への方向Dを指示方向として判定する。 In the example of the game described above, as shown in FIG. 5B, the pointing direction determination unit 140 moves from the center point P121 (an example of the reference position) of the direction pad P12 to the operation position OP (the center point P123 of the pointer unit P122). The direction D is determined as the designated direction.
 なお、タッチ位置がボタン領域A15内である場合には、操作位置取得部130は、当該タッチ位置に応じた位置を操作位置OPとして取得せず、指示方向判定部140は、方向パッドP12の中心点P121から操作位置OPへの方向Dを指示方向として判定しないようになっている。 When the touch position is within the button area A15, the operation position acquisition unit 130 does not acquire the position corresponding to the touch position as the operation position OP, and the instruction direction determination unit 140 does not acquire the center of the direction pad P12. The direction D from the point P121 to the operation position OP is not determined as the designated direction.
 [3-6]第1動作制御部150は、基準位置と操作位置との位置関係に基づいて、所定種類の動作を操作対象オブジェクトに行わせる。 [3-6] The first motion control unit 150 causes the operation target object to perform a predetermined type of motion based on the positional relationship between the reference position and the operation position.
 「所定種類の動作」とは、予め定められた特定の種類の動作である。例えば、「ジャンプ動作」、「回避動作」、「移動動作」、又は「攻撃動作」等が「所定種類の動作」の一例に相当する。また例えば、スポーツゲームにおける「パス動作」又は「シュート動作」等も「所定種類の動作」の一例に相当する。 “The predetermined type of operation” is a predetermined type of operation. For example, “jump operation”, “avoidance operation”, “movement operation”, “attack operation”, and the like correspond to an example of “a predetermined type of operation”. Further, for example, “pass motion” or “shoot motion” in a sports game corresponds to an example of “predetermined motion”.
 なお、「所定種類の動作」は、ゲームの状況に応じて変化してもよい。ここで、「ゲームの状況」とは、例えば、操作対象オブジェクトの状態(位置又はパラメータの値等)、操作対象オブジェクトと他のオブジェクトとの位置関係、又は、制限時間が経過するまでの残り時間等である。例えば、スポーツゲームにおいて、通常の場合には、基準位置と操作位置との位置関係(例えば方向)に基づいて、パス動作を操作対象のゲームキャラクタに行わせ、操作対象オブジェクトが敵チームによって守備されるゴールから基準距離以下の領域に位置している場合には、基準位置と操作位置との位置関係(例えば方向)に基づいて、シュート動作を操作対象のゲームキャラクタに行わせるようにしてもよい。 It should be noted that the “predetermined type of motion” may change according to the game situation. Here, the “game situation” means, for example, the state of the operation target object (position or parameter value, etc.), the positional relationship between the operation target object and other objects, or the remaining time until the time limit elapses Etc. For example, in a sports game, in a normal case, a pass action is performed on a game character to be operated based on a positional relationship (for example, a direction) between a reference position and an operation position, and the operation target object is defended by an enemy team. The game character to be operated may perform a shooting action based on the positional relationship (for example, direction) between the reference position and the operation position. .
 一方、第2動作制御部160は、タッチパネルTPの所定領域へのタッチ操作に基づいて、所定種類の動作を操作対象オブジェクトに行わせる。 On the other hand, the second motion control unit 160 causes the operation target object to perform a predetermined type of motion based on a touch operation on a predetermined area of the touch panel TP.
 「所定領域」とは、予め定められた固定の領域である。すなわち、「所定領域」とは、予め定められた位置に固定された領域である。言い換えれば、「所定位置」とは、ユーザのタッチ位置に関係なく(ユーザのタッチ位置に影響されることなく)、予め定められた領域であって、ユーザのタッチ位置の座標が予め定められた領域(座標範囲)に含まれるか否かのみによって、特定のゲーム操作が行われたか否かを判定するために設定されるような領域(座標範囲)である。具体的には、仮想的なボタン等の操作部材が表示された領域が「所定領域」の一例に相当する。 “Predetermined area” is a predetermined fixed area. That is, the “predetermined area” is an area fixed at a predetermined position. In other words, the “predetermined position” is a predetermined area regardless of the user's touch position (not affected by the user's touch position), and the coordinates of the user's touch position are predetermined. It is an area (coordinate range) that is set to determine whether or not a specific game operation has been performed only by whether or not it is included in the area (coordinate range). Specifically, a region where an operation member such as a virtual button is displayed corresponds to an example of a “predetermined region”.
 例えば、「所定領域」は、タッチパネルTPの上辺US及び下辺BSの中点MP-1,MP-2を結んでなる第1線SL-1と、タッチパネルTPの左辺LS及び右辺RSの中点MP-3,MP-4を結んでなる第2線SL-2とによって、タッチパネルTPを右上領域URと左上領域ULと右下領域BRと左下領域BLとの4つの領域に分割した場合の右下領域BR又は左下領域BL内に設定される。先述のゲームの例では、第1ボタンP13-1の領域が「所定領域」の一例に相当する。このため、「所定領域」がタッチパネルTPの右下領域BRに設定されている。なお、左利きのユーザに対しては、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3をタッチパネルTPの左下領域BLに表示してもよい。すなわち、「所定領域」をタッチパネルTPの左下領域BLに設定してもよい。 For example, the “predetermined region” includes the first line SL-1 connecting the midpoints MP-1 and MP-2 of the upper side US and the lower side BS of the touch panel TP, and the midpoint MP of the left side LS and the right side RS of the touch panel TP. -3, MP-2, and the second line SL-2, the touch panel TP is divided into four areas of an upper right area UR, an upper left area UL, a lower right area BR, and a lower left area BL. It is set in the area BR or the lower left area BL. In the above-described game example, the area of the first button P13-1 corresponds to an example of “predetermined area”. For this reason, the “predetermined area” is set in the lower right area BR of the touch panel TP. For left-handed users, the first button P13-1, the second button P13-2, and the third button P13-3 may be displayed in the lower left area BL of the touch panel TP. That is, the “predetermined area” may be set in the lower left area BL of the touch panel TP.
 「所定領域へのタッチ操作」とは、所定領域へのタッチを行うことである。例えば、「所定領域へのタッチ操作」とは、所定領域をタップする操作である。なお、「所定領域をタップする操作」とは、所定領域をタッチオンする操作のことであってもよいし、所定領域をタッチオンしてタッチオフする操作であってもよい。すなわち、所定領域がタッチオンされた時点で「所定領域へのタッチ操作」が行われたと判定するようにしてもよいし、所定領域がタッチオンされた後、タッチオフされた時点で「所定領域へのタッチ操作」が行われたと判定するようにしてもよい。なお、「所定領域へのタッチ操作」とは、所定領域を複数回タップする操作であってもよいし、所定領域を長押しする操作(すなわち、所定領域をタッチオンし、所定時間以上にわたってタッチを継続させる操作)であってもよい。 “The touch operation on the predetermined area” means that the predetermined area is touched. For example, the “touch operation on the predetermined area” is an operation of tapping the predetermined area. The “operation for tapping a predetermined area” may be an operation for touching on the predetermined area, or an operation for touching on and touching off the predetermined area. In other words, it may be determined that the “touch operation to the predetermined area” has been performed when the predetermined area is touched on, or “the touch to the predetermined area is performed after the predetermined area is touched on and then touched off”. It may be determined that the “operation” has been performed. The “touch operation on the predetermined area” may be an operation of tapping the predetermined area a plurality of times, or an operation of long-pressing the predetermined area (that is, touching on the predetermined area and touching for a predetermined time or more). Operation to be continued).
 「所定領域へのタッチ操作に基づいて、所定種類の動作を操作対象オブジェクトに行わせる」とは、第1動作制御部150が操作対象オブジェクトに行わせる動作の種類と同じ種類の動作を、所定領域へのタッチ操作に基づいて、操作対象オブジェクトに行わせることである。例えば、所定領域へのタッチ操作が行われた場合に(すなわち、所定領域へのタッチ操作が行われたことをトリガとして)、所定種類の動作を操作対象オブジェクトに行わせることである。具体的には、所定領域がタッチオンされた時点で、所定種類の動作を操作対象オブジェクトに行わせることである。また例えば、所定領域がタッチオンされた後、タッチオフされた場合に、所定種類の動作を操作対象オブジェクトに行わせるようにしてもよい。 “Let the operation target object perform a predetermined type of motion based on a touch operation on a predetermined area” means that the same type of motion as the type of motion that the first motion control unit 150 performs on the operation target object That is, the operation target object is caused to perform based on the touch operation on the area. For example, when a touch operation on a predetermined area is performed (that is, triggered by the touch operation performed on the predetermined area), a predetermined type of motion is performed on the operation target object. Specifically, when a predetermined area is touched on, the operation target object is caused to perform a predetermined type of motion. In addition, for example, when a predetermined area is touched on and then touched off, a predetermined type of motion may be performed on the operation target object.
 [3-7]例えば、第1動作制御部150は、指示方向判定部140によって判定された指示方向(基準位置と操作位置との位置関係に応じた方向)への所定種類の動作を操作対象オブジェクトに行わせる。 [3-7] For example, the first motion control unit 150 operates a predetermined type of motion in the pointing direction (direction according to the positional relationship between the reference position and the operating position) determined by the pointing direction determination unit 140 as an operation target. Let the object do it.
 例えば、「所定種類の動作」が「ジャンプ動作」である場合、指示方向に向けてジャンプする動作が「指示方向への所定種類の動作」の一例に相当する。また例えば、「所定種類の動作」が「移動動作」である場合、指示方向に向けて移動する動作が「指示方向への所定種類の動作」の一例に相当する。また例えば、「所定種類の動作」が「攻撃動作」である場合、指示方向に向けて攻撃を行う動作が「指示方向への所定種類の動作」の一例に相当する。また例えば、「所定種類の動作」が「パス動作」である場合、指示方向に向けてパスを行う動作が「指示方向への所定種類の動作」の一例に相当する。また例えば、「所定種類の動作」が「シュート動作」である場合、指示方向に向けてシュートを行う動作が「指示方向への所定種類の動作」の一例に相当する。 For example, when the “predetermined type of operation” is the “jump operation”, the operation of jumping toward the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”. Further, for example, when the “predetermined type of operation” is the “moving operation”, the operation of moving in the indicated direction corresponds to an example of the “predetermined type of operation in the indicated direction”. Further, for example, when the “predetermined type of operation” is an “attack operation”, the operation of performing an attack toward the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”. Further, for example, when the “predetermined type of operation” is the “pass operation”, the operation of performing a pass in the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”. Further, for example, when the “predetermined type of operation” is the “shooting operation”, the operation of shooting in the designated direction corresponds to an example of the “predetermined type of operation in the designated direction”.
 一方、第2動作制御部160は、タッチパネルTPの所定領域へのタッチ操作に基づいて、所定方向への所定種類の動作を操作対象オブジェクトに行わせる。 On the other hand, the second motion control unit 160 causes the operation target object to perform a predetermined type of motion in a predetermined direction based on a touch operation on a predetermined area of the touch panel TP.
 「所定方向」とは、例えば、予め定められた特定の方向である。具体的には、「所定方向」とは、操作対象オブジェクトから見て真上方向又は真横方向である。ここで、「真上方向」とは、操作対象オブジェクトが配置されるゲーム空間(仮想世界VW)における重力方向と真逆の方向ということもできる。また、「真上方向」とは、操作対象オブジェクトが平面(フィールド又は地面)上に配置されている場合における当該平面の法線方向ということもできる。一方、「真横方向」とは、操作対象オブジェクトが配置されるゲーム空間(仮想世界VW)における重力方向と直交する方向ということもできる。また、「真横方向」とは、操作対象オブジェクトが平面(フィールド又は地面)上に配置されている場合における当該平面と平行な方向ということもできる。 “Predetermined direction” is, for example, a predetermined specific direction. Specifically, the “predetermined direction” is a direction directly above or a direction lateral to the operation target object. Here, the “directly upward direction” can also be referred to as a direction opposite to the direction of gravity in the game space (virtual world VW) in which the operation target object is arranged. The “directly upward direction” can also be referred to as a normal direction of the plane when the operation target object is arranged on the plane (field or ground). On the other hand, the “right side direction” can also be referred to as a direction orthogonal to the direction of gravity in the game space (virtual world VW) in which the operation target object is arranged. Further, the “right lateral direction” can also be referred to as a direction parallel to the plane when the operation target object is arranged on the plane (field or ground).
 または、「所定方向」とは、表示部15の垂直方向又は水平方向であってもよい。ここで、「垂直方向」とは、ユーザから見た表示部15の縦軸方向と一致する方向ということもできる。また、「垂直方向」とは、スクリーン座標系のYs軸方向と一致する方向ということもできる。一方、「水平方向」とは、ユーザから見た表示部15の横軸方向と一致する方向ということもできる。また、「水平方向」とは、スクリーン座標系のXs軸方向と一致する方向ということもできる。 Alternatively, the “predetermined direction” may be a vertical direction or a horizontal direction of the display unit 15. Here, the “vertical direction” can also be a direction that coincides with the vertical axis direction of the display unit 15 as viewed from the user. The “vertical direction” can also be said to be a direction that coincides with the Ys-axis direction of the screen coordinate system. On the other hand, the “horizontal direction” can also be referred to as a direction that coincides with the horizontal axis direction of the display unit 15 as viewed from the user. The “horizontal direction” can also be said to be a direction that coincides with the Xs-axis direction of the screen coordinate system.
 なお、「所定方向」とは、例えば、操作対象オブジェクトの向き又は移動方向に応じた方向であってもよい。あるいは、「所定方向」とは、例えば、他のオブジェクト(例えば敵)との位置関係に応じた方向であってもよい。 Note that the “predetermined direction” may be, for example, a direction according to the direction or the moving direction of the operation target object. Alternatively, the “predetermined direction” may be, for example, a direction according to a positional relationship with another object (for example, an enemy).
 「所定方向への所定種類の動作」とは、第1動作制御部150が操作対象オブジェクトに行わせる動作の種類と同じ種類の動作であって、所定方向に向けて行われる動作である。また、「所定方向に向けて行われる動作」とは、ユーザのタッチ操作の態様によらずに定まる方向(すなわち、ユーザのタッチ位置に応じた操作位置と基準位置との位置関係に関係なく予め定められた方向)に向けて行われる動作である。 The “predetermined type of motion in a predetermined direction” is the same type of motion that the first motion control unit 150 causes the operation target object to perform, and is an operation performed in a predetermined direction. In addition, the “operation performed in a predetermined direction” refers to a direction determined regardless of the mode of the user's touch operation (that is, regardless of the positional relationship between the operation position corresponding to the user's touch position and the reference position). This is an operation performed in a predetermined direction.
 「所定領域へのタッチ操作に基づいて、所定方向への所定種類の動作を操作対象オブジェクトに行わせる」とは、例えば、所定領域へのタップ操作が行われた場合に、所定方向への所定種類の動作を操作対象オブジェクトに行わせることである。具体的には、所定領域がタッチオンされた時点で、所定方向への所定種類の動作を操作対象オブジェクトに行わせることである。また例えば、所定領域がタッチオンされた後、タッチオフされた場合に、所定方向への所定種類の動作を操作対象オブジェクトに行わせるようにしてもよい。 “Let the operation target object perform a predetermined type of movement in a predetermined direction based on a touch operation on a predetermined area” means, for example, when a tap operation on a predetermined area is performed, This is to cause the operation target object to perform the kind of operation. Specifically, when the predetermined area is touched on, the operation target object is caused to perform a predetermined type of movement in a predetermined direction. Further, for example, when a predetermined area is touched on and then touched off, the operation target object may be made to perform a predetermined type of movement in a predetermined direction.
 先述のゲームの例では、ジャンプ動作が「所定種類の動作」の一例に相当する。第1動作制御部150は、指示方向判定部140によって判定された指示方向(方向パッドP12の中心点P121から操作位置OP(ポインタ部P122の中心点P123)への方向D)が真上方向又は斜め上方向である場合に、真上方向又は斜め上方向へのジャンプ動作をゲームキャラクタGC-1に行わせる。一方、第2動作制御部160は、第1ボタンP13-1へのタップ操作が行われた場合に、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせる。 In the above-described game example, the jump action corresponds to an example of “a predetermined type of action”. The first motion control unit 150 has the pointing direction determined by the pointing direction determination unit 140 (the direction D from the center point P121 of the direction pad P12 to the operation position OP (the center point P123 of the pointer unit P122)) or the upward direction In the case of the diagonally upward direction, the game character GC-1 is caused to perform a jump action in the upward direction or the diagonally upward direction. On the other hand, when the tap operation on the first button P13-1 is performed, the second motion control unit 160 causes the game character GC-1 to perform a jumping operation in the directly upward direction.
 また、ゲームキャラクタGC-1が右方向へ移動している状態(右方向が方向パッドP12で指示されている状態)で第1ボタンP13-1へのタップ操作が行われた場合には、第2動作制御部160は、真上方向(所定方向)へのジャンプ動作に対して、方向パッドP12での指示方向を反映させる。すなわち、第2動作制御部160は、真上方向(所定方向)のベクトルと右方向(方向パッドP12での指示方向)のベクトルとを合成してなる合成ベクトルの示す方向(すなわち右斜め上方向)へのジャンプ動作をゲームキャラクタGC-1に行わせる。ジャンプ方向の調整とジャンプ動作の実行指示との両方を片手で行うような操作はユーザによっては困難な場合があるが、上記のようにすれば、ユーザは一方の手(左手LH)でジャンプ方向の調整を行いながら、他方の手(右手RH)でジャンプ動作の実行指示を行うことができるため、ゲームキャラクタGC-1にジャンプ動作を行わせるための操作を単純化でき、操作性を向上させることができる。 Further, when the tap operation on the first button P13-1 is performed in a state where the game character GC-1 is moving rightward (a state where the rightward direction is indicated by the direction pad P12), The two-operation control unit 160 reflects the direction indicated by the direction pad P12 with respect to the jumping operation in the upward direction (predetermined direction). That is, the second operation control unit 160 combines the vector in the upward direction (predetermined direction) and the vector in the right direction (instructed direction on the direction pad P12) to indicate the direction indicated by the combined vector (that is, diagonally upward to the right To the game character GC-1. An operation in which both the adjustment of the jump direction and the instruction to execute the jump operation are performed with one hand may be difficult depending on the user. However, if the user performs the above operation, the user can jump with one hand (left hand LH). Since the other hand (right hand RH) can instruct execution of the jump action while adjusting the game, the operation for causing the game character GC-1 to perform the jump action can be simplified and the operability is improved. be able to.
 なお、回避動作が「所定種類の動作」の一例に相当するようにしてもよい。すなわち、指示方向判定部140は、フリック操作の方向(例えば、フリック操作の起点(基準位置の一例)からフリック操作の終点(操作位置の一例)への方向)に応じた指示方向を判定し、第1動作制御部150は、指示方向判定部140によって判定された指示方向への回避動作(ステップ動作)をゲームキャラクタGC-1に行わせ、第2動作制御部160は、ボタン領域A15内に表示されるボタンへのタップ操作が行われた場合に、所定方向(例えば、ゲームキャラクタGC-1と、ゲームキャラクタGC-1への攻撃動作を行う他のゲームキャラクタとの位置関係とに基づき予め定められた規則によって定まる方向)への回避動作をゲームキャラクタGC-1に行わせるようにしてもよい。 Note that the avoidance operation may correspond to an example of a “predetermined type of operation”. That is, the instruction direction determination unit 140 determines the instruction direction according to the direction of the flick operation (for example, the direction from the starting point of the flick operation (an example of the reference position) to the end point of the flick operation (an example of the operation position)), The first action control unit 150 causes the game character GC-1 to perform an avoidance action (step action) in the indicated direction determined by the indicated direction determination unit 140, and the second action control unit 160 enters the button area A15. When a tap operation on the displayed button is performed, based on a predetermined direction (for example, based on the positional relationship between the game character GC-1 and another game character performing an attacking action on the game character GC-1). You may make it make game character GC-1 perform the avoidance operation | movement to the direction defined by the defined rule.
 [3-8]第1制限部170は、第1動作制御部150と第2動作制御部160との一方が所定種類の動作を操作対象オブジェクトに開始させた後、所定期間が経過するまで、第1動作制御部150と第2動作制御部160との他方が所定種類の動作を操作対象オブジェクトに行わせることを制限する。 [3-8] The first restriction unit 170 continues until one of the first motion control unit 150 and the second motion control unit 160 causes the operation target object to start a predetermined type of motion until a predetermined period elapses. The other of the first motion control unit 150 and the second motion control unit 160 restricts the operation target object from performing a predetermined type of motion.
 「所定期間」とは、例えば、予め定められた短い期間(すなわち、第1動作制御部150によって所定種類の動作を操作対象オブジェクトに行わせるための操作と、第2動作制御部160によって所定種類の動作を操作対象オブジェクトに行わせるための操作とが略同時に行われたと判定されるような非常に短い期間)、又は、操作対象オブジェクトが所定種類の動作を完了するまでの期間である。また、「所定期間」とは、例えば、操作対象オブジェクトが所定種類の動作を完了した後、所定時間が経過するまでの期間であってもよい。 The “predetermined period” is, for example, a predetermined short period (that is, an operation for causing the operation target object to perform a predetermined type of motion by the first motion control unit 150 and a predetermined type by the second motion control unit 160). This is a very short period in which it is determined that an operation for causing the operation target object to perform the operation is performed substantially simultaneously), or a period until the operation target object completes a predetermined type of operation. In addition, the “predetermined period” may be, for example, a period until a predetermined time elapses after the operation target object completes a predetermined type of motion.
 例えば、第1制限部170は、第1動作制御部150が指示方向への所定種類の動作を操作対象オブジェクトに開始させた後、所定期間が経過するまで、タッチパネルTPの所定領域へのタッチ操作がなされたとしても、第2動作制御部160によって所定方向への所定種類の動作を操作対象オブジェクトに行わせないようにする。 For example, the first restricting unit 170 performs a touch operation on a predetermined region of the touch panel TP until a predetermined period has elapsed after the first motion control unit 150 causes the operation target object to start a predetermined type of motion in the designated direction. Even if the operation is performed, the second motion control unit 160 prevents the operation target object from performing a predetermined type of motion in a predetermined direction.
 また例えば、第1制限部170は、第2動作制御部160が所定方向への所定種類の動作を操作対象オブジェクトに開始させた後、所定期間が経過するまで、指示方向が判定されたとしても、第1動作制御部150によって指示方向への所定種類の動作を操作対象オブジェクトに行わせないようにする。 Further, for example, the first restriction unit 170 may determine that the instruction direction is determined until a predetermined period has elapsed after the second motion control unit 160 causes the operation target object to start a predetermined type of motion in a predetermined direction. The first motion control unit 150 prevents the operation target object from performing a predetermined type of motion in the designated direction.
 先述のゲームの例では、ユーザが真上方向又は斜め上方向を方向パッドP12で指示することによってゲームキャラクタGC-1にジャンプ動作を行わせた後、所定期間が経過するまでの間に、ユーザが第1ボタンP13-1をタップしたとしても、第1制限部170は、ゲームキャラクタGC-1にジャンプ動作を行わせないようにする。逆に、ユーザが第1ボタンP13-1へのタップ操作を行うことによってゲームキャラクタGC-1にジャンプ動作を行わせた後、所定期間が経過するまでの間に、ユーザが真上方向又は斜め上方向を方向パッドP12で指示したとしても、第1制限部170は、ゲームキャラクタGC-1にジャンプ動作を行わせないようにする。 In the above-described example of the game, after the user instructs the game character GC-1 to perform a jumping action by pointing the direction pad P12 in a direction directly above or obliquely upward, the user can wait until a predetermined period elapses. Even if the first button P13-1 is tapped, the first restricting unit 170 prevents the game character GC-1 from performing a jump action. Conversely, after the user performs a jump operation on the first button P13-1 to cause the game character GC-1 to perform a jump action, the user moves upward or diagonally until a predetermined period elapses. Even if the upward direction is indicated by the direction pad P12, the first restricting unit 170 prevents the game character GC-1 from performing a jump action.
 [3-9]基準位置設定部120は、タッチパネルTPへのタッチ操作に基づいて、基準位置を設定するようにしてもよい。ここでの「タッチパネルTPへのタッチ操作」とは、タッチパネルTPをタッチする操作であり、具体的には、例えば、タッチパネルTPをタッチオンする操作、又は、タッチパネルTPにタッチした指等をスライド移動させる操作(スライド操作)等である。例えば、基準位置設定部120は、タッチパネルTPがタッチオンされた場合に(タッチパネルTPがタッチオンされたことをトリガとして)、タッチオンされた際のタッチ位置に基づいて、基準位置を設定するようにしてもよい。また例えば、基準位置設定部120は、タッチパネルTPがタッチオンされた後のスライド操作に基づいて、基準位置を変更するようにしてもよい。具体的には、スライド操作によってタッチ位置が移動した結果としてタッチ位置と基準位置とが所定距離以上離れた場合に、基準位置設定部120は、タッチ位置に基づいて、基準位置を変更するようにしてもよい。 [3-9] The reference position setting unit 120 may set the reference position based on a touch operation on the touch panel TP. Here, the “touch operation on the touch panel TP” is an operation of touching the touch panel TP. Specifically, for example, an operation of touching on the touch panel TP or a finger touching the touch panel TP is slid. Operation (slide operation) or the like. For example, when the touch panel TP is touched on (triggered when the touch panel TP is touched on), the reference position setting unit 120 may set the reference position based on the touch position when the touch is turned on. Good. For example, the reference position setting unit 120 may change the reference position based on a slide operation after the touch panel TP is touched on. Specifically, when the touch position and the reference position are separated by a predetermined distance or more as a result of the touch position being moved by the slide operation, the reference position setting unit 120 changes the reference position based on the touch position. May be.
 第2制限部180は、タッチ位置が所定条件を満足する場合に、当該タッチ位置に基づく基準位置の設定を制限する。なお、基準位置の設定が制限されることによって、指示方向判定部140による指示方向の判定や、第1動作制御部150による動作制御も制限されることになるため、第2制限部180は、タッチ位置が所定条件を満足する場合に、指示方向判定部140による指示方向の判定や、第1動作制御部150による動作制御を制限するものであるということもできる。 The second restriction unit 180 restricts the setting of the reference position based on the touch position when the touch position satisfies a predetermined condition. Since the setting of the reference position is limited, the determination of the pointing direction by the pointing direction determination unit 140 and the operation control by the first motion control unit 150 are also limited. When the touch position satisfies a predetermined condition, it can be said that the instruction direction determination by the instruction direction determination unit 140 and the operation control by the first operation control unit 150 are limited.
 ここでの「所定条件」とは、タッチ位置に関する条件であり、基準位置の設定を制限すべきであるようなタッチ位置を示す条件である。例えば、「所定条件」として、タッチ位置と所定領域(第2動作制御部160における「所定領域」)との位置関係(例えば距離等)に関する条件が設定される。具体的には、例えば、所定領域を含む設定制限領域内にタッチ位置が含まれるとの条件が「所定条件」として設定される。すなわち、第2制限部180は、タッチ位置が設定制限領域内に含まれる場合に、該タッチ位置に基づく基準位置の設定を制限する。言い換えれば、第2制限部180は、所定領域を含む設定制限領域へのタッチ操作に基づく基準位置の設定を制限する。 Here, the “predetermined condition” is a condition relating to the touch position, and is a condition indicating a touch position where the setting of the reference position should be restricted. For example, as the “predetermined condition”, a condition regarding the positional relationship (for example, distance) between the touch position and the predetermined area (“predetermined area” in the second motion control unit 160) is set. Specifically, for example, a condition that a touch position is included in a setting restriction area including a predetermined area is set as the “predetermined condition”. That is, when the touch position is included in the setting restriction area, the second restriction unit 180 restricts the setting of the reference position based on the touch position. In other words, the second restriction unit 180 restricts the setting of the reference position based on the touch operation on the setting restriction area including the predetermined area.
 「設定制限領域」とは、所定領域を含むように設定された領域である。例えば、「設定制限領域」とは、所定領域と所定領域の周辺領域とを含む領域である。また、「設定制限領域へのタッチ操作」とは、設定制限領域をタッチする操作であり、具体的には、例えば、設定制限領域をタッチオンする操作である。「設定制限領域へのタッチ操作」は、タッチパネルTPにタッチした指等を設定制限領域内にスライド移動させる操作(設定制限領域内へのスライド操作)等であってもよい。また、「設定制限領域へのタッチ操作に基づく基準位置の設定を制限する」とは、設定制限領域へのタッチ操作が行われたとしても、基準位置を設定させないことである。 “The setting restriction area” is an area set to include a predetermined area. For example, the “setting restriction area” is an area including a predetermined area and a peripheral area of the predetermined area. The “touch operation to the setting restriction area” is an operation of touching the setting restriction area, and specifically, for example, an operation of touching on the setting restriction area. The “touch operation to the setting restriction area” may be an operation of sliding a finger or the like touching the touch panel TP into the setting restriction area (sliding operation into the setting restriction area). Further, “restricting the setting of the reference position based on the touch operation to the setting restriction area” means that the reference position is not set even if the touch operation to the setting restriction area is performed.
 先述のゲームの場合、タッチオンされた際のタッチ位置がボタン領域A15内に含まれるとの条件が「所定条件」の一例に相当し、ボタン領域A15が「設定制限領域」の一例に相当する。このため、第2制限部180は、ボタン領域A15がタッチオンされた場合には、方向パッドP12を有効にしないようにする。なお、タッチ位置と、第1ボタンP13-1、第2ボタンP13-2、又は第3ボタンP13-3との間の距離が閾値以下であるとの条件を「所定条件」としてもよい。すなわち、第2制限部180は、タッチ位置と、第1ボタンP13-1、第2ボタンP13-2、又は第3ボタンP13-3との間の距離が閾値以下である場合に、方向パッドP12を有効にしないようにしてもよい。 In the case of the above-described game, the condition that the touch position when touched on is included in the button area A15 corresponds to an example of “predetermined condition”, and the button area A15 corresponds to an example of “setting restriction area”. For this reason, the second restriction unit 180 does not enable the direction pad P12 when the button area A15 is touched on. The condition that the distance between the touch position and the first button P13-1, the second button P13-2, or the third button P13-3 is equal to or less than a threshold value may be set as the “predetermined condition”. That is, the second restriction unit 180 is configured to use the direction pad P12 when the distance between the touch position and the first button P13-1, the second button P13-2, or the third button P13-3 is equal to or smaller than the threshold value. May not be enabled.
 [3-10]表示制御部110は、基準位置設定部120によって設定される基準位置に所定画像を表示させる。また、第3制限部190は、基準位置が所定条件を満足する場合に、所定画像の表示を制限する。なお、所定画像の表示が制限されている場合であっても、第1動作制御部150は、基準位置と操作位置との位置関係に基づいて、所定種類の動作を操作対象オブジェクトに行わせる。 [3-10] The display control unit 110 displays a predetermined image at the reference position set by the reference position setting unit 120. The third restriction unit 190 restricts display of the predetermined image when the reference position satisfies a predetermined condition. Even when the display of the predetermined image is restricted, the first motion control unit 150 causes the operation target object to perform a predetermined type of motion based on the positional relationship between the reference position and the operation position.
 「所定画像」とは、基準位置に表示される画像である。例えば、方向を指示するための仮想的操作部材(仮想的な方向指示ボタン又は方向指示レバー等のバーチャルパッド)が「所定画像」の一例に相当する。先述のゲームの例では、方向パッドP12が「所定画像」の一例に相当する。 “Predetermined image” is an image displayed at the reference position. For example, a virtual operation member (virtual direction instruction button or virtual pad such as a direction instruction lever) for indicating a direction corresponds to an example of a “predetermined image”. In the above-described game example, the direction pad P12 corresponds to an example of a “predetermined image”.
 「所定条件」とは、基準位置に関する条件であり、所定画像の表示を制限すべきであるような基準位置を示す条件である。例えば、「所定条件」として、基準位置と、表示部15のうちの所定情報が表示される領域との位置関係(例えば距離等)に関する条件が設定される。具体的には、例えば、表示部15のうちの所定情報が表示される領域を含む表示制限領域内に基準位置が含まれるとの条件が「所定条件」として設定される。すなわち、第3制限部190は、基準位置が表示制限領域内に含まれる場合に、所定画像の表示を制限する。 The “predetermined condition” is a condition relating to the reference position, and is a condition indicating a reference position where display of the predetermined image should be restricted. For example, as the “predetermined condition”, a condition relating to the positional relationship (for example, distance) between the reference position and the area of the display unit 15 where the predetermined information is displayed is set. Specifically, for example, a condition that the reference position is included in the display restriction area including the area where the predetermined information is displayed in the display unit 15 is set as the “predetermined condition”. That is, the third restriction unit 190 restricts display of the predetermined image when the reference position is included in the display restriction region.
 「所定情報」とは、ユーザにとって重要な情報であり、この情報が見えにくくなってしまうとユーザにとって不利になってしまうような情報である。例えば、操作対象オブジェクトの状態に関する情報や、制限時間が経過するまでの残り時間に関する情報等が「所定情報」の一例に相当する。先述のゲームの例では、ゲージP10-1~P10-4が示す情報(ゲームキャラクタGC-1~GC-4の体力パラメータ)や、パーツP11が示す情報(制限時間が経過するまでの残り時間)が「所定情報」の一例に相当する。 “Predetermined information” is information that is important to the user, and is information that would be disadvantageous to the user if this information becomes difficult to see. For example, information on the state of the operation target object, information on the remaining time until the time limit elapses, and the like correspond to an example of “predetermined information”. In the above game example, information indicated by the gauges P10-1 to P10-4 (physical strength parameters of the game characters GC-1 to GC-4) and information indicated by the part P11 (remaining time until the time limit elapses) Corresponds to an example of “predetermined information”.
 「表示制限領域」とは、所定情報が表示される領域を含むように設定された領域である。例えば、「表示制限領域」とは、所定情報が表示される領域と当該領域の周辺領域とを含む領域である。先述のゲームの場合、情報領域A16-1,A16-2が「表示制限領域」の一例に相当する。 The “display restriction area” is an area set to include an area where predetermined information is displayed. For example, the “display restricted area” is an area including an area where predetermined information is displayed and a peripheral area of the area. In the case of the above-described game, the information areas A16-1 and A16-2 correspond to an example of a “display restriction area”.
 「所定画像の表示を制限する」とは、所定画像を表示させないことである。なお、「所定画像の表示を制限する」とは、所定情報が見えにくくならない程度に所定画像の透明度を高めて表示することであってもよい。 “Restrict display of the predetermined image” means that the predetermined image is not displayed. It should be noted that “restrict display of the predetermined image” may be to display the predetermined image with an increased transparency so that the predetermined information does not become difficult to see.
 先述のゲームの例では、表示制御部110は、通常、タッチオンされた時点のタッチ位置と方向パッドP12の中心点P121とが一致するようにして、方向パッドP12を表示部15に表示させる。しかしながら、タッチオンされた時点のタッチ位置が情報領域A16-1,A16-2に含まれる場合に、第3制限部190は、表示制御部110に方向パッドP12を表示部15に表示させない。ただし、この場合にも、方向パッドP12は内部的に(不可視な状態で)有効になっているため、第1動作制御部150は、タッチオンされた時点のタッチ位置(内部的に設定された方向パッドP12の中心点P121)から操作位置OP(内部的に設定された方向パッドP12のポインタ部P122の中心点P123)への方向Dが真上方向又は斜め上方向である場合に、真上方向又は斜め上方向へのジャンプ動作をゲームキャラクタGC-1に行わせる。 In the above-described game example, the display control unit 110 normally displays the direction pad P12 on the display unit 15 so that the touch position at the time of touch-on coincides with the center point P121 of the direction pad P12. However, when the touch position at the time of touch-on is included in the information areas A16-1 and A16-2, the third restriction unit 190 does not cause the display control unit 110 to display the direction pad P12 on the display unit 15. However, also in this case, since the direction pad P12 is enabled internally (in an invisible state), the first motion control unit 150 determines the touch position at the time of touch-on (the direction set internally). When the direction D from the center point P121 of the pad P12) to the operation position OP (the center point P123 of the pointer portion P122 of the direction pad P12 set internally) is directly above or obliquely upward, Alternatively, the game character GC-1 is caused to perform a jump operation in an obliquely upward direction.
 [4.処理]次に、ゲームシステム1で実行される処理について説明する。 [4. Processing] Next, processing executed in the game system 1 will be described.
 [4-1]ゲーム端末10では、タッチパネルTPをタッチオンすること(DOWNアクション)、タッチパネルTPをタッチしている指等をスライド移動させること(MOVEアクション)、又は、タッチパネルTPをタッチしていた指等をタッチパネルTPから離してタッチオフすること(UPアクション)等の各アクションが行われるごとに、OnTouchイベント(割り込み)が発生する。図9は、ゲーム中にOnTouchイベントが発生した場合に実行される処理について示すフロー図である。 [4-1] In the game terminal 10, touch-on of the touch panel TP (DOWN action), sliding movement of a finger touching the touch panel TP (MOVE action), or finger touching the touch panel TP Each time an action such as touching off the touch panel TP (UP action) is performed, an OnTouch event (interrupt) occurs. FIG. 9 is a flowchart showing processing executed when an OnTouch event occurs during the game.
 図9に示すように、OnTouchイベントが発生した場合、制御部11は、OnTouchイベントにおけるアクションがDOWNアクションであるか否かを判定する(S100)。OnTouchイベントにおけるアクションがDOWNアクションである場合とは、ユーザがタッチパネルTPをタッチオンした場合である。この場合、制御部11はDOWN処理を実行する(S102)。DOWN処理は、DOWNアクションの場合に実行する処理である。詳細については後述する(図10A及び図10B参照)。 As shown in FIG. 9, when the OnTouch event occurs, the control unit 11 determines whether or not the action in the OnTouch event is a DOWN action (S100). The case where the action in the OnTouch event is a DOWN action is a case where the user touches on the touch panel TP. In this case, the control unit 11 executes a DOWN process (S102). The DOWN process is a process executed in the case of a DOWN action. Details will be described later (see FIGS. 10A and 10B).
 また制御部11は、OnTouchイベントにおけるアクションがMOVEアクションであるか否かを判定する(S104)。OnTouchイベントにおけるアクションがMOVEアクションである場合とは、ユーザがタッチパネルTPをタッチしている指等をスライド移動させた場合である。この場合、制御部11はMOVE処理を実行する(S106)。MOVE処理は、MOVEアクションの場合に実行する処理である。詳細については後述する(図11参照)。 Also, the control unit 11 determines whether or not the action in the OnTouch event is a MOVE action (S104). The case where the action in the OnTouch event is a MOVE action is when the user slides a finger or the like touching the touch panel TP. In this case, the control unit 11 executes a move process (S106). The MOVE process is a process executed in the case of a MOVE action. Details will be described later (see FIG. 11).
 また制御部11は、OnTouchイベントにおけるアクションがUPアクションであるか否かを判定する(S108)。OnTouchイベントにおけるアクションがUPアクションである場合とは、ユーザがタッチパネルTPをタッチしていた指等をタッチパネルTPから離してタッチオフした場合である。この場合、制御部11はUP処理を実行する(S110)。UP処理は、UPアクションの場合に実行する処理である。詳細については後述する(図12A及び図12B参照)。 Also, the control unit 11 determines whether or not the action in the OnTouch event is an UP action (S108). A case where the action in the OnTouch event is an UP action is a case where the user touches off the touch panel TP with a finger or the like touching the touch panel TP. In this case, the control unit 11 executes the UP process (S110). The UP process is a process executed in the case of an UP action. Details will be described later (see FIGS. 12A and 12B).
 [4-2]図10A及び図10Bは、ステップS102で実行されるDOWN処理の一例を示すフロー図である。図10Aに示すように、制御部11はユーザのタッチ位置のXsYs座標を取得する(S10200)。そして、制御部11はタッチ位置のXsYs座標がボタン領域A15内であるか否かを判定する(S10202)。タッチ位置のXsYs座標がボタン領域A15内でない場合(S10202:No)、制御部11は第1IDがNULLであるか否かを判定する(S10204)。 [4-2] FIGS. 10A and 10B are flowcharts showing an example of the DOWN process executed in step S102. As illustrated in FIG. 10A, the control unit 11 acquires the XsYs coordinates of the user's touch position (S10200). Then, the control unit 11 determines whether or not the XsYs coordinate of the touch position is within the button area A15 (S10202). When the XsYs coordinate of the touch position is not within the button area A15 (S10202: No), the control unit 11 determines whether or not the first ID is NULL (S10204).
 ゲーム端末10では、タッチパネルTPがタッチされるごとに、当該タッチに対してIDが割り当てられ、当該タッチの位置が当該IDと関連付けて管理される。当該タッチの位置が移動しても当該タッチとIDとの関連付けは維持され、当該タッチに関して発生したOnTouchイベントには当該IDが関連付けられる。図10Aにおいて、「現在ID」は、発生したOnTouchイベントに関連付けられたIDのことである。また、「第1ID」は、ボタン領域A15以外の領域内をタッチ開始位置とするタッチ(言い換えれば、ボタン領域A15以外の領域がタッチオンされた場合のタッチ)のIDを保持するためのものである。すなわち、「第1ID」は、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3へのタップ操作を行うためではなく、方向指示操作を行う(方向パッドP12を操作する)ために行われたタッチのIDを保持するためのものである。第1IDがNULLでなく、第1IDにIDがセットされている状態は、ボタン領域A15以外の領域内をタッチ開始位置とするタッチが維持されている状態である。一方、第1IDがNULLである状態は、ボタン領域A15以外の領域内をタッチ開始位置とするタッチが維持されていない状態である。 In the game terminal 10, each time the touch panel TP is touched, an ID is assigned to the touch, and the position of the touch is managed in association with the ID. Even if the position of the touch moves, the association between the touch and the ID is maintained, and the ID is associated with the OnTouch event that has occurred regarding the touch. In FIG. 10A, “current ID” is an ID associated with the generated OnTouch event. Further, the “first ID” is for holding an ID of a touch (in other words, a touch when an area other than the button area A15 is touched on) that has an area other than the button area A15 as a touch start position. . That is, the “first ID” does not perform a tap operation to the first button P13-1, the second button P13-2, and the third button P13-3, but performs a direction instruction operation (operates the direction pad P12). This is for holding the ID of the touch made for that. The state in which the first ID is not NULL and the ID is set in the first ID is a state in which a touch with a touch start position in an area other than the button area A15 is maintained. On the other hand, the state in which the first ID is NULL is a state in which a touch having a touch start position in an area other than the button area A15 is not maintained.
 ステップS10204において第1IDがNULLでないと判定される場合(S10204:No)とは、ボタン領域A15以外の領域内をタッチ開始位置とするタッチが存在されている状態で、さらに、ボタン領域A15以外の領域内が新たにタッチオンされた場合であり、当該新たなタッチのIDが現在IDとなっている場合である。本実施形態ではこのような新たなタッチを無視して本処理を終了する。 When it is determined in step S10204 that the first ID is not NULL (S10204: No), there is a touch that has a touch start position in an area other than the button area A15. This is a case where the area is newly touched on and the ID of the new touch is the current ID. In this embodiment, such a new touch is ignored and this process is terminated.
 一方、ステップS10204において第1IDがNULLであると判定された場合(S10204:Yes)、制御部11は第1IDに現在IDをセットする(S10206)。さらに、制御部11は方向パッド有効フラグをONにし(S10208)、方向パッドP12の中心点P121及びポインタ部P122の中心点P123の座標として、ステップS10200で取得された座標をセットする(S10210)。方向パッド有効フラグは、方向パッドP12による方向指示操作の受付を有効にするか否かを示すものである。試合開始時において方向パッド有効フラグはOFFになっており、方向パッド有効フラグがOFFである場合には方向パッドP12による方向指示操作の受付は行われない。一方、方向パッド有効フラグがONである場合には方向パッドP12による方向指示操作の受付が行われる。 On the other hand, if it is determined in step S10204 that the first ID is NULL (S10204: Yes), the control unit 11 sets the current ID to the first ID (S10206). Further, the control unit 11 turns on the direction pad valid flag (S10208), and sets the coordinates acquired in step S10200 as the coordinates of the center point P121 of the direction pad P12 and the center point P123 of the pointer unit P122 (S10210). The direction pad valid flag indicates whether or not to accept the direction instruction operation by the direction pad P12. The direction pad valid flag is OFF at the start of the game. When the direction pad valid flag is OFF, the direction instruction operation is not accepted by the direction pad P12. On the other hand, when the direction pad valid flag is ON, the direction instruction operation by the direction pad P12 is accepted.
 また、制御部11は、ステップS10200でタッチ位置のXsYs座標が情報領域A16-1,A16-2内であるか否かを判定する(S10212)。タッチ位置のXsYs座標が情報領域A16-1,A16-2内でない場合(S10212:No)、制御部11は方向パッド表示フラグをONにする(S10214)。方向パッド表示フラグは、方向パッドP12を表示するか否かを示すものである。試合開始時において方向パッド表示フラグはOFFになっており、方向パッド表示フラグがOFFである場合には方向パッドP12は表示されない。一方、方向パッド表示フラグがONである場合には方向パッドP12が表示される。この際、方向パッドP12は、ステップS10210でセットされた座標を中心点P121として表示される。なお、方向パッド表示フラグがOFFになっている場合には方向パッドP12は表示されないが、方向パッド有効フラグがONになっていれば、方向パッドP12が内部的に(不可視の状態で)有効になっており、方向パッドP12による方向指示操作は受け付けられる。 Further, the control unit 11 determines whether or not the XsYs coordinates of the touch position are within the information areas A16-1 and A16-2 in step S10200 (S10212). When the XsYs coordinates of the touch position are not within the information areas A16-1 and A16-2 (S10212: No), the control unit 11 turns on the direction pad display flag (S10214). The direction pad display flag indicates whether or not to display the direction pad P12. The direction pad display flag is OFF at the start of the game, and the direction pad P12 is not displayed when the direction pad display flag is OFF. On the other hand, when the direction pad display flag is ON, the direction pad P12 is displayed. At this time, the direction pad P12 is displayed with the coordinates set in step S10210 as the center point P121. When the direction pad display flag is OFF, the direction pad P12 is not displayed. However, when the direction pad valid flag is ON, the direction pad P12 is enabled internally (in an invisible state). Thus, a direction instruction operation by the direction pad P12 is accepted.
 ステップS10202においてタッチ位置のXsYs座標がボタン領域A15内であると判定された場合(S10202:Yes)、図10Bに示すように、制御部11は第2IDがNULLであるか否かを判定する(S10216)。ここで、「第2ID」は、ボタン領域A15内をタッチ開始位置とするタッチ(言い換えれば、ボタン領域A15がタッチオンされた場合のタッチ)のIDを保持するためのものである。すなわち、「第2ID」は、第1ボタンP13-1、第2ボタンP13-2、及び第3ボタンP13-3へのタップ操作を行うために行われたタッチのIDを保持するためのものである。第2IDがNULLでなく、第2IDにIDがセットされている状態は、ボタン領域A15内をタッチ開始位置とするタッチが維持されている状態である。一方、第2IDがNULLである状態は、ボタン領域A15内をタッチ開始位置とするタッチが維持されていない状態である。 When it is determined in step S10202 that the XsYs coordinate of the touch position is within the button area A15 (S10202: Yes), as illustrated in FIG. 10B, the control unit 11 determines whether or not the second ID is NULL ( S10216). Here, the “second ID” is for holding an ID of a touch (in other words, a touch when the button area A15 is touched on) in the button area A15. That is, the “second ID” is used to hold an ID of a touch performed for performing a tap operation on the first button P13-1, the second button P13-2, and the third button P13-3. is there. The state in which the second ID is not NULL and the ID is set in the second ID is a state in which a touch with the inside of the button area A15 as the touch start position is maintained. On the other hand, the state in which the second ID is NULL is a state in which the touch with the inside of the button area A15 as the touch start position is not maintained.
 ステップS10216において第2IDがNULLでないと判定される場合(S10216:No)とは、ボタン領域A15内をタッチ開始位置とするタッチが維持されている状態で、さらに、ボタン領域A15内が新たにタッチオンされた場合であり、当該新たなタッチのIDが現在IDとなっている場合である。本実施形態ではこのような新たなタッチを無視してDOWN処理を終了する。 When it is determined in step S10216 that the second ID is not NULL (S10216: No), the touch in which the inside of the button area A15 is the touch start position is maintained, and the inside of the button area A15 is newly touched on. This is a case where the ID of the new touch is the current ID. In the present embodiment, such a new touch is ignored and the DOWN process is terminated.
 一方、ステップS10216において第2IDがNULLであると判定された場合(S10216:Yes)、制御部11は第2IDに現在IDをセットする(S10218)。さらに、制御部11は、ステップS10200で取得されたタッチ位置のXsYs座標が第1ボタンP13-1の領域内であるか否かを判定する(S10220)。ここで、「第1ボタンP13-1の領域」とは、第1ボタンP13-1が表示された領域であってもよいし、第1ボタンP13-1に対して設定された別個の不可視(非表示)の領域であってもよい。 On the other hand, when it is determined in step S10216 that the second ID is NULL (S10216: Yes), the control unit 11 sets the current ID to the second ID (S10218). Further, the control unit 11 determines whether or not the XsYs coordinate of the touch position acquired in step S10200 is within the region of the first button P13-1 (S10220). Here, the “area of the first button P13-1” may be an area where the first button P13-1 is displayed, or a separate invisible (set to the first button P13-1) ( (Non-display) area.
 タッチ位置のXsYs座標が第1ボタンP13-1の領域内である場合(S10220:Yes)、制御部11は、第1ボタンP13-1のフラグをセットする(S10222)。例えば、制御部11は第1ボタンP13-1のオン状態フラグをONにし、タッチオンフラグをONにし、タッチオフフラグをOFFにする。ステップS10222が実行された後、本処理は終了する。 When the XsYs coordinate of the touch position is within the area of the first button P13-1 (S10220: Yes), the control unit 11 sets the flag of the first button P13-1 (S10222). For example, the control unit 11 turns on the on-state flag of the first button P13-1, turns on the touch-on flag, and turns off the touch-off flag. After step S10222 is executed, this process ends.
 なお、第1ボタンP13-1の「オン状態フラグ」とは、第1ボタンP13-1がタッチされているか否かを示すフラグである。このオン状態フラグは、第1ボタンP13-1がタッチされていない場合にOFFに設定され、第1ボタンP13-1がタッチされている場合にONに設定される。試合開始時に第1ボタンP13-1のオン状態フラグはOFFに初期設定される。 The “on state flag” of the first button P13-1 is a flag indicating whether or not the first button P13-1 is touched. This on-state flag is set to OFF when the first button P13-1 is not touched, and is set to ON when the first button P13-1 is touched. The on state flag of the first button P13-1 is initially set to OFF at the start of the game.
 また、第1ボタンP13-1の「タッチオンフラグ」とは、第1ボタンP13-1がタッチオンされたか否か(第1ボタンP13-1がタッチされていない状態から、第1ボタンP13-1がタッチされた状態へと変化したか否か)を示すフラグである。このタッチオンフラグは、第1ボタンP13-1がタッチオンされた場合にONに設定される。なお、試合開始時に第1ボタンP13-1のタッチオンフラグはOFFに初期設定される。 The “touch-on flag” of the first button P13-1 means whether or not the first button P13-1 is touched on (from the state where the first button P13-1 is not touched). Is changed to a touched state). This touch-on flag is set to ON when the first button P13-1 is touched on. Note that the touch-on flag of the first button P13-1 is initially set to OFF at the start of the match.
 また、第1ボタンP13-1の「タッチオフフラグ」とは、第1ボタンP13-1がタッチオフされたか否か(第1ボタンP13-1をタッチしていた指等がタッチパネルTPから離れたか否か)を示すフラグである。このタッチオフフラグは、第1ボタンP13-1がタッチオフされた場合にONに設定される。なお、試合開始時に第1ボタンP13-1のタッチオフフラグはOFFに初期設定される。 The “touch-off flag” of the first button P13-1 means whether or not the first button P13-1 has been touched off (whether the finger or the like that has touched the first button P13-1 has left the touch panel TP). )). This touch-off flag is set to ON when the first button P13-1 is touched off. Note that the touch-off flag of the first button P13-1 is initially set to OFF at the start of the match.
 ステップS10220においてタッチ位置のXsYs座標が第1ボタンP13-1の領域内でないと判定された場合(S10220:No)、制御部11は、ステップS10200で取得されたタッチ位置のXsYs座標が第2ボタンP13-2の領域内であるか否かを判定する(S10224)。ここで、「第2ボタンP13-2の領域」とは、第1ボタンP13-1の領域と同様である。 When it is determined in step S10220 that the XsYs coordinate of the touch position is not within the area of the first button P13-1 (S10220: No), the control unit 11 determines that the XsYs coordinate of the touch position acquired in step S10200 is the second button. It is determined whether it is within the area of P13-2 (S10224). Here, the “region of the second button P13-2” is the same as the region of the first button P13-1.
 タッチ位置のXsYs座標が第2ボタンP13-2の領域内である場合(S10224:Yes)、制御部11は、第2ボタンP13-2のフラグをセットする(S10226)。例えば、制御部11は、第2ボタンP13-2のオン状態フラグをONにし、タッチオンフラグをONにし、タッチオフフラグをOFFにする。なお、第2ボタンP13-2のオン状態フラグ、タッチオンフラグ、及びタッチオフフラグは第1ボタンP13-1のオン状態フラグ、タッチオンフラグ、及びタッチオフフラグと同様であるため、ここでは説明を省略する。ステップS10226が実行された後、本処理は終了する。 When the XsYs coordinate of the touch position is within the area of the second button P13-2 (S10224: Yes), the control unit 11 sets the flag of the second button P13-2 (S10226). For example, the control unit 11 turns on the on-state flag of the second button P13-2, turns on the touch-on flag, and turns off the touch-off flag. Note that the on-state flag, the touch-on flag, and the touch-off flag of the second button P13-2 are the same as the on-state flag, the touch-on flag, and the touch-off flag of the first button P13-1, and therefore will be described here. Is omitted. After step S10226 is executed, this process ends.
 ステップS10224においてタッチ位置のXsYs座標が第2ボタンP13-2の領域内でないと判定された場合(S10224:No)、制御部11は、ステップS10200で取得されたタッチ位置のXsYs座標が第3ボタンP13-3の領域内であるか否かを判定する(S10228)。ここで、「第3ボタンP13-3の領域」とは、第1ボタンP13-1の領域と同様である。 When it is determined in step S10224 that the XsYs coordinate of the touch position is not within the area of the second button P13-2 (S10224: No), the control unit 11 determines that the XsYs coordinate of the touch position acquired in step S10200 is the third button. It is determined whether it is within the area of P13-3 (S10228). Here, the “region of the third button P13-3” is the same as the region of the first button P13-1.
 タッチ位置のXsYs座標が第3ボタンP13-3の領域内である場合(S10228:Yes)、制御部11は、第3ボタンP13-3が有効であるか否かを判定する(S10230)。すなわち、制御部11は、特別攻撃動作をゲームキャラクタGC-1に行わせることが可能な状態であるか否かを判定する。第3ボタンP13-3が有効である場合(S10230:Yes)とは、特別攻撃動作を実行可能な状態にある場合であり、この場合、制御部11は、第3ボタンP13-3のフラグをセットする(S10232)。例えば、制御部11は、第3ボタンP13-3のオン状態フラグをONにし、タッチオンフラグをONにし、タッチオフフラグをOFFにする。なお、第3ボタンP13-3のオン状態フラグ、タッチオンフラグ、及びタッチオフフラグは第1ボタンP13-1のオン状態フラグ、タッチオンフラグ、及びタッチオフフラグと同様であるため、ここでは説明を省略する。 When the XsYs coordinate of the touch position is within the area of the third button P13-3 (S10228: Yes), the control unit 11 determines whether or not the third button P13-3 is valid (S10230). That is, the control unit 11 determines whether or not the special attack action can be performed on the game character GC-1. The case where the third button P13-3 is valid (S10230: Yes) is a case where the special attack operation can be executed. In this case, the control unit 11 sets the flag of the third button P13-3. It is set (S10232). For example, the control unit 11 turns on the on-state flag of the third button P13-3, turns on the touch-on flag, and turns off the touch-off flag. Note that the on-state flag, touch-on flag, and touch-off flag of the third button P13-3 are the same as the on-state flag, touch-on flag, and touch-off flag of the first button P13-1, and therefore will be described here. Is omitted.
 ステップS10232が実行された後、本処理は終了する。なお、タッチ位置のXsYs座標が第3ボタンP13-3の領域内でない場合(S10228:No)や、第3ボタンP13-3が有効でない場合(S10230:No)、ステップS10232を実行することなく、本処理は終了する。 After step S10232 is executed, this process ends. If the XsYs coordinate of the touch position is not within the region of the third button P13-3 (S10228: No), or if the third button P13-3 is not valid (S10230: No), step S10232 is not executed. This process ends.
 [4-3]図11は、ステップS106で実行されるMOVE処理の一例を示すフロー図である。図11に示すように、まず、制御部11は、発生したOnTouchイベント(MOVEアクション)の対象のタッチ位置のXsYs座標を取得する(S10600)。また、制御部11は現在IDが第1IDであるか否かを判定する(S10602)。ここで、「現在ID」とは、発生したOnTouchイベントに関連付けられたIDであり、MOVEアクションの対象のタッチのIDである。 [4-3] FIG. 11 is a flowchart showing an example of the move process executed in step S106. As illustrated in FIG. 11, first, the control unit 11 acquires the XsYs coordinates of the target touch position of the generated OnTouch event (MOVE action) (S10600). Further, the control unit 11 determines whether or not the current ID is the first ID (S10602). Here, the “current ID” is an ID associated with the generated OnTouch event, and is an ID of a target touch of the MOVE action.
 現在IDが第1IDである場合(S10602:Yes)とは、発生したOnTouchイベント(MOVEアクション)が、方向パッドP12をタッチしている指等(親指LT)の移動に関するものである場合である。この場合、制御部11は、方向パッド有効フラグがONであるか否かを判定する(S10604)。そして、方向パッド有効フラグがONである場合(S10604:Yes)、制御部11は、ポインタ部P122の中心点P123の座標として、ステップS10600で取得された座標をセットし(S10606)、本処理を終了する。方向パッド有効フラグがONでない場合(S10604:No)、ステップS10606を実行することなく、本処理は終了する。 When the current ID is the first ID (S10602: Yes), the generated OnTouch event (MOVE action) is related to the movement of a finger or the like (thumb LT) touching the direction pad P12. In this case, the control unit 11 determines whether or not the direction pad valid flag is ON (S10604). If the direction pad valid flag is ON (S10604: Yes), the control unit 11 sets the coordinate acquired in step S10600 as the coordinate of the center point P123 of the pointer unit P122 (S10606), and performs this process. finish. If the direction pad valid flag is not ON (S10604: No), this process ends without executing step S10606.
 [4-4]図12A及び図12Bは、ステップS110で実行されるUP処理の一例を示すフロー図である。図12Aに示すように、まず、制御部11は現在IDが第1IDであるか否かを判定する(S11000)。ここで、「現在ID」とは、発生したOnTouchイベントに関連付けられたIDであり、UPアクションの対象のタッチのIDである。UPアクションとは、タッチオフされること(すなわち、タッチパネルTPをタッチしていた指がタッチパネルTPから離れること)であるため、「現在ID」とは、タッチオフされたタッチのIDである。 [4-4] FIGS. 12A and 12B are flowcharts showing an example of the UP process executed in step S110. As shown in FIG. 12A, first, the control unit 11 determines whether or not the current ID is the first ID (S11000). Here, the “current ID” is an ID associated with the generated OnTouch event, and is the ID of the touch subject to the UP action. Since the UP action is a touch-off (that is, the finger that touched the touch panel TP leaves the touch panel TP), the “current ID” is the ID of the touch that has been touched off.
 ステップS11000において現在IDが第1IDであると判定される場合(S11000:Yes)とは、方向パッドP12をタッチしていた指等(親指LT)がタッチパネルTPから離れた場合である。この場合、制御部11は第1IDをNULLにし(S11002)、方向パッド有効フラグ及び方向パッド表示フラグをOFFにし(S11004)、本処理を終了する。 The case where it is determined in step S11000 that the current ID is the first ID (S11000: Yes) is a case where the finger or the like (thumb LT) touching the direction pad P12 has moved away from the touch panel TP. In this case, the control unit 11 sets the first ID to NULL (S11002), sets the direction pad valid flag and the direction pad display flag to OFF (S11004), and ends this process.
 一方、ステップS11000において現在IDが第1IDでないと判定された場合(S11000:No)、制御部11は現在IDが第2IDであるか否かを判定する(S11006)。ステップS11008において現在IDが第2IDであると判定される場合(S11006:Yes)とは、第1ボタンP13-1、第2ボタンP13-2、又は第3ボタンP13-3をタッチしていた指等(親指RT)がタッチパネルTPから離れた場合である。この場合、制御部11は第2IDをNULLにする(S11008)。 On the other hand, when it is determined in step S11000 that the current ID is not the first ID (S11000: No), the control unit 11 determines whether or not the current ID is the second ID (S11006). If it is determined in step S11008 that the current ID is the second ID (S11006: Yes), the finger touching the first button P13-1, the second button P13-2, or the third button P13-3 Etc. (thumb RT) is away from the touch panel TP. In this case, the control unit 11 sets the second ID to NULL (S11008).
 また制御部11は、第1ボタンP13-1のオン状態フラグがONであるか否かを判定する(S11010)。ここで、第1ボタンP13-1のオン状態フラグがONであると判定される場合(S11010:Yes)とは、第1ボタンP13-1をタッチしていた指等(親指RT)がタッチパネルTPから離れた場合である。この場合、制御部11は第1ボタンP13-1のオン状態フラグをOFFにし、第1ボタンP13-1のタッチオフフラグをONにし(S11012)、本処理を終了する。 Further, the control unit 11 determines whether or not the ON state flag of the first button P13-1 is ON (S11010). Here, when it is determined that the ON state flag of the first button P13-1 is ON (S11010: Yes), the finger or the like (thumb RT) touching the first button P13-1 is touch panel TP. It is a case where it is away from. In this case, the control unit 11 sets the ON state flag of the first button P13-1 to OFF, sets the touch-off flag of the first button P13-1 to ON (S11012), and ends this process.
 ステップS11010において第1ボタンP13-1のオン状態フラグがONでないと判定された場合(S11010:No)、制御部11は、第2ボタンP13-2のオン状態フラグがONであるか否かを判定する(S11014)。ここで、第2ボタンP13-2のオン状態フラグがONであると判定される場合(S11014:Yes)とは、第2ボタンP13-2をタッチしていた指等(親指RT)がタッチパネルTPから離れた場合である。この場合、制御部11は第2ボタンP13-2のオン状態フラグをOFFにし、第2ボタンP13-2のタッチオフフラグをONにし(S11016)、本処理を終了する。 When it is determined in step S11010 that the ON state flag of the first button P13-1 is not ON (S11010: No), the control unit 11 determines whether or not the ON state flag of the second button P13-2 is ON. Determination is made (S11014). Here, when it is determined that the ON state flag of the second button P13-2 is ON (S11014: Yes), the finger or the like (thumb RT) touching the second button P13-2 is touch panel TP. It is a case where it is away from. In this case, the control unit 11 turns off the on-state flag of the second button P13-2, turns on the touch-off flag of the second button P13-2 (S11016), and ends this process.
 ステップS11014において第2ボタンP13-2のオン状態フラグがONでないと判定された場合(S11014:No)、制御部11は、第3ボタンP13-3のオン状態フラグがONであるか否かを判定する(S11018)。ここで、第3ボタンP13-3のオン状態フラグがONであると判定される場合(S11018:Yes)とは、第3ボタンP13-3をタッチしていた指等(親指RT)がタッチパネルTPから離れた場合である。この場合、制御部11は第3ボタンP13-3のオン状態フラグをOFFにし、第3ボタンP13-3のタッチオフフラグをONにし(S11020)、本処理を終了する。なお、ステップS11018において第3ボタンP13-3のオン状態フラグがONでないと判定された場合(S11018:No)、ステップS11020を実行することなく、本処理は終了する。 When it is determined in step S11014 that the ON state flag of the second button P13-2 is not ON (S11014: No), the control unit 11 determines whether the ON state flag of the third button P13-3 is ON. Determination is made (S11018). Here, when it is determined that the ON state flag of the third button P13-3 is ON (S11018: Yes), the finger or the like (thumb RT) that has touched the third button P13-3 is touch panel TP. It is a case where it is away from. In this case, the control unit 11 turns off the on-state flag of the third button P13-3, turns on the touch-off flag of the third button P13-3 (S11020), and ends this process. If it is determined in step S11018 that the ON state flag of the third button P13-3 is not ON (S11018: No), this process ends without executing step S11020.
 [4-5]図13は、ゲーム中にゲーム端末10で繰り返し実行される処理について示すフロー図である。図13に示すように、まず、制御部11はゲーム処理を実行する(S120)。ゲーム処理ではゲーム状況データD101が更新される。 [4-5] FIG. 13 is a flowchart showing processing repeatedly executed by the game terminal 10 during the game. As shown in FIG. 13, first, the control unit 11 executes a game process (S120). In the game process, the game situation data D101 is updated.
 例えば、ゲーム処理では、ユーザの操作対象であるゲームキャラクタGC-1の状態データが更新される。図14は、ゲームキャラクタGC-1の状態データを更新するための処理の一例を示す。 For example, in the game process, the state data of the game character GC-1 that is the user's operation target is updated. FIG. 14 shows an example of a process for updating the state data of the game character GC-1.
 図14に示すように、まず、制御部11は方向パッド有効フラグがONであるか否かを判定する(S12000)。方向パッド有効フラグがONである場合(S12000:Yes)、制御部11は指示方向を判定する(S12002)。すなわち、制御部11は、方向パッドP12の中心点P121から操作位置OP(ポインタ部P122の中心点P123)への方向Dを指示方向として判定する。この場合、第1IDと関連付けられたタッチ位置自体が操作位置OPとして取得される。また制御部11は、方向パッドP12の中心点P121と操作位置OP(ポインタ部P122の中心点P123)との間の距離Lを算出する(S12004)。 As shown in FIG. 14, first, the control unit 11 determines whether or not the direction pad valid flag is ON (S12000). When the direction pad valid flag is ON (S12000: Yes), the control unit 11 determines the designated direction (S12002). That is, the control unit 11 determines the direction D from the center point P121 of the direction pad P12 to the operation position OP (the center point P123 of the pointer unit P122) as the designated direction. In this case, the touch position itself associated with the first ID is acquired as the operation position OP. Further, the control unit 11 calculates a distance L between the center point P121 of the direction pad P12 and the operation position OP (center point P123 of the pointer unit P122) (S12004).
 そして、制御部11は、ステップS12002で判定された指示方向や、ステップS12004で算出された距離に基づいて、ゲームキャラクタGC-1の状態データを更新する(S12006)。 And the control part 11 updates the state data of game character GC-1 based on the instruction | indication direction determined by step S12002, and the distance calculated by step S12004 (S12006).
 例えば、制御部11は、ステップS12002で判定された指示方向に基づいて、ゲームキャラクタGC-1の向きを更新する。 For example, the control unit 11 updates the direction of the game character GC-1 based on the instruction direction determined in step S12002.
 また例えば、ステップS12002で判定された指示方向が右方向又は左方向である場合、制御部11は、指示方向への移動動作(すなわち、指示方向に対応する仮想世界VWの方向への移動動作)をゲームキャラクタGC-1に行わせるために、ゲームキャラクタGC-1の状態データを更新する。 Further, for example, when the pointing direction determined in step S12002 is the right direction or the left direction, the control unit 11 moves in the pointing direction (that is, moving in the direction of the virtual world VW corresponding to the pointing direction). To update the state data of the game character GC-1.
 また例えば、ステップS12002で判定された指示方向が真上方向又は斜め上方向であり、かつ、ステップS12004で算出された距離が閾値以上である場合、制御部11は、指示方向へのジャンプ動作(すなわち、指示方向に対応する仮想世界VWの方向へのジャンプ動作)をゲームキャラクタGC-1に行わせるために、ゲームキャラクタGC-1の状態データを更新する。 In addition, for example, when the pointing direction determined in step S12002 is a direct upward direction or a diagonally upward direction, and the distance calculated in step S12004 is equal to or greater than a threshold value, the control unit 11 performs a jump operation in the pointing direction ( That is, in order to cause the game character GC-1 to perform a jumping action in the direction of the virtual world VW corresponding to the designated direction), the state data of the game character GC-1 is updated.
 ステップS12006の実行後、又は、ステップS12000において方向パッド有効フラグがONでないと判定された場合(S12000:No)、制御部11は、第1ボタンP13-1のタッチオンフラグがONであるか否かを判定する(S12008)。第1ボタンP13-1のタッチオンフラグがONである場合(S12008:Yes)、制御部11は、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせるために、ゲームキャラクタGC-1の状態データを更新する(S12010)。なお、例えば、ステップS12002で判定された指示方向が右方向又は左方向である場合、制御部11は、真上方向と右方向又は左方向とを合成してなる方向(右斜め上方向又は左斜め上方向)へのジャンプ動作をゲームキャラクタGC-1に行わせるために、ゲームキャラクタGC-1の状態データを更新する。また、ここでは、第1ボタンP13-1がタッチオンされた時点でステップS12010を実行するようになっているが、第1ボタンP13-1がタッチオンされタッチオフされた時点でステップS12010を実行するようにしてもよい。この場合、ステップS12008では、第1ボタンP13-1のタッチオフフラグがONであるか否かを判定することになる。 After executing step S12006, or when it is determined in step S12000 that the direction pad valid flag is not ON (S12000: No), the control unit 11 determines whether the touch-on flag of the first button P13-1 is ON. Is determined (S12008). When the touch-on flag of the first button P13-1 is ON (S12008: Yes), the control unit 11 causes the game character GC-1 to perform a jump action in the upward direction. The state data is updated (S12010). For example, when the indication direction determined in step S12002 is the right direction or the left direction, the control unit 11 combines the right direction and the right direction or the left direction (right diagonally upward direction or left direction). In order to cause the game character GC-1 to perform a jumping action (in a diagonally upward direction), the state data of the game character GC-1 is updated. Here, step S12010 is executed when the first button P13-1 is touched on, but step S12010 is executed when the first button P13-1 is touched on and touched off. May be. In this case, in step S12008, it is determined whether or not the touch-off flag of the first button P13-1 is ON.
 第1ボタンP13-1のタッチオンフラグがONでないと判定された場合(S12008:No)、制御部11は、第2ボタンP13-2のタッチオフフラグがONであるか否かを判定する(S12012)。第2ボタンP13-2のタッチオフフラグがONである場合(S12012:Yes)、制御部11は、攻撃動作をゲームキャラクタGC-1に行わせるために、ゲームキャラクタGC-1の状態データを更新する(S12014)。なお、この場合、制御部11は、ステップS12002で判定された指示方向に対応する方向を、攻撃動作の方向として設定する。また、この場合、制御部11は、第2ボタンP13-2がタッチされていた間に経過した時間に基づいて、攻撃動作の威力を決定する。 When it is determined that the touch-on flag of the first button P13-1 is not ON (S12008: No), the control unit 11 determines whether or not the touch-off flag of the second button P13-2 is ON (S12008: No). S12012). When the touch-off flag of the second button P13-2 is ON (S12012: Yes), the control unit 11 updates the state data of the game character GC-1 to cause the game character GC-1 to perform an attack action. (S12014). In this case, the control unit 11 sets the direction corresponding to the instruction direction determined in step S12002 as the direction of the attack action. Further, in this case, the control unit 11 determines the power of the attack action based on the time that has elapsed while the second button P13-2 is being touched.
 第2ボタンP13-2のタッチオフフラグがONでないと判定された場合(S12012:No)、制御部11は、第3ボタンP13-3のタッチオンフラグがONであるか否かを判定する(S12016)。第3ボタンP13-3のタッチオンフラグがONである場合(S12016:Yes)、制御部11は、特別攻撃動作をゲームキャラクタGC-1に行わせるために、ゲームキャラクタGC-1の状態データを更新する(S12018)。この場合、制御部11は、ステップS12002で判定された指示方向に対応する方向を、特別攻撃動作の方向として設定する。一方、第3ボタンP13-3のタッチオンフラグがONでないと判定された場合(S12016:No)、本処理は終了する。なお、ここでは、第3ボタンP13-3がタッチオンされた時点でステップS12018を実行するようになっているが、第3ボタンP13-3がタッチオンされタッチオフされた時点でステップS12018を実行するようにしてもよい。この場合、ステップS12016では、第3ボタンP13-3のタッチオフフラグがONであるか否かを判定することになる。 When it is determined that the touch-off flag of the second button P13-2 is not ON (S12012: No), the control unit 11 determines whether or not the touch-on flag of the third button P13-3 is ON (S12012: No). S12016). When the touch-on flag of the third button P13-3 is ON (S12016: Yes), the control unit 11 uses the state data of the game character GC-1 to cause the game character GC-1 to perform a special attack action. Update (S12018). In this case, the control unit 11 sets the direction corresponding to the indicated direction determined in step S12002 as the direction of the special attack action. On the other hand, if it is determined that the touch-on flag of the third button P13-3 is not ON (S12016: No), this process ends. Here, step S12018 is executed when the third button P13-3 is touched on, but step S12018 is executed when the third button P13-3 is touched on and touched off. May be. In this case, in step S12016, it is determined whether or not the touch-off flag of the third button P13-3 is ON.
 ゲーム処理(S120)では、以上に説明した処理(図14)の他にも、ゲームキャラクタGC-2~GC-4の状態データを更新する処理や、いずれかのゲームキャラクタが他のゲームキャラクタの攻撃動作によってダメージを受けたか否かを判定し、判定結果に基づいて、ゲームキャラクタの体力パラメータを減少させる処理等も実行される。 In the game process (S120), in addition to the process described above (FIG. 14), the process of updating the state data of the game characters GC-2 to GC-4, or any game character of another game character It is determined whether or not damage has been caused by the attack action, and based on the determination result, processing for reducing the physical strength parameter of the game character is also executed.
 図13に示すように、ステップS120の実行後、制御部11は入力クリア処理を実行する(S122)。例えば、第1ボタンP13-1、第2ボタンP13-2や、第3ボタンP13-3の各々のタッチオンフラグやタッチオフフラグがOFFにリセットされる。 As shown in FIG. 13, after executing step S120, the control unit 11 executes an input clear process (S122). For example, the touch-on flag and the touch-off flag of each of the first button P13-1, the second button P13-2, and the third button P13-3 are reset to OFF.
 また、制御部11は描画処理を実行する(S124)。例えば、仮想視点VCが設定され、仮想視点VCから見た仮想世界VWを表す仮想世界画像G1がバックバッファに描画される。また、ゲージP10-1~P10-4、パーツP11、第1ボタンP13-1、第2ボタンP13-2、第3ボタンP13-3や、ゲージP14の画像が、バックバッファに描画された仮想世界画像G1上に描画される。さらに、方向パッド表示フラグがONである場合には、方向パッドP12の画像も、バックバッファに描画された仮想世界画像G1上に描画される。また、仮想視点VCの視野外に位置しているゲームキャラクタ又はゲームアイテムが存在していれば、パーツP17-1,P17-2の画像も、バックバッファに描画された仮想世界画像G1上に描画される。なお、ゲージP10-1~P10-4、パーツP11、方向パッドP12、第1ボタンP13-1、第2ボタンP13-2、第3ボタンP13-3、ゲージP14や、パーツP17-1,P17-2の画像を仮想世界画像G1と半透明合成してもよい。 Also, the control unit 11 executes a drawing process (S124). For example, a virtual viewpoint VC is set, and a virtual world image G1 representing the virtual world VW viewed from the virtual viewpoint VC is drawn on the back buffer. Further, the virtual world in which the images of the gauges P10-1 to P10-4, the part P11, the first button P13-1, the second button P13-2, the third button P13-3, and the gauge P14 are drawn in the back buffer. It is drawn on the image G1. Further, when the direction pad display flag is ON, the image of the direction pad P12 is also drawn on the virtual world image G1 drawn in the back buffer. If there is a game character or game item located outside the field of view of the virtual viewpoint VC, the images of the parts P17-1 and P17-2 are also drawn on the virtual world image G1 drawn in the back buffer. Is done. The gauges P10-1 to P10-4, the part P11, the direction pad P12, the first button P13-1, the second button P13-2, the third button P13-3, the gauge P14, and the parts P17-1, P17- The two images may be translucently combined with the virtual world image G1.
 そして、制御部11はVブランク割り込みが発生するのを待ち(S126)、Vブランク割り込みが発生したら、バックバッファからフロントバッファに切り替える(S128)。この切り替えによって、ステップS124でバックバッファに描画された画像が表示部15に表示される。ステップS128の実行後、ステップS120に戻る。このようにして、ゲーム中には、以上に説明したステップS120~S128の処理が繰り返し実行される。 Then, the control unit 11 waits for a V blank interrupt to occur (S126), and when a V blank interrupt occurs, switches from the back buffer to the front buffer (S128). By this switching, the image drawn in the back buffer in step S124 is displayed on the display unit 15. After executing step S128, the process returns to step S120. In this way, during the game, the processes of steps S120 to S128 described above are repeatedly executed.
 [5.まとめ]以上に説明したゲームシステム1では、方向パッドP12によってジャンプ動作をゲームキャラクタGC-1に行わせることができ、かつ、第1ボタンP13-1によってもジャンプ動作をゲームキャラクタGC-1に行わせることができる。その結果、ユーザは行いやすい方の操作でジャンプ動作をゲームキャラクタGC-1に行わせることができ、ユーザの操作性を向上することができる。 [5. Summary] In the game system 1 described above, the game character GC-1 can be made to jump by the direction pad P12, and the game character GC-1 can also be made to jump by the first button P13-1. Can be made. As a result, the user can cause the game character GC-1 to perform a jump action with an operation that is easier for the user to perform, and the user operability can be improved.
 また、ゲームシステム1では、方向パッドP12によって、任意の方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができ、かつ、第1ボタンP13-1によって、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができる。すなわち、任意の方向へのジャンプ動作をゲームキャラクタGC-1に行わせたい場合には、方向パッドP12によって、ジャンプ動作の方向を細かく指示することができ、一方、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせたい場合には、第1ボタンP13-1によって、容易に、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができる。 Further, in the game system 1, the game character GC-1 can perform a jump operation in an arbitrary direction by the direction pad P12, and the jump operation in the upward direction can be performed by the first button P13-1. The game character GC-1 can be performed. That is, when the game character GC-1 wants to perform a jump motion in an arbitrary direction, the direction pad P12 can be used to finely indicate the direction of the jump motion, while the jump motion in the upward direction is performed. When it is desired to cause the game character GC-1 to perform, the first character P13-1 can easily cause the game character GC-1 to perform a jump action in the upward direction.
 方向パッドP12によれば、ジャンプ方向を任意に調整できる一方、微妙な操作を要求されるため、初心者のユーザにとっては難しい場合がある。この点、以上のようにすれば、ジャンプ動作を行わせるための操作として、細かい調整が可能な操作と、簡単な操作との両方が用意されるため、ユーザは行いやすい方を選択できる。 According to the direction pad P12, the jump direction can be arbitrarily adjusted, but since a delicate operation is required, it may be difficult for a novice user. In this respect, as described above, since both an operation capable of fine adjustment and a simple operation are prepared as operations for performing the jump operation, the user can select an easy operation.
 また、方向パッドP12でゲームキャラクタGC-1にジャンプ動作を連続して行わせる場合に、指が動くことによって所望の方向を入力しにくくなるため、ユーザによっては難しい場合がある。この点、ゲームシステム1によれば、方向パッドP12の操作と第1ボタンP13-1のタップ操作とを交互に行ったり、第1ボタンP13-1を繰り返しタップしたりすることによって、ゲームキャラクタGC-1にジャンプ動作を連続して行わせることが容易になる。 Further, when the game character GC-1 continuously performs a jump action with the direction pad P12, it is difficult for a user to input a desired direction due to the movement of the finger. In this regard, according to the game system 1, by alternately performing the operation of the direction pad P12 and the tap operation of the first button P13-1, or repeatedly tapping the first button P13-1, the game character GC It becomes easy to continuously perform the jump operation to -1.
 また、ユーザはゲームの状況を考慮して、ジャンプ動作を行わせるための操作として、方向パッドP12と第1ボタンP13-1とを使い分けることができる。例えば、ユーザは、ゲームキャラクタGC-1にジャンプ動作を行わせた後で直ちに攻撃動作も行わせたい場合に、左手LHの親指LTで方向パッドP12を操作しながら、右手RHの親指RTで第2ボタンP13-2をタップするようにし、ゲームキャラクタGC-1に回避動作を行わせた後で直ちにジャンプ動作も行わせたい場合に、左手LHの親指LTでフリック操作(又は方向パッドP12に対する操作)を行いながら、右手RHの親指RTで第1ボタンP13-1をタップするというようなことができる。 Also, the user can use the direction pad P12 and the first button P13-1 properly as an operation for performing a jump operation in consideration of the game situation. For example, when the user wants the game character GC-1 to perform an attacking action immediately after performing a jumping action, the user operates the direction pad P12 with the thumb LT of the left hand LH and performs the first action with the thumb RT of the right hand RH. When the user wants to tap the 2 button P13-2 and make the game character GC-1 perform a jumping motion immediately after performing the avoiding motion, the flick operation (or the operation on the direction pad P12) with the thumb LT of the left hand LH ), The first button P13-1 can be tapped with the thumb RT of the right hand RH.
 ゲーム端末10を手で把持してゲームをプレイする場合、一般的にユーザはゲーム端末10を把持した手の親指でタッチパネルTPにタッチすることになる。この場合、ユーザの親指は弧を描くように動く傾向があるため、ユーザが真上方向を指示したつもりでも、実際の指示方向は真上方向からずれやすい。この点、ゲームシステム1によれば、上述の通り、第1ボタンP13-1によって、容易に、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができる。 When playing a game while holding the game terminal 10 with a hand, the user generally touches the touch panel TP with the thumb of the hand holding the game terminal 10. In this case, since the user's thumb has a tendency to move in an arc, even if the user intends to indicate the upward direction, the actual pointing direction is likely to deviate from the upward direction. In this regard, according to the game system 1, as described above, the first character P13-1 can easily cause the game character GC-1 to perform a jump action in the upward direction.
 また、ゲームシステム1では、第1ボタンP13-1がタッチパネルTPの右下領域BRに表示されるため、ゲーム端末10を把持している右手RHの親指RTで第1ボタンP13-1をタッチしやすくなっている。 In the game system 1, since the first button P13-1 is displayed in the lower right area BR of the touch panel TP, the first button P13-1 is touched with the thumb RT of the right hand RH holding the game terminal 10. It has become easier.
 また、ゲームシステム1では、ボタン領域A15がタッチオンされた場合には方向パッドP12が設定されないため、第1ボタンP13-1、第2ボタンP13-2、第3ボタンP13-3をタップしようとしているユーザの意思に反して、方向パッドP12が設定されてしまう事態が生じないように図ることができる。 Further, in the game system 1, when the button area A15 is touched on, the direction pad P12 is not set, so the first button P13-1, the second button P13-2, and the third button P13-3 are to be tapped. It is possible to prevent a situation where the direction pad P12 is set against the intention of the user.
 また、ゲームシステム1では、情報領域A16-1,A16-2がタッチオンされた場合には方向パッドP12が表示されないため、ゲージP10-1~P10-4の情報(ゲームキャラクタGC-1~GC-4の体力パラメータ)やパーツP11の情報(制限時間が経過するまでの残り時間)が方向パッドP12によって見えにくくなってしまうことを抑制できる。ただし、方向パッドP12が表示されない場合であっても、方向パッドP12は内部的(不可視)に設定されているため、方向パッドP12が表示されている場合と同様に、移動動作やジャンプ動作をゲームキャラクタGC-1に行わせることができる。 Further, in the game system 1, when the information areas A16-1 and A16-2 are touched on, the direction pad P12 is not displayed, so information on the gauges P10-1 to P10-4 (game characters GC-1 to GC- 4 physical strength parameter) and information on the part P11 (remaining time until the time limit elapses) can be prevented from becoming difficult to see due to the direction pad P12. However, even when the direction pad P12 is not displayed, since the direction pad P12 is set internally (invisible), the movement operation and the jump operation are performed in the same manner as when the direction pad P12 is displayed. This can be performed by the character GC-1.
 また、ゲームシステム1では、図6に示すように、ゲームキャラクタGC-3やゲームアイテムGIが仮想視点VCの視野VF外に位置しており、ゲームキャラクタGC-3やゲームアイテムGIが表示部15に表示されない場合に、パーツP17-1,P17-2が表示されるため、ゲームキャラクタGC-3やゲームアイテムGIの位置を把握できる。また、ゲームキャラクタGC-3が攻撃動作(又は特別攻撃動作)を行った場合には、パーツP17-1の表示態様が、ゲームキャラクタGC-3が攻撃動作(又は特別攻撃動作)を行ったことを示す態様に変化するため、ユーザはパーツP17-1の表示態様を頼りに、表示部15に表示されていないゲームキャラクタGC-3が攻撃動作(又は特別攻撃動作)を行ったことを把握できる。また、ゲームアイテムGIが消えるまでの残り時間が閾値以下になった場合には、パーツP17-2の表示態様が、残り時間が閾値以下になったことを示す態様に変化するため、ユーザはパーツP17-2の表示態様を頼りに、表示部15に表示されていないゲームアイテムGIが消えるまでの残り時間が少なくなったことを把握できる。 Further, in the game system 1, as shown in FIG. 6, the game character GC-3 and the game item GI are located outside the visual field VF of the virtual viewpoint VC, and the game character GC-3 and the game item GI are displayed on the display unit 15. Since the parts P17-1 and P17-2 are displayed when they are not displayed, the positions of the game character GC-3 and the game item GI can be grasped. Further, when the game character GC-3 performs an attack action (or special attack action), the display mode of the part P17-1 indicates that the game character GC-3 has performed an attack action (or special attack action). Therefore, the user can grasp that the game character GC-3 not displayed on the display unit 15 has performed an attack action (or a special attack action), depending on the display form of the part P17-1. . If the remaining time until the game item GI disappears is less than or equal to the threshold value, the display mode of the part P17-2 changes to a mode indicating that the remaining time is equal to or less than the threshold value. Based on the display mode of P17-2, it can be understood that the remaining time until the game item GI that is not displayed on the display unit 15 disappears has decreased.
 [6.変形例]本発明は以上に説明した実施形態に限定されるものではない。 [6. Modification] The present invention is not limited to the embodiment described above.
 [6-1]方向パッドP12を表示する代わりに、フリック操作を受け付けるようにしてもよい。 [6-1] Instead of displaying the direction pad P12, a flick operation may be accepted.
 例えば、ユーザが親指LTで右方向又は左方向へのフリック操作を行った場合に、右方向又は左方向への移動動作をゲームキャラクタGC-1に行わせるようにしてもよい。また例えば、ユーザが親指LTで真上方向又は斜め上方向へのフリック操作を行った場合に、真上方向又は斜め上方向へのジャンプ動作をゲームキャラクタGC-1に行わせるようにしてもよい。 For example, when the user performs a flick operation in the right direction or the left direction with the thumb LT, the movement action in the right direction or the left direction may be performed by the game character GC-1. Further, for example, when the user performs a flick operation in the upward direction or the diagonally upward direction with the thumb LT, the game character GC-1 may perform a jumping motion in the upward direction or the diagonally upward direction. .
 すなわち、第1動作制御部150は、フリック操作の方向(基準位置と操作位置との位置関係の一例)に基づいて、所定種類の動作を操作対象オブジェクトに行わせるようにしてもよい。 That is, the first motion control unit 150 may cause the operation target object to perform a predetermined type of motion based on the direction of the flick operation (an example of the positional relationship between the reference position and the operation position).
 このようにすれば、フリック操作によって、任意の方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができ、かつ、第1ボタンP13-1によって、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることもできる。すなわち、任意の方向へのジャンプ動作をゲームキャラクタGC-1に行わせたい場合には、フリック操作によって、ジャンプ動作の方向を細かく調整することができ、一方、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせたい場合には、第1ボタンP13-1によって、容易に、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせることができる。 In this way, it is possible to cause the game character GC-1 to perform a jump action in an arbitrary direction by a flick operation, and to perform a jump action in the upward direction by the first button P13-1. GC-1 can also be performed. That is, when the game character GC-1 wants to perform a jump motion in an arbitrary direction, the direction of the jump motion can be finely adjusted by a flick operation, while the jump motion in the upward direction is performed in the game. If the character GC-1 is desired to be performed, the first button P13-1 can easily cause the game character GC-1 to perform a jump action in the upward direction.
 フリック操作によれば、ジャンプ方向を任意に調整できる一方、微妙な操作を要求されるため、初心者のユーザにとっては難しい場合がある。この点、以上のようにすれば、ジャンプ動作を行わせるための操作として、細かい調整が可能な操作と、簡単な操作との両方が用意されるため、ユーザは行いやすい方を選択できる。 The flick operation can arbitrarily adjust the jump direction, but requires a delicate operation, which may be difficult for a novice user. In this respect, as described above, since both an operation capable of fine adjustment and a simple operation are prepared as operations for performing the jump operation, the user can select an easy operation.
 また、フリック操作でゲームキャラクタGC-1にジャンプ動作を連続して行わせる場合に、指が動くことによって所望の方向を入力しにくくなるため、ユーザによっては難しい場合がある。この点、以上のようにすれば、フリック操作と第1ボタンP13-1のタップ操作とを交互に行ったり、第1ボタンP13-1を繰り返しタップしたりすることによって、繰り返し、ジャンプ動作をゲームキャラクタGC-1に行わせることが容易になる。 Also, when the game character GC-1 continuously performs a jump action by a flick operation, it may be difficult for some users because it becomes difficult to input a desired direction by moving a finger. In this respect, by performing the flick operation and the tap operation of the first button P13-1 alternately or by repeatedly tapping the first button P13-1, the jump operation is repeated in the game. It becomes easy to make the character GC-1 perform.
 また、ユーザはゲームの状況を考慮して、ジャンプ動作を行わせるための操作として、フリック操作と第1ボタンP13-1のタップ操作とを使い分けることができる。例えば、ユーザは、ゲームキャラクタGC-1にジャンプ動作を行わせた後で直ちに攻撃動作も行わせたい場合に、左手LHの親指LTでフリック操作を行いながら、右手RHの親指RTで第2ボタンP13-2をタップするようにし、ゲームキャラクタGC-1に回避動作を行わせた後で直ちにジャンプ動作も行わせたい場合に、左手LHの親指LTでフリック操作を行いながら、右手RHの親指RTで第1ボタンP13-1をタップするというようなことができる。 In addition, the user can selectively use the flick operation and the tap operation of the first button P13-1 as the operation for performing the jump operation in consideration of the game situation. For example, when the user wants the game character GC-1 to perform an attacking action immediately after performing a jumping action, the user performs a flick operation with the thumb LT of the left hand LH and the second button with the thumb RT of the right hand RH. If the user wants to tap P13-2 and have the game character GC-1 perform an evasive action immediately after jumping, the flick operation is performed with the thumb LT of the left hand LH and the thumb RT of the right hand RH. Then, the user can tap the first button P13-1.
 [6-2]第2動作制御部160は、第1動作制御部150が指示方向への所定種類の動作を操作対象オブジェクトに行わせた場合に、当該指示方向を「所定方向」として設定するようにしてもよい。すなわち、「所定方向」とは、例えば、所定種類の動作が前回行われた際の方向と同じ方向であってもよい。このようにすれば、指示方向へのジャンプ動作(所定種類の動作)をゲームキャラクタGC-1に行わせた後、第1ボタンP13-1をタップすることによって、容易に、指示方向へのジャンプ動作をゲームキャラクタGC-1に連続して行わせることができる。 [6-2] When the first motion control unit 150 causes the operation target object to perform a predetermined type of motion in the designated direction, the second motion control unit 160 sets the designated direction as a “predetermined direction”. You may do it. That is, the “predetermined direction” may be, for example, the same direction as the direction when the predetermined type of operation was performed last time. In this way, after causing the game character GC-1 to perform a jump action (a predetermined type of action) in the designated direction, the user can easily jump in the designated direction by tapping the first button P13-1. The action can be continuously performed on the game character GC-1.
 [6-3]第1ボタンP13-1のような仮想的なボタンの画像を表示しないようにしてもよい。例えば、ユーザがダブルタップ操作又は長押し操作を行った場合に、真上方向へのジャンプ動作をゲームキャラクタGC-1に行わせるようにしてもよい。なお、「ダブルタップ操作」とは、タップ操作を2回続けて行う操作である。また、「長押し操作」とは、同じ位置又は略同じ位置を所定時間にわたってタッチし続ける操作である。 [6-3] An image of a virtual button such as the first button P13-1 may not be displayed. For example, when the user performs a double-tap operation or a long-press operation, the game character GC-1 may be caused to perform a jump action in the upward direction. The “double tap operation” is an operation in which the tap operation is continuously performed twice. The “long press operation” is an operation of continuously touching the same position or substantially the same position for a predetermined time.
 すなわち、第2動作制御部160は、タッチパネルTPの一部領域への複数回のタッチ操作、又は、タッチパネルTPの一部領域を所定時間にわたってタッチし続ける操作に基づいて、所定種類の動作を操作対象オブジェクトに行わせるようにしてもよい。 That is, the second operation control unit 160 operates a predetermined type of operation based on a plurality of touch operations on a partial area of the touch panel TP or an operation of continuously touching a partial area of the touch panel TP for a predetermined time. You may make it make a target object perform.
 「タッチパネルの一部領域への複数回のタッチ操作」とは、例えば、同一位置又は略同一位置への複数回のタッチ操作である。例えば、ダブルタップ操作が当該「操作」の一例に相当する。一方、「タッチパネルの一部領域を所定時間にわたってタッチし続ける操作」とは、例えば、同一位置又は略同一位置の長押し操作である。 The “multiple touch operations on a partial area of the touch panel” is, for example, multiple touch operations on the same position or substantially the same position. For example, a double tap operation corresponds to an example of the “operation”. On the other hand, the “operation of continuously touching a partial area of the touch panel for a predetermined time” is, for example, a long press operation at the same position or substantially the same position.
 このようにすれば、ユーザは、ジャンプ方向を細かく任意に指示したい場合と、ジャンプ方向として真上方向を容易に指示したい場合とで、方向パッドP12と、ダブルタップ操作又は長押し操作とを使い分けることができる。 In this way, the user selectively uses the direction pad P12 and the double tap operation or the long press operation depending on whether the user wants to specify the jump direction finely and arbitrarily, or to easily specify the upward direction as the jump direction. be able to.
 [6-4]ユーザが方向パッドP12の中心点P121を長押し操作した場合に、ゲームキャラクタGC-1に所定種類の動作(例えば防御動作)を行わせ、ユーザがタッチパネルTPの右下領域BRに表示したボタンをタップした場合にも、ゲームキャラクタGC-1に同じ種類の動作(例えば防御動作)を行わせるようにしてもよい。 [6-4] When the user presses and holds the center point P121 of the direction pad P12, the game character GC-1 is caused to perform a predetermined type of action (for example, a defensive action), and the user performs a lower right area BR on the touch panel TP. Even when the button displayed on is tapped, the game character GC-1 may be caused to perform the same type of action (for example, a defensive action).
 また例えば、方向パッドP12の中心点P121と操作位置OP(ポインタ部P122の中心点P123)との間の距離Lが閾値以上になった場合に、ゲームキャラクタGC-1に所定種類の動作(例えば攻撃動作)を行わせ、ユーザがタッチパネルTPの右下領域BRに表示したボタン(第2ボタンP13-2)をタップした場合にも、ゲームキャラクタGC-1に同じ種類の動作(例えば攻撃動作)を行わせるようにしてもよい。 Further, for example, when the distance L between the center point P121 of the direction pad P12 and the operation position OP (the center point P123 of the pointer portion P122) is equal to or greater than a threshold value, a predetermined type of action (for example, for the game character GC-1) When the user taps the button (second button P13-2) displayed in the lower right area BR of the touch panel TP, the same type of action (for example, attack action) is applied to the game character GC-1. May be performed.
 すなわち、第1動作制御部150は、基準位置と操作位置との位置関係が所定条件を満足した場合に(すなわち、基準位置と操作位置との位置関係が所定条件を満足したことをトリガとして)、所定種類の動作を操作対象オブジェクトに行わせ、第2動作制御部160は、タッチパネルTPの所定領域へのタッチ操作に基づいて、同じ種類の動作を操作対象オブジェクトに行わせるようにしてもよい。 That is, when the positional relationship between the reference position and the operation position satisfies a predetermined condition, the first motion control unit 150 (that is, when the positional relationship between the reference position and the operation position satisfies the predetermined condition) The second operation control unit 160 may cause the operation target object to perform the same type of operation based on a touch operation on a predetermined area of the touch panel TP. .
 例えば、第1動作制御部150は、基準位置と操作位置との間の距離が閾値以下である状態が所定時間にわたって経過した場合に、所定種類の動作を操作対象オブジェクトに行わせ、第2動作制御部160は、タッチパネルTPの所定領域へのタッチ操作に基づいて、同じ種類の動作を操作対象オブジェクトに行わせるようにしてもよい。このようにすれば、基準位置と操作位置との間の距離が閾値以下の状態を所定時間にわたって継続させる(すなわち、基準位置又は基準位置付近の位置を長押しする)ことによって、所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによっても、所定種類の動作を操作対象オブジェクトに行わせることができるような構成とすることができる。この場合、ユーザは行いやすい方の操作で所定種類の動作を操作対象オブジェクトに行わせることもできる。 For example, the first motion control unit 150 causes the operation target object to perform a predetermined type of motion when a state where the distance between the reference position and the operation position is equal to or less than a threshold value has elapsed for a predetermined time, The control unit 160 may cause the operation target object to perform the same type of operation based on a touch operation on a predetermined area of the touch panel TP. In this way, the state where the distance between the reference position and the operation position is equal to or less than the threshold value is continued for a predetermined time (that is, the reference position or a position in the vicinity of the reference position is long pressed). The operation target object can be performed, and a predetermined type of motion can be performed on the operation target object by performing a touch operation on a predetermined area of the touch panel. In this case, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
 また例えば、第1動作制御部150は、基準位置と操作位置との間の距離を閾値以上になった場合に、所定種類の動作を操作対象オブジェクトに行わせ、第2動作制御部160は、タッチパネルTPの所定領域へのタッチ操作に基づいて、同じ種類の動作を操作対象オブジェクトに行わせるようにしてもよい。このようにすれば、基準位置と操作位置との間の距離を閾値以上にすることによって、所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによっても、所定種類の動作を操作対象オブジェクトに行わせることができるような構成とすることもできる。この場合、ユーザは行いやすい方の操作で所定種類の動作を操作対象オブジェクトに行わせることもできる。 Further, for example, the first motion control unit 150 causes the operation target object to perform a predetermined type of motion when the distance between the reference position and the operation position is equal to or greater than the threshold, and the second motion control unit 160 Based on a touch operation on a predetermined area of the touch panel TP, the same type of operation may be performed on the operation target object. In this way, by setting the distance between the reference position and the operation position to be equal to or greater than the threshold value, it is possible to cause the operation target object to perform a predetermined type of operation, and to perform a touch operation on a predetermined area of the touch panel. It can also be configured such that the operation target object can be made to perform a predetermined type of operation by performing the operation. In this case, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
 [6-5]方向パッドP12の中心点P121(基準位置)と操作位置OPとの距離Lが閾値未満である場合には、第1速度の移動動作(通常の移動動作)をゲームキャラクタGC-1に行わせ、上記距離Lが閾値以上である場合には、第1速度よりも速い第2速度の移動動作(ダッシュ動作)をゲームキャラクタGC-1に行わせ、タッチパネルTPの右下領域BRに表示したボタンがタップされた場合にも、第2速度の移動動作(ダッシュ動作)をゲームキャラクタGC-1に行わせるようにしてもよい。 [6-5] When the distance L between the center point P121 (reference position) of the direction pad P12 and the operation position OP is less than the threshold value, the moving action (normal moving action) at the first speed is set to the game character GC- When the distance L is equal to or greater than the threshold value, the game character GC-1 is caused to perform a movement action (dash action) at a second speed faster than the first speed, and the lower right area BR of the touch panel TP. Even when the button displayed on the screen is tapped, the game character GC-1 may perform the moving action (dash action) at the second speed.
 また、方向パッドP12の中心点P121(基準位置)と操作位置OPとの距離Lが閾値未満である場合には、第1高さのジャンプ動作をゲームキャラクタGC-1に行わせ、上記距離Lが閾値以上である場合には、第1高さよりも高い第2高さのジャンプ動作をゲームキャラクタGC-1に行わせ、第1ボタンP13-1がタップされた場合にも、第2高さのジャンプ動作をゲームキャラクタGC-1に行わせるようにしてもよい。 When the distance L between the center point P121 (reference position) of the direction pad P12 and the operation position OP is less than the threshold value, the game character GC-1 is caused to perform a jump action of the first height, and the distance L Is equal to or greater than the threshold value, the game character GC-1 is caused to perform a jump action with a second height higher than the first height, and the second height is also detected when the first button P13-1 is tapped. Alternatively, the game character GC-1 may be caused to perform the jump action.
 すなわち、第1動作制御部150は、基準位置と操作位置との位置関係に応じた態様で所定種類の動作を操作対象オブジェクトに行わせ、第2動作制御部160は、タッチパネルの所定領域へのタッチ操作に基づいて、所定態様で所定種類の動作を操作対象オブジェクトに行わせるようにしてもよい。先述したように、第1動作制御部150は、基準位置と操作位置との位置関係に基づいて、所定種類の動作を操作対象オブジェクトに行わせるものであるが、「基準位置と操作位置との位置関係に基づいて、所定種類の動作を操作対象オブジェクトに行わせる」とは、例えば、基準位置と操作位置との位置関係に応じた態様で所定種類の動作を操作対象オブジェクトに行わせることであってもよい。 That is, the first motion control unit 150 causes the operation target object to perform a predetermined type of motion in a manner corresponding to the positional relationship between the reference position and the operation position, and the second motion control unit 160 Based on the touch operation, a predetermined type of motion may be performed on the operation target object in a predetermined manner. As described above, the first motion control unit 150 causes the operation target object to perform a predetermined type of motion based on the positional relationship between the reference position and the operation position. “Let the operation target object perform a predetermined type of motion based on the positional relationship” means, for example, by causing the operation target object to perform a predetermined type of motion in a manner corresponding to the positional relationship between the reference position and the operation position. There may be.
 「基準位置と操作位置との位置関係に応じた態様で所定種類の動作を操作対象オブジェクトに行わせる」とは、例えば、基準位置と操作位置との位置関係に応じた速さの所定種類の動作(移動動作等)を操作対象オブジェクトに行わせることである。例えば、基準位置と操作位置との距離が閾値未満である場合には、第1速度の移動動作を操作対象オブジェクトに行わせ、基準位置と操作位置との距離が閾値以上である場合には、第1速度よりも速い第2速度の移動動作を操作対象オブジェクトに行わせることである。 “Let the operation target object perform a predetermined type of movement in a manner corresponding to the positional relationship between the reference position and the operation position” means, for example, a predetermined type of speed corresponding to the positional relationship between the reference position and the operation position. It is to make an operation target object perform an action (moving action or the like). For example, when the distance between the reference position and the operation position is less than the threshold value, the moving operation at the first speed is performed on the operation target object, and when the distance between the reference position and the operation position is equal to or greater than the threshold value, This is to cause the operation target object to perform a movement operation at a second speed that is faster than the first speed.
 または、「基準位置と操作位置との位置関係に応じた態様で所定種類の動作を操作対象オブジェクトに行わせる」とは、例えば、基準位置と操作位置との位置関係に応じた高さの所定種類の動作(ジャンプ動作等)を操作対象オブジェクトに行わせることである。例えば、基準位置と操作位置との距離が閾値未満である場合には、第1高さのジャンプ動作を操作対象オブジェクトに行わせ、基準位置と操作位置との距離が閾値以上である場合には、第1高さよりも高い第2高さのジャンプ動作を操作対象オブジェクトに行わせることである。 Alternatively, “to cause the operation target object to perform a predetermined type of motion in a manner corresponding to the positional relationship between the reference position and the operation position” is, for example, a predetermined height corresponding to the positional relationship between the reference position and the operation position. This is to cause the operation target object to perform a type of motion (such as a jump motion). For example, when the distance between the reference position and the operation position is less than the threshold value, the jump operation of the first height is performed on the operation target object, and when the distance between the reference position and the operation position is equal to or greater than the threshold value. In other words, the operation target object is caused to perform a jump motion having a second height higher than the first height.
 「所定態様」とは、例えば、予め定められた特定の態様である。 The “predetermined aspect” is, for example, a predetermined specific aspect.
 具体的には、例えば、基準位置と操作位置との距離が閾値未満である場合には、第1速度の移動動作を操作対象オブジェクトに行わせ、基準位置と操作位置との距離が閾値以上である場合には、第1速度よりも速い第2速度の移動動作を操作対象オブジェクトに行わせるようになっているゲームの場合、「第2速度」が「所定態様」として設定される。 Specifically, for example, when the distance between the reference position and the operation position is less than the threshold value, the operation target object is caused to move the first speed, and the distance between the reference position and the operation position is equal to or greater than the threshold value. In some cases, the “second speed” is set as the “predetermined mode” in the case of a game in which the operation target object is caused to move at a second speed that is faster than the first speed.
 また例えば、基準位置と操作位置との距離が閾値未満である場合には、第1高さのジャンプ動作を操作対象オブジェクトに行わせ、基準位置と操作位置との距離が閾値以上である場合には、第1高さよりも高い第2高さのジャンプ動作を操作対象オブジェクトに行わせるようになっているゲームの場合、「第2高さ」が「所定態様」として設定される。 Further, for example, when the distance between the reference position and the operation position is less than the threshold, the operation target object is caused to perform a jump operation of the first height, and the distance between the reference position and the operation position is equal to or greater than the threshold. In the case of a game in which the operation target object is caused to perform a jump action having a second height higher than the first height, the “second height” is set as the “predetermined mode”.
 また例えば、「所定態様」とは、所定種類の動作が前回行われた際の態様と同じ態様であってもよい。また例えば、「所定態様」とは、操作対象オブジェクトの向き又は移動方向に応じた態様であってもよい。また例えば、「所定態様」とは、他のオブジェクト(例えば敵オブジェクト)との位置関係に応じた態様であってもよい。 Also, for example, the “predetermined mode” may be the same mode as the mode when the predetermined type of operation was performed last time. Further, for example, the “predetermined aspect” may be an aspect corresponding to the direction or moving direction of the operation target object. Further, for example, the “predetermined aspect” may be an aspect corresponding to a positional relationship with another object (for example, an enemy object).
 このようにすれば、任意の態様で所定種類の動作を操作対象オブジェクトに行わせたい場合には、基準位置と操作位置との位置関係を調整することによって、所定種類の動作の態様を細かく指示することができ、一方、所定態様で所定種類の動作を操作対象オブジェクトに行わせたい場合には、タッチパネルTPの所定領域へのタッチ操作を行うことによって、容易に、所定態様で所定種類の動作を操作対象オブジェクトに行わせることができる。その結果、ユーザの操作性を向上することができる。 In this way, when it is desired to cause the operation target object to perform a predetermined type of motion in an arbitrary mode, the mode of the predetermined type of motion is instructed in detail by adjusting the positional relationship between the reference position and the operation position. On the other hand, when it is desired to cause the operation target object to perform a predetermined type of motion in a predetermined mode, the predetermined type of motion can be easily performed in a predetermined mode by performing a touch operation on a predetermined area of the touch panel TP. Can be performed on the operation target object. As a result, user operability can be improved.
 [6-6]クライアント/サーバ方式のゲームの場合には、ユーザの操作情報をゲーム端末10で取得し、取得した操作情報をサーバ30に送信し、ゲーム処理をサーバ30で実行してもよい。そして、ゲーム処理の結果に基づいて、仮想世界画像G1の生成・更新をゲーム端末10で実行してもよい。ピアツーピア方式のゲームの場合、ゲーム端末10では、ユーザの操作情報を取得し、取得した操作情報を他のゲーム端末10に送信し、他のゲーム端末10から受信した操作情報に基づいてゲーム処理を実行し、仮想世界画像G1の生成・更新を実行するようにしてもよい。 [6-6] In the case of a client / server game, user operation information may be acquired by the game terminal 10, the acquired operation information may be transmitted to the server 30, and game processing may be executed by the server 30. . Then, based on the result of the game process, the game terminal 10 may execute generation / update of the virtual world image G1. In the case of a peer-to-peer game, the game terminal 10 acquires user operation information, transmits the acquired operation information to another game terminal 10, and performs game processing based on the operation information received from the other game terminal 10. This may be executed to generate / update the virtual world image G1.
 [6-7]以上では、複数のゲームキャラクタが戦うゲームに対して本発明を適用した例について主に説明したが、本発明は他の各種ゲームにも適用することが可能である。例えば、本発明は、サッカーゲーム等のスポーツゲームにも適用することが可能である。 [6-7] In the above, an example in which the present invention is applied to a game in which a plurality of game characters fight is mainly described, but the present invention can also be applied to other various games. For example, the present invention can be applied to a sports game such as a soccer game.
 [7.付記]以上のような記載から、本発明は例えば以下のように把握される。なお、本発明の理解を容易にするために、適宜図面に記載された符号を括弧書きで記載するが、それにより本発明が図示の態様に限定されるものではない。 [7. Supplementary Note] From the above description, the present invention is grasped as follows, for example. In addition, in order to make an understanding of this invention easy, the code | symbol described in drawing suitably is described in parenthesis, However, This invention is not limited to the aspect of illustration by it.
 1)本発明の一態様に係るゲーム制御装置(10又は30)は、操作対象オブジェクト(GC-1)を表示手段(15)に表示させる表示制御手段(110)と、タッチパネル(TP)の特定の位置を基準位置(P121)として設定する基準位置設定手段(120)と、前記タッチパネルのタッチ位置に応じた操作位置(OP)を取得する操作位置取得手段(130)と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第1動作制御手段(150)と、前記タッチパネルの所定領域(P13-1)へのタッチ操作に基づいて、前記所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第2動作制御手段(160)と、を含む。 1) A game control apparatus (10 or 30) according to one aspect of the present invention specifies a display control means (110) for displaying an operation target object (GC-1) on a display means (15) and a touch panel (TP). A reference position setting means (120) for setting the position of the reference position (P121), an operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the reference position Based on the positional relationship with the operation position, first operation control means (150) for causing the operation target object to perform a predetermined type of operation (for example, jump operation), and touching the predetermined area (P13-1) of the touch panel Second motion control means (160) for causing the operation target object to perform the predetermined type of motion (for example, jump motion) based on an operation. .
 13)本発明の一態様に係るゲーム制御装置(10又は30)は、操作対象オブジェクト(GC-1)を表示手段(15)に表示させる表示制御手段(110)と、タッチパネル(TP)の特定の位置を基準位置(P121)として設定する基準位置設定手段(120)と、前記タッチパネルのタッチ位置に応じた操作位置(OP)を取得する操作位置取得手段(130)と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第1動作制御手段(150)と、前記タッチパネルの一部領域への複数回のタッチ操作、又は、前記タッチパネルの一部領域を所定時間にわたってタッチし続ける操作に基づいて、前記所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第2動作制御手段(160)と、を含む。 13) A game control apparatus (10 or 30) according to one aspect of the present invention specifies a display control means (110) for displaying an operation target object (GC-1) on a display means (15) and a touch panel (TP). A reference position setting means (120) for setting the position of the reference position (P121), an operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the reference position First operation control means (150) for causing the operation target object to perform a predetermined type of movement (for example, jump movement) based on the positional relationship with the operation position, and a plurality of touch operations on a partial area of the touch panel Or, based on an operation of continuously touching a part of the touch panel for a predetermined time, the predetermined type of operation (for example, jump operation) is performed. Includes a second operation control means for causing the serial operation object (160), the.
 14)本発明の一態様に係るゲームシステム(1)は、操作対象オブジェクト(GC-1)を表示手段(15)に表示させる表示制御手段(110)と、タッチパネル(TP)の特定の位置を基準位置(P121)として設定する基準位置設定手段(120)と、前記タッチパネルのタッチ位置に応じた操作位置(OP)を取得する操作位置取得手段(130)と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第1動作制御手段(150)と、前記タッチパネルの所定領域(P13-1)へのタッチ操作に基づいて、前記所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第2動作制御手段(160)と、を含む。 14) A game system (1) according to an aspect of the present invention includes a display control unit (110) for displaying an operation target object (GC-1) on a display unit (15), and a specific position of the touch panel (TP). Reference position setting means (120) set as a reference position (P121), operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the operation position Based on the positional relationship, the first motion control means (150) for causing the operation target object to perform a predetermined type of motion (for example, jump motion) and the touch operation on the predetermined area (P13-1) of the touch panel. And a second motion control means (160) for causing the operation target object to perform the predetermined type of motion (for example, jump motion).
 15)本発明の一態様に係るゲームシステム(1)は、操作対象オブジェクト(GC-1)を表示手段(15)に表示させる表示制御手段(110)と、タッチパネル(TP)の特定の位置を基準位置(P121)として設定する基準位置設定手段(120)と、前記タッチパネルのタッチ位置に応じた操作位置(OP)を取得する操作位置取得手段(130)と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第1動作制御手段(150)と、前記タッチパネルの所定領域(P13-1)へのタッチ操作に基づいて、前記所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第2動作制御手段(160)と、を含む。 15) A game system (1) according to an aspect of the present invention includes a display control unit (110) for displaying an operation target object (GC-1) on a display unit (15), and a specific position of the touch panel (TP). Reference position setting means (120) set as a reference position (P121), operation position acquisition means (130) for acquiring an operation position (OP) corresponding to the touch position of the touch panel, the reference position and the operation position Based on the positional relationship, the first motion control means (150) for causing the operation target object to perform a predetermined type of motion (for example, jump motion) and the touch operation on the predetermined area (P13-1) of the touch panel. And a second motion control means (160) for causing the operation target object to perform the predetermined type of motion (for example, jump motion).
 16)本発明の一態様に係るプログラムは、1)~13)のいずれかに記載のゲーム制御装置(10又は30)、又は、14)又は15)に記載のゲームシステム(1)としてコンピュータを機能させるためのプログラムである。 16) A program according to an aspect of the present invention is a game control device (10 or 30) according to any one of 1) to 13), or a computer as the game system (1) according to 14) or 15). It is a program to make it function.
 17)本発明の一態様に係る情報記憶媒体は、16)に記載のプログラムを記録したコンピュータで読み取り可能な情報記憶媒体である。 17) An information storage medium according to an aspect of the present invention is a computer-readable information storage medium recording the program according to 16).
 18)本発明の一態様に係るゲーム制御方法は、操作対象オブジェクト(GC-1)を表示手段(15)に表示させる表示制御ステップ(S124)と、タッチパネル(TP)の特定の位置を基準位置(P121)として設定する基準位置設定ステップ(S10210)と、前記タッチパネルのタッチ位置に応じた操作位置(OP)を取得する操作位置取得ステップ(S10200又はS10600)と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第1動作制御ステップ(S12006)と、前記タッチパネルの所定領域(P13-1)へのタッチ操作に基づいて、前記所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第2動作制御ステップ(S12010)と、を含む。 18) The game control method according to one aspect of the present invention includes a display control step (S124) for displaying the operation target object (GC-1) on the display means (15), and a specific position on the touch panel (TP) as a reference position. A reference position setting step (S10210) set as (P121), an operation position acquisition step (S10200 or S10600) to acquire an operation position (OP) according to the touch position of the touch panel, the reference position and the operation position Based on the positional relationship, a first motion control step (S12006) for causing the operation target object to perform a predetermined type of motion (for example, jump motion), and a touch operation on the predetermined area (P13-1) of the touch panel. The predetermined type of movement (for example, jump movement) is performed on the operation target object. That includes a second motion control step (S 12010), the.
 19)本発明の一態様に係るゲーム制御方法は、操作対象オブジェクト(GC-1)を表示手段(15)に表示させる表示制御ステップ(S124)と、タッチパネル(TP)の特定の位置を基準位置(P121)として設定する基準位置設定ステップ(S10210)と、前記タッチパネルのタッチ位置に応じた操作位置(OP)を取得する操作位置取得ステップ(S10200又はS10600)と、前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第1動作制御ステップ(S12006)と、前記タッチパネルの一部領域への複数回のタッチ操作、又は、前記タッチパネルの一部領域を所定時間にわたってタッチし続ける操作に基づいて、前記所定種類の動作(例えばジャンプ動作)を前記操作対象オブジェクトに行わせる第2動作制御ステップ(S12010)と、を含む。 19) The game control method according to one aspect of the present invention includes a display control step (S124) for displaying the operation target object (GC-1) on the display means (15), and a specific position on the touch panel (TP) as a reference position. A reference position setting step (S10210) set as (P121), an operation position acquisition step (S10200 or S10600) to acquire an operation position (OP) according to the touch position of the touch panel, the reference position and the operation position Based on the positional relationship, a first motion control step (S12006) for causing the operation target object to perform a predetermined type of motion (for example, jump motion), and a plurality of touch operations on a partial area of the touch panel, or Based on an operation of continuously touching a partial area of the touch panel for a predetermined time, Including the type of operation (for example, jumping) second operation control step of causing to the operation target object (S 12010), the.
 1)、13)~19)に記載の発明によれば、基準位置と操作位置との位置関係に基づいて、所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作(又は、タッチパネルの一部領域への複数回のタッチ操作、或いは、タッチパネルの一部領域を所定時間にわたってタッチし続ける操作)を行うことによっても、所定種類の動作を操作対象オブジェクトに行わせることができる。その結果、ユーザは行いやすい方の操作で所定種類の動作を操作対象オブジェクトに行わせることができ、ユーザの操作性を向上することができる。 According to the inventions described in 1) and 13) to 19), it is possible to cause the operation target object to perform a predetermined type of operation based on the positional relationship between the reference position and the operation position, and to perform a predetermined area of the touch panel. It is also possible to perform a predetermined type of operation on the operation target object by performing a touch operation on the touch panel (or a plurality of touch operations on a partial area of the touch panel or an operation of continuously touching a partial area of the touch panel for a predetermined time). Can be done. As a result, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier for the user to perform, and the operability of the user can be improved.
 2)本発明の一態様では、前記基準位置と前記操作位置との位置関係に応じた指示方向(D)を判定する指示方向判定手段(140)を含み、前記第1動作制御手段(150)は、前記指示方向への前記所定種類の動作を前記操作対象オブジェクトに行わせ、前記第2動作制御手段(160)は、前記タッチパネルの前記所定領域へのタッチ操作に基づいて、所定方向(例えば真上方向)への前記所定種類の動作を前記操作対象オブジェクトに行わせるようにしてもよい。 2) In one aspect of the present invention, the first operation control means (150) includes instruction direction determination means (140) for determining an instruction direction (D) according to a positional relationship between the reference position and the operation position. Causes the operation target object to perform the predetermined type of movement in the indicated direction, and the second movement control means (160) determines a predetermined direction (for example, based on a touch operation on the predetermined area of the touch panel). You may make it make the said operation target object perform the said predetermined kind of operation | movement to an upward direction).
 2)に記載の発明によれば、基準位置と操作位置との位置関係を調整することによって、任意の方向への所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによって、所定方向への所定種類の動作を操作対象オブジェクトに行わせることもできる。すなわち、任意の方向への所定種類の動作を操作対象オブジェクトに行わせたい場合には、基準位置と操作位置との位置関係を調整することによって、所定種類の動作の方向を細かく指示することができ、一方、所定方向への所定種類の動作を操作対象オブジェクトに行わせたい場合には、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、所定方向への所定種類の動作を操作対象オブジェクトに行わせることができる。 According to the invention described in 2), by adjusting the positional relationship between the reference position and the operation position, it is possible to cause the operation target object to perform a predetermined type of movement in an arbitrary direction, and to perform predetermined operation of the touch panel. By performing a touch operation on the area, it is possible to cause the operation target object to perform a predetermined type of movement in a predetermined direction. In other words, when it is desired to cause the operation target object to perform a predetermined type of motion in an arbitrary direction, the direction of the predetermined type of motion can be finely instructed by adjusting the positional relationship between the reference position and the operation position. On the other hand, if you want the operation target object to perform a predetermined type of motion in a predetermined direction, you can easily operate the predetermined type of motion in a predetermined direction by touching a predetermined area of the touch panel. Can be performed on the target object.
 3)本発明の一態様では、前記所定方向は、前記操作対象オブジェクトから見て真上方向又は真横方向であってもよい。 3) In one aspect of the present invention, the predetermined direction may be a directly upward direction or a lateral direction when viewed from the operation target object.
 3)に記載の発明によれば、基準位置と操作位置との位置関係を調整することによって、所定種類の動作の方向を細かく指示することができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、真上方向又は真横方向への所定種類の動作を操作対象オブジェクトに行わせることができる。例えば、スマートフォンやタブレット型コンピュータを手で把持してゲームをプレイする場合、一般的にユーザはスマートフォン等を把持した手の親指でタッチパネルにタッチすることになる。この場合、ユーザの親指は弧を描くように動く傾向があるため、ユーザが真上方向又は真横方向を指示したつもりでも、実際の指示方向は真上方向又は真横方向からずれやすい。この点、本発明によれば、上述の通り、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、真上方向又は真横方向への所定種類の動作を操作対象オブジェクトに行わせることができる。その結果、ユーザの操作性を向上することができる。 According to the invention described in 3), by adjusting the positional relationship between the reference position and the operation position, it is possible to finely instruct the direction of a predetermined type of operation and to perform a touch operation on a predetermined area of the touch panel. By doing so, it is possible to easily cause the operation target object to perform a predetermined kind of movement in the upward direction or the lateral direction. For example, when a game is played by holding a smartphone or tablet computer with a hand, the user generally touches the touch panel with the thumb of the hand holding the smartphone or the like. In this case, since the user's thumb has a tendency to move in an arc, even if the user intends to indicate the upward direction or the lateral direction, the actual pointing direction is likely to deviate from the upward direction or the lateral direction. In this regard, according to the present invention, as described above, by performing a touch operation on a predetermined area of the touch panel, it is possible to easily cause the operation target object to perform a predetermined type of motion in the directly upward direction or the lateral direction. it can. As a result, user operability can be improved.
 4)本発明の一態様では、前記所定方向は、前記表示手段の垂直方向又は水平方向であってもよい。 4) In one aspect of the present invention, the predetermined direction may be a vertical direction or a horizontal direction of the display means.
 4)に記載の発明によれば、基準位置と操作位置との位置関係を調整することによって、所定種類の動作の方向を細かく指示することができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、表示手段の垂直方向又は水平方向への所定種類の動作を操作対象オブジェクトに行わせることができる。例えば、スマートフォンやタブレット型コンピュータを両手で把持してゲームをプレイする場合、一般的にユーザは親指でタッチパネルにタッチすることになる。この場合、ユーザの親指は弧を描くように動く傾向があるため、ユーザが表示手段の垂直方向又は水平方向を指示したつもりでも、実際の指示方向は表示手段の垂直方向又は水平方向からずれやすい。この点、本発明によれば、上述の通り、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、表示手段の垂直方向又は水平方向への所定種類の動作を操作対象オブジェクトに行わせることができる。その結果、ユーザの操作性を向上することができる。 According to the invention described in 4), by adjusting the positional relationship between the reference position and the operation position, it is possible to finely instruct the direction of a predetermined type of operation and to perform a touch operation on a predetermined area of the touch panel. By doing so, it is possible to easily cause the operation target object to perform a predetermined type of movement in the vertical direction or horizontal direction of the display means. For example, when playing a game by holding a smartphone or tablet computer with both hands, the user generally touches the touch panel with the thumb. In this case, since the user's thumb tends to move in an arc, even if the user intends to indicate the vertical or horizontal direction of the display unit, the actual pointing direction is likely to deviate from the vertical or horizontal direction of the display unit. . In this regard, according to the present invention, as described above, by performing a touch operation on a predetermined area of the touch panel, it is possible to easily cause the operation target object to perform a predetermined type of movement in the vertical direction or the horizontal direction of the display unit. be able to. As a result, user operability can be improved.
 5)本発明の一態様では、前記第2動作制御手段(160)は、前記第1動作制御手段(150)が前記指示方向への前記所定種類の動作を前記操作対象オブジェクトに行わせた場合に、当該指示方向を前記所定方向として設定するようにしてもよい。 5) In one aspect of the present invention, the second motion control means (160) causes the first motion control means (150) to cause the operation target object to perform the predetermined type of motion in the indicated direction. In addition, the designated direction may be set as the predetermined direction.
 5)に記載の発明によれば、第1動作制御手段が指示方向への所定種類の動作を操作対象オブジェクトに行わせた場合に、当該指示方向を所定方向として設定するため、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、指示方向への所定種類の動作を操作対象オブジェクトに連続して行わせることができる。 According to the invention described in 5), when the first motion control unit causes the operation target object to perform a predetermined type of motion in the designated direction, the designated direction of the touch panel is set to set the designated direction as the predetermined direction. By performing the touch operation on the operation object, it is possible to easily cause the operation target object to continuously perform a predetermined type of movement in the designated direction.
 6)本発明の一態様では、前記第1動作制御手段(150)は、前記基準位置と前記操作位置との間の距離が閾値以下である状態が所定時間にわたって経過した場合、又は、前記基準位置と前記操作位置との間の距離が閾値以上になった場合に、前記所定種類の動作を前記操作対象オブジェクトに行わせるようにしてもよい。 6) In one aspect of the present invention, the first motion control means (150) may be configured such that a state where a distance between the reference position and the operation position is equal to or less than a threshold value has elapsed for a predetermined time, or the reference When the distance between the position and the operation position is equal to or greater than a threshold value, the operation target object may be caused to perform the predetermined type of operation.
 6)に記載の発明によれば、基準位置と操作位置との位置関係が所定条件を満足するように調整することによって、所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによっても、所定種類の動作を操作対象オブジェクトに行わせることができる。例えば、基準位置と操作位置との間の距離が閾値以下の状態を所定時間にわたって継続させる(すなわち、基準位置又は基準位置付近の位置を長押しする)ことによって、所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによっても、所定種類の動作を操作対象オブジェクトに行わせることができるような構成とすることができる。この場合、ユーザは行いやすい方の操作で所定種類の動作を操作対象オブジェクトに行わせるようなこともできる。また例えば、基準位置と操作位置との間の距離を閾値以上にすることによって、所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによっても、所定種類の動作を操作対象オブジェクトに行わせることができるような構成とすることもできる。この場合、ユーザは行いやすい方の操作で所定種類の動作を操作対象オブジェクトに行わせることもできる。 According to the invention described in 6), by adjusting the positional relationship between the reference position and the operation position so as to satisfy a predetermined condition, it is possible to cause the operation target object to perform a predetermined type of movement, and the touch panel By performing a touch operation on the predetermined area, it is possible to cause the operation target object to perform a predetermined type of motion. For example, by maintaining a state where the distance between the reference position and the operation position is equal to or less than a threshold value for a predetermined time (that is, by pressing and holding the reference position or a position near the reference position), the operation of the predetermined type is performed. The operation target object can be made to perform a predetermined type of operation by performing a touch operation on a predetermined area of the touch panel. In this case, the user can also cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform. In addition, for example, by setting the distance between the reference position and the operation position to be equal to or greater than the threshold value, it is possible to cause the operation target object to perform a predetermined type of operation, and to perform a touch operation on a predetermined area of the touch panel Alternatively, the operation target object can be configured to perform a predetermined type of motion. In this case, the user can cause the operation target object to perform a predetermined type of operation with an operation that is easier to perform.
 7)本発明の一態様では、前記第1動作制御手段(150)は、前記基準位置と前記操作位置との位置関係に応じた態様で前記所定種類の動作を前記操作対象オブジェクトに行わせ、前記第2動作制御手段(170)は、前記タッチパネルの前記所定領域へのタッチ操作に基づいて、所定態様で前記所定種類の動作を前記操作対象オブジェクトに行わせるようにしてもよい。 7) In one aspect of the present invention, the first motion control means (150) causes the operation target object to perform the predetermined type of motion in a mode corresponding to a positional relationship between the reference position and the operation position. The second motion control means (170) may cause the operation target object to perform the predetermined type of motion in a predetermined manner based on a touch operation on the predetermined area of the touch panel.
 7)に記載の発明によれば、基準位置と操作位置との位置関係を調整することによって、任意の態様で所定種類の動作を操作対象オブジェクトに行わせることができ、かつ、タッチパネルの所定領域へのタッチ操作を行うことによって、所定態様で所定種類の動作を操作対象オブジェクトに行わせることもできる。すなわち、任意の態様で所定種類の動作を操作対象オブジェクトに行わせたい場合には、基準位置と操作位置との位置関係を調整することによって、所定種類の動作の態様を細かく指示することができ、一方、所定態様で所定種類の動作を操作対象オブジェクトに行わせたい場合には、タッチパネルの所定領域へのタッチ操作を行うことによって、容易に、所定態様で所定種類の動作を操作対象オブジェクトに行わせることができる。その結果、ユーザの操作性を向上することができる。 7) According to the invention described in 7), by adjusting the positional relationship between the reference position and the operation position, it is possible to cause the operation target object to perform a predetermined type of operation in an arbitrary manner, and the predetermined area of the touch panel By performing the touch operation, it is possible to cause the operation target object to perform a predetermined type of motion in a predetermined manner. In other words, when it is desired to cause the operation target object to perform a predetermined type of motion in an arbitrary mode, it is possible to finely instruct the mode of the predetermined type of motion by adjusting the positional relationship between the reference position and the operation position. On the other hand, when it is desired to cause the operation target object to perform a predetermined type of motion in a predetermined mode, a predetermined type of motion can be easily performed on the operation target object in a predetermined mode by performing a touch operation on a predetermined area of the touch panel. Can be done. As a result, user operability can be improved.
 8)本発明の一態様では、前記第1動作制御手段(150)と前記第2動作制御手段(160)との一方が前記所定種類の動作を前記操作対象オブジェクトに開始させた後、所定期間が経過するまで、前記第1動作制御手段(150)と前記第2動作制御手段(160)との他方が前記所定種類の動作を前記操作対象オブジェクトに行わせることを制限する制限手段(170)をさらに含むようにしてもよい。 8) In one aspect of the present invention, after one of the first motion control means (150) and the second motion control means (160) causes the operation target object to start the predetermined type of motion, a predetermined period of time Limiting means (170) for restricting the other of the first motion control means (150) and the second motion control means (160) from causing the operation target object to perform the predetermined type of motion until the time elapses. May be further included.
 8)に記載の発明によれば、第1動作制御手段と第2動作制御手段との一方によって所定種類の動作を操作対象オブジェクトに開始させた後、所定期間が経過するまで、第1動作制御手段と第2動作制御手段との他方によって所定種類の動作を操作対象オブジェクトに行わせることを制限するため、下記のような不都合の発生を抑制できる。すなわち、第1動作制御手段と第2動作制御手段との一方によって所定種類の動作を操作対象オブジェクトに行わせている最中に、第1動作制御手段と第2動作制御手段との他方によって所定種類の動作を操作対象オブジェクトに行わせてしまうと、操作対象オブジェクトの動作が不自然になってしまうおそれがあるが、本発明によれば、このような不都合の発生を抑制できる。 According to the invention described in 8), after the predetermined type of motion is started by the operation target object by one of the first motion control unit and the second motion control unit, the first motion control is performed until a predetermined period elapses. Since the operation target object is restricted from being caused to perform a predetermined type of motion by the other of the means and the second motion control means, the following inconvenience can be suppressed. That is, while one of the first motion control unit and the second motion control unit is causing the operation target object to perform a predetermined type of motion, the other of the first motion control unit and the second motion control unit performs the predetermined operation. If the operation target object is caused to perform the type of movement, the operation target object may be unnatural. However, according to the present invention, such an inconvenience can be suppressed.
 9)本発明の一態様では、前記タッチパネルは矩形状を有し、前記所定領域は、前記タッチパネルの上辺及び下辺の中点を結んでなる第1線と、前記タッチパネルの左辺及び右辺の中点を結んでなる第2線とによって、前記タッチパネルを右上領域と左上領域と右下領域と左下領域との4つの領域に分割した場合の前記右下領域又は前記左下領域内に設定されるようにしてもよい。 9) In one aspect of the present invention, the touch panel has a rectangular shape, and the predetermined area includes a first line connecting midpoints of the upper side and the lower side of the touch panel, and midpoints of the left side and the right side of the touch panel. And the second line formed by connecting the touch panel to the lower right area or the lower left area when the touch panel is divided into four areas of an upper right area, an upper left area, a lower right area, and a lower left area. May be.
 9)に記載の発明によれば、スマートフォンやタブレット型コンピュータを把持してゲームをプレイする場合に、スマートフォンやタブレット型コンピュータを把持している手の親指で、所定領域へのタッチ操作を行いやすくなる。 According to the invention described in 9), when a game is played by holding a smartphone or tablet computer, it is easy to perform a touch operation on a predetermined area with the thumb of the hand holding the smartphone or tablet computer. Become.
 10)本発明の一態様では、前記基準位置設定手段(120)は、前記タッチパネルへのタッチ操作に基づいて、前記基準位置を設定し、前記ゲーム制御装置(10又は30)は、前記所定領域を含む設定制限領域(A15)へのタッチ操作に基づく前記基準位置の設定を制限する手段(180)を含むようにしてもよい。 10) In one aspect of the present invention, the reference position setting means (120) sets the reference position based on a touch operation on the touch panel, and the game control device (10 or 30) has the predetermined area. Means (180) for restricting the setting of the reference position based on a touch operation on the setting restriction area (A15) including
 10)に記載の発明によれば、タッチパネルの所定領域へのタッチ操作を行うことによって所定種類の動作を操作対象オブジェクトに行わせようとしているユーザの意思に反して、基準位置と操作位置との位置関係に基づいて所定種類の動作を操作対象オブジェクトが行ってしまうような事態が生じないように図ることができる。 According to the invention described in 10), contrary to the user's intention to cause the operation target object to perform a predetermined type of operation by performing a touch operation on a predetermined area of the touch panel, the reference position and the operation position It is possible to prevent a situation in which the operation target object performs a predetermined type of motion based on the positional relationship.
 11)本発明の一態様では、前記表示制御手段(110)は、前記基準位置に所定画像(P12)を表示させ、前記ゲーム制御装置(10又は30)は、前記表示手段(15)のうちの所定情報(P10-1~P10-4,P11)が表示される領域を含む表示制限領域(A16-1,A16-2)内に前記基準位置が含まれる場合に、前記所定画像の表示を制限する手段(190)を含み、前記所定画像の表示が制限されている場合であっても、前記第1動作制御手段(150)は、前記基準位置と前記操作位置との位置関係に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせるようにしてもよい。 11) In one aspect of the present invention, the display control means (110) displays a predetermined image (P12) at the reference position, and the game control device (10 or 30) includes the display means (15). Display the predetermined image when the reference position is included in the display restriction area (A16-1, A16-2) including the area where the predetermined information (P10-1 to P10-4, P11) is displayed. Even when the display of the predetermined image is restricted, the first motion control means (150) includes a restricting means (190), based on the positional relationship between the reference position and the operation position. The predetermined operation may be performed on the operation target object.
 11)に記載の発明によれば、基準位置に所定画像を表示手段に表示させることによって、ユーザにとって基準位置を把握しやすくなる。また、本発明によれば、所定情報が表示される領域を含む表示制限領域内に基準位置が含まれる場合に、所定画像が表示されなくなるため、所定画像によって所定情報が見えにくくなってしまうことを抑制できる。ただし、所定画像の表示が制限されている場合であっても、基準位置と操作位置との位置関係に基づいて、所定種類の動作が操作対象オブジェクトによって行われるため、所定種類の動作を操作対象オブジェクトに行わせることができるように担保しつつ、所定画像によって所定の情報が見えにくくなってしまうことを抑制できる。 According to the invention described in 11), it is easy for the user to grasp the reference position by displaying the predetermined image on the reference position on the display means. In addition, according to the present invention, when the reference position is included in the display restriction area including the area where the predetermined information is displayed, the predetermined image is not displayed, so that the predetermined information is difficult to see by the predetermined image. Can be suppressed. However, even if the display of the predetermined image is restricted, the predetermined type of motion is performed by the operation target object based on the positional relationship between the reference position and the operation position, and thus the predetermined type of motion is It is possible to prevent the predetermined information from becoming difficult to be seen by the predetermined image while ensuring that the object can perform the operation.
 12)本発明の一態様では、前記表示制御手段(110)は、前記操作対象オブジェクトと他のオブジェクト(GC-2~GC-4,GI)とが配置されるゲーム空間(VW)のうちの表示対象領域(VF)を前記表示手段(15)に表示させ、前記他のオブジェクトが前記表示対象領域外に位置している場合に、前記他のオブジェクトの位置を示す位置画像(P17-1,P17-2)を前記表示手段(15)に表示させ、前記他のオブジェクトの状態に基づいて、前記位置画像の表示態様を設定するようにしてもよい。 12) In one aspect of the present invention, the display control means (110) includes a game space (VW) in which the operation target object and other objects (GC-2 to GC-4, GI) are arranged. When a display target area (VF) is displayed on the display means (15) and the other object is located outside the display target area, a position image (P17-1, P17-2) may be displayed on the display means (15), and the display mode of the position image may be set based on the state of the other object.
 12)に記載の発明によれば、他のオブジェクトが表示対象領域外に位置している場合に、当該他のオブジェクトの位置を示す位置画像が表示手段に表示されるため、ユーザは表示対象領域外に位置している他のオブジェクトの位置を把握できる。さらに、本発明によれば、他のオブジェクトの状態に基づいて、位置画像の表示態様を設定するため、ユーザは位置画像の表示態様を参照することによって、表示対象領域外に位置している他のオブジェクトの状態を把握することもできる。 According to the invention described in 12), when another object is located outside the display target area, the position image indicating the position of the other object is displayed on the display means. The position of other objects located outside can be grasped. Furthermore, according to the present invention, since the display mode of the position image is set based on the state of the other object, the user refers to the display mode of the position image, so that the user is positioned outside the display target area. It is also possible to grasp the state of the object.
 1 ゲームシステム、N ネットワーク、10 ゲーム端末、11 制御部、12 記憶部、13 通信部、14 操作部、15 表示部、16 音出力部、TP タッチパネル、30 サーバ、31 制御部、32 記憶部、33 通信部、DB データベース、100 ゲームデータ記憶部、D101 ゲーム状況データ、D102 操作状況データ、110 表示制御部、120 基準位置設定部、130 操作位置取得部、140 指示方向判定部、150 第1動作制御部、160 第2動作制御部、170 第1制限部、180 第2制限部、190 第3制限部、LH 左手、RH 右手、LT,RT 親指、US 上辺、BS 下辺、LS 左辺、RS 右辺、MP-1,MP-2,MP-3,MP-4 中点、SL-1 第1線、SL-2 第2線、UL 左上領域、UR 右上領域、BL 左下領域、BR 右下領域、VW 仮想世界、VC 仮想カメラ、VF 視野、FD フィールド、GC-1,GC-2,GC-3,GC-4 ゲームキャラクタ、GI ゲームアイテム、G1 仮想世界画像、P10-1,P10-2,P10-3,P10-4 ゲージ、P11 パーツ、P12 方向パッド、P120 ベース部、P121 中心点、P122 ポインタ部、P123 中心点、OP 操作位置、P13-1 第1ボタン、P13-2 第2ボタン、P13-3 第3ボタン、P14 ゲージ、A15 ボタン領域、A16-1,A16-2 情報領域、P17-1,P17-2 パーツ。

 
1 game system, N network, 10 game terminal, 11 control unit, 12 storage unit, 13 communication unit, 14 operation unit, 15 display unit, 16 sound output unit, TP touch panel, 30 server, 31 control unit, 32 storage unit, 33 communication unit, DB database, 100 game data storage unit, D101 game status data, D102 operation status data, 110 display control unit, 120 reference position setting unit, 130 operation position acquisition unit, 140 pointing direction determination unit, 150 first operation Control unit, 160 second operation control unit, 170 first restriction unit, 180 second restriction unit, 190 third restriction unit, LH left hand, RH right hand, LT, RT thumb, US upper side, BS lower side, LS left side, RS right side , MP-1, MP-2, MP-3, MP-4 Midpoint, SL-1 first line, SL-2 second line, UL upper left area, UR upper right Area, BL lower left area, BR lower right area, VW virtual world, VC virtual camera, VF field of view, FD field, GC-1, GC-2, GC-3, GC-4 game character, GI game item, G1 virtual world Image, P10-1, P10-2, P10-3, P10-4 gauge, P11 part, P12 direction pad, P120 base part, P121 center point, P122 pointer part, P123 center point, OP operation position, P13-1 1 button, P13-2 2nd button, P13-3 3rd button, P14 gauge, A15 button area, A16-1, A16-2 information area, P17-1, P17-2 parts.

Claims (16)

  1.  操作対象オブジェクトを表示手段に表示させる表示制御手段と、
     タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、
     前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、
     前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、
     前記タッチパネルの所定領域へのタッチ操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、
     を含むゲーム制御装置。
    Display control means for displaying the operation target object on the display means;
    Reference position setting means for setting a specific position of the touch panel as a reference position;
    Operation position acquisition means for acquiring an operation position according to the touch position of the touch panel;
    First motion control means for causing the operation target object to perform a predetermined type of motion based on a positional relationship between the reference position and the operation position;
    Second operation control means for causing the operation target object to perform the predetermined type of operation based on a touch operation on a predetermined area of the touch panel;
    Including a game control device.
  2.  請求項1に記載のゲーム制御装置において、
     前記基準位置と前記操作位置との位置関係に応じた指示方向を判定する指示方向判定手段を含み、
     前記第1動作制御手段は、前記指示方向への前記所定種類の動作を前記操作対象オブジェクトに行わせ、
     前記第2動作制御手段は、前記タッチパネルの前記所定領域へのタッチ操作に基づいて、所定方向への前記所定種類の動作を前記操作対象オブジェクトに行わせる、
     を含むゲーム制御装置。
    The game control apparatus according to claim 1,
    An instruction direction determination unit that determines an instruction direction according to a positional relationship between the reference position and the operation position;
    The first motion control means causes the operation target object to perform the predetermined type of motion in the indicated direction,
    The second motion control means causes the operation target object to perform the predetermined type of motion in a predetermined direction based on a touch operation on the predetermined area of the touch panel.
    Including a game control device.
  3.  請求項2に記載のゲーム制御装置において、
     前記所定方向は、前記操作対象オブジェクトから見て真上方向又は真横方向である、
     ゲーム制御装置。
    The game control device according to claim 2,
    The predetermined direction is an upward direction or a lateral direction when viewed from the operation target object.
    Game control device.
  4.  請求項2に記載のゲーム制御装置において、
     前記所定方向は、前記表示手段の垂直方向又は水平方向である、
     ゲーム制御装置。
    The game control device according to claim 2,
    The predetermined direction is a vertical direction or a horizontal direction of the display means.
    Game control device.
  5.  請求項2に記載のゲーム制御装置において、
     前記第2動作制御手段は、前記第1動作制御手段が前記指示方向への前記所定種類の動作を前記操作対象オブジェクトに行わせた場合に、当該指示方向を前記所定方向として設定する、
     ゲーム制御装置。
    The game control device according to claim 2,
    The second motion control unit sets the designated direction as the predetermined direction when the first motion control unit causes the operation target object to perform the predetermined type of motion in the designated direction.
    Game control device.
  6.  請求項1乃至5のいずれか1項に記載のゲーム制御装置において、
     前記第1動作制御手段は、前記基準位置と前記操作位置との間の距離が閾値以下である状態が所定時間にわたって経過した場合、又は、前記基準位置と前記操作位置との間の距離が閾値以上になった場合に、前記所定種類の動作を前記操作対象オブジェクトに行わせる、
     ゲーム制御装置。
    The game control device according to any one of claims 1 to 5,
    The first motion control unit is configured such that a state where a distance between the reference position and the operation position is equal to or less than a threshold value has elapsed for a predetermined time, or a distance between the reference position and the operation position is a threshold value. In the case of the above, the operation target object is caused to perform the predetermined type of movement.
    Game control device.
  7.  請求項1乃至6のいずれか1項に記載のゲーム制御装置において、
     前記第1動作制御手段は、前記基準位置と前記操作位置との位置関係に応じた態様で前記所定種類の動作を前記操作対象オブジェクトに行わせ、
     前記第2動作制御手段は、前記タッチパネルの前記所定領域へのタッチ操作に基づいて、所定態様で前記所定種類の動作を前記操作対象オブジェクトに行わせる、
     を含むゲーム制御装置。
    The game control device according to any one of claims 1 to 6,
    The first motion control means causes the operation target object to perform the predetermined type of motion in a manner corresponding to a positional relationship between the reference position and the operation position.
    The second motion control means causes the operation target object to perform the predetermined type of motion in a predetermined manner based on a touch operation on the predetermined area of the touch panel.
    Including a game control device.
  8.  請求項1乃至7のいずれか1項に記載のゲーム制御装置において、
     前記第1動作制御手段と前記第2動作制御手段との一方が前記所定種類の動作を前記操作対象オブジェクトに開始させた後、所定期間が経過するまで、前記第1動作制御手段と前記第2動作制御手段との他方が前記所定種類の動作を前記操作対象オブジェクトに行わせることを制限する制限手段をさらに含む、
     ゲーム制御装置。
    The game control device according to any one of claims 1 to 7,
    The first action control means and the second action control means and the second action control means until one of the first action control means and the second action control means causes the operation target object to start the action target object until a predetermined time elapses. A restriction unit for restricting the other of the operation control unit from causing the operation target object to perform the predetermined type of operation;
    Game control device.
  9.  請求項1乃至8のいずれか1項に記載のゲーム制御装置において、
     前記タッチパネルは矩形状を有し、
     前記所定領域は、前記タッチパネルの上辺及び下辺の中点を結んでなる第1線と、前記タッチパネルの左辺及び右辺の中点を結んでなる第2線とによって、前記タッチパネルを右上領域と左上領域と右下領域と左下領域との4つの領域に分割した場合の前記右下領域又は前記左下領域内に設定される、
     ゲーム制御装置。
    The game control device according to any one of claims 1 to 8,
    The touch panel has a rectangular shape,
    The predetermined area includes a first line connecting the middle points of the upper side and the lower side of the touch panel and a second line connecting the middle points of the left side and the right side of the touch panel. Are set in the lower right area or the lower left area when divided into four areas of the lower right area and the lower left area,
    Game control device.
  10.  請求項1乃至9のいずれか1項に記載のゲーム制御装置において、
     前記基準位置設定手段は、前記タッチパネルへのタッチ操作に基づいて、前記基準位置を設定し、
     前記ゲーム制御装置は、前記所定領域を含む設定制限領域へのタッチ操作に基づく前記基準位置の設定を制限する手段を含む、
     ゲーム制御装置。
    The game control device according to any one of claims 1 to 9,
    The reference position setting means sets the reference position based on a touch operation on the touch panel,
    The game control device includes means for restricting setting of the reference position based on a touch operation to a setting restriction area including the predetermined area.
    Game control device.
  11.  請求項1乃至10のいずれか1項に記載のゲーム制御装置において、
     前記表示制御手段は、前記基準位置に所定画像を表示させ、
     前記ゲーム制御装置は、前記表示手段のうちの所定情報が表示される領域を含む表示制限領域内に前記基準位置が含まれる場合に、前記所定画像の表示を制限する手段を含み、
     前記所定画像の表示が制限されている場合であっても、前記第1動作制御手段は、前記基準位置と前記操作位置との位置関係に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる、
     ゲーム制御装置。
    The game control device according to any one of claims 1 to 10,
    The display control means displays a predetermined image at the reference position,
    The game control device includes means for restricting display of the predetermined image when the reference position is included in a display restriction area including an area in which the predetermined information of the display means is displayed.
    Even when the display of the predetermined image is restricted, the first motion control means performs the predetermined type of motion on the operation target object based on a positional relationship between the reference position and the operation position. To do,
    Game control device.
  12.  請求項1乃至11のいずれか1項に記載のゲーム制御装置において、
     前記表示制御手段は、
     前記操作対象オブジェクトと他のオブジェクトとが配置されるゲーム空間のうちの表示対象領域を前記表示手段に表示させ、
     前記他のオブジェクトが前記表示対象領域外に位置している場合に、前記他のオブジェクトの位置を示す位置画像を前記表示手段に表示させ、
     前記他のオブジェクトの状態に基づいて、前記位置画像の表示態様を設定する、
     ゲーム制御装置。
    The game control device according to any one of claims 1 to 11,
    The display control means includes
    Displaying the display target area in the game space in which the operation target object and other objects are arranged on the display means;
    When the other object is located outside the display target area, a position image indicating the position of the other object is displayed on the display means,
    Based on the state of the other object, the display mode of the position image is set.
    Game control device.
  13.  操作対象オブジェクトを表示手段に表示させる表示制御手段と、
     タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、
     前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、
     前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、
     前記タッチパネルの一部領域への複数回のタッチ操作、又は、前記タッチパネルの一部領域を所定時間にわたってタッチし続ける操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、
     を含むゲーム制御装置。
    Display control means for displaying the operation target object on the display means;
    Reference position setting means for setting a specific position of the touch panel as a reference position;
    Operation position acquisition means for acquiring an operation position according to the touch position of the touch panel;
    First motion control means for causing the operation target object to perform a predetermined type of motion based on a positional relationship between the reference position and the operation position;
    A second operation that causes the operation target object to perform the predetermined type of operation based on a plurality of touch operations to the partial area of the touch panel or an operation of continuously touching the partial area of the touch panel for a predetermined time. Control means;
    Including a game control device.
  14.  操作対象オブジェクトを表示手段に表示させる表示制御手段と、
     タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、
     前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、
     前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、
     前記タッチパネルの所定領域へのタッチ操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、
     を含むゲームシステム。
    Display control means for displaying the operation target object on the display means;
    Reference position setting means for setting a specific position of the touch panel as a reference position;
    Operation position acquisition means for acquiring an operation position according to the touch position of the touch panel;
    First motion control means for causing the operation target object to perform a predetermined type of motion based on a positional relationship between the reference position and the operation position;
    Second operation control means for causing the operation target object to perform the predetermined type of operation based on a touch operation on a predetermined area of the touch panel;
    Including game system.
  15.  操作対象オブジェクトを表示手段に表示させる表示制御手段と、
     タッチパネルの特定の位置を基準位置として設定する基準位置設定手段と、
     前記タッチパネルのタッチ位置に応じた操作位置を取得する操作位置取得手段と、
     前記基準位置と前記操作位置との位置関係に基づいて、所定種類の動作を前記操作対象オブジェクトに行わせる第1動作制御手段と、
     前記タッチパネルの一部領域への複数回のタッチ操作、又は、前記タッチパネルの一部領域を所定時間にわたってタッチし続ける操作に基づいて、前記所定種類の動作を前記操作対象オブジェクトに行わせる第2動作制御手段と、
     を含むゲームシステム。
    Display control means for displaying the operation target object on the display means;
    Reference position setting means for setting a specific position of the touch panel as a reference position;
    Operation position acquisition means for acquiring an operation position according to the touch position of the touch panel;
    First motion control means for causing the operation target object to perform a predetermined type of motion based on a positional relationship between the reference position and the operation position;
    A second operation that causes the operation target object to perform the predetermined type of operation based on a plurality of touch operations on the partial area of the touch panel or an operation of continuously touching the partial area of the touch panel for a predetermined time. Control means;
    Including game system.
  16.  請求項1乃至13のいずれか1項に記載のゲーム制御装置、又は、請求項14又は15に記載のゲームシステムとしてコンピュータを機能させるためのプログラム。

     
    A program for causing a computer to function as the game control device according to any one of claims 1 to 13 or the game system according to claim 14 or 15.

PCT/JP2019/003979 2018-04-25 2019-02-05 Game control device, game system, and program WO2019207898A1 (en)

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