WO2019207898A1 - Dispositif de commande de jeu, système de jeu et programme - Google Patents

Dispositif de commande de jeu, système de jeu et programme 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
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English (en)
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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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/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input 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,

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Optics & Photonics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

L'invention concerne un moyen de commande d'affichage (110) amenant un moyen d'affichage à afficher un objet à activer. Un moyen de réglage de position de référence (120) règle une position spécifique d'un écran tactile en tant que position de référence. Une unité d'acquisition de position d'activation (130) acquiert une position d'activation qui correspond à la position touchée sur l'écran tactile. Un premier moyen de commande d'activation (150), sur la base de la relation de position entre la position de référence et la position d'activation, amène l'objet à être activé pour qu'il effectue un type d'action prédéfinie. Un second moyen de commande d'opération (160), sur la base d'une action tactile dans une région prédéfinie de l'écran tactile, amène l'objet à être activé pour qu'il effectue un type d'action prédéfinie.
PCT/JP2019/003979 2018-04-25 2019-02-05 Dispositif de commande de jeu, système de jeu et programme WO2019207898A1 (fr)

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JP7317772B2 (ja) * 2019-07-05 2023-07-31 任天堂株式会社 情報処理プログラム、情報処理システム、情報処理装置、および、情報処理方法
US11590413B2 (en) 2020-07-08 2023-02-28 Nintendo Co., Ltd. Storage medium storing information processing program with changeable operation modes, information processing apparatus, information processing system, and information processing method
JP7062033B2 (ja) * 2020-07-08 2022-05-02 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理システム、および情報処理方法
JP7062034B2 (ja) * 2020-07-08 2022-05-02 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理システム、および情報処理方法
CN112402976B (zh) * 2020-11-24 2023-12-29 网易(杭州)网络有限公司 游戏角色的控制方法、终端、可读存储介质及电子设备

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