WO2022195903A1 - Game program, game processing method, and game device - Google Patents
Game program, game processing method, and game device Download PDFInfo
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- WO2022195903A1 WO2022195903A1 PCT/JP2021/022254 JP2021022254W WO2022195903A1 WO 2022195903 A1 WO2022195903 A1 WO 2022195903A1 JP 2021022254 W JP2021022254 W JP 2021022254W WO 2022195903 A1 WO2022195903 A1 WO 2022195903A1
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- operation target
- user
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- player
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- 238000003672 processing method Methods 0.000 title claims description 14
- 238000012545 processing Methods 0.000 claims description 69
- 238000003860 storage Methods 0.000 claims description 31
- 238000001514 detection method Methods 0.000 claims description 8
- 238000000034 method Methods 0.000 abstract description 55
- 230000008569 process Effects 0.000 abstract description 50
- 230000008859 change Effects 0.000 description 29
- 238000010586 diagram Methods 0.000 description 17
- 230000001133 acceleration Effects 0.000 description 16
- 238000004891 communication Methods 0.000 description 9
- 230000006870 function Effects 0.000 description 9
- 230000007123 defense Effects 0.000 description 4
- 238000005516 engineering process Methods 0.000 description 3
- 230000010354 integration Effects 0.000 description 3
- 239000013598 vector Substances 0.000 description 3
- 238000005401 electroluminescence Methods 0.000 description 2
- 238000013461 design Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 230000014759 maintenance of location Effects 0.000 description 1
- 238000010295 mobile communication Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
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- 239000004065 semiconductor Substances 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/422—Processing 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
Definitions
- the present invention relates to a game program, a game processing method, and a game device.
- Patent Literature 1 discloses a method in which the user himself/herself performs an operation to switch the player to be operated. Further, in Patent Document 2, it is disclosed whether or not to automatically switch the operation target based on the distance between the hand of the operation target and the ball, the moving direction of the enemy character associated with the ball, and the angle formed by the friendly character. A method for determining is disclosed.
- Patent Document 1 when the user himself/herself performs an operation to switch the operation target, both the operation to switch the operation target and the operation to the operation target are required, so the operation becomes complicated.
- the method disclosed in Patent Literature 2 automatically switches the operation target, it does not consider the user's operation, so the operation target may not be the one intended by the user.
- Another object of the present invention is to provide a game program, a game processing method, and a game device capable of achieving the effects described in the embodiments described later.
- one aspect of the present invention provides a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, and a specific object among the plurality of characters. a step of selecting the character whose distance is the smallest as the operation target; a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target; and a step of detecting the user's operation. determining whether or not to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object; and if it is determined to switch the operation target, and a step of switching another character among the plurality of characters to the operation target.
- a game processing method executed by a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters
- the game processing method comprising: a step of selecting a character whose distance from an object is the shortest as the operation target; a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target; determining whether or not to switch the operation target based on the operation direction of the user and the direction from the operation target character to the specific object if detected; and determining to switch the operation target. and switching another character among the plurality of characters to the operation target.
- Another aspect of the present invention is a game device that executes processing of a game in which a character to be operated by a user is switched from among a plurality of characters, wherein a distance from a specific object among the plurality of characters is the shortest.
- a selection unit that selects the character of as the operation target, a detection unit that detects a user's operation and operation direction for moving the operation target character selected as the operation target, and when the user's operation is detected a determination unit that determines whether or not to switch the operation target based on the operation direction of the user and the direction from the operation target character to the specific object; and a switching unit that switches another character out of a plurality of characters to the operation target.
- FIG. 1 is a block diagram showing an example of the functional configuration of a game device according to an embodiment
- FIG. 4 is a schematic diagram showing an example of a game space by game processing according to the embodiment
- FIG. 4 is a flowchart showing an example of game processing according to the embodiment
- FIG. 4 is a diagram showing an example of parameters of a player character according to the embodiment
- 4A and 4B are diagrams showing parameter examples of a ball object according to the embodiment
- FIG. 5 is an image diagram showing results of estimating positions of a player character and a ball object according to the embodiment; 4A and 4B are schematic diagrams showing an example of a direction range used for determination of an operation direction according to the embodiment;
- FIG. 4 is a flowchart showing an example of operation target determination processing according to the embodiment; 4 is a schematic diagram showing an example of the positional relationship of game objects on the game field according to the embodiment;
- FIG. 4 is a timing chart showing a first example of switching of an operation target according to the embodiment; 9 is a timing chart showing a second example of switching of operation targets according to the embodiment;
- the game device according to the present embodiment can typically be a home-use game machine, but it may also be installed in an amusement facility such as a game center.
- Home-use game machines include, for example, a stationary game machine that outputs a game image to a display such as a television (television receiver) for playing, and a portable game machine with a built-in display.
- the game according to the present embodiment is a game played using a plurality of characters.
- a character is a game character such as a person, an animal, an object (for example, a vehicle) appearing in the game, and is displayed as an image (character image) on the game screen.
- a user plays a character selected from among a plurality of characters as an operation target.
- a baseball game in which a team to be operated by the user and an opponent team play a match will be described as an example.
- the team to be operated is the attacking team, the user performs a batting operation or the like to cause a player character (batter) selected according to the batting order to bat.
- the user when the team to be operated is on the defensive side, the user performs a pitching operation that causes a player character (pitcher) selected as a pitcher to pitch, a defensive operation that causes a player character selected as a fielder to perform defense, and the like. I do.
- a pitching operation that causes a player character (pitcher) selected as a pitcher to pitch
- a defensive operation that causes a player character selected as a fielder to perform defense
- the player closest to the hit ball changes from moment to moment, the player character to be operated changes frequently, which may make the operation difficult. Therefore, in the present embodiment, not only the player character closest to the hit ball is automatically selected, but also the user's operation is taken into account to determine the player character to be operated.
- FIG. 1 is a diagram for explaining an overview of operation target determination processing according to the present embodiment.
- the operation target determination process according to the present embodiment includes "operation target selection process” and "operation target change process”.
- the operation target selection process is a process in which the game device (system) automatically selects a player character to be an operation target when there is no operation by the user to instruct movement of the player character.
- FIG. 1 shows player characters A and B, and a ball object BO representing a batted ball. As shown in the figure, when the distance Lb between player B and ball object BO is smaller than the distance La between player A and ball object BO, player B closest to the ball is selected as the operation target.
- a cursor P1 indicating that it is selected as an operation target is displayed in association with player B (for example, at a position pointing to player B).
- a player character whose distance between the coordinates of the ball projected onto a plane (two-dimensional) corresponding to the ground and the coordinates of the player on the same plane is the shortest is set as the operation target. selected.
- the operation target change process takes into account the "direction" of movement (hereinafter referred to as "user operation direction") acquired based on the user's operation to instruct the player character to move. This is processing for switching the player character to be operated. For example, it is determined whether or not the direction Db from the player B to the ball object BO selected as the operation target by the operation target selection process matches the user's operation direction Du. Next, the operation target is changed to the player A whose distance from the ball is the shortest. It should be noted that if it is determined that they match, the operation target remains player B and is not changed. After the operation target is changed to the player A, the direction Da from the player A to the ball object BO matches the user's operation direction Du. This user's operation direction Du is an operation intended to operate the player A by the user, and the operation target has been switched to the player character intended by the user.
- user operation direction is an operation intended to operate the player A by the user, and the operation target has been switched to the player character intended by the user.
- FIG. 2 is a block diagram showing an example of the configuration of the game system 1 according to this embodiment.
- the game system 1 includes a game device 10 and a server device 30, and these devices are connected via a communication network NW. Although one game device 10 used by a user is illustrated here, a plurality of game devices 10 used by other users are connected to a server device 30 via a communication network NW, and a plurality of users each It is also possible to compete online using the game device 10 of the above.
- the server device 30 manages game programs, game programs, and the like necessary for executing game processing on the game device 10 .
- the server device 30 is a computer device managed by a game operating company, and can be regarded as a system composed of a plurality of server machines, storages, network switches, routers/firewalls, and the like.
- the game program managed by the server device 30 includes at least a part of the game processing program.
- the game programs include not only those downloaded to the game device 10 before starting the game, but also those downloaded to the game device 10 after starting the game.
- the game program downloaded to the game device 10 before the game is started is not limited to being managed by the server device 30, but is managed by a server device that distributes programs that operate on the game device 10. may be Note that the server device 30 may execute part of the game processing.
- the game device 10 is a computer device that executes game processing that is played by the user.
- the game device 10 includes a communication section 11, an input/output IF section 12, a storage section 13, and a CPU (Central Processing Unit) 14.
- FIG. 1 A communication section 11, an input/output IF section 12, a storage section 13, and a CPU (Central Processing Unit) 14.
- FIG. 1 A communication section 11, an input/output IF section 12, a storage section 13, and a CPU (Central Processing Unit) 14.
- the communication unit 11 is a device that performs communication conforming to the communication standards of the communication network NW such as wireless LAN, wired LAN, mobile communication (LTE), etc. with which the game device 10 and the server device 30 can communicate.
- NW wireless LAN
- wired LAN wired LAN
- mobile communication LTE
- the input/output IF unit 12 is an interface for connecting with external input devices and output devices.
- the input/output IF unit 12 is connected with a controller 15, a display device 16, and the like.
- the controller 15 is an input device for the user to input game operations.
- the controller 15 is provided with an operation lever, an operation button, and the like.
- the user can use the control lever to perform an operation to instruct the moving direction of the player character.
- the user performs an operation of tilting the control lever in the direction in which the player character is desired to move.
- the direction in which the operation lever is tilted corresponds to the user's operation direction. Note that the direction in which the user operates the controller 15 (for example, the direction in which the operation lever is tilted) does not necessarily match the moving direction of the player character.
- the input/output IF unit 12 detects the operating state of the controller 15 and outputs an operating signal based on the detected operating state to the CPU 14 .
- the display device 16 displays game images based on the game processing executed by the game device 10 and outputs sounds based on the game processing.
- the display device 16 includes a display section 161 and an audio output section 162 .
- the display unit 161 includes, for example, a liquid crystal display panel, an organic EL (Electro Luminescence) display panel, and the like.
- the audio output unit 162 includes, for example, a speaker. Also, the audio output unit 162 may include an audio output terminal for outputting audio to earphones, headphones, or the like.
- the display device 16 may be a television that has a function of receiving television broadcast waves, or a monitor that does not have a function of receiving television broadcast waves. Further, the display device 16 may be configured without the audio output section 162 . The audio output unit 162 may be configured as a device separate from the display device 16 .
- the storage unit 13 includes, for example, HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory), etc.
- HDD Hard Disk Drive
- SSD Solid State Drive
- EEPROM Electrically Erasable Programmable Read-Only Memory
- ROM Read-Only Memory
- RAM Random Access Memory
- the CPU 14 functions as a control center that controls each part of the game device 10 .
- the CPU 14 executes game processing of a baseball game by executing a game program stored in the storage unit 13 .
- FIG. 3 is a block diagram showing an example of the functional configuration of the game device 10 according to this embodiment.
- the illustrated game device 10 includes a game processing unit 140 as a functional configuration realized by the CPU 14 executing the game program stored in the storage unit 13 .
- the game processing section 140 includes an operation detection section 141 (an example of a detection section), a drawing processing section 142 , and an operation target control section 143 .
- the operation detection unit 141 detects user operations on the controller 15 .
- the operation detection unit 141 acquires an operation signal input via the input/output IF unit 12 according to a user's operation on the controller 15, and detects the user's operation based on the acquired operation signal.
- a user's operation is, for example, an operation related to playing a game.
- the operation related to game play includes an operation and an operation direction for moving a player character selected as an operation target.
- the drawing processing unit 142 draws a game image based on game processing, and updates the game image at a predetermined frame rate (eg, 30 fps).
- FIG. 4 is a schematic diagram showing an example of a game space created by game processing according to this embodiment.
- the illustrated game space includes a game field FL modeled after a baseball field.
- the game field FL is represented as a two-dimensional space by XY coordinates.
- On this game field FL two-dimensional coordinate plane, nine player characters on the defense side, one player character on the attacking side as a batter, and up to three player characters on the attacking side as runners. and a ball object are displayed.
- a ball object flying in a three-dimensional space is represented by coordinates projected onto the game field FL (two-dimensional coordinate plane).
- the ball object BO thrown by the player character C1 as the pitcher in accordance with the user's operation is hit by the player character C2 as the opponent's batter, and the hit ball object BO is shown by the arrow Y1.
- It shows the state of moving in the direction.
- one of the nine player characters on the defense side is the player character to be operated by the user, and the remaining eight player characters are NPCs.
- the player character C3 indicated by the cursor P1 is the closest to the ball object BO, so it is selected as the player character to be operated.
- the player character C3 corresponds to the player B shown in FIG. 1
- the player character C4 closest to the ball object BO next to the player character C3 corresponds to the player A shown in FIG.
- the game processor 140 controls the positions of up to 14 game objects.
- the game processing unit 140 controls the player character to be operated according to the user's operation.
- the game processing unit 140 controls the player characters (NPCs) other than the player character to be operated and the ball object BO according to the state on the game field FL (the positional relationship of various game objects, etc.) and the state of the game, regardless of the user's operation.
- NPCs player characters
- FIG. 5 is a flowchart showing an example of game processing according to this embodiment.
- the CPU 14 executes input processing based on the user's operation on the controller 15 (step S10). For example, the CPU 14 acquires an operation signal based on a user's operation on the controller 15 and executes processing based on the acquired operation signal. As an example, the CPU 14 determines the acceleration and direction of the player character to be operated based on the operation of the player character. As another example, the CPU 14 determines the acceleration and direction of the ball object BO based on the operation of the opponent's batter player character or the control of the NPC. The CPU 14 also determines the acceleration and direction of other player characters (NPCs) other than the operation target.
- NPCs other player characters
- step S20 the CPU 14 executes game processing based on the input processing of step S10 (step S20). For example, the CPU 14 updates the positions of up to 14 game objects existing on the game field FL based on the acceleration and direction of the game objects determined in step S10.
- the CPU 14 draws and updates the game image including the game object based on the position of the game object updated in step S20 (step S30).
- the CPU 14 executes the game processing of steps S10 to S30 once per frame at a predetermined frame rate (eg, 30 fps).
- a predetermined frame rate eg, 30 fps.
- the CPU 14 may perform the processing of steps S10 and S20 and the processing of S30 asynchronously.
- the CPU 14 may execute the processes of steps S10 and S20 at a variable frame rate, and execute only the process of step S30 at a predetermined frame rate.
- the operation target control unit 143 includes an operation target selection unit 144 (an example of a selection unit), an operation target change unit 145 (an example of a switching unit), a position estimation unit 146, a determination section 147 (an example of the determination section).
- the operation target selection unit 144 selects a player character to be operated, regardless of the user's operation. For example, the operation target selection unit 144 selects the player character whose distance from the ball object BO is the shortest among the plurality of player characters as the operation target.
- the operation target changing unit 145 switches the player character to be operated based on the user's operation. For example, when the user's operation is detected, the operation target change unit 145 switches the operation target based on whether or not the user's operation direction matches the direction from the player character to be operated to the ball object BO.
- the determination as to whether or not the user's operation direction and the direction from the player character to the ball object BO match is not only based on the positional relationship at the time of the user's operation, but also after a predetermined period of time (for example, after a predetermined frame). This is done based on the positional relationship in consideration of the movement of the player character or ball object BO. This is because when the user performs an operation to move the player character, the player character and the ball object BO are not only moved to the current position, but also moved to a slightly future position. be.
- the position estimation unit 146 estimates the position of the player character to be operated and the position of the ball object BO for a predetermined period after the user's operation is detected. For example, the position estimation unit 146 estimates the position of the player character to be operated and the position of the ball object BO from the frame when the user's operation is detected to a predetermined number of frames ahead. Estimation of the position of the player character and the position of the ball object BO will be specifically described below.
- the position estimation unit 146 assumes that the user's operation is the first frame, and estimates the position of the player character up to a predetermined frame ahead (for example, the 300th frame), assuming that the operation continues as it is. For example, the position estimation unit 146 estimates the position of the player character from the first frame to a predetermined frame ahead (for example, the 300th frame) based on the acceleration and direction of movement of the player character determined according to the user's operation. presume. The position estimation unit 146 stores the coordinates (X, Y) of the position of the player character in each frame in the storage unit 13 .
- the position estimation unit 146 estimates the position of the ball object BO, which moves according to the hit, to a predetermined frame ahead (for example, the 300th frame), with the time point of the user's operation as the first frame.
- the position estimation unit 146 estimates the position of the ball object BO from the first frame to a predetermined frame ahead (for example, the 300th frame) based on the acceleration and direction of movement of the ball object BO.
- the position estimation unit 146 stores the coordinates (X, Y) of the position of the ball object BO in each frame in the storage unit 13 .
- FIG. 6 is a diagram showing an example of parameters of a player character according to this embodiment.
- a player parameter 131 shown in the figure is an example of a player character parameter held in the storage unit 13 .
- the player parameters 131 include parameters indicating acceleration, speed, and direction (angle), and XY coordinates (n) of the position of the player character in the Nth frame (N, n are positive integers).
- the acceleration and direction are determined according to the user's operation on the player character. Velocity is calculated based on acceleration and direction.
- the XY coordinates (1) of the player character in the first frame are the actual coordinates in the first frame at the time of the user's operation.
- the XY coordinates (2) of the player character in the second frame to the XY coordinates (300) of the 300th frame are estimated values calculated based on the XY coordinates (1) of the first frame and the acceleration (velocity) and direction. is.
- the acceleration and direction of the above parameters are determined by the system, and the values of the other parameters are calculated based on the values of the determined acceleration and direction.
- FIG. 7 is a diagram showing parameter examples of the ball object according to this embodiment.
- the illustrated ball parameters 132 are examples of the parameters of the ball object BO held in the storage unit 13 .
- the ball parameters 132 include parameters indicating acceleration, velocity, and direction (angle), and the XY coordinates (n) of the N-th frame position of the ball object BO. Acceleration and direction are determined by opponent's manipulation or NPC's control. Velocity is calculated based on acceleration and direction.
- the XY coordinates (1) of the ball object BO in the first frame are the actual coordinates of the ball object BO in the first frame shown in FIG.
- the XY coordinates (2) of the ball object BO in the second frame to the XY coordinates (300) of the 300th frame are estimates calculated based on the XY coordinates (1) of the first frame and the acceleration (velocity) and direction. value.
- FIG. 8 is an image diagram showing the results of estimating the positions of the player character and the ball object according to this embodiment.
- player B and ball object BO correspond to player B and ball object BO shown in FIG.
- the user's operation direction Du is different from that in FIG.
- This figure shows the results of estimating the positions of player B and the ball object BO for 300 frames after the user's operation on player B (operation target) (first frame).
- the determination unit 147 determines whether or not to switch the operation target based on the user's operation direction Du and the direction Db from the player character to be operated to the ball object BO. For example, when the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO, the determination unit 147 determines not to switch the operation target. On the other hand, if the user's operation direction Du does not match the direction Db from the player character to be operated to the ball object BO, it is determined to switch the operation target.
- matching the user's operation direction Du with the direction Db from the player character to be operated to the ball object BO means that the user's operation direction Du is included in a predetermined direction range.
- the predetermined direction range is a range based on the direction Db from the player character to be operated to the ball object BO.
- the determination unit 147 determines whether or not the user's operation direction Du is included in a predetermined direction range from the frame at which the user's operation is detected to a predetermined number of frames ahead (for example, 300 frames ahead).
- FIG. 9 is a schematic diagram showing an example of the direction range used for determining the operation direction according to this embodiment.
- the range of the angle ⁇ between the direction (vector) Dbn from the player B to the ball object BO in the Nth frame and the direction (vector) Dbn+1 from the player B to the ball object BO in the N+1th frame is the above Corresponds to a given directional range.
- the user's operation direction Du is included in the predetermined direction range (the range of the angle ⁇ ), so the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO. Then it is judged.
- the determining unit 147 determines that the user's operation direction Du is based on the direction Dbn from the operation target player character to the ball object BO in the Nth frame and the direction Dbn+1 from the operation target player character to the ball object BO in the N+1 frame. Whether or not it is included in a determined predetermined direction range (range of angle ⁇ ) is determined up to 300 frames ahead from the frame in which the user's operation was detected.
- the determination unit 147 determines that the operation direction Du of the user is included in the predetermined direction range in at least one frame from the first frame to the 300th frame. It is determined that the direction Db from the character to the ball object BO matches, and it is determined not to switch the operation target. On the other hand, if the determining unit 147 determines that there is no frame in which the user's operation direction is included in the predetermined direction range among the 1st to 300th frames, the determination unit 147 determines that the user's operation direction Du and the player character to be operated are controlled by the ball. It is determined that the direction Db to the object BO does not match, and it is determined to switch the operation target.
- the predetermined direction range for determining the user's operation direction is a range obtained by adding an angle ⁇ to the range of the angle ⁇ determined by the direction from the player B to the ball object BO in each of the Nth frame and the N+1th frame.
- a direction Dbn′ obtained by adding an angle ⁇ to the direction Dbn from the player B to the ball object BO in the Nth frame, and an angle ⁇ added to the direction Dbn+1 from the player B to the ball object BO in the N+1th frame.
- a range of an angle ( ⁇ +2 ⁇ ) with the direction Dbn+1′ may be set as the predetermined direction range.
- the determination unit 147 determines whether or not a predetermined ratio (for example, 50% or 100%) of frames in which the user's operation direction Du is included in a predetermined direction range among the 1st to 300th frames. It may be determined whether or not the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO. For example, if the number of frames in which the user's operation direction Du is included in a predetermined direction range among the first to 300th frames is equal to or greater than a predetermined ratio, the determination unit 147 determines that the user's operation direction Du and the operation target may be determined to match the direction Db from the player character to the ball object BO.
- a predetermined ratio for example, 50% or 100%
- the determination unit 147 determines that the user's operation direction Du and the operation target direction Db from the player character to the ball object BO does not match.
- the determining unit 147 determines whether or not the user's operation direction Du is included in a predetermined direction range determined by the direction Db from the player B to the ball object BO in each of the Nth frame and the N+2th frame. It may be determined whether or not the operation direction Du matches the direction Db from the player character to be operated to the ball object BO.
- the determination unit 147 determines that the operation direction Du of the user is within a predetermined direction range determined by the direction Db1 from the player B to the ball object BO in the first frame and the direction Db300 from the player B to the ball object BO in the 300th frame. It may be determined whether or not the user's operation direction Du and the direction Db from the player character to be operated to the ball object BO match depending on whether or not they are included. Further, the determination unit 147 determines the direction Db1 from the player B to the ball object BO in the first frame and the direction Dbn that forms the largest angle with the direction Db1 (the direction from the player B to the ball object BO in the Nth frame). It is determined whether or not the user operation direction Du matches the direction Db from the player character to be operated to the ball object BO, depending on whether or not the user operation direction Du is included in a predetermined direction range determined by may
- the predetermined direction range may be a predetermined angle range based on the direction Db1 from the player B to the ball object BO in the first frame.
- the predetermined direction range may be a predetermined angle range from the direction Db1 from the player B to the ball object BO in the first frame, or may be a predetermined angle range around the direction Db1. That is, the determination unit 147 determines whether the user's operation direction Du is within a predetermined angular range based on the direction Db1 from the player B to the ball object BO in the first frame. It may be determined whether or not the direction Db from the player character to be operated to the ball object BO matches.
- the predetermined direction range may be a preset angle range based on the direction Db1 from the player B to the ball object BO in each frame.
- the predetermined direction range may be a range of a preset angle from the direction Db1 from the player B to the ball object BO in each frame, or a range of a preset angle around the direction Db1.
- the determination unit 147 determines whether the user's operation direction Du is included in a preset angle range with reference to the direction Db1 from the player B to the ball object BO in each frame from the first frame to the 300th frame. Based on whether or not, it may be determined whether or not the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO.
- a match may be determined when the user's operation direction Du is included in a preset angle range in at least one frame, or the user's operation direction Du is preset in a predetermined proportion of frames. It may be determined that they match when they are included in the range of the angle.
- the preset angle may be 0 degrees, that is, a perfect match may be determined.
- the determination target is 300 frames ahead from the frame in which the user's operation is detected. be able to.
- the position estimating unit 146 estimates the positions of both player B (player character to be operated) and ball object BO in consideration of the movement of both of them up to a predetermined frame ahead. Only one position may be estimated. For example, the position estimation unit 146 may estimate only the position of the ball object BO up to a predetermined frame ahead without moving the position of player B (player character to be operated) from the position in the first frame. In this case, the direction Db from player B to ball object BO in each frame is determined by the position of player B in the first frame and the position of ball object BO in each frame.
- the determination unit 147 determines to switch the operation target. In this case, the operation target changing unit 145 switches the operation target to the player character whose distance from the ball object BO is the next closest to the operation target player character.
- the operation target changing unit 145 does not simply select the player character whose distance from the ball object BO is the shortest as the operation target, but considers the user's operation. to perform "operation target change processing" for switching the player character to be operated. For example, if the direction from the operation target player character, whose distance from the ball object BO is the shortest, to the ball object BO does not match the user's operation direction, the operation target changing unit 145 changes the direction of the operation target player character to the ball object BO. Then, the player character whose distance from the ball object BO is the shortest is switched to the operation target.
- the operation target selection unit 144 selects the player character whose distance is the shortest. Perform "operation target selection processing" to select as an operation target. That is, when the user's operation is no longer detected and when the player character with the shortest distance from the ball object BO is not the operation target, the operation target selection unit 144 selects the player character with the shortest distance from the ball object BO. Switch to the operation target.
- some of the player characters existing on the game field FL may be excluded from the switching of the operation targets.
- Some player characters are player characters that are currently being operated or player characters that are not currently being operated. It is a player character such as an infielder in the field. For example, a catcher player character who is covering the base is excluded from the target of switching the operation target.
- the operation target selection unit 144 prohibits switching of the operation target for a predetermined period (second period) after switching.
- the operation target changing unit 145 changes the operation target for a predetermined period (first period) after the switching. Prohibit switching.
- the operation target selection unit 144 switches the operation target by operation target selection processing that does not depend on the user's operation
- the operation target change unit 145 switches the operation target by the operation target change processing that considers the user's operation.
- the predetermined period during which switching of the operation target is prohibited may differ depending on the case. For example, when the operation target changing unit 145 switches the operation target by the operation target change process than when the operation target selection unit 144 switches the operation target by the operation target selection process, the switching of the operation target is prohibited for a predetermined period. may be set for a long period of time.
- the predetermined period (second period) during which switching of the operation target is prohibited is set to 500 msec, and the operation target change unit 145 performs the operation target change process.
- a predetermined period (first period) during which switching of the operation target is prohibited when the target is switched may be set to 800 msec.
- FIG. 10 is a flowchart showing an example of operation target determination processing according to the present embodiment.
- the CPU 14 determines whether or not the controller 15 is operated by the user (step S201).
- a user's operation is an operation of moving a player character to be operated. Although the user's intention may be an operation to move a player character that is not the operation target, the CPU 14 receives the operation as an operation to move the operation target player character regardless of the user's intention.
- the CPU 14 determines that there is a user's operation (step S201: YES)
- the process proceeds to operation target change processing in step S210.
- step S201: NO the process proceeds to operation target selection processing in step S220.
- step S210 The CPU 14 determines whether or not a predetermined period of time (for example, 800 msec) has passed after switching the operation target by the operation target change process (step S211).
- a predetermined period of time for example, 800 msec
- step S211: NO the operation target change process is performed without switching the operation target. finish. Then, the process proceeds to step S230.
- step S211 when the CPU 14 determines that a predetermined period of time (for example, 800 msec) has passed since the operation target was switched by the operation target change process (step S211: YES), the process proceeds to step S213.
- the CPU 14 estimates the positions of the player character to be operated and the ball object BO from the frame when the user's operation is detected to a predetermined number of frames ahead, and determines the direction from the player character to be operated to the ball object BO. is calculated (see FIG. 8).
- the CPU 14 determines whether or not the user's operation direction is within a predetermined direction range (step S215).
- the predetermined direction range is, for example, the angle ⁇ (or a range obtained by adding angle ⁇ 2 to the range) (see FIG. 9).
- the CPU 14 determines whether the user's operation direction is within a predetermined direction range based on whether the user's operation direction is included in the predetermined direction range in the 1st to 300th frames. .
- step S215 YES
- the CPU 14 determines that the user's operation direction is within the predetermined direction range (step S215: YES)
- step S215 determines that the user's operation direction is not within the predetermined direction range
- step S215: NO the CPU 14 selects the player character whose distance from the ball object BO is next to the operation target player character as the operation target. Switch (step S217). Then, the CPU 14 ends the operation target change process, and proceeds to the process of step S230.
- step S220 The CPU 14 determines whether or not a predetermined period of time (for example, 500 msec) has passed since the operation target was switched by the operation target selection process (step S221).
- a predetermined period of time for example, 500 msec
- step S221: NO the operation target selection process is performed without switching the operation target. finish. Then, the process proceeds to step S230.
- step S221 when the CPU 14 determines that a predetermined period of time (for example, 500 msec) has passed since the operation target was switched by the operation target selection process (step S221: YES), the process proceeds to step S223.
- a predetermined period of time for example, 500 msec
- step S223 the CPU 14 determines whether or not the player character whose distance from the ball object BO is the shortest is the player character to be operated (step S223).
- step S223 When the CPU 14 determines that the player character closest to the ball object BO is the player character to be operated (step S223: YES), it ends the operation target selection process without switching the operation target. Then, the process proceeds to step S230. On the other hand, when the CPU 14 determines that the player character whose distance from the ball object BO is the shortest is not the player character to be operated (step S223: NO), the player character whose distance from the ball object BO is the shortest is set as the operation target. Switch (step S225). Then, the CPU 14 ends the operation target selection process, and proceeds to the process of step S230.
- step S230 the CPU 14 updates all game objects on the game field FL including the player character to be operated determined by the operation target change process or the operation target selection process.
- step S230 may be performed before step S201.
- the update of the game object may be an update that reflects the processing result of the operation target change processing or operation target selection processing in the current frame, or the processing result of the operation target change processing or operation target selection processing in the immediately preceding frame. may be updated to reflect
- FIG. 11 to 13 a specific example of switching the operation target will be described with reference to FIGS. 11 to 13.
- FIG. It should be noted that the content explained here is merely for explaining an example of switching of the operation target, and does not correspond to the situation in the actual baseball game.
- FIG. 11 is a schematic diagram showing an example of the positional relationship of game objects on the game field FL.
- FIG. 11 schematically shows an example of the positional relationship between the player character and the ball object BO, the user's operation direction, and the operation target.
- the player character Ca is called player A.
- the player character Cb is referred to as player B.
- the player character Cc is called a player C.
- the positions at time t1, time t2, time t3, and time t4, and the position of the ball object BO at time t2 are the positions in the first frame, and the positions in the 200th and 300th frames. and the estimated position of the ball object BO.
- the distance between player A and ball object BO at time t1 is L1.
- FIG. 12 is a timing chart showing a first example of switching of the operation target.
- FIG. 13 is a timing chart showing a second example of switching of the operation target.
- FIG. 11 During the period from time t1 to time t2, player A is closest to the ball object BO. Therefore, the player A is selected as the operation target by the operation target selection process, and the cursor P1 is displayed on the player A. FIG. At this time, the cursors P2 and P3 are hidden. At time t2, the player closest to the ball object BO is changed from player A to player B, so the operation target is switched from player A to player B by the operation target selection process. Cursor P1 is hidden and cursor P2 is displayed. Since the operation target has been switched by the operation target selection process, switching of the operation target is prohibited during the period of 500 msec from time t2 regardless of whether the user performs an operation in any direction.
- FIG. 11 From time t1 to time t2, player A is selected as an operation target and cursor P1 is displayed on player A, as in the first example.
- the player closest to the ball object BO is changed from player A to player B, so the operation target is switched from player A to player B by the operation target selection process.
- Cursor P1 is hidden and cursor P2 is displayed.
- the game device 10 executes game processing in which a player character to be operated by the user is switched among a plurality of player characters (an example of characters). For example, the game device 10 selects the player character whose distance from the ball object BO (an example of the specific object) is the shortest among the plurality of player characters as the operation target. The game device 10 also detects a user's operation and an operation direction for moving an operation target player character (an example of an operation target character) selected as an operation target. When the user's operation is detected, the game device 10 determines whether or not to switch the operation target based on the user's operation direction and the direction from the operation target player character to the ball object BO. Then, when it is determined to switch the operation target, the game device 10 switches the operation target to another player character among the plurality of player characters.
- a player character to be operated by the user is switched among a plurality of player characters (an example of characters). For example, the game device 10 selects the player character whose distance from the ball object BO (an example of the specific object
- the game device 10 determines the operation target in consideration of not only the distance between the player character and the ball object BO but also the user's operation for moving the player character. It is possible to switch to the operation target that reflects the
- the game device 10 switches the operation target to the player character whose distance from the ball object BO is next to the operation target player character.
- the game device 10 sets the next player character closest to the ball object BO as the operation target, so it is possible to switch to an operation target that reflects the user's intention.
- the game device 10 determines to switch the operation target when the user's operation direction is not included in a predetermined direction range based on the direction from the player character to be operated to the ball object BO.
- the game device 10 can switch the operation target based on the user's operation when the operation target player character is not the operation target intended by the user.
- the game device 10 estimates at least one of the position of the player character to be operated and the position of the ball object BO for a predetermined period after the user's operation is detected. Then, based on the estimation result of at least one of the position of the player character to be operated and the position of the ball object BO, the game device 10 determines that the user's operation direction is predetermined for a predetermined period after the user's operation is detected. It is determined whether or not it is included in the direction range of .
- the game device 10 determines whether or not the player character to be operated is the intended operation target of the user by determining the user's operation direction in consideration of the movement of the player character or the ball object BO over a predetermined period of time. can be judged appropriately.
- the game device 10 draws a game image including multiple player characters and the ball object BO at a predetermined frame rate. Then, the game device 10 determines whether or not the user's operation direction is included in a predetermined direction range from the frame when the user's operation is detected to a predetermined number of frames ahead.
- the game device 10 determines whether or not the player character to be operated is the user's intended operation target by determining the user's operation direction in consideration of the movement of the player character or the ball object BO over a predetermined frame. can be judged appropriately.
- the operation direction of the user in the Nth (N is a positive integer) frame is the direction from the operation target player character in the Nth frame to the ball object BO and the operation target in the N+1th frame. It is determined from the frame in which the user's operation is detected to a predetermined frame ahead whether or not it is included in a predetermined direction range determined by the direction from the player character to the ball object BO.
- the game device 10 determines whether or not the player character to be operated is the user's intended operation target by determining the user's operation direction in consideration of the movement of the player character or the ball object BO over a predetermined frame. can be judged appropriately.
- the game apparatus 10 sets the character whose distance is the shortest as the operation target. .
- the game device 10 can set a player character, which is highly likely to be operated by the user, as an operation target when the user is not operating the player character.
- the game device 10 When the operation target is switched based on the user's operation direction and the direction from the operation target player character to the ball object BO, the game device 10 does not switch the operation target for a first period (for example, 800 msec) after switching. restrict.
- a first period for example, 800 msec
- the game device 10 can prevent the operation target from switching more than necessary in a short period of time due to a slight change in the positional relationship between the player character and the ball object BO or the user's operation direction.
- the operation target switching is prohibited for a second period (for example, 500 msec) after switching.
- the game device 10 can prevent the operation target from switching more than necessary in a short period of time due to a slight change in the positional relationship between the player character and the ball object BO or the user's operation direction.
- the first period (eg, 800 msec) is set longer than the second period (eg, 500 msec).
- the game device 10 determines to switch the operation target based on the user's operation, the game device 10 places more importance on the switching of the operation target than the determination of the switching of the operation target by the system that does not depend on the user's operation. You can make it harder to wake up.
- the game processing method in the game device 10 for executing game processing in which a player character to be operated by the user is switched from among a plurality of player characters (an example of characters) is the ball object BO (specified player character) among the plurality of player characters.
- a step of selecting a player character whose distance is the shortest from the player character (an example of an object of operation) as an operation target, and a user operation and operation for moving the operation target player character (an example of the operation target character) selected as the operation target a step of detecting a direction, a step of determining whether or not to switch the operation target based on the user's operation direction and the direction from the operation target player character to the ball object BO when the user's operation is detected; and a step of switching another player character among the plurality of player characters to the operation target when it is determined that the operation target is to be switched.
- the game processing method in the game device 10 determines the operation target in consideration of not only the distance between the player character and the ball object BO but also the user's operation to move the player character. It is possible to switch to an operation target that reflects the user's intention.
- the operation target changing unit 145 moves the ball object BO after the player character to be operated.
- An example of switching the player character with the shortest distance to the operation target has been described.
- the operation target changing unit 145 may determine, as the operation target, a player character whose operation direction by the user matches the direction toward the ball object when switching to the operation target.
- the baseball game was explained as an example, but the game is not limited to the baseball game.
- a game in which a character to be operated by the user is switched from among a plurality of characters can be applied to various sports-themed games such as soccer, rugby, and American football.
- the present invention is not limited to sports-themed games, and can be applied to any game such as a battle game in which a plurality of warrior characters capture or attack specific enemy objects.
- a program for realizing the functions of the game processing unit 140 described above is recorded in a computer-readable recording medium, and the program recorded in this recording medium is read into a computer system and executed. Processing as 140 may be performed.
- "loading and executing the program recorded on the recording medium into the computer system” includes installing the program in the computer system.
- the "computer system” here includes hardware such as an OS and peripheral devices.
- the “computer system” may include a plurality of computer devices connected via a network including communication lines such as the Internet, WAN, LAN, and dedicated lines.
- the term “computer-readable recording medium” refers to portable media such as flexible discs, magneto-optical discs, ROMs and CD-ROMs, and storage devices such as hard discs incorporated in computer systems.
- the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM.
- Recording media also include internal or external recording media accessible from the distribution server for distributing the program.
- the program code stored in the recording medium of the distribution server may be different from the program code in a format executable by the terminal device. That is, as long as it can be downloaded from the distribution server and installed in a form that can be executed on the terminal device, the form stored in the distribution server does not matter.
- the program may be divided into a plurality of parts, and the divided programs may be downloaded at different timings and then merged in the terminal device, or the distribution servers that distribute the divided programs may be different.
- “computer-readable recording medium” is a volatile memory (RAM) inside a computer system that acts as a server or client when the program is transmitted via a network, and retains the program for a certain period of time. It shall also include things. Further, the program may be for realizing part of the functions described above. Further, it may be a so-called difference file (difference program) that can realize the above functions by combining with a program already recorded in the computer system.
- difference file difference program
- part or all of the functions of the game processing unit 140 described above may be implemented as an integrated circuit such as an LSI (Large Scale Integration).
- LSI Large Scale Integration
- Each of the functions described above may be individually processorized, or part or all of them may be integrated and processorized.
- the method of circuit integration is not limited to LSI, but may be realized by a dedicated circuit or a general-purpose processor.
- an integrated circuit based on this technology may be used.
- the externally connected storage device is a storage device that is wired or wirelessly connected to the game device 10 .
- externally connected storage devices may be storage devices connected via USB (Universal Serial Bus), wireless LAN (Local Area Network), wired LAN, etc., or storage devices connected via the Internet ( data server).
- a storage device (data server) connected via the Internet or the like may be used using cloud computing.
- a configuration corresponding to at least a part of each unit included in the game processing unit 140 may be included in the server device 30 connected via the Internet or the like.
- the above embodiments can be applied to a so-called cloud game in which game processing is executed by the server device 30 .
- a game program provides a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, a specific object (BO) among the plurality of characters. ) as the operation target (S220), and a step of detecting the user's operation and operation direction for moving the operation target character selected as the operation target (S10). and determining whether or not to switch the operation target based on the user's operation direction (Du) and the direction (Db) from the operation target character to the specific object when the user's operation is detected.
- a step (S215) and a step (S217) of switching another character among the plurality of characters to the operation object when it is determined that the operation object is to be switched are executed.
- the game program determines the operation target in consideration of not only the distance between the character and the specific object but also the user's operation to move the character. It is possible to switch the operation target reflecting the intention of
- An aspect of the present invention is the game program according to Supplementary Note 1, wherein, in the switching step (S217), when it is determined that the operation target is to be switched, the operation target character is switched to the specified target character next to the operation target character. to the object to be operated.
- the game program when switching the operation target, the game program selects the next character closest to the specific object as the operation target, so that the operation target can be switched to reflect the user's intention. is.
- An aspect of the present invention is the game program according to Supplementary Note 1 or Supplementary Note 2, wherein in the determining step (S215), the operation direction of the user is changed from the operation target character to the specific object. If it is not included in the predetermined direction range based on the direction to, it is determined that the operation target is switched.
- the game program can switch the operation target based on the user's operation when the operation target character is not the operation target intended by the user.
- An aspect of the present invention is the game program according to Supplementary Note 3, wherein the computer stores the position of the operation target character for a predetermined period from the time when the user's operation is detected and the specified position of the operation target character. and a step (S213) of estimating at least one of the position of the object and, in the determining step (S215), a result of estimating at least one of the position of the operation subject character and the position of the specific object. , it is determined whether or not the user's operation direction is included in the predetermined direction range from the time when the user's operation is detected until the predetermined time period.
- the game program determines whether the character to be operated is the operation target intended by the user by determining, over a predetermined period, the user's operation direction in consideration of the movement of the character or the specific object. can be determined appropriately.
- An aspect of the present invention is the game program according to appendix 4, wherein an image of the game including the plurality of characters and the specific object is rendered on the computer at a predetermined frame rate.
- Step (S30) is further executed, and in the determination step (S215), the operation direction of the user is changed from the frame at which the user's operation is detected to a predetermined frame ahead (for example, 300 frames ahead). It is determined whether or not it is included in a predetermined direction range.
- the game program determines whether the character to be operated is the operation target intended by the user by determining the user's operation direction in consideration of the movement of the character or the specific object over a predetermined frame. can be determined appropriately.
- An aspect of the present invention is the game program according to Supplementary Note 5, wherein in the determining step (S215), the operation direction of the user at the Nth (N is a positive integer) frame is Whether or not it is included in the predetermined direction range determined by the direction from the operation subject character in the Nth frame to the specific object and the direction from the operation subject character in the N+1 frame to the specific object is determined by the Judgment is made from the frame in which the user's operation is detected to a predetermined frame ahead.
- the game program determines whether the character to be operated is the operation target intended by the user by determining, over a predetermined frame, the user's operation direction in consideration of the movement of the character or the specific object. can be determined appropriately.
- An aspect of the present invention is the game program according to any one of Supplementary Notes 1 to 6, wherein in the selecting step (S220), when the user's operation is no longer detected, and If there is a character whose distance from the specific object is shorter than that of the operation target character, the character whose distance is the shortest is set as the operation target.
- the game program can target characters that are likely to be operated by the user when the user is not operating the character.
- An aspect of the present invention is the game program according to any one of Supplementary Note 1 to Supplementary Note 7, wherein in the switching step (S217), from the operation direction of the user and the operation target character, direction to the object, the switching of the operation target is prohibited for a first period (for example, 800 msec) after the switching.
- a first period for example, 800 msec
- the game program prevents the operation target from switching more than necessary in a short period of time due to a slight change in the positional relationship between the character and the specific object, the user's operation direction, or the like. can be done.
- An aspect of the present invention is the game program according to Supplementary Note 8, wherein, in the switching step (S217), based on the distance from the specific object in a state where the user's operation is not detected, When the operation target is switched, the switching of the operation target is prohibited for a second period (for example, 500 msec) after switching.
- a second period for example, 500 msec
- the game program prevents the operation target from switching more than necessary in a short period of time due to slight changes in the positional relationship between the character and the specific object or in the user's operation direction. can be done.
- An aspect of the present invention is the game program according to Supplementary Note 9, wherein the first period (eg, 800 msec) is set to a period longer than the second period (eg, 500 msec). ing.
- the game program determines to switch the operation target based on the user's operation
- the game program places more importance on the determination of the switching of the operation target by the system that does not depend on the user's operation. You can make it difficult to switch targets.
- a game processing method is a game processing method executed by a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, the game processing method comprising: a step of selecting a character having the shortest distance from a specific object (BO) among a plurality of characters as the operation target (S220); a user operation for moving the operation target character selected as the operation target; a step (S10) of detecting an operation direction; and, if the user's operation is detected, based on the user's operation direction (Du) and the direction (Db) from the operation target character to the specific object.
- a step (S215) of determining whether or not to switch the operation target; and a step (S217) of switching another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched. include.
- the game processing method determines the operation target in consideration of not only the distance between the character and the specific object but also the user's operation to move the character. It is possible to switch the operation target reflecting the user's intention.
- a game device (10) is a game device that executes game processing in which a character to be operated by a user is switched from among a plurality of characters.
- a selection unit (144, S220) for selecting a character whose distance from a specific object (BO) is the shortest as the operation target, and a user's operation and operation for moving the operation target character selected as the operation target.
- a detection unit (141, S10) for detecting a direction; and when the user's operation is detected, based on the user's operation direction (Du) and the direction (Db) from the operation target character to the specific object.
- a determination unit for determining whether or not to switch the operation target by using a switching unit (147, S215), and a switching unit for switching another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched. (145, S217).
- the game device determines the operation target in consideration of not only the distance between the character and the specific object but also the user's operation to move the character. It is possible to switch the operation target reflecting the intention of
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Abstract
The present invention provides a game program that causes a computer which executes a process for a game in which a character to be operated by a user is switched among a plurality of characters to execute: a step for selecting a character having the shortest distance away from a specific object from the plurality of characters as the character to be operated; a step for detecting an operation of the user and an operation direction for moving the selected character to be operated; a step for determining, if the user operation is detected, whether or not to switch the character to be operated on the basis of the operation direction of the user and the direction from the character to be operated to the specific object; and a step for switching, if it is determined to switch the character to be operated, the character to be operated to another character from the plurality of characters.
Description
本発明は、ゲームプログラム、ゲーム処理方法、及びゲーム装置に関する。
The present invention relates to a game program, a game processing method, and a game device.
ゲームにおいて、操作対象となり得る複数のキャラクタの中から、ユーザが特定のキャラクタを操作する場面がある。例えば野球ゲームにおいて、ユーザの操作対象のチームが守備側で打球を捕球する際に、打球が落下する位置の周辺に複数の守備側の選手(キャラクタ)がいるような場面である。このような場面では、ユーザは、複数の選手のうち操作対象となる一人の選手を操作するが、打球や選手の位置によって操作したい選手を切替えたいことがある。
In the game, there are scenes in which the user operates a specific character out of multiple characters that can be operated. For example, in a baseball game, when a team operated by a user catches a batted ball on the defensive side, there are a plurality of defensive players (characters) around the position where the batted ball falls. In such a scene, the user operates one player among a plurality of players to be operated, and may want to switch the player to be operated depending on the batted ball or the position of the player.
例えば、特許文献1には、ユーザ自身が操作対象の選手を切り替える操作を行う方法が開示されている。また、特許文献2には、操作対象の手とボールとの距離やボールに関連付けられている敵キャラクタの移動方向と味方キャラクタとのなす角等に基づいて、操作対象を自動で切り替えるか否かを判断する方法が開示されている。
For example, Patent Literature 1 discloses a method in which the user himself/herself performs an operation to switch the player to be operated. Further, in Patent Document 2, it is disclosed whether or not to automatically switch the operation target based on the distance between the hand of the operation target and the ball, the moving direction of the enemy character associated with the ball, and the angle formed by the friendly character. A method for determining is disclosed.
しかしながら、特許文献1に開示されているようにユーザ自身が操作対象を切り替える操作を行う場合、操作対象を切り替える操作と操作対象への操作の両方が必要となるため操作が煩雑となる。また、特許文献2に開示されている方法は、自動で操作対象が切り替わるものの、ユーザの操作を考慮していないため、ユーザの意図した操作対象にならないことがあった。
However, as disclosed in Patent Document 1, when the user himself/herself performs an operation to switch the operation target, both the operation to switch the operation target and the operation to the operation target are required, so the operation becomes complicated. In addition, although the method disclosed in Patent Literature 2 automatically switches the operation target, it does not consider the user's operation, so the operation target may not be the one intended by the user.
本発明のいくつかの態様は、煩雑な操作を必要とせずにユーザの意図を反映した操作対象の切り替えが可能なゲームプログラム、ゲーム処理方法、及びゲーム装置を提供することを目的の一つとする。
It is an object of some aspects of the present invention to provide a game program, a game processing method, and a game device capable of switching an operation target reflecting a user's intention without requiring complicated operations. .
また、本発明の他の態様は、後述する実施形態に記載した作用効果を奏することを可能にするゲームプログラム、ゲーム処理方法、及びゲーム装置を提供することを目的の一つとする。
Another object of the present invention is to provide a game program, a game processing method, and a game device capable of achieving the effects described in the embodiments described later.
上述した課題を解決するために、本発明の一態様は、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するコンピュータに、前記複数のキャラクタのうち特定のオブジェクトとの距離が最小のキャラクタを前記操作対象として選択するステップと、前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出するステップと、前記ユーザの操作が検出された場合、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えるか否かを判定するステップと、前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替えるステップと、を実行させるためのゲームプログラムである。
In order to solve the above-described problems, one aspect of the present invention provides a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, and a specific object among the plurality of characters. a step of selecting the character whose distance is the smallest as the operation target; a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target; and a step of detecting the user's operation. determining whether or not to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object; and if it is determined to switch the operation target, and a step of switching another character among the plurality of characters to the operation target.
また、本発明の一態様は、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するコンピュータにより実行されるゲーム処理方法であって、前記複数のキャラクタのうち特定のオブジェクトとの距離が最小のキャラクタを前記操作対象として選択するステップと、前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出するステップと、前記ユーザの操作が検出された場合、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えるか否かを判定するステップと、前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替えるステップと、を含むゲーム処理方法である。
According to another aspect of the present invention, there is provided a game processing method executed by a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, the game processing method comprising: a step of selecting a character whose distance from an object is the shortest as the operation target; a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target; determining whether or not to switch the operation target based on the operation direction of the user and the direction from the operation target character to the specific object if detected; and determining to switch the operation target. and switching another character among the plurality of characters to the operation target.
また、本発明の一態様は、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するゲーム装置であって、前記複数のキャラクタのうち特定のオブジェクトとの距離が最小のキャラクタを前記操作対象として選択する選択部と、前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出する検出部と、前記ユーザの操作が検出された場合、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えるか否かを判定する判定部と、前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替える切替部と、を備えるゲーム装置である。
Another aspect of the present invention is a game device that executes processing of a game in which a character to be operated by a user is switched from among a plurality of characters, wherein a distance from a specific object among the plurality of characters is the shortest. A selection unit that selects the character of as the operation target, a detection unit that detects a user's operation and operation direction for moving the operation target character selected as the operation target, and when the user's operation is detected a determination unit that determines whether or not to switch the operation target based on the operation direction of the user and the direction from the operation target character to the specific object; and a switching unit that switches another character out of a plurality of characters to the operation target.
[実施形態]
以下、本発明の一実施形態について、図面を参照して説明する。
〔ゲーム装置の概要〕
まず、本実施形態に係るゲーム装置で実行されるゲームの処理の一例について、その概要を説明する。本実施形態に係るゲーム装置は、典型的には家庭用のゲーム機を例示できるが、ゲームセンターなどの遊戯施設などに設置されるものであってもよい。家庭用のゲーム機としては、テレビ(テレビ受像機)などのディスプレイにゲーム映像を出力してプレイする据え置き型のゲーム機や、ディスプレイが内蔵された携帯型のゲーム機などを例示できる。 [Embodiment]
An embodiment of the present invention will be described below with reference to the drawings.
[Overview of game device]
First, an overview of an example of game processing executed by the game device according to the present embodiment will be described. The game device according to the present embodiment can typically be a home-use game machine, but it may also be installed in an amusement facility such as a game center. Home-use game machines include, for example, a stationary game machine that outputs a game image to a display such as a television (television receiver) for playing, and a portable game machine with a built-in display.
以下、本発明の一実施形態について、図面を参照して説明する。
〔ゲーム装置の概要〕
まず、本実施形態に係るゲーム装置で実行されるゲームの処理の一例について、その概要を説明する。本実施形態に係るゲーム装置は、典型的には家庭用のゲーム機を例示できるが、ゲームセンターなどの遊戯施設などに設置されるものであってもよい。家庭用のゲーム機としては、テレビ(テレビ受像機)などのディスプレイにゲーム映像を出力してプレイする据え置き型のゲーム機や、ディスプレイが内蔵された携帯型のゲーム機などを例示できる。 [Embodiment]
An embodiment of the present invention will be described below with reference to the drawings.
[Overview of game device]
First, an overview of an example of game processing executed by the game device according to the present embodiment will be described. The game device according to the present embodiment can typically be a home-use game machine, but it may also be installed in an amusement facility such as a game center. Home-use game machines include, for example, a stationary game machine that outputs a game image to a display such as a television (television receiver) for playing, and a portable game machine with a built-in display.
また、本実施形態に係るゲームは、複数のキャラクタを用いて行うゲームである。キャラクタとは、ゲームに登場する人物、動物、物体(例えば、乗り物)等のゲームキャラクタであり、ゲーム画面に画像(キャラクタ画像)として表示される。ユーザは、複数のキャラクタのうちのいずれか選択されたキャラクタを操作対象としてプレイする。ここでは、ユーザの操作対象となるチームと対戦相手のチームとで試合を行う野球ゲームを例として説明する。ユーザは、操作対象となるチームが攻撃側のときには、打順に従って選択された選手キャラクタ(バッター)に打撃を行わせる打撃操作などを行う。一方、ユーザは、操作対象となるチームが守備側のときには、投手として選択された選手キャラクタ(ピッチャー)に投球を行わせる投球操作や、野手として選択された選手キャラクタに守備を行わせる守備操作などを行う。
Also, the game according to the present embodiment is a game played using a plurality of characters. A character is a game character such as a person, an animal, an object (for example, a vehicle) appearing in the game, and is displayed as an image (character image) on the game screen. A user plays a character selected from among a plurality of characters as an operation target. Here, a baseball game in which a team to be operated by the user and an opponent team play a match will be described as an example. When the team to be operated is the attacking team, the user performs a batting operation or the like to cause a player character (batter) selected according to the batting order to bat. On the other hand, when the team to be operated is on the defensive side, the user performs a pitching operation that causes a player character (pitcher) selected as a pitcher to pitch, a defensive operation that causes a player character selected as a fielder to perform defense, and the like. I do.
ここで、守備操作について説明する。ユーザの操作対象となるチームが守備側で打球を捕球する際に、打球が落下する位置の周辺に複数の守備側の選手キャラクタが存在する場面がある。このような場面では、複数の選手キャラクタのうちの一つの選手キャラクタがユーザの操作対象として選択され、他の選手キャラクタは例えばNPC(Non Player Character)としてゲーム装置によって制御される。例えば、打球に最も近い選手キャラクタを自動的に操作対象として選択する方法がある。しかしながら、単に打球に最も近い選手キャラクタを自動的に操作対象として選択するのみでは、ユーザが意図する操作対象が必ずしも打球に最も近い選手とは限らないため、ユーザの意図が反映された操作対象にならないことがある。また、打球に最も近い選手は時々刻々と変化するため、操作対象の選手キャラクタが頻繁に変わってしまい操作が困難になる場合もある。そこで、本実施形態では、打球に最も近い選手キャラクタを自動的に選択するのみではなくユーザの操作も考慮して操作対象となる選手キャラクタを決定する。
Here, I will explain the defensive operation. When a team to be operated by the user catches a batted ball on the defensive side, there is a scene where a plurality of defensive player characters exist around the position where the batted ball falls. In such a scene, one player character out of a plurality of player characters is selected as the user's operation target, and the other player characters are controlled by the game apparatus as, for example, NPCs (Non Player Characters). For example, there is a method of automatically selecting the player character closest to the hit ball as the operation target. However, simply selecting the player character closest to the batted ball as the operation target does not necessarily mean that the user's intended operation target is the player closest to the batted ball. sometimes it doesn't work. In addition, since the player closest to the hit ball changes from moment to moment, the player character to be operated changes frequently, which may make the operation difficult. Therefore, in the present embodiment, not only the player character closest to the hit ball is automatically selected, but also the user's operation is taken into account to determine the player character to be operated.
図1を参照して、操作対象となる選手キャラクタを決定する操作対象決定処理の概要を説明する。図1は、本実施形態に係る操作対象決定処理の概要を説明する図である。本実施形態に係る操作対象決定処理は、「操作対象選択処理」と、「操作対象変更処理」とを含む。操作対象選択処理は、ユーザによる選手キャラクタの移動を指示する操作がない場合、ゲーム装置(システム)が自動的に操作対象となる選手キャラクタを選択する処理である。図1には、選手キャラクタである選手A及び選手Bと、打球を示すボールオブジェクトBOとが表示されている。図示するように、選手AとボールオブジェクトBOとの距離Laより選手BとボールオブジェクトBOとの距離Lbの方が小さい場合、ボールに最も近い選手Bが操作対象として選択される。また、操作対象として選択されていることを示すカーソルP1が選手Bに関連付けられて(例えば、選手Bを指す位置に)表示される。詳細には、3次元空間を飛翔するボールに対して、地面に相当する平面(2次元)に射影したボールの座標と同平面上の選手の座標との距離が最小の選手キャラクタが操作対象として選択される。
With reference to FIG. 1, an outline of operation target determination processing for determining a player character to be operated will be described. FIG. 1 is a diagram for explaining an overview of operation target determination processing according to the present embodiment. The operation target determination process according to the present embodiment includes "operation target selection process" and "operation target change process". The operation target selection process is a process in which the game device (system) automatically selects a player character to be an operation target when there is no operation by the user to instruct movement of the player character. FIG. 1 shows player characters A and B, and a ball object BO representing a batted ball. As shown in the figure, when the distance Lb between player B and ball object BO is smaller than the distance La between player A and ball object BO, player B closest to the ball is selected as the operation target. Also, a cursor P1 indicating that it is selected as an operation target is displayed in association with player B (for example, at a position pointing to player B). Specifically, for a ball flying in a three-dimensional space, a player character whose distance between the coordinates of the ball projected onto a plane (two-dimensional) corresponding to the ground and the coordinates of the player on the same plane is the shortest is set as the operation target. selected.
操作対象変更処理は、ユーザによる選手キャラクタの移動を指示する操作があった場合に、当該操作に基づいて取得された移動の「方向」(以下、「ユーザの操作方向」と称する)を考慮して、操作対象の選手キャラクタを切り替える処理である。例えば、操作対象選択処理により操作対象として選択された選手BからボールオブジェクトBOへの方向Dbとユーザの操作方向Duとが一致するか否かの判断が行われ、一致しないと判断された場合、次にボールとの距離が最小の選手Aに操作対象が変更される。なお、一致すると判断された場合には、操作対象は選手Bのまま変更されない。選手Aに操作対象が変更された後は、選手AからボールオブジェクトBOへの方向Daとユーザの操作方向Duとが一致する。このユーザの操作方向Duは、ユーザが選手Aを操作することを意図した操作によるものであり、ユーザの意図した選手キャラクタに操作対象が切り替わったことになる。
The operation target change process takes into account the "direction" of movement (hereinafter referred to as "user operation direction") acquired based on the user's operation to instruct the player character to move. This is processing for switching the player character to be operated. For example, it is determined whether or not the direction Db from the player B to the ball object BO selected as the operation target by the operation target selection process matches the user's operation direction Du. Next, the operation target is changed to the player A whose distance from the ball is the shortest. It should be noted that if it is determined that they match, the operation target remains player B and is not changed. After the operation target is changed to the player A, the direction Da from the player A to the ball object BO matches the user's operation direction Du. This user's operation direction Du is an operation intended to operate the player A by the user, and the operation target has been switched to the player character intended by the user.
以下、本実施形態について詳しく説明する。
〔ゲームシステムの構成〕
図2は、本実施形態に係るゲームシステム1の構成の一例を示すブロック図である。ゲームシステム1は、ゲーム装置10とサーバ装置30とを含んで構成されており、これらの装置は通信ネットワークNWを介して接続される。ここでは、ユーザが使用するゲーム装置10の1台を図示しているが、他のユーザが使用する複数のゲーム装置10が通信ネットワークNWを介してサーバ装置30と接続され、複数のユーザがそれぞれのゲーム装置10を使用してオンラインで対戦することも可能である。 The present embodiment will be described in detail below.
[Configuration of game system]
FIG. 2 is a block diagram showing an example of the configuration of thegame system 1 according to this embodiment. The game system 1 includes a game device 10 and a server device 30, and these devices are connected via a communication network NW. Although one game device 10 used by a user is illustrated here, a plurality of game devices 10 used by other users are connected to a server device 30 via a communication network NW, and a plurality of users each It is also possible to compete online using the game device 10 of the above.
〔ゲームシステムの構成〕
図2は、本実施形態に係るゲームシステム1の構成の一例を示すブロック図である。ゲームシステム1は、ゲーム装置10とサーバ装置30とを含んで構成されており、これらの装置は通信ネットワークNWを介して接続される。ここでは、ユーザが使用するゲーム装置10の1台を図示しているが、他のユーザが使用する複数のゲーム装置10が通信ネットワークNWを介してサーバ装置30と接続され、複数のユーザがそれぞれのゲーム装置10を使用してオンラインで対戦することも可能である。 The present embodiment will be described in detail below.
[Configuration of game system]
FIG. 2 is a block diagram showing an example of the configuration of the
サーバ装置30は、ゲーム装置10でゲーム処理を実行するために必要なゲームプログラムやゲームプログラム等を管理する。例えば、サーバ装置30は、ゲーム運営会社が管理するコンピュータ装置であり、複数のサーバマシン、ストレージ、ネットワークスイッチ、ルーター・ファイアウォール等で構成されたシステムとして捉えることもできる。
The server device 30 manages game programs, game programs, and the like necessary for executing game processing on the game device 10 . For example, the server device 30 is a computer device managed by a game operating company, and can be regarded as a system composed of a plurality of server machines, storages, network switches, routers/firewalls, and the like.
サーバ装置30が管理するゲームプログラムには、ゲーム処理の少なくとも一部のプログラムが含まれる。ゲームプログラムには、ゲーム開始前にゲーム装置10にダウンロードされるものだけなく、ゲーム開始後にゲーム装置10にダウンロードされるものが含まれる。なお、ゲーム開始前にゲーム装置10にダウンロードされるゲームプログラムは、サーバ装置30で管理されているものに限らず、ゲーム装置10で動作するプログラムを配信しているサーバ装置で管理されているものであってもよい。なお、サーバ装置30は、ゲーム処理の一部を実行してもよい。
The game program managed by the server device 30 includes at least a part of the game processing program. The game programs include not only those downloaded to the game device 10 before starting the game, but also those downloaded to the game device 10 after starting the game. Note that the game program downloaded to the game device 10 before the game is started is not limited to being managed by the server device 30, but is managed by a server device that distributes programs that operate on the game device 10. may be Note that the server device 30 may execute part of the game processing.
ゲーム装置10は、ユーザがプレイするゲーム処理を実行するコンピュータ装置である。ここでは、ゲーム装置10は、据え置き型のゲーム機である場合を例として説明する。図示するように、ゲーム装置10は、通信部11と、入出力IF部12と、記憶部13と、CPU(Central Processing Unit)14とを含んで構成されている。
The game device 10 is a computer device that executes game processing that is played by the user. Here, the case where the game device 10 is a stationary game machine will be described as an example. As illustrated, the game device 10 includes a communication section 11, an input/output IF section 12, a storage section 13, and a CPU (Central Processing Unit) 14. FIG.
通信部11は、ゲーム装置10とサーバ装置30が通信可能な無線LAN、有線LAN、移動体通信(LTE)等の通信ネットワークNWの通信規格に対応した通信を行うデバイスである。
The communication unit 11 is a device that performs communication conforming to the communication standards of the communication network NW such as wireless LAN, wired LAN, mobile communication (LTE), etc. with which the game device 10 and the server device 30 can communicate.
入出力IF部12は、外部の入力装置及び出力装置などと接続するためのインターフェースである。例えば、入出力IF部12には、コントローラ15、表示装置16などが接続される。
The input/output IF unit 12 is an interface for connecting with external input devices and output devices. For example, the input/output IF unit 12 is connected with a controller 15, a display device 16, and the like.
コントローラ15は、ユーザがゲームの操作を入力するための入力装置である。例えば、コントローラ15には、操作レバーや操作ボタンなどが設けられている。例えば、ユーザは、選手キャラクタの移動方向を指示する操作を、操作レバーを用いて行うことができる。一例として、ユーザは、選手キャラクタを移動させたい方向へ操作レバーを倒す操作を行う。当該操作レバーを倒す方向が、ユーザの操作方向に対応する。なお、ユーザがコントローラ15で操作する方向(例えば、操作レバーを倒す方向)と選手キャラクタの移動方向とは必ずしも一致はしない。入出力IF部12は、コントローラ15の操作状態を検出し、検出した操作状態に基づく操作信号をCPU14へ出力する。
The controller 15 is an input device for the user to input game operations. For example, the controller 15 is provided with an operation lever, an operation button, and the like. For example, the user can use the control lever to perform an operation to instruct the moving direction of the player character. As an example, the user performs an operation of tilting the control lever in the direction in which the player character is desired to move. The direction in which the operation lever is tilted corresponds to the user's operation direction. Note that the direction in which the user operates the controller 15 (for example, the direction in which the operation lever is tilted) does not necessarily match the moving direction of the player character. The input/output IF unit 12 detects the operating state of the controller 15 and outputs an operating signal based on the detected operating state to the CPU 14 .
表示装置16は、ゲーム装置10が実行するゲーム処理に基づくゲーム画像を表示するとともに、ゲーム処理に基づく音声を出力する。表示装置16は、表示部161及び音声出力部162を備える。表示部161は、例えば、液晶ディスプレイパネル、有機EL(ElectroLuminescence)ディスプレイパネルなどを含んで構成されている。音声出力部162は、例えば、スピーカを含んで構成されている。また、音声出力部162は、イヤフォンまたはヘッドフォンなどに音声を出力する音声出力端子などを含んで構成されてもよい。
The display device 16 displays game images based on the game processing executed by the game device 10 and outputs sounds based on the game processing. The display device 16 includes a display section 161 and an audio output section 162 . The display unit 161 includes, for example, a liquid crystal display panel, an organic EL (Electro Luminescence) display panel, and the like. The audio output unit 162 includes, for example, a speaker. Also, the audio output unit 162 may include an audio output terminal for outputting audio to earphones, headphones, or the like.
なお、表示装置16は、テレビの放送波を受信する機能を有するテレビであってもよいし、テレビの放送波を受信する機能を有していないモニタであってもよい。また、表示装置16は、音声出力部162を備えていない構成としてもよい。音声出力部162は、表示装置16とは別の装置として構成されてもよい。
The display device 16 may be a television that has a function of receiving television broadcast waves, or a monitor that does not have a function of receiving television broadcast waves. Further, the display device 16 may be configured without the audio output section 162 . The audio output unit 162 may be configured as a device separate from the display device 16 .
記憶部13は、例えば、HDD(Hard Disk Drive)やSSD(Solid State Drive)、EEPROM(Electrically Erasable Programmable Read-Only Memory)、ROM(Read-Only Memory)、RAM(Random Access Memory)などを含み、ゲーム装置10が処理に用いる各種データ、プログラム等を記憶する。なお、記憶部13は、ゲーム装置10に内蔵されるものに限らず、入出力IF部12などを介して接続される外付け型の記憶装置でもよい。
The storage unit 13 includes, for example, HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory), etc. Various data, programs, etc. used for processing by the game device 10 are stored. Note that the storage unit 13 is not limited to being built in the game device 10, and may be an external storage device connected via the input/output IF unit 12 or the like.
CPU14は、ゲーム装置10が備える各部を制御する制御中枢として機能する。
例えば、CPU14は、記憶部13に記憶されているゲームプログラムを実行することにより野球ゲームのゲーム処理を実行する。 TheCPU 14 functions as a control center that controls each part of the game device 10 .
For example, theCPU 14 executes game processing of a baseball game by executing a game program stored in the storage unit 13 .
例えば、CPU14は、記憶部13に記憶されているゲームプログラムを実行することにより野球ゲームのゲーム処理を実行する。 The
For example, the
〔ゲーム装置10の機能構成〕
次に、図3を参照して、ゲーム装置10の機能構成について説明する。
図3は、本実施形態に係るゲーム装置10の機能構成の一例を示すブロック図である。図示するゲーム装置10は、記憶部13に記憶されているゲームプログラムをCPU14が実行することにより実現される機能構成として、ゲーム処理部140を備えている。ゲーム処理部140は、操作検出部141(検出部の一例)と、描画処理部142と、操作対象制御部143とを含んで構成されている。 [Functional Configuration of Game Device 10]
Next, the functional configuration of thegame device 10 will be described with reference to FIG.
FIG. 3 is a block diagram showing an example of the functional configuration of thegame device 10 according to this embodiment. The illustrated game device 10 includes a game processing unit 140 as a functional configuration realized by the CPU 14 executing the game program stored in the storage unit 13 . The game processing section 140 includes an operation detection section 141 (an example of a detection section), a drawing processing section 142 , and an operation target control section 143 .
次に、図3を参照して、ゲーム装置10の機能構成について説明する。
図3は、本実施形態に係るゲーム装置10の機能構成の一例を示すブロック図である。図示するゲーム装置10は、記憶部13に記憶されているゲームプログラムをCPU14が実行することにより実現される機能構成として、ゲーム処理部140を備えている。ゲーム処理部140は、操作検出部141(検出部の一例)と、描画処理部142と、操作対象制御部143とを含んで構成されている。 [Functional Configuration of Game Device 10]
Next, the functional configuration of the
FIG. 3 is a block diagram showing an example of the functional configuration of the
操作検出部141は、コントローラ15に対するユーザの操作を検出する。例えば操作検出部141は、コントローラ15に対するユーザの操作に応じて入出力IF部12を介して入力される操作信号を取得し、取得した操作信号に基づいてユーザの操作を検出する。ユーザの操作とは、例えば、ゲームのプレイに関する操作である。ゲームのプレイに関する操作には、操作対象として選択された選手キャラクタを移動させるための操作及び操作方向などが含まれる。描画処理部142は、ゲーム処理に基づくゲーム画像を描画し、所定のフレームレート(例えば、30fps)でゲーム画像を更新する。
The operation detection unit 141 detects user operations on the controller 15 . For example, the operation detection unit 141 acquires an operation signal input via the input/output IF unit 12 according to a user's operation on the controller 15, and detects the user's operation based on the acquired operation signal. A user's operation is, for example, an operation related to playing a game. The operation related to game play includes an operation and an operation direction for moving a player character selected as an operation target. The drawing processing unit 142 draws a game image based on game processing, and updates the game image at a predetermined frame rate (eg, 30 fps).
図4は、本実施形態に係るゲーム処理によるゲーム空間の一例を示す模式図である。図示するゲーム空間には、野球場のグラウンドを模したゲームフィールドFLが含まれる。ゲームフィールドFLは、XY座標による2次元空間として表される。このゲームフィールドFL(2次元の座標面)上に、守備側の9人の選手キャラクタと、攻撃側の1人のバッターとしての選手キャラクタと、攻撃側の最大で3人の走者としての選手キャラクタと、ボールオブジェクトとが表示される。3次元空間を飛翔するボールオブジェクトは、ゲームフィールドFL(2次元の座標面)上に射影した座標で表される。
FIG. 4 is a schematic diagram showing an example of a game space created by game processing according to this embodiment. The illustrated game space includes a game field FL modeled after a baseball field. The game field FL is represented as a two-dimensional space by XY coordinates. On this game field FL (two-dimensional coordinate plane), nine player characters on the defense side, one player character on the attacking side as a batter, and up to three player characters on the attacking side as runners. and a ball object are displayed. A ball object flying in a three-dimensional space is represented by coordinates projected onto the game field FL (two-dimensional coordinate plane).
図4に示す例では、ユーザの操作に応じて投手としての選手キャラクタC1から投球されたボールオブジェクトBOを対戦相手のバッターとしての選手キャラクタC2が打って、打たれたボールオブジェクトBOが矢印Y1の方向へ移動している状態を示している。この状態では、守備側の9人の選手キャラクタのうちユーザの操作対象となる選手キャラクタは1人であり、残りの8人の選手キャラクタはNPCである。ここでは、守備側の9人の選手キャラクタのうちカーソルP1が示す選手キャラクタC3がボールオブジェクトBOに最も近いため操作対象の選手キャラクタでとして選択されている。例えば、この選手キャラクタC3が図1に示す選手Bに対応し、選手キャラクタC3の次にボールオブジェクトBOに最も近い選手キャラクタC4が図1に示す選手Aに対応する。
In the example shown in FIG. 4, the ball object BO thrown by the player character C1 as the pitcher in accordance with the user's operation is hit by the player character C2 as the opponent's batter, and the hit ball object BO is shown by the arrow Y1. It shows the state of moving in the direction. In this state, one of the nine player characters on the defense side is the player character to be operated by the user, and the remaining eight player characters are NPCs. Here, of the nine player characters on the defense side, the player character C3 indicated by the cursor P1 is the closest to the ball object BO, so it is selected as the player character to be operated. For example, the player character C3 corresponds to the player B shown in FIG. 1, and the player character C4 closest to the ball object BO next to the player character C3 corresponds to the player A shown in FIG.
選手キャラクタとボールオブジェクトBOとをゲームオブジェクトの一つとするとゲームフィールドFL上に存在するゲームオブジェクトの数は最大で14となる。ゲーム処理部140は、最大で14のゲームオブジェクトの位置を制御する。ゲーム処理部140は、操作対象の選手キャラクタをユーザの操作に応じて制御する。また、ゲーム処理部140は、操作対象の選手キャラクタ以外の選手キャラクタ(NPC)及びボールオブジェクトBOを、ユーザの操作によらず、ゲームフィールドFL上の状態(各種ゲームオブジェクトの位置関係など)や試合の進行状況などに応じて制御する。CPU14は、図5に示すように、ゲーム処理部140の機能として、このゲーム処理による制御を所定のフレームレート(例えば、30fps)で1フレーム毎に実行し、ゲーム画像を更新する。
Assuming that the player character and the ball object BO are game objects, the maximum number of game objects that exist on the game field FL is 14. The game processor 140 controls the positions of up to 14 game objects. The game processing unit 140 controls the player character to be operated according to the user's operation. In addition, the game processing unit 140 controls the player characters (NPCs) other than the player character to be operated and the ball object BO according to the state on the game field FL (the positional relationship of various game objects, etc.) and the state of the game, regardless of the user's operation. control according to the progress of As shown in FIG. 5, the CPU 14, as a function of the game processing unit 140, executes control by this game processing for each frame at a predetermined frame rate (eg, 30 fps) to update the game image.
図5は、本実施形態に係るゲーム処理の一例を示すフローチャートである。CPU14は、コントローラ15に対するユーザの操作に基づく入力処理を実行する(ステップS10)。例えば、CPU14は、コントローラ15に対するユーザの操作に基づく操作信号を取得し、取得した操作信号に基づく処理を実行する。一例として、CPU14は、操作対象の選手キャラクタに対する操作に基づいて、当該選手キャラクタの加速度及び方向を決定する。また他の例として、CPU14は、対戦相手の打者としての選手キャラクタに対する操作またはNPCの制御に基づいて、ボールオブジェクトBOの加速度及び方向を決定する。また、CPU14は、操作対象以外の他の選手キャラクタ(NPC)の加速度及び方向を決定する。
FIG. 5 is a flowchart showing an example of game processing according to this embodiment. The CPU 14 executes input processing based on the user's operation on the controller 15 (step S10). For example, the CPU 14 acquires an operation signal based on a user's operation on the controller 15 and executes processing based on the acquired operation signal. As an example, the CPU 14 determines the acceleration and direction of the player character to be operated based on the operation of the player character. As another example, the CPU 14 determines the acceleration and direction of the ball object BO based on the operation of the opponent's batter player character or the control of the NPC. The CPU 14 also determines the acceleration and direction of other player characters (NPCs) other than the operation target.
次に、CPU14は、ステップS10の入力処理に基づいてゲーム処理を実行する(ステップS20)。例えば、CPU14は、ステップS10で決定されたゲームオブジェクトの加速度及び方向に基づいて、ゲームフィールドFL上に存在する最大で14のゲームオブジェクトの位置などを更新する。
Next, the CPU 14 executes game processing based on the input processing of step S10 (step S20). For example, the CPU 14 updates the positions of up to 14 game objects existing on the game field FL based on the acceleration and direction of the game objects determined in step S10.
そして、CPU14は、ステップS20で更新したゲームオブジェクトの位置などに基づいて、当該ゲームオブジェクトが含まれるゲーム画像を描画して更新する(ステップS30)。CPU14は、このステップS10~S30のゲーム処理を1フレームに1回、所定のフレームレート(例えば、30fps)で実行する。なお、CPU14は、ステップS10およびステップS20の処理とS30の処理とを非同期に行ってもよい。例えば、CPU14は、ステップS10およびステップS20の処理は可変フレームレートで実行し、ステップS30の処理のみ所定のフレームレートで実行してもよい。
Then, the CPU 14 draws and updates the game image including the game object based on the position of the game object updated in step S20 (step S30). The CPU 14 executes the game processing of steps S10 to S30 once per frame at a predetermined frame rate (eg, 30 fps). Note that the CPU 14 may perform the processing of steps S10 and S20 and the processing of S30 asynchronously. For example, the CPU 14 may execute the processes of steps S10 and S20 at a variable frame rate, and execute only the process of step S30 at a predetermined frame rate.
ステップS20のゲーム処理の中で、図1を参照して説明した操作対象決定処理が行われる。操作対象制御部143は、操作対象決定処理を行う機能構成として、操作対象選択部144(選択部の一例)と、操作対象変更部145(切替部の一例)と、位置推定部146と、判定部147(判定部の一例)とを含んで構成されている。
During the game processing in step S20, the operation target determination processing described with reference to FIG. 1 is performed. The operation target control unit 143 includes an operation target selection unit 144 (an example of a selection unit), an operation target change unit 145 (an example of a switching unit), a position estimation unit 146, a determination section 147 (an example of the determination section).
操作対象選択部144は、ユーザの操作によらずに、操作対象となる選手キャラクタを選択する。例えば、操作対象選択部144は、複数の選手キャラクタのうちボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象として選択する。
The operation target selection unit 144 selects a player character to be operated, regardless of the user's operation. For example, the operation target selection unit 144 selects the player character whose distance from the ball object BO is the shortest among the plurality of player characters as the operation target.
操作対象変更部145は、ユーザの操作に基づいて、操作対象となる選手キャラクタを切り替える。例えば、操作対象変更部145は、ユーザの操作が検出された場合、ユーザの操作方向と操作対象の選手キャラクタからボールオブジェクトBOへの方向とが一致するか否かに基づいて操作対象を切り替える。
The operation target changing unit 145 switches the player character to be operated based on the user's operation. For example, when the user's operation is detected, the operation target change unit 145 switches the operation target based on whether or not the user's operation direction matches the direction from the player character to be operated to the ball object BO.
ここで、ユーザの操作方向と選手キャラクタからボールオブジェクトBOへの方向とが一致するか否かの判定は、例えばユーザが操作した時点の位置関係だけではなく所定期間先(例えば、所定フレーム先)までの選手キャラクタまたはボールオブジェクトBOの移動を考慮した位置関係に基づいて行われる。これは、ユーザが選手キャラクタを移動させるための操作を行う際には、選手キャラクタとボールオブジェクトBOの現在の位置のみではなく、少し先の位置へ移動することを考慮して操作を行うためである。
Here, the determination as to whether or not the user's operation direction and the direction from the player character to the ball object BO match is not only based on the positional relationship at the time of the user's operation, but also after a predetermined period of time (for example, after a predetermined frame). This is done based on the positional relationship in consideration of the movement of the player character or ball object BO. This is because when the user performs an operation to move the player character, the player character and the ball object BO are not only moved to the current position, but also moved to a slightly future position. be.
位置推定部146は、ユーザの操作が検出された時点から所定期間先までの操作対象の選手キャラクタの位置とボールオブジェクトBOの位置とを推定する。例えば、位置推定部146は、ユーザの操作が検出された時点のフレームから所定フレーム先までの操作対象の選手キャラクタの位置とボールオブジェクトBOの位置とを推定する。以下、選手キャラクタの位置とボールオブジェクトBOの位置との推定について具体的に説明する。
The position estimation unit 146 estimates the position of the player character to be operated and the position of the ball object BO for a predetermined period after the user's operation is detected. For example, the position estimation unit 146 estimates the position of the player character to be operated and the position of the ball object BO from the frame when the user's operation is detected to a predetermined number of frames ahead. Estimation of the position of the player character and the position of the ball object BO will be specifically described below.
位置推定部146は、ユーザが操作した時点を1フレーム目とし、当該操作がそのまま継続されると仮定して所定フレーム先(例えば、300フレーム目)までの選手キャラクタの位置を推定する。例えば、位置推定部146は、ユーザの操作に応じて決定される選手キャラクタの移動の加速度及び方向に基づいて、1フレーム目から所定フレーム先(例えば、300フレーム目)までの選手キャラクタの位置を推定する。位置推定部146は、各フレームの選手キャラクタの位置の座標(X,Y)を記憶部13に保持する。
The position estimation unit 146 assumes that the user's operation is the first frame, and estimates the position of the player character up to a predetermined frame ahead (for example, the 300th frame), assuming that the operation continues as it is. For example, the position estimation unit 146 estimates the position of the player character from the first frame to a predetermined frame ahead (for example, the 300th frame) based on the acceleration and direction of movement of the player character determined according to the user's operation. presume. The position estimation unit 146 stores the coordinates (X, Y) of the position of the player character in each frame in the storage unit 13 .
また、位置推定部146は、ユーザが操作した時点を1フレーム目とし、打撃に応じて移動するボールオブジェクトBOの位置を所定フレーム先(例えば、300フレーム目)まで推定する。位置推定部146は、ボールオブジェクトBOの移動の加速度及び方向に基づいて、1フレーム目から所定フレーム先(例えば、300フレーム目)までのボールオブジェクトBOの位置を推定する。位置推定部146は、各フレームのボールオブジェクトBOの位置の座標(X,Y)を記憶部13に保持する。
Also, the position estimation unit 146 estimates the position of the ball object BO, which moves according to the hit, to a predetermined frame ahead (for example, the 300th frame), with the time point of the user's operation as the first frame. The position estimation unit 146 estimates the position of the ball object BO from the first frame to a predetermined frame ahead (for example, the 300th frame) based on the acceleration and direction of movement of the ball object BO. The position estimation unit 146 stores the coordinates (X, Y) of the position of the ball object BO in each frame in the storage unit 13 .
図6は、本実施形態に係る選手キャラクタのパラメータ例を示す図である。図示する選手パラメータ131は、記憶部13に保持された選手キャラクタのパラメータの一例を示している。選手パラメータ131には、加速度、速度、及び方向(角度)を示すパラメータと、選手キャラクタのNフレーム目の位置のXY座標(n)とが含まれる(N、nは、正の整数)。加速度及び方向は、ユーザの選手キャラクタに対する操作に応じて決定される。速度は、加速度と方向とに基づいて算出される。1フレーム目の選手キャラクタのXY座標(1)は、ユーザが操作した時点の1フレーム目の実際の座標である。選手キャラクタの2フレーム目のXY座標(2)から300フレーム目のXY座標(300)までは、1フレーム目のXY座標(1)と加速度(速度)及び方向とに基づいて算出された推定値である。
FIG. 6 is a diagram showing an example of parameters of a player character according to this embodiment. A player parameter 131 shown in the figure is an example of a player character parameter held in the storage unit 13 . The player parameters 131 include parameters indicating acceleration, speed, and direction (angle), and XY coordinates (n) of the position of the player character in the Nth frame (N, n are positive integers). The acceleration and direction are determined according to the user's operation on the player character. Velocity is calculated based on acceleration and direction. The XY coordinates (1) of the player character in the first frame are the actual coordinates in the first frame at the time of the user's operation. The XY coordinates (2) of the player character in the second frame to the XY coordinates (300) of the 300th frame are estimated values calculated based on the XY coordinates (1) of the first frame and the acceleration (velocity) and direction. is.
なお、各選手キャラクタがNPCとして動作する場合、上記パラメータのうち加速度と方向はシステムにより決定され、決定された加速度と方向の値に基づいて他のパラメータの値が算出される。
When each player character acts as an NPC, the acceleration and direction of the above parameters are determined by the system, and the values of the other parameters are calculated based on the values of the determined acceleration and direction.
図7は、本実施形態に係るボールオブジェクトのパラメータ例を示す図である。図示するボールパラメータ132は、記憶部13に保持されたボールオブジェクトBOのパラメータの一例を示している。ボールパラメータ132には、加速度、速度、及び方向(角度)を示すパラメータと、ボールオブジェクトBOのNフレーム目の位置のXY座標(n)とが含まれる。加速度及び方向は、対戦相手の操作またはNPCの制御により決定される。速度は、加速度と方向とに基づいて算出される。1フレーム目のボールオブジェクトBOのXY座標(1)は、図6に示す1フレーム目におけるボールオブジェクトBOの実際の座標である。ボールオブジェクトBOの2フレーム目のXY座標(2)から300フレーム目のXY座標(300)までは、1フレーム目のXY座標(1)と加速度(速度)及び方向とに基づいて算出された推定値である。
FIG. 7 is a diagram showing parameter examples of the ball object according to this embodiment. The illustrated ball parameters 132 are examples of the parameters of the ball object BO held in the storage unit 13 . The ball parameters 132 include parameters indicating acceleration, velocity, and direction (angle), and the XY coordinates (n) of the N-th frame position of the ball object BO. Acceleration and direction are determined by opponent's manipulation or NPC's control. Velocity is calculated based on acceleration and direction. The XY coordinates (1) of the ball object BO in the first frame are the actual coordinates of the ball object BO in the first frame shown in FIG. The XY coordinates (2) of the ball object BO in the second frame to the XY coordinates (300) of the 300th frame are estimates calculated based on the XY coordinates (1) of the first frame and the acceleration (velocity) and direction. value.
図8は、本実施形態に係る選手キャラクタ及びボールオブジェクトの位置の推定結果を示すイメージ図である。この図において、選手BとボールオブジェクトBOとは図1に示す選手BとボールオブジェクトBOとに対応している。なお、ユーザの操作方向Duは図1と異なる方向である。この図において、選手B(操作対象)に対するユーザの操作があった時点(1フレーム目)から300フレーム先までの選手BとボールオブジェクトBOの位置とを推定した結果を示している。各フレームにおける選手Bの位置とボールオブジェクトBOの位置とに基づいて、各フレームにおける選手BからボールオブジェクトBOへの方向(ベクトル)Db1、・・・、Dbn、・・・、Db300が定まる。
FIG. 8 is an image diagram showing the results of estimating the positions of the player character and the ball object according to this embodiment. In this figure, player B and ball object BO correspond to player B and ball object BO shown in FIG. Note that the user's operation direction Du is different from that in FIG. This figure shows the results of estimating the positions of player B and the ball object BO for 300 frames after the user's operation on player B (operation target) (first frame). Based on the positions of player B and ball object BO in each frame, directions (vectors) Db1, . . . , Dbn, .
判定部147は、ユーザの操作が検出された場合、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとに基づいて操作対象を切り替えるか否かを判定する。例えば、判定部147は、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致する場合、操作対象を切り替えないと判定する。一方、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致しない場合、操作対象を切り替えると判定する。
When the user's operation is detected, the determination unit 147 determines whether or not to switch the operation target based on the user's operation direction Du and the direction Db from the player character to be operated to the ball object BO. For example, when the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO, the determination unit 147 determines not to switch the operation target. On the other hand, if the user's operation direction Du does not match the direction Db from the player character to be operated to the ball object BO, it is determined to switch the operation target.
ここで、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するとは、ユーザの操作方向Duが所定の方向範囲に含まれることである。所定の方向範囲とは、操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbに基づく範囲である。判定部147は、ユーザの操作が検出された時点のフレームから所定フレーム先(例えば300フレーム先)までユーザの操作方向Duが所定の方向範囲に含まれるか否かを判定する。
Here, matching the user's operation direction Du with the direction Db from the player character to be operated to the ball object BO means that the user's operation direction Du is included in a predetermined direction range. The predetermined direction range is a range based on the direction Db from the player character to be operated to the ball object BO. The determination unit 147 determines whether or not the user's operation direction Du is included in a predetermined direction range from the frame at which the user's operation is detected to a predetermined number of frames ahead (for example, 300 frames ahead).
所定の方向範囲について、図9を参照してより詳しく説明する。
図9は、本実施形態に係る操作方向の判定に用いる方向範囲の一例を示す模式図である。この図では、Nフレーム目における選手BからボールオブジェクトBOへの方向(ベクトル)DbnとN+1フレーム目の選手BからボールオブジェクトBOへの方向(ベクトル)Dbn+1との間の角度θの範囲が、上記所定の方向範囲に相当する。図示する例では、ユーザの操作方向Duが所定の方向範囲(角度θの範囲)に含まれているため、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致すると判定される。 The predetermined directional range is described in more detail with reference to FIG.
FIG. 9 is a schematic diagram showing an example of the direction range used for determining the operation direction according to this embodiment. In this figure, the range of the angle θ between the direction (vector) Dbn from the player B to the ball object BO in the Nth frame and the direction (vector) Dbn+1 from the player B to the ball object BO in the N+1th frame is the above Corresponds to a given directional range. In the illustrated example, the user's operation direction Du is included in the predetermined direction range (the range of the angle θ), so the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO. Then it is judged.
図9は、本実施形態に係る操作方向の判定に用いる方向範囲の一例を示す模式図である。この図では、Nフレーム目における選手BからボールオブジェクトBOへの方向(ベクトル)DbnとN+1フレーム目の選手BからボールオブジェクトBOへの方向(ベクトル)Dbn+1との間の角度θの範囲が、上記所定の方向範囲に相当する。図示する例では、ユーザの操作方向Duが所定の方向範囲(角度θの範囲)に含まれているため、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致すると判定される。 The predetermined directional range is described in more detail with reference to FIG.
FIG. 9 is a schematic diagram showing an example of the direction range used for determining the operation direction according to this embodiment. In this figure, the range of the angle θ between the direction (vector) Dbn from the player B to the ball object BO in the Nth frame and the direction (vector) Dbn+1 from the player B to the ball object BO in the N+1th frame is the above Corresponds to a given directional range. In the illustrated example, the user's operation direction Du is included in the predetermined direction range (the range of the angle θ), so the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO. Then it is judged.
判定部147は、ユーザの操作方向Duが、Nフレーム目の操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbnと、N+1フレーム目の操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbn+1とにより定まる所定の方向範囲(角度θの範囲)に含まれるか否かを、ユーザの操作が検出されたフレームから300フレーム先まで判定する。
The determining unit 147 determines that the user's operation direction Du is based on the direction Dbn from the operation target player character to the ball object BO in the Nth frame and the direction Dbn+1 from the operation target player character to the ball object BO in the N+1 frame. Whether or not it is included in a determined predetermined direction range (range of angle θ) is determined up to 300 frames ahead from the frame in which the user's operation was detected.
そして、判定部147は、1フレーム目から300フレーム目までのうち少なくとも1つのフレームにおいてユーザの操作方向Duが所定の方向範囲に含まれると判定した場合、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致すると判定し、操作対象を切り替えないと判定する。一方、判定部147は、1フレーム目から300フレーム目までのうちユーザの操作方向が所定の方向範囲に含まれるフレームが無いと判定した場合、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致しないと判定し、操作対象を切り替えると判定する。
Then, if the determination unit 147 determines that the operation direction Du of the user is included in the predetermined direction range in at least one frame from the first frame to the 300th frame, the operation direction Du of the user and the player to be operated are determined. It is determined that the direction Db from the character to the ball object BO matches, and it is determined not to switch the operation target. On the other hand, if the determining unit 147 determines that there is no frame in which the user's operation direction is included in the predetermined direction range among the 1st to 300th frames, the determination unit 147 determines that the user's operation direction Du and the player character to be operated are controlled by the ball. It is determined that the direction Db to the object BO does not match, and it is determined to switch the operation target.
なお、ユーザの操作方向を判定する所定の方向範囲は、Nフレーム目とN+1フレーム目とのそれぞれの選手BからボールオブジェクトBOへの方向により定まる角度θの範囲に対して角度αを追加した範囲としてもよい。図示するように、Nフレーム目における選手BからボールオブジェクトBOへの方向Dbnに角度αを追加した方向Dbn′と、N+1フレーム目における選手BからボールオブジェクトBOへの方向Dbn+1に角度αを追加した方向Dbn+1′との間の角度(θ+2α)の範囲を所定の方向範囲としてもよい。
Note that the predetermined direction range for determining the user's operation direction is a range obtained by adding an angle α to the range of the angle θ determined by the direction from the player B to the ball object BO in each of the Nth frame and the N+1th frame. may be As shown, a direction Dbn′ obtained by adding an angle α to the direction Dbn from the player B to the ball object BO in the Nth frame, and an angle α added to the direction Dbn+1 from the player B to the ball object BO in the N+1th frame. A range of an angle (θ+2α) with the direction Dbn+1′ may be set as the predetermined direction range.
また、判定部147は、1フレーム目から300フレーム目までのうちユーザの操作方向Duが所定の方向範囲に含まれるフレームが所定の割合(例えば、50%または100%など)以上であるか否かによって、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するか否かを判定してもよい。例えば、判定部147は、1フレーム目から300フレーム目までのうちユーザの操作方向Duが所定の方向範囲に含まれるフレームが所定の割合以上である場合には、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致すると判定してもよい。一方、判定部147は、1フレーム目から300フレーム目までのうちユーザの操作方向Duが所定の方向範囲に含まれるフレームが所定の割合未満である場合には、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致しないと判定してもよい。
Further, the determination unit 147 determines whether or not a predetermined ratio (for example, 50% or 100%) of frames in which the user's operation direction Du is included in a predetermined direction range among the 1st to 300th frames. It may be determined whether or not the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO. For example, if the number of frames in which the user's operation direction Du is included in a predetermined direction range among the first to 300th frames is equal to or greater than a predetermined ratio, the determination unit 147 determines that the user's operation direction Du and the operation target may be determined to match the direction Db from the player character to the ball object BO. On the other hand, if the number of frames in which the user's operation direction Du is included in a predetermined direction range is less than a predetermined ratio among the 1st to 300th frames, the determination unit 147 determines that the user's operation direction Du and the operation target direction Db from the player character to the ball object BO does not match.
また、Nフレーム目の方向DbnとN+1フレーム目の方向Dbn+1とに代えて、Nフレーム目の方向DbnとN+Mフレーム目の方向とを用いてもよい(Mは、整数)。例えば、判定部147は、Nフレーム目とN+2フレーム目とのそれぞれの選手BからボールオブジェクトBOへの方向Dbにより定まる所定の方向範囲にユーザの操作方向Duが含まれるか否かによって、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するか否かを判定してもよい。
Also, instead of the direction Dbn of the Nth frame and the direction Dbn+1 of the N+1th frame, the direction Dbn of the Nth frame and the direction of the N+Mth frame may be used (M is an integer). For example, the determining unit 147 determines whether or not the user's operation direction Du is included in a predetermined direction range determined by the direction Db from the player B to the ball object BO in each of the Nth frame and the N+2th frame. It may be determined whether or not the operation direction Du matches the direction Db from the player character to be operated to the ball object BO.
また、判定部147は、1フレーム目の選手BからボールオブジェクトBOへの方向Db1と300フレーム目の選手BからボールオブジェクトBOへの方向Db300とにより定まる所定の方向範囲にユーザの操作方向Duが含まれるか否かによって、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するか否かを判定してもよい。また、判定部147は、1フレーム目の選手BからボールオブジェクトBOへの方向Db1と、当該方向Db1となす角が最大となる方向Dbn(Nフレーム目の選手BからボールオブジェクトBOへの方向)とにより定まる所定の方向範囲にユーザの操作方向Duが含まれるか否かによって、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するか否かを判定してもよい。
Further, the determination unit 147 determines that the operation direction Du of the user is within a predetermined direction range determined by the direction Db1 from the player B to the ball object BO in the first frame and the direction Db300 from the player B to the ball object BO in the 300th frame. It may be determined whether or not the user's operation direction Du and the direction Db from the player character to be operated to the ball object BO match depending on whether or not they are included. Further, the determination unit 147 determines the direction Db1 from the player B to the ball object BO in the first frame and the direction Dbn that forms the largest angle with the direction Db1 (the direction from the player B to the ball object BO in the Nth frame). It is determined whether or not the user operation direction Du matches the direction Db from the player character to be operated to the ball object BO, depending on whether or not the user operation direction Du is included in a predetermined direction range determined by may
また、所定の方向範囲は、1フレーム目の選手BからボールオブジェクトBOへの方向Db1を基準とした所定の角度の範囲としてもよい。例えば、所定の方向範囲は、1フレーム目の選手BからボールオブジェクトBOへの方向Db1からの所定の角度の範囲としてもよいし、当該方向Db1を中心とした所定の角度の範囲としてもよい。つまり、判定部147は、1フレーム目の選手BからボールオブジェクトBOへの方向Db1を基準とした所定の角度の範囲にユーザの操作方向Duが含まれるか否かによって、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するか否かを判定してもよい。
Also, the predetermined direction range may be a predetermined angle range based on the direction Db1 from the player B to the ball object BO in the first frame. For example, the predetermined direction range may be a predetermined angle range from the direction Db1 from the player B to the ball object BO in the first frame, or may be a predetermined angle range around the direction Db1. That is, the determination unit 147 determines whether the user's operation direction Du is within a predetermined angular range based on the direction Db1 from the player B to the ball object BO in the first frame. It may be determined whether or not the direction Db from the player character to be operated to the ball object BO matches.
また、所定の方向範囲は、各フレームの選手BからボールオブジェクトBOへの方向Db1を基準とした予め設定された角度の範囲としてもよい。例えば、所定の方向範囲は、各レームの選手BからボールオブジェクトBOへの方向Db1からの予め設定された角度の範囲としてもよいし、当該方向Db1を中心とした予め設定された角度の範囲としてもよい。つまり、判定部147は、1フレーム目から300フレーム目までの各フレームの選手BからボールオブジェクトBOへの方向Db1を基準とした予め設定された角度の範囲にユーザの操作方向Duが含まれるか否かに基づいて、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致するか否かを判定してもよい。この場合、少なくとも一つのフレームにおいてユーザの操作方向Duが予め設定された角度の範囲に含まれる場合に一致すると判定してもよいし、所定の割合のフレームにおいてユーザの操作方向Duが予め設定された角度の範囲に含まれる場合に一致すると判定してもよい。なお、予め設定された角度は0度、即ち完全一致を判定するものであってもよい。
Also, the predetermined direction range may be a preset angle range based on the direction Db1 from the player B to the ball object BO in each frame. For example, the predetermined direction range may be a range of a preset angle from the direction Db1 from the player B to the ball object BO in each frame, or a range of a preset angle around the direction Db1. good too. That is, the determination unit 147 determines whether the user's operation direction Du is included in a preset angle range with reference to the direction Db1 from the player B to the ball object BO in each frame from the first frame to the 300th frame. Based on whether or not, it may be determined whether or not the user's operation direction Du matches the direction Db from the player character to be operated to the ball object BO. In this case, a match may be determined when the user's operation direction Du is included in a preset angle range in at least one frame, or the user's operation direction Du is preset in a predetermined proportion of frames. It may be determined that they match when they are included in the range of the angle. Note that the preset angle may be 0 degrees, that is, a perfect match may be determined.
また、ユーザの操作が検出されたフレームから300フレーム先までを判定の対象とした例を説明したが、300フレーム先までに限定されるものではなく、判定の対象とするフレーム数は任意に定めることができる。
Also, an example has been described in which the determination target is 300 frames ahead from the frame in which the user's operation is detected. be able to.
なお、位置推定部146が、選手B(操作対象の選手キャラクタ)とボールオブジェクトBOとの両方の移動を考慮して、所定フレーム先までの両方の位置を推定する例を説明したが、いずれか一方のみの位置を推定してもよい。例えば、位置推定部146は、選手B(操作対象の選手キャラクタ)の位置は1フレーム目の位置から移動させずに、ボールオブジェクトBOの位置のみを所定フレーム先まで推定してもよい。この場合、各フレームにおける選手BからボールオブジェクトBOへの方向Dbは、1フレーム目の選手Bの位置と各フレームにおけるボールオブジェクトBOの位置とにより定まる。
An example has been described in which the position estimating unit 146 estimates the positions of both player B (player character to be operated) and ball object BO in consideration of the movement of both of them up to a predetermined frame ahead. Only one position may be estimated. For example, the position estimation unit 146 may estimate only the position of the ball object BO up to a predetermined frame ahead without moving the position of player B (player character to be operated) from the position in the first frame. In this case, the direction Db from player B to ball object BO in each frame is determined by the position of player B in the first frame and the position of ball object BO in each frame.
判定部147は、ユーザの操作方向Duと操作対象の選手キャラクタからボールオブジェクトBOへの方向Dbとが一致しないと判定した場合、操作対象を切り替えると判定する。この場合、操作対象変更部145は、操作対象の選手キャラクタの次にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える。
When determining that the user's operation direction Du does not match the direction Db from the player character to be operated to the ball object BO, the determination unit 147 determines to switch the operation target. In this case, the operation target changing unit 145 switches the operation target to the player character whose distance from the ball object BO is the next closest to the operation target player character.
このように、操作対象変更部145は、ユーザの操作が検出されている場合、単にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象として選択するのではなく、当該ユーザの操作を考慮して操作対象の選手キャラクタを切り替える「操作対象変更処理」を行う。例えば、操作対象変更部145は、ボールオブジェクトBOとの距離が最小である操作対象の選手キャラクタからボールオブジェクトBOへの方向がユーザの操作方向と一致しない場合には、操作対象の選手キャラクタの次にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える。
In this way, when a user's operation is detected, the operation target changing unit 145 does not simply select the player character whose distance from the ball object BO is the shortest as the operation target, but considers the user's operation. to perform "operation target change processing" for switching the player character to be operated. For example, if the direction from the operation target player character, whose distance from the ball object BO is the shortest, to the ball object BO does not match the user's operation direction, the operation target changing unit 145 changes the direction of the operation target player character to the ball object BO. Then, the player character whose distance from the ball object BO is the shortest is switched to the operation target.
一方、操作対象選択部144は、ユーザの操作が検出されなくなった場合、且つ操作対象のキャラクタよりもボールオブジェクトBOとの距離が最小の選手キャラクタが存在する場合、当該距離が最小の選手キャラクタを操作対象として選択する「操作対象選択処理」を行う。即ち、操作対象選択部144は、ユーザの操作が検出されなくなった場合、且つボールオブジェクトBOとの距離が最小の選手キャラクタが操作対象ではない場合、ボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える。
On the other hand, when the user's operation is no longer detected and when there is a player character whose distance from the ball object BO is the shortest than the operation target character, the operation target selection unit 144 selects the player character whose distance is the shortest. Perform "operation target selection processing" to select as an operation target. That is, when the user's operation is no longer detected and when the player character with the shortest distance from the ball object BO is not the operation target, the operation target selection unit 144 selects the player character with the shortest distance from the ball object BO. Switch to the operation target.
なお、操作対象とする選手キャラクタを切り替える際に、ゲームフィールドFL上に存在する選手キャラクタのうち一部の選手キャラクタは操作対象の切り替えの対象から除外されてもよい。一部の選手キャラクタとは、現在操作対象となっている選手キャラクタ、または現在操作対象ではない選手キャラクタのうち、カバーに向かっている野手、カバーしている野手、打球よりも手前(本塁側)にいる内野手などの選手キャラクタである。例えば、ベースカバーをしている捕手の選手キャラクタは、操作対象の切り替えの対象から除外される。
It should be noted that, when switching the player characters to be operated, some of the player characters existing on the game field FL may be excluded from the switching of the operation targets. Some player characters are player characters that are currently being operated or player characters that are not currently being operated. It is a player character such as an infielder in the field. For example, a catcher player character who is covering the base is excluded from the target of switching the operation target.
また、操作対象選択処理または操作対象変更処理により操作対象が切り替えられた場合、その後の所定期間は操作対象の切り替えを禁止する。操作対象選択部144は、ユーザの操作が検出されない状態でボールオブジェクトBOとの距離に基づいて操作対象を切り替えた場合、切り替え後の所定期間(第2期間)は操作対象の切り替えを禁止する。また、操作対象変更部145は、ユーザの操作方向と操作対象のキャラクタからボールオブジェクトBOへの方向とに基づいて操作対象を切り替えた場合、切り替え後の所定期間(第1期間)は操作対象の切り替えを禁止する。
Also, when the operation target is switched by the operation target selection process or the operation target change process, the switching of the operation target is prohibited for a predetermined period thereafter. When the operation target is switched based on the distance from the ball object BO while no user operation is detected, the operation target selection unit 144 prohibits switching of the operation target for a predetermined period (second period) after switching. Further, when the operation target is switched based on the user's operation direction and the direction from the operation target character to the ball object BO, the operation target changing unit 145 changes the operation target for a predetermined period (first period) after the switching. Prohibit switching.
ここで、操作対象選択部144がユーザの操作によらない操作対象選択処理により操作対象を切り替えた場合と、操作対象変更部145がユーザの操作を考慮した操作対象変更処理により操作対象を切り替えた場合とで、操作対象の切り替えを禁止する所定期間を異ならせてもよい。例えば、操作対象選択部144が操作対象選択処理により操作対象を切り替えた場合より、操作対象変更部145が操作対象変更処理により操作対象を切り替えた場合の方が操作対象の切り替えを禁止する所定期間が長い期間設定されてもよい。一例として、操作対象選択部144が操作対象選択処理により操作対象を切り替えた場合に操作対象の切り替えを禁止する所定期間(第2期間)を500msec、操作対象変更部145が操作対象変更処理により操作対象を切り替えた場合に操作対象の切り替えを禁止する所定期間(第1期間)を800msecとしてもよい。
Here, the operation target selection unit 144 switches the operation target by operation target selection processing that does not depend on the user's operation, and the operation target change unit 145 switches the operation target by the operation target change processing that considers the user's operation. The predetermined period during which switching of the operation target is prohibited may differ depending on the case. For example, when the operation target changing unit 145 switches the operation target by the operation target change process than when the operation target selection unit 144 switches the operation target by the operation target selection process, the switching of the operation target is prohibited for a predetermined period. may be set for a long period of time. As an example, when the operation target selection unit 144 switches the operation target by the operation target selection process, the predetermined period (second period) during which switching of the operation target is prohibited is set to 500 msec, and the operation target change unit 145 performs the operation target change process. A predetermined period (first period) during which switching of the operation target is prohibited when the target is switched may be set to 800 msec.
なお、操作対象選択部144または操作対象変更部145が操作対象の切り替えを禁止する場合、切り替えるか否かの判定を行わなくてもよいし、当該判定は行うが判定結果を無視して切り替えを行わなくてもよい。
Note that when the operation target selection unit 144 or the operation target change unit 145 prohibits switching of the operation target, it is not necessary to determine whether or not to switch, or the determination is performed but the determination result is ignored and the switching is performed. You don't have to.
〔処理の動作〕
次に、図5に示すステップS20のゲーム処理の中で行われる操作対象決定処理の動作について説明する。
図10は、本実施形態に係る操作対象決定処理の一例を示すフローチャートである。 [Processing operation]
Next, the operation of the operation target determination process performed in the game process of step S20 shown in FIG. 5 will be described.
FIG. 10 is a flowchart showing an example of operation target determination processing according to the present embodiment.
次に、図5に示すステップS20のゲーム処理の中で行われる操作対象決定処理の動作について説明する。
図10は、本実施形態に係る操作対象決定処理の一例を示すフローチャートである。 [Processing operation]
Next, the operation of the operation target determination process performed in the game process of step S20 shown in FIG. 5 will be described.
FIG. 10 is a flowchart showing an example of operation target determination processing according to the present embodiment.
まず、CPU14は、コントローラ15に対するユーザの操作の有無を判定する(ステップS201)。ユーザの操作とは、操作対象の選手キャラクタを移動させる操作である。なお、ユーザの意図としては、操作対象ではない選手キャラクタを移動させる操作である場合もあるが、CPU14としては、ユーザの意図とは関係なく操作対象の選手キャラクタを移動させる操作として受け取る。CPU14は、ユーザの操作ありと判定した場合(ステップS201:YES)、ステップS210の操作対象変更処理に進む。一方、CPU14は、ユーザの操作なしと判定した場合(ステップS201:NO)、ステップS220の操作対象選択処理に進む。
First, the CPU 14 determines whether or not the controller 15 is operated by the user (step S201). A user's operation is an operation of moving a player character to be operated. Although the user's intention may be an operation to move a player character that is not the operation target, the CPU 14 receives the operation as an operation to move the operation target player character regardless of the user's intention. When the CPU 14 determines that there is a user's operation (step S201: YES), the process proceeds to operation target change processing in step S210. On the other hand, when the CPU 14 determines that there is no user operation (step S201: NO), the process proceeds to operation target selection processing in step S220.
まず、ステップS210の操作対象変更処理について説明する。CPU14は、操作対象変更処理により操作対象を切り替えてから所定期間(例えば、800msec)以上経過したか否かを判定する(ステップS211)。CPU14は、操作対象変更処理により操作対象を切り替えてから所定期間(例えば、800msec)以上経過していないと判定した場合(ステップS211:NO)、操作対象の切り替えを行わずに操作対象変更処理を終了する。そして、ステップS230の処理へ進む。
First, the operation target change processing in step S210 will be described. The CPU 14 determines whether or not a predetermined period of time (for example, 800 msec) has passed after switching the operation target by the operation target change process (step S211). When the CPU 14 determines that a predetermined period of time (for example, 800 msec) has not passed since the operation target was switched by the operation target change process (step S211: NO), the operation target change process is performed without switching the operation target. finish. Then, the process proceeds to step S230.
一方、CPU14は、操作対象変更処理により操作対象を切り替えてから所定期間(例えば、800msec)以上経過したと判定した場合(ステップS211:YES)、ステップS213の処理に進む。ステップS213において、CPU14は、ユーザの操作が検出された時点のフレームから所定フレーム先まで、操作対象の選手キャラクタとボールオブジェクトBOの位置を推定し、操作対象の選手キャラクタからボールオブジェクトBOへの方向を算出する(図8参照)。
On the other hand, when the CPU 14 determines that a predetermined period of time (for example, 800 msec) has passed since the operation target was switched by the operation target change process (step S211: YES), the process proceeds to step S213. In step S213, the CPU 14 estimates the positions of the player character to be operated and the ball object BO from the frame when the user's operation is detected to a predetermined number of frames ahead, and determines the direction from the player character to be operated to the ball object BO. is calculated (see FIG. 8).
次に、CPU14は、ユーザの操作方向が所定の方向範囲内であるか否かを判定する(ステップS215)。所定の方向範囲とは、例えば、Nフレーム目とN+1フレーム目(N=1,2,・・・,299)とのそれぞれの操作対象の選手キャラクタからボールオブジェクトBOへの方向の間の角度θの範囲(或いは、当該範囲に角度α×2を追加した範囲)である(図9参照)。例えば、CPU14は、1フレーム目から300フレーム目においてユーザの操作方向が所定の方向範囲に含まれるか否かに基づいて、ユーザの操作方向が所定の方向範囲内であるか否かを判定する。
Next, the CPU 14 determines whether or not the user's operation direction is within a predetermined direction range (step S215). The predetermined direction range is, for example, the angle θ (or a range obtained by adding angle α×2 to the range) (see FIG. 9). For example, the CPU 14 determines whether the user's operation direction is within a predetermined direction range based on whether the user's operation direction is included in the predetermined direction range in the 1st to 300th frames. .
CPU14は、ユーザの操作方向が所定の方向範囲内であると判定した場合(ステップS215:YES)、操作対象の切り替えを行わずに操作対象変更処理を終了する。そして、ステップS230の処理へ進む。
When the CPU 14 determines that the user's operation direction is within the predetermined direction range (step S215: YES), it ends the operation target change process without switching the operation target. Then, the process proceeds to step S230.
一方、CPU14は、ユーザの操作方向が所定の方向範囲内でないと判定した場合(ステップS215:NO)、操作対象の選手キャラクタの次にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える(ステップS217)。そして、CPU14は、操作対象変更処理を終了し、ステップS230の処理へ進む。
On the other hand, when the CPU 14 determines that the user's operation direction is not within the predetermined direction range (step S215: NO), the CPU 14 selects the player character whose distance from the ball object BO is next to the operation target player character as the operation target. Switch (step S217). Then, the CPU 14 ends the operation target change process, and proceeds to the process of step S230.
次に、ステップS220の操作対象選択処理について説明する。CPU14は、操作対象選択処理により操作対象を切り替えてから所定期間(例えば、500msec)以上経過したか否かを判定する(ステップS221)。CPU14は、操作対象選択処理により操作対象を切り替えてから所定期間(例えば、500msec)以上経過していないと判定した場合(ステップS221:NO)、操作対象の切り替えを行わずに操作対象選択処理を終了する。そして、ステップS230の処理へ進む。
Next, the operation target selection process in step S220 will be described. The CPU 14 determines whether or not a predetermined period of time (for example, 500 msec) has passed since the operation target was switched by the operation target selection process (step S221). When the CPU 14 determines that a predetermined period of time (for example, 500 msec) has not passed since the operation target was switched by the operation target selection process (step S221: NO), the operation target selection process is performed without switching the operation target. finish. Then, the process proceeds to step S230.
一方、CPU14は、操作対象選択処理により操作対象を切り替えてから所定期間(例えば、500msec)以上経過したと判定した場合(ステップS221:YES)、ステップS223の処理に進む。ステップS223において、CPU14は、ボールオブジェクトBOとの距離が最小の選手キャラクタが操作対象の選手キャラクタであるか否かを判定する(ステップS223)。
On the other hand, when the CPU 14 determines that a predetermined period of time (for example, 500 msec) has passed since the operation target was switched by the operation target selection process (step S221: YES), the process proceeds to step S223. In step S223, the CPU 14 determines whether or not the player character whose distance from the ball object BO is the shortest is the player character to be operated (step S223).
CPU14は、ボールオブジェクトBOとの距離が最小の選手キャラクタが操作対象の選手キャラクタであると判定した場合(ステップS223:YES)、操作対象の切り替えを行わずに操作対象選択処理を終了する。そして、ステップS230の処理へ進む。一方、CPU14は、ボールオブジェクトBOとの距離が最小の選手キャラクタが操作対象の選手キャラクタではないと判定した場合(ステップS223:NO)、ボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える(ステップS225)。そして、CPU14は、操作対象選択処理を終了し、ステップS230の処理へ進む。
When the CPU 14 determines that the player character closest to the ball object BO is the player character to be operated (step S223: YES), it ends the operation target selection process without switching the operation target. Then, the process proceeds to step S230. On the other hand, when the CPU 14 determines that the player character whose distance from the ball object BO is the shortest is not the player character to be operated (step S223: NO), the player character whose distance from the ball object BO is the shortest is set as the operation target. Switch (step S225). Then, the CPU 14 ends the operation target selection process, and proceeds to the process of step S230.
ステップS230において、CPU14は、操作対象変更処理または操作対象選択処理により決定した操作対象の選手キャラクタを含むゲームフィールドFL上のすべてのゲームオブジェクトを更新する。
In step S230, the CPU 14 updates all game objects on the game field FL including the player character to be operated determined by the operation target change process or the operation target selection process.
なお、ステップS230の処理は、ステップS201の前に実行されてもよい。つまり、ゲームオブジェクトの更新は、当該フレームにおける操作対象変更処理または操作対象選択処理の処理結果を反映した更新であってもよいし、直前のフレームにおける操作対象変更処理または操作対象選択処理の処理結果を反映した更新であってもよい。
Note that the process of step S230 may be performed before step S201. In other words, the update of the game object may be an update that reflects the processing result of the operation target change processing or operation target selection processing in the current frame, or the processing result of the operation target change processing or operation target selection processing in the immediately preceding frame. may be updated to reflect
次に、図11~図13を参照して、操作対象の切り替わりの具体例を説明する。なお、ここで説明する内容は、単に操作対象の切り替わりの例を説明するためのものであり、実際の野球ゲームにおける状況と対応するものではない。
Next, a specific example of switching the operation target will be described with reference to FIGS. 11 to 13. FIG. It should be noted that the content explained here is merely for explaining an example of switching of the operation target, and does not correspond to the situation in the actual baseball game.
図11は、ゲームフィールドFL上のゲームオブジェクトの位置関係の一例を示す模式図である。この図11は、選手キャラクタとボールオブジェクトBOとの位置関係、ユーザの操作方向、及び操作対象の一例を模式的に表している。選手キャラクタCaのことを選手Aと称する。選手キャラクタCbのことを選手Bと称する。選手キャラクタCcのことを選手Cと称する。ボールオブジェクトBOについては、時刻t1、時刻t2、時刻t3、及び時刻t4のそれぞれの位置と、時刻t2のボールオブジェクトBOの位置を1フレーム目の位置としたときの200フレーム目と300フレーム目のボールオブジェクトBOの推定位置とを示している。この図において、時刻t1における選手AとボールオブジェクトBOとの距離をL1とする。時刻t2における選手AとボールオブジェクトBOとの距離をL2、選手BとボールオブジェクトBOとの距離をL3、選手CとボールオブジェクトBOとの距離をL4とする。それぞれの距離の関係は、L2>L4>L3>L1である。また、図12は、操作対象の切り替わりの第1例を示すタイミングチャートである。また、図13は、操作対象の切り替わりの第2例を示すタイミングチャートである。
FIG. 11 is a schematic diagram showing an example of the positional relationship of game objects on the game field FL. FIG. 11 schematically shows an example of the positional relationship between the player character and the ball object BO, the user's operation direction, and the operation target. The player character Ca is called player A. The player character Cb is referred to as player B. The player character Cc is called a player C. As for the ball object BO, the positions at time t1, time t2, time t3, and time t4, and the position of the ball object BO at time t2 are the positions in the first frame, and the positions in the 200th and 300th frames. and the estimated position of the ball object BO. In this figure, the distance between player A and ball object BO at time t1 is L1. Let the distance between player A and ball object BO at time t2 be L2, the distance between player B and ball object BO be L3, and the distance between player C and ball object BO be L4. The respective distance relationships are L2>L4>L3>L1. Also, FIG. 12 is a timing chart showing a first example of switching of the operation target. Also, FIG. 13 is a timing chart showing a second example of switching of the operation target.
まず、図11及び図12を参照して、操作対象の切り替わりの第1例を説明する。時刻t1から時刻t2までの期間は、選手AがボールオブジェクトBOに最も近い。そのため、操作対象選択処理により選手Aが操作対象として選択され、カーソルP1が選手Aに表示される。このとき、カーソルP2及びP3は非表示である。時刻t2において、ボールオブジェクトBOに最も近い選手が選手Aから選手Bに代わるため、操作対象選択処理により操作対象が選手Aから選手Bに切り替わる。カーソルP1が非表示となりカーソルP2が表示される。操作対象選択処理により操作対象が切り替わったため、時刻t2から500msecの期間は、ユーザからいずれの方向への操作がされても、操作対象の切り替えは禁止される。
First, a first example of switching the operation target will be described with reference to FIGS. 11 and 12. FIG. During the period from time t1 to time t2, player A is closest to the ball object BO. Therefore, the player A is selected as the operation target by the operation target selection process, and the cursor P1 is displayed on the player A. FIG. At this time, the cursors P2 and P3 are hidden. At time t2, the player closest to the ball object BO is changed from player A to player B, so the operation target is switched from player A to player B by the operation target selection process. Cursor P1 is hidden and cursor P2 is displayed. Since the operation target has been switched by the operation target selection process, switching of the operation target is prohibited during the period of 500 msec from time t2 regardless of whether the user performs an operation in any direction.
時刻t2において、ユーザが選手Bへの操作を意図した操作方向Du1への操作を行うと、ユーザの操作方向Du1と選手BからボールオブジェクトBOへの方向とが一致すると判定される。そのため、時刻t2から500msec後に、操作対象の切り替えが可能になっても、操作対象変更処理による操作対象の切り替えは生じない。
At time t2, when the user performs an operation in the operation direction Du1 intended to operate on player B, it is determined that the user's operation direction Du1 matches the direction from player B to ball object BO. Therefore, even if switching of the operation target becomes possible after 500 msec from the time t2, switching of the operation target by the operation target change process does not occur.
その後、時刻t4において、ユーザが選手Cへの操作を意図した操作方向Du2への操作を行うと、ユーザの操作方向Du2と選手BからボールオブジェクトBOへの方向とが一致しないと判定され、操作対象変更処理により、次にボールオブジェクトBOに近い選手Cに操作対象が切り替わる。カーソルP2が非表示となりカーソルP3が表示される。時刻t4から800msecの期間は、操作対象の切り替えは禁止される。
After that, at time t4, when the user performs an operation in the operation direction Du2 intended to operate player C, it is determined that the user's operation direction Du2 does not match the direction from player B to ball object BO. By the target change processing, the operation target is switched to the player C who is next closer to the ball object BO. The cursor P2 is hidden and the cursor P3 is displayed. During a period of 800 msec from time t4, switching of the operation target is prohibited.
次に、図11及び図13を参照して、操作対象の切り替わりの第2例を説明する。時刻t1から時刻t2までは、第1例と同様に選手Aが操作対象として選択され、カーソルP1が選手Aに表示される。時刻t2において、ボールオブジェクトBOに最も近い選手が選手Aから選手Bに代わるため、操作対象選択処理により操作対象が選手Aから選手Bに切り替わる。カーソルP1が非表示となりカーソルP2が表示される。
Next, a second example of switching the operation target will be described with reference to FIGS. 11 and 13. FIG. From time t1 to time t2, player A is selected as an operation target and cursor P1 is displayed on player A, as in the first example. At time t2, the player closest to the ball object BO is changed from player A to player B, so the operation target is switched from player A to player B by the operation target selection process. Cursor P1 is hidden and cursor P2 is displayed.
この第2例では、時刻t2において、第1例と異なりユーザが選手Cへの操作を意図した操作方向Du2への操作を行ったとする。時刻t2から500msecの期間は操作対象の切り替えが禁止されているため、選手Bがそのまま操作対象となり、ユーザの操作方向Duへの操作は、選手Bへの操作として処理される。時刻t2から500msec後に、操作対象の切り替えが可能になると、ユーザの操作方向Du2と選手BからボールオブジェクトBOへの方向とが一致しないと判定され、操作対象変更処理により、次にボールオブジェクトBOに近い選手Cに操作対象が切り替わる(時刻t3)。カーソルP2が非表示となりカーソルP3が表示される。時刻t3から800msecの期間は、操作対象の切り替えは禁止される。
In this second example, unlike the first example, it is assumed that the user performs an operation in the operation direction Du2 intended to operate player C at time t2. Since switching of the operation target is prohibited for a period of 500 msec from time t2, the player B becomes the operation target as it is, and the user's operation in the operation direction Du is processed as an operation to the player B. After 500 msec from time t2, when it becomes possible to switch the operation target, it is determined that the user's operation direction Du2 and the direction from player B to the ball object BO do not match. The operation target is switched to player C who is closer (time t3). The cursor P2 is hidden and the cursor P3 is displayed. During a period of 800 msec from time t3, switching of the operation target is prohibited.
〔実施形態のまとめ〕
以上説明してきたように、本実施形態に係るゲーム装置10は、複数の選手キャラクタ(キャラクタの一例)の中からユーザの操作対象となる選手キャラクタが切り替わるゲームの処理を実行する。例えば、ゲーム装置10は、複数の選手キャラクタのうちボールオブジェクトBO(特定のオブジェクトの一例)との距離が最小の選手キャラクタを操作対象として選択する。また、ゲーム装置10は、操作対象として選択された操作対象の選手キャラクタ(操作対象キャラクタの一例)を移動させるためのユーザの操作及び操作方向を検出する。ゲーム装置10は、ユーザの操作が検出された場合、ユーザの操作方向と操作対象の選手キャラクタからボールオブジェクトBOへの方向とに基づいて操作対象を切り替えるか否かを判定する。そして、ゲーム装置10は、操作対象を切り替えると判定された場合、複数の選手キャラクタのうちの他の選手キャラクタを操作対象に切り替える。 [Summary of embodiment]
As described above, thegame device 10 according to the present embodiment executes game processing in which a player character to be operated by the user is switched among a plurality of player characters (an example of characters). For example, the game device 10 selects the player character whose distance from the ball object BO (an example of the specific object) is the shortest among the plurality of player characters as the operation target. The game device 10 also detects a user's operation and an operation direction for moving an operation target player character (an example of an operation target character) selected as an operation target. When the user's operation is detected, the game device 10 determines whether or not to switch the operation target based on the user's operation direction and the direction from the operation target player character to the ball object BO. Then, when it is determined to switch the operation target, the game device 10 switches the operation target to another player character among the plurality of player characters.
以上説明してきたように、本実施形態に係るゲーム装置10は、複数の選手キャラクタ(キャラクタの一例)の中からユーザの操作対象となる選手キャラクタが切り替わるゲームの処理を実行する。例えば、ゲーム装置10は、複数の選手キャラクタのうちボールオブジェクトBO(特定のオブジェクトの一例)との距離が最小の選手キャラクタを操作対象として選択する。また、ゲーム装置10は、操作対象として選択された操作対象の選手キャラクタ(操作対象キャラクタの一例)を移動させるためのユーザの操作及び操作方向を検出する。ゲーム装置10は、ユーザの操作が検出された場合、ユーザの操作方向と操作対象の選手キャラクタからボールオブジェクトBOへの方向とに基づいて操作対象を切り替えるか否かを判定する。そして、ゲーム装置10は、操作対象を切り替えると判定された場合、複数の選手キャラクタのうちの他の選手キャラクタを操作対象に切り替える。 [Summary of embodiment]
As described above, the
これにより、ゲーム装置10は、選手キャラクタとボールオブジェクトBOとの距離のみではなく選手キャラクタを移動させるユーザの操作を考慮して操作対象を決定するため、煩雑な操作を必要とせずにユーザの意図を反映した操作対象に切り替えが可能である。
As a result, the game device 10 determines the operation target in consideration of not only the distance between the player character and the ball object BO but also the user's operation for moving the player character. It is possible to switch to the operation target that reflects the
例えば、ゲーム装置10は、操作対象を切り替えると判定された場合、操作対象の選手キャラクタの次にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える。
For example, when it is determined to switch the operation target, the game device 10 switches the operation target to the player character whose distance from the ball object BO is next to the operation target player character.
これにより、ゲーム装置10は、操作対象を切り替える際に、次にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象とするため、ユーザの意図を反映した操作対象に切り替えが可能である。
As a result, when switching the operation target, the game device 10 sets the next player character closest to the ball object BO as the operation target, so it is possible to switch to an operation target that reflects the user's intention.
例えば、ゲーム装置10は、ユーザの操作方向が、操作対象の選手キャラクタからボールオブジェクトBOへの方向に基づく所定の方向範囲に含まれない場合、操作対象を切り替えると判定する。
For example, the game device 10 determines to switch the operation target when the user's operation direction is not included in a predetermined direction range based on the direction from the player character to be operated to the ball object BO.
これにより、ゲーム装置10は、ユーザの操作に基づいて、操作対象の選手キャラクタがユーザの意図した操作対象でない場合に、操作対象を切り替えることができる。
Thereby, the game device 10 can switch the operation target based on the user's operation when the operation target player character is not the operation target intended by the user.
例えば、ユーザは、選手キャラクタを移動させるための操作を行う際には、選手キャラクタとボールオブジェクトBOの現在の位置のみではなく少し先の位置へ移動することを考慮して操作を行う。そこで、ゲーム装置10は、ユーザの操作が検出された時点から所定期間先までの操作対象の選手キャラクタの位置とボールオブジェクトBOの位置との少なくとも一方を推定する。そして、ゲーム装置10は、操作対象の選手キャラクタの位置とボールオブジェクトBOの位置との少なくとも一方の推定結果に基づいて、ユーザの操作が検出された時点から所定期間先までユーザの操作方向が所定の方向範囲に含まれるか否かを判定する。
For example, when the user performs an operation to move the player character, the user performs the operation considering that the player character and the ball object BO are to be moved not only to the current position but also to a slightly future position. Therefore, the game device 10 estimates at least one of the position of the player character to be operated and the position of the ball object BO for a predetermined period after the user's operation is detected. Then, based on the estimation result of at least one of the position of the player character to be operated and the position of the ball object BO, the game device 10 determines that the user's operation direction is predetermined for a predetermined period after the user's operation is detected. It is determined whether or not it is included in the direction range of .
これにより、ゲーム装置10は、選手キャラクタまたはボールオブジェクトBOの移動を考慮したユーザの操作方向を所定期間にわたって判定することにより、操作対象の選手キャラクタがユーザの意図した操作対象であるか否かを適切に判定することができる。
Accordingly, the game device 10 determines whether or not the player character to be operated is the intended operation target of the user by determining the user's operation direction in consideration of the movement of the player character or the ball object BO over a predetermined period of time. can be judged appropriately.
例えば、ゲーム装置10は、複数の選手キャラクタ及びボールオブジェクトBOが含まれるゲームの画像を所定のフレームレートで描画する。そして、ゲーム装置10は、ユーザの操作が検出された時点のフレームから所定フレーム先まで、ユーザの操作方向が所定の方向範囲に含まれるか否かを判定する。
For example, the game device 10 draws a game image including multiple player characters and the ball object BO at a predetermined frame rate. Then, the game device 10 determines whether or not the user's operation direction is included in a predetermined direction range from the frame when the user's operation is detected to a predetermined number of frames ahead.
これにより、ゲーム装置10は、選手キャラクタまたはボールオブジェクトBOの移動を考慮したユーザの操作方向を所定フレームにわたって判定することにより、操作対象の選手キャラクタがユーザの意図した操作対象であるか否かを適切に判定することができる。
Accordingly, the game device 10 determines whether or not the player character to be operated is the user's intended operation target by determining the user's operation direction in consideration of the movement of the player character or the ball object BO over a predetermined frame. can be judged appropriately.
一例として、ゲーム装置10は、N(Nは、正の整数)フレーム目のユーザの操作方向が、Nフレーム目の操作対象の選手キャラクタからボールオブジェクトBOへの方向とN+1フレーム目の操作対象の選手キャラクタからボールオブジェクトBOへの方向とにより定まる所定の方向範囲に含まれるか否かを、ユーザの操作が検出されたフレームから所定のフレーム先まで判定する。
As an example, in the game device 10, the operation direction of the user in the Nth (N is a positive integer) frame is the direction from the operation target player character in the Nth frame to the ball object BO and the operation target in the N+1th frame. It is determined from the frame in which the user's operation is detected to a predetermined frame ahead whether or not it is included in a predetermined direction range determined by the direction from the player character to the ball object BO.
これにより、ゲーム装置10は、選手キャラクタまたはボールオブジェクトBOの移動を考慮したユーザの操作方向を所定フレームにわたって判定することにより、操作対象の選手キャラクタがユーザの意図した操作対象であるか否かを適切に判定することができる。
Accordingly, the game device 10 determines whether or not the player character to be operated is the user's intended operation target by determining the user's operation direction in consideration of the movement of the player character or the ball object BO over a predetermined frame. can be judged appropriately.
ゲーム装置10は、ユーザの操作が検出されなくなった場合、且つ操作対象の選手キャラクタよりもボールオブジェクトBOとの距離が最小のキャラクタが存在する場合、当該距離が最小のキャラクタを操作対象として設定する。
When the user's operation is no longer detected and when there is a character whose distance from the ball object BO is the shortest than the player character to be operated, the game apparatus 10 sets the character whose distance is the shortest as the operation target. .
これにより、ゲーム装置10は、ユーザが選手キャラクタに対する操作をしていない場合、ユーザが操作する可能性の高い選手キャラクタを操作対象とすることができる。
As a result, the game device 10 can set a player character, which is highly likely to be operated by the user, as an operation target when the user is not operating the player character.
ゲーム装置10は、ユーザの操作方向と操作対象の選手キャラクタからボールオブジェクトBOへの方向とに基づいて操作対象を切り替えた場合、切り替え後の第1期間(例えば、800msec)は操作対象の切り替えを禁止する。
When the operation target is switched based on the user's operation direction and the direction from the operation target player character to the ball object BO, the game device 10 does not switch the operation target for a first period (for example, 800 msec) after switching. restrict.
これにより、ゲーム装置10は、選手キャラクタとボールオブジェクトBOとの位置関係やユーザの操作方向などの若干の変化によって、短時間で必要以上に操作対象が切り替わってしまうことを抑制することができる。
As a result, the game device 10 can prevent the operation target from switching more than necessary in a short period of time due to a slight change in the positional relationship between the player character and the ball object BO or the user's operation direction.
ゲーム装置10は、ユーザの操作が検出されない状態でボールオブジェクトBOとの距離に基づいて操作対象を切り替えた場合、切り替え後の第2期間(例えば、500msec)は操作対象の切り替えを禁止する。
When the game device 10 switches the operation target based on the distance from the ball object BO while no user's operation is detected, the operation target switching is prohibited for a second period (for example, 500 msec) after switching.
これにより、ゲーム装置10は、選手キャラクタとボールオブジェクトBOとの位置関係やユーザの操作方向などの若干の変化によって、短時間で必要以上に操作対象が切り替わってしまうことを抑制することができる。
As a result, the game device 10 can prevent the operation target from switching more than necessary in a short period of time due to a slight change in the positional relationship between the player character and the ball object BO or the user's operation direction.
例えば、上記第1期間(例えば、800msec)の方が上記第2期間(例えば、500msec)よりも長い期間に設定されている。
For example, the first period (eg, 800 msec) is set longer than the second period (eg, 500 msec).
これにより、ゲーム装置10は、ユーザの操作に基づいて操作対象を切り替える判定をした場合には、ユーザの操作によらないシステムによる操作対象の切り替えの判定よりも重視して、操作対象の切り替えが起きにくいようにすることができる。
As a result, when the game device 10 determines to switch the operation target based on the user's operation, the game device 10 places more importance on the switching of the operation target than the determination of the switching of the operation target by the system that does not depend on the user's operation. You can make it harder to wake up.
また、複数の選手キャラクタ(キャラクタの一例)の中からユーザの操作対象となる選手キャラクタが切り替わるゲームの処理を実行するゲーム装置10におけるゲーム処理方法は、複数の選手キャラクタのうちボールオブジェクトBO(特定のオブジェクトの一例)との距離が最小の選手キャラクタを操作対象として選択するステップと、操作対象として選択された操作対象の選手キャラクタ(操作対象キャラクタの一例)を移動させるためのユーザの操作及び操作方向を検出するステップと、ユーザの操作が検出された場合、ユーザの操作方向と操作対象の選手キャラクタからボールオブジェクトBOへの方向とに基づいて操作対象を切り替えるか否かを判定するステップと、操作対象を切り替えると判定された場合、複数の選手キャラクタのうちの他の選手キャラクタを操作対象に切り替えるステップと、を含む。
Further, the game processing method in the game device 10 for executing game processing in which a player character to be operated by the user is switched from among a plurality of player characters (an example of characters) is the ball object BO (specified player character) among the plurality of player characters. A step of selecting a player character whose distance is the shortest from the player character (an example of an object of operation) as an operation target, and a user operation and operation for moving the operation target player character (an example of the operation target character) selected as the operation target a step of detecting a direction, a step of determining whether or not to switch the operation target based on the user's operation direction and the direction from the operation target player character to the ball object BO when the user's operation is detected; and a step of switching another player character among the plurality of player characters to the operation target when it is determined that the operation target is to be switched.
これにより、ゲーム装置10におけるゲーム処理方法は、選手キャラクタとボールオブジェクトBOとの距離のみではなく選手キャラクタを移動させるユーザの操作を考慮して操作対象を決定するため、煩雑な操作を必要とせずにユーザの意図を反映した操作対象に切り替えが可能である。
As a result, the game processing method in the game device 10 determines the operation target in consideration of not only the distance between the player character and the ball object BO but also the user's operation to move the player character. It is possible to switch to an operation target that reflects the user's intention.
[変形例]
以上、この発明の実施形態について図面を参照して詳述してきたが、具体的な構成は上述の実施形態に限られるものではなく、この発明の要旨を逸脱しない範囲の設計等も含まれる。例えば、上述の実施形態において説明した各構成は、任意に組み合わせることができる。 [Modification]
Although the embodiments of the present invention have been described above in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments, and includes design and the like within the scope of the gist of the present invention. For example, the configurations described in the above embodiments can be combined arbitrarily.
以上、この発明の実施形態について図面を参照して詳述してきたが、具体的な構成は上述の実施形態に限られるものではなく、この発明の要旨を逸脱しない範囲の設計等も含まれる。例えば、上述の実施形態において説明した各構成は、任意に組み合わせることができる。 [Modification]
Although the embodiments of the present invention have been described above in detail with reference to the drawings, the specific configuration is not limited to the above-described embodiments, and includes design and the like within the scope of the gist of the present invention. For example, the configurations described in the above embodiments can be combined arbitrarily.
なお、上述の実施形態において、操作対象変更部145は、ユーザの操作方向と操作対象の選手キャラクタからボールオブジェクトへの方向とが一致しない場合、操作対象の選手キャラクタの次にボールオブジェクトBOとの距離が最小の選手キャラクタを操作対象に切り替える例を説明した。これに限られるものはなく、操作対象変更部145は、操作対象に切り替える際に、ユーザの操作方向がボールオブジェクトへの方向と一致する選手キャラクタを操作対象として決定してもよい。
In the above-described embodiment, when the user's operation direction does not match the direction from the player character to be operated to the ball object, the operation target changing unit 145 moves the ball object BO after the player character to be operated. An example of switching the player character with the shortest distance to the operation target has been described. There is no limitation to this, and the operation target changing unit 145 may determine, as the operation target, a player character whose operation direction by the user matches the direction toward the ball object when switching to the operation target.
また、上記実施形態では、野球ゲームを例に説明したが、野球ゲームに限られるものではない。例えば、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームであれば、サッカーや、ラグビー、アメリカンフットボールなどのスポーツを題材とした様々なゲームに適用することができる。また、スポーツを題材としたゲームにも限られるものではなく、複数の戦士キャラクタが特定の敵オブジェクトを捕獲または攻撃するような戦闘ゲームなど任意のゲームに適用することができる。
Also, in the above embodiment, the baseball game was explained as an example, but the game is not limited to the baseball game. For example, a game in which a character to be operated by the user is switched from among a plurality of characters can be applied to various sports-themed games such as soccer, rugby, and American football. Also, the present invention is not limited to sports-themed games, and can be applied to any game such as a battle game in which a plurality of warrior characters capture or attack specific enemy objects.
また、上述のゲーム処理部140の機能を実現するためのプログラムをコンピュータ読み取り可能な記録媒体に記録して、この記録媒体に記録されたプログラムをコンピュータシステムに読み込ませ、実行することによりゲーム処理部140としての処理を行ってもよい。ここで、「記録媒体に記録されたプログラムをコンピュータシステムに読み込ませ、実行する」とは、コンピュータシステムにプログラムをインストールすることを含む。ここでいう「コンピュータシステム」とは、OSや周辺機器等のハードウェアを含むものとする。また、「コンピュータシステム」は、インターネットやWAN、LAN、専用回線等の通信回線を含むネットワークを介して接続された複数のコンピュータ装置を含んでもよい。また、「コンピュータ読み取り可能な記録媒体」とは、フレキシブルディスク、光磁気ディスク、ROM、CD-ROM等の可搬媒体、コンピュータシステムに内蔵されるハードディスク等の記憶装置のことをいう。このように、プログラムを記憶した記録媒体は、CD-ROM等の非一過性の記録媒体であってもよい。また、記録媒体には、当該プログラムを配信するために配信サーバからアクセス可能な内部または外部に設けられた記録媒体も含まれる。配信サーバの記録媒体に記憶されるプログラムのコードは、端末装置で実行可能な形式のプログラムのコードと異なるものでもよい。すなわち、配信サーバからダウンロードされて端末装置で実行可能な形でインストールができるものであれば、配信サーバで記憶される形式は問わない。なお、プログラムを複数に分割し、それぞれ異なるタイミングでダウンロードした後に端末装置で合体される構成や、分割されたプログラムのそれぞれを配信する配信サーバが異なっていてもよい。さらに「コンピュータ読み取り可能な記録媒体」とは、ネットワークを介してプログラムが送信された場合のサーバやクライアントとなるコンピュータシステム内部の揮発性メモリ(RAM)のように、一定時間プログラムを保持しているものも含むものとする。また、上記プログラムは、上述した機能の一部を実現するためのものであってもよい。さらに、上述した機能をコンピュータシステムに既に記録されているプログラムとの組み合わせで実現できるもの、いわゆる差分ファイル(差分プログラム)であってもよい。
In addition, a program for realizing the functions of the game processing unit 140 described above is recorded in a computer-readable recording medium, and the program recorded in this recording medium is read into a computer system and executed. Processing as 140 may be performed. Here, "loading and executing the program recorded on the recording medium into the computer system" includes installing the program in the computer system. The "computer system" here includes hardware such as an OS and peripheral devices. Also, the "computer system" may include a plurality of computer devices connected via a network including communication lines such as the Internet, WAN, LAN, and dedicated lines. The term "computer-readable recording medium" refers to portable media such as flexible discs, magneto-optical discs, ROMs and CD-ROMs, and storage devices such as hard discs incorporated in computer systems. Thus, the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM. Recording media also include internal or external recording media accessible from the distribution server for distributing the program. The program code stored in the recording medium of the distribution server may be different from the program code in a format executable by the terminal device. That is, as long as it can be downloaded from the distribution server and installed in a form that can be executed on the terminal device, the form stored in the distribution server does not matter. It should be noted that the program may be divided into a plurality of parts, and the divided programs may be downloaded at different timings and then merged in the terminal device, or the distribution servers that distribute the divided programs may be different. In addition, "computer-readable recording medium" is a volatile memory (RAM) inside a computer system that acts as a server or client when the program is transmitted via a network, and retains the program for a certain period of time. It shall also include things. Further, the program may be for realizing part of the functions described above. Further, it may be a so-called difference file (difference program) that can realize the above functions by combining with a program already recorded in the computer system.
また、上述のゲーム処理部140の一部または全部の機能を、LSI(Large Scale Integration)等の集積回路として実現してもよい。上述した各機能は個別にプロセッサ化してもよいし、一部、または全部を集積してプロセッサ化してもよい。また、集積回路化の手法はLSIに限らず専用回路、または汎用プロセッサで実現してもよい。また、半導体技術の進歩によりLSIに代替する集積回路化の技術が出現した場合、当該技術による集積回路を用いてもよい。
Also, part or all of the functions of the game processing unit 140 described above may be implemented as an integrated circuit such as an LSI (Large Scale Integration). Each of the functions described above may be individually processorized, or part or all of them may be integrated and processorized. Also, the method of circuit integration is not limited to LSI, but may be realized by a dedicated circuit or a general-purpose processor. In addition, when an integration circuit technology that replaces LSI appears due to advances in semiconductor technology, an integrated circuit based on this technology may be used.
また、上記実施形態では、ゲーム装置10が備える記憶部13に記憶されるデータの少なくとも一部は、外部接続される記憶装置に記憶されてもよい。外部接続される記憶装置は、ゲーム装置10と有線又は無線で接続される記憶装置である。例えば、外部接続される記憶装置は、USB(Universal Serial Bus)や、無線LAN(Local Area Network)、有線LANなどで接続される記憶装置でもよいし、インターネットなどを介して接続される記憶装置(データサーバ)であってもよい。このインターネットなどを介して接続される記憶装置(データサーバ)は、クラウドコンピューティングを用いて利用されるものであってもよい。
Also, in the above embodiment, at least part of the data stored in the storage unit 13 included in the game device 10 may be stored in an externally connected storage device. The externally connected storage device is a storage device that is wired or wirelessly connected to the game device 10 . For example, externally connected storage devices may be storage devices connected via USB (Universal Serial Bus), wireless LAN (Local Area Network), wired LAN, etc., or storage devices connected via the Internet ( data server). A storage device (data server) connected via the Internet or the like may be used using cloud computing.
また、ゲーム処理部140が備える各部の少なくとも一部に相当する構成は、インターネットなどを介して接続されるサーバ装置30が備えてもよい。例えば、ゲームの処理がサーバ装置30で実行される、所謂クラウドゲームに上記実施形態を適用することもできる。
Also, a configuration corresponding to at least a part of each unit included in the game processing unit 140 may be included in the server device 30 connected via the Internet or the like. For example, the above embodiments can be applied to a so-called cloud game in which game processing is executed by the server device 30 .
[付記]
以上の記載から本発明は例えば以下のように把握される。なお、本発明の理解を容易にするために添付図面の参照符号を便宜的に括弧書きにて付記するが、それにより本発明が図示の態様に限定されるものではない。 [Appendix]
From the above description, the present invention can be grasped, for example, as follows. In order to facilitate understanding of the present invention, reference numerals in the attached drawings are added in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
以上の記載から本発明は例えば以下のように把握される。なお、本発明の理解を容易にするために添付図面の参照符号を便宜的に括弧書きにて付記するが、それにより本発明が図示の態様に限定されるものではない。 [Appendix]
From the above description, the present invention can be grasped, for example, as follows. In order to facilitate understanding of the present invention, reference numerals in the attached drawings are added in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
(付記1)本発明の一態様に係るゲームプログラムは、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するコンピュータに、前記複数のキャラクタのうち特定のオブジェクト(BO)との距離が最小のキャラクタを前記操作対象として選択するステップ(S220)と、前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出するステップ(S10)と、前記ユーザの操作が検出された場合、前記ユーザの操作方向(Du)と前記操作対象キャラクタから前記特定のオブジェクトへの方向(Db)とに基づいて前記操作対象を切り替えるか否かを判定するステップ(S215)と、前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替えるステップ(S217)と、を実行させる。
(Supplementary Note 1) A game program according to an aspect of the present invention provides a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, a specific object (BO) among the plurality of characters. ) as the operation target (S220), and a step of detecting the user's operation and operation direction for moving the operation target character selected as the operation target (S10). and determining whether or not to switch the operation target based on the user's operation direction (Du) and the direction (Db) from the operation target character to the specific object when the user's operation is detected. A step (S215) and a step (S217) of switching another character among the plurality of characters to the operation object when it is determined that the operation object is to be switched are executed.
付記1の構成によれば、ゲームプログラムは、キャラクタと特定のオブジェクトとの距離のみではなくキャラクタを移動させるユーザの操作を考慮して操作対象を決定するため、煩雑な操作を必要とせずにユーザの意図を反映した操作対象の切り替えが可能である。
According to the configuration of Supplementary Note 1, the game program determines the operation target in consideration of not only the distance between the character and the specific object but also the user's operation to move the character. It is possible to switch the operation target reflecting the intention of
(付記2)本発明の一態様は、付記1に記載のゲームプログラムであって、前記切り替えるステップ(S217)において、前記操作対象を切り替えると判定された場合、前記操作対象キャラクタの次に前記特定のオブジェクトとの距離が最小のキャラクタを前記操作対象に切り替える。
(Supplementary Note 2) An aspect of the present invention is the game program according to Supplementary Note 1, wherein, in the switching step (S217), when it is determined that the operation target is to be switched, the operation target character is switched to the specified target character next to the operation target character. to the object to be operated.
付記2の構成によれば、ゲームプログラムは、操作対象を切り替える際に、次に特定のオブジェクトとの距離が最小のキャラクタを操作対象とするため、ユーザの意図を反映した操作対象に切り替えが可能である。
According to the configuration of Supplementary Note 2, when switching the operation target, the game program selects the next character closest to the specific object as the operation target, so that the operation target can be switched to reflect the user's intention. is.
(付記3)本発明の一態様は、付記1または付記2に記載のゲームプログラムであって、前記判定するステップ(S215)において、前記ユーザの操作方向が、前記操作対象キャラクタから前記特定のオブジェクトへの方向に基づく所定の方向範囲に含まれない場合、前記操作対象を切り替えると判定する。
(Supplementary Note 3) An aspect of the present invention is the game program according to Supplementary Note 1 or Supplementary Note 2, wherein in the determining step (S215), the operation direction of the user is changed from the operation target character to the specific object. If it is not included in the predetermined direction range based on the direction to, it is determined that the operation target is switched.
付記3の構成によれば、ゲームプログラムは、ユーザの操作に基づいて、操作対象のキャラクタがユーザの意図した操作対象でない場合に、操作対象を切り替えることができる。
According to the configuration of appendix 3, the game program can switch the operation target based on the user's operation when the operation target character is not the operation target intended by the user.
(付記4)本発明の一態様は、付記3に記載のゲームプログラムであって、前記コンピュータに、前記ユーザの操作が検出された時点から所定期間先までの前記操作対象キャラクタの位置と前記特定のオブジェクトの位置との少なくとも一方を推定するステップ(S213)、をさらに実行させ、前記判定するステップ(S215)において、前記操作対象キャラクタの位置と前記特定のオブジェクトの位置との少なくとも一方の推定結果に基づいて、前記ユーザの操作が検出された時点から前記所定期間先まで前記ユーザの操作方向が前記所定の方向範囲に含まれるか否かを判定する。
(Supplementary Note 4) An aspect of the present invention is the game program according to Supplementary Note 3, wherein the computer stores the position of the operation target character for a predetermined period from the time when the user's operation is detected and the specified position of the operation target character. and a step (S213) of estimating at least one of the position of the object and, in the determining step (S215), a result of estimating at least one of the position of the operation subject character and the position of the specific object. , it is determined whether or not the user's operation direction is included in the predetermined direction range from the time when the user's operation is detected until the predetermined time period.
付記4の構成によれば、ゲームプログラムは、キャラクタまたは特定のオブジェクトの移動を考慮したユーザの操作方向を所定期間にわたって判定することにより、操作対象のキャラクタがユーザの意図した操作対象であるか否かを適切に判定することができる。
According to the configuration of Supplementary Note 4, the game program determines whether the character to be operated is the operation target intended by the user by determining, over a predetermined period, the user's operation direction in consideration of the movement of the character or the specific object. can be determined appropriately.
(付記5)本発明の一態様は、付記4に記載のゲームプログラムであって、前記コンピュータに、前記複数のキャラクタ及び前記特定のオブジェクトが含まれる前記ゲームの画像を所定のフレームレートで描画するステップ(S30)、をさらに実行させ、前記判定するステップ(S215)において、前記ユーザの操作が検出された時点のフレームから所定フレーム先(例えば、300フレーム先)まで、前記ユーザの操作方向が前記所定の方向範囲に含まれるか否かを判定する。
(Appendix 5) An aspect of the present invention is the game program according to appendix 4, wherein an image of the game including the plurality of characters and the specific object is rendered on the computer at a predetermined frame rate. Step (S30) is further executed, and in the determination step (S215), the operation direction of the user is changed from the frame at which the user's operation is detected to a predetermined frame ahead (for example, 300 frames ahead). It is determined whether or not it is included in a predetermined direction range.
付記5の構成によれば、ゲームプログラムは、キャラクタまたは特定のオブジェクトの移動を考慮したユーザの操作方向を所定フレームにわたって判定することにより、操作対象のキャラクタがユーザの意図した操作対象であるか否かを適切に判定することができる。
According to the configuration of Supplementary Note 5, the game program determines whether the character to be operated is the operation target intended by the user by determining the user's operation direction in consideration of the movement of the character or the specific object over a predetermined frame. can be determined appropriately.
(付記6)本発明の一態様は、付記5に記載のゲームプログラムであって、前記判定するステップ(S215)において、N(Nは、正の整数)フレーム目の前記ユーザの操作方向が、Nフレーム目の前記操作対象キャラクタから前記特定のオブジェクトへの方向とN+1フレーム目の前記操作対象キャラクタから前記特定のオブジェクトへの方向とにより定まる前記所定の方向範囲に含まれるか否かを、前記ユーザの操作が検出されたフレームから所定のフレーム先まで判定する。
(Supplementary Note 6) An aspect of the present invention is the game program according to Supplementary Note 5, wherein in the determining step (S215), the operation direction of the user at the Nth (N is a positive integer) frame is Whether or not it is included in the predetermined direction range determined by the direction from the operation subject character in the Nth frame to the specific object and the direction from the operation subject character in the N+1 frame to the specific object is determined by the Judgment is made from the frame in which the user's operation is detected to a predetermined frame ahead.
付記6の構成によれば、ゲームプログラムは、キャラクタまたは特定のオブジェクトの移動を考慮したユーザの操作方向を所定フレームにわたって判定することにより、操作対象のキャラクタがユーザの意図した操作対象であるか否かを適切に判定することができる。
According to the configuration of Supplementary Note 6, the game program determines whether the character to be operated is the operation target intended by the user by determining, over a predetermined frame, the user's operation direction in consideration of the movement of the character or the specific object. can be determined appropriately.
(付記7)本発明の一態様は、付記1から付記6のいずれか一に記載のゲームプログラムであって、前記選択するステップ(S220)において、前記ユーザの操作が検出されなくなった場合、且つ前記操作対象キャラクタよりも前記特定のオブジェクトとの距離が最小のキャラクタが存在する場合、当該距離が最小のキャラクタを前記操作対象として設定する。
(Supplementary Note 7) An aspect of the present invention is the game program according to any one of Supplementary Notes 1 to 6, wherein in the selecting step (S220), when the user's operation is no longer detected, and If there is a character whose distance from the specific object is shorter than that of the operation target character, the character whose distance is the shortest is set as the operation target.
付記7の構成によれば、ゲームプログラムは、ユーザがキャラクタに対する操作をしていない場合、ユーザが操作する可能性の高いキャラクタを操作対象とすることができる。
According to the configuration of Supplementary Note 7, the game program can target characters that are likely to be operated by the user when the user is not operating the character.
(付記8)本発明の一態様は、付記1から付記7のいずれか一に記載のゲームプログラムであって、前記切り替えるステップ(S217)において、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えた場合、切り替え後の第1期間(例えば、800msec)は前記操作対象の切り替えを禁止する。
(Supplementary Note 8) An aspect of the present invention is the game program according to any one of Supplementary Note 1 to Supplementary Note 7, wherein in the switching step (S217), from the operation direction of the user and the operation target character, direction to the object, the switching of the operation target is prohibited for a first period (for example, 800 msec) after the switching.
付記8の構成によれば、ゲームプログラムは、キャラクタと特定のオブジェクトとの位置関係やユーザの操作方向などの若干の変化によって、短時間で必要以上に操作対象が切り替わってしまうことを抑制することができる。
According to the configuration of Supplementary Note 8, the game program prevents the operation target from switching more than necessary in a short period of time due to a slight change in the positional relationship between the character and the specific object, the user's operation direction, or the like. can be done.
(付記9)本発明の一態様は、付記8に記載のゲームプログラムであって、前記切り替えるステップ(S217)において、前記ユーザの操作が検出されない状態で前記特定のオブジェクトとの距離に基づいて前記操作対象を切り替えた場合、切り替え後の第2期間(例えば、500msec)は前記操作対象の切り替えを禁止する。
(Supplementary Note 9) An aspect of the present invention is the game program according to Supplementary Note 8, wherein, in the switching step (S217), based on the distance from the specific object in a state where the user's operation is not detected, When the operation target is switched, the switching of the operation target is prohibited for a second period (for example, 500 msec) after switching.
付記9の構成によれば、ゲームプログラムは、キャラクタと特定のオブジェクトとの位置関係やユーザの操作方向などの若干の変化によって、短時間で必要以上に操作対象が切り替わってしまうことを抑制することができる。
According to the configuration of Supplementary Note 9, the game program prevents the operation target from switching more than necessary in a short period of time due to slight changes in the positional relationship between the character and the specific object or in the user's operation direction. can be done.
(付記10)本発明の一態様は、付記9に記載のゲームプログラムであって、前記第1期間(例えば、800msec)の方が前記第2期間(例えば、500msec)よりも長い期間に設定されている。
(Supplementary Note 10) An aspect of the present invention is the game program according to Supplementary Note 9, wherein the first period (eg, 800 msec) is set to a period longer than the second period (eg, 500 msec). ing.
付記10の構成によれば、ゲームプログラムは、ユーザの操作に基づいて操作対象を切り替える判定をした場合には、ユーザの操作によらないシステムによる操作対象の切り替えの判定よりも重視して、操作対象の切り替えが起きにくいようにすることができる。
According to the configuration of appendix 10, when the game program determines to switch the operation target based on the user's operation, the game program places more importance on the determination of the switching of the operation target by the system that does not depend on the user's operation. You can make it difficult to switch targets.
(付記11)本発明の一態様に係るゲーム処理方法は、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するコンピュータにより実行されるゲーム処理方法であって、前記複数のキャラクタのうち特定のオブジェクト(BO)との距離が最小のキャラクタを前記操作対象として選択する(S220)ステップと、前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出するステップ(S10)と、前記ユーザの操作が検出された場合、前記ユーザの操作方向(Du)と前記操作対象キャラクタから前記特定のオブジェクトへの方向(Db)とに基づいて前記操作対象を切り替えるか否かを判定するステップ(S215)と、前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替えるステップ(S217)と、を含む。
(Appendix 11) A game processing method according to an aspect of the present invention is a game processing method executed by a computer that executes game processing in which a character to be operated by a user is switched from among a plurality of characters, the game processing method comprising: a step of selecting a character having the shortest distance from a specific object (BO) among a plurality of characters as the operation target (S220); a user operation for moving the operation target character selected as the operation target; a step (S10) of detecting an operation direction; and, if the user's operation is detected, based on the user's operation direction (Du) and the direction (Db) from the operation target character to the specific object. a step (S215) of determining whether or not to switch the operation target; and a step (S217) of switching another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched. include.
付記11の構成によれば、ゲーム処理方法は、キャラクタと特定のオブジェクトとの距離のみではなくキャラクタを移動させるユーザの操作を考慮して操作対象を決定するため、煩雑な操作を必要とせずにユーザの意図を反映した操作対象の切り替えが可能である。
According to the configuration of Supplementary Note 11, the game processing method determines the operation target in consideration of not only the distance between the character and the specific object but also the user's operation to move the character. It is possible to switch the operation target reflecting the user's intention.
(付記12)本発明の一態様に係るゲーム装置(10)は、複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するゲーム装置であって、前記複数のキャラクタのうち特定のオブジェクト(BO)との距離が最小のキャラクタを前記操作対象として選択する選択部(144、S220)と、前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出する検出部(141、S10)と、前記ユーザの操作が検出された場合、前記ユーザの操作方向(Du)と前記操作対象キャラクタから前記特定のオブジェクトへの方向(Db)とに基づいて前記操作対象を切り替えるか否かを判定する判定部(147、S215)と、前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替える切替部(145、S217)と、を備える。
(Supplementary Note 12) A game device (10) according to an aspect of the present invention is a game device that executes game processing in which a character to be operated by a user is switched from among a plurality of characters. A selection unit (144, S220) for selecting a character whose distance from a specific object (BO) is the shortest as the operation target, and a user's operation and operation for moving the operation target character selected as the operation target. a detection unit (141, S10) for detecting a direction; and when the user's operation is detected, based on the user's operation direction (Du) and the direction (Db) from the operation target character to the specific object. a determination unit (147, S215) for determining whether or not to switch the operation target by using a switching unit (147, S215), and a switching unit for switching another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched. (145, S217).
付記12の構成によれば、ゲーム装置は、キャラクタと特定のオブジェクトとの距離のみではなくキャラクタを移動させるユーザの操作を考慮して操作対象を決定するため、煩雑な操作を必要とせずにユーザの意図を反映した操作対象の切り替えが可能である。
According to the configuration of Supplementary Note 12, the game device determines the operation target in consideration of not only the distance between the character and the specific object but also the user's operation to move the character. It is possible to switch the operation target reflecting the intention of
1 ゲームシステム、10 ゲーム装置、11 通信部、12 入出力IF部、13 記憶部、14 CPU、15 コントローラ、16 表示装置、140 ゲーム処理部、141 操作検出部、142 描画処理部、143 操作対象制御部、144 操作対象選択部、145 操作対象変更部、146 位置推定部、147 判定部、161 表示部、162 音声出力部
1 game system, 10 game device, 11 communication unit, 12 input/output IF unit, 13 storage unit, 14 CPU, 15 controller, 16 display device, 140 game processing unit, 141 operation detection unit, 142 drawing processing unit, 143 operation target Control unit 144 Operation target selection unit 145 Operation target change unit 146 Position estimation unit 147 Judgment unit 161 Display unit 162 Audio output unit
Claims (12)
- 複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するコンピュータに、
前記複数のキャラクタのうち特定のオブジェクトとの距離が最小のキャラクタを前記操作対象として選択するステップと、
前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出するステップと、
前記ユーザの操作が検出された場合、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えるか否かを判定するステップと、
前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替えるステップと、
を実行させるためのゲームプログラムを記憶した非一時的記憶媒体。 A computer that executes game processing in which the character to be operated by the user is switched among a plurality of characters,
a step of selecting a character having the shortest distance from a specific object among the plurality of characters as the operation target;
a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target;
determining whether or not to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object when the user's operation is detected;
a step of switching another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched;
A non-temporary storage medium that stores a game program for executing - 前記切り替えるステップにおいて、
前記操作対象を切り替えると判定された場合、前記操作対象キャラクタの次に前記特定のオブジェクトとの距離が最小のキャラクタを前記操作対象に切り替える、
請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。 In the switching step,
when it is determined that the operation target is to be switched, switching the character next to the operation target character whose distance from the specific object is the shortest to the operation target;
A non-temporary storage medium storing the game program according to claim 1. - 前記判定するステップにおいて、
前記ユーザの操作方向が、前記操作対象キャラクタから前記特定のオブジェクトへの方向に基づく所定の方向範囲に含まれない場合、前記操作対象を切り替えると判定する、 請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。 In the determining step,
2. The game program according to claim 1, wherein if the user's operation direction is not included in a predetermined direction range based on the direction from the operation target character to the specific object, it is determined that the operation target is switched. non-transitory storage media. - 前記コンピュータに、
前記ユーザの操作が検出された時点から所定期間先までの前記操作対象キャラクタの位置と前記特定のオブジェクトの位置との少なくとも一方を推定するステップ、
をさらに実行させ、
前記判定するステップにおいて、
前記操作対象キャラクタの位置と前記特定のオブジェクトの位置との少なくとも一方の推定結果に基づいて、前記ユーザの操作が検出された時点から前記所定期間先まで前記ユーザの操作方向が前記所定の方向範囲に含まれるか否かを判定する、
請求項3に記載のゲームプログラムを記憶した非一時的記憶媒体。 to the computer;
estimating at least one of the position of the operation target character and the position of the specific object for a predetermined period of time after the user's operation is detected;
further execute
In the determining step,
Based on the estimation result of at least one of the position of the operation target character and the position of the specific object, the operation direction of the user is within the predetermined direction range from the time when the user's operation is detected until the predetermined period of time. determine whether it is contained in
A non-temporary storage medium storing the game program according to claim 3. - 前記コンピュータに、
前記複数のキャラクタ及び前記特定のオブジェクトが含まれる前記ゲームの画像を所定のフレームレートで描画するステップ、
をさらに実行させ、
前記判定するステップにおいて、
前記ユーザの操作が検出された時点のフレームから所定フレーム先まで、前記ユーザの操作方向が前記所定の方向範囲に含まれるか否かを判定する、
請求項4に記載のゲームプログラムを記憶した非一時的記憶媒体。 to the computer;
drawing an image of the game including the plurality of characters and the specific object at a predetermined frame rate;
further execute
In the determining step,
Determining whether the user's operation direction is included in the predetermined direction range from the frame at which the user's operation is detected to a predetermined frame ahead;
5. A non-temporary storage medium storing the game program according to claim 4. - 前記判定するステップにおいて、
N(Nは、正の整数)フレーム目の前記ユーザの操作方向が、Nフレーム目の前記操作対象キャラクタから前記特定のオブジェクトへの方向とN+1フレーム目の前記操作対象キャラクタから前記特定のオブジェクトへの方向とにより定まる前記所定の方向範囲に含まれるか否かを、前記ユーザの操作が検出されたフレームから所定のフレーム先まで判定する、
請求項5に記載のゲームプログラムを記憶した非一時的記憶媒体。 In the determining step,
The operation direction of the user in the N (N is a positive integer) frame is the direction from the operation target character in the N frame to the specific object and the direction from the operation target character in the N+1 frame to the specific object. Determining whether or not it is included in the predetermined direction range determined by the direction of and from the frame in which the user's operation is detected to a predetermined frame ahead;
A non-temporary storage medium storing the game program according to claim 5. - 前記選択するステップにおいて、
前記ユーザの操作が検出されなくなった場合、且つ前記操作対象キャラクタよりも前記特定のオブジェクトとの距離が最小のキャラクタが存在する場合、当該距離が最小のキャラクタを前記操作対象として設定する、
請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。 In the selecting step,
When the user's operation is no longer detected, and when there is a character whose distance from the specific object is smaller than that of the operation target character, the character whose distance is the shortest is set as the operation target;
A non-temporary storage medium storing the game program according to claim 1. - 前記切り替えるステップにおいて、
前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えた場合、切り替え後の第1期間は前記操作対象の切り替えを禁止する、
請求項1に記載のゲームプログラムを記憶した非一時的記憶媒体。 In the switching step,
When the operation target is switched based on the operation direction of the user and the direction from the operation target character to the specific object, the switching of the operation target is prohibited for a first period after switching.
A non-temporary storage medium storing the game program according to claim 1. - 前記切り替えるステップにおいて、
前記ユーザの操作が検出されない状態で前記特定のオブジェクトとの距離に基づいて前記操作対象を切り替えた場合、切り替え後の第2期間は前記操作対象の切り替えを禁止する、
請求項8に記載のゲームプログラムを記憶した非一時的記憶媒体。 In the switching step,
When the operation target is switched based on the distance from the specific object in a state where the user's operation is not detected, the switching of the operation target is prohibited for a second period after switching.
A non-temporary storage medium storing the game program according to claim 8. - 前記第1期間の方が前記第2期間よりも長い期間に設定されている、
請求項9に記載のゲームプログラムを記憶した非一時的記憶媒体。 The first period is set to a longer period than the second period,
A non-temporary storage medium storing the game program according to claim 9 . - 複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するコンピュータにより実行されるゲーム処理方法であって、
前記複数のキャラクタのうち特定のオブジェクトとの距離が最小のキャラクタを前記操作対象として選択するステップと、
前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出するステップと、
前記ユーザの操作が検出された場合、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えるか否かを判定するステップと、
前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替えるステップと、
を含むゲーム処理方法。 A game processing method executed by a computer for executing game processing in which a character to be operated by a user is switched from among a plurality of characters,
a step of selecting a character having the shortest distance from a specific object among the plurality of characters as the operation target;
a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target;
determining whether or not to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object when the user's operation is detected;
a step of switching another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched;
game processing methods, including; - 複数のキャラクタの中からユーザの操作対象となるキャラクタが切り替わるゲームの処理を実行するゲーム装置であって、
前記複数のキャラクタのうち特定のオブジェクトとの距離が最小のキャラクタを前記操作対象として選択する選択部と、
前記操作対象として選択された操作対象キャラクタを移動させるためのユーザの操作及び操作方向を検出する検出部と、
前記ユーザの操作が検出された場合、前記ユーザの操作方向と前記操作対象キャラクタから前記特定のオブジェクトへの方向とに基づいて前記操作対象を切り替えるか否かを判定する判定部と、
前記操作対象を切り替えると判定された場合、前記複数のキャラクタのうちの他のキャラクタを前記操作対象に切り替える切替部と、
を備えるゲーム装置。 A game device for executing game processing in which a character to be operated by a user is switched from among a plurality of characters,
a selection unit that selects, as the operation target, a character having the shortest distance from a specific object among the plurality of characters;
a detection unit that detects a user's operation and an operation direction for moving the operation target character selected as the operation target;
a determination unit that determines, when the user's operation is detected, whether or not to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object;
a switching unit that switches another character among the plurality of characters to the operation target when it is determined that the operation target is to be switched;
game device.
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