Information Processing Method, Apparatus, System, and Computer-Readable Recording Medium
By setting the first and second areas that do not overlap each other in the touch area, and processing coordinate input using the reference setting unit and the control unit, the problem of operation chaos near the boundary of the operation area in the prior art is solved, and the accuracy and smoothness of the touch operation are improved.
Patent Information
- Application Number
- CN202110772970.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-07-08
- Filing Date
- 2021-07-08
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2041-07-08
AI Technical Summary
In the prior art, when the touch operation-based information processing device operates near the boundary of the operation area of the user's intention and the operation area of the non-user's intention, it is easy to cause the operation results to be confused and it is impossible to effectively distinguish and switch different operation objects.
By setting the first and second regions that do not overlap each other and are arranged in the first axis direction in the touch area, the coordinate input of the first and second regions is processed by using the reference setting unit and the control unit to ensure that the operation is performed in the area intended by the user and avoiding operation interference that is not intended by the user.
The operability of touch operations is improved, operation errors are prevented, and the accuracy and consistency of operation results are ensured, especially the smoothness when switching multiple operating areas.
Smart Images

Figure CN113908527B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a recording medium, an information processing apparatus, an information processing system, and an information processing method on which an information processing program is recorded, and more particularly to a recording medium, an information processing apparatus, an information processing system, and an information processing method on which, for example, an information processing program for performing processing based on a touch operation is recorded. Background Art
[0002] Conventionally, as disclosed in, for example, International Publication No. 2019 / 211950 (hereinafter referred to as Patent Document 1) and Japanese Patent Application Laid-Open No. 2015-139502 (hereinafter referred to as Patent Document 2), there have been an information processing apparatus and a portable terminal that perform information processing based on a touch operation. In the information processing apparatus described in Patent Document 1, a steering wheel operation of an object moving in a virtual space is performed by a touch operation of sliding in the left-right direction of the screen, and an operation of moving a tool away from the object is performed by a touch operation of sliding in the up-down direction of the screen. Further, in the portable terminal described in Patent Document 2, when the portable terminal is vertically arranged, it becomes an automatic operation mode. Further, when the portable terminal described in Patent Document 2 is horizontally arranged, a character is moved by an operation performed by the user's left hand, and the viewing point is changed by an operation performed by the user's right hand.
[0003] However, it is conceivable that when an operation is performed near the boundary between the left-hand operation area and the right-hand operation area in the portable terminal described in Patent Document 2, a touch operation may start from a non-user-intended operation area (for example, a touch operation performed with the left hand may start from the right-hand operation area). In this case, changing to processing using the user-intended operation area midway through the touch operation is processing that conforms to the user's intention. However, in the processing of Patent Document 2, it is considered that the change of the character position or the viewing point can be performed in all directions in any operation area. Therefore, midway through the touch operation, the operation object being changed changes to another operation object, resulting in confusion in the operation result.
[0004] Therefore, an object of the present invention is to provide a recording medium, an information processing apparatus, an information processing system, and an information processing method on which an information processing program capable of improving the operability of a touch operation is recorded. Summary of the Invention
[0005] To achieve the above object, the present invention can adopt the following configuration, for example.
[0006] A structural example of a recording medium storing an information processing program according to the present invention is executed by a computer of an information processing apparatus for controlling a game using coordinate input detected by a touch input apparatus having a touch area. The information processing program causes the computer to function as a region setting unit, a reference setting unit, a first control unit, and a second control unit. The region setting unit sets a first region and a second region that do not overlap and are arranged in a first axis direction in the touch area. The reference setting unit sets a first region reference coordinate as a reference coordinate in the first region based on coordinate input performed in the first region, and sets a second region reference coordinate as a reference coordinate in the second region based on coordinate input performed in the second region. The first control unit determines a direction of first control based on a component in the first axis direction of a difference between coordinates of coordinate input performed in the first region after the first region reference coordinate is set and the first region reference coordinate. The second control unit determines a direction of second control based on a component in a second axis direction different from the first axis direction of a difference between coordinates of coordinate input performed in the second region after the second region reference coordinate is set and the second region reference coordinate. When coordinate input starts in the second region and then coordinates in the first region are shown due to continued coordinate input, the reference setting unit sets a reference coordinate in the first region or the second region based on the coordinates of the coordinate input. The first control unit determines the direction of first control based on a component in the first axis direction of a difference between the coordinates in the first region and the reference coordinate.
[0007] According to the above, even if the touch operation starts from the second region which is not the user's intention, control based on the touch operation for the second region is not performed, but instead, control is switched to be based on the operation using the first region which is the user's intention. During the touch operation, the operation object that is being changed does not change to another operation object, so the operability of the touch operation can be improved.
[0008] Alternatively, the reference setting unit may move the reference coordinate closer to the coordinates of the coordinate input according to the distance between the coordinates of the coordinate input and the reference coordinate.
[0009] According to the above, the reference coordinate tracks the coordinate input, so the most recent operation direction intended by the user can be used in the control.
[0010] Alternatively, when coordinate input starts in the second region and then coordinates in the first region are shown due to continued coordinate input, the reference setting unit may set the coordinates when the coordinate input enters the first region as the reference coordinate.
[0011] Based on the above, the position when intruding into the operation area of the user's intention is used as the reference position, so the operation area can be used to input the operation of the user's intention.
[0012] Alternatively, it may be that the second control unit does not determine the direction of the second control based on the component in the second axis direction of the difference between the coordinates of the coordinate input within the first area after setting the first area reference coordinates and the first area reference coordinates.
[0013] Based on the above, the following operation errors can be prevented: when a touch operation for performing the first control is in progress, a non-user-intended second control is performed according to the component in the second axis direction of the detected touch operation.
[0014] Alternatively, it may be that the first control unit does not determine the direction of the first control based on the component in the first axis direction of the difference between the coordinates of the coordinate input within the second area after setting the second area reference coordinates and the second area reference coordinates.
[0015] Based on the above, the following operation errors can be prevented: when a touch operation for performing the second control is in progress, a non-user-intended first control is performed according to the component in the first axis direction of the detected touch operation.
[0016] Alternatively, it may be that even during the period when the first control based on the coordinate input within the first area after setting the first area reference coordinates is in progress, the second control unit also performs the second control based on the coordinate input within the second area.
[0017] Based on the above, the second control can be performed overlapping with the first control.
[0018] Alternatively, it may be that the touch input device has a touch area, which is a rectangular area where the first side is longer than the second side.
[0019] Based on the above, the operability of the touch operation using the rectangular touch area can be improved.
[0020] Alternatively, it may be that the above first axis direction is the direction parallel to the first side.
[0021] Based on the above, the operability of the touch input in the long axis direction of the touch area can be improved.
[0022] Alternatively, it may be that the above area setting unit sets half of the area in the first axis direction of the touch area as the first area, and sets the remaining half of the area in the first axis direction of the touch area as the second area.
[0023] As described above, it is possible to ensure the same operability in the touch operation using the first area and the touch operation using the second area.
[0024] Alternatively, the first control may be a control for moving a character object arranged in the virtual space.
[0025] As described above, it is possible to improve the operability of moving the character object.
[0026] Alternatively, the second control may be a control for moving another object from the character object arranged in the virtual space.
[0027] As described above, it is possible to improve the operability of moving another object from the character object.
[0028] In addition, the present invention can also be implemented in the form of an information processing apparatus, an information processing system, and an information processing method.
[0029] According to the present invention, it is possible to improve the operability of the touch operation using a plurality of operation areas.
[0030] These and other objects, features, aspects, and effects of the present invention will be further clarified by referring to the accompanying drawings based on the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS
[0031] Figure 1 FIG. is a diagram showing an example of an information processing system 1 according to an embodiment of the present invention.
[0032] Figure 2 FIG. is a block diagram showing an example of the configuration of the information processing apparatus 3.
[0033] Figure 3 FIG. is a block diagram showing an example of the configuration of the server 200.
[0034] Figure 4 FIG. is a diagram showing an example of a game image displayed on the display unit 35 of the information processing apparatus 3 in the portrait operation based on the first mode.
[0035] Figure 5 FIG. is a diagram showing an example of a game image displayed on the display unit 35 of the information processing apparatus 3 in the portrait operation based on the first mode.
[0036] Figure 6 FIG. is a diagram showing an example of controlling the moving direction of the player object PO based on the display screen.
[0037] Figure 7 FIG. is a diagram showing an example of controlling the launching action of the prop I based on the display screen.
[0038] Figure 8This is a diagram for explaining an example of a determination area for determining a launch operation for Prop I based on a display screen.
[0039] Figure 9 This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3 during a vertical screen operation based on the first mode.
[0040] Figure 10 This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3 during a vertical screen operation based on the first mode.
[0041] Figure 11 This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3 during a vertical screen operation based on the first mode.
[0042] Figure 12 This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3 during a vertical screen operation based on the first mode.
[0043] Figure 13 This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3 during a horizontal screen operation based on the second mode.
[0044] Figure 14 This is a diagram showing an example of the main data and programs stored in the storage unit 32 of the information processing device 3.
[0045] Figure 15 This is a flowchart showing an example of the processing executed in the information processing device 3.
[0046] Figure 16 This is for showing Figure 15 A subroutine showing an example of the detailed content of the vertical screen operation content determination process in step S105.
[0047] Figure 17 This is for showing Figure 15 A subroutine showing an example of the detailed content of the left - hand operation content determination process in step S106.
[0048] Figure 18 This is for showing Figure 15 A subroutine showing an example of the detailed content of the right - hand operation content determination process in step S107. Detailed implementation mode
[0049] Refer to Figure 1 to explain the information processing system according to an embodiment of the present invention. As Figure 1 shown, as an example of the information processing system, the information processing system 1 is constructed by connecting the information processing device 3 and the server 200 via the network 100. In addition,Figure 1 The figure shows multiple information processing apparatuses 3, but the information processing apparatus 3 that constitutes the information processing system 1 may also be one.
[0050] The information processing apparatus 3 is configured to be able to connect to the network 100 using wireless or wired communication, and a client-server system is constituted between the information processing apparatus 3 and the server 200. For example, the information processing apparatus 3 can execute a prescribed application program (for example, a game application program). In addition, by executing the above-mentioned prescribed application program, the information processing apparatus 3 can establish a connection with the server 200 via the network 100, and thus communicate with the server 200. For example, the information processing apparatus 3 can execute an information processing program stored in a replaceable storage medium such as a memory card or an optical disc, or received from other apparatuses. The information processing apparatus 3 may also be a device such as a general personal computer, a stationary game console, a mobile phone, a portable game console, a PDA (Personal Digital Assistant).
[0051] Next, with reference to Figure 2 an explanation will be given of the information processing apparatus 3. In addition, Figure 2 is a block diagram showing an example of the structure of the information processing apparatus 3. In Figure 2 the information processing apparatus 3 includes a control unit 31, a storage unit 32, a program storage unit 33, an input unit 34, a display unit 35, a communication unit 36, and an inertial sensor 37. In addition, the information processing apparatus 3 may also be constituted by one or more apparatuses including the information processing apparatus and other apparatuses, where the information processing apparatus at least includes the control unit 31.
[0052] The control unit 31 is an information processing unit (computer) for executing various information processing, for example, a CPU. For example, as various information processing, the control unit 31 has functions such as executing the above-mentioned application program to perform game processing described later, data transmission and reception processing via the server 200, etc., and each function in the control unit 31 is realized by the CPU executing a prescribed program.
[0053] The storage unit 32 stores various data used when the control unit 31 executes the above-mentioned information processing. The storage unit 32 is, for example, a memory accessible by the CPU (control unit 31).
[0054] The program storage unit 33 stores (saves) programs. The program storage unit 33 can be any storage device (storage medium) as long as it can be accessed by the control unit 31. For example, the program storage unit 33 can be a storage device provided in the information processing device including the control unit 31, or a storage medium that can be detachably mounted on the information processing device including the control unit 31. In addition, the program storage unit 33 can also be a storage device (such as a server) connected to the control unit 31 via a network. The control unit 31 (CPU) can also read a part or all of the game program into the storage unit 32 at an appropriate timing and execute the read program.
[0055] The input unit 34 is an input device that can be operated by the user. The input unit 34 can be any input device. As an example, the input unit 34 can be a touch panel provided on the screen of the display unit 35. For example, the touch panel can be any type of touch panel, and can be a touch panel capable of multi-touch input (for example, the capacitive touch panel method) or a touch panel capable of single-touch input (for example, the resistive film method). In addition, the input unit 34 is an example of a touch input device.
[0056] The display unit 35 displays images according to the instructions of the control unit 31. In addition, when the information processing device 3 is composed of a stationary game device and a personal computer, the display unit 35 can also be configured independently of the information processing device 3. In the present embodiment, the display unit 35 is composed of a touch screen provided with a touch panel (input unit 34) on the surface, and has a display area and a touch area in the shape of a rectangle with the first side longer than the second side.
[0057] The communication unit 36 is composed of a prescribed communication module, and transmits and receives data to and from other devices (for example, the server 200) via the network 100, or transmits and receives data to and from other information processing devices 3.
[0058] As an example, the inertial sensor 37 is composed of an acceleration sensor and / or an angular velocity sensor. For example, the acceleration sensor detects the magnitudes of accelerations in three mutually orthogonal axis directions along the information processing device 3 (display unit 35). In addition, the acceleration sensor may also detect the acceleration in one axis direction or two axis directions. Further, the angular velocity sensor detects the angular velocity about the above three axes. In addition, the angular velocity sensor may also detect the angular velocity about one axis or two axes. The inertial sensor 37 is connected to the control unit 31, and the detection results of the acceleration sensor and / or the angular velocity sensor are output to the control unit 31. The control unit 31 can calculate information related to the movement and / or posture of the information processing device 3 (display unit 35) based on the detection results of the above inertial sensor 37. As an example, it can calculate the posture of the information processing device 3 (display unit 35) in the real space with respect to the gravity direction.
[0059] Next, with reference to Figure 3 the server 200 will be described. In addition, Figure 3 is a block diagram showing an example of the structure of the server 200.
[0060] The server 200 includes a communication unit 201, a control unit 202, and a storage unit 203. The communication unit 201 transmits and receives communication packets, thereby communicating with the information processing device 3 and the like via the network 100. As an example, the control unit 202 performs the following processes: managing the progress of the game carried out with the information processing device 3; processing for managing in-game currency, game items (e.g., coins), game objects (e.g., equipment used in the game), etc. purchased by the user; processing for managing the winning probability of the rolling lottery; processing for managing information related to charging. In addition to these, the control unit 202 also establishes a communication link with the information processing device 3 and the like via the communication unit 201, and performs data transfer control and path selection in the network 100. Further, when the control unit 202 conducts a game with a plurality of information processing devices 3, it manages the combination of the information processing devices 3 conducting the game and the data communication between these information processing devices 3. The storage unit 203 stores programs executed by the control unit 202, various data required for the above processes, various data required for communication with the information processing device 3, and the like. In addition, in the case where the system is a system that requires a specified login process in the data transmission and reception using the network 100, an authentication process for determining whether the user who wants to perform the login is a legitimate user may also be performed in the server 200. In addition, the server 200 may be composed of a single server machine or multiple server machines.
[0061] Next, before describing the specific processes performed by the information processing device 3 and the server 200, using Figures 4 to 8To explain the outline of the movement and launch processing example performed in the information processing system 1. The movement and launch processing example is a process for operating the moving direction of the player object PO (moving object) and the launch operation of the item I (other object) using the information processing system 1. In addition, Figure 4 FIG. Figure 4 is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3. Figure 5 FIG. Figure 5 is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3. Figure 6 FIG. Figure 6 is a diagram showing an example of controlling the moving direction of the player object PO based on the display screen. Figure 7 FIG. Figure 7 is a diagram showing an example of controlling the launch action of the item I based on the display screen. Figure 8 FIG. Figure 8 is a diagram for explaining an example of a determination area for determining the launch operation for the item I based on the display screen. In the following description, a game is used as an example of an application program executed in the information processing device 3, but other application programs may also be executed in the information processing device 3.
[0062] In this embodiment, a plurality of operation modes including a first mode and a second mode are prepared. Specifically, the first mode is the following portrait operation mode: The user holds the display unit 35 so that the vertical direction of the displayed image is parallel to the direction of the first side (long axis direction) of the display unit 35 and the direction of the second side (short axis direction) of the display unit 35 is close to the horizontal direction in the actual space to perform operations (for example, the way of holding the display unit 35 with one hand to operate, and this holding method of the display unit 35 is described as "portrait (refer to Figure 4 )"). In addition, the second mode is the following landscape operation mode: The user holds the display unit 35 so that the vertical direction of the displayed image is parallel to the direction of the second side (short axis direction) of the display unit 35 and the direction of the first side (long axis direction) of the display unit 35 is close to the horizontal direction in the actual space to perform operations (for example, the way of holding the display unit 35 with both hands to operate, and this holding method of the display unit 35 is described as "landscape (refer to Figure 14 )"). In the explanation using Figures 4 to 9 , a portrait operation example based on the first mode is used to explain the outline of the above movement and launch processing example.
[0063] In Figure 4In this case, a game image corresponding to a game played using the information processing device 3 is displayed on the display unit 35 of the portrait-oriented information processing device 3. As an example, a scene of a racing game played by the player object PO is displayed. For example, in the above game, the player object PO drives a racing car on a track set in a virtual world. On this track, an enemy object EO driving another racing car is also moving, competing for the order when reaching the finish line set on this track. In addition, a virtual camera for generating the game image is arranged behind the player object PO along the track in accordance with the driving of the player object PO. Furthermore, when the player object PO rotates or drifts and faces a direction different from the driving direction of the track, the above virtual camera can either always be arranged at a position observing the player object PO from behind the player object PO or be arranged at a position observing the player object PO from behind in the driving direction along the track.
[0064] By performing a touch operation on the touch panel (input unit 34) provided on the screen of the display unit 35 of the portrait orientation as Figure 4 shown, the moving direction of the player object PO can be controlled. As an example, the player object PO is controlled to automatically drive forward along the track, but regarding the left and right moving directions of the player object PO, it is configured that the steering wheel operation can be performed through a user operation. Specifically, in the case where a touch operation of swiping in the right direction is performed with the touch position where the touch panel of the display unit 35 of the portrait orientation is first touched as a reference, the moving direction of the player object PO changes to the right. In addition, in the case where a touch operation of swiping in the left direction is performed with the touch position where the touch panel of the display unit 35 of the portrait orientation is first touched as a reference, the moving direction of the player object PO changes to the left. For example, in Figure 4 it, a reference position R indicating the set reference coordinate (for example, the touch position where the touch panel is first touched) and a touch position T indicating the current touch position are shown (actually, images indicating the reference position and the current touch position are not displayed on the display unit 35, but in Figure 4 and Figure 5In [the figure], for convenience, the reference position R indicating the reference position and the touch position T indicating the touch position are respectively shown by dashed lines. The touch position T is arranged in the right direction with respect to the reference position R. Therefore, the player object PO changes the moving direction (the direction a shown in the figure) to the right. In addition, the player object PO can be controlled to automatically move forward along the track or move in response to the user's acceleration operation. Additionally, the player object PO can also automatically perform a steering wheel operation in the left-right direction along the track. For example, it can also be that if the track bends to the right, then even if the user does not perform a steering wheel operation, the moving direction of the player object PO changes to the right to some extent, and in the case of a steering wheel operation to the right, the moving direction of the player object PO changes further to the right. In addition, the control of the moving direction of the player object PO is an example of the first control.
[0065] In addition, a mode switching button IB is displayed on the display unit 35. The mode switching button IB is used to indicate the control associated with the movement of the player object PO. Here, the mode switching button IB is an image showing a touch area for selecting the movement (driving) mode of the player object PO corresponding to the above-described sliding touch operation. Specifically, Figure 4 The shown mode switching button IB is displayed near the lower center of the display screen when the display unit 35 is in the vertical screen state. Thus, a circular area for touch operation is shown at this position, and the selectable driving modes are described inside this circular area (in Figure 4 's example, it is "drift"). Moreover, when an operation of starting to touch and slide inside the circular area shown by the mode switching button IB is performed, the player object PO changes the moving direction to the direction of the slide in the driving mode specified by this mode switching button IB (in Figure 4 's example, the player object PO changes the moving direction while performing drift driving). In addition, when an operation of starting to touch and slide outside the circular area shown by the mode switching button IB is performed, the player object PO moves in the normal driving mode (in Figure 4In the example of the driving method based on the "steering wheel" operation, the moving direction is changed to the sliding direction. In addition, it is also possible to pre-specify the driving method that can be specified using the mode switching button IB according to the user operation. As an example, it is also possible that, in a case where the driving method based on the "steering wheel" operation is set using the mode switching button IB through user operation, when an operation of touching and sliding inside the circular area shown by the mode switching button IB is performed, the player object PO changes the moving direction in the driving method based on the "steering wheel" operation, and when an operation of touching and sliding outside the circular area shown by the mode switching button IB is performed, the player object PO changes the moving direction while drifting. In addition, it is also possible that a plurality of mode switching buttons IB each showing a different driving method is displayed on the display unit 35.
[0066] In addition, by performing a touch operation on the touch panel of the vertical screen display unit 35, it is possible to control the action of launching the props I carried by the player object PO. For example, a plurality of carrying frames HF representing the props I carried by the player object PO are provided at the upper part of the display screen of the vertical screen display unit 35. Figure 4 In the example of the carrying frame HF shown, three props I1, I2, and I3 can be carried respectively. In addition, one of the props I in the carrying frame HF carried by the player object PO is displayed as a ready-to-use prop IP at the ready-to-use position set behind the racing car of the player object PO. For example, regarding the ready-to-use prop IP, the earliest acquired prop I among the props I in the carrying frame HF is selected and displayed in Figure 4 In the example of FIG. 1 , the banana prop I1 displayed in the left end carrying frame HF is displayed as the ready-to-use prop IP at the above-mentioned ready-to-use position. In addition, the control of the action of the launch prop I is equivalent to an example of the second control.
[0067] exist Figure 5When a touch operation of swiping upward is performed on the touch panel of the vertical display unit 35, if the item to be used IP arranged at the ready-to-use position of the player object PO is of a type that can be launched, the item to be used IP becomes the launched item IM and is launched in front of the player object PO. In addition, typically, the item to be used IP and the launched item IM are the same object, but they can also change into objects of different forms. Further, depending on the type of the item to be used IP arranged at the ready-to-use position (e.g., banana item), when a touch operation of swiping downward is performed on the touch panel of the vertical display unit 35, it can also be launched as the launched item IM behind the player object PO. Additionally, it can be that when the launch direction of the item to be used IP arranged at the ready-to-use position of the player object PO is fixed, regardless of whether a touch operation of swiping upward or downward is performed on the touch panel of the vertical display unit 35, it is launched as the launched item IM in the fixed launch direction. Moreover, when the item to be used IP arranged at the ready-to-use position is of a type that is not launched by the player object PO but is used by the player object PO itself, when a touch operation of swiping upward or downward is performed on the touch panel of the vertical display unit 35, the item to be used IP arranged at the ready-to-use position of the player object PO is used by the player object PO. In addition, the carry frame HF can be arranged either in the virtual space or in a manner of being superimposed on the display screen.
[0068] When the player object PO launches the launched item IM, depending on the type of the launched item IM, the player object PO can obtain an effect that is advantageous in promoting the racing competition. For example, when the launched item IM representing a turtle hits the enemy object EO, the enemy object EO's travel speed is decelerated or stopped by this impact to cause interference, and the enemy object EO may be damaged according to the impact situation. Further, when the launched item IM representing a banana hits the enemy object EO, it brings an effect of skidding on the road to the enemy object EO, thereby decelerating or stopping the enemy object EO's travel. In addition, the launched item IM representing the above-mentioned turtle and the launched item IM representing a banana are examples of attack items that decelerate or stop the object they hit.
[0069] In addition, there is also the following situation: by using the item to be used IP, the ability of the player object PO itself is enhanced and maintained for a certain period. For example, when the item to be used IP representing a mushroom is used, the speed of the player object PO is increased and maintained for a certain period. Moreover, it can also be that by using the item to be used IP, an effect of the size of the player object PO itself becoming larger and being maintained for a certain period, or the number of in-game coins held by the player object PO increasing is obtained.
[0070] When the item I is used, the item I becomes the non - carried state at the player object PO. Therefore, the item IP to be used, which was originally displayed at the preparation - use position, is eliminated, and the item I in the carrying frame HF corresponding to the item IP to be used (in Figure 5 the example of
[0071] the item I1 in the left - most carrying frame HF) is also eliminated. As a result, the carrying frame HF that originally displayed the item I to be launched as the launch item IM becomes an empty frame E without displaying the item I. For example, in the above - mentioned game, the player object PO drives a racing car on a track set in the virtual world and can obtain a new item I by passing by and opening an item box IB set on the track. In addition, the player object PO can obtain a new item I only when there is an empty frame E in the carrying frame HF. As described above, in the example of the movement and launch processing in the first mode performed in the information processing system 1, when the swipe input on the touch panel of the vertical display unit 35 is in the left - right direction, the movement direction of the player object PO is changed, and when the swipe input on the touch panel is in the up - down direction, the launch action of the item I is controlled. Next, with reference to Figure 6 and Figure 7 an example of determining the direction of the swipe input will be described.
[0072] In Figure 6 the left - right movement direction of the player object PO is set according to the magnitude of the component of the swipe input on the touch panel of the vertical display unit 35 in the left - right direction on the display screen. Specifically, in the touch operation on the touch panel, the reference coordinate R0 when starting to touch the touch panel and the current touch - position coordinate T during the continuous swipe operation starting from the start of the touch are respectively set based on the display - screen coordinate system of the display unit 35. For example, as Figure 6As shown, in the display screen of the vertical screen display unit 35, a display screen coordinate system is defined with the first axis, which is the left - right direction (short - axis direction) of the display screen, as the X - axis (the right direction is the positive direction of the X - axis), and the second axis, which is orthogonal to the first axis and is the up - down direction (long - axis direction) of the display screen, as the Y - axis (the up direction is the positive direction of the Y - axis). At this time, the reference coordinate is set as R0(X0, Y0), and the current touch position coordinate T is set as T(Xt, Yt). In this case, the magnitude of the component of the swipe input in the left - right direction (the component in the X - axis direction) of the display screen is calculated by Xt - X0, and the magnitude of the component of the swipe input in the up - down direction (the component in the Y - axis direction) of the display screen is calculated by Yt - Y0. In this embodiment, when the component Xt - X0 in the X - axis direction is a positive value, the moving direction of the player object PO is changed to the right direction by a steering wheel angle corresponding to the absolute value of Xt - X0. In addition, when the component Xt - X0 in the X - axis direction is a negative value, the moving direction of the player object PO is changed to the left direction by a steering wheel angle corresponding to the absolute value of Xt - X0. Moreover, when the touch on the touch panel ends, the above - mentioned reference coordinate R0 and the current touch position coordinate T are initialized, and the moving direction of the player object PO is changed so that the steering wheel angle returns to the neutral position with a specified change amount.
[0073] In addition, the steering wheel angle corresponding to the absolute value of Xt - X0 can also be changed according to the position of the player object PO relative to the race track. For example, it can be that when the player object PO is located in the center of the race track, the steering wheel angle set according to the user operation is relatively increased, and when the player object PO is located at the end of the race track, the steering wheel angle set according to the user operation is relatively decreased. In addition, according to the steering wheel angle corresponding to the user operation, the condition of the race track, the performance of the racing car, the selected driving mode, etc., the racing car on which the player object PO rides can be made to slide to perform so - called drift driving. In this case, a state where the steering wheel angle is inconsistent with the moving direction of the racing car of the player object PO is generated, and as a result, a state where the magnitude of the component of the swipe input on the touch panel in the left - right direction is not completely consistent with the moving direction of the player object PO may be generated.
[0074] In Figure 7 it, the firing action of the prop I is controlled according to the component of the swipe input on the touch panel of the vertical screen display unit 35 in the up - down direction of the display screen. Specifically, in the touch operation on the touch panel, based on the display screen coordinate system of the display unit 35, the reference coordinate Rm (at the start - touch time point, the same position as the above - mentioned reference coordinate R0) when starting to touch the touch panel and the current touch position coordinate T during the continuous swipe operation starting from this start - touch are respectively set. For example, as Figure 7As shown, in the display screen of the vertical screen display unit 35, similar to the above Figure 6 A display screen coordinate system is defined in the same way, with the first axis, which is the left - right direction (short - axis direction) of the display screen, as the X - axis (the right direction is the positive direction of the X - axis), and the second axis, which is the up - down direction (long - axis direction) of the display screen and is orthogonal to the first axis, as the Y - axis (the up direction is the positive direction of the Y - axis). At this time, the reference coordinate is set as Rm(Xm, Ym), and the current touch - position coordinate T is set as T(Xt, Yt). Then, the vector FD from the reference coordinate Rm to the current touch - position coordinate T is calculated, and based on the direction of this vector FD, it is determined whether the swipe input on the touch panel of the vertical screen display unit 35 corresponds to the up direction or the down direction.
[0075] In the determination process of the component in the up - down direction of the display screen of the swipe input on the touch panel of the vertical screen display unit 35, the positional relationship between the reference coordinate Rm and the current touch - position coordinate T is maintained to satisfy a specified condition. In the case of deviation from this condition, the reference coordinate Rm is moved so as to satisfy this condition. For example, when the length of the touch - position trajectory (touch - input trajectory) formed between the reference coordinate Rm and the current touch - position coordinate T is longer than the threshold value L, the reference coordinate Rm is moved on this touch - input trajectory toward the current touch - position coordinate T so that the length becomes equal to or less than the threshold value L (in the direction b shown in the figure). In this way, the reference coordinate Rm is set to the start - touch position at the start of the touch. After that, when the current touch - position coordinate T moves away from the current touch - position coordinate T by more than the threshold value L, the reference coordinate Rm moves following the current touch - position coordinate T. In addition, the reference coordinate Rm that moves toward the current touch - position coordinate T on the above touch - input trajectory so that the above length becomes equal to or less than the threshold value L can either move at a specified speed over time until it becomes the length of the threshold value L or move in such a way that it immediately becomes equal to or less than the threshold value L. Also, regarding the process of moving the reference coordinate Rm toward the touch - position coordinate T, it can be that, based on the above - specified speed, the past - recorded touch - position coordinates T that have become longer than the threshold value L are sequentially deleted, and the position that becomes the earliest touch - position coordinate T corresponding to this deletion process is set as the reference coordinate Rm. By moving the reference coordinate Rm along the touch - input trajectory in this way, the positional relationship between the reference coordinate Rm and the current touch - position coordinate T is maintained such that the length of the touch - input trajectory between the reference coordinate Rm and the current touch - position coordinate T is equal to or less than L, and thus the vector FD from the moved reference coordinate Rm to the current touch - position coordinate T is calculated. In addition, it can also be that as long as a touch input is made, even if the length of the touch - input trajectory formed between the reference coordinate Rm and the current touch - position coordinate T is shorter than the threshold value L, the reference coordinate Rm moves on the touch - input trajectory in such a way that it is always close to the current touch - position coordinate T.
[0076] When the length of the vector FD is equal to or greater than a specified length and the direction of the vector FD is within the determination area, it is determined that a swipe input in the upward or downward direction of the display screen has been performed on the touch panel of the portrait display unit 35, and the preparation-use item IP is to become the launch item IM and be launched in the direction corresponding to this determination. For example, as Figure 8 shown, a specified angular range centered on the positive Y-axis direction is set as the front determination area UA, and a specified angular range centered on the negative Y-axis direction is set as the rear determination area LA. Further, when the length of the vector FD is equal to or greater than a specified length and the direction of the vector FD is within the front determination area UA, the preparation-use item IP is to become the launch item IM and be launched in front of the player object PO (e.g., the directly forward direction). In addition, when the preparation-use item IP can also be launched behind the player object PO, the length of the vector FD is equal to or greater than a specified length, and the direction of the vector FD is within the rear determination area LA, the preparation-use item IP is to become the launch item IM and be launched behind the player object PO (e.g., the directly rearward direction).
[0077] In addition, the angular range of the rear determination area LA may be set to be larger than the angular range of the front determination area UA. Generally, a downward swipe input using the touch panel is more difficult than an upward swipe input, especially when a thumb of the hand holding the information processing apparatus 3 performs the touch operation. By relaxing the determination conditions for the relatively difficult swipe input in this way, the operability can be improved. Further, the specified length for determining the length of the touch input locus formed between the reference coordinate Rm and the current touch position coordinate T may be set to different thresholds according to the direction of the determination. For the reason described above, to relax the determination conditions for the relatively difficult swipe input, the length of the touch input locus required for determining whether the object is within the rear determination area LA may be made shorter than the length of the touch input locus required for determining whether the object is within the front determination area UA. In the above processing, an example in which the reference coordinate Rm moves along the touch input locus is used, but the moving method of the reference coordinate Rm is not limited to this. For example, the reference coordinate Rm may move on a straight line approaching the current touch position coordinate T such that the straight-line distance between the reference coordinate Rm and the current touch position coordinate T is equal to or less than the threshold value L. Further, the reference coordinate Rm may be fixedly set at the same position as the reference coordinate R0, i.e., the position where the touch starts. In addition, the above-described front determination area UA and rear determination area LA, which are set to different angular ranges, are an example of reference values using different values.
[0078] In addition, the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T used in the above input determination can also be replaced by other parameters. As a first example, the straight-line distance between the reference coordinate Rm and the current touch position coordinate T can also be used to replace the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T. As a second example, the length of the component in the Y-axis direction of the vector FD can also be used to replace the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T. As a third example, the length of the vector FD can also be used to replace the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T.
[0079] In addition, in the determination process of the component in the up and down directions of the display screen for the sliding input on the touch panel of the portrait display unit 35, the determination can also be made without using the reference coordinate Rm. As a first example, it can also be that when the change speed of the sliding position up to the current touch position coordinate T (for example, the length from the previously detected current touch position coordinate T to the currently detected current touch position coordinate T, the length of the touch input trajectory within a just-detected specified time) is above the reference value, if the direction of the sliding input with the detected change speed is within the front determination area UA or the rear determination area LA, it is determined that a sliding input in the up or down direction of the display screen has been made to the touch panel. As a second example, it can also be that when the change speed of the sliding position up to the current touch position coordinate T is above the reference value, if the length of the component in the Y-axis direction of the sliding input with the detected change speed is above a specified length, it is determined that a sliding input in the up or down direction of the display screen has been made to the touch panel.
[0080] In addition, a prescribed length that is a reference value for determining the length of a touch input trajectory formed between a reference coordinate Rm and a current touch position coordinate T can also be changed according to a user's swipe input. For example, it can be such that when the component Xt - X0 in the left - right direction of the swipe input is greater than or equal to a prescribed threshold value, the prescribed length that is the above - mentioned reference value is changed. As an example, when the component Xt - X0 in the left - right direction of the swipe input is greater than or equal to a prescribed threshold value, by making the prescribed length that is the above - mentioned reference value longer, it is possible to prevent the following situation: when performing an operation of turning the steering wheel of the player object PO significantly to the left or right or an operation such as so - called drifting driving, that is, an operation with a large amount of change in the swipe input, it is determined that the user has inadvertently performed an operation of firing a prop in the front - back direction. As another example, when the component Xt - X0 in the left - right direction of the swipe input is greater than or equal to a prescribed threshold value, by making the prescribed length that is the above - mentioned reference value shorter, even when an operation of firing a prop I is performed during an operation of turning the steering wheel of the player object PO significantly to the left or right or an operation such as so - called drifting driving, the influence of this firing operation on the left - right movement direction can be reduced.
[0081] In addition, in the above - mentioned embodiment, when the condition that the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T is greater than or equal to a prescribed length and the direction of the vector FD is within the determination region is satisfied, a firing prop IM is fired in the forward or backward direction of the player object PO. This is to prevent the situation where when only the component in the up - down direction of the swipe input is used for determination, although the user intends to perform a left - right swipe input, it is determined as firing because the swipe input includes a component in the up - down direction. By setting the above - mentioned conditions, accurate input determination can be performed. In addition, by restricting the firing direction to the forward or backward direction of the player object PO, input errors deviating from this direction can be absorbed, and the ease of operation can also be taken into account. However, when such an effect is not expected, the direction of firing the firing prop IM can also be a direction deviating from the forward or backward direction of the player object PO. For example, it can be such that when the direction of the vector FD is within the forward determination region UA, based on the angle difference between the positive direction of the Y - axis and the direction of the vector FD, the firing prop IM is fired in a direction deviating from the forward direction of the player object PO by this angle difference. In addition, when the direction of the vector FD is within the rear determination region LA, based on the angle difference between the negative direction of the Y - axis and the direction of the vector FD, the firing prop IM is fired in a direction deviating from the backward direction of the player object PO by this angle difference.
[0082] In addition, the direction of launching the launching prop IM can also vary according to the type of the player object PO and the equipment used by the player object PO (for example, the racing car on which the player object PO is riding).
[0083] In addition, in the above description, as the magnitude of the component in the left - right direction of the display screen of the sliding input on the touch panel of the display unit 35 of the vertical screen calculated for steering wheel operation, the magnitude of the component in the first axis (short axis) direction of the difference between the reference coordinate R0 when starting to touch the touch panel and the current touch position coordinate T in the continuous sliding operation starting from this start of touch is used. However, the reference coordinate Rm that moves while tracking the current touch position coordinate T can also be used. In this case, as the magnitude of the component in the left - right direction of the display screen of the sliding input, the magnitude of the component in the first axis (short axis) direction of the difference between the reference coordinate Rm that moves while tracking the current touch position coordinate T and the current touch position coordinate T in the continuous sliding operation starting from the start of touch is used.
[0084] In addition, in the use of props, it can also be that by performing a touch operation (for example, a click operation) on the touch panel of the prop I displayed in the carry - box HF on the display screen and the prop IP at the ready - to - use position, the prop subjected to this touch operation is used. Specifically, at the timing of starting to touch the touch panel of the prop IP at the ready - to - use position, or at the timing of ending the touch after starting to touch the touch panel of the prop IP at the ready - to - use position, the prop subjected to the touch operation is used. In this case, it can also be that if the prop subjected to the touch operation is of the type launched from the player object PO, its launch direction is set to the default direction. In addition, it can also be that in the case of using these props by performing a touch operation on the touch panel of the prop I displayed in the carry - box HF on the display screen and the prop IP at the ready - to - use position, the direction of launching the prop also varies according to the direction of the sliding operation (drag operation) (for example, the upper direction and the lower direction of the display unit 35 of the vertical screen).
[0085] In addition, it can also be that the sizes of the determination regions (front determination region UA and rear determination region LA) for determining the input direction vary according to the action of the player object PO. For example, it can also be that in a state where the player object PO is performing an action in a direction different from the steering wheel angle (for example, a drifting action, a rotating action, etc.), the sizes of the above - mentioned determination regions are narrowed. The following situation is considered: when the player object PO is performing an action in a direction different from the steering wheel angle, the direction input by the user enters the determination region different from the user's operation intention. Therefore, by narrowing the determination region corresponding to such an action of the player object PO, it is possible to reduce the operation determination different from the user's intention.
[0086] In addition, in the above description, the moving direction of the player object PO is controlled according to the magnitude of the horizontal component of the swipe input on the touch panel of the vertical display unit 35. However, as long as at least the magnitude of the horizontal component is used, other operations and components in other directions can also be added. As an example, it can also be that only when a specified operation (for example, an operation of pressing a specified operation button, a touch operation of touching a specified operation button image) is performed, the moving direction of the player object PO is controlled according to the magnitude of the horizontal component of the swipe input on the touch panel of the vertical display unit 35. As another example, it can also be that the magnitude of the horizontal component of the swipe input on the touch panel of the vertical display unit 35 is added to at least a part of the magnitude of the vertical component to control the moving direction of the player object PO. In this case, the left and right moving directions of the player object PO are controlled according to the horizontal and vertical components of the swipe input. As an example, it is conceivable that when the horizontal component of the swipe input is +1.73 and the vertical component is +1.00, 2 is used as the turning amount to the right.
[0087] In addition, the action control of the item I is performed according to the vertical component of the swipe input on the touch panel of the vertical display unit 35. However, as long as at least the vertical component is used, other operations and components in other directions can also be added. As an example, it can also be that only when a specified operation (for example, an operation of pressing a specified operation button, a touch operation of touching a specified operation button image) is performed, the action of the item I is controlled according to the magnitude of the vertical component of the swipe input on the touch panel of the vertical display unit 35. As another example, it can also be that the action of the item I is controlled according to the vertical and horizontal components of the swipe input on the touch panel of the vertical display unit 35. In this case, it is conceivable that the launching action of the item I is controlled according to the vertical component of the swipe input, and the direction of the launched item I is controlled according to the horizontal component of the swipe input.
[0088] In addition, in the above description, the moving direction of the player object PO is controlled according to the magnitude of the horizontal component of the swipe input on the touch panel of the vertical screen display unit 35. However, other elements can also be controlled. For example, when a game image based on the subjective viewpoint of the player object PO is displayed, the moving direction of the virtual camera used to generate the game image can be controlled according to the magnitude of the horizontal component of the swipe input on the touch panel of the vertical screen display unit 35. Additionally, the action control of the item I is performed according to the vertical component of the swipe input on the touch panel of the vertical screen display unit 35. However, other elements can also be controlled. For example, it is conceivable to perform action control such as the action of the shooting beam, the operation of switching equipment, the action of switching targets, and the operation of switching the field of view or viewpoint according to the vertical component of the swipe input on the touch panel of the vertical screen display unit 35.
[0089] In addition, the following example was used in the above embodiment: when the length of the vector FD satisfies the condition of being equal to or greater than a specified length and the direction of the vector FD is within the determination region, the item IP is prepared to be the launched item IM and launched in the direction corresponding to the determination. However, the timing of becoming the launched item IM and being launched can also be other timings. For example, it can also be that after the condition that the length of the vector FD is equal to or greater than a certain value and the direction of the vector FD is within the determination region is satisfied, the touch on the touch panel is stopped, and the item IP is prepared to be the launched item IM and launched in the direction corresponding to the determination.
[0090] In addition, in the above embodiment, the position (preparation use position) where the item I becomes the launched item IM and is launched is set to the rear of the racing car on which the player object PO rides. However, it can also be set to other positions. As an example, it can also be that the launched item IM is launched from the front of the racing car on which the player object PO rides, or other positions of the racing car on which the player object PO rides, or near the racing car. As another example, it can also be that the preparation use position is set to a launch position provided at the upper end or lower end of the display screen or outside the track, and the launched item IM is launched from a position separated from the racing car on which the player object PO rides.
[0091] In addition, regarding the speed at which the launched item IM moves, it can be set according to the type of the launched item IM or can vary according to user input. For example, it can also be that the speed at which the launched item IM moves varies according to the speed of the swipe input used to launch the launched item IM (the speed at which the touch position moves during the swipe input).
[0092] In addition, the following example is used in the above description: when the length of the vector FD is equal to or greater than a specified length and the direction of the vector FD is within the determination region, it is determined that a sliding input in the upward or downward direction of the display screen has been performed on the touch panel of the portrait display unit 35, and the preparation item IP is to be used to launch the launched item IM in the direction corresponding to the determination. However, the touch input trajectory can also be used to determine the sliding input direction. For example, it may also be that when the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T is equal to or greater than a specified length and the direction of the vector FD is within the determination region, it is determined that a sliding input in the upward or downward direction of the display screen has been performed on the touch panel of the portrait display unit 35.
[0093] Here, when considering determining the sliding input direction using the difference between the touch position coordinate T before the specified time and the current touch position coordinate T, the determination of the sliding input direction cannot be performed until after the specified time has elapsed since the start of the touch. As an example, the following situation comes to mind: when using the difference between the touch position coordinate T of the touch input performed 0.5 seconds ago and the current touch position coordinate T to be equal to or greater than a specified value in the determination of the sliding input direction, even if a large sliding operation is performed immediately after the start of the touch, the sliding input direction is not determined within the period of 0.5 seconds. Therefore, the responsiveness until the item is launched decreases, giving the user a sense of discomfort. On the other hand, when using the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T to determine the sliding input direction, in the case where a large sliding operation is performed immediately after the start of the touch, the sliding input direction can be determined immediately. Therefore, the responsiveness until the item is launched is improved, and the user is not given a sense of discomfort.
[0094] In addition, as described above, when the length of the touch input trajectory is longer than the threshold value L, the earlier history is deleted from the history of the touch position coordinates T at a prescribed speed, and the history of the touch position coordinates T that becomes the earliest after the deletion is set as the reference coordinate Rm until the length of the touch input trajectory becomes equal to or less than the threshold value L. Thereby, the process is repeated such that when the length of the touch input trajectory is longer than the threshold value L, the newer touch position coordinate T in the history of the touch position coordinates T is reset as the new reference coordinate Rm until the length of the touch input trajectory becomes equal to or less than the threshold value L, and the above-described determination of the swipe input direction is performed using such a touch input trajectory and the reference coordinate Rm. Desirably, when performing the process of resetting the newer touch position coordinate T as the new reference coordinate Rm in this way, the "prescribed length" when determining one of the determination conditions for determining that the above-described swipe input has been performed, i.e., the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T is equal to or longer than the prescribed length, is set shorter than the threshold value L.
[0095] Alternatively, the reference coordinate Rm may be reset according to the time of the touch input. For example, it may be that for the history of the touch position coordinates T held as the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T, a quantity corresponding to a prescribed number of processes (e.g., the history of 5 touch position coordinates T corresponding to a quantity of 5 frames) is held, and the swipe input direction is determined using this history. As an example, it may be that the value obtained by comparing the touch position coordinate T that is the earliest history in the above-described history with the current touch position coordinate T that is the latest history is used as the above-described touch input trajectory. In this case, the touch position coordinate T that is the earliest history functions as the reference coordinate Rm. Thereby, the process is repeated such that when the length of the touch input time of the touch operation continuously performed to generate the touch input trajectory is longer than a prescribed time (e.g., 5 frames), the newer touch position coordinate T in the history of the touch position coordinates T is reset as the new reference coordinate Rm so that the time required to generate the touch input trajectory becomes equal to or less than the prescribed time, and the above-described determination of the swipe input direction is performed using such a touch input trajectory and the reference coordinate Rm. In addition, when the above-described history is less than the quantity corresponding to the prescribed number of processes, it is sufficient to use the value obtained by comparing the touch position coordinate T that is the earliest history in the history with the current touch position coordinate T that is the latest history as the above-described touch input trajectory. In addition, these descriptions of resetting the reference coordinate Rm according to the time of the touch input can be appropriately applied to the process using either "vector FD" or "touch input trajectory".
[0096] Alternatively, the specified length, which is a threshold for determining the length of the vector FD and the length of the touch input trajectory, may be set to different lengths such as a length that can be determined as a sliding operation in the upward direction and a length that can be determined as a sliding operation in the downward direction. As an example, the specified length that can be determined as a sliding operation in the downward direction may be set shorter than the specified length that can be determined as a sliding operation in the upward direction, thereby making it easier to determine a sliding operation in the downward direction, which is relatively difficult.
[0097] In addition, the specified length, which is a threshold for determining the length of the vector FD and the length of the touch input trajectory, may be changed according to the time elapsed since the start of the touch. As an example, when the duration of the touch operation is less than 0.2 seconds, the threshold may be set to 0.25 times the threshold set when the time is 0.2 seconds or more. Thereby, it is possible to make it easier to determine a sliding operation when a sliding operation is immediately performed after the start of the touch.
[0098] Alternatively, regarding the specified length, which is a threshold for determining the length of the vector FD and the length of the touch input trajectory, after determining that a sliding operation has been performed in one direction, the threshold for determining that a sliding operation has been performed in the other direction may be changed. As an example, when the touch operation continues after determining that a sliding operation has been performed in one of the upward and downward directions, the specified length for determining that a sliding operation has been performed in the other of the upward and downward directions may be changed to 1.5 times. Thereby, after a sliding operation has been performed in one direction, even if there is a tendency for the finger performing the touch operation to move in the opposite direction simply to return the finger to the original touch position, it is possible to prevent a determination of a sliding operation that goes against the user's intention in such a case. In addition, when the specified length, which is a threshold for determining the length of the vector FD and the length of the touch input trajectory, is made longer, the threshold L for maintaining the length of the touch input trajectory formed between the reference coordinate Rm and the current touch position coordinate T may also be made longer (for example, making the threshold L 1.5 times).
[0099] Next, use Figure 9 and Figure 10 to illustrate the outline of the first item lottery process example performed in the information processing system 1. The first item lottery process example is a process for giving an effect that can make the game progress relatively advantageously to the player object PO when the item I (game object) carried by the player object PO satisfies a specified combination condition. In addition, Figure 9This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing apparatus 3. Figure 10 This is a diagram showing an example of a game image displayed on the display unit 35 of the information processing apparatus 3.
[0100] In Figure 9 , similar to Figure 4 and Figure 5 In the display unit 35 of the information processing apparatus 3, a game image corresponding to the game played using the information processing apparatus 3 is displayed. As an example, a scene of a racing game played by the player object PO is displayed. For example, in the above game, the player object PO drives a racing car on a track set in a virtual world and can obtain a new item I by passing by and opening an item box IB set on the track. In addition, the player object PO can obtain a new item I only when there is an empty frame E in the carrying frame HF.
[0101] When the player object PO passes by and opens the item box IB, a performance of lottery for the new item I to be obtained is carried out. For example, in Figure 9 the following example is shown: According to the player object PO passing by the item box IB, a variety of items I are sequentially displayed and a rotating display item IR indicating that the lottery is in progress rotates and is displayed in all the carrying frames HF (3 frames). In addition, the lottery for obtaining the above item I is not performed on the carrying frame HF in which the item I has already been displayed. That is, when there are both an empty frame E and a display frame of the item I in the carrying frame HF, the above lottery is performed only on the empty frame E. In addition, when there is no empty frame E in the carrying frame HF, the above lottery is not performed, so the player object PO becomes a state where a new item I cannot be obtained by this lottery. In addition, the item box IB can be set at a specific position on the track or can appear at any position on the track over time.
[0102] Regarding the item I that stops being displayed in the carrying frame HF, after it is determined that the player object PO obtains it by lottery, the player object PO can use these items I one by one in a prescribed order (for example, the acquisition order) by the above operation method. Then, by using the item I, the player object PO can obtain an effect that is advantageous for promoting the racing game.
[0103] As Figure 10 shown, in this embodiment, when the same item I is determined by lottery in all the carrying frames HF, the so-called "mania state" is hit, and the player object PO can obtain an effect that is further advantageous for promoting the racing game. As an example, when the player object PO becomes in the "mania state", the item that has become in the "mania state" can be continuously used only within a predetermined mania period.
[0104] For example, in Figure 10 In the example of Figure 10 , the display of the turtle item I1 stops in the carry box HF at the left end, the display of the turtle item I2 stops in the carry box HF in the center, and the display of the turtle item I3 stops in the carry box HF at the right end, resulting in a state where the same turtle item I is determined in all the carry boxes HF by lottery. In this case, a "mania state" of using the turtle item is entered within a specified period, and within a pre-determined mania period, a beneficial effect obtained by using the turtle item is given to the player object PO. For example, in the "mania state" of using the turtle item, a plurality of turtle item IFs are arranged around the player object PO to present to the user the "mania state" of using the turtle item. Then, when the user performs a certain touch operation on the touch panel, the turtle launch item IM is continuously launched in front of the player object PO at a specified cycle. That is, when using the turtle item I in the normal state, the turtle launch item IM can be launched from the player object PO in a single shot, but in the "mania state" of using the turtle item, multiple turtle launch items IM can be continuously launched from the player object PO. In addition, in the "mania state", even without performing a sliding operation for launching the item, the turtle launch item IM is continuously launched at a specified cycle, so it is easy to repeatedly use the item while controlling the moving direction of the player object PO by touch operation. Also, in the normal state, each carry box HF can use the item I once, so the number of items I that can be used is equal to the number of carry boxes HF, that is, for example, the item I can be used 3 times, but during the mania period of the "mania state" where 3 identical items I are gathered, the item I can be continuously used without limit (i.e., more than the number of carry boxes HF, for example, 4 times or more) regardless of the number of carry boxes HF, so it becomes a state that is very advantageous for the user compared to the normal state.
[0105] In addition, regarding the direction of the launch item IM launched from the player object PO in the "mania state", it can either be fixed to a specified direction (for example, the directly forward direction of the player object PO), or be successively launched in random directions that are the peripheral directions of the player object PO. Also, when a vector FD (i.e., a vector FD with a length of a specified length or more and a direction within the forward determination area UA or the rear determination area LA) that satisfies the launch condition of the launch item IM in the "mania state" is set, the launch item IM can also be successively launched based on the direction of the vector FD.
[0106] In this way, in the first item lottery process example performed in the information processing system 1, by selecting and using at least one of the items I respectively included in the plurality of carrying frames, it is possible to obtain in-game effects based on the types of the selected item I, and the carrying frame that originally displayed the item I that produced the in-game effect is set to an empty frame E. In addition, when the condition that all the items I included in the above-mentioned plurality of carrying frames are the same is satisfied by the item lottery, it is possible to obtain in-game effects more advantageous than the above-mentioned in-game effects.
[0107] In addition, in the above embodiment, only when there is an empty frame E in the carrying frame HF, the player object PO can obtain a new item I, but it can also be that a new item I can be obtained even when there is no empty frame E in the carrying frame HF. In this case, the item lottery can be performed even when there is no empty frame E in the carrying frame HF, and the carrying frame HF displaying the item I also becomes a rotating lottery state. In addition, it can also be that when there is a mixed existence of an empty frame E and a frame displaying the item I in the carrying frame HF, according to the progress of the item lottery, not only the empty frame E becomes a rotating lottery state, but also the carrying frame HF displaying the item I becomes a rotating lottery state. It can also be that when the carrying frame HF displaying the item I also becomes a rotating lottery state in this way to perform the item lottery, the carrying frame HF is not changed to an empty frame E corresponding to the use of the item I.
[0108] Next, use Figure 11 and Figure 12 to explain the outline of the second item lottery process example performed in the information processing system 1. The second item lottery process example is the following process: Although the item box IB set in the racing competition is not opened, the above-mentioned item lottery can be performed by satisfying a specified condition. In addition, Figure 11 is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3. Figure 12 is a diagram showing an example of a game image displayed on the display unit 35 of the information processing device 3.
[0109] In Figure 11 similar to Figure 4 and Figure 5 in the display unit 35 of the information processing device 3, a game image corresponding to the game played using the information processing device 3 is displayed. As an example, a scene of the player object PO playing a racing competition game is displayed. For example, in the above game, the player object PO drives a racing car on a track set in the virtual world. Then, when the player object PO satisfies a specified condition during driving, an item lottery icon AB appears instead of the carrying frame HF.
[0110] The item lottery icon AB functions as an operation instruction button that is selected and executed by the user's touch operation, and is displayed near the upper center of the display screen when the display unit 35 is in the portrait orientation. In addition, price information M is provided near the item lottery icon AB, and this price information M indicates the price of virtual currency to be consumed when the item lottery icon AB is selected and executed. In Figure 15 the example of, as the price information M, it is shown that: when the item lottery icon AB is used, 1 star-shaped virtual currency that the user can obtain through payment is consumed. In addition, the item lottery icon AB and the price information M appear when all the carrying frames HF are empty frames E, but do not appear when the usage limit is exceeded by use (for example, limited to 1 use in 1 racing competition), the user does not carry the virtual currency required for use, etc. For example, when a touch operation (such as a click operation) is performed on the touch panel of the item lottery icon AB to use the item lottery icon AB, the performance start of the item lottery for obtaining a new item I is carried out. That is, the item lottery icon AB is an operation button that accepts a user instruction for performing the lottery performance for newly obtaining the item I, and is an image for the user to instruct control associated with the control of the launch action of the item I according to the vertical component of the sliding input on the touch panel in the display screen. In addition, regarding the state where the item lottery icon AB does not appear, it can be a state where the item lottery icon AB is not displayed on the display screen, or a state where the item lottery icon AB is grayed out or semi-transparent. In addition, it can also be that even when in a state where the item lottery icon AB cannot be selected, the item lottery icon AB is displayed on the display screen, and in this case, even if the user performs an operation to select the item lottery icon AB, the item lottery icon AB does not respond.
[0111] As Figure 12 shown, when the item lottery icon AB is used, instead of the item lottery icon AB and the price information M, the carrying frame HF appears. Then, in the same manner as in the above first item lottery processing example, a rotating display item IR in a rotating lottery display state is displayed in all the carrying frames HF, and then a certain item I stops being displayed in each frame, thereby indicating that the item I that has stopped being displayed is determined and obtained through the lottery.
[0112] In the item lottery performed by using the item lottery icon AB, it is also determined that the player object PO obtains the item I that stops being displayed in the carrying frame HF through the lottery. After this determination, the player object PO can use the item I one by one in a prescribed order by the above operation method. Then, by using the item I, the player object PO can obtain an effect that is advantageous for advancing the racing competition.
[0113] In addition, in the item lottery conducted by using the item lottery icon AB, when the same item I is determined by lottery in all carrying frames HF, "Frenzy State" is hit, and the player object PO can obtain an effect that is further advantageous for advancing the racing competition. Similarly to the above-described first item lottery processing example, when the player object PO enters the "Frenzy State", the item that has entered the "Frenzy State" can be continuously used only within a predetermined frenzy period.
[0114] In this way, in the item lottery conducted by using the item lottery icon AB, similarly to the item lottery conducted by opening the item box IB provided on the track, a new item I can be obtained, or a lottery for hitting the "Frenzy State" can be performed. Therefore, it is not limited to the case where the item box IB is arranged on the track for the user to start a new item lottery. As long as the item lottery icon AB appears, the user can start a new item lottery at any time. In addition, further different elements can be added between the item lottery conducted by using the item lottery icon AB and the item lottery conducted by opening the item box IB.
[0115] As a first example, it can also be that the time for conducting the item lottery by using the item lottery icon AB (the time for performing the spin lottery show of item I) is shorter than the time for conducting the item lottery by opening the item box IB. Thereby, in the case of using the item lottery icon AB, the time until the player object PO obtains a new item I or gets the effect caused by hitting the "Frenzy State" can be shortened. As a result, the player object PO can obtain an advantageous effect as soon as possible.
[0116] As a second example, it can also be that the probability of hitting the "mania state" through item lottery using the item lottery icon AB is higher than the probability of hitting the "mania state" through item lottery by opening the item box IB. Thus, in the case of using the item lottery icon AB, the probability that the player object PO obtains the effect generated by hitting the "mania state" becomes higher, so the possibility that the player object PO obtains a more favorable effect becomes higher. In addition, the magnitude of the increase in the probability of hitting the "mania state" can also be changed according to the price of the virtual currency consumed when selecting and executing the item lottery icon AB. As an example, it is conceivable that the higher the price of the virtual currency consumed when selecting and executing the item lottery icon AB, the higher the above probability. In this case, it is also conceivable that the more times the item lottery icon AB is selected and executed in one racing competition, the higher the price of the virtual currency consumed due to this execution, and the above probability also increases as the price increases. Alternatively, it can also be that the probability of hitting an item with a higher hit effect is higher when hitting the "mania state" through item lottery using the item lottery icon AB than when hitting the "mania state" through item lottery by opening the item box IB.
[0117] In addition, in the above game example, an example in which star-shaped virtual currency is consumed when selecting and executing the item lottery icon AB is used, but it can also be the following way: In this execution, in-game coins that can be exchanged from star-shaped virtual currency in the above purchase screen are consumed. In the way of consuming in-game coins when selecting and executing the item lottery icon AB like this, it is also possible to use the in-game coins to execute the item lottery icon AB after temporarily exchanging the star-shaped virtual currency for in-game coins. Therefore, as a result, it can also be considered that the item lottery icon AB can be executed using star-shaped virtual currency.
[0118] In addition, in the above embodiment, it is assumed that the item lottery icon AB appears only when all the carrying frames HF are empty frames E, but it can also be that the item lottery icon AB can appear when the carrying frame HF does not have an empty frame E or when a part of the carrying frames HF are empty frames E. In this case, when the carrying frame HF does not have an empty frame E or when a part of the carrying frames HF are empty frames E, the item lottery can also be performed by selecting the item lottery icon AB, so that the rotation lottery state is also established in the carrying frame HF displaying the item I. Alternatively, it can also be that when the item lottery is performed by selecting the item lottery icon AB in a state where an empty frame E and a frame displaying the item I are mixed in the carrying frame HF, not only the empty frame E becomes the rotation lottery state, but also the carrying frame HF displaying the item I becomes the rotation lottery state.
[0119] In addition, in the above description, when the item box IB arranged on the track in the racing competition contacts the player object PO, the player object PO can obtain a temporary effect generated by using the item I effective in the racing competition. However, it can also be the case that the above temporary effect is obtained even without contacting the item box IB. For example, instead of the method of drawing a new item I according to the contact between the item box IB and the player object PO, it can also be the case that a performance of randomly selecting a new item I is automatically carried out every predetermined time. In this case, it can also be that by selecting the item draw icon AB, a new item I can be drawn and obtained even without passing the above predetermined time.
[0120] In addition, the number of carrying frames HF can also vary according to the type of the player object PO. As an example, it can be the following method: according to the quality of the compatibility between the traveled track and the player object PO, 3 carrying frames HF are displayed on a track with good compatibility, and 1 carrying frame HF is displayed on a track with poor compatibility. When playing a game using a track with 1 carrying frame HF displayed, the number of items I that the player object PO can carry simultaneously becomes smaller, and the "mania state" generated by the coincidence of the items I in all the carrying frames HF cannot be achieved, so it is an unfavorable condition for the user. In addition, it can also be that even in the case where 1 carrying frame HF is displayed on a track with poor compatibility, when the item draw icon AB is selected, 3 carrying frames HF appear to perform the performance of drawing a new item I. By changing the number of the displayed carrying frames HF according to the compatibility between the player object PO and the track in this way, the user is motivated to select the type of the player object PO to be used.
[0121] Next, with reference to Figure 13 an example of operating in the second mode by performing a landscape operation on the display unit 35 will be described. In addition, Figure 13 FIG. is a diagram showing an example of a game image displayed on the display unit 35 of the information processing apparatus 3 in the landscape operation based on the second mode.
[0122] In the display unit 35 of the landscape-oriented information processing device 3, similar to the above-described portrait screen operation, game images corresponding to the game played using the information processing device 3 are displayed. As an example, a scene of a racing game played by the player object PO is displayed. Here, when the user changes the display unit 35 from the portrait screen to the landscape screen, the viewing angle of the virtual camera for displaying the game image on the display unit 35 and the distance from the fixation point are changed to the viewing angle and the distance for the landscape screen (the viewing angle that conforms to the aspect ratio of the landscape display screen and the distance that conforms to the display size for landscape display) according to the posture of the display unit 35 in the actual space with respect to the gravity direction. In addition, regarding the display direction of the image displayed on the display unit 35, when it is determined that the display unit 35 is in the landscape screen according to the posture of the display unit 35 in the actual space with respect to the gravity direction, the up-and-down direction of the game image acquired by the virtual camera is set to the short-axis direction of the display unit 35, and the lower direction of the game image is made closer to the gravity direction acting on the display unit 35 than the upper direction.
[0123] For example, in the present embodiment, the gravitational acceleration acting on the information processing device 3 (display unit 35) is used to determine whether the information processing device 3 (display unit 35) is in the portrait screen or the landscape screen. Here, as described above, the information processing device 3 is equipped with an inertial sensor (acceleration sensor and / or angular velocity sensor), and based on the detection results detected by the inertial sensor (the acceleration along the three-axis directions detected by the acceleration sensor and / or the angular velocity around the three axes detected by the angular velocity sensor), any method can be used to calculate the direction of the gravitational acceleration acting on the information processing device 3 (display unit 35). For example, when the direction of the gravitational acceleration acting on the display unit 35 is closer to the long-axis direction than to the short-axis direction of the display unit 35, it is determined that the information processing device 3 (display unit 35) is in the portrait screen. In addition, when the direction of the gravitational acceleration acting on the display unit 35 is closer to the short-axis direction than to the long-axis direction of the display unit 35, it is determined that the information processing device 3 (display unit 35) is in the landscape screen.
[0124] When the posture of the information processing device 3 (display unit 35) changes from portrait to landscape or from landscape to portrait, the viewing angle of the virtual camera in the virtual space and the distance from the fixation point are changed to the viewing angle and the distance from the fixation point for the landscape screen accordingly. For example, when the information processing device 3 (display unit 35) is in the portrait state, the viewing angle of the display unit 35 and the distance from the fixation point are set to the viewing angle and the distance from the fixation point for the portrait screen (the viewing angle that conforms to the aspect ratio of the vertical display screen and the distance that conforms to the display size for vertical display). In addition, regarding the display direction of the image displayed on the display unit 35, according to the posture of the display unit 35 in the real space relative to the gravity direction, the up and down directions of the game image captured by the virtual camera are set to the long axis direction of the display unit 35, and the lower direction of the game image is set to be closer to the gravity direction acting on the display unit 35 than the upper direction. Then, when the display unit 35 changes from the above portrait state to the landscape state by rotating 90° to the right (rolling rotation) with the display screen depth direction as the center, the viewing angle of the virtual camera and the distance from the fixation point are changed to the viewing angle and the distance from the fixation point for the landscape screen. Thus, when the information processing device 3 (display unit 35) is in the landscape state, the display direction of the game image is set in such a way that the short axis direction of the display unit 35 is the up and down direction of the virtual space (more specifically, in such a way that the short axis direction of the display unit 35, which is the lower direction in the real space, is the gravity direction of the virtual space).
[0125] As Figure 13 shown, in the case of the second mode in which the display unit 35 is in the landscape state for operation, non-overlapping first area A1 and second area A2 are set in the touch area of the touch panel provided on the display unit 35. Specifically, the first area A1 is set as the touch area covering the left half of the display screen of the landscape display unit 35. In addition, the second area A2 is set as the touch area covering the right half of the display screen of the landscape display unit 35 and is set to be adjacent to the first area A1 at the center of the above display screen. Moreover, in the second mode, the moving direction of the player object PO can be controlled by operating on the first area A1. In addition, in the second mode, the operation of launching the item I carried by the player object PO can be controlled by operating on the second area A2.
[0126] In addition, it may also be that a touch operation invalid area is provided in the touch area of the touch panel provided in the display unit 35. In this touch operation invalid area, neither the moving direction of the player object PO nor the launching action of the prop I can be controlled. As an example, it may also be that, whether in the case of the first mode in which the display unit 35 is in the vertical screen state for operation or in the case of the second mode in which the display unit 35 is in the horizontal screen state for operation, a certain area of the touch area at the upper part of the display screen (for example, the touch area of the upper area of the display screen accounting for 17.5% of the display screen starting from the uppermost part of the display screen) is the above-mentioned touch operation invalid area. When the touch position of the swipe operation intrudes into this touch operation invalid area, the swipe operation is invalidated, and neither the moving direction of the player object PO nor the launching action of the prop I can be controlled by this swipe operation. In this way, a touch operation invalid area is provided in the touch area at the upper part of the display screen in any operation mode, so that in any operation mode, the user can be prompted to perform a touch operation on the touch area at the lower part of the display screen that is easier for the user to operate. In addition, it may be configured that when a touch operation is performed in the above-mentioned touch operation invalid area, other game controls different from the moving direction control of the player object PO and the launching action control of the prop I can be executed.
[0127] In the case of performing a touch operation of swiping to the right direction within the first area A1 of the horizontally oriented display unit 35 with reference to the left reference coordinate (for example, the left reference coordinate RL0 when starting to touch the first area A1) set in the first area A1, the moving direction of the player object PO changes to the right. Additionally, in the case of performing a touch operation of swiping to the left direction within the first area A1 of the horizontally oriented display unit 35 with reference to the left reference coordinate set in the first area A1, the moving direction of the player object PO changes to the left. For example, in Figure 13 it shows the left reference position RL indicating the left reference coordinate set within the first area A1 and the left touch position TL indicating the current touch position within the first area A1 (actually, the images indicating the left reference position and the current left touch position are not displayed on the display unit 35, but in Figure 13In the figure, for convenience, the left reference position RL indicating the left reference position and the left touch position TL indicating the left touch position are respectively indicated by dotted lines. The left touch position TL is arranged in the left direction relative to the left reference position RL, so the player object PO changes the moving direction to the left. In addition, in the second mode, even if a touch operation is performed in which a touch is slid in the up-down direction of the display unit 35 in the first area A1 based on the left reference coordinates in the first area A1, the action of launching the item I is not performed. That is, in the sliding input to the first area A1 of the horizontal screen display unit 35, even if the sliding input includes a component in the up-down direction, the control of the launching action of the item I is not performed, and the first area A1 functions as a touch operation-dedicated area for changing the moving direction of the player object PO according to the touch operation.
[0128] In addition, in the horizontal screen display unit 35, a mode switching button IB for indicating the control associated with the movement of the player object PO is also displayed in the first area A1. Here, the mode switching button IB is an image showing a touch area for selecting the movement (driving) mode of the player object PO corresponding to the above-mentioned sliding touch operation, as in the first mode. The mode switching button IB in the second mode is displayed near the lower center of the first area A1 when the display unit 35 is set to the horizontal screen, so that a circular area for touch operation on the first area A1 is displayed at this position, and the selectable driving modes (in Figure 13 In the example of "Drift"). That is, the mode switching button IB in the second mode is displayed in a manner moved to the first area A1 side compared to the first mode. Then, in the case where an operation of touching and sliding is performed inside the circular area shown by the mode switching button IB, the player object PO changes the moving direction to the sliding direction in the driving mode specified by the mode switching button IB, as in the first mode. In addition, in the case where an operation of touching and sliding is performed outside the circular area of the first area A1 shown by the mode switching button IB, the player object PO changes the moving direction to the sliding direction in a driving mode different from the driving mode specified by the mode switching button IB. In addition, it may be that in the second mode, it is also possible to pre-specify the driving mode that can be specified using the mode switching button IB according to the user operation. In addition, it may be that in the second mode, a plurality of mode switching buttons IB each indicating a different driving mode is displayed in the first area A1.
[0129] In addition, regarding the method and process of changing the moving direction of the player object PO when the sliding input in the first area A1 of the landscape display unit 35 is in the left-right direction, as long as a touch operation is performed within the first area A1, it is the same as the above-mentioned first mode, so detailed description is omitted. Additionally, similar to the reference coordinate R0 in the above-mentioned first mode, the left reference coordinate RL0 is set at the position where the first area A1 is first touched within the first area A1. Additionally, similar to the reference coordinate Rm set based on the current touch position coordinate T (e.g., in a manner that tracks the current touch position coordinate T) in the above-mentioned first mode, the left reference coordinate RLm is set in a manner that tracks the left touch position coordinate TL within the first area A1. The left reference coordinate RL0 and the left reference coordinate RLm set for the first area A1 are also set in the same way as the reference coordinate R0 and the reference coordinate Rm set in the above-mentioned first mode respectively, so detailed description is omitted.
[0130] Here, in the second mode, since the display unit 35 is scrolled and rotated by 90°, as the magnitude of the component in the left-right direction of the display screen of the sliding input to the first area A1 of the landscape display unit 35 calculated for steering wheel operation, the magnitude of the component in the second axis (major axis) direction of the difference between the left reference coordinate set in the first area A1 (e.g., the left reference coordinate RL0 when first touching the first area A1) and the current left touch position coordinate TL in the ongoing sliding operation is used. Additionally, it can also be that in the second mode, the left reference coordinate RLm that moves while tracking the current left touch position coordinate TL is also used as the left reference coordinate for calculating the magnitude of the component in the above-mentioned left-right direction. In this case, as the magnitude of the component in the left-right direction in the first area A1 of the sliding input, the magnitude of the component in the second axis (major axis) direction of the difference between the left reference coordinate RLm that moves while tracking the current left touch position coordinate TL and the current left touch position coordinate TL in the sliding operation after starting to touch is used.
[0131] In addition, in the second mode, by performing a touch operation within the second area A2 of the landscape display unit 35, the control of the action of launching the item I carried by the player object PO can be performed. For example, when a touch operation of sliding upward is performed on the second area A2 of the landscape display unit 35, if the item IP to be prepared for use configured at the preparation use position of the player object PO is of a type that can be launched, this item IP to be prepared for use becomes the launched item IM and is launched in front of the player object PO. Additionally, depending on the type of the item IP to be prepared for use configured at the preparation use position (e.g., banana item), when a touch operation of sliding downward is performed on the second area A2 of the landscape display unit 35, it is also possible to launch the launched item IM behind the player object PO.
[0132] Control the launching action of the item I according to the vertical component in the display screen of the sliding input within the second area A2 based on the right reference coordinate set within the second area A2 of the landscape display unit 35. For example, in Figure 13 , the right reference position RR indicating the right reference coordinate set within the second area A2 and the right touch position TR indicating the current touch position within the second area A2 are shown (actually, the images indicating the right reference position and the current right touch position are not displayed on the display unit 35, but in Figure 13 , for convenience, the right reference position RR indicating the right reference position and the right touch position TR indicating the right touch position are respectively shown by dotted lines). By sliding the operation upward relative to the right reference position RR, the right touch position TR is arranged above the right reference position RR, so the launch item IM is launched forward of the player object PO. In addition, in the second mode, even if a touch operation of sliding left and right on the display unit 35 within the second area A2 based on the right reference coordinate within the second area A2 is performed, the control of the moving direction of the player object PO is not carried out. That is, in the sliding input to the second area A2 of the landscape display unit 35, even if the sliding input includes a component in the left and right directions, the control of the moving direction of the player object PO is not performed, and the second area A2 functions as a dedicated touch operation area for controlling the launching action of the item I corresponding to the touch operation.
[0133] In addition, in the landscape display unit 35, an item lottery icon AB for indicating the control associated with the control of the launching action of the item I is also displayed within the second area A2. Here, the item lottery icon AB is an operation button that accepts a user instruction for performing a lottery performance for newly obtaining the item I, similarly to the first mode. The item lottery icon AB in the second mode is displayed near the upper center of the second area A2 when the display unit 35 is in landscape. That is, the item lottery icon AB in the second mode is displayed in a way that it moves closer to the second area A2 side compared to the first mode. Then, when an operation of selecting the item lottery icon AB is performed, instead of the item lottery icon AB and the price information M, a carrying frame HF appears, and a rotating display item IR in a rotating lottery display state is displayed within all the carrying frames HF, and then a certain item I stops being displayed in each frame, thereby indicating that the stopped-display item I is determined and obtained by lottery.
[0134] In addition, in the second mode, the method of item lottery and the method of using items are the same as those in the first mode, so detailed descriptions are omitted. Additionally, regarding the method and process of launching item I when the swipe input to the second area A2 of the display unit 35 in landscape orientation is in the vertical direction, as long as a touch operation is performed within the second area A2, it is the same as the above-mentioned first mode, so detailed descriptions are omitted. Additionally, similar to the reference coordinate R0 in the above-mentioned first mode, the right reference coordinate RR0 is set at the position when the second area A2 is first touched within the second area A2. Additionally, similar to the reference coordinate Rm set based on the current touch position coordinate T (e.g., in a manner that tracks the current touch position coordinate T) in the above-mentioned first mode, the right reference coordinate RRm is set in a manner that tracks the right touch position coordinate TR within the second area A2. The right reference coordinate RR0 and the right reference coordinate RRm set for the second area A2 are also set in the same way as the reference coordinate R0 and the reference coordinate Rm set in the above-mentioned first mode respectively, so detailed descriptions are omitted.
[0135] Here, in the second mode, since the display unit 35 is scrolled and rotated by 90°, as the component in the vertical direction of the display screen of the swipe input to the second area A2 of the display unit 35 in landscape orientation for calculating the launch control of item I, the component in the first axis (short axis) direction of the difference between the right reference coordinate set in the second area A2 (e.g., the right reference coordinate RRm that moves while tracking the current right touch position coordinate TR) and the current right touch position coordinate TR in the ongoing swipe operation is used. Additionally, it can also be that in the second mode, the left reference coordinate RR0 when first touching within the second area A2 is also used as the right reference coordinate for calculating the above-mentioned vertical direction component. In this case, as the component in the vertical direction of the swipe input within the second area A2, the component in the first axis (short axis) direction of the difference between the right reference coordinate RR0 at the start of the touch and the current right touch position coordinate TR in the swipe operation continued after the start of the touch is used.
[0136] The control of the moving direction of the player object PO and the launch control of item I in the above-mentioned second mode can be performed in parallel. That is, in the second mode, even during the period when the moving direction of the player object PO is being controlled based on the touch operation using the first area A1 of the display unit 35 in landscape orientation, the launch control of item I can be performed based on the touch operation using the second area A2, so the user can perform a multi-touch operation with the left and right fingers to simultaneously perform multiple controls.
[0137] In addition, when a sliding operation that crosses between the first area A1 and the second area A2 is performed in the second mode, the control using the touch operation on one area is switched to the control using the touch operation on the other area that is crossed to.
[0138] For example, when the touch coordinates of the sliding operation intrude into the second area A2 in a state where the moving direction control of the player object PO corresponding to the sliding operation within the first area A1 is being performed, various touch coordinate data (left reference coordinate data, current left touch input coordinate data, left touch history data, etc.) set within the first area A1 are cleared, and the control is switched to the firing control of the item I using the sliding operation within the intruded second area A2. As an example, when a sliding operation that intrudes from within the first area A1 into the second area A2 is performed in a state where no touch operation on the second area A2 is being performed, in the firing control of the item I switched using the sliding operation within the intruded second area A2, a right reference coordinate RR0 is newly set at the position where it intrudes into the second area A2, and the vertical component between the latest touch input coordinate TR within the second area A2 and the right reference coordinate RR0 or the right reference coordinate RRm is used. As another example, when a sliding operation that intrudes from within the first area A1 into the second area A2 is performed in a state where a touch operation on the second area A2 is still being performed and a state where two touch input coordinates are detected within the second area A2 is thus achieved, in the firing control of the item I using the sliding operation within the intruded second area A2, the coordinate that is the middle position of the two touch input coordinates is set as the latest right touch input coordinate TR, and the vertical component between the latest right touch input coordinate TR and the right reference coordinate RR0 or the right reference coordinate RRm set within the second area A2 is used.
[0139] In addition, when, in a state where the launch control of the item I corresponding to the sliding operation within the second area A2 is in progress, the touch coordinates of the sliding operation invade the first area A1, various touch coordinate data (right reference coordinate data, current right touch input coordinate data, right touch history data, etc.) set within the second area A2 are cleared, and the control switches to the movement direction control of the player object PO using the sliding operation that has invaded the first area A1. As an example, when a sliding operation that invades the first area A1 from within the second area A2 is performed in a state where no touch operation is performed within the first area A1, in the movement direction control of the player object PO switched using the sliding operation that has invaded the first area A1, a left reference coordinate RL0 is newly set at the position where the first area A1 is invaded, and the horizontal component between the latest touch input coordinate TL within the first area A1 and the left reference coordinate RL0 or the left reference coordinate RLm is used. As another example, when a sliding operation that invades the first area A1 from within the second area A2 is performed in a state where a touch operation within the first area A1 is still in progress, resulting in a state where two touch input coordinates are detected within the first area A1, in the movement direction control of the player object PO using the sliding operation that has invaded the first area A1, the coordinate that is the midpoint of the two touch input coordinates is set as the latest left touch input coordinate TL, and the horizontal component between the latest left touch input coordinate TL and the left reference coordinate RL0 or the left reference coordinate RLm set within the first area A1 is used.
[0140] In addition, in the above description, the following example is used: when invading another area during the sliding operation, various touch coordinate data set in the area where the sliding operation was originally performed are cleared, but it is also possible not to clear the various touch coordinate data. For example, it may be that, corresponding to the driving mode selected by the sliding operation (for example, when the player object PO is drifting), when the touch coordinates of the sliding operation invade the second area A2, various touch coordinate data (left reference coordinate data, current left touch input coordinate data, left touch history data, etc.) set within the first area A1 are maintained, and the horizontal component of the sliding operation is set to 0 to continue the driving of the player object PO based on the driving mode. At the same time, the launch control of the item I is performed corresponding to the sliding operation that has invaded the second area A2. In this case, when the above sliding operation resumes to a touch input within the first area A1, the movement direction control of the player object PO is performed again using the various touch coordinate data maintained within the first area A1.
[0141] Here, a first area A1 and a second area A2 set for the landscape display unit 35 are set to be arranged side by side in the left-right direction (the major axis direction of the display unit 35). In addition, the left-right component (the component in the major axis direction of the display unit 35) of the sliding operation on the first area A1 is used for controlling the moving direction of the player object PO, and the up-down component of the sliding operation on the first area A1 is not used for controlling the moving direction of the player object PO (for example, steering wheel control, drift control, etc.). In addition, the up-down component (the component in the minor axis direction of the display unit 35) of the sliding operation on the second area A2 is used for controlling the launching of the item I, and the left-right component of the sliding operation on the second area A2 is not used for game control. Therefore, even when the user intends to perform game control using the left-right component of the sliding operation in the first area A1 but accidentally starts the sliding operation from the second area A2 which is not the user's intention, it is assumed that the sliding operation within the second area A2 which is not the user's intention becomes a sliding operation towards the first area A1 where a left-right component is generated. Therefore, the sliding operation within the second area A2 does not result in the control for launching the item I. Thus, the game control based on the above-mentioned sliding operation can be immediately switched to the game control that conforms to the user's intention, and during the sliding operation, the operation object undergoing the change will not change to another operation object. Therefore, it is possible to prevent confusion in the operation results. In addition, even when the user intends to perform game control using the up-down component of the sliding operation in the second area A2 but accidentally starts the sliding operation from the first area A1 which is not the user's intention, the user understands that the game control using the up-down component is performed using the second area A2. Therefore, even if the touch operation starts within the first area A1 slightly to the left of the center of the display screen, it is considered to move the touch position into the second area A2 which is to the right of the first area A1. At this time, the control object is switched, so that the control using the first area A1 is not continued, and thereafter, the control using the second area A2 can be performed.
[0142] In addition, in the above-described change of the operation mode, in the control of the moving direction of the player object PO in the first mode used in the vertical screen operation of the display unit 35, as the component in the left-right direction of the sliding input in the first area A1, the component in the first axis (short axis) direction of the display unit 35 is used. Further, in the control of the launching of the item I in the second mode used in the horizontal screen operation of the display unit 35, as the component in the up-down direction of the sliding input in the second area A2, the component in the first axis (short axis) direction of the display unit 35 is used. That is, the axis used as the component in the left-right direction in the operation when the display unit 35 is in the vertical screen is the same axis as the axis used as the component in the up-down direction in the operation when the display unit 35 is in the horizontal screen, but different axes may also be used. Further, in the above-described change of the operation mode, in the control of the launching of the item I in the first mode used in the vertical screen operation of the display unit 35, as the component in the up-down direction of the sliding input in the second area A2, the component in the second axis (long axis) direction of the display unit 35 is used. Further, in the control of the moving direction of the player object PO in the second mode used in the horizontal screen operation of the display unit 35, as the component in the left-right direction of the sliding input in the first area A1, the component in the second axis (long axis) direction of the display unit 35 is used. That is, the axis used as the component in the up-down direction in the operation when the display unit 35 is in the vertical screen is the same axis as the axis used as the component in the left-right direction in the operation when the display unit 35 is in the horizontal screen, but different axes may also be used.
[0143] In addition, in the above-described embodiment, the operation mode is switched based on the posture of the information processing apparatus 3 (display unit 35) in the actual space, but the operation mode may also be switched by other means. As an example, it may be that the user selects from options representing a plurality of operation modes, thereby switching the operation mode. As another example, it may be that the operation mode is switched based on the number of touch operations on the touch panel. As an example, it may be that the first mode is selected when the number of touch operations on the touch panel is 1, and the second mode is selected when the number of touch operations on the touch panel is 2.
[0144] In addition, an image for guiding the above-described sliding operation may also be displayed on the display unit 35. In this case, consider the following: The displayed guidance image is displayed at a display position corresponding to the selected operation mode. For example, consider the following: In the first mode where the display unit 35 is operated in the portrait orientation, an image for guiding the change in the moving direction of the player object PO by a sliding operation in the left-right direction and an image for guiding the launch of the item I by a sliding operation in the up-down direction are displayed near the lower center of the display screen. In addition, consider the following: In the second mode where the display unit 35 is operated in the landscape orientation, an image for guiding the change in the moving direction of the player object PO by a sliding operation in the left-right direction is displayed near the lower center of the first region A1, and an image for guiding the launch of the item I by a sliding operation in the up-down direction is displayed near the lower center of the second region A2.
[0145] In addition, it may be that a gap that does not belong to either region is provided between the first region A1 and the second region A2 in the touch area. In this case, it may also be that when a touch operation based on a sliding operation within the first region A1 or the second region A2 extends beyond the above-described gap, various touch coordinate data (reference coordinate data, current touch input coordinate data, touch history data, etc.) set within the first region A1 or the second region A2 is cleared, and the control process based on the sliding operation is cancelled. Moreover, it may be that when a sliding operation that invades from the above-described gap into the first region A1 or the second region A2 is performed, the control process using the invaded region is started with the invaded position as the reference position.
[0146] In addition, in the above-described embodiment, an example in which game processing is performed using the horizontal or vertical component of a sliding operation has been used, but other touch operation methods may also be applied. For example, it may be that even if a sliding operation in which the touch is temporarily stopped midway, but a touch operation is performed within the same region, the above-described process is applied as one sliding operation. In this case, it may also be that even if the touch is stopped, various touch coordinate data (reference coordinate data, current touch input coordinate data, touch history data, etc.) set within the first region A1 or the second region A2 is maintained for a certain period, and the touch coordinate data is used when the touch is started again.
[0147] In addition, in the above-described embodiments, an example is used in which the moving direction of the player object PO is controlled based on the components in the left and right directions of the sliding operation. However, it may also be possible to control the moving direction of the player object PO by other operations both in the first mode and in the second mode. For example, it may be possible to change the moving direction of the player object PO to the left and right corresponding to the operation of rolling the entire information processing device 3 (display unit 35) around the left and right in the depth direction of the display screen. This operation of changing the posture of the entire information processing device 3 (display unit 35) can be detected by calculating the posture of the entire information processing device 3 (display unit 35) based on the direction of gravity in the actual space using the output from the inertial sensor 37, and the moving direction of the player object PO can be controlled based on the above-described rolling angle with respect to the direction of gravity.
[0148] In addition, in the above-described embodiments, two touch areas (first area A1 and second area A2) are set by dividing the entire touch area in the landscape display unit 35 into left and right parts. However, it is also possible to set two touch areas by dividing the entire touch area into upper and lower parts. For example, the upper half area of the entire touch area in the display unit 35 can be set as the area for touch operation by the user's right hand, and the lower half area of the entire touch area can be set as the area for touch operation by the user's left hand, thereby enabling the setting of a touch operation area appropriate for the user.
[0149] Next, the details of the processing performed in the information processing device 3 will be described. First, with reference to Figure 14 the main data used in the processing performed in the information processing device 3 will be described. In addition, Figure 14 is a diagram showing an example of the main data and programs stored in the storage unit 32 of the information processing device 3.
[0150] As Figure 14 shown, operation data Da, operation mode data Db, portrait operation content data Dc, left-side operation content data Dd, right-side operation content data De, steering wheel angle data Df, firing direction data Dg, player object action data Dh, enemy object action data Di, prop position data Dj, and image data Dk, etc. are stored in the data storage area of the storage unit 32. In addition to the data included in the information shown in Figure 14 the storage unit 32 also stores data required in the processing, such as data used in the executed application program. In addition, various program groups Pa constituting an information processing program (game program), etc. are stored in the program storage area of the storage unit 32.
[0151] The operation data Da is data representing operation information indicating that the user has operated the information processing device 3. For example, operation data representing an operation on the input unit 34 including a touch panel is acquired in units of the time when the information processing device 3 processes it (e.g., 1 / 60 second), and is saved and updated as the operation data Da accordingly. In addition, operation data detected by the inertial sensor 37 through an operation of moving the information processing device 3 (display unit 35) is also acquired in units of the time when the information processing device 3 processes it, and is saved and updated as the operation data Da accordingly.
[0152] The operation mode data Db is data representing the set operation mode. Specifically, it is data indicating whether the operation mode at the current time point is the first mode or the second mode.
[0153] The portrait operation content data Dc is data representing the operation content (operation content in the first mode) when the display unit 35 is operated in portrait, and includes current touch input coordinate data Dc1, touch trajectory coordinate data Dc2, first reference coordinate data Dc3, second reference coordinate data Dc4, left - right direction component data Dc5, input length data Dc6, input vector data Dc7, determination area data Dc8, etc.
[0154] The current touch input coordinate data Dc1 is data representing the current touch position coordinate T when a touch operation is performed on the input unit 34 (touch panel) at the current time point in the first mode. The touch trajectory coordinate data Dc2 is data representing the history of touch input coordinates (touch trajectory coordinates) from the start of touching the touch panel to the current time point. The first reference coordinate data Dc3 is data representing the touch input coordinate when starting to touch the touch panel, and is data representing the first reference coordinate (reference coordinate R0) for calculating the left - right direction component of the swipe input. The second reference coordinate data Dc4 is data representing the touch input coordinate that moves on the touch trajectory coordinate in a manner that satisfies a specified condition, and is data representing the second reference coordinate (reference coordinate Rm) for calculating the up - down direction component of the swipe input. In addition, as described above, the left - right direction component of the swipe input in the first mode can also be calculated based on the second reference coordinate Rm.
[0155] The left - right direction component data Dc5 is data representing the left - right direction component of the swipe input entered in the first mode.
[0156] The input length data Dc6 is data representing the length of the trajectory of the touch position entered in the first mode. The input vector data Dc7 is data representing the vector FD from the reference coordinate Rm to the current touch position coordinate T.
[0157] The determination area data Dc8 is data representing the determination areas UA and LA for determining a swipe input in the upward or downward direction.
[0158] The left operation content data Dd is data representing the operation content using the first area A1 when the display unit 35 is operated in the landscape orientation (the operation content when the first area A1 is touched in the second mode), and includes the current left touch input coordinate data Dd1, the left touch trajectory coordinate data Dd2, the left first reference coordinate data Dd3, the left second reference coordinate data Dd4, the left - right direction component data Dd5, and the left input length data Dd6, etc.
[0159] The current left touch input coordinate data Dd1 is data representing the current left touch position coordinate TL when the first area A1 of the input unit 34 (touch panel) is touched at the current time point in the second mode. The left touch trajectory coordinate data Dd2 is data representing the history (touch trajectory coordinates) of the touch input coordinates within the first area A1 from the start of touching the first area A1 to the current time point. The left first reference coordinate data Dd3 is data representing the touch input coordinates when starting to touch the first area A1, and is data representing the left reference coordinate (left reference coordinate RL0) for calculating the left - right direction component of the swipe input in the first area A1. The left second reference coordinate data Dd4 is data representing the touch input coordinates that move on the touch trajectory coordinates within the first area A1 in a manner that satisfies a specified condition, and is data representing the left reference coordinate (left reference coordinate RLm). In addition, as described above, the left - right direction component of the swipe input in the second mode can also be calculated based on the left reference coordinate RLm.
[0160] The left - right direction component data Dd5 is data representing the left - right direction component of the swipe input entered in the first area A1 in the second mode.
[0161] The left input length data Dd6 is data representing the length of the trajectory of the touch position entered in the first area A1 in the second mode.
[0162] The right operation content data De is data representing the operation content using the second area A2 when the display unit 35 is operated in the landscape orientation (the operation content when the second area A2 is touched in the second mode), and includes the current right touch input coordinate data De1, the right touch trajectory coordinate data De2, the right first reference coordinate data De3, the right second reference coordinate data De4, the right input length data De5, the input vector data De6, and the determination area data De7, etc.
[0163] The current right - hand touch input coordinate data De1 is data representing the current right - hand touch position coordinate TR when a touch operation is performed on the second area A2 of the input unit 34 (touch panel) at the current time point in the second mode. The right - hand touch - track coordinate data De2 is data representing the history (touch - track coordinates) of the touch - input coordinates within the second area A2 from the start of touching the second area A2 to the current time point. The right - hand first reference coordinate data De3 is data representing the touch - input coordinate when starting to touch the second area A2, and is data representing the right - hand reference coordinate (right - hand reference coordinate RR0). The right - hand second reference coordinate data De4 is data representing the touch - input coordinate that moves on the touch - track coordinates within the second area A2 in a manner that satisfies a specified condition, and is data representing the right - hand reference coordinate (right - hand reference coordinate RRm) used to calculate the up - and - down direction component of the swipe input in the second area A2.
[0164] The right - hand input length data De5 is data representing the length of the trajectory of the touch position input in the second area A2 in the second mode.
[0165] The input vector data De6 is data representing the vector FD from the right - hand reference coordinate RRm to the current right - hand touch position coordinate TR.
[0166] The determination - area data De7 is data representing the determination areas UA and LA for determining the up - or down - direction swipe input in the second area A2.
[0167] The steering - wheel angle data Df is data representing the steering - wheel angle of the player object PO calculated based on the left - and - right direction component of the above - mentioned swipe input. The launch - direction data Dg is data representing the direction of the launch item IM launched by the player object PO.
[0168] The player - object action data Dh is data representing the actions of the player object PO, and also includes data such as the position, speed, posture, lap number, ranking, etc. of the player object PO in a racing competition. The enemy - object action data Di is data representing the actions of the enemy object EO, and also includes data such as the position, speed, posture, lap number, ranking, etc. of the enemy object EO in a racing competition. The item - position data Dj is data representing the position of the icon I (item to be used IP) configured at the ready - to - use position and the position of the launched icon I (launched item IM).
[0169] The image data Dk is data used to display game images (for example, images of the player object PO, enemy object EO, item I, carry - frame HF, item - lottery icon AB, images of other virtual objects, in - field images such as the race track, background images, etc.) on the display unit 35 of the information processing device 3 during the game.
[0170] Next, with reference to Figures 15 to 18 the detailed content of the processing performed in the information processing apparatus 3 will be described. In addition, Figure 15 FIG. Figure 16 is a flowchart showing an example of the processing performed in the information processing apparatus 3. Figure 15 is a subroutine showing an example of the detailed content of the portrait operation content determination process in step S105 of Figure 17 is a flowchart showing an example of the processing performed in the information processing apparatus 3. Figure 15 is a subroutine showing an example of the detailed content of the left operation content determination process in step S106 of Figure 18 is a flowchart showing an example of the processing performed in the information processing apparatus 3. Figure 15 is a subroutine showing an example of the detailed content of the right operation content determination process in step S107 of Figures 15 to 18 In the flowchart shown in Figures 15 to 18 in the processing in the information processing system 1, as an example, the game processing associated with the control of the player object PO will be mainly described, and the detailed description of other processes not directly related to these processes will be omitted. In addition, in
[0171] In the present embodiment, a series of processes shown in Figures 15 to 18 are performed by the control unit 31 (CPU) executing the game program stored in the program storage unit 33. In addition, the timing for starting the processing shown in Figures 15 to 18 is arbitrary. At this time, a part or all of the game program is read into the storage unit 32 at an appropriate timing and executed by the control unit 31. Thereby, a series of processes shown in Figures 15 to 18 are started. In addition, it is assumed that the game program is stored in the program storage unit 33 in advance. However, in other embodiments, it may be obtained from a storage medium that can be attached to and detached from the information processing apparatus 3 and stored in the storage unit 32, or it may be obtained from another device via a network such as the Internet and stored in the storage unit 32.
[0172] In addition, Figures 15 to 18 the processing of each step in the flowchart shown in
[0173] In Figure 15In this process, the control unit 31 performs an initial setting (step S101) to proceed to the next step. For example, the control unit 31 initializes each parameter to be used in the subsequent process.
[0174] Next, the control unit 31 obtains operation data from the input unit 34 and the inertial sensor 37 to update the operation data Da (step S102) and proceeds to the next step.
[0175] Next, the control unit 31 refers to the operation data Da to perform a process of determining the operation mode (step S103) and proceeds to the next step. For example, based on the detection results detected by the inertial sensor 37 represented by the operation data Da (the acceleration along the three-axis directions detected by the acceleration sensor and / or the angular velocity around the three axes detected by the angular velocity sensor), the control unit 31 calculates the direction of the gravitational acceleration acting on the information processing device 3 (display unit 35) using any method. Then, when the direction of the gravitational acceleration acting on the display unit 35 is closer to the long axis direction than to the short axis direction closer to the display unit 35, the control unit 31 determines that the information processing device 3 (display unit 35) is in the portrait orientation and sets the operation mode to the first mode to update the operation mode data Db. In addition, when the direction of the gravitational acceleration acting on the display unit 35 is closer to the short axis direction than to the long axis direction closer to the display unit 35, the control unit 31 determines that the information processing device 3 (display unit 35) is in the landscape orientation and sets the operation mode to the second mode to update the operation mode data Db.
[0176] Next, the control unit 31 refers to the operation mode data Db to determine whether the operation mode at the current time is the first mode (step S104). Then, when the operation mode at the current time is the first mode, the control unit 31 proceeds to step S105. On the other hand, when the operation mode at the current time is the second mode, the control unit 31 proceeds to step S106.
[0177] In step S105, the control unit 31 performs a process of determining the operation content in the portrait orientation and proceeds to step S108. Next, Figure 16 the process of determining the operation content in the portrait orientation performed in the above step S105 will be described.
[0178] In Figure 16Among them, the control unit 31 updates the current touch position coordinates based on the latest operation data obtained in the above step S102 (step S121), and makes the process enter the next step. For example, the control unit 31 defines a display screen coordinate system for the display screen of the display unit 35, where the X-axis (the right direction is the positive direction of the X-axis) is set as the left-right direction (the short-axis direction of the display unit 35) of the display screen, and the Y-axis (the upward direction is the positive direction of the Y-axis) is set as the up-down direction (the long-axis direction of the display unit 35) of the display screen. Then, the control unit 31 obtains the touch input coordinates in the above display screen coordinate system when the touch panel of the information processing device 3 is touched from the latest operation data obtained in the above step S102 as the current touch input coordinate T, and uses this current touch input coordinate T to update the current touch input coordinate data Dc1. In addition, when the latest operation data obtained in the above step S102 does not include the touch input coordinates when the touch panel is touched, the control unit 31 determines that the user has stopped touching the touch panel, and uses the data indicating the stop of touching to update the current touch input coordinate data Dc1.
[0179] Next, the control unit 31 adds the current touch input coordinate T updated in the above step S121 to the touch trajectory coordinates (step S122), and makes the process enter the next step. For example, the control unit 31 adds the current touch input coordinate T updated in the above step S121 to the touch trajectory coordinates represented by the touch trajectory coordinate data Dc2, and uses the added touch trajectory coordinates to update the touch trajectory coordinate data Dc2. In addition, when the current touch input coordinate data Dc1 indicates the stop of touching, the control unit 31 does not update the touch trajectory coordinate data Dc2 and makes the process enter the next step.
[0180] Next, the control unit 31 determines whether the touch panel of the information processing device 3 has changed from the stop-touch state to the start-touch state (step S123). Then, when the touch panel changes from the stop-touch state to the start-touch state, the control unit 31 makes the process enter step S124. On the other hand, when the touch panel has not changed from the stop-touch state to the start-touch state (for example, when the touch has been stopped or when the touch operation continues after the start of touching), the control unit 31 makes the process enter step S125.
[0181] In step S124, the control unit 31 sets the first reference coordinate and the second reference coordinate, and the process proceeds to step S125. For example, the control unit 31 refers to the current touch input coordinate data Dc1 to obtain the current touch input coordinate T updated in the above step S121, and sets the current touch input coordinate T as the first reference coordinate R0 and the second reference coordinate Rm in the above display screen coordinate system, respectively. Then, the control unit 31 updates the first reference coordinate data Dc3 using the set first reference coordinate R0, and updates the second reference coordinate data Dc4 using the set second reference coordinate Rm.
[0182] In step S125, the control unit 31 calculates the component in the left-right direction of the swipe input to the touch panel, and the process proceeds to the next step. For example, the control unit 31 refers to the first reference coordinate data Dc3 and the current touch input coordinate data Dc1 to obtain the first reference coordinate R0(X0, Y0) and the current touch position coordinate T(Xt, Yt) in the above display screen coordinate system. Then, the control unit 31 calculates Xt - X0 as the magnitude of the component in the left-right direction (the X-axis direction component) of the swipe input, and updates the left-right direction component data Dc5 using the calculated Xt - X0. In addition, when the second reference coordinate Rm is used to calculate the component in the left-right direction of the swipe input to the touch panel, the control unit 31 refers to the second reference coordinate data Dc4 and the current touch input coordinate data Dc1 to obtain the second reference coordinate Rm(Xm, Ym) and the current touch position coordinate T(Xt, Yt) in the above display screen coordinate system. Then, the control unit 31 calculates Xt - Xm as the magnitude of the component in the left-right direction (the X-axis direction component) of the swipe input, and updates the left-right direction component data Dc5 using the calculated Xt - Xm.
[0183] Next, the control unit 31 calculates the steering wheel angle of the player object PO (step S126), and the process proceeds to the next step. For example, when the component in the left-right direction calculated in the above step S125 is a positive value, the control unit 31 calculates the steering wheel angle in the right direction based on the absolute value of the component in the left-right direction, and updates the steering wheel angle data Df using the steering wheel angle. In addition, when the component in the left-right direction calculated in the above step S125 is a negative value, the control unit 31 calculates the steering wheel angle in the left direction based on the absolute value of the component in the left-right direction, and updates the steering wheel angle data Df using the steering wheel angle. Further, when the touch on the touch panel is stopped, the control unit 31 changes the steering wheel angle so that the steering wheel angle returns to the neutral position at a specified speed, and updates the steering wheel angle data Df.
[0184] Next, the control unit 31 calculates the input length from the second reference coordinate Rm to the current touch input coordinate T (step S127), and advances the process to the next step. For example, the control unit 31 refers to the current touch input coordinate data Dc1, the touch trajectory coordinate data Dc2, and the second reference coordinate data Dc4 to calculate the input length from the second reference coordinate Rm to the current touch position coordinate T along the touch input trajectory, and updates the input length data Dc6 using this input length.
[0185] Next, the control unit 31 determines whether the input length calculated in the above step S127 is longer than a specified threshold value L (step S128). Then, when the above input length is longer than the specified threshold value L, the control unit 31 advances the process to step S129. On the other hand, when the above input length is equal to or less than the specified threshold value L, the control unit 31 advances the process to step S130.
[0186] In step S129, the control unit 31 moves the second reference coordinate Rm so that the above input length becomes equal to or less than the threshold value L, and advances the process to step S130. For example, the control unit 31 sequentially deletes the history of the touch position coordinate T that is longer than the threshold value L based on a specified speed, and sets the position of the touch position coordinate T that becomes the earliest corresponding to the deletion process as the second reference coordinate Rm, so that the input length calculated in the above step S127 becomes equal to or less than the threshold value L at a specified speed. Thus, the control unit 31 moves the second reference coordinate Rm along the touch input trajectory in the direction of the current touch position coordinate T, and updates the second reference coordinate data Dc4 using the moved second reference coordinate Rm.
[0187] In step S130, the control unit 31 calculates the input vector FD, and advances the process to the next step. For example, the control unit 31 refers to the current touch input coordinate data Dc1 and the second reference coordinate data Dc4 to calculate the input vector FD from the second reference coordinate Rm to the current touch position coordinate T in the above display screen coordinate system, and updates the input vector data Dc7 using this input vector FD.
[0188] Next, the control unit 31 determines whether the length of the input vector FD is equal to or greater than a specified length and whether the direction represented by the input vector FD is within a predetermined determination area (step S131). Then, when the length of the input vector FD is equal to or greater than the specified length and the direction represented by the input vector FD is within the above determination area, the control unit 31 advances the process to step S132. On the other hand, when the length of the input vector FD is not equal to or greater than the specified length or the direction represented by the input vector FD is not within the above determination area, the control unit 31 cancels the emission direction represented by the emission direction data Dg and advances the process to step S133. For example, the control unit 31 refers to the determination area data Dc8 to obtain a front determination area UA which is a specified angular range centered on the positive Y-axis direction and a rear determination area LA which is a specified angular range centered on the negative Y-axis direction. When the length of the input vector FD calculated in the above step S130 is equal to or greater than the specified length and the direction of the input vector FD is within the front determination area UA or the rear determination area LA, an affirmative determination is made in the above step S131.
[0189] In step S132, the control unit 31 sets the emission direction and advances the process to step S133. For example, when the direction of the input vector FD calculated in the above step S130 is within the front determination area UA, the control unit 31 sets the front direction of the player object PO as the emission direction and updates the emission direction data Dg using this emission direction. In addition, when the direction of the input vector FD calculated in the above step S130 is within the rear determination area LA, the control unit 31 sets the rear direction of the player object PO as the emission direction and updates the emission direction data Dg using this emission direction. Further, the control unit 31 may also set the direction deviated from the front direction or the rear direction of the player object PO by the angle difference between the Y-axis direction and the direction of the input vector FD as the above emission direction.
[0190] In step S133, the control unit 31 determines whether the state has changed from a state where a touch operation is performed on the touch panel of the information processing device 3 to a state where the touch has stopped. Then, when the state has changed from a state where a touch operation is performed on the touch panel to a state where the touch has stopped, the control unit 31 advances the process to step S134. On the other hand, when the state has not changed from a state where a touch operation is performed on the touch panel to a state where the touch has stopped (for example, when no further touch operation is performed after the touch has stopped, or when a touch is started, or when a touch operation is continued after the touch has started), the control unit 31 ends the processing of this subroutine.
[0191] In step S134, the control unit 31 eliminates the first reference coordinate R0, the second reference coordinate Rm, and the touch trajectory coordinates, and ends the processing of this subroutine. For example, the control unit 31 eliminates the first reference coordinate R0 represented by the first reference coordinate data Dc3, the second reference coordinate Rm represented by the second reference coordinate data Dc4, and the touch trajectory coordinates represented by the touch trajectory coordinate data Dc2, respectively.
[0192] Return to Figure 15 , in the above step S104, when it is determined that the operation mode at the current time point is the second mode, the control unit 31 performs the left operation content determination process (step S106), and the process proceeds to step S107. Next, with reference to Figure 17 to describe the left operation content determination process performed in the above step S106.
[0193] In Figure 17 , the control unit 31 updates the current left touch position coordinates based on the latest operation data obtained in the above step S102 (step S141), and the process proceeds to the next step. For example, the control unit 31 defines a display screen coordinate system for the display screen of the display unit 35, where the X-axis (the left direction is the positive direction of the X-axis) is the left-right direction (the major axis direction of the display unit 35) of the display screen, and the Y-axis (the upward direction is the positive direction of the Y-axis) is the up-down direction (the minor axis direction of the display unit 35) of the display screen. Then, the control unit 31 obtains the touch input coordinates in the display screen coordinate system when the first area A1 is touched from the latest operation data obtained in the above step S102 as the current left touch input coordinate TL, and uses this current left touch input coordinate TL to update the current left touch input coordinate data Dd1. In addition, when the latest operation data obtained in the above step S102 contains two touch input coordinates when the first area A1 is touched, the control unit 31 uses the middle position of the touch input coordinates as the current left touch input coordinate TL to update the current left touch input coordinate data Dd1. Further, when the latest operation data obtained in the above step S102 does not contain the touch input coordinates when the first area A1 is touched, the control unit 31 determines that the first area A1 has stopped being touched, and uses the data indicating the stop of touching to update the current left touch input coordinate data Dd1. In addition, the area setting unit performs the process of setting non-overlapping first and second areas arranged in the first axis direction in the touch area. As an example, the control unit 31 that performs the process equivalent to step S141.
[0194] Next, the control unit 31 adds the updated current left touch input coordinate TL in the above step S141 to the left touch trajectory coordinates (step S142), and advances the process to the next step. For example, the control unit 31 adds the updated current left touch input coordinate TL in the above step S141 to the left touch trajectory coordinates represented by the left touch trajectory coordinate data Dd2, and updates the left touch trajectory coordinate data Dd2 using the added left touch trajectory coordinates. In addition, when the current left touch input coordinate data Dd1 indicates the end of touch, the control unit 31 advances the process to the next step without updating the left touch trajectory coordinate data Dd2.
[0195] Next, the control unit 31 determines whether the touch operation on the first area A1 has started (step S143). For example, when the touch on the first area A1 starts, or when a touch operation that crosses from the second area A2 to the first area A1 is performed, the control unit 31 makes an affirmative determination in the above step S143. Then, when the touch operation on the first area A1 has started, the control unit 31 advances the process to step S144. On the other hand, when the touch operation on the first area A1 has not started (for example, when no touch operation is performed within the first area A1, or when the touch operation on the first area A1 is continuing), the control unit 31 advances the process to step S145.
[0196] In step S144, the control unit 31 sets the left first reference coordinate and the left second reference coordinate, and advances the process to step S125. For example, the control unit 31 refers to the current left touch input coordinate data Dd1 to obtain the updated current left touch input coordinate TL in the above step S141, and sets the current left touch input coordinate TL as the left first reference coordinate RL0 and the left second reference coordinate RLm in the above display screen coordinate system, respectively. Then, the control unit 31 updates the left first reference coordinate data Dd3 using the set left first reference coordinate RL0, and updates the left second reference coordinate data Dd4 using the set left second reference coordinate RLm.
[0197] In step S145, the control unit 31 calculates the component in the left - right direction of the sliding input to the first area A1, and advances the process to the next step. For example, the control unit 31 refers to the left - hand first reference coordinate data Dd3 and the current left - hand touch - input coordinate data Dd1 to obtain the left - hand first reference coordinate RL0(XL0, YL0) and the current left - hand touch - position coordinate TL(XtL, YtL) in the above - mentioned display - screen coordinate system. Then, the control unit 31 calculates XtL - XL0 as the magnitude of the component in the left - right direction (the component in the X - axis direction) of the sliding input, and uses the calculated XtL - XL0 to update the left - right direction component data Dd5. In addition, when the left - hand second reference coordinate RLm is used to calculate the component in the left - right direction of the sliding input to the touch panel, the control unit 31 refers to the left - hand second reference coordinate data Dd4 and the current left - hand touch - input coordinate data Dd1 to obtain the left - hand second reference coordinate RLm(XLm, YLm) and the current touch - position coordinate T(XtL, YtL) in the above - mentioned display - screen coordinate system. Then, the control unit 31 calculates XtL - XLm as the magnitude of the component in the left - right direction (the component in the X - axis direction) of the sliding input, and uses the calculated XtL - XLm to update the left - right direction component data Dd5.
[0198] Next, the control unit 31 calculates the steering - wheel angle of the player object PO (step S146), and advances the process to the next step. For example, when the component in the left - right direction calculated in the above - mentioned step S145 is a positive value, the control unit 31 calculates the steering - wheel angle in the right direction based on the absolute value of the component in the left - right direction, and uses the steering - wheel angle to update the steering - wheel angle data Df. In addition, when the component in the left - right direction calculated in the above - mentioned step S145 is a negative value, the control unit 31 calculates the steering - wheel angle in the left direction based on the absolute value of the component in the left - right direction, and uses the steering - wheel angle to update the steering - wheel angle data Df. Moreover, when no touch operation is performed within the first area A1, the control unit 31 changes the steering - wheel angle so that the steering - wheel angle returns to the neutral position at a prescribed speed, and updates the steering - wheel angle data Df. In addition, the first control unit performs processing to determine the direction of the first control based on the component in the first - axis direction of the difference between the coordinates of the coordinate input within the first area after setting the first - area reference coordinate and the first - area reference coordinate. As an example, the control unit 31 that performs the processing equivalent to step S146.
[0199] Next, the control unit 31 calculates the left input length from the second left reference coordinate RLm to the current left touch input coordinate TL (step S147), and proceeds to the next step. For example, the control unit 31 refers to the current left touch input coordinate data Dd1, the left touch trajectory coordinate data Dd2, and the second left reference coordinate data Dd4 to calculate the left input length from the second left reference coordinate RLm to the current left touch position coordinate TL along the left touch input trajectory, and updates the left input length data Dd6 using this left input length.
[0200] Next, the control unit 31 determines whether the left input length calculated in the above step S147 is longer than a specified threshold L (step S148). Then, when the left input length is longer than the specified threshold L, the control unit 31 proceeds to step S149. On the other hand, when the left input length is less than or equal to the specified threshold L, the control unit 31 proceeds to step S150.
[0201] In step S149, the control unit 31 moves the second left reference coordinate RLm so that the left input length becomes less than or equal to the threshold L, and proceeds to step S150. For example, the control unit 31 sequentially deletes the history of the left touch position coordinates TL that are longer than the threshold L based on a specified speed, and sets the position of the left touch position coordinate TL that becomes the earliest corresponding to this deletion process as the second left reference coordinate RLm, so that the left input length calculated in the above step S157 becomes less than or equal to the threshold L at a specified speed. Thus, the control unit 31 moves the second left reference coordinate RLm along the left touch input trajectory in the direction of the current left touch position coordinate TL, and updates the second left reference coordinate data Dd4 using the moved second left reference coordinate RLm. In addition, the reference setting unit performs a process of setting the first area reference coordinate as the reference coordinate in the first area based on the coordinate input performed in the first area. As an example, the control unit 31 that performs the processes of steps S144 and S149 is equivalent.
[0202] In step S150, the control unit 31 determines whether the touch operation on the first region A1 has ended. For example, when the touch on the first region A1 stops, or when a touch operation that crosses from the first region A1 to the second region A2 is performed, the control unit 31 makes an affirmative determination in step S150 above. Then, when the touch operation on the first region A1 has ended, the control unit 31 advances the process to step S151. On the other hand, when the touch operation on the first region A1 has not ended (for example, when the touch operation on the first region A1 is not continuously performed, or when the first region A1 is touched for the first time, or when the touch operation is continuously performed within the first region A1 after touching the first region A1 for the first time), the control unit 31 ends the processing of this subroutine.
[0203] In step S151, the control unit 31 deletes the left first reference coordinate RL0, the left second reference coordinate RLm, and the left touch trajectory coordinate, and ends the processing of this subroutine. For example, the control unit 31 deletes the left first reference coordinate RL0 represented by the left first reference coordinate data Dd3, the left second reference coordinate RLm represented by the left second reference coordinate data Dd4, and the left touch trajectory coordinate represented by the left touch trajectory coordinate data Dd2, respectively.
[0204] Return to Figure 15 , after the left operation content determination process in step S106 above, the control unit 31 performs a right operation content determination process (step S107), and advances the process to step S108. Next, with reference to Figure 18 the right operation content determination process performed in step S107 above will be described.
[0205] In Figure 18In this case, the control unit 31 updates the current right-side touch position coordinates based on the latest operation data obtained in the above step S102 (step S161), and proceeds to the next step. For example, the control unit 31 obtains the touch input coordinates in the display screen coordinate system when the second area A2 is touched from the latest operation data obtained in the above step S102 as the current right-side touch input coordinate TR, and uses this current right-side touch input coordinate TR to update the current right-side touch input coordinate data De1. In addition, when the latest operation data obtained in the above step S102 contains two touch input coordinates when the second area A2 is touched, the control unit 31 uses the middle position of the touch input coordinates as the current right-side touch input coordinate TR to update the current right-side touch input coordinate data De1. Further, when the latest operation data obtained in the above step S102 does not contain the touch input coordinates when the second area A2 is touched, the control unit 31 determines that the touch on the second area A2 has stopped, and uses the data indicating the stop of the touch to update the current right-side touch input coordinate data De1. In addition, the area setting unit performs the process of setting non-overlapping first and second areas arranged in the first axis direction in the touch area. As an example, the control unit 31 corresponds to the process of step S161.
[0206] Next, the control unit 31 adds the current right-side touch input coordinate TR updated in the above step S161 to the right-side touch trajectory coordinates (step S142), and proceeds to the next step. For example, the control unit 31 adds the current right-side touch input coordinate TR updated in the above step S161 to the right-side touch trajectory coordinates represented by the right-side touch trajectory coordinate data De2, and uses the added right-side touch trajectory coordinates to update the right-side touch trajectory coordinate data De2. In addition, when the current right-side touch input coordinate data De1 indicates the stop of the touch, the control unit 31 does not update the right-side touch trajectory coordinate data De2 and proceeds to the next step.
[0207] Next, the control unit 31 determines whether the touch operation on the second area A2 has started (step S163). For example, when the second area A2 is touched, or when a touch operation from the first area A1 to the second area A2 is performed, the control unit 31 makes an affirmative determination in the above step S163. Then, when the touch operation on the second area A2 has started, the control unit 31 proceeds to step S164. On the other hand, when the touch operation on the second area A2 has not started (for example, when the second area A2 is not touched, or when the touch operation on the second area A2 is being continuously performed), the control unit 31 proceeds to step S165.
[0208] In step S164, the control unit 31 sets the first right reference coordinate and the second right reference coordinate, and the process proceeds to step S165. For example, the control unit 31 refers to the current right touch input coordinate data De1 to obtain the current right touch input coordinate TR updated in the above step S161, and sets the current right touch input coordinate TR as the first right reference coordinate RR0 and the second right reference coordinate RRm of the above display screen coordinate system, respectively. Then, the control unit 31 updates the first right reference coordinate data De3 using the set first right reference coordinate RR0, and updates the second right reference coordinate data De4 using the set second right reference coordinate RRm.
[0209] In step S165, the control unit 31 calculates the right input length from the second right reference coordinate RRm to the current right touch input coordinate TR, and the process proceeds to the next step. For example, the control unit 31 refers to the current right touch input coordinate data De1, the right touch trajectory coordinate data De2, and the second right reference coordinate data De4 to calculate the right input length from the second right reference coordinate RRm to the current right touch position coordinate TR along the right touch input trajectory, and updates the right input length data De5 using the right input length.
[0210] Next, the control unit 31 determines whether the right input length calculated in the above step S165 is longer than a specified threshold L (step S166). Then, when the right input length is longer than the specified threshold L, the control unit 31 makes the process proceed to step S167. On the other hand, when the right input length is equal to or less than the specified threshold L, the control unit 31 makes the process proceed to step S168.
[0211] In step S167, the control unit 31 moves the second right reference coordinate RRm so that the right input length becomes equal to or less than the threshold L, and the process proceeds to step S168. For example, the control unit 31 sequentially deletes the history of the right touch position coordinates TR longer than the threshold L based on a specified speed, and sets the position of the right touch position coordinate TR that becomes the earliest corresponding to the deletion process as the second right reference coordinate RRm, so that the right input length calculated in the above step S165 becomes equal to or less than the threshold L at a specified speed. Thus, the control unit 31 moves the second right reference coordinate RRm along the right touch input trajectory in the direction of the current right touch position coordinate TR, and updates the second right reference coordinate data De4 using the moved second right reference coordinate RRm. In addition, the reference setting unit performs a process of setting a second area reference coordinate as a reference coordinate in the second area based on coordinate input performed in the second area. As an example, the control unit 31 corresponds to the processes of steps S164 and S167.
[0212] In step S168, the control unit 31 calculates the input vector FD and advances the process to the next step. For example, the control unit 31 refers to the current right-side touch input coordinate data De1 and the right-side second reference coordinate data De4 to calculate the input vector FD from the right-side second reference coordinate RRm to the current right-side touch position coordinate TR in the display screen coordinate system, and uses this input vector FD to update the input vector data De6.
[0213] Next, the control unit 31 determines whether the length of the input vector FD is equal to or greater than a specified length and the direction represented by the input vector FD is within a predetermined determination area (step S169). Then, when the length of the input vector FD is equal to or greater than the specified length and the direction represented by the input vector FD is within the determination area, the control unit 31 advances the process to step S170. On the other hand, when the length of the input vector FD is not equal to or greater than the specified length or the direction represented by the input vector FD is not within the determination area, the control unit 31 cancels the emission direction represented by the emission direction data Dg and advances the process to step S171. For example, the control unit 31 refers to the determination area data De7 to obtain the front determination area UA as a specified angle range centered on the positive Y-axis direction and the rear determination area LA as a specified angle range centered on the negative Y-axis direction. When the length of the input vector FD calculated in step S168 is equal to or greater than the specified length and the direction of the input vector FD is within the front determination area UA or the rear determination area LA, an affirmative determination is made in step S169.
[0214] In step S170, the control unit 31 sets the emission direction and advances the process to step S171. For example, when the direction of the input vector FD calculated in step S168 is within the front determination area UA, the control unit 31 sets the forward direction of the player object PO as the emission direction and uses this emission direction to update the emission direction data Dg. In addition, when the direction of the input vector FD calculated in step S168 is within the rear determination area LA, the control unit 31 sets the rearward direction of the player object PO as the emission direction and uses this emission direction to update the emission direction data Dg. In addition, the control unit 31 may also set the direction deviated from the forward direction or the rearward direction of the player object PO by the angle difference between the Y-axis direction and the direction of the input vector FD as the emission direction. In addition, the second control unit performs processing to determine the direction of the second control based on the component in the second axis direction different from the first axis direction of the difference between the coordinates input within the second area after setting the second area reference coordinates and the second area reference coordinates. As an example, it is equivalent to the control unit 31 that performs the processing of step S170.
[0215] In step S171, the control unit 31 determines whether the touch operation on the second area A2 has ended. For example, when the touch on the second area A2 stops, or when a touch operation that crosses from the second area A2 to the first area A1 is performed, the control unit 31 makes an affirmative determination in step S171 above. Then, when the touch operation on the second area A2 has ended, the control unit 31 causes the process to proceed to step S172. On the other hand, when the touch operation on the second area A2 has not ended (for example, when the touch operation on the second area A2 is not continuously performed, or when the second area A2 starts to be touched, or when the touch operation is continuously performed within the second area A2 after starting to touch the second area A2), the control unit 31 ends the processing of this subroutine.
[0216] In step S172, the control unit 31 eliminates the right first reference coordinate RR0, the right second reference coordinate RRm, and the right touch trajectory coordinate, and ends the processing of this subroutine. For example, the control unit 31 eliminates the right first reference coordinate RR0 represented by the right first reference coordinate data De3, the right second reference coordinate RRm represented by the right second reference coordinate data De4, and the right touch trajectory coordinate represented by the right touch trajectory coordinate data De2, respectively.
[0217] Return to Figure 15 , in step S108, the control unit 31 performs the first item lottery process and causes the process to proceed to the next step. Here, the control unit 31 performs the following processes as the above first item lottery process, which is: when the player object PO satisfies a specified condition, a new item I is lottery-selected and obtained, and the player object PO uses the obtained item I.
[0218] For example, as described above, in the above first item lottery process, when the player object PO passes by and opens the item box IB, a performance of lottery-selecting a new item I to be obtained is performed. Then, corresponding to the above lottery result, the player object PO obtains a new item I and performs a performance of hitting the "mania state". In addition, the control unit 31 performs a process of the player object PO using the item I that it is carrying. For example, when the launch direction is set in the launch direction data Dg and the item I that can be launched is in a usable state, the control unit 31 performs an item use process of launching the item I as the launch item IM from near the player object PO to move the item I, and updates the player object action data Dh, the item position data Dj, etc.
[0219] In addition, in the above step S108, the control unit 31 may either eliminate the firing direction represented by the firing direction data Dg, the second reference coordinate Rm represented by the second reference coordinate data Dc4, or the right second reference coordinate RRm represented by the right second reference coordinate data De4 as the item I is used, or may maintain them in their original states. In the former case, in order to use the item I again, it is necessary to start touching the touch panel again and perform a sliding operation in the direction where the item I can be used. In the latter case, at the time when the item I can be used, the item I can be immediately used based on the maintained firing direction, second reference coordinate Rm, or right second reference coordinate RRm.
[0220] Next, the control unit 31 performs a second item lottery process (step S109) to move the process to the next step. Here, the control unit 31 performs the following processes as the above second item lottery process: making the item lottery icon AB appear when a specified condition is satisfied, and performing an item lottery for obtaining a new item I when the item lottery icon AB is used.
[0221] For example, as described above, in the above second item lottery process, when the player object PO satisfies a specified condition during driving, the control unit 31 makes the item lottery icon AB appear instead of the carry frame HF. Here, when the display unit 35 is set to the first portrait mode, the control unit 31 makes the item lottery icon AB appear near the upper center of the display screen of the display unit 35 (refer to Figure 11 ), and when the display unit 35 is set to the second landscape mode, the control unit 31 makes the item lottery icon AB appear near the upper center of the second area A2 of the display unit 35 (refer to Figure 13 ). Then, when the item lottery icon AB is selected by the user's touch operation, the control unit 31 performs a performance for performing an item lottery for obtaining a new item I, and makes the player object PO obtain a new item I according to the lottery result.
[0222] Next, the control unit 31 performs a process of setting the action of the player object PO (step S110) to move the process to the next step. For example, the control unit 31 sets the position and posture of the player object PO in consideration of the steering wheel angle represented by the steering wheel angle data Df, the influence from other virtual objects, etc., and determines the action, position, posture, etc. of the player object PO in consideration of the state of the player object PO set in the player object action data Dh, and updates the player object action data Dh.
[0223] Next, the control unit 31 performs a process of setting the actions of the enemy object EO (step S111), and advances the process to the next step. As an example, when the control unit 31 controls the actions of the enemy object EO, the control unit 31 makes the enemy object EO act based on a prescribed algorithm, and updates the enemy object data Di based on this action. As another example, when the actions of the enemy object EO are controlled by the user of another information processing device 3 capable of communication, similar to the player object PO, the control unit 31 makes the enemy object EO act based on the operations of the user of the other information processing device 3, and updates the enemy object data Di based on this action.
[0224] Next, the control unit 31 performs a process of setting the actions of the item (step S112), and advances the process to the next step. For example, the control unit 31 performs a process of moving the launched item IM that has been set to be used and launched from the player object PO based on the launch direction data Dg, and updates the item position data Dj based on the position and posture after this movement.
[0225] Next, the control unit 31 performs display control processing of generating a display image and displaying the display image on the display unit 35 (step S113), and advances the process to the next step. For example, the control unit 31 performs the following processing: generates a display image corresponding to the processing results in the above respective steps based on the player object action data Dh, the enemy object data Di, the item position data Dj, etc., and displays the display image on the display unit 35. In addition, the position of the virtual camera used by the control unit 31 to generate the above display image moves based on the position of the player object PO, and when the operation mode is changed, the viewing angle of the virtual camera and the distance from the fixation point are changed to the viewing angle and the distance from the fixation point for a vertical screen or a horizontal screen based on the posture of the display unit 35 in the actual space with respect to the gravity direction. Further, in the display unit 35, regarding the display direction of the displayed image, when the display unit 35 is in the vertical screen state, the vertical direction of the display image is made the long axis direction of the display unit 35, and the lower direction of the display image is made closer to the gravity direction acting on the display unit 35 than the upper direction. In addition, in the display unit 35, regarding the display direction of the displayed image, when the display unit 35 is in the horizontal screen state, the vertical direction of the display image is made the short axis direction of the display unit 35, and the lower direction of the display image is made closer to the gravity direction acting on the display unit 35 than the upper direction.
[0226] Next, the control unit 31 determines whether to end the game process (step S114). As conditions for ending the game process, for example, there are conditions that satisfy the end of the game process, operations by the user to end the game process, and the like. When continuing the game process, the control unit 31 returns to the above step S102 to repeat the process. When ending the game process, the process of this flowchart is ended.
[0227] Thus, according to the information processing system 1 that performs the above game process, whether in the first mode or the second mode, the moving direction of the player object PO can be controlled by touch operations in the left and right directions, and the firing control of the item I can be performed by touch operations in the up and down directions. Therefore, if the operations based on one operation mode are learned, the operations based on the other operation mode can be easily performed, and thus the operations in each operation mode with different operation methods can be easily learned. In addition, according to the information processing system 1 that performs the above game process, even if a touch operation starts from a non-user-intended operation area (for example, the second area A2), instead of performing control based on the touch operation for this operation area, it is switched to control based on the operation using the user-intended operation area (for example, the first area A1). During this touch operation, the operation object being changed will not change to other operation objects, so the operability of the touch operation can be improved.
[0228] In addition, in the second mode, it is divided into an area (the first area A1) for detecting the horizontal component of the swipe operation as a steering wheel operation and an area (the second area A2) for detecting the vertical component of the swipe operation as a firing operation. Moreover, in the area for detecting the horizontal component, even if the vertical component is detected, the vertical component will not be processed as a firing operation. In the area for detecting the vertical component, even if the horizontal component is detected, the horizontal component will not be processed as a steering wheel operation. Therefore, it is possible to prevent the following operation errors: when a touch operation intended for a firing operation is performed, a non-user-intended steering wheel operation is performed due to the detection of the horizontal component of the touch operation; or when a touch operation intended for a steering wheel operation is performed, a non-user-intended firing operation is performed due to the detection of the vertical component of the touch operation.
[0229] In addition, in the above-described embodiment, as an example of the input unit 34 that detects a touch operation, a touch panel that covers the display screen of the display unit 35 is used, but it may also be other devices such as a touchpad. As an example, it may also be the following method: in the case of a game system that uses an independent controller to operate while watching game images displayed on a fixed monitor, the touchpad provided in the controller is used to perform a touch operation.
[0230] In addition, in the above-described embodiment, by switching the operation mode, the display direction of the image displayed on the display unit 35 is changed by 90°, but the operation mode may be switched without changing the display direction of the image. In addition, it may also be that even when the posture of the display unit 35 in the actual space does not change, the operation mode can be changed. As an example, it may also be that even when the display unit 35 is operated in a portrait orientation, it is possible to change from the first mode to the second mode.
[0231] In addition, another structural example of the recording medium storing the information processing program of the present invention is executed by a computer of an information processing apparatus, which controls a game using coordinate input detected by a touch input device having a touch area. The information processing program causes the computer to function as a mode switching unit, a reference setting unit, a first control unit, a second control unit, and a region setting unit. The mode switching unit switches the mode between a first mode and a second mode. The reference setting unit sets a reference coordinate based on the coordinate of the detected coordinate input. The first control unit performs a first control on the game. The second control unit performs a second control on the game that is different from the first control. The region setting unit sets a first region and a second region that do not overlap in the touch area. The reference setting unit sets a first reference coordinate as the reference coordinate based on the coordinate of the detected coordinate input in the first mode. In the second mode, the reference setting unit sets a first region reference coordinate as the reference coordinate within the first region based on the coordinate input within the first region, and sets a second region reference coordinate as the reference coordinate within the second region based on the coordinate input within the second region. In the first mode, the first control unit determines the direction of the first control on the game based on the component in the first axis direction of the difference between the coordinate of the coordinate input after setting the first reference coordinate and the first reference coordinate. In the first mode, the second control unit determines the direction of the second control on the game based on the component in the second axis direction, which is different from the first axis direction, of the difference between the coordinate of the coordinate input after setting the first reference coordinate and the first reference coordinate. In the second mode, the first control unit determines the direction of the first control based on the component in the third axis direction of the difference between the coordinate of the coordinate input within the first region after setting the first region reference coordinate and the first region reference coordinate. In the second mode, the second control unit determines the direction of the second control based on the component in the fourth axis direction, which is different from the third axis direction, of the difference between the coordinate of the coordinate input within the second region after setting the second region reference coordinate and the second region reference coordinate.
[0232] According to the above, if the operation based on one mode is learned, the operation based on the other mode can be easily performed, so that the operations in each mode with different operation methods can be easily learned.
[0233] In addition, it may be that the second control unit does not determine the direction of the second control based on the component in the fourth axis direction of the difference between the coordinate of the coordinate input within the first region after setting the first region reference coordinate and the first region reference coordinate.
[0234] According to the above, it is possible to prevent the following operation errors: when a touch operation for performing the first control is in progress, due to the detection of the component in the fourth axis direction of the touch operation, the second control not intended by the user is performed.
[0235] Alternatively, it may be that the first control unit does not determine the direction of the first control based on the component in the third axis direction of the difference between the coordinates of the coordinate input within the second region after setting the second region reference coordinates and the second region reference coordinates.
[0236] According to the above, it is possible to prevent the following operation errors: when a touch operation for performing the second control is in progress, due to the detection of the component in the third axis direction of the touch operation, the first control not intended by the user is performed.
[0237] Alternatively, it may be that in the first mode, the first control unit determines the direction of the first control for the game based on the component in the first axis direction of the difference between the coordinates of the coordinate input continued within the first region after setting the first reference coordinates and the first reference coordinates.
[0238] According to the above, it is possible to easily learn the operations in the mode using touch operations such as swipe operations, flick operations, drag operations, and slide-over operations.
[0239] Alternatively, the information processing device may also include a touch screen as a touch input device. The information processing program may also cause the computer to function as a direction switching unit. The direction switching unit switches the up and down directions of the image displayed on the touch screen between the first display direction and the second display direction according to the posture of the touch screen with respect to the gravity direction.
[0240] According to the above, it is possible to easily learn the operations in each mode that is switched according to the display direction.
[0241] Alternatively, it may be that the mode switching unit sets the operation mode to the first mode when the up and down directions of the image are the first display direction, and sets the operation mode to the second mode when the up and down directions of the image are the second display direction.
[0242] According to the above, it is possible to automatically switch the operation mode according to the display direction of the image.
[0243] Alternatively, it may be that the first display direction and the second display direction differ by 90 degrees.
[0244] According to the above, it is possible to switch the operation mode according to the display directions of the images that differ by 90°.
[0245] In addition, the above information processing device may also include a touch screen as a touch input device. The above information processing program may also cause the computer to function as a first image display control unit. In the second mode, the first image display control unit moves a first image for indicating a control associated with the first control to a position closer to the first area side in the touch screen than in the first mode.
[0246] According to the above, it is possible to display the first image for indicating the control associated with the first control at an appropriate position according to the operation area to be used.
[0247] In addition, the above information processing device may also include a touch screen as a touch input device. The above information processing program may also cause the computer to function as a second image display control unit. In the second mode, the second image display control unit moves a second image for indicating a control associated with the second control to a position closer to the second area side in the touch screen than in the first mode.
[0248] According to the above, it is possible to display the second image for indicating the control associated with the second control at an appropriate position according to the operation area to be used.
[0249] In addition, it may be that even during the first control based on coordinate input within the first area after setting the first area reference coordinates, the second control unit performs the second control based on coordinate input within the second area.
[0250] According to the above, it is possible to perform the second control overlapping with the first control.
[0251] In addition, it may be that the above touch input device has a touch area which is a rectangular area where the first side is longer than the second side.
[0252] According to the above, it is possible to easily learn the operations in each mode of the multiple modes using the rectangular touch area.
[0253] In addition, it may be that the above reference coordinate setting unit moves the reference coordinates closer to the coordinates of the coordinate input according to the distance between the coordinates of the coordinate input and the reference coordinates.
[0254] According to the above, the reference coordinates track the coordinate input, so it is possible to use the nearest operation direction intended by the user in the control.
[0255] In addition, it may be that the above first control is a control for moving a character object arranged in a virtual space.
[0256] According to the above, it is possible to easily learn the operation of moving the character object.
[0257] Alternatively, the second control described above may be a control for moving other objects from a character object disposed in the virtual space.
[0258] According to the above, the operation of moving other objects from a character object can be easily learned.
[0259] In addition, the other structural examples of the present invention described above can also be implemented in the form of an information processing apparatus, an information processing system, and an information processing method.
[0260] Furthermore, the above-described information processing system 1 includes a server 200 capable of communicating with the information processing apparatus 3. However, the game processing may be performed independently by the information processing apparatus 3 without being connected to the server 200. In particular, in the process of a user operating a player object PO to perform a racing game, the process can be executed without relying on the server 200, and thus can be achieved only through the internal processing of the information processing apparatus 3. Alternatively, in the case of a racing game participated by multiple information processing apparatuses 3, the above-described game processing can also be achieved without relying on the server 200 but through communication between the information processing apparatuses 3 or with other devices. Additionally, a part of the process of a user operating a player object PO to perform a racing game can be executed by the server 200. Thereby, the processing in multiple information processing apparatuses 3 can be centrally managed in the server 200.
[0261] In the above description, an example in which the information processing apparatus 3 performs information processing and communication processing is used. However, at least a part of the processing steps in the above processing may be performed by other devices. For example, it may be that, through cooperation with a server 200 or other devices (e.g., other servers, other game devices, other portable terminals) capable of communicating with the information processing apparatus 3, the processing steps in the above processing are executed. In this way, by having the server 200 and other devices perform at least a part of the processing steps in the above processing, the same processing as the above processing can be performed. Additionally, the above processing can be executed through cooperation between one processor or multiple processors included in an information processing system composed of at least one information processing apparatus. In the above embodiment, the processing based on the above flowchart is performed by the control unit 31 of the information processing apparatus 3 executing a prescribed program. However, a part or all of the above processing may be performed by a dedicated circuit provided in the information processing apparatus 3.
[0262] Herein, according to the above-described modification example, the present invention can also be implemented in a so-called cloud computing system mode, a distributed wide area network, and a local area network system mode. For example, in a distributed local area network system mode, the above processing can also be executed through cooperation between a fixed information processing device (fixed game device) and a portable information processing device (portable game device). In addition, in these system modes, there is no particular limitation on which device performs each step of the above processing, and it goes without saying that the present invention can be implemented regardless of any processing sharing.
[0263] In addition, the processing order used in the above information processing, set values, conditions used in the determination, etc. are merely examples, and it goes without saying that the present embodiment can be implemented even with other orders, values, and conditions.
[0264] In addition, regarding the above-mentioned various programs, they are not only provided to the information processing device 3 through an external storage medium such as an external memory, but can also be provided to the information processing device 3 through a wired or wireless communication line. In addition, the above programs can also be pre-recorded in a non-volatile storage device inside the information processing device 3. In addition, as the information storage medium for storing the above programs, in addition to non-volatile memories, it can also be a CD-ROM, DVD, or an optical disk-like storage medium similar to them, a floppy disk, a hard disk, an optical disk, a magnetic tape, etc. In addition, as the information storage medium for storing the above programs, it can also be a volatile memory that stores the above programs. Such a storage medium can be referred to as a record medium readable by a computer or the like. For example, by causing a computer or the like to read and execute the programs in these record media, the various functions described above can be provided.
[0265] The present invention has been described in detail above, but the above description is merely illustrative of the present invention in all aspects and is not intended to limit its scope. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. It should be understood that the scope of the present invention should be interpreted only according to the claims. In addition, it should be understood that those skilled in the art can implement an equivalent scope based on the description of the specific embodiments of the present invention, the description of the present invention, and common technical knowledge. It should be understood that in the case of being used in this specification, for elements described with the singular form preceded by the words "a" or "an", the related multiple elements are not excluded. In addition, it should be understood that unless otherwise mentioned, the terms used in this specification are used in the common meaning in the art. Therefore, unless otherwise defined, all technical terms and professional terms used in this specification have the same meaning as commonly understood by those skilled in the art to which the present invention pertains. In case of contradiction, this specification (including definitions) shall prevail.
[0266] As described above, an object of the present invention is to improve the operability of touch operations and the like, and the present invention is useful as, for example, an information processing program, an information processing apparatus, an information processing system, and an information processing method.
Claims
1. An information processing method for controlling a game using coordinate input detected by a touch input device having a touch area, the information processing method comprising the following steps: A region setting step in which a first region and a second region that do not overlap and are arranged in a first axis direction are set in the touch area; A reference setting step in which a first region reference coordinate is set as a reference coordinate in the first region based on the coordinate input performed in the first region, and a second region reference coordinate is set as a reference coordinate in the second region based on the coordinate input performed in the second region; A first control step in which the direction of the first control is determined based on the component in the first axis direction of the difference between the coordinate of the coordinate input performed in the first region after setting the first region reference coordinate and the first region reference coordinate; And A second control step in which the direction of the second control is determined based on the component in a second axis direction different from the first axis direction of the difference between the coordinate of the coordinate input performed in the second region after setting the second region reference coordinate and the second region reference coordinate, wherein when the coordinate input starts in the second region and then the coordinate in the first region is shown due to the continuous coordinate input, the second control is not performed and the following control is performed in the reference setting step and the first control step: in the reference setting step, the reference coordinate is set in the first region based on the coordinate of the coordinate input, and in the first control step, the direction of the first control is determined based on the component in the first axis direction of the difference between the coordinate in the first region and the reference coordinate.
2. The information processing method according to claim 1, wherein in the reference setting step, the reference coordinate is moved in a manner close to the coordinate of the coordinate input according to the distance between the coordinate of the coordinate input and the reference coordinate.
3. The information processing method according to claim 1 or 2, wherein when the coordinate input starts in the second region and then the coordinate in the first region is shown due to the continuous coordinate input, in the reference setting step, the coordinate when the coordinate input enters the first region is set as the reference coordinate.
4. The information processing method according to claim 1 or 2, wherein in the second control step, the direction of the second control is not determined based on the component in the second axis direction of the difference between the coordinate of the coordinate input performed in the first region after setting the first region reference coordinate and the first region reference coordinate.
5. The information processing method according to claim 1 or 2, wherein In the first control step, the direction of the first control is not determined based on the component in the first axis direction of the difference between the coordinates of the coordinate input performed within the second region after setting the second region reference coordinates and the second region reference coordinates.
6. The information processing method according to claim 1 or 2, wherein in the second control step, even during the period when the first control based on the coordinate input performed within the first region after setting the first region reference coordinates is being carried out, the second control based on the coordinate input within the second region is also carried out.
7. The information processing method according to claim 1 or 2, wherein the touch input device has a touch area, which is a rectangular area where the first side is longer than the second side.
8. The information processing method according to claim 7, wherein the first axis direction is the direction parallel to the first side.
9. The information processing method according to claim 8, wherein in the region setting step, half of the area of the touch area in the first axis direction is set as the first region, and the remaining half of the area of the touch area in the first axis direction is set as the second region.
10. The information processing method according to claim 1 or 2, wherein the first control is a control for moving a character object arranged in a virtual space.
11. The information processing method according to claim 1 or 2, wherein the second control is a control for moving other objects from a character object arranged in a virtual space.
12. A computer-readable recording medium recording a program for causing a computer to execute the information processing method according to any one of claims 1 to 11.
13. An information processing device for controlling a game using coordinate inputs detected by a touch input device having a touch area, the information processing device comprising: a region setting unit that sets a first region and a second region that do not overlap and are arranged in the first axis direction in the touch area; a reference setting unit that sets a first region reference coordinate as a reference coordinate within the first region based on the coordinate input performed within the first region, and sets a second region reference coordinate as a reference coordinate within the second region based on the coordinate input performed within the second region; a first control unit that determines the direction of the first control based on the component in the first axis direction of the difference between the coordinates of the coordinate input performed within the first region after setting the first region reference coordinates and the first region reference coordinates; and a second control unit that determines the direction of the second control based on the component in a second axis direction different from the first axis direction of the difference between the coordinates of the coordinate input performed within the second region after setting the second region reference coordinates and the second region reference coordinates. Among them, when the coordinate input starts within the second region and then the coordinates within the first region are shown due to the continued coordinate input, the second control is not performed and the reference setting unit and the first control unit perform the following control: the reference setting unit sets the reference coordinate within the first region based on the coordinates of the coordinate input, and the first control unit determines the direction of the first control based on the component in the first axis direction of the difference between the coordinates within the first region and the reference coordinate.
14. An information processing system comprising one or more information processing devices according to claim 13.
15. A computer program product comprising a program for causing a computer to execute the information processing method according to any one of claims 1 to 11.
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