Information processing apparatus, control method of information processing apparatus, information processing system

By introducing multiple motion control units and virtual camera operations into the information processing device, the problem of insufficient interest in object movement in three-dimensional space has been solved, and object movement processing with high interest and interactivity has been achieved.

CN115105826BActive Publication Date: 2025-11-11NINTENDO CO LTD
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Patent Information

Application Number
CN202210127859.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-03-19
Filing Date
2022-02-11
Publication Date
2025-11-11
Estimated Expiration
2042-02-11

AI Technical Summary

Technical Problem

Existing technologies lack sufficient appeal in moving objects within three-dimensional space, necessitating improvements in the fun and interactivity of user operations.

Method used

By introducing first and second motion control units into the information processing device, which respectively accept first and second user operation inputs, control the movement and proximity relationships of multiple objects, and combine with the motion control of the virtual camera, the user interactive experience can be enhanced by switching between multiple operation modes and different display positions of objects.

Benefits of technology

It enables highly engaging object movement in three-dimensional space, and enhances the fun and interactivity of user operation through the combination of multiple operation methods.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides an information processing apparatus, a control method for the information processing apparatus, and an information processing system. The information processing apparatus includes a first movement control unit that controls the movement of any one of a plurality of first objects positioned on a field; a second movement control unit that controls the movement of a second object provided to any one of the plurality of first objects; and an acquisition unit that controls the acquisition of a second object from among the plurality of first objects that has a predetermined proximity relationship with the second object. The second movement control unit includes a first assignment unit that receives a first user operation input and launches the second object from a predetermined position into the field in a direction determined based on the first user operation input; and a second assignment unit that receives a second user operation input and moves the second object within the field according to the second user operation input. The first movement control unit moves any one of the plurality of first objects toward the second object launched into the field. It also moves any one of the plurality of first objects toward the second object moving within the field.
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Description

Technical Field

[0001] This disclosure relates to an information processing apparatus, and more particularly to an information processing apparatus that performs object movement processing according to operational input. Background Technology

[0002] Previously, methods for manipulating objects using input devices have been proposed. For example, Japanese Patent Application Publication No. 2006-119774 discloses a method for determining the position coordinates of an object in three-dimensional space based on the pressing position of a touch panel. Summary of the Invention

[0003] On the other hand, existing technologies disclose methods for moving objects in three-dimensional space, but there is room for improvement in terms of fun and engaging aspects.

[0004] This disclosure was made to solve the problems mentioned above, and its purpose is to provide an information processing apparatus, a control method for the information processing apparatus, and an information processing system capable of performing highly interesting object movement processing.

[0005] According to one example of this disclosure, the information processing apparatus includes: a first movement control unit that controls the movement of any one of a plurality of first objects disposed on a field; a second movement control unit that controls the movement of a second object provided to any one of the plurality of first objects; and an acquisition unit that controls a first object among the plurality of first objects to acquire the second object in a predetermined proximity relationship with the second object. The second movement control unit includes: a first assignment unit that receives a first user operation input and launches the second object from a predetermined position into the field in a direction determined based on the first user operation input; and a second assignment unit that receives a second user operation input and moves the second object on the field according to the second user operation input. The first movement control unit moves any one of the plurality of first objects toward the second object launched into the field by the first assignment unit. The second movement control unit moves any one of the plurality of first objects toward the second object that moves on the field by the second assignment unit. According to this structure, the second object can be moved in different ways according to the first user operation input and the second user operation input, thus enabling highly interesting object movement processing.

[0006] Multiple second objects are held. Each time a second object is launched onto the field via the first delivery unit, the number of second objects held decreases. When the second object is moved across the field via the second delivery unit, each time a first object that is in a predetermined proximity to the second object acquires the second object, the number of second objects held decreases. This structure allows for different delivery methods for the second object in the first and second delivery units, thus increasing the enjoyment.

[0007] Among the multiple first objects, the first object that moves toward the second object that moves on the field via the second delivery section includes a first object that is farther away from the second object than the first object that moves toward the second object that is launched into the field via the first delivery section. According to this structure, the way the second object is provided can differ between the first delivery section and the second delivery section, thus increasing the enjoyment.

[0008] The first movement control unit moves a first object that has entered a first range from a second object launched into the field by the first delivery unit. It also moves a first object that has entered a second range from a second object moving on the field by the second delivery unit, this second range being wider than the first range. According to this structure, the way the second object is provided can differ between the first and second delivery units, thus increasing the level of interest. The first movement control unit moves a first object among a plurality of first objects that is in a predetermined positional relationship with the second object launched into the field by the first delivery unit toward the second object. It also moves the plurality of first objects toward the second object moving on the field by the second delivery unit. According to this structure, the plurality of first objects move relative to the second object controlled by the second delivery unit, thus enabling highly engaging object movement processing.

[0009] The first and second user inputs are touch inputs to a touch panel located on the display screen. For the first user input, the second object is displayed overlapping the touch location; for the second user input, the second object is displayed in a position that does not overlap the touch location. According to this structure, the display position of the second object differs depending on the first and second user inputs, thus enabling highly interactive object movement.

[0010] The second motion control unit determines whether a touch operation on the touch panel provided on the display screen has lasted for a predetermined period or longer. If the predetermined period is insufficient, the first assignment unit launches the second object from a predetermined position into the field in a direction determined based on the first user input. If the predetermined period is sufficient, the second assignment unit moves the second object on the field according to the second user input. This structure allows for switching between the first and second assignment modes based on touch operations, thus enabling highly engaging object movement processing.

[0011] Within the three-dimensional virtual space, the first virtual plane and the second virtual plane are distinct. The first virtual plane is used to project a second object to a predetermined position within the field, while the second virtual plane is used for the movement of the second object within the field. This structure allows for switching between the first and second virtual planes related to the movement of the second object, based on a first assignment unit and a second assignment unit, thus enabling highly engaging object movement processing.

[0012] The information processing device also includes a virtual camera movement control unit, in which a virtual camera is positioned in a predetermined position relative to the site. This unit moves the virtual camera parallel to the site based on third user input. A second object or a first virtual plane is set such that the relative position of the virtual camera to the second object does not change as the virtual camera moves. With this structure, the virtual camera can be moved parallel to the site based on third user input, enabling highly engaging object movement processing.

[0013] The information processing device also includes a virtual camera movement control unit, in which a virtual camera is positioned in a predetermined position relative to the site. This unit moves the virtual camera closer to or further away from the site according to a fourth user input. A second object or a first virtual plane is set such that the relative position of the virtual camera to the second object does not change as the virtual camera moves. Based on this structure, by moving the virtual camera relative to the site according to a fourth user input, highly engaging object movement processing becomes possible.

[0014] The first movement control unit receives a fifth user operation input for one of a plurality of first objects, and moves the first object according to the fifth user operation input. Based on this structure, the first object can be moved according to the fifth user operation input, thus enabling highly complex object movement processing.

[0015] The first movement control unit receives a sixth user operation input for selecting one of a plurality of first objects. The selected first object makes it easier to acquire the second object compared to an unselected first object. According to this structure, movement of the first object selected by the sixth user operation input is controlled to make it easier to acquire the second object compared to movement of an unselected first object, thus enabling highly engaging object movement processing.

[0016] The information processing device also includes a third movement control unit that controls the movement of a third object positioned on the field. The acquisition unit controls the acquisition of the second object by causing the third object, which is in a predetermined proximity to the second object, to acquire the second object. If the first object acquires the second object, an event beneficial to the user is generated; if the third object acquires the second object, no such event is generated. According to this structure, the third object acquires the second object, and no beneficial event is generated when the third object acquires the second object, thus enabling highly engaging object movement processing.

[0017] According to another example of this disclosure, the information processing method includes the following steps: controlling the movement of any one of a plurality of first objects positioned on a field; controlling the movement of a second object provided to any one of the plurality of first objects; and causing a first object among the plurality of first objects that is in a predetermined proximity to the second object to acquire the second object. The step of controlling the movement of the second object includes the following steps: receiving a first user operation input and launching the second object from a predetermined position into the field in a direction determined based on the first user operation input; and receiving a second user operation input and moving the second object on the field according to the second user operation input. The step of controlling the movement of any one of the plurality of first objects includes the following steps: moving any one of the plurality of first objects toward the second object launched into the field; and moving any one of the plurality of first objects toward the second object moving on the field. According to this structure, the second object can be moved in different ways according to the first user operation input and the second user operation input, thus enabling highly engaging object movement processing.

[0018] According to another example of this disclosure, the information processing system includes: a first movement control unit that controls the movement of any one of a plurality of first objects disposed on a field; a second movement control unit that controls the movement of a second object provided to any one of the plurality of first objects; and an acquisition unit that causes a first object among the plurality of first objects to acquire the second object if it has a predetermined proximity relationship with the second object. The second movement control unit includes: a first assignment unit that receives a first user operation input and launches the second object from a predetermined position into the field in a direction determined based on the first user operation input; and a second assignment unit that receives a second user operation input and moves the second object on the field according to the second user operation input. The first movement control unit moves any one of the plurality of first objects toward the second object launched into the field by the first assignment unit. The second movement control unit moves any one of the plurality of first objects toward the second object that moves on the field by the second assignment unit. According to this structure, the second object can be moved in different ways according to the first user operation input and the second user operation input, thus enabling highly interesting object movement processing.

[0019] The above and other objects, features, aspects and advantages of the present invention will become apparent from the following detailed description and drawings. Attached Figure Description

[0020] Figure 1 This is a diagram illustrating the hardware structure of the information processing device 100 based on the implementation method.

[0021] Figure 2 This is a diagram illustrating the functional blocks of the information processing apparatus 100 based on the implementation method.

[0022] Figure 3 This is a diagram illustrating the game screen 300 in the game processing provided by the game program 122 based on the implementation method.

[0023] Figure 4 This diagram illustrates the case where an item object 304 is provided in a first assignment manner during game processing provided by the game program 122 based on the implementation method.

[0024] Figure 5 This diagram illustrates the movement control of the character object 302 relative to the prop object 312 provided in the first assignment manner, based on the implementation method.

[0025] Figure 6 This diagram illustrates the case where an item object 304 is provided in a second assignment manner during game processing provided by the game program 122 based on the implementation method.

[0026] Figure 7This diagram illustrates the movement control of the character object 302 relative to the prop object 322 provided in the second assignment manner, based on the implementation method.

[0027] Figure 8 This is a diagram illustrating the touch operation of a touch panel according to an embodiment.

[0028] Figure 9 This diagram illustrates the relationship between a game arena, a first virtual plane, and a second virtual plane set up in a three-dimensional virtual space according to an embodiment.

[0029] Figure 10 This is a diagram illustrating the movement (one) of a virtual camera in game processing provided by game program 122 based on an implementation method.

[0030] Figure 11 This is a diagram illustrating the movement (second part) of a virtual camera in game processing provided by game program 122 based on the implementation method.

[0031] Figure 12 This diagram illustrates the display control of prop objects based on the implementation method.

[0032] Figure 13 This is a flowchart illustrating the processing of the first movement control unit 200 provided by the game program 122 based on the implementation method.

[0033] Figure 14 This is a flowchart illustrating the selection movement control process performed by the first movement control unit 200 based on the implementation method.

[0034] Figure 15 This is a flowchart illustrating the acquisition of motion control processing performed by the first motion control unit 200 based on the implementation method.

[0035] Figure 16 This is a flowchart illustrating the processing of the second movement control unit 201 provided by the game program 122 based on the implementation method.

[0036] Figure 17 This is a flowchart illustrating the first assignment control process performed by the first assignment unit 202 based on the implementation method.

[0037] Figure 18 This is a flowchart illustrating the second assignment control process performed by the second assignment unit 204 based on the implementation method.

[0038] Figure 19 This is a flowchart illustrating the acquisition process performed by the acquisition unit 206 based on the implementation method.

[0039] Figure 20This is a flowchart illustrating motion control performed by the virtual camera motion control unit 208 based on the implementation method.

[0040] Figure 21 This is a diagram illustrating the functional blocks of an information processing apparatus 100 based on a modified embodiment.

[0041] Figure 22 This is a diagram illustrating the game screen 500 in the game processing provided by the game program 122 based on a variation of the implementation method. Detailed Implementation

[0042] This embodiment will be described in detail with reference to the accompanying drawings. Furthermore, identical or equivalent parts in the drawings are labeled with the same reference numerals and will not be described again.

[0043] [A. Structure of an information processing device]

[0044] Figure 1 This diagram illustrates the hardware structure of the information processing apparatus 100 based on the implementation method. As an example, it illustrates the structure when the information processing apparatus according to the implementation method is implemented as a game device.

[0045] like Figure 1 As shown, the information processing device 100 is any computer. The information processing device 100 can be a portable (also called mobile) device such as a portable gaming device, mobile phone or smartphone, a stationary device such as a personal computer or home game console, or a large device such as a commercial arcade game device.

[0046] The hardware structure of the information processing device 100 is described below.

[0047] The information processing apparatus 100 includes a CPU 102 and a main memory 108. The CPU 102 is an information processing unit that performs various information processing operations performed in the information processing apparatus 100. The CPU 102 uses the main memory 108 to perform the aforementioned information processing operations.

[0048] The information processing device 100 includes a storage unit 120. The storage unit 120 stores various programs (including, in addition to, the game program 122, an operating system) that execute within the information processing device 100. The storage unit 120 is any storage device (storage medium) accessible to the CPU 102. The storage unit 120 can be a storage unit built into the information processing device 100, such as a hard disk or memory, or a storage medium that can be installed and removed from the information processing device 100, such as an optical disc or a cartridge, or both. In this case, it can also be configured as a game system, an example of an information processing system including the information processing device 100 and any storage medium.

[0049] The game program 122 includes computer-readable commands for implementing the game processing described later. Additionally, as part of the game processing, it may also include programs for performing data communication with a server (not shown) and programs for performing data communication with other information processing devices.

[0050] The information processing device 100 includes an input unit 110 for receiving user instructions, such as buttons and a touch panel. The information processing device 100 also includes a display unit 104 for displaying images generated through the aforementioned information processing. In this example, as a case study, a structure in which a touch panel serving as the input unit 110 is provided on the display unit 104, which serves as a screen, will be described. However, this structure is not limited to this one; various input and display methods can be employed.

[0051] The information processing apparatus 100 includes a network communication unit 106. The network communication unit 106 can also be connected to a network (not shown) to perform data communication processing with external devices (such as servers or other information processing devices).

[0052] The information processing apparatus 100 may also be composed of multiple devices. For example, the information processing apparatus 100 may be a structure in which the main unit having a CPU 102 is separated from the device having an input unit 110 and / or a display unit 104. For example, in other embodiments, the information processing apparatus 100 may also be composed of a main unit and a terminal device having an input unit 110 and a display unit 104, or it may be composed of a main unit and an operation device having an input unit 110. The information processing apparatus 100 may also be a structure that does not have a display unit 104 and uses a television as a display device.

[0053] In other embodiments, at least a portion of the information processing performed in the information processing apparatus 100 may also be performed distributedly by multiple devices capable of communicating via a network (wide area network and / or local area network).

[0054] [B. Functional Structure for Implementing Game Processing]

[0055] Figure 2 This is a diagram illustrating the functional blocks of the information processing apparatus 100 based on an implementation method. (Refer to...) Figure 2 The information processing device 100 includes a first motion control unit 200, a second motion control unit 201, an acquisition unit 206, and a virtual camera motion control unit 208.

[0056] The first movement control unit 200 controls the movement of any one of the multiple character objects (first objects) positioned on the game field. The second movement control unit 201 controls the movement of an item object (second object) provided to any one of the multiple character objects. The acquisition unit 206 controls the acquisition of the item object by the character object that is in a predetermined proximity to it.

[0057] The second movement control unit 201 includes a first input unit 202 and a second input unit 204. The first input unit 202 receives a first user operation input and launches a prop object from a predetermined position into the game field in a direction determined based on the first user operation input. The second input unit 204 receives a second user operation input and moves the prop object across the game field according to the second user operation input. In this example, the first and second user operation inputs include touch operation inputs to a touch panel provided on the display unit 104. Specifically, the first user operation input includes an operation to cancel the touch after moving the touch position (referred to as a flick operation in this example). Additionally, the second user operation input includes an operation to move the touch position (referred to as a touch movement operation in this example).

[0058] The first movement control unit 200 causes any one of the multiple character objects to move toward a prop object that has been launched into the game field by the first assignment unit 202. Additionally, the first movement control unit 200 causes any one of the multiple character objects to move toward a prop object that is moving on the game field by the second assignment unit 204.

[0059] The virtual camera movement control unit 208 is configured with a virtual camera in a predetermined position relative to the game area. The virtual camera movement control unit 208 moves the position of the virtual camera parallel to the game area, for example, according to a touch movement operation (third user operation input) targeting the game area.

[0060] Additionally, the virtual camera movement control unit 208 maintains the virtual camera's posture and moves its position relative to the game area using pinch-in or pinch-out operation inputs (fourth user operation inputs) for the game area. For example, a pinch-in operation input represents an operation input where the user touches the touch panel with two fingers and changes the distance between those two fingers. The operation of pinching two fingers together to reduce the distance is called "pinching." The operation of moving two fingers apart to increase the distance is called "opening." In this example, in the case of a pinch-in operation, the virtual camera movement control unit 208 maintains the virtual camera's posture and moves its position closer to the game area. In the case of an open operation, the virtual camera movement control unit 208 maintains the virtual camera's posture and moves its position away from the game area.

[0061] [C. Overview of Game Processing]

[0062] Next, the game processing provided by executing the game program 122 according to the implementation method is outlined.

[0063] The game program 122, implemented according to the method, provides a nurturing game where the user provides item objects to multiple character objects. As an example, it can also be configured to generate events beneficial to the user as the game progresses by providing item objects to character objects. For example, it can also be configured to allow character objects or the user to level up, learn special skills, or acquire various items.

[0064] [D. Example of game screen display]

[0065] Next, an example of screen display and operation of game processing provided by executing the game program 122 according to the embodiment will be described. As an example, the screen display example is displayed on the display unit 104 of the information processing device 100.

[0066] Figure 3 This is a diagram illustrating the game screen 300 in the game processing provided by the game program 122 based on the implementation method.

[0067] like Figure 3As shown, screen 300 illustrates a scenario where multiple character objects 302 are configured. In this example, a game arena is set up within a three-dimensional virtual space. For instance, a horizontal ground is set up, on which multiple character objects 302 are configured. As another example, a scenario showing 10 character objects 302 is illustrated. The virtual camera is positioned to look down at the game arena at an angle. From the perspective of screen 300, the upper character objects 302 are positioned further away from the user, while the lower character objects 302 are positioned closer to the user. Furthermore, the game arena is not necessarily the ground; it can also be a space with height. Additionally, this example illustrates the configuration of character objects on a game arena that is the ground, but the character objects do not necessarily need to be in contact with the ground; for example, they could be flying.

[0068] exist Figure 3 The image shows a virtual boundary line 306. This virtual boundary line 306 can be displayed on the screen 300 or not. The area of ​​the screen 300 below the virtual boundary line 306 is set as the initial area 308.

[0069] In the initial area 308, the prop object 304 is displayed in the initial position, which is the center. The prop object 304 can be moved by the user's touch. Specifically, by touching the prop object 304 and moving it left or right, the prop object 304 moves left or right within the initial area 308 following the touch position. When the user cancels the touch on the prop object 304, the prop object 304 returns to the center position, which is the initial position. In addition, when the user touches the prop object 304 and moves it up or down, the prop object 304 moves within the initial area 308 and moves beyond the initial area 308. Moreover, if a flick operation input is performed to cancel the touch at a position that crosses the virtual boundary line 306, the prop object is launched into the game field according to the flick operation input.

[0070] On the other hand, if the user touches the item object 304 and then touches it again, causing the touch position to move beyond the virtual boundary line 306, the item object 304 will move across the game field following the touch position. When the user cancels the touch, the item object returns to its initial position.

[0071] In this example, two assignment methods can be used to provide the prop object 304 to the character object 302.

[0072] The first assignment method (first assignment method) is the case where the user touches the item object 304 and then cancels the touch by moving past the virtual boundary line 306. In this case, the item object is launched onto the game field according to the flick operation input. The launched item object moves on the game field. The character object 302 acquires the item object 304 when it becomes adjacent to the item object according to the specified proximity relationship.

[0073] The second assignment method (second assignment method) occurs when a user touches the item object 304, crosses the virtual boundary line 306, and, for example, moves the touch position after a specified period of time. In this case, the item object moves across the game field following the touch position. The character object 302 acquires the item object when it becomes adjacent to it within a specified range.

[0074] Therefore, users can freely choose how to assign items to object 304, which can enhance the fun of the game.

[0075] Furthermore, as a first method of input, the case of a swipe operation input that cancels the touch at a position that crosses the virtual boundary line 306 will be described. However, this is not limited to a swipe operation input; for example, other operation inputs that arbitrarily determine the direction could also be used. For example, the item object 304 could be launched from the initial position toward the touch position. Additionally, as a second method of input, the case of an operation that moves the touch position at a position that crosses the virtual boundary line 306 will be described. However, this is not limited to this; for example, other operation inputs that arbitrarily determine the direction could also be used.

[0076] Figure 4 This diagram illustrates the case where an item object 304 is provided in a first assignment manner during game processing provided by the game program 122 based on the implementation method.

[0077] exist Figure 4 The image shows a scenario where a user touches an item object 304 on screen 310 and then cancels the touch by swiping across the virtual boundary line 306. In this case, the item object 304 is launched onto the game field according to the swiping input. In this example, the user (or their virtual avatar, etc.) holds multiple item objects 304. The user can swipe to launch multiple item objects 304 one by one onto the game field.

[0078] This example illustrates the scenario where item object 312, one of multiple item objects 304, is launched. As an example, item object 312 is launched from a predetermined position and moves across the game field due to inertia. In this example, item object 312 is shown moving towards the direction furthest from the user on the game field.

[0079] Item object 312 can also be eliminated if it moves outside the area displayed on screen 310 as part of the game arena. Alternatively, item object 312 can be eliminated if it has not been acquired by character object 302 and has existed on the game arena for a specified time. The eliminated item object 312 can also be replenished as a user-held item object 304.

[0080] For example, suppose the user holds 10 item objects 304. If all 10 item objects 304 are fired, the number of item objects 304 becomes 0. That is, the number of item objects 304 decreases each time they are fired. When there are 0, item objects 304 cannot be fired. Alternatively, the item objects 304 can be set not to be displayed in their initial positions.

[0081] Figure 5 This diagram illustrates the movement control of the character object 302 relative to the prop object 312 provided in the first assignment manner, based on the implementation method.

[0082] exist Figure 5 The image shows a scenario where a user touches an item object 304 on screen 320 and then cancels the touch at a position beyond the virtual boundary line 306. In this case, the item object 312 is launched from a designated position onto the game field according to the flick operation input.

[0083] The first movement control unit 200 controls the movement of the character object 302.

[0084] When the character object 302 is located within a first range with reference to the item object 312, the first movement control unit 200 moves the character object 302 toward the item object 312.

[0085] If character object 302 moves toward item object 312 and becomes adjacent to it (in this example, within a range 314 of a specified distance from character object 302), it acquires item object 312. Once character object 302 acquires item object 312, item object 312 is eliminated.

[0086] Alternatively, if the character object 302 stops moving toward the item object 312 after the item object 312 moves toward the item object 312 and the item object 312 moves away from the first range due to its high speed, the character object 302 may be stopped moving toward the item object 312.

[0087] In this example, the movement of one character object 302 was described, but it is also possible for multiple character objects 302 to move. Specifically, if multiple character objects 302 exist within a first range based on item object 312, the multiple character objects 302 can move towards item object 312. When one of the multiple character objects 302 becomes adjacent to item object 312 according to a specified condition, that character object 302 acquires item object 312, thereby eliminating item object 312. Therefore, the remaining character objects 302 can also stop moving towards item object 312 due to its elimination.

[0088] Additionally, regarding the movement of character object 302 towards item object 312, it can start from the time when item object 312 is launched, or it can start from the time when item object 312 is launched and rolls on the game field, or from the time when item object 312 stops.

[0089] Furthermore, the size of the range 314 representing the defined proximity relationship can be appropriately changed. Additionally, in this example, range 314 is displayed as a circle, but it does not need to be a circular area; it can also be a rectangular area, or an area of ​​other shapes.

[0090] Figure 6 This diagram illustrates the case where an item object 304 is provided in a second assignment manner during game processing provided by the game program 122 based on the implementation method.

[0091] like Figure 6 As shown, the following scenario is illustrated: In screen 400, after touching item object 304, the user continues to touch across the virtual boundary line 306, causing the touch position to move. In this case, item object 322 moves across the game field following the touch position. Furthermore, if the user cancels the touch, item object 322 is eliminated, and item object 304 is displayed in its initial position.

[0092] Figure 7 This is a diagram illustrating the movement control of the character object 302 relative to the prop object 322 provided in the second assignment manner, based on the implementation method.

[0093] like Figure 7 As shown, in screen 410, after touching prop object 304, the user continues to touch across the virtual boundary line 306, causing the touch position to move. In this case, prop object 322 moves across the game field following the touch position.

[0094] When the character object 302 is located within the second range with reference to the item object 322, the first movement control unit 200 moves the character object 302 toward the item object 322.

[0095] As an example, the movement of three character objects 302 toward the item object 322 is shown. Furthermore, the second range can be set to be wider than the first range. Thus, character objects 302 that are far from the item object 322 can also move toward it. In this example, the movement of character objects 302 within the second range is explained, but in the second assignment method, all character objects 302 can also move toward the item object 322.

[0096] In this example, if the user holds 10 item objects 304, all three character objects 302 that are adjacent to item object 322 can acquire item object 322. That is, item object 322 can also be considered a collection of multiple item objects 304. When item object 322 is acquired by a character object 302 due to their proximity, the number of held 10 item objects 304 decreases one by one. When the number of held item objects 304 becomes zero, item object 322 is eliminated. Alternatively, as another example, the held item objects 304 can be moved around the field one by one as item object 322. That is, in this case, when item object 322 is acquired by a character object 302, item object 322 is eliminated.

[0097] As explained above, when multiple character objects 302 are provided with item objects 304, the user can perform the operation of shooting item objects 312 in any direction using the first assignment method, which can enhance the fun of the game. Furthermore, the character object 302 moves relative to the shot item object 312. Therefore, for example, the probability that the character object 302 will acquire the item object 312 even if there is no character object 302 in the direction in which the item object 312 is shot is increased. Thus, it is possible to prevent a decrease in the user's motivation to shoot the item object 312.

[0098] On the other hand, if a user wants to provide an item object 304 to a specific character object 302, there is a possibility that due to the deviation in the direction of the item object 312 being fired, the unwanted character object 302 may obtain the fired item object 312, and thus the item object 304 cannot be provided to the specific character object 302.

[0099] The second assignment method allows the item object 322 to be moved to any position on the game field according to user operation. Therefore, it is possible to move the item object 322 near a specific character object. This creates a situation desired by the user, increasing the game's enjoyment. On the other hand, since other character objects 302 also move when the item object 322 moves, the user needs to control the movement path of the item object 322 to prevent it from being acquired by an unwanted character object 302, making the movement of the item object 322 more engaging. In this way, by giving both the first and second assignment methods different levels of operability and enjoyment, the game becomes more interesting.

[0100] [E. Explanation of how to assign items to objects]

[0101] Figure 8 This is a diagram illustrating the operation of the touch panel according to the implementation method.

[0102] Reference Figure 8 (a) will be used to explain the method for setting the firing direction and firing speed of the prop object 304. The firing position of the prop object 304 is set at a predetermined position Q on the first virtual plane L1, represented by three-dimensional coordinates in three-dimensional space, as described later.

[0103] In this example, we show the case where the touch on touch panel 13 is canceled at point q2(x2, y2) in the touch panel coordinate system. In this case, we refer to the touch position q1(x1, y1) a predetermined time prior to the point where the touch was canceled. Then, based on points q1(x1, y1) and q2(x2, y2), we calculate the vector v(vx, vy) connecting point q1 to point q2. Here, vx = x2 - x1, vy = y2 - y1.

[0104] Next, a coordinate transformation is performed on the two-dimensional vector v(vx, vy) to calculate the three-dimensional vector V(Vx, Vy, Vz) in three-dimensional space. Here, the coordinate transformation from the two-dimensional vector v(vx, vy) to the three-dimensional vector V(Vx, Vy, Vz) is performed based on a prescribed function. Alternatively, Vz can be set as a constant.

[0105] Reference Figure 8 (b) A first virtual plane L1 is set at a predetermined position relative to the position P of the virtual camera. In this example, it is shown that the prop object 312 is launched from a predetermined position Q on the first virtual plane L1 in the direction of the three-dimensional vector V.

[0106] Specifically, when a user touches the prop object 304 and moves the touch position while continuing to touch across the virtual boundary line 306, the prop object 304 moves along the first virtual plane L1. Furthermore, movement along the first virtual plane L1 includes not only moving the prop object 304 intersecting with the first virtual plane L1, but also moving the prop object 304 tangentially to the first virtual plane L1, and moving the prop object 304 while maintaining a predetermined positional relationship with the first virtual plane L1. Moreover, when the user cancels the touch, the position of the prop object 304 at that moment is set as a predetermined position Q, and the prop object 304 is fired. That is, in this example, the predetermined position Q moves along the first virtual plane L1. Here, the predetermined position Q is not limited to the position on the first virtual plane L1 at the time the touch is canceled; it can also be a nearby position, a position at a time point before that point, or a position calculated separately based on point q2(x2, y2). Furthermore, the predetermined position Q can also be a fixed position. As an example, a specific position on the first virtual plane L1 corresponding to the position of the prop object 304 as the initial position can be set as a predetermined position Q, and the prop object 312 can be launched from that position. Furthermore, in this example, the launching speed is set according to the magnitude of the three-dimensional vector V. Therefore, for example, when point q1(x1, y1) is far from point q2(x2, y2), the launching speed of the prop object 312 is increased to reach a distant location from the launching position.

[0107] Figure 9 This diagram illustrates the relationship between a game arena, a first virtual plane, and a second virtual plane set up in a three-dimensional virtual space according to an embodiment.

[0108] Reference Figure 9 A game area F is defined within a three-dimensional virtual space. A virtual camera (position P0) is positioned at a predetermined location relative to the game area F. The virtual camera (position P0) is positioned diagonally above the game area F. The range of the game area F captured by the virtual camera (position P0) is displayed on the display unit 104.

[0109] Within the three-dimensional virtual space, a first virtual plane L1 is set at a position that is in a predetermined positional relationship with the virtual camera (position P0). As an example, a second virtual plane L2 is set to be parallel to the game field F.

[0110] As described above, the first virtual plane L1 is the plane used when launching the prop object 312. Specifically, the prop object 312 is launched from a predetermined position Q on the first virtual plane L1. Figure 8 As explained, the firing direction and firing speed of the prop object 312 are calculated based on the two-dimensional vector v of the swiping operation on the touch panel 13.

[0111] If a user touches the prop object 304 and then cancels the touch by swiping across the virtual boundary line 306, the first assignment unit 202 calculates the predetermined position Q, firing direction, and firing speed on the first virtual plane L1 based on the touch coordinates on the touch panel 13 at the time of the swiping operation. The first assignment unit 202 then fires the prop object 312 onto the game field and executes movement control of the prop object 312.

[0112] The second virtual plane L2 is the plane used by the second assigning unit to move the prop object 322. Specifically, the prop object 322 moves on the second virtual plane L2. The second assigning unit 204 moves the prop object 322 to a position on the second virtual plane L2 set according to the touch coordinates on the touch panel 13. Furthermore, moving on the second virtual plane L2 includes not only moving the prop object 322 intersecting with the second virtual plane L2, but also moving the prop object 322 tangentially to the second virtual plane L2, and moving the prop object 322 while maintaining a predetermined positional relationship with the second virtual plane L2. In addition, the prop object 312 emitted from the first virtual plane can also be controlled to move on the second virtual plane L2. That is, by moving the prop object 312 on the second virtual plane L2, it can also be displayed as the prop object 312 moving on the game field F.

[0113] When a user touches the prop object 304 and crosses the virtual boundary line 306, causing the touch position to move, the second assignment unit 204 calculates the position on the second virtual plane L2 by performing coordinate transformation on the touch coordinates on the touch panel 13. For example, if the touch time from crossing the virtual boundary line 306 exceeds a predetermined period, the second assignment unit 204 performs movement control, placing the prop object 322 at the calculated position on the second virtual plane L2 and moving it on the second virtual plane L2 according to the touch position.

[0114] Therefore, the virtual plane for moving the prop object switches according to the user's input. Specifically, in the first assignment method, the first virtual plane L1 is used. In the second assignment method, the second virtual plane L2 is used.

[0115] [F. Explanation of Virtual Camera Movement]

[0116] Figure 10 This is a diagram illustrating the movement (one) of a virtual camera in game processing provided by game program 122 based on an implementation method.

[0117] like Figure 10As shown, the virtual camera movement control unit 208 moves the virtual camera (position P0) parallel to the game field F according to a movement operation input (third user operation input) for the game field F. When the touch is canceled after the movement operation input, the movement of the virtual camera stops. In this example, the case where the virtual camera has been moved to position P1 is shown.

[0118] In this example, as the virtual camera movement control unit 208 moves the position P of the virtual camera, the first virtual plane L1 is also moved in a manner that maintains the relative positional relationship. That is, when the prop object 304 is displayed on the first virtual plane L1, the display position of the prop object 304 remains unchanged even if the position P of the virtual camera is moved. Therefore, a wide range of game areas can be set without impairing the user's operability, thereby enhancing the fun of the game.

[0119] Figure 11 This is a diagram illustrating the movement (second part) of a virtual camera in game processing provided by game program 122 based on the implementation method.

[0120] like Figure 11 As shown, the virtual camera movement control unit 208 maintains the posture of the virtual camera and moves the virtual camera's position P0 towards or away from the game field F according to the opening / closing operation input (pinch or open) (fourth user operation input) for the game field. In this example, the case where the virtual camera's position P0 is moved to position P2 according to the opening / closing operation input (pinch) is shown.

[0121] In this example, as the virtual camera movement control unit 208 moves the position P of the virtual camera, the first virtual plane L1 is also moved in a manner that keeps the relative positional relationship unchanged. Therefore, the game area can be expanded or shrunk without impairing the user's operability, thus enhancing the enjoyment of the game.

[0122] [G. Display control of prop objects]

[0123] Figure 12 This diagram illustrates the display control of prop objects based on the implementation method. For example... Figure 12 As shown, the display of the prop object can also be changed in the case of the first assignment method and the case of the second assignment method.

[0124] Figure 12 (A) is a diagram illustrating the display of the prop object 312 according to the first delivery method. As an example, the finger 150 of the user operating the prop object 304 is shown. In the case of the first delivery method, the prop object 304 before being fired is displayed at the touch position touched by the user.

[0125] If the user touches prop object 304 and then continues to touch and move their finger 150, prop object 312 is displayed following the touch position. By canceling the touch from this point, prop object 312 is ejected, thus prop object 312 is displayed as if it has left the touch position.

[0126] Alternatively, it can be configured so that, immediately after the user touches the prop object 304, the user is notified that the touch input has been accepted, for example, by making the prop object 304 larger or glowing.

[0127] Figure 12 (B) is a diagram illustrating the display of the prop object 322 according to the second assignment method. As an example, the finger 150 of a user operating the prop object 304 is shown. In the case of the second assignment method, the prop object 322 is displayed at a position different from the touch position of the user's touch.

[0128] Specifically, in the second application mode, the prop object 304 is displayed at a position that does not overlap with the touch position touched by the user's finger 150. In the second application mode, the prop object 322 moves on the second virtual plane L2, thus increasing its distance from the virtual camera. Consequently, the display of the prop object 322 becomes smaller. Therefore, by ensuring that the display position of the prop object 304 does not overlap with the touch position, situations where the prop object 322 is not easily visible due to the finger 150 can be avoided. Furthermore, this display also allows the user to easily identify that it is the second application mode.

[0129] As an example, the prop object 322 can be moved to a position on the second virtual plane L2, such as displaying the prop object at a position slightly to the upper left of the touch coordinates where the touch operation was performed with finger 150. However, it is not limited to this; it can also be displayed in other positions.

[0130] [H. Game processing procedure]

[0131] Next, the processing procedure for game processing provided by executing the game program 122 according to the embodiment will be described. Each step is implemented by the CPU 102 executing the game program 122.

[0132] Figure 13 This is a flowchart illustrating the processing of the first movement control unit 200 provided by the game program 122 based on the implementation method.

[0133] Reference Figure 13 The first motion control unit 200 determines whether there is a touch on the character object 302 (step S2).

[0134] If the first motion control unit 200 determines in step S2 that there is a touch on the character object (step S2: "Yes"), it executes the selection motion control process (step S4). Details of the selection motion control process will be described later.

[0135] Then, the first movement control unit 200 determines whether the game has ended (step S6).

[0136] If the first movement control unit 200 determines in step S6 that the game is over (step S6: "Yes"), it will end the process (end).

[0137] On the other hand, if the first movement control unit 200 determines in step S6 that the game has not ended (step S6: "No"), it returns to step S2 and repeats the above process.

[0138] On the other hand, if the first movement control unit 200 determines in step S2 that there is no touch on the character object (step S2: "No"), it determines whether there is an item object on the game field (step S8).

[0139] If the first movement control unit 200 determines in step S8 that an item object exists on the game field (step S8: "Yes"), it executes the movement control acquisition process (step S10). Details of the movement control acquisition process will be described later.

[0140] Then, proceeding to step S6, if the first movement control unit 200 determines that the game has not ended (step S6: "No"), it returns to step S2 and repeats the above process.

[0141] On the other hand, if the first movement control unit 200 determines in step S8 that there is no item object on the game field (step S8: "No"), it performs normal movement control processing (step S12). Normal movement control processing can be configured such that the first movement control unit 200 moves the character object 302 in a random direction.

[0142] Then, proceeding to step S6, if the first movement control unit 200 determines that the game has not ended (step S6: "No"), it returns to step S2 and repeats the above process.

[0143] Figure 14 This is a flowchart illustrating the selection movement control process performed by the first movement control unit 200 based on the embodiment. (Refer to...) Figure 14 The first motion control unit 200 selects the touched character object (step S20). Next, the first motion control unit 200 causes the selected character object 302 to move in accordance with the movement of the touch position (step S22).

[0144] Next, the first movement control unit 200 determines whether the touch has been canceled (step S24). If the first movement control unit 200 determines that the touch has been canceled (step S24: "Yes"), the first movement control unit 200 assigns the selected character object 302 to the position on the game field corresponding to the touch position where the touch was canceled.

[0145] Then, the process ends (returns).

[0146] On the other hand, if the first motion control unit 200 determines that the touch has not been canceled (step S24: "No"), it returns to step S22 and repeats the above process.

[0147] That is, the first movement control unit 200 can move the character object 302 in response to a swipe input. In other words, the user can select any character object from multiple character objects 302 and move that character object to any position, thereby increasing the fun of the game.

[0148] Therefore, it is also possible to select a specific character object 302 and move that specific character object 302 to a position near or away from the prop object 312.

[0149] On the other hand, it can also be set so that the selected character object 302 cannot be moved to the initial position where the item object 304 is set. Therefore, the item object 304 cannot be directly provided to the selected character object 302. That is, the item object 304 needs to be provided using either the first or second method, thus requiring a way to provide the item object 304 to the desired character object 302 in order to maintain the game's appeal.

[0150] Figure 15 This is a flowchart illustrating the acquisition motion control processing performed by the first motion control unit 200 based on the implementation method.

[0151] Reference Figure 15 The first movement control unit 200 determines whether there is an item object 312 provided in the first assignment method on the game field (step S80).

[0152] If the first movement control unit 200 determines that there is an item object 312 provided in the first delivery method on the game field (step S80: "Yes"), it determines whether there is a character object 302 within a first range set based on the item object 312 (step S82).

[0153] If, in step S82, the first movement control unit 200 determines that a character object 302 exists within a first range (step S82: "Yes"), it executes the acquisition and movement process for the character object 302 (step S86). The first movement control unit 200 controls the character object 302 to move towards the item object 312. At this time, the character object 302 can also move towards the item object 312 at a speed faster than the normal movement control speed.

[0154] Next, the first motion control unit 200 finishes processing (returns).

[0155] On the other hand, if the first movement control unit 200 determines in step S82 that there is no character object 302 within the first range (step S82: "No"), it performs normal movement control processing (step S90). The normal movement control processing can be configured such that the first movement control unit 200 moves the character object 302 in a random direction.

[0156] On the other hand, if the first movement control unit 200 determines that there is no item object 312 provided in the first assignment method on the game field (step S80: "No"), that is, there is an item object 322 provided in the second assignment method on the game field (i.e., on the second virtual plane L2), it determines whether there is a character object 302 within the second range set based on the item object 312 (step S87).

[0157] In step S87, if the first movement control unit 200 determines that a character object 302 exists within the second range, it executes the acquisition and movement process for the character object 302 (step S86). The first movement control unit 200 controls the character object 302 to move towards the item object 322. Furthermore, the acquisition and movement method and speed of the character object 302 can be the same as or different from the method and speed used when moving towards the item object 312 provided in the first assignment method.

[0158] Next, the first motion control unit 200 finishes processing (returns).

[0159] On the other hand, if the first movement control unit 200 determines in step S87 that there is no character object 302 within the second range (step S87: "No"), normal movement control processing is performed (step S88). Subsequent processing is the same as described above.

[0160] Next, the first motion control unit 200 finishes processing (returns).

[0161] Figure 16 This is a flowchart illustrating the processing of the second movement control unit 201 provided by the game program 122 based on the implementation method.

[0162] Reference Figure 16 The second motion control unit 201 determines whether there is a touch on the prop object (step S30).

[0163] If the second motion control unit 201 determines in step S30 that there is a touch on the prop object 304 (step S30: "Yes"), it proceeds to the next step S31.

[0164] If the second motion control unit 201 determines in step S30 that there is no touch on the prop object 304 (step S30: "No"), it maintains the state of step S30.

[0165] Next, in step S31, the second motion control unit 201 determines whether the touch position of the prop object 304 is within the initial area.

[0166] If the second movement control unit 201 determines in step S31 that the touch position of the prop object 304 is within the initial area (step S31: "Yes"), it causes the prop object 304 to move following the touch position (step S32). Figure 3 As described above, when the touch position of the prop object 304 is within the initial area 308, the prop object 304 moves left and right within the initial area 308 following the touch position.

[0167] Next, the second motion control unit 201 determines whether the touch on the prop object 304 has been cancelled (step S34).

[0168] If the second movement control unit 201 determines in step S34 that the touch on the prop object 304 has been cancelled (step S34: "Yes"), it moves the prop object 304 to the initial position (step S35). Then, the process ends (end). If the second movement control unit 201 determines that the touch on the prop object 304 has been cancelled, then... Figure 3 As described in the document, move prop object 304 to its initial position.

[0169] On the other hand, if the second motion control unit 201 determines in step S34 that the touch has not been canceled (step S34: "No"), it returns to step S31 and repeats the above process.

[0170] On the other hand, if in step S31 the second movement control unit 201 determines that the touch position of the prop object 304 is not within the initial area, that is, it has crossed the virtual boundary line 306 (step S31: "No"), it determines whether the touch on the prop object 304 outside the initial area has lasted for a predetermined period or more (step S36).

[0171] In step S36, if the second movement control unit 201 determines that the touch on the prop object 304 outside the initial area has lasted for a predetermined period or longer (step S36: "Yes"), it executes the second assignment control process (step S38). Details of the second assignment control process will be described later. Then, the process proceeds to step S34.

[0172] On the other hand, if the second movement control unit 201 determines in step S36 that the touch on the prop object outside the initial area has not lasted for a specified period (step S36: "No"), it executes the first control assignment process (step S40). Details of the first control assignment process will be described later. Then, the process ends (end).

[0173] Figure 17 This is a flowchart illustrating the first assignment control process performed by the first assignment unit 202 based on the implementation method.

[0174] Reference Figure 17 The first assignment unit 202, based on the touch position, assigns the prop object to a position on the first virtual plane L1 (step S50). Next, the first assignment unit 202 determines whether the touch has been canceled (step S52). If the first assignment unit 202 determines that the touch has been canceled (step S52: "Yes"), it sets the position of the prop object 304 at that point in time to a predetermined position (step S54). When... Figure 8 As described above, when a user touches the prop object 304 and moves the touch position while continuing to touch it beyond the virtual boundary line 306, the prop object 304 moves along the first virtual plane L1 following the movement. When the user cancels the touch, the first assignment unit 202 sets the position of the prop object 304 at this time to a predetermined position Q.

[0175] Next, the first imparting unit 202 sets the firing direction and firing speed (step S55). The first imparting unit 202 as follows... Figure 8 As explained in the document, the touch position where the touch was canceled is set as point q2, and the touch position before a specified time from the time of cancellation is set as point q1. The firing direction and firing speed are set based on these two points.

[0176] Next, the first delivery unit 202 performs the firing process of firing the prop object 312 from the predetermined position Q according to the set firing direction and firing speed (step S56).

[0177] Next, the first assignment unit 202 causes the prop object 312, which has undergone the ejection process, to reach the second virtual plane L2 due to inertia, and controls it to move the prop object 312 on the second virtual plane L2 (step S58).

[0178] Then, the process ends (returns).

[0179] On the other hand, if the first assignment unit 202 determines that the touch has not been canceled (step S52: "No"), it enters "A". That is, it returns to... Figure 16 Step S31, repeat the above process until the touch is canceled.

[0180] Furthermore, as described above, there may be cases where point q2 and point q1 are at the same position (including substantially the same position), making it impossible to calculate the two-dimensional vector v. For example, this could be a situation where the user moves the touch position outside the initial area, temporarily stops, and cancels the touch (e.g., an operation where the finger is briefly stopped outside the initial area and then simply removed).

[0181] In this case, the first assigning unit 202 can also set a predetermined position Q based on the touch position where the touch was canceled, and fire the item object from that predetermined position Q. For example, if the first assigning unit 202 cannot calculate the two-dimensional vector v, it can set a pre-set initial value for the firing direction and firing speed to fire from the predetermined position Q. On the other hand, if the first assigning unit 202 cannot calculate the two-dimensional vector v, it can also stop the firing process. In this case, the item object can also be returned to its initial position.

[0182] Figure 18 This is a flowchart illustrating the second assignment control process performed by the second assignment unit 204 based on the embodiment. (Refer to...) Figure 18 The second assignment unit 204 positions the prop object 322 on the second virtual plane L2 obtained by coordinate transformation based on the touch position (step S60). Then, the process ends (returns). Specifically, as... Figure 9 As explained, when the user touches the prop object 304 and it crosses the virtual boundary line 306, causing the touch position to move, the second assignment unit 204 calculates the position on the second virtual plane L2 by performing a coordinate transformation on the touch coordinates on the touch panel 13. The second assignment unit 204 then positions the prop object 322 at the calculated position on the second virtual plane L2. Thus, the second assignment unit 204 performs movement control to move the prop object 322 to any position on the second virtual plane L2 according to the touch position.

[0183] Figure 19 This is a flowchart illustrating the acquisition process performed by the acquisition unit 206 based on the implementation method.

[0184] Reference Figure 19 The acquisition unit 206 determines whether a character object exists near the prop object 302 (step S100). Specifically, as... Figure 5As explained in the document, the acquisition unit 206 determines whether a character object 302 exists within the range 314 based on the prop objects 312 and 322.

[0185] If the acquisition unit 206 determines in step S100 that there is no character object near the item object (step S100: "No"), it maintains the state of step S100.

[0186] On the other hand, if the acquisition unit 206 determines in step S100 that a character object 302 exists near the item object (step S100: "Yes"), it causes the nearby character object 302 to acquire the item object (step S102). When the acquisition unit 206 determines that a character object 302 exists within a range 314 based on item objects 312 and 322, it processes the information to cause the character object 302 to acquire the item object. Specifically, it can also be configured to provide an item object to the character object 302, thereby generating events beneficial to the user as the game progresses.

[0187] Next, the acquisition unit 206 performs the item object elimination process (step S104). Specifically, when an item object 312 provided in the first assignment method is acquired, the acquisition unit 206 performs the process of eliminating the acquired item object 312. As a result, other character objects 302 can no longer be acquired.

[0188] Then, the process ends (end).

[0189] On the other hand, when the item object 322 provided in the second assignment method is acquired, the acquisition unit 206 performs the process of eliminating the item object 322 if the user holds only one item object 304. Furthermore, if the user holds two or more item objects 304, the number held can be reduced by one without eliminating the item object 322. In this case, the acquisition unit 206 eliminates the item object 322 when the user holds zero item objects 304.

[0190] Then, the process ends (end).

[0191] Figure 20 This is a flowchart illustrating the motion control performed by the virtual camera motion control unit 208 based on the implementation method. (Refer to...) Figure 20 The virtual camera motion control unit 208 determines whether there is any touch on the game field (step S70).

[0192] If the virtual camera motion control unit 208 determines in step S70 that there is a touch on the game field (step S70: "Yes"), it determines whether there is a touch movement operation (step S71).

[0193] If the virtual camera movement control unit 208 determines in step S71 that a touch movement operation has occurred (step S71: "Yes"), it moves the position of the virtual camera parallel to the game field according to the touch movement operation (step S72).

[0194] Then, the process ends (end).

[0195] On the other hand, if the virtual camera motion control unit 208 determines in step S71 that there is no touch movement operation (step S71: "No"), it determines whether there is an opening and closing operation (step S74).

[0196] If the virtual camera movement control unit 208 determines in step S74 that a tension / opening operation exists (step S74: "Yes"), it maintains the virtual camera's posture and moves the virtual camera's position toward / away from the game field according to the tension / opening operation (step S76).

[0197] Then, the process ends (end).

[0198] (Modified Example)

[0199] Figure 21 This is a diagram illustrating the functional blocks of an information processing apparatus 100 based on a variation of the implementation method. (Refer to...) Figure 21 ,and Figure 2 Compared to the functional blocks, the information processing apparatus 100 based on the embodiment differs in that it also includes a third movement control unit 205. Other structures are similar to... Figure 2 The structure is the same, so a detailed explanation will not be repeated.

[0200] The third movement control unit 205 controls the movement of interference objects (third objects) positioned on the game field. The acquisition unit 206 controls the acquisition of the item object by the character object or interference object among multiple character objects that are in a predetermined proximity relationship with the item object.

[0201] When an interfering object acquires an item object, events beneficial to the user in the game's progression, which would occur if a character object acquired an item object, are not generated. Alternatively, it can be set to not generate any events, or events detrimental to the user in the game's progression can be generated.

[0202] Figure 22 This is a diagram illustrating the game screen 500 in the game processing provided by the game program 122 based on a variation of the implementation method.

[0203] like Figure 22As shown in screen 500, a jamming object 303 is configured together with an item object 312 and multiple character objects 302. Furthermore, this example illustrates the configuration of one jamming object 303, but multiple jamming objects 303 can also be configured.

[0204] Interference object 303 can interfere with the character object 302's acquisition of item object 312, for example, by acquiring item object 312. By setting interference object 303, the game can be made more interesting by controlling the firing of item object 312 to prevent it from being acquired by interference object 303.

[0205] The third movement control unit 205 controls the movement of the interference target 303.

[0206] When the interference object 303 is located within a third range relative to the prop object 312, the third movement control unit 205 moves the interference object 303 toward the prop object 312. The third range can be the same as or different from the first or second range. Alternatively, the third movement control unit 205 may move the interference object 303 toward the prop object 312 without setting a range. Furthermore, not limited to the prop object 312, the interference object 303 can also move toward the prop object 322. Moreover, the interference object 303 can also acquire the prop object 322.

[0207] If the interference object 303 moves toward the item object 312 and becomes adjacent to it (for example, within a specified distance from the interference object 303), the item object 312 is acquired. Once the interference object 303 acquires the item object 312, the item object 312 is eliminated.

[0208] Furthermore, if the prop object 312 moves out of the third range due to its high speed after the interference object 303 begins moving towards the prop object 312, the interference object 303 can also be stopped from moving towards the prop object 312. In this example, the case where the interference object 303 moves is explained, but the interference object 303 can also be fixed.

[0209] Alternatively, the interference object 303 can be set to move toward the item object 312 at a speed faster than the movement speed of the character object 302 (the movement speed normally controlled by movement control or the movement speed when moving toward the item objects 312 and 322).

[0210] Interference object 303 can also be removed from the game field, for example, by touching it. In this case, interference object 303 may transform into an item object, or interference object 303 may discard an item object. Furthermore, the number of item objects appearing can also vary, for example, it can vary based on the number of item objects acquired by interference object 303.

[0211] [H. Postscript]

[0212] In the first assignment method, a method for calculating the firing direction and firing speed of the prop object 312 based on its position before a predetermined time from the canceled touch position and the canceled touch position has been described, but it is not limited to this. For example, the first assignment unit 202 may also consider the path to the canceled touch position, speed changes, etc., to perform movement control of the prop object 312 provided in the first assignment method.

[0213] In addition, the above describes the situation where the number of item objects 304 is restored when the item object 312 that has moved to the outside of the area displayed as the game field in the screen 310 is replenished after it has existed on the game field for a specified time, but it is also possible not to restore the number.

[0214] Furthermore, while the virtual camera movement control unit 208 has been described in terms of controlling the virtual camera's position via touch movement or opening / closing operations, other operations can also be used to control the virtual camera's position. For example, the virtual camera's position can be controlled by repeatedly touching the game area. Additionally, not limited to touch input, the virtual camera's position can also be controlled using directional input keys or buttons. Furthermore, the virtual camera movement control unit 208 can also move the virtual camera closer to and upwards towards the touched character object 302 by repeatedly touching the character object 302.

[0215] Furthermore, when the virtual camera's position is moved via the virtual camera movement control unit 208, the first virtual plane L1 is also moved. However, if the relative positional relationship with the prop object 304 is to remain unchanged, the prop object 304 can also be moved. Additionally, settings can be configured for recalculation, etc., not limited to movement processing. Furthermore, when the virtual camera moves a large distance, for example, when the first virtual plane L1 or the prop object 304 enters the game area, excessive movement of the first virtual plane L1 or the prop object 304 can be avoided. Moreover, on the other hand, the relative positional relationship with the prop object 304 can also be allowed to change as the virtual camera's position moves.

[0216] Furthermore, in the above description, the method by which the first movement control unit 200 moves the character object 302 by a light swipe operation input has been explained, but it is not limited to this operation input, and movement can also be performed by other operation inputs.

[0217] Additionally, as described above, processing can be performed to facilitate the acquisition of item objects by a specific character object 302. For example, when a specific character object 302 is selected by touch or other means (sixth user operation input), the movement speed of that specific character object 302 toward item objects 312, 322 that exist at the time of selection or within a specified period after selection can be increased. Alternatively, the first range, second range, or specified proximity relationship related to that specific character object 302 can be set wider than when it is not selected. Alternatively, the specific character object 302 can be moved toward item objects 312, 322 regardless of the first range or second range. Furthermore, a specified notification function can be performed to inform the user which specific character object 302 has been selected, or to cause that specific character object 302 to perform a specified action. Additionally, processing can be performed simultaneously or alternatively to make it impossible or difficult for character objects 302 other than the specific character object 302 to acquire item objects 312, 322.

[0218] Furthermore, in the above, character object 302 does not need to be of a single type; it can be of multiple types. In this case, the effects of acquiring item objects 312 and 322 can vary depending on the type of character object 302, or they can be the same.

[0219] Furthermore, the above describes a configuration where an initial region 308 defined by a virtual boundary line 306 is set, and the second motion control unit 201 performs a first or second control operation based on whether the touch position crosses the virtual boundary line 306. However, it is also possible to configure the system without setting an initial region 308. For example, the second motion control unit 201 could perform the first or second control operation based on whether the touch position is the initial position, i.e., whether the touch position has moved from the initial position.

[0220] Furthermore, the above description explains how the second assignment control process is performed when the touch position crosses the virtual boundary line 306 and a predetermined period has elapsed, but it is not limited to this. For example, the second assignment control process may be performed even if the touch time exceeds the predetermined period, regardless of the virtual boundary line 306. Alternatively, the second assignment control process may be performed if the touch position moves for no more than the predetermined period while in the touch state (including cases where there is no actual movement), or if the touch position moves for no more than the predetermined period while in the touch state (including cases where there is no actual movement), regardless of the virtual boundary line 306. In addition, the second assignment control process may be performed based on predetermined conditions and inputs, not limited to the touch period.

[0221] Furthermore, the above description explains how the first movement control unit 200 moves the character object 302 toward the item objects 312 and 322 when the positional relationship between the character object 302 and the item objects 312 and 322 is a predetermined relationship (for example, within a first range or a second range). However, other conditions can also be added. For example, the state of the character object 302 can also be added as a condition. For instance, it can be set so that if the character object 302 cannot increase its level from its current level, the character object 302 will not move toward the item objects.

[0222] Furthermore, the above describes a scenario where the first movement control unit 200 can move all character objects 302 toward the item object 322 when the item object 322 is present on the game field. However, in this case, it is also possible to configure the first movement control unit 200 to prevent some character objects 302 from moving.

[0223] Furthermore, while the above explanation addresses the difference between the first and second ranges based on item objects 312 and 322 in the first and second assignment methods, it is also possible to set the first and second ranges based on character object 302. Alternatively, independent first and second ranges can be set for each character object 302. Furthermore, the independent second range set for each character object can be wider than the first range.

[0224] Furthermore, in the above description, the method by which the first movement control unit 200 moves the character object 302 toward the item objects 312 and 322 when the positional relationship between the character object 302 and the item objects 312 and 322 is a predetermined relationship (for example, a first range or a second range) has been explained. However, it is also possible to configure it to move without setting a range. For example, it is also possible to configure the first movement control unit 200 to determine whether to move toward the item objects 312 and 322 based on various conditions such as the character object 302's preferences, the attributes of the item objects, and the state of the game field, and to perform movement control based on this determination. In addition, it is also possible to configure the character object 302 to move even if it is farther away from the item object 322 provided in the second method than the item object 312 provided in the first method, when the same conditions are met.

[0225] Furthermore, the above description addresses the case where the specified proximity relationship for acquiring the item object is the same in both the first and second assignment methods. However, this is not a limitation, and the conditions can also be different. For example, the acquisition range can also be different.

[0226] Furthermore, while the above description focused on virtual three-dimensional space, it can also be applied to virtual two-dimensional space in the same way.

[0227] Furthermore, the above description covered the cases where the prop object is moved on the first virtual plane via the first assignment unit and the cases where the prop object is moved on the second virtual plane via the second assignment unit. However, the process of using different virtual planes to control the movement of prop objects can also be applied to games other than the game in this example where prop objects are assigned to character objects. For example, it can also be applied to games where prop objects are shot or placed on the game field regardless of the character object.

[0228] Although the invention has been described and illustrated in detail, it is clearly understood that this is merely illustrative and exemplary, and not limiting, and the scope of the invention is to be interpreted by the appended claims.

Claims

1. An information processing device, comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided to any one of the plurality of first objects; as well as The acquisition unit controls the process to ensure that a first object among the plurality of first objects that has a predetermined proximity relationship with the second object acquires the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. Among them, multiple instances of the second object are held. Each time the second object is fired into the field through the first delivery unit, the number of the second object held decreases. When the second object is moved on the site by the second assignment unit, the number of the second object is reduced whenever a first object among the plurality of first objects that is in the prescribed proximity relationship with the second object acquires the second object.

2. The information processing apparatus according to claim 1, wherein, Among the plurality of first objects, the first object that moves toward the second object that moves on the field via the second delivery part includes a first object that is farther from the position of the second object when it was launched into the field compared to the first object that moves toward the second object that was launched into the field via the first delivery part.

3. The information processing apparatus according to claim 1 or 2, wherein, The first movement control unit moves the first object, which is within a first range from the second object that has been launched into the field by the first delivery unit. The first movement control unit moves the first object, which is in a second range from the second object that is moving on the site via the second assignment unit, and the second range is wider than the first range.

4. The information processing apparatus according to claim 1 or 2, wherein, The first movement control unit causes one of the plurality of first objects, which is in a predetermined positional relationship with a second object that has been launched into the field by the first assignment unit, to move toward the second object. The first movement control unit causes the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit.

5. The information processing apparatus according to claim 1 or 2, wherein, The first user input and the second user input are touch inputs for the touch panel located on the display screen. In response to the first user input, the second object is displayed in a manner that overlaps with the touch location. In response to the second user input, the second object is displayed at a position that does not overlap with the touch location.

6. The information processing apparatus according to claim 1 or 2, wherein, The second motion control unit determines whether a touch operation on the touch panel provided on the display screen has lasted for a predetermined period of time or longer. If the specified period is deemed insufficient, the first assignment unit launches the second object from a predetermined position into the field in a direction determined based on the first user input. If it is determined that the specified period has lasted for more than a certain period, the second assignment unit moves the second object on the site according to the second user operation input.

7. The information processing apparatus according to claim 1 or 2, wherein, Within the three-dimensional virtual space, the first virtual plane is different from the second virtual plane. The first virtual plane is used to project the second object to the predetermined position in the field, while the second virtual plane is used to move the second object in the field.

8. The information processing apparatus according to claim 7, wherein, It also includes a virtual camera movement control unit, in which a virtual camera is positioned in a predetermined position relative to the site. The virtual camera movement control unit moves the position of the virtual camera parallel to the site according to input from a third user. The second object or the first virtual plane is set such that the relative position of the virtual camera and the second object does not change as the position of the virtual camera moves.

9. The information processing apparatus according to claim 7, wherein, It also includes a virtual camera movement control unit, in which a virtual camera is positioned in a predetermined position relative to the site. The virtual camera movement control unit moves the position of the virtual camera closer to or further away from the site according to a fourth user input. The second object or the first virtual plane is set such that the relative position of the virtual camera and the second object does not change as the position of the virtual camera moves.

10. The information processing apparatus according to claim 1, wherein, The first motion control unit receives a fifth user operation input for one of the plurality of first objects, and moves the first object according to the fifth user operation input.

11. The information processing apparatus according to claim 1, wherein, The first mobile control unit accepts a sixth user operation input for selecting one of the plurality of first objects, wherein the selected first object makes it easier to acquire the second object compared to the unselected first object.

12. The information processing apparatus according to claim 1, wherein, It also includes a third movement control unit for controlling the movement of a third object positioned on the site. The acquisition unit controls the acquisition so that the third object, which is in a predetermined proximity to the second object, acquires the second object. If the first object acquires the second object, an event beneficial to the user is generated. The event is not generated if the third object acquires the second object.

13. An information processing device comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided to any one of the plurality of first objects; as well as The acquisition unit controls the process to ensure that a first object among the plurality of first objects that has a predetermined proximity relationship with the second object acquires the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. The first user operation input and the second user operation input are touch operation inputs for the touch panel located on the display screen. In response to the first user input, the second object is displayed in a manner that overlaps with the touch location. In response to the second user input, the second object is displayed at a position that does not overlap with the touch location.

14. An information processing apparatus comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided to any one of the plurality of first objects; as well as The acquisition unit controls the process to ensure that a first object among the plurality of first objects that has a predetermined proximity relationship with the second object acquires the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. The second motion control unit determines whether a touch operation on the touch panel provided on the display screen has lasted for a predetermined period of time. If the specified period is deemed insufficient, the first assignment unit launches the second object from a predetermined position into the field in a direction determined based on the first user input. If it is determined that the specified period has lasted for more than a certain period, the second assignment unit moves the second object on the site according to the second user operation input.

15. An information processing apparatus comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided to any one of the plurality of first objects; as well as The acquisition unit controls the process to ensure that a first object among the plurality of first objects that has a predetermined proximity relationship with the second object acquires the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. In the three-dimensional virtual space, the first virtual plane and the second virtual plane are different. The first virtual plane is a plane used to project the second object to the specified position in the field, and the second virtual plane is a plane used to move the second object in the field.

16. A control method for an information processing device, comprising the following steps: Control the movement of any one of the multiple first objects configured on the field; Control the movement of a second object provided for any of the plurality of first objects; as well as The second object is obtained by making the first object among the plurality of first objects that has a defined proximity relationship with the second object. The step of controlling the movement of the second object includes the following steps: Upon receiving a first user input, the second object is launched from a predetermined position into the field in a direction determined based on the first user input; and The system accepts input from a second user and moves the second object on the site according to that input. The step of controlling the movement of any one of the plurality of first objects includes the following steps: Move any one of the plurality of first objects toward the second object launched into the field; and Cause any one of the plurality of first objects to move toward the second object moving on the field. Among them, multiple instances of the second object are held. Each time the second object is fired into the field, the number of the second object held decreases. When the second object is moved on the site, the number of the second object is reduced whenever a first object among the plurality of first objects that is in the prescribed proximity relationship with the second object acquires the second object.

17. A method for controlling an information processing device, comprising the following steps: Control the movement of any one of the multiple first objects configured on the field; Control the movement of a second object provided for any of the plurality of first objects; as well as The second object is obtained by making the first object among the plurality of first objects that has a defined proximity relationship with the second object. The step of controlling the movement of the second object includes the following steps: Upon receiving a first user input, the second object is launched from a predetermined position into the field in a direction determined based on the first user input; and The system accepts input from a second user and moves the second object on the site according to that input. The step of controlling the movement of any one of the plurality of first objects includes the following steps: Move any one of the plurality of first objects toward the second object launched into the field; and Cause any one of the plurality of first objects to move toward the second object moving on the field. The first user operation input and the second user operation input are touch operation inputs for the touch panel located on the display screen. In response to the first user input, the second object is displayed in a manner that overlaps with the touch location. In response to the second user input, the second object is displayed at a position that does not overlap with the touch location.

18. A control method for an information processing device, comprising the following steps: Control the movement of any one of the multiple first objects configured on the field; Control the movement of a second object provided for any of the plurality of first objects; as well as The second object is obtained by making the first object among the plurality of first objects that has a defined proximity relationship with the second object. The step of controlling the movement of the second object includes the following steps: Upon receiving a first user input, the second object is launched from a predetermined position into the field in a direction determined based on the first user input; and The system accepts input from a second user and moves the second object on the site according to that input. The step of controlling the movement of any one of the plurality of first objects includes the following steps: Move any one of the plurality of first objects toward the second object launched into the field; and Cause any one of the plurality of first objects to move toward the second object moving on the field. The step of controlling the movement of the second object further includes the following steps: Determine whether a touch operation on the touch panel located on the display screen has lasted for a specified period of time. If the specified time is insufficient, the second object is launched from a specified position into the field in a direction determined based on the first user input. If it is determined that the specified period has lasted for more than a certain period, the second object is moved on the site according to the second user operation input.

19. A control method for an information processing device, comprising the following steps: Control the movement of any one of the multiple first objects configured on the field; Control the movement of a second object provided for any of the plurality of first objects; as well as The second object is obtained by making the first object among the plurality of first objects that has a defined proximity relationship with the second object. The step of controlling the movement of the second object includes the following steps: Upon receiving a first user input, the second object is launched from a predetermined position into the field in a direction determined based on the first user input; and The system accepts input from a second user and moves the second object on the site according to that input. The step of controlling the movement of any one of the plurality of first objects includes the following steps: Move any one of the plurality of first objects toward the second object launched into the field; and Cause any one of the plurality of first objects to move toward the second object moving on the field. In the three-dimensional virtual space, the first virtual plane and the second virtual plane are different. The first virtual plane is a plane used to project the second object to the specified position in the field, and the second virtual plane is a plane used to move the second object in the field.

20. An information processing system, comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided for any one of the plurality of first objects; as well as The acquisition unit causes the first object among the plurality of first objects that has a predetermined proximity relationship with the second object to acquire the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. Among them, multiple instances of the second object are held. Each time the second object is fired into the field through the first delivery unit, the number of the second object held decreases. When the second object is moved on the site by the second assignment unit, the number of the second object is reduced whenever a first object among the plurality of first objects that is in the prescribed proximity relationship with the second object acquires the second object.

21. An information processing system, comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided for any one of the plurality of first objects; as well as The acquisition unit causes the first object among the plurality of first objects that has a predetermined proximity relationship with the second object to acquire the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. The first user operation input and the second user operation input are touch operation inputs for the touch panel located on the display screen. In response to the first user input, the second object is displayed in a manner that overlaps with the touch location. In response to the second user input, the second object is displayed at a position that does not overlap with the touch location.

22. An information processing system, comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided for any one of the plurality of first objects; as well as The acquisition unit causes the first object among the plurality of first objects that has a predetermined proximity relationship with the second object to acquire the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. The second motion control unit determines whether a touch operation on the touch panel provided on the display screen has lasted for a predetermined period of time. If the specified period is deemed insufficient, the first assignment unit launches the second object from a predetermined position into the field in a direction determined based on the first user input. If it is determined that the specified period has lasted for more than a certain period, the second assignment unit moves the second object on the site according to the second user operation input.

23. An information processing system, comprising: The first movement control unit controls the movement of any one of the plurality of first objects disposed on the site; The second movement control unit controls the movement of the second object provided for any one of the plurality of first objects; as well as The acquisition unit causes the first object among the plurality of first objects that has a predetermined proximity relationship with the second object to acquire the second object. The second movement control unit includes: A first delivery unit, which receives input from a first user and launches the second object from a predetermined position into the field in a direction determined based on the first user input; and The second assigning unit accepts input from the second user and moves the second object on the site according to the input. The first movement control unit causes any one of the plurality of first objects to move toward a second object that has been launched into the field by the first delivery unit. The first movement control unit causes any one of the plurality of first objects to move toward a second object that is moving on the field via the second assignment unit. In the three-dimensional virtual space, the first virtual plane and the second virtual plane are different. The first virtual plane is a plane used to project the second object to the specified position in the field, and the second virtual plane is a plane used to move the second object in the field.

24. A computer program product comprising a computer program that, when executed by a processor, implements the control method of any one of claims 16-19.

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